PDA

View Full Version : New Human Races


Shadowbranch1
15th December 2005, 06:20 PM
I always thought humans got the short end of the stick. No ability bonus/penalty...BS! I dont think anyone can tell me that the people of the Siberian Plains are gonna have the same stats physically or mentally as the people of NYC or any other comparison you might want to make.

Below are the races for my Homebrewed world of Lenthion. I am posting them up for anyone to use (Or use as a template for their own).



The Northern Tribes of Glasswall (Loosely based on the Viking culture):



Tribe of the Bear (N/G): This tribe is the most outgoing and friendly of all the Northern tribes. They greatly respect the might of arm versus the working of the mind. They tend to be taller than most with an average height of 6’-6” and an average weight of 220lbs. The females of the tribe are smaller than the males, but nearly on par with the males of most other human races. The females in this tribe are treated with respect, but are not expected or encouraged to do anything other than traditional “Female” work. The bonuses for this tribe are as follows… +1 to Str and Con, -2 to Int

Tribe of the Wolf (N/E): This tribe is the antithesis to the tribe of the Bear. They rely on stealth and trickery rather than strength of arm. They tend to be very wary of outsiders and will not hesitate to attack on sight (Preferably from ambush). They tend to be a little bit smaller than average usually about 5’-8” and around 170lbs. This does not adversely affect their fighting abilities however as they are very wily combatants. Women of this tribe are a little smaller than the men, but are robust in their own rights. They are expected to pull their own weight in the community. The bonuses for this tribe are as follows… +1 to Dex and Con, -2 to Chr

Tribe of the Elk (C/G): This tribe tends to be wary of outsiders, but not to the point of hostility. They tend to be a rather independent tribe and are mostly foragers, keeping no permanent villages or encampments. They tend to be of average height, about 6’ and roughly 180lbs. They are fierce foes when provoked to anger, but tend to try and keep to themselves. Women of this tribe are respected and revered. They hold as much sway as the men of the tribe. The bonuses for this tribe are as follows… +2 Con, -1 Int, and Wis

Tribe of the Owl (L/G): This tribe tends to be the arbitrator for the other tribes. They are not overly wary of outsiders provided the outsiders respect the tribe’s customs and ways. The men of this tribe are a little lager than average 6’-3” and about 200lbs. The women are remarkably smaller averaging 5’-6” and 140lbs. They are not a warlike tribe depending rather on careful planning and utilization of resources rather than brute force. The women of the tribe hold a special position as they are usually the leaders rather than the lackeys. The bonuses for this tribe are as follows… +1 Con, and Wis, -1 Str, and Dex

Tribe of the Wolverine (L/E): This tribe is the most warlike of all the tribes. They tend to be openly hostile against all outsiders. Their small numbers are the only thing that keeps this tribe in check. They are of average height and weight 6’ and 180lbs. They are cunning and versatile fighters. They are a wandering tribe much like the Elk, but with a much more military outlook on life. The women of this tribe are treated as second class citizens, or worse. They are viewed more as property than as people. The bonuses for this tribe are as follows… +1 Str, Int, Con -1 Dex and -2 Wis



The Southern Clans of Behrolias(Loosely based on the Native American culture):



Clan of the Horse (N/G): This clan is the most sociable of the southern clans. They tend to openly trade and associate with outsiders. They are known for their affinity with horses and are counted by most as the greatest riders in the realm. They tend to be of average height 6’, but rather lanky 160lbs. The women of the clan are slightly smaller averaging 5’-8” and 150lbs. They are the undisputed masters of mounted combat, but not an overly warlike people. The women are treated with respect and allowed to pursue their own wishes. The bonuses for this tribe are as follows…
+2 to Dex, -1 to Str and Con

Clan of the Hawk (L/N): This clan tends to be reclusive from outsiders, but sociable with the other clans. They are known for their wisdom and connection with the land. Their priests are mostly druids and they are the ones who advise the leader of the clan. They are not as large as most averaging 5’-10” and about 175lbs. The women of the clan are much smaller averaging 5’-5” and 110lbs. They are a rather slow acting clan and are not known for their prowess in battle. The women of the clan are usually reserved for menial tasks. The bonuses for this clan are as follows…
+1 Wis, -1 Str

Clan of the Jaguar (C/G): This is the most warlike of the southern clans. They are not openly hostile against outsiders, but are very wary. They tend to think with their muscles rather than with their brains. They are the most notable fighters among the southern clans as any one of their warriors is the equal of two normal warriors. The average height of the males is 6’-4” and 240lbs, and 5’-10” 160lbs for the females. Their low numbers are what keep them in check. The women of this clan are considered the equals of the men. The bonuses for this clan are as follows… +1 Str, Dex, and Con, and -2 to Int,-1 to Wis

Clan of the Serpent (C/E): This clan is the most reviled clan in the south. They are a foul people of even fouler temperament. They are avid sorcerers and worshipers of an evil snake god. They attack outsiders on sight and are known cannibals. They adorn themselves as serpents with various tattoos and even go so far as to file their teeth to sharp points. They are of much smaller build than normal averaging 5’-6” and 140lbs. The women are the same size as the men. They are the most numerous of the southern clans are kept in check only by the Jaguar clan which they despise. The men tend to be the sorcerers and warriors of the clan while the women are in the leadership roles as priests of their foul snake god. The bonuses for this clan are as follows…
+1 Int and Wis, +1 Dex -3 Chr, -1 Str



Other Human Races:



Mercondians: This race is from the nation of Behrolias. They are a large race of people with the smallest adult male at about 6’ and 175lbs. They are the most common race of people in Behrolias and are natural warriors. They have an olive complexion and usually a variety of hair colors from light brown to jet black. Their eye colors vary, with brown being predominant. They tend to be of mercenary stock, but can assume any career of their choosing. Their stats are adjusted as follows…+1 Str, -1 Dex

Salvarians: This race is from the republic of Cavalcante. They are not a very large people with the average height being 5’-8” and 155lbs. They are the least common race of humans on the continent. They tend to live lavish lifestyles (some say by ill reputed means). They are a naturally cunning and crafty race and make perfect merchants (among other things). Their hair color runs the gamut with lighter colors being more common. Their eyes can be of any color with hazel being predominant. They tend to live a roguish lifestyle, but they can pursue any career. Their stats are adjusted as follows…
+1 Dex, -1 Chr

Grinzols: This race is also from the republic of Cavalcante. They are however quite a bit larger than the Salvarians. The average height is about 6’ and 180lbs. They are the most common race of humans in Cavalcante. They are known for their fierce independence and their hard work ethics. They are almost the polar opposites of the Salvarians, but do not harbor any resentment towards them. They have almost any color hair with the darker being the most common. Their eyes can be any color with brown being predominant. They tend to live a simple life with simple pleasures. They can pursue any career with ease, but tend to make good priests. Their stats are adjusted as follows…
+1 Wis, -1 Dex

Ventroniaks: This race is from the kingdom of Falx. They are a tall people, but tend to be very slim. The average height is 6’-2” and 165lbs. They are known for their ingenuity and intelligence. They are naturally drawn to learning as a moth to a flame. They tend to live pampered lifestyles. Their hair color ranges with very light colors being most common. Their eyes vary with blue being predominant. They are natural scholars and tend to pursue that path even though there are no restrictions from them choosing another career. Their stats are adjusted as follows… +1 Int, -1 Str

Alvarials: These people also hail from the Kingdom of Falx. They are not as tall as the Ventroniaks, but are a little below average. They tend to be 5’-8” and 160lbs on average. They are known for their superior leadership and beauty. The royal family is of this lineage. They can have any color hair or eyes, but the descendants of the royal family almost all have red hair and green eyes. People exhibiting these traits are widely revered. They are naturally blessed with great beauty and tend to take careers that exhibit the same qualities, such as artists or performers. Their stats are adjusted as follows… +1 Chr, -1 Con



All human races speak their own language. The tribes of the north speak a dialect called “Northspeak”. The clans to the south speak “Southspeak”. There is a common trade language known by most, but is not usually used for conversing.

Not a Sanders
6th April 2006, 12:16 AM
Wow. did it ever occur to you that not everybody has a score of 10 in every attribute? Besides this, from a min/max ers point of view, the human is the best of the core races. An extra feat , any base class, and extra skill points are better than anything that any of the others have. Furthermore, THEY HAVE NO DOWNSIDE THAT CANNOT BE EASILY COMPENSATED FOR! You want a fighter? Human is the best. Wizard? Elves dont even get the right stat boosts. Perhaps the only ones that can be topped by a human for most anything are the small races. Other than that, if you want to have a better race than a human, you need to look in a suplement (the half ogre, for example, is better than a human can really ever be at melee combat. Large size and +6 str among other things can do that. Especially with lvl buyoff. If you want to have people from the far north or some other region, give them different rolls, but if I drop a bunch of small children in the arctic, they dont mutate into things that can be tougher or stronger than humans from anywhere else in the world.

Just remember, a +2 stat adjustment is the difference in strength between a human and a halfling, and halflings tend to be very small, morso than somebody who happens to live in the arctic or in a desert.

Shadowbranch1
6th April 2006, 12:34 AM
If you want to have people from the far north or some other region, give them different rolls, but if I drop a bunch of small children in the arctic, they dont mutate into things that can be tougher or stronger than humans from anywhere else in the world.[/b]

No they dont. They would have the abilities of their ancestors (I.e. Genetics). But for a race of people that have grown and nutured themselves in a specific enviroment, wouldnt it be logical that they have adapted to that enviroment over time? That is the whole push behind the theory of evolution. The strong survive. In an artic wasteland you might not need to be too bright, but in order to move about in the extreme weather you better be healthy and or strong. Otherwise you are gonna die, and not be able to pass on the weak genes.

Again if you dont like it by all means dont use it. This was made for my games, and more for flavor than anything. I just posted it here in case anyone else wanted to use it.

Not a Sanders
6th April 2006, 12:51 AM
The difference is that in the d&d world, we just call them orcs. Evolution also takes millions upon millions of years, and if humans can evlolve to have +2 scores to various scores, wouldn't other races be able to also? This would enable halflings with str scores of 18 . . . which dosent seem possible. If we want the D&D world in terms of evolution, I would group all of the humanoid races in the same slot (i.e. gnomes, dwarves, halflings, elves, orcs) and wonder why humans have been able to evolve to range from gnomes to ogres without speciation taking place (humans can interbreed with ogres and minotaurs, as we find in SCCG and UA, and I know I saw half-gnomes somewhere)

And this is fine for games. I just tend to look at everything from a min-max'ers point of view. It really is a decent peice of work, i just like to heckle.

Shadowbranch1
6th April 2006, 12:59 AM
And I understand that completely. I personally do not make my stuff with the min/max standpoint (Although I am sure that I should because alot of my stuff comes out overpowered). I usually work with the flavor issues in mind, more than the actual stats.

But I do appreciate the imput. It helps me to become better at what I do. :top:

Not a Sanders
9th May 2006, 12:40 AM
technically, elves, orcs, and humans are all the same race, as are dwarves. They can all breed with each other and create true breathing offspring. (half-elves, half-orcs, and derro)

Gryphon
4th July 2006, 11:03 AM
technically, elves, orcs, and humans are all the same race, as are dwarves. They can all breed with each other and create true breathing offspring. (half-elves, half-orcs, and derro)
[/b]

Nope that does not make them the same race....[Looks shifty]....I may be a demon now but a long time ago...in a far away land...I was a biologist you know :kazam: .... don't tell anyone though they might think me less of a looser geek ;)

What that makes them is similar

Tigers and Lions, Horses and Donkeys? These are not the same 'higher' species at all and yet they can breed, and indeed Mules have recently been found to be fertile....

It is more than likely that Erectus and Sapiens interbred, and that far from us wiping them out, we are them.

All of which is uttely irrelevant. This issue is one of those that shows the balance between real and unreal in the game..and brilliance of the origionators.

THis is not REAL it does not follow real it simply IS DnD...fantasy

As in DnD world you can breed a giant with a human.....an Ogre with a Human etc. That would prety much kill the mother during sex...and certainly at birth....and yet there they are. Hell a half dragon is not going to be fun to give birth too is it?

So it does not mean that they are all the same race...but it does mean that reality does not rest it's hand too hard on this bit of the game.

Shadowbranch (http://barroks-tower.net/forums/index.php?showuser=933) I really like what you have written, you have taken an approach similar to one I've used in the past.

One thing I would recommend is to write more about how they should behave and rely less on their stat differences. But may be that is just me.

The other thing I am more than tempted to do is if you want a particually tough race...give them an asymetrical bonus and give them a LA. Do not get too wrapped up in a balance of + and - with the races abilities. There is honestly no need, if you only end up with a +1 on a stat then there is no real LA there...equally you can go the other way and make a slightly weaker version by -1.

To finally spice up my races I also use racial paragon levels, first found in Monte Cooks stuff (http://www.montecook.com/images/Racial_levels.pdf), to make them even more unique.

Couple of examples less the racial levels and the detail text

High Human

Essentially the High Human is the elite ‘race’ of humans representing the Royal and Noble families. They are the most powerful human social caste.

Game Rule Information
Abilities: +1 Int, +1 Cha, -1 Wis, -1 Con.
High Human are educated, clever and charming but arrogant and less fit than those who grew up in a more challenging active environment.

Medium: As Medium creatures, High Human’s have no special bonuses or penalties due to their size.
Speed: High Human’s base land speed is 30 feet.
Bonus Feat: Skill focus (any knowledge skill). Pick one knowledge skill as a class skill regardless of class. Receive +2 Skill points a level but must spend them on Knowledge skills.
Special: As a member of the elite class of society, there are benefits. When dealing with other High Humans they receive a +2 on all charisma based checks. In addition, they can request and will automatically receive free shelter and lodgings from other High Humans even from enemies. In addition, their families have more resources than normal and when creating a character they start with double the starting gold for their class.
There is a disadvantage though and that is a -2 on all charisma based checks when dealing with Humans and all goods bought within the Empire will be double the normal price.
Automatic Language: High Human, Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Preferred Class: Any single one, plus Aristocrat if the full class is used.

Khelani

These barbarian tribesmen live in the wilderness and are tough, making excellent mercenaries but poor soldiers. They are though to have ties to the free Orken people sharing some of their lands and interacting at a personal level.

Game Rule Information
+1 bonus to Strength, a +1 to Dexterity, a +2 to Constitution, a -2 to Intelligence and a -2 to Charisma
Tough though exceedingly uneducated and uncouth

Medium: As Medium creatures, Khelani’s have no special bonuses or penalties due to their size.
Speed: Khelani’s base land speed is 40 feet.
Bonus Feat: Endurance, Toughness, Track,
Special: They receive a +2 on all charisma based skills when dealing with Orken, and a -2 with all others creatures, who see them as ignorant savages.
Fury: Once a day they may give in to their inner rage and become overcome by Fury. As the fury overtakes them, they become stronger and tougher. Fury lasts for 3 (+ Con bonus) rounds, and gives a +2 Str and Con, and a to +1 Will, and Fort Saves but they suffer a -2 AC while it lasts.
They may end the Fury whenever they like but they are fatigued for a period equal to that of the Fury.
Automatic Language: Khelani, Common, Orken Bonus Languages: any
Preferred Class: Barbarian, Druid
LA: +1

Judicator
28th March 2007, 09:46 PM
Personally I think it is a good idea, but maybe messing around with base stats is getting too much. Also the other races get bonuses, and penalties to offset this. Those races that just have stat bonuses have level adjustment. I think it is a good idea, but the base stats shouldnt be changed so much, maybe one stat up and one stat down for every sub-class of humans. Work more in changing skills, or habits, after all they are all stil human are they not, so they should still have a lot in common. Also, having quite a bit of native american heritage in me, I must point out that you only made three different clans based off them, and they seemed pretty warlike in general. The Native Americans were the most diverse peoples one could find on the same continent. Each tribe had its own life styles, out on the plains, they were nomads, in the forest they had true settlements. Sorry, but I felt obligated to point that out....you have to forgive me.

Niko_Kaze
1st July 2007, 06:12 PM
Personally I've found that if I need to 'adjust' humans for any reason that dropping the bonus skill point altering the favored class and giving some minor advantage is enough:

Nomads
No skill point bonus
Movement +5 ft
Favored Class: scout

Cavemen
No skill point bonus
Dark Vision
Favored Class: barbarian

Urbanite
No skill point bonus
Can make knowledge and profession checks without ranks in the skill
Favored Class: any

It's simple and not unbalancing, while still leaving the race largely alone. Mostly it just shows off cultural differences without needing any restating.