Broken? [Archive] - Wizards Community

Post/Author/DateTimePost
OneWingedKirby

07-30-07, 07:53 PM
Indeed I do suppose I've had no introduction, but honestly I need some other opinions on these races.

I've tried to make them balanced, but I am running a Mario D&D campaign, and thus adjusted some races. The ones I'm most worried about are Boos and Bob-Ombs. But, you tell me.

Goombas were built off Half-Orcs.
ShyGuys were built off Elves.
Koopas were built off Dwarves.
Bandits were built off Halflings.
Toads were built off Humans.

I'm thinking of making Boo's invisibility start at level 2, and one additional time every six character levels.

Or, something like that.

I'm also thinking of making Bob-Omb's Explosion only once a week.

But, again, I need to know, so you tell me.

Goomba; +2 Strength, -2 Constitution (They are strong, but easy to kill)
- 30 ft. per round movement.
- Darkvision (see up to 60 ft. in no lighting.)
Koopa; +2 Constitution, -2 Dexterity (They are defensive, but slow)
- 20 ft. per round movement.
- They do not slow down because of heavy armor or carrying heavy loads, unlike others.
- +2 against poison, they have sturdy bodies.
- +4 against being tripped and being bull rushed, as they are sturdy on their feet.
- Low light vision (Can see twice as far in torchlight, moonlight, etc.)
Toad; -No stat changes. (As the staple of the mushroom kingdom, they have become adept to all forms of combat.)
- They gain one additional skill and feat, because they are quick learners.
Bandit; +2 Dexterity, -2 Strength (They are quick, as theives, but do not worry about melee.)
- 30 ft. per round movement.
- +1 on all saving throws, because they are good at getting out of situations.
- +1 Attack bonus on thrown weapons, such as Shuriken.
- +2 on listen and move silently checks, they have keen ears and are quiet.
ShyGuy; +2 Intelligence, -2 Charisma (Magic users, but they can't have well off charisma if they wear a mask all the time)
- 30 ft. per round movement.
- Low light vision (Can see twice as far in torchlight, moonlight, etc.)
- Cannot be put to sleep
Boo; +2 Charisma, -2 Wisdom (Scary, thus making them charismatic, however they haven't common sense.)
- 30 ft. per round movement.
- +2 on Intimidate and hide checks, they are scary and agile.
- Invisibility as a spell like ability once per day starting at level four, and once more per day starting at every four levels (twice at level eight, thrice at level twelve)
Bomb Omb; +2 Strength, -2 Intelligence, -2 Charisma. (Strong, as explosives, but not intelligent as they seem to blow themselves up.)
- 20 ft. per round movement.
- +2 against poison, they have sturdy bodies.
- They can explode as an extraordinary ability once per day. It does 1d8 per level to all within a thirty foot radius, and takes a full round action. The user is taken down to -1 Hit Points.
JLaurHughes

07-30-07, 08:08 PM
Are you planning on having these as playable by your PC's?
Rerecros

07-30-07, 08:21 PM
Bob-ombs should be constructs and boos should be incroporeal undead.
Self-destract and incorporealness makes them ineffective as PC races anyways.

I would treat koopa shells as clumsy armor with a penalty to attack, but with the option of total defense that tower shields have. All koopas are proficient with this shell armor.
Thomar_of_Uointer

07-30-07, 10:43 PM
Oh, dear.

Check this out, I've done most of this already:
http://kobolds-keep.net/MD20Rules.pdf