Part II: Character Race

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New races based on Final Fantasy characters include: the Moogle, the Lunar, and the (fill in name of Nanaki's tribe). I've created a few ideas for races from Star Trek. All the old races are available, from the Player's Handbook, Skills&Powers, the complete book of Humanoids, the Planewalker's handbook, or any other AD&D general product. If you want to use the racial character point system from Skills&Powers, feel free. Note: Ability score maximums/minimums refer to values before the racial ability score changes are made.

 Moogles      Lunars    Half-Lunars      Nanaki's Race      Star Trek Races    Elven Cats

A note about hit points: some races in the Complete Book of Humanoids and Player's Option: Skills&Powers had flat bonuses to hit points. This is no longer the case; they now have an adjustment to the size of the hit die that they use. A +1 die size means that if a character of that race is a priest, he uses a d10 instead of a d8. The table below details the maximum constitution/fitness bonus for a given die size, and the bonus to hit points after level nine that corresponds to each die size.
 

Hit Die Sizes
Die Size Maximum Const. Bonus HP plus after lev. 9
1 0 1
1d2 1 1
1d3 1 1
1d4 2 1
1d6 2 2
1d8 3 2
1d10 4 3
1d12 5 3
1d20 6 4
1d30 6 5
1d50 7 6
1d100 7 8

 

Races with -2 to hit die size: Elven Cat, Fremlin, Leprechaun, Pixie
Races with -1 to hit die size: Kender, Aarakocra, Giant Eagle, Goblin, Kobold, Moogle, Flyer Saurial, Ferengi
Races with normal hit die size: All that are not listed here (DM's discretion at those races which aren't listed anywhere else. Tell me if I should change anything.)
Races with +1 to hit die size: Bugbear, Centaur, Flind, Giff, Gnoll, Half-ogre, Hornhead Saurial, Klingon, Ogre, Voadkyn (wood giant), Wemic
Races with +2 to hit die size: Alaghi, Firbolg, Minotaur, Verbeeg


Moogles:
Ability adjustments: +1 Con, -1 int
Minimums Str 7, Con 8, Wis 5, Cha 4
Maximums Int 16, Wis 17
Class level limits
    Fighter: 14
    Ranger: 14
    Thief: 10
    Bard: 10
    Cleric: 12 (Cleric, Crusader, Shaman)
    Druid: 14
    Mage: 8
    Psionicist: 8
Available multi-class: Fighter/Cleric, Fighter/Thief, Ranger/Cleric, Ranger/Thief, Cleric/Thief
Movement Rate: 9
Age: As halfling
Special advantages:
Warriors automatically get specialization in a weapon of their choosing. It must be an uncommon weapon such as a flail or halberd... and it must be a melee weapon. Nonwarriors get proficiency in such a weapon, even if it is not normally allowed to their class.
Moogles can fly, although it is very exhausting. Their flight movement is 3/E, and they lose one point of constitution for each round flying. (These points are recovered if the moogle can rest for one hour per point.) What's more, the moogle needs to pass a Con chack at -4 to start flight.
Special disadvantages:
Because of their size, they wield weapons as small creatures, except for their weapon of choice which they wield as medium creatures.
You know what moogles look like, are you going to take them seriously?


Lunars:
Ability adjustments: -1 Str, -1 Con, +1 Int, +2 Wis, -2 Cha
Minimums Int 9, Wis 10, Cha 5
Maximums Con 16
Class Level Limits
    Fighter: 9
    Thief: 9
    Cleric: 15 (Cleric, Monk, Shaman)
    Wizard: 16
    Psionicist: 15
Available multi-class: Fighter/Cleric, Fighter/Wizard, Fighter/Psionicist, Thief/Psionicist, Cleric/Wizard.
MAYBE Monk/Psionicist.
Movement rate: 12
Age: As human, but hibernation completely stalls the aging process. It takes a month to start hibernating, and during this month aging occurs normally. After this, aging stops-- it is as if time does not pass for the Lunarian. He may set a specific time or event that can wake him, such as a change in climate, someone hitting him with a stick, etc.
After this, it takes a week to completely wake up, and until then the lunar will be very groggy, "out-of-it" and incapable of spellcasting, psionic activity, or combat.
Special advantages:
Can memorize wizard spells in half the time, and can pray for priest spells in 7/10 the time.
Special disadvantages:
Requires 11 hours sleep a day instead of 8.


Half-Lunar:
Ability score adjustments: +1 Wis, -1 Cha
Special Disadvantage: Requires 9 hours sleep a day.
Otherwise they are equivalent to humans.


Nanaki-type character
Ability score adjustments: +1 Dex, -1 Cha
Minimums Str 5, Dex 5, Con 6, Wis 7
Class level limits:
    Fighter: 15
    Ranger: 9
    Bard: 7
    Cleric: 10 (Cleric, Shaman)
    Mage: 9
Available multi-class: Fighter/Cleric, Ranger/Cleric
Movement rate: 18
Age: As elf
Special advantages:
They can attack with their front claws for 1d4+1 damage each (slashing). This is considered an ambidextrous attack, and no penalties are made because both hands are attacking. They can also bite for 2d4 damage, but unless they take a proficiency in this, biting and clawing at the same time causes a -2 penalty to the claw attacks and a -1 penalty to the bite. They may also choose to take proficiency in four-claw attack, which gives a -3 penalty to each front claw, and a -5 penalty to each hind claw. (This is cumulative with the penalty if the character also tries to bite.)
These creatures do not lose constitution as they age, but they do lose dexterity and strength normally.
Their tail carries a light flame when they reach old age, which is about as useful as a candle, and a larger flame when they become venerable, which carries fire equal to any torch. Putting the flame out has no effect on the creature, but he must spend 2d6 hours regenerating it if he wishes to bring it back.
Special disadvantages:
They aren't very good at using anything but their claws, and consequently cannot perform actions that we find routine. They don't have opposable thumbs. They can attempt to do things with their mouths, but they recieve a -8 penalty to any proficiency/ability check that requires the use of hands. This penalty may be eliminated at a rate of 1 slot for four penalty points, or one character point for two, but only for that one particular proficiency/type of action.


Klingon
Ability adjustments: +2 Str, -2 Cha
Minimums: Str 9, Dex 9, Con 12, Wis 5
Maximums: Con 20, Cha 16 (Note that although Klingons cannot start with Con greater than 18, 20 is still considered the "racial maximum" later in the game.)

Romulan
Ability adjustments: +1 Int, -1 Wis

Vulcan
Ability adjustments: +1 Str, +1 Dex, +2 Int, -2 Wis, -2 Cha
Minimums: Str 15, Int 16, Wis 5

Ferengi
Ability adjustments: -1 Str, +1 Dex, +1 Int, -1 Cha
Minimums: Dex 6, Con 8, Int 6
Maximums: Int 17, Cha 14

Cardassian
Ability adjustments: +1 Con, +1 Int, -1 Wis, -1 Cha

Bajoran
Ability adjustments: -1 Con, +1 Wis

Trill
Joined Trill ability adjustments: -1 Str, -3 Con, +2 Int, +1 Wis, +2 Cha, plus bonuses for age
Unjoined Trill ability adjustments: -1 Con, +1 Cha
Minimums: Con 9, Cha 6
There are no special maximums for Trills, but aging bonuses still can not increase ability scores beyond maximums.


Elven Cat
Ability scores: After scores are calculated by the initial method, divide Strength and Dexterity by two, and add nine to Dexterity. Round up fractional strength scores; round down fractional Dexterity scores. Use the following tables for ability score modification. (Note: an elven cat's natural AC is 8, due to small size and difficulty to strike. Dexterity is responsible for the other four points of armor class in the Monstrous Manual.) Cats cannot effectively open a door or bend a bar in the same manner that a humanoid can. Most of their strength for carrying materials or exerting force is in their jaws; although they may also have strength in their limbs--limb strength is helpful in running, climbing, and jumping.
 
Strength
Score Att. Adj Damage/Attack Max. Carried Weight Weight Allowance
1 -3 1/1* 1/5 1/10
2 -2 1/1d2* 1/2 1/4
3 -1 1/1/1d2 2 1
4 -1 1d2/1d2/1d2 4 2
5 0 1d2/1d2/1d3 7 3
6 0 1d2/1d2/1d3 10 4
7 0 1d2/1d2/1d3 13 6
8 0 1d3/1d3/1d3 16 7
9 +1 1d3/1d3/1d4 20 9
10 +1 1d4/1d4/1d6 25 12
11 +2 1d4/1d4/1d6+1 35 17
12 +2 1d4+1/1d4+1/1d6+1 50 30
13 +2 2d3/2d3/2d4 70 45
14 +3 2d3/2d3/2d6 100 75
15** +3 2d4/2d4/2d6+1 175 125

*If character has strength 1 or 2, both claws are treated as only one attack.
** Elven Cats cannot ever have strength greater than 15 in their natural form, with any aid short of divine intervention by a greater power. Naturally, they cannot have Strength greater than 9. (9 is analogous to a human's 18; 15 is analogous to a human's 25.)
 
 
Dexterity
Score Reac. Adj.* Def. Adj.** Score Reac. Adj.* Def. Adj.**
1 -7 +5 14 0 -4
2 -6 +4 15 0 -4
3 -5 +3 16 0 -5
4 -4 +2 17 +1 -5
5 -3 +1 18 +1 -6
6 -2 0 19 +2 -6
7 -1 0 20 +2 -7
8 -1 -1 21 +3 -8
9 0 -1 22 +4 -9
10 0 -2 23 +5 -10
11 0 -2 24 +6 -11
12 0 -3 25 +7 -13
13 0 -3

*Reaction Adjustment modifies the cat's chance to be surprised. It is assumed that if this adjustment is zero, the cat can only be surprised on a 1. A positive modifier seems useless, because without special magical aid all mortal beings can be surprised on a 1, but it will actually be useful if the being trying to surprise the cat has a bonus of his own.
**Defensive Adjustment is applied to the cat's base AC of 8. On average, Elven Cats have an AC of 4.

Minimums: Dex 10, Int 6, Cha 6
Maximums: Str 9, Int 17
Class Level Limits:
    Fighter: 7
    Ranger: 5
    Thief: 9
    Bard: 9
    Priest: 5 (Shaman, Druid)
    Mage: 7
    Psionicist: 5
Available multi-class: Thief/Mage, Ranger/Thief
Movement Rate: 18
Age: Elven Cats reach middle age at 15, old age at 20, and become venerable at 30. Max age is 30+2d20, and starting age is 1+1d8.
Special Advantages:
Elven Cats are very stealthy, imposing a penalty to opponents' surprise rolls. This penalty is -3 at first level, -4 at second level, and -5 at third and each level after third. They are surprised only on a 1. Elven Cats have a 99.9% chance to move silently, and a 90% chance to hide in wilderness areas. They are excellent climbers (a 30% bonus to their climb walls rate), can leap 20 feet with ease, and enjoy swimming and playing in water.
Elven cats gain magical abilities as they increase in level. They have limited ESP which is used to determine intent; it is usable twice/day/level. They can use enlarge and tree twice per day. Enlarge increases an elven cat's hit dice (something it does not do for most characters) and tree allows it to assume the form of a tree's limb. For these magical abilites, elven cats are treated as 9th-level spellcasters.
Special disadvantages:
The disadvantages of being a cat are obvious. Unless the character makes use of special magic or psionics, he/she forfiets the benefits of opposable thumbs and cannot hold anything except in the mouth. They can attempt to do things with their mouths, but they recieve a -8 penalty to any proficiency/ability check that normally requires the use of hands. This penalty may be eliminated at a rate of 1 slot for four penalty points, or one character point for two, but only for that one particular proficiency/type of action. (This is up to the DM's discretion; some actions will be near-impossible without hands, such as playing most musical instruments, but some may not be much harder at all, such as painting. Someone who has learned their whole life how to use their mouth effectively to deal with objects would have no trouble using a paintbrush in this manner.