Monday, October 13, 2008

Snake Eyes: Race Updates


People have been wanting to play races outside the core races, so these are some updates of 3.5 Rules to make some new 3.75 races.

Kobold (Monster Manual)
Kobolds are distantly descended from dragons, although that may not be obvious to the casual observer. Kobolds exist almost entirely as slaves within the Mobb, where their puny frames coupled with Sorcerous talent have made the fortunate in their number magical workhorses and the unfortunate manual labor. Kobold Sorcerors are typically kept with a minder of some sort, usually a well-trained Ogre.

Racial Abilities
Ability Scores: -4 Strength, +2 Dexterity, +2 Charisma. Kobolds are puny but quick, and their Draconic heritage grants them depth of personality that is rarely shown to outsiders.
Reptilian: Kobolds are humanoids with the Reptilian subtype.
Small: As small creatures, Kobolds gain a +1 size bonus to armor class and attack rolls, but must use smaller equipment and have half the normal carrying capacity.
Normal Speed: Though they are barely the size of Halflings, Kobolds move at speed normal for a human, 30 feet per round.
Darkvision: Kobolds have darkvision out to 60 feet.
Keen: Kobolds have a +2 racial bonus to Craft (Trapmaking) and Perception checks.
Thick Hide: Kobolds have a +1 natural armor bonus.
Languages: Kobolds speak Common and Draconic, and can learna any other language.
Favored Class: Sorceror or Rogue
Level Adjustment: +0




Goliath (Races of Stone)

Goliaths are massively muscled creatures rumored to be of Ogre stock. They typically stand over seven feet tall. Goliaths of Otep have uniform skin and grow hair as humans do, typically in shades of black and gray (regardless of age). Goliaths are known for their skill in forging edged weapons. Goliaths are the longest-lived creatures in Otep, with the exception of the Elves, frequently living in excess of 600 years.

Racial Abilities

Ability Scores: +4 Strength, -2 Dexterity, +2 Constitution, +2 Wisdom. Goliaths are huge and long-lived, granting them insight on the world at large. Their girth comes at a price, resulting in their relative clumsiness.
Monstrous Humanoid: Goliaths are Monstrous Humanoids, and are thus inherently skilled with all simple weapons.
Darkvision: Like all Monstrous Humanoids, Goliaths have Darkvision out to 60 feet.
Powerful Build: Due to their unusual size, Goliaths may count as large if it is to their advantage to do so. This includes using large size weapons, but Powerful Build does not bestow any additional natural reach.
Long Stride: Goliath landspeed is40 feet, due to their long legs.
Momentum: Due to their weight (often in excess of 600 pounds), once a Goliath is moving he experiences significantly more inertia than a humanoid. Goliaths treat all jumps as if they had a running start.
Perceptive: Goliaths gain a +2 racial bonus to Sense Motive checks, due to their long experience dealing with others.
Languages: Goliaths speak Common and Giant. They can learn Dwarven, Elemental, and Gnoll.
Favored Class: Barbarian or Druid
Level Adjustment: +1




Dragonborn (Races of the Dragon)
Note: Dragonborn are not part of the main continent's inhabitants in 190 GD and are not actually playable in the Serpent War campaign.

Racial Abilities

Ability Scores: +2 Strength, -2 Dexterity, +2 Charisma. Dragonborn are large in body and spirit, but somewhat clumsy.
Dragonblood: Dragonborn are Humanoids with the Dragonblood subtype.
Normal Speed: Dragonborn land speed is 30 feet.
Breathe Weapon: Dragonborn have a breathe weapon they can use once every 1d4 rounds. It deals 1d8 points of damage, plus 1d8 per three HD the Dragonborn possesses in a fifteen foot cone. A Dragonborn chooses the energy type of his or her breathe weapon at level one and it cannot be changed later. At level 11, the Dragonborn's breathe weapon increases to a 30 foot cone. Enemies struck by the breathe weapon are entitled to a Reflex saving throw (DC 10+Half the Dragonborn's hit dice+Dragonborn's CON mod) for half damage.
Fury: When a Dragonborn is dropped below half his maximum hit points, his hunter's instincts take over. He gains a +1 racial bonus to all attack rolls and a +1 racial bonus to melee damage rolls.
Adaptive Flesh: Dragonborns' bodies are used to taking a punishing and being put back together. Whenever a Conjuration (Healing) spell is cast on a Dragonborn, the Dragonborn heals a number of hit points equal to his Constitution modifier, up to his normal maximum.
Languages: Dragonborn speak Common and Draconic, and can learn any bonus language.
Favored Class: Paladin or Sorceror
Level Adjustment: +0

1 comment:

SpaceMonkey said...

Kobolds should also have their "Slight Build" from the Races of the Dragon web enhancement, as well as the natural weapons, as well as weapon proficient (heavy, light, dire) and weapon familiarity (greatpick).

Weapon familiarity means they can treat a greatpick as a martial weapon.

They have two natural claw attacks that deal 1d3 + str slashing, with secondary bite that deals 1d3 + 1/2 str piercing.

Slight Build is the opposite of Powerful Build for Goliaths. Kobolds can treat themselves as Tiny if it is beneficial to them to do so, such as stealth, AC, atk, squeezing, etc.

_--I used all of these variants, as well as the kobold rogue variant class, and some other kobold variant stuff for a combat trapsmith I powergamed the shit out of for James D's game, and he was still only about average. So, therefore, I think that these should be simply be standard for all Kobolds.

I personally love Kobolds.