Races

This one looks pretty good. I am not in love with the military training but is isn’t bad.

Brecht
Racial Traits

Average Height: 5’6”- 6’2”
Average Weight: 135 – 220 lbs

Ability Scores: +2 Dex, +2 to other ability of your choice.
Size: Medium
Speed: 6
Vision: Normal

Languages: Low Brecht and choice of two others.
Bonus At-Will Power: You know 1 extra At-Will power from your class.
Brechtur Fencing Proficiency: You gain proficiency with the rapier and parrying dagger. While you are wielding a rapier & parrying dagger and wearing light or no armor you gain a +1 bonus to AC. This stacks with the parrying daggers defensive properties.
Skill Bonus: +2 Bluff, +2 Perception
Defense Bonus: +2 to Ref

This is pretty good all around other than the special fencing proficiency. This bonus will only apply to a small amount of warrior types and no other classes. We need to try to make it so a greater amount of classes can enjoy the benefit.

Is it too powerful to have a simply +1 bonus to AC if you are wearing light or no armor? Also include they have bonus proficiency to rapier and parrying dagger.

Khinasi
Racial Traits

Average Height: 5’6”- 6’2”
Average Weight: 135 – 220 lbs

Ability Scores: +2 Int, +2 to other ability of your choice.
Size: Medium
Speed: 6
Vision: Normal

Languages: Basarji and choice of two others
Bonus At-Will Power: You know 1 extra At-Will power from your class.
Khinasi Education: Chose one of the following at character creation. You gain +1 to arcane attacks due to your education in magic or You gain 10% discount to all equipment (mundane and magical) due to your education in mercantile endeavors.
Skill Bonus: +2 Diplomacy, +2 Arcana
Defense Bonus: +2 to Ref

Khinasi education is a little clunky. The either or is a little strange because they look like they might work well together. This is a great example of having a Khinasi racial bonus feat. Here is how it would look…

Bonus Feat: You can pick one extra feat from the Khinasi racial Feats.

Khinasi Racial Feats:

Magical Defense: Those that hail from Khinasi have grown up with magic being a part of their lives. Because of this many people from Khanasi know how to defend themselves if attacked by a magic users. +1 def vs arcane attacks.

Magical Apptitude: Wizards that hail from Khinasi have an extensive amount of resources to become successful wizards. +1 to Arcane attacks.

Mercantile Endeavors: 10% discount on all items because of the strong guild system built in Khinasi and the natural understand all folks have for them.

They will also have access to these feats as they level taking one of these instead of a class or standard feat.

Rjurik
Racial Traits

Average Height: 5’8”- 6’4”
Average Weight: 145 – 230 lbs

Ability Scores: +2 Con, +2 to other ability of your choice.
Size: Medium
Speed: 6
Vision: Normal

Languages: Rjuven, Anuirean
Bonus At-Will Power: You know 1 extra At-Will power from your class.
Rjurik Hardiness: You can use your second wind twice in an encounter.
Skill Bonus: +2 Nature, +2 Endurance
Defense Bonus: +2 to Fort

I think this one is perfect.

Vos
Racial Traits

Average Height: 5’8”- 6’4”
Average Weight: 145 – 230 lbs

Ability Scores: +2 Str, +2 to other ability of your choice.
Size: Medium
Speed: 6
Vision: Normal

Languages: Vos, Goblin or Abyssal
Bonus At-Will Power: You know 1 extra At-Will power from your class.
Barbaric Rage: While you are bloodied, you gain a +2 bonus to damage rolls on melee attacks. This increases to +4 at 11th level and +6 at 21st level.
Skill Bonus: +2 Nature, +2 Intimidate
Defense Bonus: +2 to Fort

This is great. Not sure about Abyssal.

Thanks for the input.

Brecht: How about they have proficiency with rapier and gain the +1 to AC if wielding it and wearing light or no armor. Parrying dagger defensive properties wil still stack.

This will then be able to be used by all classes as they can then have their implement, holy symbol etc. in off hand.

I don’t think the +1 to AC with the proficiency is too powerful as you do have to wear light or no armor. That is my view anyway.

Khinasi: Yeh it is a little clunky as I had the hardest time with this one. The reason they don’t have feats to chose from is because I was trying to keep the format with the Human races the same. Thus they have a choice of 2.

I like your break down of 3 and I think I will just rework it to reflect these 3 choices and word it a bit better.

Vos: The choice of Abyssal is because of the high population of Gnolls in Vosgarrd and this is the language they speak.

The Brecht sounds like a happy medium which is great. You know where I stand but what you got going on is good.

I am glad you like the Khinasi idea. Of course, I was the one pushing you to keep them all similer and then I go ahead and mess with it myself. So shame on me. This will at least open the possibility of giving others racials feats as you go forward and flesh out your rules. I put all three simply because different classes might find different ones more useful.

And yes, my wording was terrible as I was coming up with it on the fly. I would love to see how you word it when you are finished.

-BB

Don’t gnolls just speak gnollish? Particularly in BR where the Abyss is presumably a particularly nasty part of the Shadow World? Why not have them speak khinasi or brecht as the third option depending on which the tribe in question raids more often

Shouldn’t the brecht have the option of the mercantile power as well? The Khinasi trade in passing as a way to gain wisdom, but to the Brecht is is their way of life. The bonus to defense sounds very good though - other peoples may never see a wizard in their life, but the khinasi should be much more familiar with them (at least with magicians) so some defense against magic makes a lot of sense.

In 4e gnolls speak Abyssal.

I was thinking on this after the fact and I might add this to them as a choice as well. The only problem I think with giving a couple of the human races choices is that the other ones don’t have another choice and I might find it hard to come up with ones for the other races.

The simple way to do it would be to include it as a racial feat also. That doesn’t mean you have to have it as a bonus feat to start, but allow any Brecht to take the feat as they progress in levels.

If you want to use the bonus feat idea for every race not all of them have to be new and created by you. Take a look at the players handbook. If a feat in there makes sense then include them in with the bonus feat options when you create the character.

I try to come up with a few racial feats today while I work. Maybe a couple of them will turn out to be ok.

Here are a couple I have come up with. Nothing crazy yet.

  • Brecht - Sailors legs - Can take take 10 on Acrobatic balance skills even when in distress.

  • Rjurik - Hardy - Because of harsh reality of the cold envirenment, those with this feat take -2 damage from abilities with the cold descriptor.

Thats all I got so far. Since 4th edition is mostly combat I am going that direction. Ultimately I would love to see non-combat feats to compliment a Birthright campaign.

-BB

At 05:38 AM 4/14/2009, tpdarkdraco wrote:

>>Don`t gnolls just speak gnollish? Particularly in BR where the

Abyss is presumably a particularly nasty part of the Shadow
World? Why not have them speak khinasi or brecht as the third
option depending on which the tribe in question raids more often

In 4e gnolls speak Abyssal.

In 4e the authors are probably making an association between that
race and their patron, Yeenoghu. That makes less sense in BR since
the planar structure isnt such a factor in the setting. In BR, elves speak Sidhelien, there is no Common Tongue and there are old and new versions of some of the human languages. Likewise, gnolls should have their own tongue that doesnt reference the Outer
Planes… (It might actually be Abyssal, but we shouldn`t call it
that in the setting.)

Gary

Some interesting ideas here. Although the “Rjurik Hardy” would be more applicable to Vos as their environment is much colder.

I agree that 4e is more combat related and that BR need more additions to compliment it. Perhaps feats could be created to add Skills eg Administration, Strategy & Warcraft.

Yeah I understand what you are saying Gary. Makes sense I guess it can be called “Gnollish” then. I am at work so I don’t have my books with me but don’t Gnolls have a patron like the Orogs do??

When Andrew Tall wrote the wiki’s page on gnolls, he stated that they were “one of the races of beast-men created by Azrai”. This works on the idea that Azrai made many races, some of which may still be found in Aduria. The page on Yeenoghu continues this idea by suggesting that Yeenoghu may have been one of Azrai’s sorcerors, maybe even one of the Lost, and he may have been directly responsible for the gnolls’ creation. It names one of his priests as being from the Gnoll Fells.

Sorontar

That’s an interesting idea. But haven’t there already been gnolls, goblins, orogs.. before the Lost? As I remember from history classes, way back when elven society flourished on Cerilia, centuries before humans arrived, they enslaved some of the primitive races and taught them culture and civilization.

I think that I got the idea of gnolls as one of Azrai’s beast-man races from someone else, not sure who. Quite when Azrai is supposed to have started experimenting I don’t know - but I doubt the Lost were his first creation, most early attempts are miserable failures like gnolls.

The gnolls do have clerics though - the gnoll fens in Vosgaard is led by a priest (Ghus something or other) so a patron of some sort is needed, although it could just be a phantom, a shadow of Azrai, or a guise of Belinik.

Hmm, I really dislike that throwaway line in PSOT that talks about slavery, it is completely against elven nature, totally counter-productive for the elves, and basically screams human/goblin propaganda… Like much of PSOT’s timeline I’d consign it to the dustbin as a) contradictory and b) useless crap.

Here are the re-worked Human Races. I am also going to work on regional feats that will add to role play as well as general ones to the same effect.

ANUIREAN (an-WEER-ee-ans)
Stubborn, ambitious and proud, Sons and daughters of a great empire that once was.
Racial Traits
Average Height: 5’6”- 6’2”
Average Weight: 135 – 220 lbs

Ability Scores: +2 Wis, +2 to other ability of your choice.
Size: Medium
Speed: 6
Vision: Normal

Languages: Anuirean and choice of one other
Bonus At-Will Power: You know 1 extra At-Will power from your class.
Anuirean Birth: Chose one of the following at character creation.
Military Training: You have spent time in service of your lord. While you are adjacent to an ally you gain a +1 to your melee attack rolls.
Diplomatic Tongue: Growing up amongst courtiers you learnt to say the right things. Once per Skill Challenge you may re-roll a failed diplomacy check. You also gain a +5 bonus to your next Insight check this Skill Challenge.
Skill Bonus: +2 Diplomacy, +2 Insight
Defense Bonus: +2 to Will

BRECHT (BREH-kt)
Where is the profit you say! Self-reliant and fiercely independent.

Racial Traits

Average Height: 5’2”- 5’10”
Average Weight: 135 – 220 lbs

Ability Scores: +2 Dex, +2 to other ability of your choice.
Size: Medium
Speed: 6
Vision: Normal

Languages: Low Brecht and choice of two others.
Bonus At-Will Power: You know 1 extra At-Will power from your class.
Brechtur Education: Chose one of the following at character creation.
Blackstrike Basics: You gain proficiency with the rapier. While you are wielding a rapier and wearing light or no armor you gain a +1 bonus to AC.
Mercantile Endeavors: The Brecht’s live and breathe trade. You gain 10% discount to all items.
Skill Bonus: +2 Bluff, +2 Perception
Defense Bonus: +2 to Ref

KHINASI (kih-NAH-see)
Well-educated traders, merchants, and practitioners of magic that know that an individual’s decorum, hospitality, and conduct are far more important than gross wealth
Racial Traits

Average Height: 5’8”- 6’2”
Average Weight: 135 – 200 lbs

Ability Scores: +2 Int, +2 to other ability of your choice.
Size: Medium
Speed: 6
Vision: Normal

Languages: Basarji and choice of two others
Bonus At-Will Power: You know 1 extra At-Will power from your class.
Khinasi Education: Chose one of the following at character creation.
Magical Defense: Those that hail from Khinasi have grown up with magic being part of their lives. Because of this many people know how to defend themselves if attacked by a magic user. +1 defense bonus vs. arcane attacks.
Magical Aptitude: Wizards from Khinasi have an extensive amount of resources to become successful. You gain +1 to arcane attacks due to your education.
Mercantile Endeavors: The strong guild system and the day to day bargaining all Khinasi are exposed to allow you to haggle for the best price. You gain 10% discount to all items.
Skill Bonus: +2 Diplomacy, +2 Arcana
Defense Bonus: +2 to Ref

RJURIK (ree-YOU-rik)
Notable foresters & independent warriors, A wild and hardy people with a deep reverence and respect for Cerilia’s wilds
Racial Traits

Average Height: 5’8”- 6’4”
Average Weight: 145 – 230 lbs

Ability Scores: +2 Con, +2 to other ability of your choice.
Size: Medium
Speed: 6
Vision: Normal

Languages: Rjuven, Anuirean
Bonus At-Will Power: You know 1 extra At-Will power from your class.
Rjurik Hardiness: Chose one of the following at character creation.
Survival Instinct: Your instincts have been honed living in the wilds of Rjurik. Once per Skill Challenge you may re-roll a failed Nature check. You also gain a +5 bonus to forage checks.
Greater Endurance: The wilds of Rjurik have increased your endurance. You can use your second wind twice in an encounter.
Skill Bonus: +2 Nature, +2 Endurance
Defense Bonus: +2 to Fort

VOS (VAHS)
At home in the bitter cold of their homeland, Strong and warlike people with a rigid code of face and honor
Racial Traits

Average Height: 5’8”- 6’4”
Average Weight: 145 – 230 lbs

Ability Scores: +2 Str, +2 to other ability of your choice.
Size: Medium
Speed: 6
Vision: Normal

Languages: Vos, Goblin or Gnollish
Bonus At-Will Power: You know 1 extra At-Will power from your class.
Vos Hardiness: Chose one of the following at character creation.
Barbaric Rage: While you are bloodied, you gain a +2 bonus to damage rolls on melee attacks. Increase the extra damage to +4 at 11th level and +6 at 21st level.
Arctic Blood: You are from the frozen north of Vosgaard and it seems that your blood runs with ice. You gain resistance 2 to cold based damage.
Skill Bonus: +2 Nature, +2 Intimidate
Defense Bonus: +2 to Fort