Some of these may be duplicates. If so, consider this a second motion. I have two ideas per race, or one if they already havesomething, generally. Some, none, or all of these may be outrageous,this is just off the cuff stuff.Felar: Claw RakeUsing their claws, a felar can attempt to go for the eyes of a foe.It's similar to dirt kicking, but has a slightly lower successrate (noticeably lower if the target is wearing face armor) andwill do more damage. Naturally, it works anywhere.Felar: Scent of the HuntFelar, being related to predatory cats, can make better use ofblood trails than most. In fact, they are able to follow themwith relentless precision. This single-minded persistence canallow them to get to their target quite quickly, but leaves themopen to surprise counterattacks, among other things. It alsoisn't flawless even in the best of circumstances.Arial: DiveCharging attacks are in general devastatingly powerful, but anarial's ability to truly make use of higher elevations makes fora particular talent in this area. This automatic skill enhancesthe damage of any charge-like attack.Arial: Aerial ManeuversWhen in a terrain where one must be flying to move through, an arialcan make use of their natural spatial senses in the air to do betterin a variety of ways that manifests best in combat. This automaticskill gives arials offensive and defensive combat bonuses whenfighting in the air. It does not apply to shifted arials.Gnome: Artifact AffinityA gnome, being wise in many ways most races cannot comprehend, cansometimes conserve the energy in a wand or like device when usingit. This automatic skill may cause a charge to not be used in anitem whereas it normally would be. The difficulty of this becomeshigher as the power of the item in question becomes stronger.Gnome: Sustenance LoreGnomes learn early on what is good, and what is not good to eat. Astime goes on, they learn more about how to always find what they needfrom this world to support themselves, and being practical they aren'tafraid of eating what they have to in order to ensure this. Thiscalled skill allows them to scrounge for food and drink much as someutility forms can, with success varying by terrain.Svirfnebli: Fist of GraniteThis adaptation of their ability to harden their skins to the hardnessof stone allows them to further focus their fists in this way. Itgives them extra damage when fighting hand to hand, and is calledmuch like stone skin is.Elf: Link of the ReverieElves, being an ancient race, have found the ability to sense thestatus of one another through ways more intimate than even telepathy.An elf can open their spirit to this sensing by other elves, andlikewise open their minds to feel what other elves allow it. Theycan then automatically tell if an elf is badly hurt, or in like trouble, and attempt to render aid if they are able to do so.Elf: Mana AffinityThrough intense concentration, an elf is able to focus their greatmana reserves to an even greater capacity, albeit only for a shortperiod of time. There is a corresponding period afterwards wherethey find themselves with a lower capacity than they had before.While rare, it has happened at times that a given elf's mind hasbeen permanently weakened a small amount as a result of the strain.Most seem to think the risk worthwhile, and even it should happenit does not impede future attempts at the affinity.Wood-Elf: Nature's GraceFew creatures are as beloved by nature as the Wood-Elves are, andit shows most readily in how many aggressive wild animals give pausebefore striking one. This is not perfect, and spending undue timenear such an animal may cause the welcome to wear thin indeed.Wood-Elf: Favor of the LeavesIt is known that wood-elves are connected to the forests above allelse, and when taking sleep within their arborial homes, wood-elvesoften find themselves more refreshed than they wood elsewhere whenthey finally awaken.Dark-Elf: Globe of DarknessCalling a globe of darkness is a favorite trick of many Drow, as itallows them to get the edge on an unprepared foe. It is not sostrong as to be able to override multiple light sources, but it canconfound even infravision with its suffocating qualities. Other droware, of course, unaffected.Storm Giant: Arcing Fury (perhaps to replace call lightning?)Storm giants are uniquely tied to the forces of lightning, and whenaroused to anger in combat, they can discharge a fairly heavy surgethrough their weaponarm and into their hapless foe. This can onlybe done every so often, and works better when the weapon is metal.Storm Giant: Triton's RageIt is manifestly unwise to challenge a storm giant on their ancestralterrain. When there, a storm giant can release their fury towardsany and all foes in the area, causing a massive tidal wave that willbuffet and disorient every single one, often sending them more thanjust a few paces away in a random direction. There is a certain riskof harm to any who cannot handle the deluge of water, as well.Fire Giant: Demon's EmbraceA proud and brutal race, one trick favored by fire giant combateersis to, in combat, suddenly pull back their weapons and slam theirarms around a foe, letting the great heat within their bodies burnthe target badly. It does some harm due to the concussive crush, buta fair amount from heat as well. There is some chance that the foewill be stunned temporarily, and a certain one that the fire giantwill be so impeded.Cloud Giant: Breath of the NorthCloud giants are known to be as cold within as fire giants are fiery.They are capable of exhaling with great force, and their breath, stillcold, fills the area with a fair amount of mist. This can crystallizearound nearby people, having the effect of a weak faerie fog. Itcannot be done constantly, however, due to the strain of exhalingin such a forceful manner.Cloud Giant: Grip of FrostNever all that subtle, when forced into a combat situation, a cloudgiant will often desire to end the battle as quickly as possible.Towards this end, many have been known to reach out and grab thethroat of a foe, focusing the extreme coldness within their bodiesinto their hand and chilling the vocal cords of the foe. It issimilar in effect to a tiger claw, only it cannot be done all thatoften due to the great focus needed to gather up the inner frost.It has generally not been done by the younger members of the race,perhaps because it takes time for the great cold to occur inside them.Dwarf: Ancestral DriveDwarves know well their ancestors, and fight for their name and gloryat every chance. This leads them to have a resilience unmatched byany other race, something that they can focus when their need becomesdire enough. In such a case, they can focus their bodies to grantthem a temporary increase in their HP, even beyond their normallyphenomenal amounts. However, after this fades, they will findthemselves similarly weakened, and potentially having suffereda bit of permanent damage, although this is rare.Dwarf: Unbreakable WillMany call the dwarven race headstrong, but few know just how stubbornthey can be. Much as they tend to resist magic and other effectsin the first place, a dwarf can also attempt to shrug off any attemptat reducing their morale. This automatic skill does not always work,but is of great use nonetheless.Duergar: Art of the WickedDuergar have long been known to possess a dark cunning that no otherrace can match. Lacking the stalwart metalworking skills of theirless dire cousins, they nonetheless can craft useful things on thespur of the moment as their needs demand. They can create a crudelockpick, concoct a weak damaging poison for use on their blades,or actually fashion a small blade itself.Duergar: Ebon AffinityJust as they tend to be harmed more than normal by attacks of a holyor bright variety, Duergar seem to suffer less from attacks by darker or more negative sources (25% less damage from such)Human: WorldlinessThe major advantage that humans seem to possess is their ability toadapt to most environments and situations. While this rarely is ofgreat advantage in the moment, over time a given human can becomefamiliar with a given terrain and find certain advantages when there.This is generally only possible if said human has actually spent aconsiderable amount of time in that terrain. Once achieved, thisautomatic skill gives minor combat bonuses, as well as a slowed needfor sustenance. In certain harsh terrains, they will suffer less.Human: Social TiesHumans are a very mercantile race in general, and should a human tryto master the art of haggling, they will doubtless find that they doquite well with it. This automatic skill gives bonuses to haggling.Half-Elf: as Mana Affinity and Social TiesHalf-Drow: as Faerie Fire and Social Ties
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