Racial Character Classes ???
Racial Character Classes ???
I've been kicking around the idea of having RCCs instead of simple 'races'. Thus, making a race, other than human, a class of its own.
I know that harkens back to the old D&D Elf and Dwarf. However, I honestly can't remember back that far ever playing one.
Is it worth it to make RCCs. Giving the class the races' abilities and benefits (and increasing them/improving them as they progress) and requiring them to use exp, vs just having them be races with the negative of only getting 2 prime attributes?
If it is worth it, What are some good frame works for the classes. I don't think I've seen and C&C RCCs ... wait doesn't the ole Codex of Erde have a Elf RCC ... I need to look at that and see ...
Does anyone else have any home brew RCCs ?
Oh yeah it goes without saying that with these, I'll have to rely heavily on the various multi class rules for C&C - class and half, regular multi class rules etc etc etc) that way one can play a elvin fighter, Halfling ranger etc.
Any thoughts?
I know that harkens back to the old D&D Elf and Dwarf. However, I honestly can't remember back that far ever playing one.
Is it worth it to make RCCs. Giving the class the races' abilities and benefits (and increasing them/improving them as they progress) and requiring them to use exp, vs just having them be races with the negative of only getting 2 prime attributes?
If it is worth it, What are some good frame works for the classes. I don't think I've seen and C&C RCCs ... wait doesn't the ole Codex of Erde have a Elf RCC ... I need to look at that and see ...
Does anyone else have any home brew RCCs ?
Oh yeah it goes without saying that with these, I'll have to rely heavily on the various multi class rules for C&C - class and half, regular multi class rules etc etc etc) that way one can play a elvin fighter, Halfling ranger etc.
Any thoughts?
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Racial Character Classes ???
It kinda sucked then (as far as being a class for the long haul). Not sure how it would be better now. But, that is PURELY a gaming style opinion and isn't worth the proverbial warm bucket of spit.Lurker wrote: Any thoughts?
- Warunsun
- Hlobane Orc
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Re: Racial Character Classes ???
Omote has this on his site. I even played his elf class for a bit when I had a chance to be a player in C&C. 
https://sites.google.com/site/advancedc ... al-classes
https://sites.google.com/site/advancedc ... al-classes
Re: Racial Character Classes ???
Yes. I have some.
I've posted them before.
When I get more of a moment, I will again.
I've posted them before.
When I get more of a moment, I will again.
Re: Racial Character Classes ???
Seems like fun, but it should, if you can, not replace the race and class as noted in the PH.. somehow it would be a blend of increasing racial abilities and class like abilities.. making them sort of a fixed race/class mix??
Just noodling here: Dwarven Subterranean "Ranger".. all the Dwarf vs normal foe bonus stuff taken to expansion much like Ranger powers... ranger like powers in the under ground (only) which grow with or mimic Ranger tracking and survival stuff... then toss in some extra dwarven cool stuff like "talk to stone", detect stone passages, stone shape or even pass stone or stonewalk, don't forget the ever increasing ability to drink beer and still function!
Just noodling here: Dwarven Subterranean "Ranger".. all the Dwarf vs normal foe bonus stuff taken to expansion much like Ranger powers... ranger like powers in the under ground (only) which grow with or mimic Ranger tracking and survival stuff... then toss in some extra dwarven cool stuff like "talk to stone", detect stone passages, stone shape or even pass stone or stonewalk, don't forget the ever increasing ability to drink beer and still function!
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
- Jyrdan Fairblade
- Unkbartig
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Re: Racial Character Classes ???
I certainly have fond memories of race as class. It flies in the face of min-maxing, for one! One of the earliest character I can remember was Ralif Redhammer, the dwarf (amongst Fairblade the fighter and Shasak the Magic-User).
I remember for a time there was talk of official rules for such for C&C, but I don't think that saw the light of day. I'd look at Labyrinth Lord - they have race as class rules that would probably integrate pretty seamlessly.
I remember for a time there was talk of official rules for such for C&C, but I don't think that saw the light of day. I'd look at Labyrinth Lord - they have race as class rules that would probably integrate pretty seamlessly.
Lurker wrote:I've been kicking around the idea of having RCCs instead of simple 'races'. Thus, making a race, other than human, a class of its own.
I know that harkens back to the old D&D Elf and Dwarf. However, I honestly can't remember back that far ever playing one.
Re: Racial Character Classes ???
And I found a previous take. Some things would change if I did them again.
http://trolllord.com/forums/viewtopic.p ... warf+class
http://trolllord.com/forums/viewtopic.p ... warf+class
Re: Racial Character Classes ???
Warunsun wrote:Omote has this on his site. I even played his elf class for a bit when I had a chance to be a player in C&C.
https://sites.google.com/site/advancedc ... al-classes
Thanks for hanging that last night, it reminded me of old thread, so I did a search and looked through my old back up copies of posts, home brew rules, etc and found some good stuff (I added more to it from the search)
Thanks I'd missed that some how in my search and didn't have it in my notes. Conceder it copied and pasted!serleran wrote:And I found a previous take. Some things would change if I did them again.
http://trolllord.com/forums/viewtopic.p ... warf+class
Now, today I actually had a good long relaxing day with no issues (well 2 instances that showed just how inept and clueless leadership is, but after 10 min of me venting ...) so I had a chance to put something together.
My take on Racial Character classes
First, I'll start by saying that my view of the various races is a little more Tolkienesk than the average world, so there will be a slightly different flavor to the racial classes than other may have.
Also, I am less interested in balance of all classes/races etc etc etc. As such there may be a race that is more powerful than others; However, there are other balancing forces that will come into play - fate etc etc - that will keep the race from being overly powerful. Furthermore, I hope anyone playing in my world will not play in a munckin mind set and take a class because it is powerful .
The Dwarf
Description: ...
Personality: ...
Lore: ...
BtH: As Ranger
HD: d10
Prime: Constitution
Weapons Allowed: Any
Armor Allowed: Any
Attribute Modifiers: +1 Strength, +1 Constitution, -1 Dexterity, -1 Charisma (with respect to non-dwarves) -2 comeliness
Size: Medium (they are short enough to classify as small, but their stocky build and mass make them a medium sized race)
Movement: 20 feet
Abilities: (For all Dwarf sub races)
Animosity (Elves): The disparate personalities of dwarves and elves have resulted in eons of misunderstandings, squabbles and even wars between the two races. As a result, dwarves suffer a -2 penalty to charisma checks when dealing with elves to whom they are not personally associated.
Deepvision: Ages spent beneath the earth in the dark and quiet places of the world have imbued dwarves with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 60 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and dwarves can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A dwarf requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
Fire expertise: Whether is it starting a fire for their beloved forge, or making a fire in the wind swept rain soaked mountain side, dwarves have an uncanny ability to start fires
Enmity (Goblins/Orcs): Eternal wars against goblins and orcs have created an undying crucible of hatred for these vile creatures. When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures. Dwarves have a similar distrust of half-orcs, finding inter-breeding with goblinoids to be the worst of all sins. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.
DEFENSIVE EXPERTISE (Giants/Ogres): Long regarded as a food source by many giants, dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows dwarves to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.
Resistant to Arcane Magic (Intelligence): As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.
Resistant to Fear (Charisma): Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.
Resistant to Poison (Constitution): Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.
Craft (Wisdom): Dwarves practice their crafts obsessively and possess many secrets of making that are unknown to other people. As such a dwarf must pick an area of craft expertise they posses. In this area They are considered a master craftsman and as such can create masterwork items if their craft.
Starting at level 4, a dwarf is able to hold and handle any item associated with their craft and tell its properties, much like an identify spell; Additionally, even if the dwarf has not chosen smith as their craft, the dwarf can attempt to use this ability on weapon or armor but at a - 2
Additionally, starting at level 8, and increasing every 5 levels thereafter, a dwarf is able to make an item with a +1 enchantment as a result of their craft work.
Find traps/Construction features: Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways. A dwarf passing within 10 feet of one of these features is entitled to a wisdom check to notice these features. Additionally a dwarf may use this ability find traps (only find traps, unlike the Rogues ability to find, defeat or set traps)
Weapon Specialization: At 2nd level, , Dwarfs have the weapon specialization ability of the fighter class as it is presented in the C&C PHB
Combat Dominance: At 5th level, Dwarfs have the combat dominance ability of the fighter class as it is presented in the C&C PHB
Favored Enemy: At 7th level, Dwarfs have the favored enemy ability of the Ranger class as it is presented in the C&C PHB - except it is limited to a favored enemy from one of these monstrous races: Goblins, Orcs, Hobgoblins, Giants, Ogres
Runecasting: At 8th level, a dwarf gains the spell casting abilities of a Rune Caster. They do not gain bonus spells and cannot make use of alternate magic rules, They may create magic items, combining this ability with their craft ability, but any weapon or armor must always contain a Runic property.
Extra Attack: At 11th level, Dwarfs have the extra attack ability of the fighter class as it is presented in the C&C PHB
There are 2 sub-races of Dwarf
Hill Dwarves
Most picture dwarves as creatures living deep underground in stone work fortresses, mines and caves. This is not true for the Hill Dwarves.
Hill Dwarves, unlike their Mountain dwarf kin, are not overly fond of the deep dark places hidden in the mountains. Hill dwarves have found their place to be in and among the mountain slopes, ravines, canyons, and passes that surround the mountain dwarfs' deep holds. Hill dwarves, like their cousins, excel at stone work, and crafts; however, they also have skill in herding mountain cows, goats, and sheep, growing crops off the steep slopes, and tending orchards of trees that thrive in the mountains and rough foot hills that surround them.
Hill dwarf communities will normally tie themselves to their mountain dwarf kin's' deep holds. Providing food stuffs and supplies the Mountain dwarves cannot easily obtain in their deep holds in exchange for minerals ores and aid/safe refuges in times that the foes of the dwarves invade the mountain slopes. Additionally, in many cases, Hill dwarf communities will be centers of trade and comers giving their Mountain dwarf kin a trade center that does not open their deep holds to non dwarf races.
Hill dwarves tend to wear lighter armors (compared to their mountain dwarf kin) and more functional clothing needed to traverse the steep and varied terrain they live in. In appearance, Hill Dwarves tend to be taller and less stocky than their Mountain Dwarf cousins (only by a few inches and a few pounds), have lighter colored hair, slightly shorter beards, and more tanned skin.
Additional Abilities
Determine Direction and Path (Wisdom): At 1st level, The Hill Dwarves can sense their approximate location and detect the safest path through any mountain terrain ( Ravine, canyon, pass) as a human can sense which way is up. As such, a hill dwarf is never lost in these areas and, with concentration (a wisdom check) can determine the various paths out of/through these locations. Possibly even the safest of the paths
Scale (Dexterity): At 2nd level, Hill Dwarfs have the scale ability of the Ranger class as it is presented in the C&C PHB. Additionally, the dwarf, to use this ability without penalty, must be wearing armor only usable by a ranger.
Mountain Dwarves
Most picture dwarves as creatures living deep underground in stone work fortresses, mines and caves. This is true for the Mountain Dwarves. These are the dwarves that dig, mine, build deep into the mountains. Creating keeps and strongholds to protect the mines the dig deep into the mountains that they take their name from.
These are the dwarves that dig deep, mining ores, spend long hours over furnaces and forges, and meticulously carving stone. Spending hours and days crafting wondrously wrought items and cleverly built deep holds.
Mountain dwarves and short and stocky and solid as the stone they surround themselves with. When working they wear clothing appropriate for which ever task they are completing. When relaxing, they wear simple, but expertly crafted, clothing. Their hair is dark as the black filling the deep caves they thrive in, and their beards are long. They have skin (what little that can be seen and not covered by their beard) that is ruddy to lightly tanned, but normally soot, stone dust, etc stained from their labors.
Additional Abilities
Determine Depth and Direction(Wisdom): At 1st level: The world beneath mountains and in the deeps of the earth is the natural home of the dwarf. Dwarves can sense their approximate depth and direction underground as naturally as a human can sense which way is up. As such, a Mountain Dwarf is never lost in these areas and, with concentration (a wisdom check) can determine the various paths out of/through these locations. Possibly even the safest of the paths.
Move Silently (Dexterity): At 2nd level, Mountain Dwarfs have the Move silently ability of the Ranger class as it is presented in the C&C PHB - except it is limited to stone constructed underground areas &/or caves. Additionally, the dwarf, to use this ability without penalty, must be wearing armor only usable by a ranger.
XP Needed / Level
???
I'm thinking as per a fighter
...
So how does it look.
I have a bit on elves but it is far from ready ....
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Racial Character Classes ???
Did I miss the beer drinking abilities? But I liked the magic creation stuff, very old Norse. Might want to add annoying, pig headed and lusty too.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: Racial Character Classes ???
Well that goes without sayinCaptain_K wrote:...beer drinking abilities? ... Might want to add annoying, ...
Thanks, glad you liked it, and yes I was leaning a touch towards the Norse with the magic item creation.
I have another idea for them, but not sure how ti work &/or word it. Kind of a 'speak with rock' & 'send message through rock' ability. I don't know... just a seed of an idea ...
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Racial Character Classes ???
You can do non-magical like Inuitsuk like where they leave each other secret messages in stone, pebbles, scratches like the Inuit do... or more magical like Druids spells in stone or "changed to.." stone. Like Animal Messenger is "stone message", speak with stone instead of animal, meld into stone, shape stone, freedom of movement (into stone), spike stone, stone tell, transport via stone (tree), tunnel quake (earth quake), summon earth elemental.. make them whatever level you want.. but that's just getting all onto the table, pick some..
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
