This adds 11 races selectable in the character creation screen. I was not sure which creatures to select for a few of the races, so let me know if you would prefer something different. I also do not know which stats I should modify for each race, nor the feats to add to them. So let me know and I will update the files.
The screenshots are not up-to-date. I have re-named a few, and added a little bit of descriptions.
To install, just unzip the folder into your override folder.
I'd just like to mention here, that the goblin replace does not require the origional, its the whole thing modified.
Posted by Sel at 2009-01-12 21:24:21 Voted 4.50 on 01/12/09
The races are all selectable at character creation, which is good. Still, I would have liked to see more variation between different genders -- the kobolds, undead, werewolf and vampire were all the same. This override made me unable to select the Genasi subraces under Planetouched, though it could be conflicts with other files in my override folder, and it would be great (though probably a lot of work) if equipped items showed up on the beast character models. A good idea, and I would rate it higher if it had been more polished. _________________________ "What do I know of cultured ways, the gilt, the craft and the lie?
I, who was born in a naked land and bred in the open sky.
The subtle tongue, the sophist guile, they fail when the broadswords sing;
Rush in and die, dogs -- I was a man before I was a king."
-- The Road of Kings
The Gnoll!:
* Strength +4, Constitution +2, Intelligence -2, Charisma -2.
* Size Medium.
* A gnoll�s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
* Racial Skills: A gnoll�s humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Listen and Spot.
* Racial Feats: A gnoll�s humanoid levels give it one feat.
* +1 natural armor bonus.
* Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
* Favored Class: Ranger.
* Level adjustment +1.
Hooray: I love the kobolds, although sometimes when he puts on armor he gets a question mark box on his shoulder. Anyhoo the stats for the little buggers are as follows:
* -4 Strength, +2 Dexterity, -2 Constitution.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A kobold�s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
* Racial Feats: A kobold character gains feats according to its character class.
* +1 natural armor bonus.
* Special Qualities (see above): Light sensitivity.
* Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +0.
Blade Golem stats (revised):
*Str 33, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1
*hit dice of 18d10+30
*low-light vision
*immunity to magic
*damage reduction 15/adamantine
So, basically the Blade golem is disgustingly powerful, the only way the Golem could be playable is if it were toned down or if it never gained stat boosts from future levels.
The Zombie/Undead character was a toughy.
stats:
*Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2
*A zombie has damage reduction 5/slashing
*A zombie�s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
*Zombies have the toughness feat
*All zombies are neutral evil and start with an average 16 hp and gain 1d12+3 (10hp) each level
Hello again, I have a few comments and suggestions, I'm hoping I can help you as best I can as I have a monster manual for some old D&D campaigns and I'm slowly churning out ideas for stats and such. First and foremost, I must admit that the werewolf and the elemental, don't look like they should exist. the werewolf is basically a gnoll and the elemental has far too many varieties. SO I was hoping to convince you in reinstating the goblin!
The stats of which are as follows:
* -2 Strength, +2 Dexterity, -2 Charisma.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A goblin�s base land speed is 30 feet.
* Darkvision out to 60 feet.
* +4 racial bonus on Move Silently and Ride checks.
* Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
* Favored Class: Rogue.
additionally I found that most monster character stats are on a website ^^
The Blade Golem
Hit Dice: 16d10+30 (113 hp)
Initiative: +2
Speed: 30ft. (6 squares)
Armor Class: 29 (-1 size, +2 Dex, +18 natural) touch 11, flat-footed 27.
Base Attack/Grapple: +12/+27*
Attack: Adamantine Blade +23 melee (3d8+12).
Full Attack: 2 Adamantine Blades +23 melee (3d8+12) 17-20/x3.
Space/Reach: 10ft. /10ft.
Special Attacks: Armor Spikes +1d8, augmented critical, haste
Special Qualities: Construct Traits, damage reduction 20/adamantine, darkvision 60ft, magic immunity, low-light vision
Saves: Fort+5, Refl+7, Will+7.
Abilities: Str 33, Dex 14,Con �, Int -, Wis 14, Cha 1.
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 16
Treasure: None
Alignment: Always Neutral
Advancement: 17-24HD (Large), 25-54HD (Huge)
Level Adjustment: +2
(The way I view it is +4 STR, -7 CHA, +2 Dex, +1 Con
Natural AC bonus: +1 every 2 levels)
Hope any of that helps.
Posted by Brutalicus at 2007-09-28 08:51:06 Voted 8.75 on 09/28/07
love the idea of custom races.. i was going to try my hand on it myself since i had made some for my old game world for nwn. hmm-It always does make my system crash when i try to start a module so im not sure which version of nwn its meant for or if thats the reason? Anyway its goog work regardless. I was looking forward to playing my undead monk with half his face missing =P
The old way to implement was easy for me i simply had a script that would look for a subrace on enter & on enter of an area in case something happened during log on( i.e. server crash) It would then give them items that would emulate the race and were undroppable. then the player could activate the item and get the appearance & stats of the subrace(or monster)& would receive another item if the race is supposed to have powers. the scripts are still sound so i could probably just modify them abit to work with your race pack.
I would like to see:
-Firbolgs
-half giants
-hill giants
-stone giant
-Frost & fire giants
-troll(with showable armor)
-mountain troll(much larger)
-Rakshasa
-mind flayer
-cambion
-yuan ti abomination
-wemic's
-brownies
-bramble faerie(small evil fearies without wings & spikes on them)
-Saurials-basically all of them but a hornhead would make my day =P _________________________
How about adding the Janni as a race. Someone made a half-janni, but to play the actual race would be nice. Stats are in the Monster Manual p116 and are +6 str, +4 dex, +2 con, +4 Int, +4 Wis, +2 cha... model would be linked to human... land speed, 30 - fly 20 (does anything in NWN fly?) darkvision 60, +1 natural armor, and other abilities i am unsure if will work in NWN2
You put in Githyanki, but not Githzerai? How about making Gith race, and two subraces Githyanki and Githzerai? :)
Posted by Reultair at 2007-07-19 07:04:51 Voted 9.50 on 07/19/07
I have to say that I consider this an outstanding mod. I didn't give it a full 10 as some of the stats are still missing for the races.
I would like to make one request though... What about adding or replacing one of these with a Succubus? They are already in the game so I would hope that they may not be to hard to add. Not sure though as I haven't played around making any of my own mods as of yet. Anyways, great mod and hope to see a Succubus at some point!!!
the book mentioned is called "Savage Species" and it is stupidly extensive. i'll post the adjusted lvl and stats as well as attacks etc for you if you want to start a forum topic. eg. "Lidardfolk - Humanoid |level| HD 2d8 - LVL Adj. +1 ( from natural armor +5) - Starting ECL 3 (effective charecter level; 2hd+1adj=3ecl) |stats| str +2 con +2 int -2 |saves| BAB +1 fort +0 ref +3 will +0 |traits| nat. armor +5 - base skill pnts. (2+int mod)x5 - feats 1 | _________________________ boku mo wakaran
I have always wanted somethign like this for my persistant world with minataurs kobalds lizardmen and more please let us know if there is a hardcoded amount or if we can add a whole bunch i really want to give anyonea huge chance and variety at character options ...and if theres anythig i can change within the sys tem myself liek there stats etc
Just looking through the 2da files... Is the total # of races hardcoded? Were you able to create new subraces? Such as for a human? _________________________ Freelance Dragonlance Creator
In order to install this into the game, you need to save it into the ovveride folder, correct? I tried doing this and its not working, help would be appreciated. Thanks.
Posted by Corgano at 2007-02-10 04:11:22 Voted 8.00 on 02/10/07
Very nice. Anything to bring a little variety is great in my book! Have any, Minotaurs?
Thanks,
Cor _________________________ Website: Link
Markshire is building in preparation for NWN2
First off, werewolf is in, it may be labeled Magical Beast on yours because ive yet to update it until i have all the stats needed, the kobolds being under the vermin category was only in the first version, they are correctly labeled Kobold now, and I know they aren't vermin, it was a joke. I will add a yuan-ti as soon as i have a model for it, ahaha, I too like them. I guess I'm not familiar with the whole half-dragon thing, and I really hope we have the ability to implement templates in the future. Thanks for the feedback.
I too would love to see a half-dragon race, but there's a few problems with that. It's technically a template, and can be placed on any of the other races, and I'm not sure the game supports that... yet. Vampires are technically the same way, as are werewolves (which I'd also like to see in the game).
The other thing is, that a new model would have to be made. That is a bigger issue since that is needed to make it look like a half-dragon.
I'm not really expecting you to add them into the game due to all those complications. I'm hoping when I've finished with my schooling concernign simulation, and game programming, I might be able to work on this stuff myself, assuming someone doesn't beat me to the punch. As for what I would like to see, and I'm sure you already have most of it in, is the kobold, lizardfolk, and perhaps a Yaun-Ti abomination, or whichever one looks snake-like. Can't think of anything else at the moment.
On a side note, kobolds are reptilian, not vermin. Granted, they have rat-like tails, but they are scaly, and cold blooded, and also closely in kin to dragons in a fashion. I got Races of the Dragon, and they have a feat that allows a kobold to be dragonwrought. Now I doubt a vermin would be able to have some dragon blood in it. :P
Those other files will just have the feats when I finish them, and you cannot delete the races you don't want, unless you know how to edit the .2da files. And yeah there is a male vampire model, but I don't know how to link it properly yet, the Githyanki one was already together.
Hey, nice pack, but how do I remove the races I dont want to keep? Ive tried deleteing the 2DA files that came with the pack, but they're still there :(
I wouldn't know what to replace elemental with, so feel free to make a suggestion. (if you ever have time that is) And I'd appreciate any stats you might know.
hmm dotn ahve time right now to amke huge ammount of suggestions but , i dotn see teh elementals or the golems as a very playable race especially since golems are prety much mindless :P lol , also wil give yous oemstats to add alter but right now dont ahve time _________________________ If it's broke, fix it.
If it's not broke, Make it better.
Posted by darbyjh at 2007-01-26 03:35:55 Voted 9.50 on 01/25/07
wannablessedbe
Thanks for the clarification...it was something i had on hand and didn't put too much effort or thought into into it...you are right about the Monster as PCs. Savage Species might be a valuable source for the other humanoid beasties stats.
Most githyanki are fighters. Some of the most powerful githyanki warlords are blackguards. GIthyanki are never clerics, unless they have forsworn the dreaded lich-queen (which is a perilous and ultimately lethal decision).
-- +2 Dexterity, +2 Constitution, -2 Wisdom.
-- Medium size.
-- A githyanki's base land speed is 30 feet.
-- Darkvision out to 60 feet.
-- Racial Feats: A githyanki character gains feats according to its character class.
-- Racial spell: 3/day -- daze (They get a bunch of others, but none of them are in the engine)
-- Spell Resistance equal to class levels +5
-- Favored Class: Fighter
-- Level Adjustment +2.
Most 'monsters' that are actually appropriate to being played as PCs have a section like that in their Monster Manual (or Monster Manual III, or Fiend Folio, et multiple cetera) write-up.
Posted by darbyjh at 2007-01-25 07:33:28 Voted 9.50 on 01/25/07
Ideas...looking at the manual of the planes I see that Githyanki have a ECL of -2, and statwise...I would think a +1(or+2)CON, +1 DEX, a -2 WIS. Favored class is Fighter. No clerics (or extremely rare). Spell Resistance 5 +1 per level. +3 Fort Save/+3 REF/+1 Will Saves. Bonus feat (if not too overpowered--greatsword. craft (armor and weapon +2, search +4/ if scriptable...+4 Diplomacy toward Red Dragons.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone