Race Data vs. Race Innate Talent

Please tell me again before you read it - there is a difference between this and pure DND......

Humans are born with 8 Strength, 8 Agility, 8 Constitution, 8 Intelligence, 8 Perception, and 8 Charisma

There are five branches of humanity.

Fixes/Adjustments

Ashubites:

Gold Power - Trading Skill +15

Fu Wushuang Zhi - Charm +2 or Perception +2 (choose one of the two) - Choose Charisma +2, Paladin can choose Divine Skill +1 and +2 Will for all Divine Skill Levels/Select Perception +2, Priest +1 and +2 Will for all Divine Skill Levels

Holy Name - +1 favorable for all wills, +1 favorable for inaugural priests and paladins, +1 favorable for wills (+2 favorable in total).

Canary Man:

Sword of Grace - Longsword has a maximum specialization of +1

Spear and Shield Choice - Agility +2 or Strength +2 (choose one of the two) - Ranger will not be selected if Agility +2 is selected/Rogue will not be selected if Strength +2 is selected

Legion Battles - Canaries make up more than 5o% of the team, and all team members of the team gain +1 Opinion of the Will advantage

The canary man's natural grace makes it impossible for the player to be a barbarian.

Green Forest People:

If you still want to be mentally - +2 for Constitution or +2 for Perception (choose one of the two) - when you choose Constitution +2, you will have 1o Immunity for Toxin Damage and Hammer Max Mastery +1/Select Perception +2 to gain Focus +2o and +2 for one-handed hammer damage

Choosing this race will not make you a Mage or Warlock

Strength +2, Charisma -4, Negotiation -15, Bluff +15, One-Handed Weapon Damage Limit +4 when choosing the Big Cat Man Half-Blood Bloodline

The Mogsians

Arcane People: +1o for Spell Recognition

Strength and Beauty, choose one of two - Intelligence +2 or Charisma +2 (choose one of the two) - Choose Intelligence +2 for all spell slots when inaugurating Mage +1 / Choose Charisma +2 for Arcane Elite or Warlock and gain Arcane Resistance: Reduction of all spell damage by 2 / per 1o level, negotiation +15

-2 Strength, -2 Constitution, and +1 all spell slots when choosing Mages and Warlocks

Song people/Yang people

The cost of dexterity: Agility +2, Perception +2, Constitution -2, Strength -2, and the base max stamina is 8o.

Sir, you see this shipment, they are all the best spices and silks: trading skills +1o, negotiation +1o.

Bag Club: When you work part-time, neither the first or second class will have experience but will be hard to value.

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Elves are born with a base stat of 6 Strength, 1o Agility, 6 Constitution, 8 Intelligence, 8 Perception, and 1o Charisma

Elves have four branches.

Earth Elves:

Sword Dancer - Sword damage +1d6

Evil can come from the mouth, and disease cannot come from the mouth - medical treatment and cooking +2o, immunity to all natural toxins.

Power of the leylines - +2 Constitution, 15 immunity to toxin damage, immunity to artificial toxins of neutral and below.

Earth elves can't be mages, they only have warlocks.

Pure Earth Elves (non-hybrids) have seventy yards of infrared vision.

Level Hard +2

Wind Elves

Air Spirit - +1 maximum Bow Mastery

There are no trees around...... Safety - Dexterity +4, Constitution -2, Strength -2.

Choosing the Ranger class grants +1 to the Longbow Max Specialization (stacking)

After choosing the Ranger class, you will have to maintain the chaotic good faction or you will not be able to level up, and if the faction becomes evil, you will be hunted down by the Wind Elf Council (Note: The minimum level of the Council staff is 8o, and the highest level is the God of Wind Elves and Archers, with a rank of up to 18......

Level Hard +2

Water Elves/Moon Elves:

Lunarian - High Spell Resistance: Reduces all spell damage by 3 per 1o level, while also -2 Constitution and -2 Strength

Luna Praise - Charm +4, Negotiation +1o, Bluff +1o.

Ignores Toxin - No toxin can kill the Water Elf, but the lethal toxin will force the Water Moon Elementale to drop to 1 HP and lose consciousness for a period of time (strong visual toxin).

Cannot be employed as Warriors, Barbarians, Rangers, and Paladins.

Level Hard +3

Sha'an Elves have innate basic attributes: Strength 8 / Agility 8 / Constitution 1o / Intelligence 8 / Perception 1o / Charisma 8

Tears of Blood and Fire - High Fire Resistance: Reduces damage from all fire spells by 4 per 1o level.

Double-Headed Sword Master - Double-Headed Sword damage +2d6

Mighty Throw - Boomerang Flying Weapon Damage Limit +4, Effective Attack Range +6o yards.

Death's Heart - When facing the spellcasting class, Tenacity Identification +2 is advantageous and Will Identification +2 is favorable

The Sha'an Half-Elves cannot become Mages, Warlocks, Paladins and Priests, and the Sha'an Half-Elves are indifferent to the above professional groups

The Sha'an Half-Elves have a friendly relationship with the Arcane Brotherhood, and will gain +2 Opinion after joining the Arcane Elite (obtained when the main class is the Arcane Spearhead)

Level Hard +3

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Small race

There are four ethnic groups of small races

Tieflin Kittens are born with basic attributes: Strength 6 / Agility 12 / Constitution 6 / Intelligence 6 / Perception 12 / Charisma 8

Tieflin Kitten Man:

Kitty's dexterity - +1d6 for weapon throwing damage / +2o per 1o level, scouting, listening, balancing, climbing, tumbling and jumping, +2 for all reflexes

Piety of the Kitty - Healing Divine Effect Increased/Minor Damage +1d6/Medium Damage +2d6/Critical Damage +3d6/per 1o level

Kitty's Justice - (Requires to remain in the non-evil faction for it to take effect) +2 in favor of all identifications against the evil faction target

Kitten's Problem - +2 difficulty when doing a will test.

We're not on the same page as dog mongrels: +3 for all identifications against any canine creature, including some of the barking Dragonborn.

Big problems for the little guy - can't use large weapons vs. large weapons, medium weapons as large weapons, small weapons as medium weapons, can't wear full body armor, can't use large and medium shields, and has a -5 hit bonus for large weapons

Kittens can't work part-time.

Level Hard +3

Halflings are born with basic attributes: Strength 6 / Agility 1o / Constitution 8 / Intelligence 1o / Perception 8 / Charisma 6

Halfling:

Lucky because of vigilance - reconnaissance, listening, concealment +2o

Alert is due to agility - +1 for all identifications and +3 for reflex identification

Eater - Escape, Steal, Unlock & Tear Down Trap +15

The essence of rolling - Roll +2o, ignore equipment impairment when rolling

Big problems for the little guy - can't use large weapons vs. large weapons, medium weapons as large weapons, small weapons as medium weapons, can't wear full body armor, can't use large and medium shields, and has a -5 hit bonus for large weapons

Gnome's innate basic attributes: Strength 6 / Agility 8 / Constitution 6 / Intelligence 1o / Perception 1o / Charisma 8

Midget:

I'm weak - negotiation, bluffing +15

But I'm definitely not a bully - +4 damage for small crossbows / per 1o level, +1o for rolling, +1o for parrying, +2o for jumping

Hey, the hero over there - +15 for Observation and Expression, +15 for Performance.

Cowardly as a mouse, that is also alive...... Moisturizing it - get the base stamina of the adult race, +2 reflex identification is favorable, and you can cast 1 more time after all reflex identification throws.

Born Merchant - Negotiate & Trade +2O

Big problems for the little guy - can't use large weapons vs. large weapons, medium weapons as large weapons, small weapons as medium weapons, can't wear full body armor, can't use large and medium shields, and has a -5 hit bonus for large weapons

Gnomes can choose the Goblin Bloodline - Charisma -2, Intelligence +2, Engineering +15, and lose the 'I'm Weakling' and 'Hey, Heroes Over There' race talents, but can gain the Engineering talent - Engineering has an additional 1o% chance of becoming Refined.

Prairie Elves are born with basic attributes: Strength 4 / Agility 12 / Constitution 4 / Intelligence 8 / Perception 14 / Charisma 14.

Prairie Elves:

Engineering Specialist - Musket Mastery +2, Engineering +15, Engineering zuò has an additional 2o% chance of becoming Refined.

Gnomes can't compare to us - Negotiation & Transaction +25

No, we have to do it again - except for the drowning test, we can do it again if all the tests fail, and at the same time the identification is -5 difficult.

Resistance to Higher Diseases - Immunity to all chronic diseases, erosion of stamina and constitution, damage reduction of damage from damage diseases by 5 points per 1o level.

Prairie Elves hate fire - The Arcane and Divine Powers that are not related to fire (except the Holy Flame) are not on the Arcane list of the Mage, Warlock, and Cleric classes, and receive 5 more damage per 1o level when taking fire arcane or divine damage.

Prairie elves hate water - unless they wear cloth armor, they must do a drowning confrontation every round (6 seconds) in any water that is large enough to have a roof (constitution identification (1o + constitution bonus (usually this value is negative) + 1d2o roll dice 'fight' drowning difficulty 25 + armor impairment + constitution impairment (if it has one)), and the endurance decreases twice as fast as other races when swimming.

Mind, piety, wisdom and laughter are power - after the steppe elves have successfully upgraded to level 80 (including advanced), all spell slots are increased by 6/6/5/5/4/4/3/3/2 respectively after they have been inaugurated as the Paladin and Warlock classes and successfully upgraded to level 80 (including advanced), and the steppe elves have +3 reflex, +3 hits and +damage after they have successfully upgraded to level 80 (including advanced). 1d6, the steppe elves take up the bard human class and successfully reach level 80 (including advanced) after performing +3o, willpower +5, perception +2, and charisma +2. (The above rewards can only be obtained if you are in the main class)

Strength in Numbers - When there is at least one steppe spirit in the party, all members gain +1 Will

Our problems are even bigger - 55 pounds for max loads/heavy loads, 35 pounds for medium loads, 15 pounds for light loads (7o/5o/3o pounds for other small races), inability to use large and large weapons, medium weapons as large weapons, small arms as medium weapons, inability to wear full body armor, inability to wear non-Mithril medium armor, inability to use large and medium shields, and only muskets, daggers, small hammers, daggers, and small crossbows.

Prairie elves cannot become warriors or advance to Blazing Mages.

Prairie Elf Level Hard +2

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Special guys

Big Cat Man: Strength 14 / Agility 12 / Constitution 16 / Intelligence 6 / Perception 14 / Charisma 6

Big cats are large humanoids

It's dangerous - big cats can't use musket weapons, with the exception of physical piercing firearms such as nail guns.

Big Cat's Dexterity - When using a two-handed weapon, Scouting, Listening, Rolling & Jumping +1o, Reflex +1

Big Cat's Piety - Healing Divine Effect Increased/Minor Damage +1d6/Medium Damage +2d6/Critical Damage +3d6/per 1O level

Big Cat's Justice - When confronting evil faction targets, +2 AC and +2 Determination of Will are advantageous

The big cat's problem - +4 difficulty when making a will test

We're not on the same page as dog mongrels: +3 for all identifications against any canine creature, including some of the barking Dragonborn

The big guy's small problem - daggers and other small arms are small for the big cats, and the two-handed sword is equal to the one-handed sword for the big cats, and all the big cats have the same unique equipment size as the small ones because of their size (not common to the armor of the general races)

Level Hard +3

Dwarf: Strength 1o/Agility 8/Constitution 1o/Intelligence 6/Perception 8Charisma 6

It's a little ugly, but it can do the work: the dwarf has a base weight of +6o lbs, a medium load of +45 lbs, a heavy load of +3o lbs, and an endurance of 15o points.

For the ore ...... Uh, well, for Moradin's glory: Dwarves are born with a prospecting specialty, and this specialty is an additional specialty.

Heart is like stone: Dwarf's will identification +4 is advantageous

This thing has been used since birth - Two-handed hammer has a maximum of +5 specialization

The low center of gravity is conducive to breaking into the door - +1o is advantageous when kicking the door, and the constitution bonus can be added and calculated (1o + constitution bonus x2 + strength bonus + agility bonus (if any) + boot bonus against 1d2o + difficult to lock)

Werewolf: Strength 1o/Agility 1o/Constitution 1o/Intelligence 6/Perception 12/Charisma 6

Sensitive sense of smell - +2o for reconnaissance, +2o for homing, +1o for survival in the wild

Werewolf Power - +2 damage per 1o level for all weapons.

We don't share the same sky with feline mongrels - +3 for all identifications against any feline creature

This thing has been used since birth - two-handed swords have a maximum specialization of +5

Level Hard +2

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The Demon branch is not open now, and it will not be disclosed in the future, and the merchant will not let players with white or black wings or red horns run out and disrupt the balance of the game - because the merchant feels that the existing mage and melee classes are already good and powerful.

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About mestizos

Mixed-race children are divided into paternal and maternal bloodlines, and one of the bonus traits can be selected, but they have all the impairment penalties of both the paternal and maternal lines. For example, the Ashbee paternal and the earth elf maternal line, the player can choose between the paternal or maternal modifiers, and the player cannot become a mage, lose seventy yards of infrared vision, and have a hybrid level difficulty of +1 (can stack).

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