Chromatic Dwarf - LA? [Archive] - Wizards Community

Post/Author/DateTimePost
Sulacu

05-31-07, 08:59 PM
I've just somewhat finished my latest project and I just have to say that I am really happy with this one. I tried to balance all three subraces' powers superbly, but I'm not completely sure. I still lack hours 'in the field' so to speak, as I enjoy creating creatures, races and classes much more than playing them. My question is, though, whether my LA of +1 is not too low. Can someone help me with that?

For full information on the Chromatic Dwarf, please follow this link (http://www.dandwiki.com/wiki/Chromatic_Dwarf_%28DnD_Creature%29).
Thomar_of_Uointer

05-31-07, 09:17 PM
This is just personal taste, but forcing me to follow links to be helpful really bugs me.

Chromatic Dwarf Traits (Ex): All subraces of chromatic dwarves possess the following racial traits.
* +2 Constitution, -2 Charisma.
* Medium size.
* Base land speed is 20 ft.
* Darkvision out to 60 ft.
* Weapon Familiarity: Chromatic dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* +2 racial bonus on saving throws against poison. This is not reflected in the saving throw bonus given here.
* +2 racial bonus on saving throws against spells and spell-like effects. This is not reflected in the saving throw bonus given here.
* +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls and hill giants)
* Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Undercommon.

Azurn Traits (Ex): Azurns gain the following traits in combination with all general chromatic dwarf traits.

* +2 Strength
* An Azurn's land speed remains 20 ft., even when carrying a medium or heavy load.
* An Azurn's swim speed is always equal to her land speed.
* Blindsense (Underwater): An Azurn can locate creatures underwater within a 30 ft. radius. This ability works only when she is underwater.
* Dipnoid: Azurns have both lungs and gills, and can survive indefinitely both on land and under water. When she dives in the water or when she surfaces from it, the bronchial pathways close off and the gills open, or vice versa. This process takes one round's worth of time and the round that an Azurn surfaces from or dives into water, she loses her Dexterity bonus to Armor Class, if any.
* Natural Armor: An Azurn's skin is very tough, like a shark's. She has a natural armor bonus equal to her Constitution modifier or +1, whichever is higher."
* Planar Calling (Water) (Su): An Azurn may call forth a number of HD worth of Water Elementals equal to her character level per day. These HD may be spread out over multiple callings.
* Stability: Azurns are exceptionally stable on their feet. An Azurn has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not while climbing, flying, riding or otherwise not standing firmly on the ground).
* Unaccommodating Physique: Azurns are unable to wear shoes, boots or any form of footwear. Their webbed fingers prevent them from wearing rings and their torsos are unable to support any kind of armor comfortably and properly, hence Azurns can never become proficient with armor unless it is specifically tailored for their bodies.
* resistance to cold 10.
* Azurns adopt all Strength based skills as class skills, no matter what class they take (Climb, Jump and Swim).
* +2 racial bonus on Climb and Jump checks.
* +4 racial bonus on Hide and grapple checks that are made while underwater.
* An Azurn has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on any swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a more or less straight line
* Additional Bonus Languages: Aquan
* Favored Class: Barbarian.

Rutilan Traits: Rutilan gain the following traits in combination with all general chromatic dwarf traits.

* +2 Intelligence.
* Automatic Metamagic: All spells with the Fire descriptor cast by a Rutilan are empowered, but do not require a higher level spell slot.
* Improved Familiar: Rutilan that are entitled to a familiar may choose a Fire Mephit whether or not he has the Improved Familiar feat.
* Planar Calling (Fire) (Su): A Rutilan may call forth a number of HD worth of Fire Elementals equal to his character level per day. These HD may be spread out over multiple callings.
* Stability: Rutilan are exceptionally stable on their feet. A Rutilan has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not while climbing, flying, riding or otherwise not standing firmly on the ground).
* Stonecunning: This ability grants a Rutilan a +2 racial bonus on Search checks to notice unusual stonework such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings and the like. Something that isn't stone but that is dieguised as stone also counts as unusual stonework. A Rutilan who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and he can use the Search skill to find stonework traps like a rogue can. A Rutilan can also intuit depth, sensing his approximate depth as naturally as a human can sense which way is up. Rutilan have a sixth sense about stonework.
* resistance to fire 10
* +2 racial bonus on Intimidate checks.
* +4 racial bonus on Spellcraft checks made to learn spells with the fire descriptor.
* Additional Bonus Languages: Ignan.
* Favored Class: Wizard.

Veridin Traits: Veridins gain the following traits in combination with all general chromatic dwarf traits.

* +2 Dexterity.
* Blood Ritual: A Veridin's blood acts like an acute, acidic poison to other creatures, with a DC of 10 + ½ character level + Con modifier. Etching a weapon in their blood gives a Veridin an unusual bond with that weapon. To etch a melee weapon successfully in their blood, they first need to siphon a sufficient amount of blood from their bodies (1d6 temporary Con damage), which is better done in private or with friends. Etching a blade in their blood requires them to craft the equivalent of a 'masterwork element' (300 gp, DC 20). When the Veridin is finished crafting, the weapon is permanently poisoned and deals a further 1d4 acid damage. The poison's DC does not change, though, even if the Veridin gains further levels. To increase the weapon's poison DC, he will need to perform the Blood Ritual again. For the sake of craftsmanship, a Veridin may enlist the air of a better craftsman.
* Planar Calling (Earth) (Su): A Veridin may call forth a number of HD worth of Earth Elementals equal to his character level per day. These HD may be spread out over multiple callings.
* Spell-like ability: poison 1/day
* Immune to poison, resistance to acid 10.
* A Veridin counts Craft (alchemy) and Craft (poisonmaking) as class skills no matter what class he has, and may create alchemical items even if he is not a spellcaster.
* +2 to Bluff and Survival checks.
* +4 to Hide checks while in forests, jungles and other 'green' environments.
* Additional Bonus Languages: Terran
* Favored Class: Rogue or Druid




Okay... These all look like decent LA +2 subraces. The earth elemental summonning ability needs to list the type of action it uses (summoning effects usually have a casting time of 1 round).
Sulacu

05-31-07, 09:27 PM
Yeah, I'm sorry about that. It just seemed to be just as easy to link to the content as it would be to copy it down.

LA +2? That's cool. Thanks :). I do wonder what criteria you used to determine LA.
Thomar_of_Uointer

05-31-07, 09:40 PM
Yeah, I'm sorry about that. It just seemed to be just as easy to link to the content as it would be to copy it down.

LA +2? That's cool. Thanks :). I do wonder what criteria you used to determine LA.

How I just did it? Comparison, I looked at the abilities and compared them to those of other races with level adjustment. They're on par, if not better, compared to most LA +2 races. If you really want to be accurate, use the acid test. Compare a level 1 character of the race to a human of the same class and general build (i.e., a thri-kreen fighter would be compared to a two-weapon fighting human fighter) to see how they stack up.
Sulacu

05-31-07, 09:57 PM
Thanks a lot. I'm going to downtown them a little bit to make them better suited as LA +2 races. Maybe I should tone down the Blood Ritual a bit, take out resistance to acid for the Viridan, and other things....