Standard Races for Eclipse

   Well, there have been a number of requests for various 3.5 races and species broken down into Eclipse: The Codex Persona point-buy. Here are the standard races – Dwarves, Elves, Humans, Gnomes, Half-Elves, Half-Orcs, Halflings – and a few special requests: Elan, Satyrs, and Centaurs. For the convenience of those playing in settings that reduce the cost of buying up attributes, such as the Federation Campaign, I’ve added some notes on what that does to their costs.

Generic 3.5 Races: 

Dwarves:

  • Attribute Shift (+2 Con, -2 Chr, 6 CP). In worlds which half the cost of Self-Development this should be converted to a simple +2 Con.
  • Occult Sense/Darksight (6 CP)
  • Occult Sense/Stone (Specialized: Requires a reflexive Search check, 3 CP)
  • Speciality/Search/Stone (1 CP, corrupted to +2 bonus only – not that this saves anything)
  • Proficient with Dwarven Cultural Weapons (Specialized: Simply reduces Exotic dwarven weapons to Martial ones, 1 CP)
  • Specialist x2: +4 to resist being Bull Rushed or Tripped (Both Specialized: defensive only, Corrupted: only when standing on the ground, 2 CP)
  • Resistance/+2 on Saves versus Poisons (3 CP)
  • Resistance/+2 versus Spells and Spell-Like Effects (3 CP)
  • +1 Warcraft (BAB) (Specialized versus versus Orcs, Half-Orcs and Goblinoids only, Corrupted: does not add to iterative attacks, 2 CP)
  • Defender/+1 AC (Double Specialized: only versus monsters AND only versus giants, for +4 AC, 6 CP)
  • +2 Appraise (Specialized in Stone and Metal items, 1 CP)
  • Speciality/Craft/Stone and Metal (1 CP, normally corrupted to +2 only, but that doesn’t actually save anything)
  • Speak Dwarven as an extra language (1 CP)
  • Disadvantages: Slow: Reduce base land movement by 10′, but this penalty does not stack with those for armor or encumbrance (-3 CP).

   Dwarves would normally have a cost of 33 CP – just a bit over the 31 CP +0 ECL limit – however the “Favored Class: Fighter” restriction corrupts the entire racial package, reducing the cost to 22 CP. In the interests of grandfathering races into point-buy games, you can also consider their wide-ranging selection of rarely-relevant bonuses a disadvantage in itself, reducing their net cost to 30 CP.

.

Elves:

  • Attribute Shift (+2 Dex, -2 Con, 6 CP). In worlds which half the cost of Self-Development this should be converted to a simple +2 Dex.
  • Immunity/Sleep Effects (Uncommon / Minor / Major, 3 CP)
  • Resist/+2 on Saves vrs Enchantment Spells and Effects (3 CP)
  • Occult Sense / Low-Light Vision (6 CP)
  • Proficiency with Elven Cultural Weapons (A narrow group, 3 CP)
  • +2 on Listen, Search, and Spot (6 CP)
  • Occult Sense/Detect Secret Doors (Specialized: requires a Search check and passing within 5 feet, 3 CP)
  • Speaks Elven as an extra language (1 CP)

   Elves have a net cost of 31 CP out of the 31 CP allowable for a +0 ECL race. If taking this race restricts the variety of abilities you can have – as in “Favored Class: Wizard” – the entire package is Corrupted, for a net cost of 21 CP. In adapting to worlds that half the cost of Self-Development, such as Atheria or the Federation Campaign, simply substitute Self-Development (+2 Dex) for Attribute Shift. If favored class does not apply to a pure point-buy game, they’ll do nicely as they are for a +0 ECL race.

.

Humans:

  • Fast Learner, Specialized in Skills (3 CP)
  • +1 Bonus Feat (6 CP).

   My, humans are boring. In point-buy, where anyone can buy extra feats and things if they so desire, they’re also underpowered – which is why so many alternative humans show up. Of course, they are the most flexible of the basic species. A well-chosen feat can be a substantial bonus towards the exact design you want – although this is far less important in point buy games.

.

Gnomes:

  • Attribute Shift (+2 Con, -2 Str, 6 CP). In worlds which half the cost of Self-Development this should be converted to a simple +2 Con.
  • Shrinking I (Corrupted: Reduces base movement to 20′, 8 CP)
  • Occult Sense: Low-Light Vision (6 CP)
  • Proficient with Gnomish Cultural Weapons (Specialized: Reduces them to Martial Weapons only, 1 CP).
  • Resist/+2 on saves versus Illusions (3 CP)
  • Ability Focus/Illusion Magic (Specialized, adds +1 only, 3 CP)
  • +1 Warcraft (BAB) (Specialized versus versus Kobolds and Goblinoids only, Corrupted: does not add to iterative attacks, 2 CP)
  • Defender/+1 AC (Double Specialized: only vrs Monsters, only vrs giants, for +4 AC, 6 CP)
  • +2 Listen (2 CP)
  • +2 Craft/Alchemy (2 CP)
  • Speaks Gnomish (1 CP)
  • Occult Talent (Normally allows Speak With Animals, Dancing Lights, Ghost Sound, and Prestidigitation, 6 CP)

   Gnomes are surprisingly expensive, with a total cost of 46 CP. Of course, they spend most of those points on a contradictory variety of items – several bonuses principally useful to combatants and several others principally useful to illusion specialists. There are two ways to handle this in point-buy: you can either consider the entire package Corrupted thanks to its diminished utility and flexibility (and thus cone out with a net cost of 31 CP, just right for a +0 ECL race) or characters can simply buy the set of abilities they want.

.

Half-Elves:

  • Immunity/Sleep Effects (Uncommon/Minor/Major, 3 CP)
  • Resist/+2 on Saves vrs Enchantment Spells and Effects (3 CP)
  • Occult Sense/Low-Light Vision (6 CP)
  • +1 each to Listen, Search, and Spot (3 CP)
  • +2 on Diplomacy and Gather Information (4 CP)
  • Privilege: Treated as Elves wherever this is advantageous (3 CP)
  • Speaks Elven (1 CP)

   With a total of 24 CP, Half-Elves are a perfectly respectable – and rather boring – type to play, but really don’t excel at much of anything. Still, at least they don’t suffer from a “Favored Class” limitation.

.

Half Orcs:

  • Attribute Shift/+2 Str, -2 Int (6 CP). In worlds which half the cost of Self-Development this should be converted to a simple +2 Str.
  • -2 Cha (-12 CP) (this is half value, since penalties are less important than bonuses).
  • Occult Sense/Darkvision (6 CP)
  • Privilege: Treated as Orcs wherever this is advantageous (3 CP)
  • Speaks Orc (1 CP)
  • Disadvantage: Suspect Social Outcasts (-3 CP).

   With a net cost of 1 CP, there’s virtually no advantage to playing a half-orc – even their “Favored Class: Barbarian” limitation is pointless; it doesn’t save a thing on a net cost of 1 CP. That’s probably why you almost never see any.

.

Halflings:

  • Attribute Shift/+2 Dex, -2 Str (6 CP). In worlds which half the cost of Self-Development this should be converted to a simple +2 Dex.
  • Shrinking I (Corrupted: Reduces base movement to 20′, 8 CP)
  • +2 on Climb, Jump, Move Silently, and Listen (8 CP)
  • Resistance/+1 on each Save (9 CP)
  • Resistance/+2 versus Fear (Corrupted, is considered a Morale bonus, 2 CP)
  • +1 Warcraft (BAB. Specialized in Ranged Combat, Corrupted: Thrown Weapons and Slings only, 2 CP)
  • Speaks Halfling (1 CP)

   With a net cost of 36 CP – or 24 after being Corrupted by “Favored Class: Rogue” – Halflings are slightly over the limit for a +0 ECL race in straight point-buy. Of course, in straight point-buy, they’d probably be buying Adept (Climb, Jump, Move Silently, and Listen) instead of skill bonuses and – if they actually live as described – the disadvantage “Commonly regarded with suspicion”, for -3 CP, turning them into a (slightly improved) +0 ECL race.

.

Special Requests:

   Writeups of these races were specifically requested, so…

.

Elan:

  • -2 Charisma (-12) (this is half value, since penalties are less important than bonuses).
  • Immunity/Spells that affect humanoids only, such as charm person or dominate person (Uncommon/Major/Great, 12 CP).
  • Mana/+1d6 Power (2 CP)
  • Resistance +4 to all saves: Specialized: counts as a supernatural ability, requires the expenditure of one power point when used to activate through your next action, although this can be done as an immediate action. (18 CP).
  • Innate Enchantment (Psionic Variant): Vitality Diversion (L2, May divert damage to Power reserves, at 2 HP to 1 Power, 8400 GP for Personal Only, 9 CP as Innate Enchantment).
  • Bonus Psionic Spell, Non-Augmentable (2 CP): Repletion, L1, lets you go without food and drink for 24 hours.
  • Immunity to age (uncommon/minor/major, 3 CP).
  • Disadvantage/No natural reproduction (-3).

   The Elan are an artificial species – humans psionically rebuilt into near-immortals. With a net cost of 31 CP, they function perfectly well as a +0 ECL race. The original SRD writeup provides them with a Favored Class limitation, but it really isn’t necessary.

.

Satyrs:

  • Self-Development (60 CP): +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, and +2 Charisma. In worlds which half the cost of Self-Development these may either be doubled or the cost may be reduced to 30 CP.
  • Celerity/+10 Land Movement (6 CP)
  • Occult Sense/Low-Light Vision (6 CP)
  • Martial Arts (1d6 Natural Weapons, Specialized: Headbutt Only, 3 CP)
  • Damage Reduction 5. (Specialized: physical only, Corrupted: penetrated by Cold Iron, 4 CP)
  • Adept (Hide, Listen, Perform, and Spot), Specialized: only works on skills bought as part of the template, not later expenditures. double effect (1 SP per +4). (6 CP).
  • Skill Bonuses: +4 to Hide, Move Silently, and Perform, +6 to Listen and Spot (9 CP with Adept)
  • +4 natural armor bonus (Defender, 24 CP)
  • Innate Spell, Corrupted (Requires Pipes, 3 spells), Charm Person, Sleep, and Fear, 2/Day Each (6 CP). The fear spell is a minor variant which does not work on other Satyrs.
  • Metamagic/Area and Glory, Corrupted (Requires Pipes), Specialized in Innate Spells (4 CP).
  • Disadvantages: Hedonistic and Lustful. They are easily tempted with good food, drink, and sex (-6 CP)

   Satyrs are expensive, with a base cost of 122 CP. Fortunately for their would-be players, the entire package is corrupted (obvious fey, animalistic form, poor reputation, have a hard time with armor and equipment), for a net cost of 81 CP – well under the 95 CP limit for a +2 ECL template even without the “Favored Class: Bard” modifier. In worlds where Self-Development costs are halved, basic Satyrs cost 61 CP – making them a +1 ECL template. With minor tweaks, the Satyr template also works as the basis for a generic fey template:

.

Centaurs:

  • One level of Growth (48 CP, includes +8 Str, +4 Con, -2 Dex, and +2 Natural Armor)
  • Extra Limbs/Legs (Includes +10 land movement, 6 CP)
  • +4 Dexterity (24 CP)
  • Attribute Shift/-2 Intelligence, +2 Wisdom (6 CP). In worlds which half the cost of Self-Development this should be converted to a simple +2 Wis.
  • Celerity (6 CP) +10 Move.
  • Occult Sense/Darkvision (6 CP)
  • Defender/+1 natural armor bonus (6 CP).
  • Speaks Elven (With Sylvan as their usual base language) (1 CP)

   All of a Centaur’s abilities are Corrupted: they’re monstrous humanoids, obvious creatures, cannot use normal clothing, need massive amounts of food, etcetra, reducing their base cost of 103 CP to 69 CP – a +2 ECL race. They could easily be brought down to a +1 ECL race (63 CP) with a little tweaking or simply by dropping the dexterity bonus down to +2 (an effective total of +0) – which seems reasonable enough for something the size of a horse anyway.

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2 Responses

  1. […] ECL Player’s Handbook Races; Humans, Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, and […]

  2. […] that, let’s see how Basic 5E’s presentation of the classic four races compares to their 3.5 and Pathfinder counterparts under the Eclipse […]

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