Schicksals (DnD Campaign Setting)/Races

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[edit] Races of Schicksals

For the most part changes to races will be found in the tables below, however there are a few changes not listed in the tables, please note that most races have been improved in some way shape or form.

[edit] Humans

Normal Human Humans are the most common race due to their relatively short life span they have become highly adaptable and fit into society with any of the common races, especially with Perungol and High-Elves. They fill the same basic roll as in the default campaign setting

Faroth Human Humans with the Faroth subtype both extremely rare and extremely long lived. They tend to live in forested and mountainous areas. Favored class male: druid, favored class female: ranger

[edit] Elves

unless otherwise noted the elven weapon proficiency with longswords and rapiers has been replaced with elven thin and lightblades (CW 154)

Aquatic Elf spell-like abilities are 1/day—create water and quick swim or pressure sphere. Age as high-Elves

Dark Elf (Drow) The dark-elf race of Schicksals is similar to the one that appears in the Monster Manual I except as noted in table 1.2 New and altered Races. (no LA, but spell-like abilities stay the same)

Half-Elf Half-Elves are no longer a race of their own, but rather an inherited template. The ages given in table 1.1: races of Schicksals are for a Half-High Elf Human. Half-Elves gain one spell-like ability of the Elf that they are based on

High-Elf Same as the default campaign race except that as long as they have a Charisma score of 12 or better they get the following spell like abilities 1/day—light, arcane mark and Prestidigitation

Gray Elf no change

True Elf An ancient civilization that is all but lost to the ages. Only scholars know anything for sure, and even then most is almost as exaggerated as bards tales. The sight of one is said to be a sign that the world is about to change drastically

Wild Elf Weapon proficiency replaces thinblade and lightblade with falchion and spell-like abilities are 3/day—dancing lights, touch of fatigue, ray of frost, acid splash or flair. Age as drow

Winged-Elf (Avrial) These Winged Elves are believed to be the descendants of Half-Celestial elves that bred with other Half-Celestial elves and eventually descended into a new sub race of elves. They have feathered wings and their spell-like abilities are replaced by Dancing Lights, Obscuring Mist and Wind Wall each usable once per day. they age as high-Elves (see table 1.2 for racial traits)

Wood Elf Weapon proficiency replaces thinblade with scimitar and lightblade with Kukri, and spell like abilities are 1/day—light or speak with animals or entangle. Age as Drow

for a Half-Elf Human. For details see table 1.2: half-racial templates of the realm of destiny

[edit] Half-giants

Same as in EPHB except lack fire acclamation and have no Level adjustment (it’s a template table is for a human half-giant)

[edit] Half-orcs

There is nothing new to add about half-orcs, exept that they are now a template that can be added to any humanoid except Orc.

[edit] Gnomes

Gnomes where the result of arcane experimentation by humans on themselves attempting to restore the prolonged life of their ancestral brethren: the Faroth. They have a special gift for the arcane arts and a love of misgif, they have adapted to living underground as well as on the surface. Functionally there is no difference between them here and any other campaign setting, except for 3 things, they replace speak with animals with message, choice to switch basic firearms to their martial weapon list, craft (alchemy) can be replaced with craft (firearms) and their favored class is either Bard or Sorcerer (player's choice).

[edit] Dwarfs

No change

[edit] Halflings

Less active, treat more as Hobits than typical D&D Halflings as far as personality, all racial traits are the same. They resent that they don’t live as long as they did as Faroth, but they take it in stride. Any Halfling that gains the martial weapon proficiency also gains point blank shot as a bonus feat.

[edit] Dragonborn

The distant decedents of true dragons, dragonborns resemble humanoids with many dragon traits such as scales, claws, and wings; for racial traits see table 1.3: new races

[edit] Perungol

The other result of arcane experimentation by humans on themselves attempting to restore the prolonged life of their ancestral brethren: the Faroth, was the Parungol (pair-OON-goal). These quadrupeds are more akin to Halflings than Humans. For traits see table 1.3: new races

[edit] table 1.1 races and aging in Schicksals

1.1 races and aging in Schicksals

Race Adulthood Starting Age Middle Age Old Venerable max. Age
simple modarate complex
Dragonborn 100 Years +4d8 Years +6d8 Years +10d8 Years ages as a Dragon of base color no twilight
Drow 100 Years 4d6 Years +6d6 Years +10d6 Years 175 Years 263 Years 350 Years +4d% Years
Dwarf 40 Years +3d6 Years +5d6 Years +7d6 Years 125 Years 188 Years 250 Years +2d% Years
Gnomes 20 Years +4d6 Years +6d6 Years +9d6 Years 100 Years 150 Years 200 Years +3d% Years
half-Elf 40 Years +1d6 Years +2d6 Years +3d6 Years 80 Years 125 Years 160 Years +3d20
half-Giant 14 Years +1d4 Years +2d6 Years +2d6 Years 30 Years 40 Years 60 Years +2d10
Half-Orc 14 Years +1d4 Years +2d6 Years +2d6 Years 30 Years 40 Years 60 Years +2d10 Years
halfling 30 Years +2d4 Years +3d6 Years +4d6 Years 50 Years 70 Years 98 Years +5d20 Years
High-Elf 110 Years +4d6 Years +6d6 Years +10d6 Years 160 Years 250 Years 320 Years +4d% Years
Human 15 Years +1d4 Years +1d6 Years +2d6 Years 35 Years 53 Years 70 Years +2d20 Years
Faroth 15 Years +1d4 Years +1d6 Years +2d6 Years 200 Years 300 Years 400 Years +6d% Years
Perungol 30 Years +2d4 Years +3d6 Years +4d6 Years 50 Years 70 Years 98 Years +3d20+1d10 Years
True-Elves 1,500 Years not playable not playable not playable 5,000 Years 10,000 Years 30,000 Years Imortal

[edit] 1.2 New & altered Races

Traits Parungol Dragonborn (White, Black, Brass, Copper, Saphire, or Song) Dragonborn (Amethest, Blue, Bronze, Emerald, Green, silver or Topaz) Dragonborn (Red, Brown, Crystal or Gold) Avrial Drow
Size & Type Small Humanoid (Parungol) Small Augmented Humanoid (dragonblood)‡ Medium Augmented Humanoid (Dragonblood)‡ Large Augmented Humanoid (Dragonblood)‡ Medium Humanoid (Elf) Medium Humanoid (Elf)
Speed 40 ft., Climb 30 ft. 20 ft., Fly 40 ft. (Average)* 30 ft., Fly 60 ft. (Poor)* 40 ft., Fly 80 ft. (Clumsy)* 30 ft., Fly 60 ft. (Good) 30 ft.
AC mods +4 dodge Against "Giant-type" +3 Natural Armor +3 Natural Armor +3 Natural Armor +3 dodge while airborn
Damage 2 claws (1d2) and Bite (1d3) 2 claws (1d3) and Bite (1d4) 2 claws (1d4) and Bite (1d6)
Special Attacks +1 racial bonus with double weapons Breath weapon 1d4/2 HD (DC is Con Based) 1d6+2 recovery Breath weapon 1d4/2 HD (DC is Con Based) 1d6+2 recovery Breath weapon 1d4/2 HD (DC is Con Based) 1d6+2 recovery +3 on melee and ranged attacks while airborne proficency with any 3 types of crossbows, rapier, and shortsword
Special Qualities Powerful build, proficency with 3 double weapons, superior low light vision resistance 1/HD (by color), +6 on saves against sleep and paralysis, imunity to Draconic Frightfull pressence, low light vision, DV 60 ft. resistance 1/HD (by color), +6 on saves against sleep and paralysis, imunity to Draconic Frightfull pressence, low light vision, DV 60 ft. resistance 1/HD (by color), imunity to Draconic Frightfull pressence, low light vision, DV 60 ft. Immunity to sleep spells and effects, low-light vison Immunity to sleep spells and effects, DV 90 ft.
Abilities +2 dex., +2 Cha., -2 wis. +2 Str., -2 Dex., +2 Cha. +4 Str., -4 Dex., +2 Cha. +6 Str., -6 Dex., +2 Cha. +2 dex., -2 Con. +2 Int., +2 Cha
Skills +2 racial bonus on balance, bluff and diplomacy +2 racial bonus on spot and intimidate/diplomacy.

Evil dragon born get the bonus to intimidate, good dragon born diplomacy, neutral may choose (may not change).

A creature with wings gains a +10 racial bonus on jump checks.

+2 racial bonus on spot and intimidate/diplomacy

Evil dragon born get the bonus to intimidate, good dragon born diplomacy, neutral may choose (may not change).

A creature with wings gains a +10 racial bonus on jump checks.

+2 racial bonus on spot and intimidate/diplomacy

Evil dragon born get the bonus to intimidate, good dragon born diplomacy, neutral may choose (may not change).

A creature with wings gains a +10 racial bonus on jump checks.

+2 racial listen, spot, search (Avrial lack their earthbound breatheren's knack for finding secret doors)
Saves +1 moral bonus an all saves, +1 racial bonus on saves against fear +6 on saves against sleep and paralysis +6 on saves against sleep and paralysis +6 on saves against sleep and paralysis +2 against enchantment spells and effects +2 against all spells and spell-like effects
Favored Class Male: Bard

Female: Rouge

Male: Dragon Shaman †

Female: Dragonfire Adept †

Male: Dragon Shaman †

Female: Dragonfire Adept †

Male: Dragon Shaman †

Female: Dragonfire Adept †

Druid Male: Wizard

Female: Cleric

* †--of like color ‡--creature size is based on wyrmling size of dragons

[edit] 1.3 Half-race templates

Please note that all half race templates have a LA +1 because the base creature retains all racial traits and abilities.

template size and type AC Abilities saves weapon familiarity Special Attacks Special Qualities favored class
Dragonborn (S) shrink one class if base is Large or larger

add Dragonblood subtype

+1 natural +1 str, -1 dex, +1 cha +2 general +4 against sleep and paralysis claw and bite as draconic creature, breath weapon at 1/3 damage immunity to draconic FP Sor.
Dragonborn (M) add Dragonblood subtype +1 natural +2 str, -2 dex, +1 cha +4 racial bonus against sleep and paralysis claw and bite as draconic creature, breath weapon at 1/3 damage immunity to draconic FP Sor.
Dragonborn (L) grow one class if base is small or smaller

add Dragonblood subtype

+1 natural +3 str, -3 dex, +1 cha +4 racial bonus against sleep and paralysis claw and bite as draconic creature, breath weapon at 1/3 damage and immunity to draconic FP Sor.
Dwarf, hill/mountain add Dwarf subtype +2 dodge against Giants +2 Con, -2 Cha +1 racial bonus against poison and spells spells as dwarf +1 against orcs and goblins Dark vision 30ft and your choice of stability with a 20ft BSL or stone cunning fighter
Dwarf, Deep add Dwarf subtype +2 dodge against Giants +2 Con, -2 Cha +2 racial bonus against poison and spells as dwarf +1 against orcs and goblins Dark vision 45ft, light sensitivity and your choice of stability with a 20ft BLS or stone cunning fighter
Dwarf, Gray(Drugar) add Dwarf subtype +2 dodge against Giants +2 Con, -4Cha +4 racial bonus against poison and spells 1 spell-like ability per 2 days dark vision 60ft and light sensitivity and your choice of stability with 20ft BLS or stone cunning Fighter
Elf, Aquatic add Elf and aquatic subtypes (gain "amphibious" as a bonus feat) +2 Dex., -2 Int. as half-High Elf As an Aquatic-Elf superior low light vision, swim speed (20 ft.), Fighter
Elf (Avrial) add Elf subtype +1 dodge while air born +2 Dex., -2 Con. as half-High Elf as Avrial dive attack fly speed equal to BLS+10, Sow-Light vision Druid
Elf (Drow) add Elf subtype +2 Int. or Cha. +1 against all spells and spell-like abilities as drow (only one type of crossbow) if +2 Int: Wiz., if +2 Cha: Clr.
Elf, Gray add Elf subtype -2 Str., +2 Dex., -2 Con., +2 Int., +2 to enchantment, immunity to sleep as High-Elf Low-Light vision Wizard
High-Elf add Elf subtype +2 Dex., -2 Con. +2 to enchantment, immunity to sleep as High-Elf +2 diplomacy and gather info, Low-Light vision Wizard
Elf, Wild add Elf subtype + 2 Dex., -2 Int. +2 to enchantment, immunity to sleep as High-Elf +2 diplomacy and gather info, Low-Light vision Sorcerer
Elf, Wood add Elf subtype +2 Str., +2 Dex., -2 Con., -2 Int., +2 to enchantment, immunity to sleep as High-Elf Low-Light vision Ranger
Gnome, Rock large or larger shrinks one size and adds Gnome subtype +2 dodge against "Giant-type" -2 Str., +2 Con. +1 against Illusions as Rock Gnome 1 spell-like ability, +1 on attacks against goblinoids Low-Light, +2 to listen checks Sorcerer
Gnome, Deep (svirfneblin) large or larger shrinks one size and adds Gnome subtype +2 dodge -2 Str., +2 Dex., +2 Wis., -4 Cha +1 on all saves as Rock Gnome +1 against goblinoids, spell-like ability see Deep Gnome description above Rouge
Gnome, Forest large or larger shrinks one size and adds Gnome subtype +2 dodge against "Giant-type" -2 Str., +2 Con. +1 against Illusions as Rock Gnome 1 spell-like ability, +1 on attacks against goblinoids, orcs and reptilian humanoids pass without trace as ranger of equal class level, and a +4 racial bonus on hide (+8 in forests) Sorcerer
Giant type changes to Giant

increase one size category if small or small or smaller

+2 Str., -2 Dex., +2 Con. stomp 1/day powerful build, naturally psionic, Low-light vision Psionic Warrior
Orc Giant type; add Orc subtype +2 Str., -2 Int., -2 Cha. as Orc DV 30 ft. Barbarian
Halfling, Light foot add Halfling subtype, if large or larger shrink one size +1 Dex., -1 Str. +1 on all (+2 to fear) +1 with thrown or slings +1 on climb, jump, listen and move silently checks Rouge
Halfling, Tall fellow add Halfling subtype, if large or larger shrink one size +1 Dex., -1 Str. +1 on all (+2 to fear) +1 with thrown or slings +1 on listen, search and spot checks, 50% find a secret door Rouge
Halfling, Deep add Halfling subtype, if large or larger shrink one size +1 Dex., -1 Str. +1 on all (+2 to fear) +1 with thrown or slings +1 on listen, DV 30 ft., 50% stonecutting Rouge
Parungol add Halfling subtype, if large or larger shrink one size +2 dodge against giant type— +1 Dex., -1 Wis., +1 Cha. +1 on all (+2 to fear) 1 double weapon +1 double weapons 10 climb speed, low-light vision, extra legs, stability Rouge or Bard



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