Creating a Race [Archive] - Wizards Community

Post/Author/DateTimePost
Lady_Sophia

07-31-07, 02:11 PM
I want to create a race who are natural born psychic's as a PC. How would i go about giving them spell-like abilities, such as Telekinesis, Detect Thoughts, Dominate Person, etc?

I was thinking giving them the abilities, treating them as they were spells. So, for example, as this race level's up, they gain access to another spell every so often, similar to when a class gains a feat every level or so. But, instead of working on the Class level, you go by the Character level.


Example:

CL
Level 1 - Daze (as spell)
Level 3 - Charm Person (as spell)
Level 5 - Hypnotism (as spell)


etc


This is an example, to show you how you would gain another spell as you progress your character development. I was thinking having them work on the same principle as the Sorcorer class, so you are allowed to cast them as many times as a Sorcorer could cast them. Of course, the only difference, is that you don't need Charisma to cast the higher spells, as there in-bred into the race.

Would this be possible, allowing a race access to spells, regardless of class?

I ask because i don't know if there are any rules against such things, only that the DM of the game has to allow it. But are there any rules / regulations i need to be aware of before doing this?


Thank you for any advice / help on creating a race who are naturally pyschic.
Lady_Sophia

07-31-07, 02:54 PM
Race: Elf

All Standard Elf bonuses / Penalties
But include the following spells as the character develops. Spells / Day based on Sorcorer Class. See Sorcorer Spells/Day.

Note: This is a race, NOT a class. I wanted to create a Psychic Elf, and the below spells are mind-related.


Character Level:

Level 01 Message
Level 02 Charm Person
Level 03 Hypnotise
Level 04 Detect Thoughts
Level 05 Comprehend Languages
Level 06 Tongues
Level 07 Clairaudience/Clairvoyance
Level 08 Charm Monster
Level 09 Sending
Level 10 Confusion
Level 11 Fear
Level 12 Telepathic Bond
Level 13 Dream
Level 14 Nightmare
Level 15 Dominate Person
Level 16 Telekinesis
Level 17 True Seeing
Level 18 Insanity
Level 19 Mind Blank
Level 20 Dominate Monster


Would that be too powerful a list? What would be an appropriate penalty / level adjustment for allowing them to get spells each level?
baby_kamikaize_kobold

07-31-07, 03:47 PM
They can only use a single ability at each level? that dosen't seem to muchof an unbalancing thing maybe the list should only be self affecting ability with the excetion of a telepathy spell.
Lady_Sophia

07-31-07, 04:00 PM
They can only use a single ability at each level?

Are you stating something, or are you asking a question?

If your asking a question, then the answer is, no, that is not how it is. They gain the spell in addition to the spells they know already. So, by level 20, they'll be able to cast each spell a total of X times a day (X being undefined as of now). I don't know how many times a day they should be able to use these spell-like abilities.

But that is what i mean. They gain a new spell, each level, so by level 20 they can use all the spells listed, X times per day.

As such, what would you impose, on the race, on order to make it balanced? A level change or perhaps a stat penalty (remember, they also have all Elven Abilities and Stat changes, as this race is based on the Elf Template). What would be a good balance, in order to be able to put those spells on a race. Of course, if the race choose Wizard/Sorc/any which have those spells in the spell-list, they won't be able to pick them or cast them, as they'll be racial spells. There would be no stacking of the amount of times you can cast the spell.

Just looking for ideas / balances to that race.
BattleofEvermore

07-31-07, 04:16 PM
seems fine to me. The main question is do you care if you have a LA (level adjustment). If not leave it as is and give it a +1 LA. I f you don't want a LA than either get rid of some of the elven special abilities or give something like -2 Charisma along with the -2 Constitution and +2 Dexterity because they think that they're more superior than other races.
baby_kamikaize_kobold

07-31-07, 05:13 PM
Are you stating something, or are you asking a question?

I'm asking a question. They can only use one of these spells at each level?

Also as they grow in level do they forget the older spells or can they use the entire list at level 20?
Angel Black

07-31-07, 06:37 PM
Race: Elf

All Standard Elf bonuses / Penalties
But include the following spells as the character develops. Spells / Day based on Sorcorer Class. See Sorcorer Spells/Day.

Note: This is a race, NOT a class. I wanted to create a Psychic Elf, and the below spells are mind-related.


Character Level:

Level 01 Message
Level 02 Charm Person
Level 03 Hypnotise
Level 04 Detect Thoughts
Level 05 Comprehend Languages
Level 06 Tongues
Level 07 Clairaudience/Clairvoyance
Level 08 Charm Monster
Level 09 Sending
Level 10 Confusion
Level 11 Fear
Level 12 Telepathic Bond
Level 13 Dream
Level 14 Nightmare
Level 15 Dominate Person
Level 16 Telekinesis
Level 17 True Seeing
Level 18 Insanity
Level 19 Mind Blank
Level 20 Dominate Monster


Would that be too powerful a list? What would be an appropriate penalty / level adjustment for allowing them to get spells each level?


My two cents:

(insert all the elf traits except the racial bonus to search, the automatic search detection & weapon proficiencies)

Weapon Proficiency: Elves can be proficient with ONE of the following weapons: longsword, rapier, longbow, composite longbow, shortbow, OR composite shortbow.

Innate Bound:
Your innate bound to Magic adds the following spells to one of your Known Spells list:

...(insert spell-list here )

You must consume a Known Spell slot to learn each one.This innate bound also makes you treat one magic school as a forbidden school, also you are unable to pick that school as one of your wizard's forbidden school.


Innate Arcane Talent:
You can cast any of the spells in the Innate Bound Spell list as a spell-like ability.You can't use the same spell twice by using this ability.You can use this ability once a day and once more per each 5 character levels you got


To use more times a day that innate arcane talent make a racial feat that the carachter can take later, as a sample:

Minor Arcane Talent
[General]
Prerequisite:
Elf,able to use two different spells with Innate Arcane Talent
Benefit:
You got four more uses of the Innate Arcane Talent.And you can spend your uses of Arcane Talent twice with any spell you got before level 10.
Lady_Sophia

08-01-07, 11:22 AM
My two cents:

Innate Bound:
Your innate bound to Magic adds the following spells to one of your Known Spells list:

...(insert spell-list here )

You must consume a Known Spell slot to learn each one.This innate bound also makes you treat one magic school as a forbidden school, also you are unable to pick that school as one of your wizard's forbidden school.


Innate Arcane Talent:
You can cast any of the spells in the Innate Bound Spell list as a spell-like ability.You can't use the same spell twice by using this ability.You can use this ability once a day and once more per each 5 character levels you got


To use more times a day that innate arcane talent make a racial feat that the carachter can take later, as a sample:

Minor Arcane Talent
[General]
Prerequisite:
Elf,able to use two different spells with Innate Arcane Talent
Benefit:
You got four more uses of the Innate Arcane Talent.And you can spend your uses of Arcane Talent twice with any spell you got before level 10.



When you say "Consume a Known Spell slot..." what do you mean? I am not suggesting this race (this is a race, not a class remember) has to go Wizard or Sorcorer (though, indeed, Wizard would be the favoured class admittedly). Therefore, you could have a Fighter of this race. Fighters don't have spell-slots, but they would be able to use these spells.

I was thinking, that you could either,

1) Limit each spell use to 3 times a day. The pros of that is, itis easy to remember and it is straight foward. The downside of that is, you'll be somewhat limited on the lesser used abilities.

2) You allow all the lesser spells to be infinantly used. You limit the more strenuous abilities, such as Nightmares and Telekinesis to 3 times a day. This way, you allow someone to use the non-combat orientated abilities as many times as they like (like a true psychic), but limit the more focused abilities, such as Telekinesis or Nightmares, to 3 times a day, to show the strain they have on the individual.


I think number 2 would be more fun to play, and would make a truly unique race, but it would probably have to include a level adjustment of some description.


Level 01 Message (lesser)
Level 02 Charm Person (3 / day)
Level 03 Hypnotise (3 / day)
Level 04 Detect Thoughts (lesser)
Level 05 Comprehend Languages (lesser)
Level 06 Tongues (lesser ?) or (3 / day ?)
Level 07 Clairaudience/Clairvoyance (3 / day)
Level 08 Charm Monster (3 / day)
Level 09 Sending (lesser)
Level 10 Confusion (3 / day)
Level 11 Fear (3 / day)
Level 12 Telepathic Bond (lesser)
Level 13 Dream (3 / day)
Level 14 Nightmare (3 / day)
Level 15 Dominate Person (3 / day)
Level 16 Telekinesis (3 / day)
Level 17 True Seeing (3 / day)
Level 18 Insanity (3 / day)
Level 19 Mind Blank (3 / day)
Level 20 Dominate Monster (3 / day)


The idea behind this entire idea, was to have a race that could read peoples thoughts, speak to people telepathically and understand language by reading peoples thoughts. The rest of the list, include mostly hostile actions that i would think a psychic race could do, but those abilities would strain a persons mind and so wouldn't be able to be done often.

Perhaps the times per day could increase with the levels, so you would gain something like this (assuming lvl 20)


Level 01 Message (lesser)
Level 02 Charm Person (5 / day)
Level 03 Hypnotise (5 / day)
Level 04 Detect Thoughts (lesser)
Level 05 Comprehend Languages (lesser)
Level 06 Tongues (lesser ?) or (5 / day ?)
Level 07 Clairaudience/Clairvoyance (5 / day)
Level 08 Charm Monster (4 / day)
Level 09 Sending (lesser)
Level 10 Confusion (4 / day)
Level 11 Fear (4 / day)
Level 12 Telepathic Bond (lesser)
Level 13 Dream (4 / day)
Level 14 Nightmare (3 / day)
Level 15 Dominate Person (3 / day)
Level 16 Telekinesis (3 / day)
Level 17 True Seeing (3 / day)
Level 18 Insanity (3 / day)
Level 19 Mind Blank (2 / day)
Level 20 Dominate Monster (2 / day)


Uses Per Day Progression:

As you gain a new level, you can cast the new spell once / day
Level 1 - 6 cast spells 1 / day

@Level 07
Level 1 - 7, use 2 / day

@Level 13
Level 1 - 7, use 3 / day
Level 8 - 13, use 2 / day

@Level 18
Level 1 - 7, use 4 / day
Level 8 - 13, use 3 / day
Level 14 - 18, use 2 / day

@Level 20 (add an extra 1 / day)
Level 1 - 7, use 5 / day
Level 8 - 13, use 4 / day
Level 14 - 18, use 3 / day
Level 19 - 20, use 2 / day

@Level 24 (add an extra 1 / day)
@Level 28 (add an extra 1 / day)


Would that be okay? So as you gain in levels, you gain extra uses per day on abilities?
Lady_Sophia

08-01-07, 11:31 AM
If that doesn't made sense, let me know.
JadeSpider9643

08-01-07, 05:50 PM
....this is for a regular +0LA elf subrace?

20 Spell-like abilities each useable multiple times per day...

madness, sheer utter lunacy. Oh sure, it's not "maximized empowered quickened fireball at will"....but shoot it might as well be for the arsenal you're giving away.
ToastedAmphibian

08-01-07, 06:01 PM
Mabey im a noob, and im missing something.. But isnt that just as over-powered as any other bloody Psion?
Fireclave

08-01-07, 07:05 PM
Naturally psionic elf? There's a template for that already. The Phrenic (http://www.d20srd.org/srd/psionic/monsters/phrenicCreature.htm) template makes you psionic and gives you multiple psi-like abilities (though you might need to tweak it a little to fit your concept). What you propose is much stronger than the LA+2 Phrenic template or other simliar templates that grant spells-like abilities (Celestrial and Fiendish come to mind), and would require an +3 LA at least .
Lady_Sophia

08-02-07, 08:14 PM
Hmmm...could you think of anyway to reduce that +3 LA?

What reductions would you recommend? I'm mainly wishing to keep the Detect Thoughts (all psychics can read minds) and possibly the Telekinesis (though that would be at later levels).

1st Level - Message
5th Level - Detect Thoughts
10th Level - Tongues
15th Level - Telekinesis
20th Level - Time Stop


That way, you reduce the offensive abilities by a considerable amount (granted you gain Telekinesis at level 15) but you can still have additional abilities over the default race (Elf).

Would i still need a +1 LA?

Anyhow, i'll check out the Phrenic template in some detail. See if i can mod it in some way.
Fireclave

08-03-07, 02:36 AM
I'm mainly wishing to keep the Detect Thoughts (all psychics can read minds) and possibly the Telekinesis (though that would be at later levels).

1st Level - Message
5th Level - Detect Thoughts
10th Level - Tongues
15th Level - Telekinesis
20th Level - Time Stop


That way, you reduce the offensive abilities by a considerable amount (granted you gain Telekinesis at level 15) but you can still have additional abilities over the default race (Elf).

Would i still need a +1 LA?
With these abilities, even at 1/day, the LA would most definitely be over +1. And btw, not all psychics can read minds. A lot of them can, but not all ;)

Hmmm...could you think of anyway to reduce that +3 LA?

What reductions would you recommend?
First, I'm going to assume that you are trying to make a balanced, LA+0 race. If you are aiming for a higher LA, let me know.

If you are going for LA+0, a good rule of thumb is to stay away from granting spell-like abilities that duplicate spells over 1st level.

Second, realize that mind reading and telekinesis are potentially very powerful abilities, especially mind reading which is just very, very useful.

If you really want this race to gain new racial abilities as they advance in HD, you might be interested in the Dragon Marked feats in the Eberron campaign setting and adapting them as racial feats for your psychic elves.

Basically, they are feat chains that grant an individual certain, related spell-like abilities. Taking additional feats grants you access to stronger spell-like abilities. The Least Mark of Healing, for example, gives you access to Cure Light Wounds as a spell like ability, and the Lesser and Greater marks give you access to more powerful healing spells.

Also, if you are going with the whole psychic theme, you might want to consider using psionics abilities instead of spells, though for race creation it probably wouldn't matter too much.

Here's what I would suggest:

Psionic Elf
Psionic Elf Traits
These traits are in addition to the high elf traits, except where noted:

Mind Skimming (Su): Psionic Elves are sensitive to the mental impressions of other creatures. Psionic Elves gain a +2 bonus on sense motive checks made against creatures that are not immune to mind-affecting effects.
Naturally Psionic: Psionic Elves gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psi-like Abilities: Far Hand 1/day
Favored Class: Psion

Non-Psionic Variant:
Replace the Far Hand psi-like ability with the Mage Hand spell-like ability. Replace Psion with Sorcerer as the favored class.

And just an example of a possible racial feat:

Telekinetic Mastery, Psionic
Prerequisite: Psionic Elf, 9 ranks in Knowledge (psionics), ability to manifest 3rd level powers
Benefit: You can now use your Far Hand ability at will. You gain the following powers as bonus spells known for your manifesting class: Telekinetic Force, Telekinetic Maneuver, Telekinetic Thrust. These powers are treated as 3rd level. If you are capable of manifesting 3rd level power in more than one manifesting class, you must choose which class to add these powers known too.

...and a non-psionic feat that also fits thematically...

Telekinetic Mastery, Arcane
Prerequisite: Psionic Elf, Int 13, 9 ranks in Knowledge (arcane), ability to cast Telekinesis
Benefit: You can now use your Mage Hand ability at will. Also, when you cast telekinesis, you can switch between the different versions of the spell as a swift action.


I think those two feats might be a tad bit too powerful as is, but I'm too sleepy to balance them now.