Thursday, July 7, 2011

Choosing the right race

Pic Courtesy of Yahoo! Images




When creating a character, there are many different customizations you can make for your character, which is a very enjoyable feature, but did you know that the race you choose influences the way you play the game? For example, the drow elf race has a + 2 dexterity, + 2 intelligence, + 2 charisma, and a - 2 constitution. This means that drow elfs are have a bigger advantage by playing as a rogue, bard, ranger, sorcerer, or wizard. They also have + 2 to enhancement saves, they inherit spell resistance, a + 2 to listen, search, and spot. The dwarf race has a + 2 to constitution, and a - 2 penalty to charisma. They also have racial toughness, spell point enhancements, bonuses to saves against spells and poisons, and bonuses when fighting goblin, or giant creatures. So dwarves would make good fighters and barbarians. Elves have a + 2 bonus to dexterity, and a - 2 penalty to constitution. Some benefits include immune to sleep, as clerics they can bring fallen allies back to life at level six, and + 2 to search, spot, and listen skills. They make for good rogues, clerics, rangers, and wizards. A half elf has no bonuses, but no penalties either. They have access to both elven, and human feats since they are half elf, and half human. Half orcs have a + 2 to strength, but suffer a - 2 to intelligence, and charisma. they make good fighters, barbarians, and paladins. Haflings are the smallest race, and add a + 2 to to their dexterity, but a -2 to their strength. They add a + 1 to armor class + 1 bonus to attack rolls with thrown weapons.They recieve a + 2 to jump listen, and move silently skills, a + 4 to hide, they also get + 1 to all saves, and a + 2 to saves against fear. Their flaw is that they can only carry 75 % of what the other races can carry in their inventory due to size. They make good monks, and excellent rogues. Humans get 1 extra feat at the first level, get 4 additional skill points at creation and 1 additonal skill point per level. They take no penalties, and are the most well rounded race, and can excel at any class. Warforged have a + 2 constitution, a -2 wisdom and charisma. They are immune to poison, sleep affects, paralysis, disease, nausea, fatigue, and exhaustion. Since they're warforged, cure and heal spells from clerics are reduced, if you want a fully effective heal for your warforged character, you must have a player or hireling with a good repair skill. Warforged characters would make good fighters and barbarians with their bonus constitution and immunity to fatigue.

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