| Wolin |
I've been working on adapting some of the races from some of the old Wizardry series computer games, what with the online version going down the other day.
I've used the rules in the Advanced Race guide to try to simulate them as much as possible, adding a few of my own devising as I felt confident enough to do so. I've tried to balance them as much as possible with the core races, so they've got RP values around 10. If they get as high as Tieflings (14 RP), they're too high.
I suppose mostly I'm looking to see what people's impressions of these are: If they're balanced, if they capture the flavour of the race, and if they're actually an appealing choice over the many many other races you could chose from.
I'm not including races such as Felpurr, Human, Elf, &., since there's no point in fixing what isn't broken.
Faerie Racial Traits:
-2 Strength, +2 Dexterity, -2 Constiution, +2 Intelligence, +2 Charisma: Faeries are fragile, but nimble and charming with keen minds [Specialised, Tiny bonuses -> 1 RP]
Faeries are Fey [2 RP]
Tiny: Faeries are Tiny creatures and gain a +2 size bonus to AC and attack rolls, a -2 size penalty to CMB and CMD and a +8 bonus to stealth checks. Faeries take up a space of 2.5ft by 2.5ft, so 4 can fit in a single square. They have no natural reach, so they cannot reach into adjacent squares, so cannot threaten squares and must enter an opponent's square to attack it in melee. Tiny creatures cannot usually flank an enemy [4 RP]
Slow Speed: Faeries are so small that they can't move as quickly as the big folk. They have a speed of 20ft [-1 RP]
Low light vision: Faeries can see twice as far in dim light [part of being fey]
Flight: Faeries can fly at a speed of 30ft with Clumsy Maneuverability. [4 RP]
Pixie Magic: Faeries gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Faeries with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sounds, prestidigitation, speak with animals. The caster level for these effects is equal to the user’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. [Gnome Magic, 2 RP]
Languages: Faeries begin play speaking Common and Sylvan. Faeries with high intelligence scores can chose from the following: Auran, Gnome, Elven, Clestial, Draconic, Goblic and Orc
This totals 12 RP. A little higher than core races, but closer than other races. There are a few things that I'd like to include still, such as fey damage resistance or a better flight speed, but chances are it'd begin to start being unbalanced. Advanced ability scores would be great as well to give an extra +4 dex (+6 total) and +2 Wis to round them out fully.
Obviously, Faeries will make terrible physical combatants being as small as they are. A 1d6 medium weapon does 1d3 when it's tiny and even powerful weapons like greatswords or greataxes only do 1d8. Armour is half as effective too. And not to mention the horrible reach and no flanking! However, the increased AC and hit bonuses will make them wonderful spellcasters.
There's a race called Gathlain here which is sort of similar.
Dracon Racial Traits:
+2 Strength, +2 Consitution, -2 Wisdom: Dracons are physically tough, but unfocused. [Specialised, 1 RP]
Dracons are Humanoids with the Reptilian subtype. (Mostly because Dragon is OP and not all those features fit with Dracons)
Medium: Dracons are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Dracons have a base speed of 30 ft
Draconic immunities: Dracons are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. [Elf immunities, 2 RP]
Acid Resistance: A Dracon's body resists acid, so they receive acid resistance 5 [1 RP]
Acid Breath: Three times a day, a Dracon can breathe acid in a 30ft cone, dealing 2d6 acid damage to all who get hit by it. A successful reflex save against DC 10 + 1/2 the Dracon's character level + the Dracon's Consitution modifier halves the damage. [Breath Weapon, 6 RP]
Dragon Scales: The hard scales of a Dracon grant a +1 Natural Armour bonus to AC. [2 RP]
Languages: Dracons begin play speaking Common and Draconic. Dracons with high intelligence scores can choose from the following: Terran, Aquan, Ignan, Auran, Celestial, Infernal or Aklo.
Total: 12 RP
I'd expect Dracons to be impressive fighters, as intended, although their main selling point is the acid breath..
Mook Racial Traits:
+2 Strength, -2 Dexterity, +2 Intelligence: Mook are strong and smart, but their size makes them slow and cumbersome.
Medium: Mook are medium and receive no bonuses or penalties due to their size.
Slow but steady: Mook have a base speed of 20 ft, but have no changes due to armour or encumberance [-1 RP]
Low light Vision: Mook can see twice as far as normal in dim light. [1 RP]
Curiosity: Mook are extremely inquisitive about the world around them. They gain a +4 bonus of Diplomacy checks to gather information, and Knowledge(local) and Knowledge(History) are class skills for them. If they have a class that has either of these skills as class skills, they gain a +2 racial bonus on these skills instead. [4 RP]
Master Tinker: Mook gain a +1 on Disable Device and Knowledge(engineering) checks. Mook are also treated as proficient with any weapon they have personally crafted. [2 RP]
Large Weapons: Mook are large enough to use large weapons without the size penalty [Static bonus feat? 2 RP]
Envoy: Mook with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/Day - Comprehend Languages, Detect Magic, Detect Poison, Read Magic. The caster level for these effects is equal to the user's character level. [1 RP]
Languages: Mook begin play speaking Common. Mook with high Intelligence scores may choose any other language except secret languages (such as Druidic) [1 RP]
Total: 10 RP
Okay, obviously the Large Weapons thing is slightly dodgy. I wanted to make them large, but that costs too many RP and wouldn't leave room for other important things, and they aren't quite as large as large. Just close. Even if it should have a larger RP value, chances are it'd still be about even with Tieflings.
Rawulf Racial Traits:
+2 Constiution, +2 Wisdom, -2 Intelligence: Rawulfs are sturdy and perceptive, but slightly dim.
Medium: Rawulfs are medium creatures and receive no bonuses or penalties from their size.
Fast Speed: Rawulfs have a base speed of 40ft [1 RP]
Stubborn: Rawulfs 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 Rawulf 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 first. If the Rawulf 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 the other on the second round if the first reroll ability fails. [2 RP]
Pack Attack: Rawulfs maintain their old pack instincts, and receive the teamwork feat Pack Attack for free. [2 RP]
Scent: Rawulfs have the strong sense of smell of their ancestors, and have the Scent ability (see Scent) [4 RP]
Bite: A Rawulf's strong jaws gives it a natural bite attack that deals 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. [1 RP]
Languages: Rawulfs begin play speaking Common. Rawulfs with high intelligence scores can choose any language except for secret languages (Such as Druidic) [1 RP]
Total: 10 RP
[size=16]Alternate racial traits:[/size]
Swarming: Some Rawulf prefer to attack en masse. Two of these Rawulf (or other races with this racial trait) can occupy the same square. If two Rawulfs that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This trait replaces Pack Attack.
Low-light Vision: Some Rawulf have keener eyesight than average. They can see twice as far as normal in conditions of dim light. This trait replaces Bite.
Skilled: Rawulfs descended from domesticated dogs have lost some of their old senses, but their training for a variety of purposes gives them an extra skill point at each level. This trait replaces Scent.
Moon-touched resistance: Touched by the ancestral beliefs in the moon, some Rawulf have picked up some werewolf-like qualities. They receive DR 5/Silver. This trait replaces Bite and Stubborn.
Well, my first attempt at including alternate racial traits. Mostly coming from a desire to include more things than would be balanced. Oddly, I suspect that Rawulf would actually make pretty good monks, in addition to solid clerics and exceptional rangers.
I would, at some stage, like to play a Rawulf Pirate called Black Spot.
The next two races appeared only in Wizardry 8.
While you couldn't make Rapax characters, you could hire one, a very high level mage. Who could use swords, apparently (and surprisingly well, too). Anyway, since they were playable they were obviously intended to be a balanced race (even if you never got to see base stats).
Rapax Racial Traits:
+2 Strength, +2 Intelligence: Rapax are strong and smart. [2 RP]
Medium: Rapax are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Rapax have a base speed of 30ft
Fiendish Resistance: The Rapax's demonic nature gives them Cold Resistance 5, Electricity Resistance 5 and Fire Resistance 5 [3 RP]
Ferocity: If the hit points of a Rapax fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. [4 RP]
Desert Runner: Rapax are used to harsh conditions and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. [2 RP]
Weapon Familiarity: Rapax are automatically proficient with Scimitars and Falchions [1 RP]
Languages: Rapax begin play speaking Rapax. Rapax with high intelligence scores can choose from the following: Common, Infernal, Abyssal, Ignan.
Total: 12 RP
[size=16]Alternative Racial Traits[/size]:
Defense Training: Some of the more educated Rapax overcome their overwhelming ferocity and spend their time avoiding being hit in the first place. These Rapax receive a racial +2 Dodge bonus to AC. This trait replaces Ferocity.
Pyromaniac: Rapax who welcome their volcanic homeland well and truly into their hearts become avid lovers of fire. They are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Rapax early access to level-based powers; it only affects powers that they could already use without this trait. Rapax with a Charisma score of 11 or higher, gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user’s character level. This racial trait replaces weapon familiarity and desert runner.
Hopefully that should make the Rapax suitably fearsome without being overpowered, and provides options for both Fighters and Mages, as it did in the game.
Moving on from their culinary properties, the Trynnie had three quite distinct reputations: They were the best at magic on the planet (which is saying something when they had the Rapax with them), they'd steal anything nailed down, and they were kind of stupid. They had a very much tribal culture, although they did all live in a giant tree that they made into a city. Also into halcenogenic drugs (You get to try them: you eat these flower petals and drink a "Mystery Potion" and see a vision.)
Oddly enough though, despite their reputation for being stupid, the two recruitable Trynnie both had high intelligence, and two of the remaining three named Trynnie were probably an Alchemist and a Bishop, both of which require high intelligence. I'm probably inclined to say that they have low wisdom instead, since they had low Piety, were easily distracted and didn't tend to think of consequences (though they had no problems coming up with ideas)
Both recruitable Trynnie were ranged characters, and the average Trynnie seemed to be a Rogue or Ranger.
Trynnie Racial Traits:
+2 Dexterity, +2 Intelligence, -2 Wisdom: Trynnie have light fingers and clever ideas, but they have trouble focusing.
Small: Trynnie are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Trynnie are fast for their size and have a base speed of 30 ft. They have a climb speed of 20 ft to help them climb in their tree home. [2 RP]
Low light vision: Trynnie can see twice as far as humans in conditions of dim light. [1 RP]
Eternal Hope: After centuries of oppression, the Trynnie are still hopeful that one day they'll be in a better position. Trynnie 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 roll, they may reroll and use the second result. [2 RP]
Cimber: Trynnie receive a +8 bonus on climb checks [Already accounted for in speed]
Stick to the Shadows: Perception, Sleight of hand, Stealth and Acrobatics are always class skills for Trynnie. If they choose a class that has these skills as class skills, they receive a +2 bonus on them instead. [4 RP?]
Tasty: Any hostile creature that gets a taste of a Trynnie's flesh will be enamoured of its flavour, and preferentially attack the Trynnie from then on in its desire to eat it. The same holds for any creature that knows of the Trynnie's succulent flesh and desires to eat it. They still behave rationally, it is merely a prefered target. If possible, they will take away the Trynnie's corpse/unconscious body and consume it entirely, making the revival possible only by means of True Ressurection or a similar spell. [-2 RP?]
Master Tinker: Trynnie are adept at putting what they find to use, giving them a +1 bonus on Disable Device and Knowledge (engineering) checks. Trynnie are also treated as proficient with any weapon they have personally crafted. [2 RP]
Languages: Trynnie begin play speaking Common. Trynnie with high intelligence scores can choose any language they wish, except for secret languages (Such as Druidic) [1 RP]
Total: 10 RP
First attempt at making a trait: Tasty. Long description, I know. Goodness knows how to balance it properly; there's nothing remotely like it to work from. Makes the other questionable thing, Stick to the Shadows, seem easier to explain. I assumed it'd be like Curiosity. Mostly it's just a combination of various skill traits.
I'm planning on adapting the Umpani and T'Rang a little later.
| Wolin |
Some feedback on these would be nice...
Since I'm still waiting, here's an update.
[Size=18]Umpani racial traits:[/size]
+2 Strength, +2 Charisma, -2 Intelligence: Umpani are charming and strong, but thick-headed.
Medium: Umpani are medium creatures and receive no bonuses or penalties from their size.
Normal speed: Umpani have a base speed of 30ft
Emissary: Once per day, Umpani can roll twice when making a Bluff or Diplomacy check and take the better roll. [1 RP]
Racial war: The Umpani have fought a long war against the T'Rang. They gain a +4 Dodge bonus against T'Rang attacks and gain +1 to attack and damage rolls against the T'Rang and other insect-like humanoids. [2 RP]
Silver Tongued: Umpani gain a +2 racial bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two. [3 RP]
Bonus Feat: Umpani gain an extra feat at first level. [4 RP]
Languages: Umpani begin play speaking Common and Glactic. Umpani with high intelligence scores can chose any other languages (except for secret languages such as druidic) [1 RP]
Total: 11 RP
| Wolin |
Ah, I was wondering if anyone would bring those up. As far as I can tell, Porkuls are essentially the Japanese version of Hobbits from the early series, and probably interchangable with Halflings.
Porkuls probably come from a bit of Northern Japanese Folklore, the Koro-Pok-Guru. Alternatively, they're from a story a little like Tom Thumb, called Issun-Boshi (Little One Inch)
Anyway, to make them more like a distinct race from halflings, might I suggest the following alternate racial traits for Porkul characters? (although they're still based on halflings):
Fleet of Foot: Porkuls are just as fast as the big folk despite their size. Their base speed increases to 30 ft. This replaces sure-footed.
Lucky Mallet: Porkuls gain +1 to the DC of any saving throws against transmutation spells that they cast. In addition, Porkuls with a Charisma score of 11 or higher gain the following spell-like abilities: 2/day - Enlarge Person, Reduce Person. The caster level for these effects is equal to the user’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. This ability replaces Keen Senses.
Languages: Porkuls begin play speaking Tien and Halfling. Porkuls with high intelligence scores can choose from the following: Common, Dwarven, Elven, Gnome, and Goblin.
| Drejk |
I would tone down the dracon's breath weapon - cone dealing 2d6 points of damage three times per day at 1st level is very powerful. Some sort of scaling would be probably in place - or racial feats that would improve it even more.
I need to download and install my copy of Wizardry 8 finally... Maybe in September I will find time to play it.
| Wolin |
Yeah, you're right, it is powerful. Of course, it was in the series, too. It was certainly a viable strategy at low levels to just get the dracon to breathe groups of monsters to death. Later, the damage just got too low to be worth using. They were almost one trick ponies.
Anyway, the revised version:
+2 Strength, +2 Consitution, -2 Wisdom: Dracons are physically tough, but unfocused. [Specialised, 1 RP]
Dracons are Humanoids with the Reptilian subtype. (Mostly because Dragon is OP and not all those features fit with Dracons)
Medium: Dracons are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Dracons have a base speed of 30 ft
Low Light Vision: Dracons can see twice as far as humans in conditions of dim light.
Draconic immunities: Dracons are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. [Elf immunities, 2 RP]
Acid Resistance: A Dracon's body resists acid, so they receive acid resistance 5 [1 RP]
Acid Breath: Once a day, a Dracon can breathe acid in a 30ft cone, dealing 1d6 acid damage to all who get hit by it. A successful reflex save against DC 10 + 1/2 the Dracon's character level + the Dracon's Consitution modifier halves the damage. [Breath Weapon, 6 RP]
Dragon Scales: The hard scales of a Dracon grant a +1 Natural Armour bonus to AC. [2 RP]
Languages: Dracons begin play speaking Common and Draconic. Dracons with high intelligence scores can choose from the following: Terran, Aquan, Ignan, Auran, Celestial, Infernal or Aklo.
Total: 10 RP
Improved Acid Breath
Your breath becomes more potent
Prerequisites: Dracon
Benefit: You can use your Acid Breath an additional time per day, and the damage increases by 1d6.
Special: You can take this feat multiple times. Each time, you can use your breath an additional time per day, and the damage increases by 1d6.
Element Breath
You can breathe more than just acid.
Prerequisites: Dracon, Improved Acid Breath
Benefit: Pick any elemental damage type other than acid. You can choose to breathe this instead of acid when using your acid breath.
Special: You can take this feat multiple times. Each time, you can choose another element type.
| Sphynx |
This is really cool. I play Dark Savant all over again at least once every 2 years or so. :P
Gnome Lord, Rawulf Samurai, Fairy Ninja, Fairy Bard, Elven Bishop and Elven Ranger. :D
The mook needs updating with the new Occult book out, to make it more Psychic Spell friendly. Maybe add +1DC to any psychic spell they cast?
Dracons however, while they had a breath weapon, had a terrible breath weapon. It did the same damage as a sword, except it took half your stamina to do it. It was only good at the first few levels because you had crap weapons, and it didn't usually miss at that level. But even that barely hit 3 targets if you got lucky (and useless on oozing cruds) ;)
Regardless, very cool. Still my all time favorite computer game.