| Synxol |
I am looking to convert/update the EverQuest RPG to Pathfinder, which raises a fairly significant issue as the races have an extremely wide variance of power. As an example the Troll has a +4 to STR, and +6 to STA, Darkvision, and Regen, which immediately overshadows almost all of the races.
I have seen a number of techniques to rectify the power disparity, which all do not appear to be the answer in and of themselves:
1. All manner of negatives to attributes to offset the positive attribute bonuses. I understand the thinking behind this, but I find this problematic, since it typically affects attributes that mean next to nothing to the player's power (e.g. horrific CHA does next to nothing to mitigate the power of the above Troll warrior). There is also another reason why I do not adhere to negative attributes, and it is that it paints players into corners. I would rather have a world where the STR-based Gnome warrior is only hampered by small size and smaller weaponry, rather than also slamming a STR deficit on top of it (YMMV).
2. D&D v3.0 and v3.5 did experience negatives/ECL/LA, which all make sense on some level in their argument that the more powerful races need more challenging encounters to progress. Colossus and Wolverine are the perfect example of this, where Colossus has all the power, but is new, and Wolverine has all the skills one would imagine and decades of experience on him (read: higher level). While I understand the logic behind this thinking I would love the ability for everyone to start at level 1 together and proceed together. I also never use Experience (ditched it years ago and unnecessary bookkeeping) and just have the group all Ding to the next level at points when it appears that they have struggled enough to justify it.
3. Paizo has offered a "Creating New Races" way of tracking abilities and bonuses in a way to achieve balance, but I find it far from balanced, though probably an updated version would be a great way to start.
Rather than attacking the power of one race, I would love the ability to raise up the other races to all be balanced together. Nothing is perfect, but I am looking for a way to get much more balanced.
Would anyone have any suggestions? Ideas?
Some thoughts:
- Wondering if Small Size should cost something as well. If it costs to be large (upside to melee) it also provides a benefit to being small (upside to caster).
- I do like that everything has not been watered down until the difference between races is the exact same. Ogres should be scary strong, and I want to keep that. Perhaps I need to treat each race like it is a juvenile, with lower stats for a time, and have them grow into their full power as they level. I do not love this idea though, since it seems to just push the problem until later on one sip at a time.
- Perhaps the more powerful races should not get access to Favourite class bonuses to Skills/Hit Points, and/or maybe the less powerful races should get access to both.
- One of the ways I mitigated the difference was to give profoundly different point buys to the different races, so the Ogre/Troll/Iksar were really struggling and the Human was nigh perfect.
| Shiroi |
Varied point buy seems to me to be looking the troll into high strength and a deficit of other options, the same as applying penalties.
Have you tried offering more powerful feats options to the lower powered races so a troll starts with monstrous advantage but a halfling growing alongside a troll will by the middle of the campaign have been forced to work harder and train better and ultimately become strong enough to catch up?
Perhaps non-stat weaknesses such as reduce the size of this races hit dice by one step, since they have this durability problem associated with their overwhelming mental strength? Light blindness, movement speed problems, sure this race has high spell resistance but they can't control it so buffs and heals might fail? High strength on the troll but maybe they have poor vision and can only see 30 feet normally, 60 feet with a -5, and nothing past that?
Work with the character to define a specific weakness to that character that balances it, it isn't the race in general but rather that this particular drow has a horrific scar that causes him pain when he uses his spell-like abilities or overexerts himself, so if he uses his SLAs or rolls a natural 1 at any time he has to roll a save or take damage and lose a move action?
Don't forget also social penalties, nobody wants to haggle with a troll.
| Darigaaz the Igniter |
The ARG has a sidebar/table to handle this. A race with 11-20 rp worth of abilities (which your troll example easily hits) is basically has a ECL+1. 21-30 is an ECL+2. Said sidebar also recommends such races lose one ECL at 6th, 11th, and 16th to represent the fact that class abilities gained at those level eclipse the starting difference in power.
| Synxol |
Thanks so much Shiroi and Darigaaz,
I think my preference would be to give bonuses to others rather than penalties to any of the races (e.g. a human with +2 to all attributes would certainly be interesting), though I am reconsidering that as we speak.
I like the idea of offering powerful feats. Would you do it as a bonus feat or a specific feat? Guessing you would have to make it a bonus, considering that a halfling could be a melee, hybrid, or caster. If we trusted Paizo's Creating New Races rules, that Flexible Bonus Feat would be worth 4RP so we might need to give a lot more as well.
The weaknesses is interesting. Trolls and fire and all that. Not sure how to approach balance, or know when I am even close though.
My preference would be to avoid the ECL mechanic.
My hope is not to weaken the strong races (and keep them crazy strong, including the Erudite that has a +6 to Int), but to buoy up the less powerful races to be able to compete. That might not be a viable option though, since the expansive rift between the power of an ogre and a human might be too large to traverse and not be completely ridiculous. I would love for all the races to be able to start at the same level and remain lockstep with one another through the levelling process.
I do plan to embrace a couple weakening factors, such as trolls being vulnerable to fire, iksars to the cold, and having massive social penalties for those characters (e.g. we don't serve your kind here, and if we did it is at a 2x markup).
Bonus feats are a great idea.
A thought I am playing with is coming up with my own values for Creating New Races. Giving each race a +2 to an attribute for free, then charging them point for point for any other bonus of +2, and double cost for anything higher than that. There are things that directly affect power (bonus to primary casting or melee stat) and other things that are just nice to have (dwarves with 200 bonuses that mean bugger all most of the time outside of roleplay), so I would mainly like to balance combat acumen and give other little bonuses to match the dwarf.
While balance is a goal of mine, I fully capitulate that it is far too lofty to actually accomplish, so I am looking to sidle up to it as close as possible. Along the way I plan to mitigate the power of casters by also increasing the power of straight melee classes as well. One challenge at a time though.
Going with EQ Experience Negatives (D&D v3.0 thinking), it had two races with a -20% negative (ogre, troll), one race with a 15% negative (iksar), and one race with a 5% negative (barbarian). If you started with a 20 point buy system, what point buy bonus would you give to the other races to counter that % negative.
| Shiroi |
That's hard to say, I'd look at the point buy system and see what that troll's extra STR is worth. They're getting stats, and you're trying to balance that by giving the weaker races more stats. This basically means you should be more or less able to make the same character as a human instead, which amounts to the same thing as taking the stats away from the troll and giving everyone a bloated point buy. See the math? It doesn't do the feeling of being a troll justice, which is part of why I think messing with mods alone isn't going to be sufficient to keep the flavor while reaching balance.
I'd say a bonus feat at level 1 to races which fall far under power, a small gold penalty (enforced, no interparty balancing) to acknowledge the social downsides of being a troll, and perhaps locking the troll out of the hero point system (including anti-hero) so they feel like they have a lot of all-day power but not the burst of adrenaline needed to push further in hard situations.
Remember players are generally willing to accept that they only get to try this awesome Homebrew stuff you're doing for them if they agree to be nice and cooperate if you need to change something between sessions, so if you think the troll is still turning enemies into mash potatoes faster than the human can even try to keep up with, you can always adjust the next time they hand sheets in.
| Synxol |
You have given me a lot to think about Shiroi, so please accept my gratitude once again.
My thought was that the more powerful races would be able to achieve much higher statistics, since the other races would be restricted to a maximum of 18 before racial modifiers, putting the difference between the two as a 20 vs. 24 in the case of an Ogre's strength. The Ogre would be much more combat-fixated, and the other races would be much more rounded. That, mixed with the fact that one's point buy could not be used to purchase something like regen, which hopefully makes the Troll a strong contender, even if a Halfling Warrior is one of the most impressive specimens ever that escaped a womb.
Just thoughts though.
I have a dream of all races starting together and there being enough balance that someone would be torn between picking up a warrior of different classes, sort of like:
- Going with Ogre makes me a large creature that hits like a mother and is tough as nails
- Going Troll is still an incredibly strong option since the race is nigh unkillable with their high hit points and regen
- Iksar are strong, agile and well armoured with their natural scales, and also has regeneration, but cannot wear heavy armour
- Here is where I need to craft a narrative that makes the other races also attractive
I like the extra feat, gold penalty, some other penalty (no heavy armour for iksar, fire for troll, something for ogre), a social penalty, and I love the inability to access HEro Points.
More stuff to consider!
| Shiroi |
Unfortunately without specific stats it's hard for me to say much else at least for the moment, but I think you're looking at decent first steps towards a rather monumental undertaking and I hope it goes well. Post up some stats and results when you've got some theory-numbers down, I'm interested in seeing what you come up with. :)
| Mysterious Stranger |
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Just because the race gets a particular bonus in one game system does not mean that directly translates to the same In the other. I am not familiar with EverQuest so cannot comment on the specifics. Just because a troll gets a +4 STR in EverQuest does not mean that it will get the same in Pathfinder. I would suggest adjusting the bonuses to match closer to Pathfinder. The Trolls for example may get +2 STR and +4 to CON instead of +4 and +6.
| Synxol |
As they currently stand...
Barbarian
The hardy race of Barbarians, or Northmen, use their wisdom and formidable brawn to defend honor and justice. Their magnificent stature is a sight to behold; even more so when it is unleashed in battle. Barbarians are one of the tallest races to walk the lands of Norrath.
As a tribal culture, Barbarians are a little rough around the edges when it comes to interactions with other races. Even the Barbarians' mannerisms and features have a rugged quality.
The Barbarians consider themselves superior to other inhabitants of Norrath, particularly the Teir`Dal and Erudites, which are viewed as pathetically weak. Barbarians have a special place in their hearts for the Dwarves of Kaladim whom they view as steadfast and brave. The high quality of Dwarven mead may also have some influence on the cordial relationship between the two races. Ogres, Trolls, Dark Elves, and the other evil races are hated, as they directly oppose the Barbarians' sense of justice.
Barbarians live in the frigid city of Halas, nestled amidst the icy peaks of Everfrost in Northern Antonica. The city is rather rudimentary, but serves the needs of the Barbarians that call it home.
• Classes: barbarian, beastlords, rogue, shaman, warrior
• Size: Medium.• Speed: 40’
• Attributes: +4 Str, +2 Con, -2 Cha
• Special:
o Powerful Build: Whenever a barbarian is subject to a size modifier or special size modifier for CMB, the barbarian is treated as large if doing so is advantageous to him. A barbarian is also considered to be large when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A barbarian can use weapons designed for a large creature without the -2 penalty (but the weapon size increases from light to one-handed or one-handed to two-handed). However, his space and reach remain those of a creature of his actual size. If a spell or effect changes the barbarian’s size to large or larger, the abilities of the spell or effect override the effects of powerful build.
o Fast. +10’ speed
o Resistances: Cold 5
Dark Elf
The Teir`Dal, or Dark Elves, are a twisted reflection of the Elves of light, but are just as lithe and intelligent as their cousins. Their features are often soft and delicate, though the eyes of the Dark Elves betray their darker inclinations. The Dark Elves' skin ranges from blue tones to black and their hair is most often white with some variances. They reach a height of about five feet tall.
Innoruuk, Lord of Hate, created the Teir`Dal and his hatred flows through their veins and moves their black hearts. It runs so deep that the Teir`Dal hate all, including their own kind and their creator.
The Dark Elves view all other races as inferior; tools to be used for their own evil manipulations. Most races fear the Dark Elves. The Teir`Dal would desire the fall of the rest of the Elven world, leaving them broken, eradicated, or enslaved. Though viewed as inferior and dimwitted, Trolls and Ogres are tolerated as they are useful in the Teir`Dal plans for conquest.
There is a labyrinth of evil under the Nektulos Forest called Neriak, the home city of the Dark Elves. Its entrance is deep within gloomy shadows of the woods.
• Classes: cleric, enchanter, magician, necromancer, rogue, shadow knights, warrior, wizard
• Size: Medium• Speed: 30’
• Attributes: +2 Dex, +4 Int
• Special:
o See in Darkness. Can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Dwarf
Though made lower to the ground than most races, the Dwarves created by Brell Serilis burst with pride and determination. The stout and sturdy Dwarves are extremely strong, making them one of the best-suited to endure long and intense battles
Dwarves have broad faces, usually with a prominent nose, and take extraordinary pride in their hair. Males often take great care to grow long beards and moustaches and females often tie their hair up in a bun. Some females also sport a finely trimmed beard.
• Classes: cleric, paladin, rogue, warrior
• Size: Medium• Speed: 20’
• Attributes: +2 Str, +2 Con, +2 Wis
• Special:
o Darkvision. Can see in the dark up to 60 feet.
o Resistances: Magic 5, Poison 5
• Negative:
o Slow Speed. Speed is never modified by armour or encumbrance.
Erudite
The Erudites trace their ancestry back to the great mage, Erud, who led them to Odus. They are descendents of the original humans on Norrath and inherited the best of human intelligence. Their extraordinary acumen came at the price of thinner, more delicate bodies. Erudites reach about six feet tall, with some of that height attributed to their high foreheads.
Unique accomplishments with magic and study have understandably led the Erudites to believe that they are the most intellectually superior race on Norrath. They are known for their serious demeanor.
Most Erudites spend their days absorbed in books and tomes, or magical contemplation, and they typically do not involve themselves in matters that do not directly affect them. They often pay no regard to anyone that hasn't achieved intellectual accomplishment. That in mind, Erudites do not associate with the evil races. Even the Erudite Heretics of Paineel are not fond of Dark Elves, Ogres and Trolls.
The Erudites live in two areas on the continent of Odus near the Toxxulia Forest. One city, housing the purer of heart, is called Erudin - an ornate city gleaming with polished marble and babbling fountains. Paineel is the home of the rebellious Erudite Heretics who were banished from the city for delving into the forbidden realm of dark magic.
• Classes: cleric, shadow knight, enchanter, magician, necromancer, paladin, wizard
• Size: Medium• Speed: 30’
• Attributes: -2 Str, +6 Int, +2 Wis
• Special:
o Light Blindness. Abrupt exposure to bright light blinds Erudites for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Gnome
While Gnomes are knee-high to some of the taller races, they make up for it with their cleverness and skills. They are by no means a strong and sturdy race, but their edge is their dexterity and intelligence. They were the second race, after Dwarves, created by Brell Serilis.
Gnomes have an innate preoccupation and skill with gadgets. They are a curious race that creates strange, but very useful items that enhance their lives. Gnomes have created a number of fantastic machines, including an observatory which houses one of the most powerful telescopes in Norrath. Even with all of their accomplishments, gnomes are rarely taken seriously because of their size and behavior.
Gnomes are friendly with all good Elves, Dwarves, Halflings, and Humans. Although they do not quite understand the Erudites, they will interact with them. Gnomes have a general aversion to Trolls, Ogres, Teir`Dal, and other evil races, but don't necessarily hate them.
The clicking of gears and clacking of machinery fill the mechanized Gnome city of Ak'Anon that lies southeast of the Faydark, on the continent of Faydwer.
• Classes: cleric, enchanter, magician, necromancer, paladin, rogue, shadow knight, warrior, wizard
• Size: Small. Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.• Speed: 20’
• Attributes: -4 Str, +4 Dex, +4 Int
• Special:
o Darkvision. Can see in the dark up to 60 feet.
o Master Tinkerer. Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
Half Elf
The mixing of Elf and Human is a common tale. Many stories of romance between these two races can be heard around Norrath. As a result, Half Elves are taller than their Elven ancestors and carry some of the strength of their human bloodlines. They have slightly harsher features than Elves, but the mix still makes them pleasant to lay eyes on.
Unfortunately, the children of these forbidden romances are often shunned, becoming victims of prejudice by Humans and Elves alike. Most Half Elves are unaffected by the discrimination and retain a pleasant manner. Usually Half Elves will develop a very close and trusted group of friends that act as a surrogate family.
The difficult lives of the Half Elves and their lack of ties to any one place makes them adept travelers of the world and exceptional friends and storytellers. Sadly, some Half Elves become embittered by the constant difficulty of finding a place in the world and choose a path of thievery. The Half Elves are on amicable terms with most races in Norrath, but have no affection for the evil races.
While Half Elves can be seen in many areas of the world, they are primarily found in the Wood Elf city of Kelethin and within the Surefall Glade.
• Classes: bard, druid, paladin, ranger, rogue, warrior
• Size: Medium• Speed: 30’
• Attributes: +2 Dex, +2 Cha
• Special:
o Low-Light Vision. Can see twice as far as a race with normal vision in conditions of dim light.
o Skilled. Gains an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
o Gifted Linguist. Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Halfling
Halflings are aptly named, as they are half the size of the average height for most of Norrath's races. They usually measure about three feet in height and are often thick around their middles. Their lack of height is not be confused as a weakness though; if confronted or threatened, Halflings are very capable.
Halflings are happy-go-lucky and hospitable. Any one of them would readily give their life for a friend. They are renowned for their tomfoolery and humor, always appreciating a bit of fun. They especially like to tease Erudites for their lack of wit. Enjoying what each day brings is a large part of their lives.
Halflings tend to get along well with most races, except those that are truly evil, but even then rare friendships are made with members of the less savory races.
The quaint, stunted city of Rivervale lies between the Kithicor Forest and Misty Thicket in central Antonica. It is crowded with skilled tradesman, taverns, and friendly folk.
• Classes: cleric, druid, paladin, ranger, rogue, warrior
• Size: Small. Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.• Speed: 20’
• Attributes: -2 Str, -2 Int, +4 Dex, +2 Wis
• Special:
o Low-Light Vision. Can see twice as far as a race with normal vision in conditions of dim light.
o Lucky. +2 racial bonus on all saving throws
High Elf
The High Elves, also known as the Koada`Dal, are regarded as the closest relatives of the original Norrathian Elves created by Tunare, Mother of All. These noble creatures stand tall with ivory skin and gentle features. They are certainly not the sturdiest of races, but make up for that with heart. Throughout the ages, they have stood for freedom and justice, fighting evil with powerful magic and their skills with the blade.
The High Elves are known for their civilized conduct and, as such, are perceived as a race rather full of their own importance, though they are quite benevolent. They expect to be treated with respect and do have a haughty pride about them. As a result, it is difficult to make friends with a High Elf.
The High Elves feel their cousins, the Wood Elves, are to be sought out as loyal servants. This noble race views Humans, Gnomes, and Halflings as worthy of their presence. Dwarves, Barbarians, and Erudites, however, are simply endured. The High Elves expend little effort to help them. The evil races are looked upon with contempt and will be dispatched when opportunity presents itself.
The home of the High Elves is within the magnificent and pristine architecture of the city of Felwithe. The structures crafted behind the walls make the beauty of the surrounding forests pale. The city lies within the Greater Faydark on the continent of Faydwer.
• Classes: cleric, enchanter, magician, paladin, wizard
• Size: Medium• Speed: 30’
• Attributes: -2 Str, -2 Con, +4 Int, +4 Wis, +2 Cha
• Special:
o Low-Light Vision. Can see twice as far as a race with normal vision in conditions of dim light.
Human
The strength of the Human race lies in its diversity of thought, belief, and profession; though they tend be weaker than many other races. They have no particular specialty with the sword or arcane magic. While that is true, Humans are cunning and possess great ingenuity, which gives them an advantage. The Human mind is sharp enough to adapt to nearly all forms of study and this gives them a great range of options when choosing a profession.
Humans often divide themselves with their own squabbles, but they will always return to their brother's side in times of crisis, or to protect a mutual interest.
Humans generally get along well with most good and neutral races, depending on their beliefs and the path of their profession. Humans are not so friendly toward Trolls, Ogres, and other evil races. Dark Elves are tolerated within Freeport, but they tend to be mistrusted, even feared.
The port cities of Qeynos and Freeport lie on opposite coasts of Antonica, and are the most common homes for the Humans. These two cities are the center of Human activity, although this race can be found wandering on virtually every continent of Norrath and beyond.
• Classes: bard, cleric, druid, enchanter, magician, monk, necromancer, paladin, ranger, rogue, shadow knight, warrior, wizard
• Size: Medium• Speed: Normal
• Attributes: +2 to two stats
• Special:
o Flexible Bonus Feat
o Skilled. Gains an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Iksar
The fearsome and savage reptilian race on Norrath is known as the Iksar. With their significant height, scales, and long tails, Iksar are intimidating in their appearance. Their reptilian physiology grants them a natural affinity for water, as well as enhanced regeneration.
Their entire civilization developed in isolation for centuries and fostered an unusual culture. The Iksar are a tribal race with a very simple social structure. Allies to no one, the Iksar are intelligent and proud. Having seen their race crumble through the toils of war, the race has become bitter about its loss of power. After being slaves and warring with the Ring of Scale, they were nearly made extinct.
The Iksar depend only on their god and creator, Cazic Thule. Iksar are unwelcome in all known cities of Norrath. Iksar are no more fond of the other races of Norrath than those races are fond of them.
The Iksar live in the ancient city of Cabilis, on Kunark near the Lake of Ill Omen. It is a dark place with a maze of canals, which the Iksar use for travel around their city.
• Classes: beastlord, monk, necromancer, shadow knight, shaman, warrior
• Size: Medium• Speed: 30’
• Attributes: +4 Str, +2 Dex, +2 Wis, -4 Cha
• Special:
o Fast Healing. Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
o Darkvision. Can see in the dark up to 60 feet.
o Natural Armour +3 AC
o Swim. Iksar have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
o Resistance: Fire 5
• Negative:
o Vulnerable to Cold. A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure.
o Extreme Social penalty / reviled
o No access to Hero Point System
o All purchases cost 50% more
o Heavy Armour restriction
Ogre
With their lumbering gait and enormous breadth, Ogres are an ominous presence. Created by Rallos Zek, these massive creatures are feared in battle for their raw strength and uncanny endurance. While not very intelligent, Ogres are known to cooperate with one another quite efficiently.
The Ogres have a twisted sense of duty that could easily be mistaken for stupidity. They are, justifiably, quite single-minded. Their thick skulls also give them a high level of resistance to being stunned in battle.
Ogres have been known to be cannibalistic, but are more partial to eating Humans, Erudites, and High Elves. Nearly all of the good and neutral races avoid them out of self-preservation. Ogres have learned to work with the Trolls, but have no love for them, and they fear Dark Elves.
The crude tunneled city of Oggok lies within the Feerrott, a jungle-like area bordering the Innothule Swamp and Rathe Mountains in southern Antonica. The home city for the Ogres is a fairly slow-paced civilization that focuses on battle training and magic to give them an upper hand in battle.
• Classes: beastlord, shadow knight, shaman, warrior
• Size: Large. Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.• Speed: 40’
• Attributes: +6 Str, +4 Con , -4 Cha
• Special:
o Darkvision. Can see in the dark up to 60 feet.
• Negative:
o Languages: Illiterate
o Extreme Social penalty
o No access to Hero Point System
o All purchases cost 50% more
Troll
Trolls are often considered a hideous and deplorable race that carries a sickening smell. This view suits the Trolls, as they are generally unpleasant to everyone. Trolls are an immense race, at least twice as strong as the average human. They have the ability to regenerate faster than most other races. Trolls have two primary motivators: food and power. These grotesque creatures will eat just about anything.
Trolls are extremely cruel and their greed is almost insatiable. They trust no one, not even each other. Trolls also fancy that they have advanced abilities in the culinary arts, with their ability to pickle just about anything, or make a meal out of "spare parts."
Trolls generally detest the other races, including other Trolls. They tend to put up with the Dark Elves out of fear, much like Ogres do.
The city of Grobb lies within the Innothule Swamp of Antonica. The city is infested with mosquitoes and spiders, which serve as both pets and snacks for the Trolls.
• Classes: beastlord, shadow knight, shaman, warrior
• Size: Large. Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.• Speed: 40’
• Attributes: +4 Str, +6 Con, -6 Cha
• Special:
o Fast Healing. Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
o Darkvision. Can see in the dark up to 60 feet.
• Negative:
o Vulnerable to Fire. A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure.
o Languages: Illiterate
o Extreme Social penalty
o No access to Hero Point System
o All purchases cost 50% more
Vah Shir
The Vah Shir are a regal feline race that walk upright. They were once the ruling class of other similar cat-like races on Odus. Since being translocated onto the moon called Luclin by a collision of Erudite magic, they learned to survive and became stronger. Vah Shir are as tall as Barbarians and display a variety of different markings on their fur based on their lineage. Despite of their height, they are very agile and graceful. They are known for their integrity and the destructive feral power they bring down on their enemies.
Vah Shir follow no particular religion, but they do pay homage to their king, Raja Kerrath. Because of the adversity they have faced, the Vah Shir share a tight bond with one another and are extremely loyal to kin. The Vah Shir are selfless and focus on the good of all rather than their individual needs.
Because the Vah Shir are not exposed to the daily struggles in Norrath, they are indifferent to the various races of Norrath.
Shar Vahl is the majestic den of the Vah Shir. The city was built high above Norrath, on the moon Luclin. The city is located between the Hollowshade Moor and Shadeweaver's Thicket.
• Classes: bard, beastlord, rogue, shaman, warrior
• Size: Medium• Speed: 40’
• Attributes: +2 Str
• Special:
o Fast. +10’ Speed.
o Expert Climber. Vah Shir have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
o Prehensile Tail. Have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Wood Elf
The Wood Elves, or Feir`Dal, are more accepting of others than their cousins, the High Elves. Like their pale cousins, Wood Elves only reach about five feet in height and have very attractive and subtle features. They skins are tinged an oaken color and they blend with their natural surroundings in the forests.
Wood Elves generally regard those who respect nature as friends, especially rangers and druids. The Wood Elves believe in co-existing with their natural surroundings as opposed to shaping them. This leads most of their kind to worship Tunare, the Mother of All. The Feir`Dal harness the powers of song and the living, breathing properties of their environment. Wood Elves are known for their love of celebration and good food. A good song will tweak their pointed ears.
Wood Elves get along well with most good and neutral races, and merely dislike most evil races. They hold great malice toward the Dark Elves - an aberration of their ancestors as well as their allies.
The Feir`Dal are at home in the trees in their intricate city of Kelethin, which hangs high above the ground between the trunks and branches of the Greater Faydark. Comprised of platforms and suspension bridges, Kelethin is both well defended and beautiful.
• Classes: bard, druid, ranger, rogue, warrior
• Size: Medium• Speed: Normal
• Attributes: -2 Con, +4 Dex, +2 Wis
• Special:
o Low-Light Vision. Can see twice as far as a race with normal vision in conditions of dim light.