| Azreal423 |
granted all these are just stat blocks. i used the racial playtest and gave each of them roughly 13-15RP. SO THEY ARE STRONGER THEN BASE CLASSES
The Sylvari
Fey (lowlight vision)
Medium
Normal Speed
Standard Modifier
+2 Dex, +2 Wis, -2 STR
Xenophobic array of Speech
They Start with only their language and must use a bonus language to speak anything else, or have points in linguistics
Eternal Hope
Members of this race gain a +2 racial bonus on saving
throws against fear and despair effects. Also, once per
day, after a natural roll of 1 on a d20, members of this
race may reroll and use the second result
Natural Armor
Members of this race gain a +1 natural armor bonus
Spell like Ablity - Barkskin (2)/1day
Climb Speed
20ft Climb Speed. +8 to climb checks
Dream Speaker
Members of this race gain a +1 bonus to the saving throw
DCs of divine spells and spells that produce sleep effects
that they cast. In addition, if a member of this race has
a Charisma of 15 or higher, it may use dream once per
day as a spell-like ability
Camouflage
+4 Stealth while in forested areas
Skill Bonus Knowelge Nature +2
Skill Bonus Survival +1
Skill Bonus: Perform - Sing +1
Tree Speech
Under the effects of a constant speak with plants
Fire Weakness - Fire damage done to you is incresed by 1 per caster level of the person casting it (not halved by reflex)
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The Norn
Humaniod
Large
Normal Speed
Human Heritage Mods
+2 to choice
Standard Language Array
Norn can speak Common. Norn with high INT can choose any of these: Giant, Goblin, Orc, Sylvan, Akari.
Fearless
Members of this race gain a +2 racial bonus on all saving throws
against fear and may reroll one round later to end if effected by fear based spells or effects
Stablitiy
Members of this race receive a +4 racial bonus to their Combat
Maneuver Defense when resisting a bull rush or trip
attempt while standing on the ground
Totem ( CHOOSE ONE, CANNOT BE CHANGED AFTER YOU MAKE THE CHARACTER)
Bear: +1 Attack and damage with Two handed Weapons
Wolf: +1 Attack and damage with one handed weapons
Raven: +1 attack and damage with ranged weapons (not thrown melee weapons)
Snow Lepord: +1 Attack and damage with double weapons
Thrill of the hunt The Norn cannot retreat from battle unless the odds are greater then 3 to 1, he is under 25% HP, or is facing a magic user
Reach
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The Darkhost (The Akari-spawn)
Half Undead (5)
• Half-undead have the darkvision 60 ft. racial ability.
• Half-undead gain a +2 racial bonus on saving throws
against disease and mind-affecting effects.
• Half-undead take no penalties from energy draining
effects, though they can still be killed if they accrue more
negative levels than they have Hit Dice. After 24 hours, any
negative levels they’ve gained are removed without any
additional saving throws.
• Half-undead creatures are harmed by positive energy
and healed by negative energy. A half-undead creature
with the fast healing special quality still benefits from
that quality
Medium
Normal Speed
Standard Mods
+2DEX, +2INT, -2CHA
Linguist Array
They start with Akari and Common, can learn any other language with high int besides secret ones
Cats Luck
Members of this race gain the following ability: Once per day, when you make a Ref lex
saving throw, you can roll the saving throw twice and
take the better result. You must decide to use this ability
before the saving throw is attempted
Dual-Minded
Members of this race gain a +2 bonus on
all Will saving throws
Shadow Resistence
Members of this race gain cold resistance 5 and electricity
resistance 5.
Shadow Blending
Attacks made against
members of this race while they are in dim light have a
50% miss chance instead of the normal 20% miss chance.
This ability does not grant total concealment; it just
increases the miss chance. This is a supernatural ability
Fast +10 movement speed
Night Stalker +4 stealth in darkness, -2 stealth in light
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The Commoners (AKA Humans)
Humaniod
Medium
Normal Speed
Human heritage
+2 to any
Lingust array
Stubborn
Members of this race gain a +2 racial bonus on Will saving throws to resist
spells and spell-like abilities of the enchantment (charm)
and enchantment (compulsion) subschools. In addition, if
a member of this race fails such a save, it receives another
save 1 round later to prematurely end the effect (assuming
the spell or spell-like ability has a duration greater than 1
round). This second save is made at the same DC as the f irst.
If the member of the race has a similar ability from another
source (such as a rogue’s slippery mind class feature), it can
only use one of these abilities per round, but can try one on
the second round it the f irst reroll ability fails
Ferocity
When a member of this race’s hit points fall below 0 but it is not
yet dead, it can continue to f ight. If it does, it is staggered,
and loses 1 hit point each round. Members of this race
still die when their hit points reach a negative amount
equal to their Constitution score
Weapon Familiarity - Longsword, Long Bow
Adaptablity
Members of this race receive Skill Focus as a bonus feat
at 1st level
Bonus Feat
Master Tinker
Member of this race gain +1 bonus on Disable Device and
Knowledge (engineering) checks. Members of this race
are also treated as proficient with any weapon you have
personally crafted
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The Crystal Hearts (The Yern)
Half Construct
• Half-constructs gain a +2 racial bonus on saving throws
against disease, mind-affecting effects, poison, and
effects that cause either exhaustion or fatigue.
• Constructs do not breathe, eat, or sleep, unless they want
to gain some beneficial effect from one of these activities.
This means that a construct can drink potions and can
sleep in order to regain spells, but neither is required to
survive or stay in good health
Medium
Slow and Steady speed
20ft movement speed, but cannot be dropped below 20ft by armor
Standard Mods
+2STR, +2CHA, -2CON
Lingust Array
Spell Resistence Lesser
Members of this race gain spell resistance equal
to 6 + its level
Spell-like Ablity - Charm Person
Gate Crasher
Members of this race gain a +2 bonus on Strength checks
to break objects and a +2 bonus on combat maneuver
checks to sunder
Sociable
When members of this race attempt to change a creature’s
attitude with a Diplomacy check and fail by 5 or more,
they can try to inf luence the creature a second time even
if 24 hours have not passed
Broken Body
If a Yern dies he suffers from a Broken Body. All healing effects on him are reduced to half and he looses his racial +2 str. A Yern can repair himself with a Knowledge (eng) DC of 5+ his level and 250 gold per level in gemstones. so a level 10 would have to make a DC 15 check and spend 2.5k to repair himself. He can also have someone else repair him, but the Knowledge check increases to 10 + the Yerns level. Once repaired he regains his +2STR and healing effects him normally
sorry if thats hard to read, i cant get it to paste any better. do any of them seem over powered in any way compared to the others?