So I figure we start with the basic races. Remembering the "Tolkien can rot" aspect of the game, we're not dealing with aloof Elves, stoic Dwarves, and fearless Halflings. These are fantasy beings, strong in ways that humans can't match, but humans compete in other areas. I even want to replace the race names but think that it's something that can wait... for a major overhaul of the idea.
I want the character race to be a important decision. Because of the reduced stats and dice system I'm implementing each aspect of the race should largely be what sets the race apart. With variable defenses, special skills, or access to abilities before others.
Humans, are the longest lived race on in the world, their empires rise and fall. Their ruins and abandoned castles dot the lands, the lands which are trying to retake the world.
Varied: Humans gain a feat from any non-racial class. They can gain feats in that class in addition to the class they start with without having to finish the first one.
Durable: Humans gain a one point of armor in three energy types of their choice. Fire, Frost, Sonic, Lightning, Poison, Holy, Necrotic, Acid.
Last Stand: If an attack would reduce a human to 0 or less hit points, make a body check against the attack, if successful, take half damage.
Leap to Action: Humans have advantage on initiative checks.
Dwarves unlike other races tend toward toward tribalism, they travel the world in great paths leaving little in their wakes aside from great tales and trade goods from around the world. They are traders, travelers and story tellers.
Long Road: Dwarves gain advantage on body checks for endurance, and speed checks for running and any check for navigation.
Weathered: Dwarves gain 2 points of armor against Fire, Frost, and Lightning damage.
Well Liked: Dwarves get +1 on checks to influence people.
Tight Squeeze: Dwarves can choose to count as a size smaller than they are, if it is beneficial.
Elves, when they appeared, were like many other races in the world, curious, scared and alone. As time passed, they grew in number and lost their fear, they did anything and everything, eventually they settled in extreme environments to keep themselves active and aware.
Adapability: Elves gain 3 points of Armor against one energy: Fire, Frost Lightning, acid, sonic, Poison. Once per Level The armor may be changed to a different type,
Natural Explorers: Elves gain advantage on checks to Jump, Climb, and Swim checks.
Steady Hands: Elves do not roll to see if they accidentally, poison themselves when applying poison.
Weapon Savant: Elves do not suffer the penalty for not being proficient in a weapon, arcane focus or religious focus of an elven deity.
Halflings, while not the most traveled race are known for their drastic influences on the world. Known to be world builders, Halflings build great monument, sprawling cities, vast dungeons, but they are not limited to dungeons, they expand forests, deserts and on rare occasions pull mountains from the ground.
Cooperation: When assisting in a ritual or similar style check Halflings gain +1 on the check.
Builder: Halflings have advantage on checks to craft, examine and evaluate structures of all sorts. in addition they can learn magical rituals for the creation of objects, buildings, and adjusting
Fast Paths: Halflings can travel in urban environments faster than others. On a worked surface Halflings increase their move speed, and in cities they have "Learned the Layout" of they gain +1 on any chase or flee rolls.
Fourth thing: Halflings have a power so awesome and mysterious that it can't be casually discussed on this blog. Even mentioning the fact they have a fourth power is revealing too much.
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