races from nwnprc
races from nwnprc
i took a trip over to Player Resource Consortium website, and i noticed that the subraces we enjoy here on NS4 are all listed there, among others.
i noticed a subrace that would be perfect for RK. deep halfings! according to the description, that race of halfings would fit right in with the storyline of Aetheria, and Ragnar's Kin.
we at RK have dwarves and gnomes, and thats it. dont get me wrong , we are extremely grateful for the addition of gnomes! thankee very much for that, but i think the addition of deep halfings would help to bring more players to RK. that's what i am shooting for , eh?
i noticed a subrace that would be perfect for RK. deep halfings! according to the description, that race of halfings would fit right in with the storyline of Aetheria, and Ragnar's Kin.
we at RK have dwarves and gnomes, and thats it. dont get me wrong , we are extremely grateful for the addition of gnomes! thankee very much for that, but i think the addition of deep halfings would help to bring more players to RK. that's what i am shooting for , eh?
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As the expert of all Halflings (
), I believe I will answer that question. Here, I copied it out from the site.
Deep halflings are shorter, stockier versions of their lightfoot cousins. The are miners by trade and take pleasure in gems and fine masonry. They rarely mix with humans or elves, but enjoy the company of dwarves, with whom they share much in common. Deep halflings stand a little less than half as high as humans, and have stocky builds with ruddy skin, black hair and dark eyes.
Deep Halfling Ability Adjustments: +2 Dex, -2 Str.
Favored Class (Rogue): A multiclass deep halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Small Stature:
+1 size bonus to attack rolls.
+1 size bonus to AC.
+4 size bonus to Hide checks.
- Darkvision: Deep halflings are able to see in the dark.
- Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks.
- Skill Affinity (Appraise): +2 racial bonus to Appraise checks.
- Lucky: +1 luck bonus to all saving throws.
- Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype.
- Good Aim: +1 racial bonus to attack rolls made with throwing weapons.
- Halfling: Deep Halflings are considered Halflings for the purpose of spells.
Special: Halflings are small creatures and as such they can never use the following Large weapons: [censored] sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.
Racial feats:
Skill Affinity (Listen)
Lucky
Fearless
Good Aim
Small Stature
Halfling
Stonecunning
Darkvision
Skill Affinity (Craft Armor)
Skill Affinity (Craft Weapon)
Skill Affinity (Appraise)

Deep halflings are shorter, stockier versions of their lightfoot cousins. The are miners by trade and take pleasure in gems and fine masonry. They rarely mix with humans or elves, but enjoy the company of dwarves, with whom they share much in common. Deep halflings stand a little less than half as high as humans, and have stocky builds with ruddy skin, black hair and dark eyes.
Deep Halfling Ability Adjustments: +2 Dex, -2 Str.
Favored Class (Rogue): A multiclass deep halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Small Stature:
+1 size bonus to attack rolls.
+1 size bonus to AC.
+4 size bonus to Hide checks.
- Darkvision: Deep halflings are able to see in the dark.
- Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks.
- Skill Affinity (Appraise): +2 racial bonus to Appraise checks.
- Lucky: +1 luck bonus to all saving throws.
- Fearless: +2 morale bonus to saving throws against spells and effects of the 'Fear' subtype.
- Good Aim: +1 racial bonus to attack rolls made with throwing weapons.
- Halfling: Deep Halflings are considered Halflings for the purpose of spells.
Special: Halflings are small creatures and as such they can never use the following Large weapons: [censored] sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.
Racial feats:
Skill Affinity (Listen)
Lucky
Fearless
Good Aim
Small Stature
Halfling
Stonecunning
Darkvision
Skill Affinity (Craft Armor)
Skill Affinity (Craft Weapon)
Skill Affinity (Appraise)

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Funny that, I've had various versions installed for years without a problem. Eldritch Knight, why are you so cheesy (full BAB, good saves, caster levels)?
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
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i think while most factions aside from LA and AO are alignment-dependent, RK must be the only faction that is racial-dependent meaning you can only play there if its a dwarf or a gnome. i suppose it goes with the story-line anyway.
on the other hand, some factions are more class-dependent such as TC.
on the other hand, some factions are more class-dependent such as TC.
1%useful posts, 99% spaM
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RK is fine the way it is. Its unique PrC is only open to dwarves anyway, so why open it to other races? Non-dwarves can't benefit from the unique PrC.
Former leader of the Legendary Brethren.
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I see your point, but disagree. RK has very little race choices. The races are all the same. I'm not asking for halflins (but that would be niceElagneros wrote:RK is fine the way it is. Its unique PrC is only open to dwarves anyway, so why open it to other races? Non-dwarves can't benefit from the unique PrC.

Gold Dwarf - Favorced Class: Fighter
Shield Dwarf - Favored Class: Fighter
Duergar - Favored Class: Fighter
Rock Gnome - Favored Class: Wizard
Deep Gnome - Favored Class: Wizard
Boy ain't that exciting! Wizards and fighters. I know favored class isn't much, but thats all we got. Dwarves and gnomes, which are both meant for one class at the moment. Sure you can get somethin' else with the Gold Dwarf like a pally or bard, but still its all fighter based. Heres one from the Consortium place for NWN that would be interesting, a ranger dwarf. Thats a a first eh?
Arctic Dwarf
Description:Native from mountains at the heart of the great glacier and other northerly regions, artic dwarves are little known to the outside world. Unlike other dwarves, artic dwarves have little interest in mining or crafts, instead devoting themselves to hunting, raising children and leisure. Traditional dwarven strictures, such as those imposed by family and clan hold little weight in artic dwarf society. Artic Dwarves are squat and hardy, with blocky bodies, pinched faces and
stubby legs. They rarely exceed 3 feet in height and are nearly as broad as they are tall. They eyes are bright blue and their skin white, almost bluish.
Arctic Dwarven Ability Adjustments: +4 Str, +2 Con, -2 Cha, -2 Dex.
Favored Class (Ranger): A multiclass arctic dwarf's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- Darkvision: Dwarves are able to see in the dark.
- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Lore): +2 racial bonus to Lore checks.
- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks.
- Skill Affinity (Appraise): +2 racial bonus to Appraise checks.
- Immunity to Cold: Arctic Dwarves are immunity to the effects of cold and cold-based spells. <---Obviously a little too much, making them immunte to Frostdale and all. Ya could just change it to 5/- (that damage resistance feat) Cold Resist, and have it progress a little to the epic damage resistance feat at level 20 or 25 or so.
- Dwarven: Arctic Dwarves count as Dwarves for the purpose of spells.
Racial feats:
Darkvision
Stonecunning
Hardiness vs. Poisons
Hardiness vs. Spells
Battle Training vs. Orcs
Battle Training vs. Goblins
Battle Training vs. Giants
Skill Affinity (Lore)
Dwarven
Immunity to Cold (already talked about that)
ECL: 2