Showing posts with label race. Show all posts
Showing posts with label race. Show all posts

Wednesday, November 16, 2016

PC Race - Changelings: Half-Fey Heroes

Those born of a fiendish bloodline are tieflings, and those born of a celestial bloodline are aasimar, but what is the product of a union between mortal and fey?  Changelings are mortals with fey ancestry, and much like tieflings and aasimar, they are at once a part of the mortal world and apart from it.

There is already a race called changelings in Pathfinder, but those are the offspring of mortals and hags.  In mythology, changelings are fey (or sometimes troll) children who are secretly exchanged with human babies by their supernatural mothers.  Changeling is therefore the natural choice for the name of a race of half-fey, in the style of tieflings and aasimar.  I'm honestly not sure why Paizo made the half-hag changelings, let alone called them 'changelings', when there is still no half-fey race.  I suggest renaming the half-hag changeling race to 'hag-spawn'.

Presented below is the half-fey changeling race, modeled on the lines of tieflings and aasimar.  I have also included ten alternate racial traits to further customize your changeling character, including one for small-sized changelings and one for talking to animals.  After all, 'fey' and 'mortal' are broad categories - the offspring of a halfling and a leprechaun is going to be different from the offspring of a nymph and an elf, or a dwarf and a dryad.

Changelings (8 RP)
The offspring of fey creatures with the mortal races, changelings are wild, exotic, and full of mystery.  In mortal cultures, they are often looked on with derision for their bastard ancestry and all the implications thereof - many a married couple has been broken up by the arrival of a changeling baby.  So too are they often derided in the fey lands for having mortal, 'imperfect' blood.  Changelings are separated from both worlds, either because of the strange traits and powers they have, or because of the ones they don't. 
   Physical Description: Changelings often exhibit some alien trait that marks them as different from the population they were born into, be it horns, a tail, strangely-colored hair or eyes, glowing skin, wings, or what have you.  Many changelings, however, are almost indistinguishable from the general population, though their strange otherworldliness comes through in other ways. 
   Society: Changelings have no society of their own, and are often outcasts in mortal and fey societies.  Some changelings are run out of their home or abandoned in the woods as a child, some form their own social groups from other outcasts.  While some primitive societies may treat changelings as a curse, others may see them as a blessing and treat them and their family with great respect. 
   Although the fey see changelings as imperfect and corrupted by mortal blood, they also recognize them on some level as kindred spirits and do not wish for them to come to harm.  Instead of abandoning a changeling child, the fey mother will often secretly switch it out with a newborn human so that it might at least be raised well.  In rare cases, regretful fey mothers may seek to steal the changeling back from the human world. 
   Relations: Although often rejected by mortal and fey society, changelings can usually find common ground and sympathy from half-elves, tieflings, aasimar, and other such 'half-breeds.' 
   Alignment and Religion: Changelings often find themselves drawn to religions that reflect their fey, nature-loving heritage, though some actively seek to reject that legacy and avoid any such connotations.  The majority of changelings trend toward chaotic alignments due to their fickle and spritely personalities. 
   Adventurers: As outcasts so often do, many changelings find themselves drawn to a life of adventure.  Changelings make excellent sorcerers and druids due to their innate connection with the arcane and natural world, and many changelings channel their otherworldly charisma into fine bardic performances.  Particularly successful changeling adventurers may find acceptance in the societies that rejected them at birth, even amongst the fey court, but some may choose to make their own path through their adventures and spurn the advances of those who treated them so indifferently before. 

The following material given in gold text and its accompanying table is available as Open Game Content under the OGL.  Open Game Content is ©2016 Jonah Bomgaars.

Monday, July 4, 2016

Races Revisited: Wood Elves

I've been itching to redesign the core races for a while now.  Part of the reason is 5th edition with its really appealing broad-strokes approach to game design, and part of the reason is that Pathfinder is almost 10 years old, based on a system over 15 years old, and it is starting to collapse under its own weight.  I want the playable races to be as simple and evocative as possible.  They need to get across the core idea of the race without getting in the way with too many extraneous skill bonuses or abilities that function in instances so specific that you forget about them when the time comes to use them.

Last time on Races Revisited we looked at high elves - the "aloof, magically-inclined elves who spend their incredibly long lives in shining, elegant cities" - as opposed to wood elves, which the 2nd Editions Player's Handbook described as "wild, temperamental, and savage."  This week, it is the wood elves' time to shine!  On second thought, shining might be more of a high elf thing.  Wood elves are probably more into skulking.

I have already touched on the distinctions drawn between high and wood elves in older editions of D&D and those now resurfacing in 5th edition.  Since the elves described in 1st and 2nd edition were explicitly high elves, what sources did I draw on for creating a separate wood elf race?  Tolkien, of course, is one place to look.  When you think of Tolkien's wood elves, you might first think of Galadirel and Celeborn, rulers of Lothlorien, or of King Thranduil and his son Legolas of the Woodland Realm in Mirkwood, but Celeborn, Thranduil, and Legolas are actually Sindar, or grey elves, while Galadriel is of mixed elvish heritage but primarily Ñoldorin and Falmari.  Still, they ruled over kingdoms largely comprised of the Nandor, or wood elves.  Haldir, the character who intercepts the Fellowship as they enter Lothlorien, was likely a Nando.  Thranduil and Legolas were also said to have basically 'gone native' amongst the Nandor, especially Legolas.  From what little we are shown,  we see Tolkien's wood elves are (unsurprisingly) secretive, stealthy, standoffish, and very good with bows.  Another source I went to for inspiration was mythology.  In many traditions, especially Scandinavian, elves are able to turn invisible.  This is something I really wanted to incorporate into wood elves (don't worry, it's not nearly as overpowered as it sounds).  Of course, a lot of it came down to intuition.  Most people (by which I mean most people who would read this blog, not most people in general) have a pretty good idea of what a wood elf is like.  By separating wood elves and high elves into two different races, I was really able to drill down on each of them and pick out specific details that make them unique.

The following material given in gold text and its accompanying table is available as Open Game Content under the OGL.  Open Game Content is ©2016 Jonah Bomgaars.

Monday, June 6, 2016

Races Revisited: High Elves

I've been itching to redesign the core races for a while now.  Part of the reason is 5th edition with its really appealing broad-strokes approach to game design, and part of the reason is that Pathfinder is almost 10 years old, based on a system over 15 years old, and it is starting to collapse under its own weight.  I want the playable races to be as simple and evocative as possible.  They need to get across the core idea of the race without getting in the way with too many extraneous skill bonuses or abilities that function in instances so specific that you forget about them when the time comes to use them.

Last time on Races Revisited we looked at dwarves and tried to distill their essence into a concentrated dwarven liquor.  This week, we turn to elves.  Specifically: high elves.  Why the distinction?  Older editions of D&D made it clear that elven players were of high elf stock, as opposed to the less civilized wood elves or evil dark elves.  1st Edition AD&D relegated the other elven races to the Monster Manual.  2nd Edition allowed players access to the other elven races "with the DM's permission (but the choice grants no additional powers)".  The designers of 5th Edition are, fortunately, big fans of sub-races as character customization options, and the 5th Edition Player's Handbook allows players to choose from high elves, wood elves, or dark elves, each one lending a slight twist to the base elven race.  I have chosen to treat high elves and wood elves as separate races for Races Revisited.  High elves are the aloof, magically-inclined elves who spend their incredibly long lives in shining, elegant cities.  Wood elves, by contrast, are the gritty forest-dwelling elves more likely to be clad in leather than mithral - the 2nd Edition Player's Handbook describes them as "wild, temperamental, and savage."  So look forward to wood elves in a future post, and scroll down for more high elf action.

One thing I noticed when researching past versions of elves was that elves were always described as having a special affinity toward bows, swordsmanship, and magic, but mechanically while they were given an incentive to use bows and swords, they had no inherent bonus to their magical abilities.  It wasn't until Pathfinder that elves were thrown a bone in the magic department, gaining a racial bonus to Intelligence and some bonuses to overcoming Spell Resistance and identifying magic items.  I take things a little further, as you will see below.

The following material given in gold text and its accompanying table is available as Open Game Content under the OGL.  Open Game Content is ©2016 Jonah Bomgaars.

Monday, April 25, 2016

Races Revisited: Dwarves

I've been itching to redesign the core races for a while now.  Part of the reason is 5th edition with its really appealing broad-strokes approach to game design, and part of the reason is that Pathfinder is almost 10 years old, based on a system over 15 years old, and it is starting to collapse under its own weight.  In terms of character creation, playable races are the bread on which you build your open-faced sandwich of a character.  The toppings are the class and feats and other customization choices, and you can be as simple or as complex as you want with those, but underneath it all you need that bread to be characterful and easy to understand.  Sorry, that metaphor broke down quickly.  

What I'm trying to say is that I want the playable races to be as simple and evocative as possible.  They need to get across the core idea of the race without getting in the way with too many extraneous skill bonuses or abilities that function in instances so specific that you forget about them when the time comes to use them.  I'll start things off today with an easy one: the dwarf.

Montalore Bearbriar, by Kent Hamilton
Dwarves are easy because they are the most iconic of the fantasy races.  Authors, game designers, and world builders have played around with elves a lot, probably because Tolkien's holier-than-thou elves can get really tiresome outside of Middle Earth, but everyone seems to agree that dwarves are pretty good as is.  They live underground, love mining and treasure and alcohol, fight with axes, and have great big beards.  The idea of dwarves is so solidified in fantasy that even in worlds where the authors have deliberately tried to shake things up, dwarves often remain fairly unchanged.  Pathfinder's dwarves are pretty good, and the changes I've made to them are relatively few, but I believe I have streamlined and refined the dwarven race into a simpler and more fundamentally dwarven form here.

The following material given in gold text and its accompanying table is available as Open Game Content under the OGL.  Open Game Content is ©2016 Jonah Bomgaars.

Monday, April 21, 2014

PC Race - Perinin: Cunning Warrior Hares

Last week d20 Despot brought you togbins, a fierce race of cold-dwelling tortoise-men who love to hunt.  This week, continuing my collaboration with Kent Hamilton in celebration of his graduation from concept design school, we bring you perinin, the brave and cunning race of hares that are the togbins' favorite prey.

Kent Hamilton Concepts
Well, as you can see from the above picture, perinin are clearly not the timid prey that togbins wish they were.  Perinin are agile and cunning, and they use their natural knack for tactics to outsmart and overwhelm their physically superior adversaries.

Read on for more information about this Pathfinder-compatible playable race.

Tuesday, April 15, 2014

PC Race - Togbins: Tortoise-Men of the Wild North

Sorry for the late update; we've got something kinda big today.  Remember in my 2013 year-in-review column when I mentioned that I might start having professional illustrations on my site?  Well, here we go:

Kent Hamilton Concepts

Alright, this may require some explanation.  My supremely-talented friend Kent Hamilton is a concept artist.  For his final project at Art Center, he is looking back on some very old drawings he made when he and I used to run around in the back yard fighting orcs and dragons, and he's redesigning them with his honed and practiced skills.  Here at d20 Despot, I'll be bringing you two of these creatures statted up as playable PC races.  Today, we have the hardy, tortoise-like togbins.  Next week, we'll have the clever, hare-like perinin.

So what are togbins?

Monday, January 27, 2014

It's My Party: Adventurers Don't Operate in a Vacuum

Bernard grabbed another glass from the bar, dipped his rag into a bucket of beer-colored water, and polished the glass to no obvious effect.  He looked out at his patrons.  It was the usual lot: crusty old farmers, local ruffians, gangly stable boys...  He saw a couple of farmers drain their glasses and push them away.  Bernard was about to draw it to the attention of one of his barmaids when the door burst open.  Sunlight briefly streamed into the bar before being blocked out by the newcomers.  First came an ugly brute of a half-orc with a glowing greatsword strapped to his back, followed shortly by a hooded figure with a black cloak and brandishing a wicked staff topped with a gruesomely realistic human skull.  Next through the door was an anthropomorphic raven in spiked red armour with a mandolin in one hand and a flaming katana in the other.  Last but not least was a black-skinned elf with piercing red eyes, dressed only in woven ivy and riding a monstrous tiger.  

"The conquering heroes return!" Bernard called out from the bar.  "What'll it be, fellas?  The usual?"

~~~~~

Adventuring parties are a strange thing.  Oftentimes, they are actually comprised of many strange things.  It's not much of a problem when you have a group of humans with the occasional elf, dwarf, or halfling.  But there are a huge variety of strange playable races available to your players, some of which are quite literally monsters - in a game where fighting monsters is not an uncommon occurrence.  Some would say it is a defining characteristic.

So if your party includes crow-men, fox people, frog-folk, horned hellspawn, winged monsters, talking monkeys, the bad guys from Lord of the Rings, or magical robots, you should probably give some thought to how they are going to be seen by the people they are trying to save.  This applies equally whether you are GMing a game or writing a fantasy story.