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Some of these may be duplicates. If so, consider this a second motion. I have two ideas per race, or one if they already have something, generally. Some, none, or all of these may be outrageous, this is just off the cuff stuff.
Felar: Claw Rake
Using 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 success rate (noticeably lower if the target is wearing face armor) and will do more damage. Naturally, it works anywhere.
Felar: Scent of the Hunt
Felar, being related to predatory cats, can make better use of blood trails than most. In fact, they are able to follow them with relentless precision. This single-minded persistence can allow them to get to their target quite quickly, but leaves them open to surprise counterattacks, among other things. It also isn't flawless even in the best of circumstances.
Arial: Dive
Charging attacks are in general devastatingly powerful, but an arial's ability to truly make use of higher elevations makes for a particular talent in this area. This automatic skill enhances the damage of any charge-like attack.
Arial: Aerial Maneuvers
When in a terrain where one must be flying to move through, an arial can make use of their natural spatial senses in the air to do better in a variety of ways that manifests best in combat. This automatic skill gives arials offensive and defensive combat bonuses when fighting in the air. It does not apply to shifted arials.
Gnome: Artifact Affinity
A gnome, being wise in many ways most races cannot comprehend, can sometimes conserve the energy in a wand or like device when using it. This automatic skill may cause a charge to not be used in an item whereas it normally would be. The difficulty of this becomes higher as the power of the item in question becomes stronger.
Gnome: Sustenance Lore
Gnomes learn early on what is good, and what is not good to eat. As time goes on, they learn more about how to always find what they need from this world to support themselves, and being practical they aren't afraid of eating what they have to in order to ensure this. This called skill allows them to scrounge for food and drink much as some utility forms can, with success varying by terrain.
Svirfnebli: Fist of Granite
This adaptation of their ability to harden their skins to the hardness of stone allows them to further focus their fists in this way. It gives them extra damage when fighting hand to hand, and is called much like stone skin is.
Elf: Link of the Reverie
Elves, being an ancient race, have found the ability to sense the status of one another through ways more intimate than even telepathy. An elf can open their spirit to this sensing by other elves, and likewise open their minds to feel what other elves allow it. They can 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 Affinity
Through intense concentration, an elf is able to focus their great mana reserves to an even greater capacity, albeit only for a short period of time. There is a corresponding period afterwards where they find themselves with a lower capacity than they had before. While rare, it has happened at times that a given elf's mind has been permanently weakened a small amount as a result of the strain. Most seem to think the risk worthwhile, and even it should happen it does not impede future attempts at the affinity.
Wood-Elf: Nature's Grace
Few creatures are as beloved by nature as the Wood-Elves are, and it shows most readily in how many aggressive wild animals give pause before striking one. This is not perfect, and spending undue time near such an animal may cause the welcome to wear thin indeed.
Wood-Elf: Favor of the Leaves
It is known that wood-elves are connected to the forests above all else, and when taking sleep within their arborial homes, wood-elves often find themselves more refreshed than they wood elsewhere when they finally awaken.
Dark-Elf: Globe of Darkness
Calling a globe of darkness is a favorite trick of many Drow, as it allows them to get the edge on an unprepared foe. It is not so strong as to be able to override multiple light sources, but it can confound even infravision with its suffocating qualities. Other drow are, of course, unaffected.
Storm Giant: Arcing Fury (perhaps to replace call lightning?)
Storm giants are uniquely tied to the forces of lightning, and when aroused to anger in combat, they can discharge a fairly heavy surge through their weaponarm and into their hapless foe. This can only be done every so often, and works better when the weapon is metal.
Storm Giant: Triton's Rage
It is manifestly unwise to challenge a storm giant on their ancestral terrain. When there, a storm giant can release their fury towards any and all foes in the area, causing a massive tidal wave that will buffet and disorient every single one, often sending them more than just a few paces away in a random direction. There is a certain risk of harm to any who cannot handle the deluge of water, as well.
Fire Giant: Demon's Embrace
A proud and brutal race, one trick favored by fire giant combateers is to, in combat, suddenly pull back their weapons and slam their arms around a foe, letting the great heat within their bodies burn the target badly. It does some harm due to the concussive crush, but a fair amount from heat as well. There is some chance that the foe will be stunned temporarily, and a certain one that the fire giant will be so impeded.
Cloud Giant: Breath of the North
Cloud giants are known to be as cold within as fire giants are fiery. They are capable of exhaling with great force, and their breath, still cold, fills the area with a fair amount of mist. This can crystallize around nearby people, having the effect of a weak faerie fog. It cannot be done constantly, however, due to the strain of exhaling in such a forceful manner.
Cloud Giant: Grip of Frost
Never all that subtle, when forced into a combat situation, a cloud giant will often desire to end the battle as quickly as possible. Towards this end, many have been known to reach out and grab the throat of a foe, focusing the extreme coldness within their bodies into their hand and chilling the vocal cords of the foe. It is similar in effect to a tiger claw, only it cannot be done all that often 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 Drive
Dwarves know well their ancestors, and fight for their name and glory at every chance. This leads them to have a resilience unmatched by any other race, something that they can focus when their need becomes dire enough. In such a case, they can focus their bodies to grant them a temporary increase in their HP, even beyond their normally phenomenal amounts. However, after this fades, they will find themselves similarly weakened, and potentially having suffered a bit of permanent damage, although this is rare.
Dwarf: Unbreakable Will
Many call the dwarven race headstrong, but few know just how stubborn they can be. Much as they tend to resist magic and other effects in the first place, a dwarf can also attempt to shrug off any attempt at reducing their morale. This automatic skill does not always work, but is of great use nonetheless.
Duergar: Art of the Wicked
Duergar have long been known to possess a dark cunning that no other race can match. Lacking the stalwart metalworking skills of their less dire cousins, they nonetheless can craft useful things on the spur of the moment as their needs demand. They can create a crude lockpick, concoct a weak damaging poison for use on their blades, or actually fashion a small blade itself.
Duergar: Ebon Affinity
Just as they tend to be harmed more than normal by attacks of a holy or bright variety, Duergar seem to suffer less from attacks by darker or more negative sources (25% less damage from such)
Human: Worldliness
The major advantage that humans seem to possess is their ability to adapt to most environments and situations. While this rarely is of great advantage in the moment, over time a given human can become familiar with a given terrain and find certain advantages when there. This is generally only possible if said human has actually spent a considerable amount of time in that terrain. Once achieved, this automatic skill gives minor combat bonuses, as well as a slowed need for sustenance. In certain harsh terrains, they will suffer less.
Human: Social Ties
Humans are a very mercantile race in general, and should a human try to master the art of haggling, they will doubtless find that they do quite well with it. This automatic skill gives bonuses to haggling.
Half-Elf: as Mana Affinity and Social Ties Half-Drow: as Faerie Fire and Social Ties
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