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==Environmental Racial Variants==
 
==Environmental Racial Variants==
  
Racial variants are a great way add diversity to your game without drastically changing the ecology of your world. One method of altering the existing races is to introduce environmental variants, a number of which are presented here.
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[[Summary::Racial variants are a great way add diversity to your game without drastically changing the ecology of your world. One method of altering the existing races is to introduce environmental variants, a number of which are presented here.]]
  
 
You may decide that one or more of these variants represent the “standard” version of a given race in your world. For stance, in a desert-based campaign the desert races presented below could replace the normal versions of the races described in the [[SRD:System Reference Document|d20 System]].
 
You may decide that one or more of these variants represent the “standard” version of a given race in your world. For stance, in a desert-based campaign the desert races presented below could replace the normal versions of the races described in the [[SRD:System Reference Document|d20 System]].
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Each racial variant modifies the race to which it is applied (hereafter called the standard race) in minor ways. All racial traits of the standard race—racial skill bonuses, bonus feats, special sensory capabilities (such as [[SRD:Darkvision|darkvision]] and [[SRD:Low-Light Vision|low-light vision]]), ability modifiers, combat bonuses against specific foes, and racial weapon proficiencies—are retained unless the variant specifies otherwise. For instance, a [[SRD:Humans (Race)|human]] retains his extra skill points and extra feat at 1st level, a [[SRD:Dwarves, Hill (Race)|dwarf]] retains his stonecunning ability, and an [[SRD:Elves, High (Race)|elf]] retains her ability to spot secret doors, unless the variant description specifically indicates otherwise.
 
Each racial variant modifies the race to which it is applied (hereafter called the standard race) in minor ways. All racial traits of the standard race—racial skill bonuses, bonus feats, special sensory capabilities (such as [[SRD:Darkvision|darkvision]] and [[SRD:Low-Light Vision|low-light vision]]), ability modifiers, combat bonuses against specific foes, and racial weapon proficiencies—are retained unless the variant specifies otherwise. For instance, a [[SRD:Humans (Race)|human]] retains his extra skill points and extra feat at 1st level, a [[SRD:Dwarves, Hill (Race)|dwarf]] retains his stonecunning ability, and an [[SRD:Elves, High (Race)|elf]] retains her ability to spot secret doors, unless the variant description specifically indicates otherwise.
  
Many of the variant races described in this section provide alternate ability score adjustments. In these cases, the adjustments given here supersede the standard race’s adjustments. For example, the [[UA:Aquatic Goblins|aquatic goblin]]’s ability score adjustments are −2 [[SRD:Strength|Strength]], +2 [[SRD:Constitution|Constitution]], and −2 [[SRD:Charisma|Charisma]]. These adjustments take the place of the [[SRD:Goblins (Race)|goblin]]’s normal −2 [[SRD:Strength|Strength]], +2 [[SRD:Dexterity|Dexterity]], and −2 [[SRD:Charisma|Charisma]].
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Many of the variant races described in this section provide alternate ability score adjustments. In these cases, the adjustments given here supersede the standard race’s adjustments. For example, the [[Publication:Unearthed Arcana/Aquatic Goblins|aquatic goblin]]’s ability score adjustments are −2 [[SRD:Strength|Strength]], +2 [[SRD:Constitution|Constitution]], and −2 [[SRD:Charisma|Charisma]]. These adjustments take the place of the [[SRD:Goblins (Race)|goblin]]’s normal −2 [[SRD:Strength|Strength]], +2 [[SRD:Dexterity|Dexterity]], and −2 [[SRD:Charisma|Charisma]].
  
Because [[SRD:Humans (Race)|humans]] are, by nature, the most adaptable of races, environmental variants are generally not included for [[SRD:Humans (Race)|human]]s. The exception is [[UA:Aquatic Humans|aquatic human]]s, which, due to their ability to live and breathe underwater, are sufficiently different from other [[SRD:Humans (Race)|human]]s to warrant an environmental variant.
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Because [[SRD:Humans (Race)|humans]] are, by nature, the most adaptable of races, environmental variants are generally not included for [[SRD:Humans (Race)|human]]s. The exception is [[Publication:Unearthed Arcana/Aquatic Humans|aquatic human]]s, which, due to their ability to live and breathe underwater, are sufficiently different from other [[SRD:Humans (Race)|human]]s to warrant an environmental variant.
  
 
{| class="column" cellspacing="0"
 
{| class="column" cellspacing="0"
 
|
 
|
: [[UA:Aquatic Races|Aquatic Races]]
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: [[Publication:Unearthed Arcana/Aquatic Races|Aquatic Races]]
:* [[UA:Aquatic Dwarves|Aquatic Dwarves]]
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:* [[Publication:Unearthed Arcana/Aquatic Dwarves|Aquatic Dwarves]]
:* [[UA:Aquatic Elves|Aquatic Elves]]
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:* [[Publication:Unearthed Arcana/Aquatic Elves|Aquatic Elves]]
:* [[UA:Aquatic Gnomes|Aquatic Gnomes]]
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:* [[Publication:Unearthed Arcana/Aquatic Gnomes|Aquatic Gnomes]]
:* [[UA:Aquatic Goblins|Aquatic Goblins]]
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:* [[Publication:Unearthed Arcana/Aquatic Goblins|Aquatic Goblins]]
:* [[UA:Aquatic Half-Elves|Aquatic Half-Elves]]
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:* [[Publication:Unearthed Arcana/Aquatic Half-Elves|Aquatic Half-Elves]]
:* [[UA:Aquatic Half-Orcs|Aquatic Half-Orcs]]
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:* [[Publication:Unearthed Arcana/Aquatic Half-Orcs|Aquatic Half-Orcs]]
:* [[UA:Aquatic Halflings|Aquatic Halflings]]
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:* [[Publication:Unearthed Arcana/Aquatic Halflings|Aquatic Halflings]]
:* [[UA:Aquatic Humans|Aquatic Humans]]
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:* [[Publication:Unearthed Arcana/Aquatic Humans|Aquatic Humans]]
:* [[UA:Aquatic Kobolds|Aquatic Kobolds]]
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:* [[Publication:Unearthed Arcana/Aquatic Kobolds|Aquatic Kobolds]]
:* [[UA:Aquatic Orcs|Aquatic Orcs]]
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:* [[Publication:Unearthed Arcana/Aquatic Orcs|Aquatic Orcs]]
 
|
 
|
: [[UA:Arctic Races|Arctic Races]]
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: [[Publication:Unearthed Arcana/Arctic Races|Arctic Races]]
:* [[UA:Arctic Dwarves|Arctic Dwarves]]
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:* [[Publication:Unearthed Arcana/Arctic Dwarves|Arctic Dwarves]]
:* [[UA:Arctic Elves|Arctic Elves]]
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:* [[Publication:Unearthed Arcana/Arctic Elves|Arctic Elves]]
:* [[UA:Arctic Gnomes|Arctic Gnomes]]
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:* [[Publication:Unearthed Arcana/Arctic Gnomes|Arctic Gnomes]]
:* [[UA:Arctic Goblins|Arctic Goblins]]
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:* [[Publication:Unearthed Arcana/Arctic Goblins|Arctic Goblins]]
:* [[UA:Arctic Half-Elves|Arctic Half-Elves]]
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:* [[Publication:Unearthed Arcana/Arctic Half-Elves|Arctic Half-Elves]]
:* [[UA:Arctic Half-Orcs|Arctic Half-Orcs]]
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:* [[Publication:Unearthed Arcana/Arctic Half-Orcs|Arctic Half-Orcs]]
:* [[UA:Arctic Halflings|Arctic Halflings]]
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:* [[Publication:Unearthed Arcana/Arctic Halflings|Arctic Halflings]]
:* [[UA:Arctic Kobolds|Arctic Kobolds]]
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:* [[Publication:Unearthed Arcana/Arctic Kobolds|Arctic Kobolds]]
:* [[UA:Arctic Orcs|Arctic Orcs]]
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:* [[Publication:Unearthed Arcana/Arctic Orcs|Arctic Orcs]]
 
|
 
|
: [[UA:Desert Races|Desert Races]]
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: [[Publication:Unearthed Arcana/Desert Races|Desert Races]]
:* [[UA:Desert Dwarves|Desert Dwarves]]
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:* [[Publication:Unearthed Arcana/Desert Dwarves|Desert Dwarves]]
:* [[UA:Desert Elves|Desert Elves]]
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:* [[Publication:Unearthed Arcana/Desert Elves|Desert Elves]]
:* [[UA:Desert Gnomes|Desert Gnomes]]
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:* [[Publication:Unearthed Arcana/Desert Gnomes|Desert Gnomes]]
:* [[UA:Desert Goblins|Desert Goblins]]
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:* [[Publication:Unearthed Arcana/Desert Goblins|Desert Goblins]]
:* [[UA:Desert Half-Elves|Desert Half-Elves]]
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:* [[Publication:Unearthed Arcana/Desert Half-Elves|Desert Half-Elves]]
:* [[UA:Desert Half-Orcs|Desert Half-Orcs]]
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:* [[Publication:Unearthed Arcana/Desert Half-Orcs|Desert Half-Orcs]]
:* [[UA:Desert Halflings|Desert Halflings]]
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:* [[Publication:Unearthed Arcana/Desert Halflings|Desert Halflings]]
:* [[UA:Desert Kobolds|Desert Kobolds]]
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:* [[Publication:Unearthed Arcana/Desert Kobolds|Desert Kobolds]]
:* [[UA:Desert Orcs|Desert Orcs]]
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:* [[Publication:Unearthed Arcana/Desert Orcs|Desert Orcs]]
 
|
 
|
: [[UA:Jungle Races|Jungle Races]]
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: [[Publication:Unearthed Arcana/Jungle Races|Jungle Races]]
:* [[UA:Jungle Dwarves|Jungle Dwarves]]
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:* [[Publication:Unearthed Arcana/Jungle Dwarves|Jungle Dwarves]]
:* [[UA:Jungle Elves|Jungle Elves]]
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:* [[Publication:Unearthed Arcana/Jungle Elves|Jungle Elves]]
:* [[UA:Jungle Gnomes|Jungle Gnomes]]
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:* [[Publication:Unearthed Arcana/Jungle Gnomes|Jungle Gnomes]]
:* [[UA:Jungle Goblins|Jungle Goblins]]
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:* [[Publication:Unearthed Arcana/Jungle Goblins|Jungle Goblins]]
:* [[UA:Jungle Half-Elves|Jungle Half-Elves]]
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:* [[Publication:Unearthed Arcana/Jungle Half-Elves|Jungle Half-Elves]]
:* [[UA:Jungle Half-Orcs|Jungle Half-Orcs]]
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:* [[Publication:Unearthed Arcana/Jungle Half-Orcs|Jungle Half-Orcs]]
:* [[UA:Jungle Halflings|Jungle Halflings]]
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:* [[Publication:Unearthed Arcana/Jungle Halflings|Jungle Halflings]]
:* [[UA:Jungle Kobolds|Jungle Kobolds]]
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:* [[Publication:Unearthed Arcana/Jungle Kobolds|Jungle Kobolds]]
:* [[UA:Jungle Orcs|Jungle Orcs]]
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:* [[Publication:Unearthed Arcana/Jungle Orcs|Jungle Orcs]]
 
|}
 
|}
  
{{UA Races Footer}}
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{{UA Races Footer}}[[Category:Variant Rule]]

Latest revision as of 07:13, 28 August 2011

This material is published under the OGL

Environmental Racial Variants[edit]

Racial variants are a great way add diversity to your game without drastically changing the ecology of your world. One method of altering the existing races is to introduce environmental variants, a number of which are presented here.

You may decide that one or more of these variants represent the “standard” version of a given race in your world. For stance, in a desert-based campaign the desert races presented below could replace the normal versions of the races described in the d20 System.

Alternatively, these variants could coexist with the standard races (or even with other variants) in your world. For example, you can use them as world-building tools—the existence of racial offshoots may constitute living proof of an ancient racial migration in response to some disaster.

Each racial variant modifies the race to which it is applied (hereafter called the standard race) in minor ways. All racial traits of the standard race—racial skill bonuses, bonus feats, special sensory capabilities (such as darkvision and low-light vision), ability modifiers, combat bonuses against specific foes, and racial weapon proficiencies—are retained unless the variant specifies otherwise. For instance, a human retains his extra skill points and extra feat at 1st level, a dwarf retains his stonecunning ability, and an elf retains her ability to spot secret doors, unless the variant description specifically indicates otherwise.

Many of the variant races described in this section provide alternate ability score adjustments. In these cases, the adjustments given here supersede the standard race’s adjustments. For example, the aquatic goblin’s ability score adjustments are −2 Strength, +2 Constitution, and −2 Charisma. These adjustments take the place of the goblin’s normal −2 Strength, +2 Dexterity, and −2 Charisma.

Because humans are, by nature, the most adaptable of races, environmental variants are generally not included for humans. The exception is aquatic humans, which, due to their ability to live and breathe underwater, are sufficiently different from other humans to warrant an environmental variant.

Aquatic Races
Arctic Races
Desert Races
Jungle Races



Back to Main PageUnearthed ArcanaRaces

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SummaryRacial variants are a great way add diversity to your game without drastically changing the ecology of your world. One method of altering the existing races is to introduce environmental variants, a number of which are presented here. +
TitleEnvironmental Racial Variants +