races from nwnprc

Post your tips, ideas for improvements, requests for new features, etc. here
Elagneros
How is any of this relevant to my guild?
Posts: 950
Joined: Fri Apr 15, 2005 11:56 am
Contact:

Post by Elagneros »

Well, I'm not opposed to the idea of more dwarven subraces to pad out RK class choices. That way at least the character has the option of pursuing the PrC even if it won't be part of the build.

A few other possibilities:

Deep Dwarves

These dwarves live far underground and tend to be more standoffish with non-dwarves.

Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.


Deep Dwarf Traits
These traits are in addition to the shield dwarf traits, except where noted.

Racial bonus on saves against spells and spell-like abilities increases to +3.
Racial bonus on Fortitude saves against poisons increases to +3.
Darkvision.
Light Sensitivity.

Don't know how useful they'd be though.

Gully Dwarves (heck, we already have kender).

Urdunnir: don't know if this is spelled right, but it's a race of dwarves that lives far underground and can merge into solid rock. I'm not sure what their 3e stats are, I've only seen then in older versions of the rules or even how useable they'd be here.

Wild Dwarves: These are dwarves that live in the jungles of Chult in the Realms, IIRC. Basically the dwarf equivalent of wild elves.
Former leader of the Legendary Brethren.
Elagneros' Excellent Equipment Emporium

P. Fricebottle
Addict
Posts: 1839
Joined: Sun Dec 18, 2005 7:11 pm
Location: Evenshire, OK

Post by P. Fricebottle »

Elagneros wrote:Deep Dwarves
Those are like the Duergar I believe.
Elagneros wrote:Gully Dwarves (heck, we already have kender).
Heck ya man! That would be really fun. Give them like -4 charisma, -4 intelligence, (maybe a small wisdom penalty but I think the Gully dwarves are just stupid not foolish), +6 to constitution (they live in places that aren't even suitable for animals), +2 Dexterity (running around in circles all day), and no strength modifier.
Elagneros wrote:Urdunnir: don't know if this is spelled right, but it's a race of dwarves that lives far underground and can merge into solid rock. I'm not sure what their 3e stats are, I've only seen then in older versions of the rules or even how useable they'd be here.
I saw those in the Consortium and looked. They are the exact same as shield dwarves except they can cast stoneskin on themselves (4) 1/day.
Elagneros wrote:Wild Dwarves: These are dwarves that live in the jungles of Chult in the Realms, IIRC. Basically the dwarf equivalent of wild elves.
Yeah I remember those, might actually make a good addition.

Umpa
Developer
Posts: 73
Joined: Mon Mar 27, 2006 2:58 am

Post by Umpa »

You know I originally tried RK since I have a liking for dwarfs, but the single biggest turnoff and the thing that really kept me from playing it.

The LONG runs to get anywhere, who wants to circle a zone 4 times before exiting. I understand it makes sense, but there is no QUICK exit to something beyond bugs and more bugs. Try running from avendell to anywhere, then run to RK, there is no quick access. Do it without haste, its just annoying, and there is nobody or anything for a long while. Its not very newbie friendly.

Any extra races would be welcome, but it will not matter if it takes 10 minutes to get through all the tunnels of nothing to something more interesting.

EDITED NOTE: You know dwarves are also mountain dwellers, perhaps you can use that for an entrance point.
Also isn't there a northern dwarf that rides mountain goats to battle in the hills, hmm, forget the name that might be interesting.

El Smokey Bearo
Noob
Posts: 22
Joined: Mon Aug 04, 2003 12:23 am
Location: Small New England Town
Contact:

Post by El Smokey Bearo »

RK is one of the closest factions to Avendell I think. (NS is closest, TC is also close as well as AO; SL, NC and MA are basically the farthest as far as I know) Before the wipe I had a dwarf in RK too.

Anyways, back on topic :P , RK could definitely use the extra incentive of more dwarf races. I'd really like to see the arctic dwarves especially.

Also on the subject of races that need a lil extra boost, half-elves. Yea, I know, no one plays half-elves except for the more serious roleplayers but maybe we need to give them a hand up or atleast some other options.

Half-elves (Half-Moon elves basically)
Although its not in any of the PnP books, maybe they should get the extra 1 skill point that humans get as well as +2 to lore and taunt (to replace the lost diplomacy and gather information). RP-wise, it could be said that half-elves have had to adapt more swiftly to this new land and have come to understand its ways a little better.

Half-human Elves:
The Dungeon Master's Guide v3.5 includes an example for a modified race. The main bonus is they gain the elven proficenies though they lose the diplomacy and gather informantion bonuses (lore and taunt if the above ever actually happens :) ) Also, their favored class becomes wizard, but in this world, would probably kill its chances of getting played much.

Half-drow:
These could be interesting. They could recieve +2 int and +2 cha becuase they retain some of the drow's beauty and cunning. They could get SR of 5 +1 per 2 or 3 levels possibly and +1 to will. With those bonuses, they would probably end up with an ECL of atleast +1. No extra skill points from the base half-elves. Favored class woudl probably be fighter and they would be restricted from SL. (I don't think full-blooded drow would like a half-drow at all :lol: )

Half-Sun Elves:
No extra skill points from original half-elves but +2 Int and +1 to concentration, spellcraft and lore.

Half-Wild Elves:
No extra skill points again. +2 Wisdom, -2 intelligence. +1 hide, move silently, and spot. Favored class still Druid.

Half-Wood Elves:
No extra skill points. +2 strength, -2 intelligence. +1 animal empathy, set traps, search. Favored class still ranger.

I don't know if any of these suggestion are any good or even that balanced probably but if it gives people ideas and gives half-elves a chance, hey, that works. :D
Here, insanity is no worse than the common cold.

User avatar
CrazyJ
Relic Raider
Posts: 881
Joined: Fri Mar 10, 2006 7:06 pm

Post by CrazyJ »

One idea in another thread is to make Werewolf a half-elf subrace...

Umpa
Developer
Posts: 73
Joined: Mon Mar 27, 2006 2:58 am

Post by Umpa »

How about making Rivervale a subset of RK, or a satalite village, and an easier path to that location from RK. Then you could start doing more halfling offerings for RK. Throw in some northern Dwarfs, perhaps a small enclave in FD? Some specialty dwarf armor from a FD specialty shop, dwarven defender only?

Locked

Return to “NS4 Ideas and Suggestions”