d20 Roleplaying Game
[[racelist]]
 

Races

In the real world, we only have humans (and other animals, of course). In Divided Destiny there are a diverse mix of races (really “species”) and cultures to choose from. Picking a race is one of the more important decisions you'll have to make in the game. Each race gives your character certain bonuses or penalties to his or her attributes. Usually, your character will pick up a slew of nifty, new racial abilities as well. Each race has a listed number of Racial Points (RP) that you will use to buy traits when you get to that step. Finally, each race has a starting language, favored religion, and preferred home region.

As a side note, you'll notice some feats, talents, and traits may have racial requirements or subtype requirements so your choice of race may affect the game long after initial character creation.

Summaries

Source Material

TraitSource
GnomebloodedPathfinder RPG - Core Rulebook
DwarvesPathfinder RPG - Core Rulebook
DwarvesPathfinder RPG - Core Rulebook

It may seem odd considering the trouble I went through renaming the attributes, but I like the sound of 'race' better, inaccurate as it may be. A more pressing concern was that I couldn't come up with a replacement for 'racial' that didn't sound horribly awkward.

Gone. To create a reasonable approximation of a gnome, have a dwarf take the Gnomeblooded trait. To create a reasonable approximation of a half-elf, have a human take the Elfblooded trait.

Halflings have been excised since I passionately hate them regardless of what reflavorings away from hobbits they've been given over the years. In the Lord of the Rings books, hobbits represent the everyman we can all identify with. In a roleplaying game where we're playing heroic adventurers, swashbucklers, and spellcasters, they just don't seem to fit in. They lack a fantastic element to them. I might as well just make a midget trait that humans can take and you can put your agility attribute sky high.

In D&D3, humans are the only race given the flexibility to choose their racial abilities. The other races have a lot of abilities that would have required several feats to purchase in many cases, but they couldn't choose them and they were generally pretty well-rounded (lots of small bonuses to things no one really cared about or to things that didn't synergize well with the race's other abilities) and so they weren't really that big of a deal. In giving everyone the power to choose, I had to either cut down the non-humans to barely anything or give the humans more points to put everyone on equal footing. This, combined with the fact Pathfinder raised the power bar for the races, meant giving humans a lot of RP.

To balance it out, all the traits are fairly minor spread-out bonuses so it's difficult to become too powerful regardless of the number of RP one has. To allow humans to still get their bonus feat if they want to, I let RP be converted to CP at a 2:1 ratio. This means a human with 12 RP can use that to purchase a 6 CP standard feat. Strictly by the ratings, they'll be worse off than if they hadn't converted since 1 RP should equal 1 CP power-wise, but feats have a lot more variation and offer more options for specialization so the cost is justified I think.

Well, in many cases, some 0 LA races were given ridiculous amounts of abilities. The gnome was the worst offender (though it was removed moreso because I don't like the flavor of what ends up being 'magical dwarves'). The gnome had all sorts of abilities—many contradictory! It gained combat bonuses, spellcasting bonuses, general skill bonuses, and whatnot. Converting such a race to a flat number of RP would have forced me to raise the bar for all the other races to that level. I had to make a concession. You can reasonably recreate most races I've converted over. You may have to pick and choose between those minor sort of abilities though now. If I had gnomes still, you'd likely have to choose whether the combat bonuses or spellcasting ones were more important to you. As a side effect, it creates variation between low-level members of the same race. It also helps get rid of the multitude of subraces where you either had one race's abilities grafted onto another race for flavor's sake, or had a version of the same race for each class path (I'm looking at you, elves).

 
racelist.txt · Last modified: 2010/03/02 08:24 by nephatrine
 
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