Difference between revisions of "Category:Demi-Human Races"

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(Demi-Humans)
(Racial Affinity for Specific Class Archtype)
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==Racial Affinity for Specific Class Archtype==  
 
==Racial Affinity for Specific Class Archtype==  
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Demi-Humans lack the all-around abilities of the Humans to be proficient in every classification of adventurer. They are proficient in only certain, characteristic category classifications. For example, the Dwarves, well-known for their lack of magical inclination no not use magic.
  
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Similarly the oldest of character races, the Elves, have no need of a cleric since each individual worships nature directly. Their immediate contact with nature is through magic and the structured form of ceremonial magic means they have no need for a cleric class to be their intermediary with nature. Ceremonial magic is a proficiency with Elves, who shun the concepts of sorcerery, itself another spiritual concept based on intermediacy. So Elves follow neither a clerical nor a sorcerer's path. 
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These racial strengths and weakness suggest some true stereotypes within the races.
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These classes are listed below.
  
 
'''Class Category Predispositions by Race'''
 
'''Class Category Predispositions by Race'''

Revision as of 17:10, 16 February 2011

The information on this page suppercedes the descriptions of the races found in the Dungeons and Dragons books. In my Flanaess, Demi-Humans are sufficiently different from each other so as to be recognisable based upon description. That is an important fact for players to notice. Please use this page as your reference guide for your Player Characters.

Demi-Humans

Physical Characteristics of Demi Human Races

Type and Race Distinguishing Characteristics & Traits Complexion Facial Features Hair Colour Eye Colour Life Expectancy
Dwarven - Hill Dwarf (70%) Dwarves represent 10% of the total population of the Flanaess.

Dwarves typically dwell in hilly or mountainous regions. Mountain dwarves

A character of the dwarven race can be a Barbarian, a fighter - 9th - or a Thief

Because of their very nature, Dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their savings throws against magic = + constitution ability score bonus


Rocky hills are the favourite abode of these sturdy creatures. Dwarves typically band together in clans which are not mutually exclusive or hostile but are competitive. These creatures are able to operate in two or more classes simultaneously.

All Dwarves are resistant to both magic and poison; they therefore make saving throws at 4 levels above their actual level. Dwarves can see in the dark noting monsters at a distance of 60’. Because of their mining skills, Dwarves are good at detecting sloping passages, sliding or shifting walls or rooms, new construction, approximate depth, or unusual stonework.

Hill Dwarves (70%): The favour earth tones with small bits of bright colour in their clothing. Although only 4 or so feet tall, they weight no less than 150 pounds due to their stocky muscular build. They live for

Mountain Dwarves (30%): These creatures are similar to their cousins, the hill Dwarves, detailed above. The only difference are size (taller 4.5+ feet tall) constitution, and colouration (typically lighter with brown hair) They employ fewer crossbows and more spears. They rely on strength. They live for no less than 400 years on the average.

Dwarves are typically deep tan to light brown of skin, with ruddy cheeks A Their hair is brown, black or grey. and bright eyes (almost never blue). no less than 350 years on the average.
Dwarven - Mountain Dwarf (30%) when they finally feel completely comfortable and relaxed playing, I feel accomplishment. A A A A A
Elven - High Elf (65%) the emphasis is more on the story and the combat creates tension. A A A A A
Elven - Wood Elf (30) the game is more collaborative. A A A A A
Elven - Grey 'Faerie' Elf (5%) 7 A A A A A
Half-Elven 6 A A A A A
Gnome their limitless imaginations are unencumbered by rules. A A A A A
Halfling - Hairfeet (85%) when they finally feel completely comfortable and relaxed playing, I feel accomplishment. A A A A A
Halfling - Tallfellow (3%) the emphasis is more on the story and the combat creates tension. A A A A A
Halfling - Stout (12%) According to D&D canon and the accepted mechanics of Vancian magic, Sorcerers 'should' be able to cast powerful magic at any given time because the power to do so is innately fuelled. This nonesense defies my suspension of disbelief. How does a Sorcerer (or Choatic Magician) discover spells? Why must he or she choose spells if the power is innate? Why are limits imposed if there is no stamina consumtion? Why bother to read magic? A A A A A


DEMI HUMAN attitudes towards one another

Racial Affinity for Specific Class Archtype

Demi-Humans lack the all-around abilities of the Humans to be proficient in every classification of adventurer. They are proficient in only certain, characteristic category classifications. For example, the Dwarves, well-known for their lack of magical inclination no not use magic.

Similarly the oldest of character races, the Elves, have no need of a cleric since each individual worships nature directly. Their immediate contact with nature is through magic and the structured form of ceremonial magic means they have no need for a cleric class to be their intermediary with nature. Ceremonial magic is a proficiency with Elves, who shun the concepts of sorcerery, itself another spiritual concept based on intermediacy. So Elves follow neither a clerical nor a sorcerer's path.

These racial strengths and weakness suggest some true stereotypes within the races.

These classes are listed below.

Class Category Predispositions by Race

Character Class Dwarf Elf Gnome Half-Elf Halfling Human
Barbarian Yes Wild Elf Only No No No Yes
Bard Multi-Class Only Multi-Class Only Multi-Class Only Multi-Class Only Multi-Class Only Multi-Class Only
Cleric Yes No No Yes Yes Yes
Druid No Yes No Yes No Yes
Fighter Yes Yes Yes Yes Yes Yes
Monk No Yes No No No Yes
Paladin No No No No No Yes
Ranger No Yes No Yes Yes Yes
Rogue a.k.a. Thief Yes Yes Yes Yes Yes Yes
Sorcerer a.k.a Chaos Mage No No Yes Yes Yes Yes
Wizard a.k.a Ceremonial Mage No Yes No Yes Yes Yes

Dwarves

Dwarves represent 10% of the total polpulation of The Flanaess. Dwarves typically dwell in hilly or mountainous regions. Mountain dwarves

A character of the dwarven race can be a Barbarian, a fighter - 9th - or a Thief

Because of their very nature, Dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their savings throws against magic = + constitution ability score bonus


Rocky hills are the favourite abode of these sturdy creatures. Dwarves typically band together in clans which are not mutually exclusive or hostile but are competitive. These


gnomes preferred habitation is an area of rolling, rocky hills, well wooded and uninhabited by humans.


Naming Conventions

Types of stone

Metal

Iron working

brute strength


Elven

Elves represent a mere 2% of the entire population of The Flanaess. SOMETHING ABOUT ELVES

elves high elf the most common elf.


TYPES OF ELVES: GREY SYLVAN WILD

Naming Conventions

Half-Elven

More Elven than Human, and more despised than Humans by Elves for a perceived parental slight on the customs and ores of Elven folk. Elves believe in the separation of the races and Half-Elves, often given the derogatory term "Half-lings" in their Elven nation, are the lowest of the low.

Naming Conventions

Gnome

Gnomes represent 5% of the total population of The Flanaess. SOMETHING ABOUT GNOMES.

Naming Conventions

Halfling, what we know to be Hobbits

Halflings represent 3% of the total population of The Flanaess. SOMETHING ABOUT HOBBIT.

Naming Conventions

Subcategories

This category has only the following subcategory.