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| Stryfe_Raven03-14-07, 11:43 AM | These are the core races for my home brewed setting, the races from the PHB (except Humans) don't exist in this setting and I'm shooting for a LA +2 for each race. I can post more information about each race as requested but to save space I'll only be posting the bare bones versions to start, Also I'm not using the multiclassing penalty rules so no race has a favored class. Thanks for any help you can give me in balancing the races. Humans: Riedans • Psionic: (gains the Psionic sub type in addition to the Human subtype) • Medium: As Medium creatures, Riedans have no special bonuses or penalties due to their size. • Riedans base land speed is 30 feet. • 1 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Natural Psionic Talent: Riedans gain a reserve of 1 power point at 1st level and 1 additional bonus power point every level there after. Also select one 1st level psionic power from any source, you can use these power points (or any other you may gain from other sources) to manifest this power as a Psion with a manifester level equal to half your HD (min 1). • Power Resistance : Riedans have Power resistance equal to 5 + HD • Aptitude for learning: Gains Able Learner as a racial bonus feat. • +2 racial bonus on Diplomacy, Bluff, and Sense Motive checks. • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. • LA: +2 Humans: Alterans • Medium: As Medium creatures, Alterans have no special bonuses or penalties due to their size. • Alterans base land speed is 30 feet. • 1 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Arcane Understanding: Alterans gain Arcane Schooling as a racial bonus feat at first level. • Natural Affinity: Alterans have a natural understanding of arcane magics gaining a racial bonus of + 3 + 1/4 HD on all Use Magical Device, Knowledge (arcana) and Spellcraft checks, they also always treat these skills as class skills regardless of class. • All Alterans gain a +2 racial bonus on all Will saving throws. • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. • LA: +2 Humans: Ghuuls • Medium: As Medium creatures, Ghuuls have no special bonuses or penalties due to their size. • Ghuuls base land speed is 30 feet. • 1 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Natural toughness: Ghuuls gain 3 bonus hit points at character creations and a additional 1 bonus hit point per HD there after. • Weapon Familiarity: Ghuuls treat Bastard swords, dwarven Waraxe, and dwarven Urgrosh, as Martial instead of Exotic Weapons. • Spell Resistance: Ghuuls have spell resistance equal to 5+ HD • Consume Magic: If a spell fails to penetrate a Ghuuls spell Resistance the ghuul gains +4 Str, and Con as well as DR 2/- for a number of rounds equal to 2 x the spell's level. • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. LA: +2 Humans: Espers • Medium: As Medium creatures, Espers have no special bonuses or penalties due to their size. • Espers base land speed is 30 feet. • 1 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Magic in the Blood: 1 / day an Esper can Spontaneouslly cast any spell of 3rd level or lower from the Sor/wizards spell list as a spell-like ability, this is a full round action that leaves the Esper fatigued, caster level Esper HD; save DC 10 + Esper's Cha modifier + spell level • Spell-Like Abilities: at will - Detect Magic, 1/day - Resist enegy, Detect thoughts, Caster level : Esper HD; save DC 10 + Esper's Cha modifier + spell level • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. • LA: +2 I'll be posting the none human subtype races next. |
| Thomar_of_Uointer03-14-07, 01:41 PM | Riedrans should note that they manifest with a minimum ML of 1, right? They look like a weak LA +1, power resistance of 5 + level could fix that. You could also give them a +4 racial bonus to Intelligence and other mental ability scores, with a few physical ability score penalties. Alterans are also LA +1. I'd recommend spell resistance (no different from power resistance except thematically), but that's redundant. Maybe energy resistance? Maybe give Riedrans energy resistance and Alterans spell resistance? Again, ability score modifiers would help. Okay, Ghulls look overpowered. Drop the SR to 5 + level, spell resistance has to scale directly with level to have an effect at higher levels. Also needs ability score modifiers. Espers look kind of overpowered. Creatures with the ability to cast spells as a spellcaster typically have it scale with racial HD. How does this interact with actual sorcerer levels? It's a powerful ability, most templates that get spells that scale with level are LA +4. I would drop it and just give them good mental ability score bonuses. |
| Stryfe_Raven03-14-07, 03:37 PM | Gramite Gramites are Elementals with the Earth and Native subtype +6 Constitution, -2 Dexterity, 2 Charisma. Small: As a Small creature, a Gramites gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Gramites base land speed is 15 feet. However, Gramites can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Stone Skin: Gramites have a stony skin which grants them a natural armor bonus +3 Tremorsense (Ex): Gramites have tremorsense with a range of 60 ft Unlike normal elementals Gramites do not have darkvison Stability: A Gramites gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Racial Immunity to poison, paralysis, and stunning. Due to there native subtype Gramites require sleep as normal material plane creature Unlike elementals Gramites are subject to critical hits or flanking. Slam attack: Gramites have a natural slam attack that deals 1d2 damage Energy Resistance; Gramites have energy resistance 15 to fire Spell-like abilities: 1/day, Spike stone, Stone shape, Meld into stone, Caster level equal half hit dice ; save DC 10 + Gramite's Cha modifier + spell level +2 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common and Terran. Bonus Languages: Giant, Drudic, Infernal, Draconic and Undercommon. LA: +2 Tignoll Monstrous Humanoid type +4 Str, +2 Dex, -2 Int, +2 Wis, -2 Cha Medium: As Medium creatures, Tignoll have no special bonuses or penalties due to their size. Tignoll base land speed is 30 feet. Tignoll have a tough hide which grants them a natural armor bonus of +1 Natural attacks: Tignolls have a 2 claws attacks that deal 1d4 damage. Pounce (Ex): when using only it's natural attacks if a Tignolls makes a charge, it can follow with a full attack Scent (Ex): Trignoll have the Scent special quality Low-Light Vision: A Trignoll can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. +4 racial bonus on Listen, Search, and Survival checks. Automatic Languages: Common and Tignoll. Bonus Languages: Any (other than secret languages, such as Druidic). LA: +2 Sragroll Monstrous Humanoid type +6 Str, +2 Dex, +4 Con, -4 Int, +2 Wis, -4 Cha Medium: As Medium creatures, Sragroll have no special bonuses or penalties due to their size. Sragroll base land speed is 40 feet, climb speed of 20 feet Natural toughness: Sragrolls gain 3 bonus hit points at character creations and a additional 1 bonus hit point per HD there after. Natural attacks: Sragroll have a two claw attacks that deal 1d3 damage. Rend (ex): Deals 2d3 +1 1/2 str damage Darkvision 60ft Fast healer (ex): Sragrolls heal at double the natural rate of humans Natural Leaper (ex) : Sragrolls have a +4 racial bonus to all jump checks Composite eye (ex): anatomy gives a Sragroll a +4 racial bonus on Spot checks Chameleon skin (ex): Sragroll's skin pigment can shift granting them a +4 racial bonus on hide checks. Automatic Languages: Common and Giant. Bonus Languages: Any (other than secret languages, such as Druidic). LA: +2 |
| Erato03-14-07, 05:24 PM | The Riedans are like a mixture of human and kalasthar. Theres no way that getting roughly the abilities of those 2 LA + 0 races will warrant a LA + 2. Same with the Alterans, its humans with a few feats and skill bonuses. Barely worth a + 1 LA, let alone 2. You need to explain how the Espers Magic in the Blood interacts with sorcerer levels. The Ghuuls seems a bit overpowered, but nothing compared to the Sragroll! And you need to decide favored classes. |
| Thomar_of_Uointer03-14-07, 06:03 PM | Gramite Gramites are Outsiders with the Earth and Native subtype +6 Constitution, -2 Dexterity, 2 Charisma. Small: As a Small creature, a Gramites gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Gramites base land speed is 15 feet. However, Gramites can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Stone Skin: Gramites have a stony skin which grants them a natural armor bonus +3 Tremorsense (Ex): Gramites have tremorsense with a range of 60 ft Stability: A Gramites gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Racial Immunity to poison and disease Slam attack: Gramites have a natural slam attack that deals 1d2 damage Energy Resistance; Gramites have energy resistance 15 to fire Spell-like abilities: 1/day, Spike stone, Stone shape, Meld into stone, Caster level equal half hit dice ; save DC 10 + Gramite's Cha modifier + spell level +2 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common and Terran. Bonus Languages: Giant, Drudic, Infernal, Draconic and Undercommon. LA: +2 Tignoll Monstrous Humanoid type +4 Str, +2 Dex, -2 Int, +2 Wis, -2 Cha Medium: As Medium creatures, Tignoll have no special bonuses or penalties due to their size. Tignoll base land speed is 30 feet. Tignoll have a tough hide which grants them a natural armor bonus of +1 Natural attacks: Tignolls have a 2 claws attacks that deal 1d4 damage. Pounce (Ex): Tignolls can make a charge, it can follow with a full attack Scent (Ex): Trignoll have the Scent special quality Low-Light Vision: A Trignoll can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. +4 racial bonus on Listen, Search, and Survival checks. Automatic Languages: Common and Tignoll. Bonus Languages: Any (other than secret languages, such as Druidic). LA: +2 Sragroll Monstrous Humanoid type +6 Str, +2 Dex, +6 Con, -4 Int, +2 Wis, -4 Cha Medium: As Medium creatures, Sragroll have no special bonuses or penalties due to their size. Sragroll base land speed is 40 feet. Extreme toughness: For purposes of determining bonus hit points double the Sragroll Constitution score. Natural attacks: Sragroll have a two claw attacks that deal 1d4 damage. Rend (ex): Deals 2d4 +1 1/2 str damage Darkvision 60ft Fast healer (ex): Sragrolls heal at double the natural rate of humans Natural Leaper (ex) : Sragrolls have a +4 racial bonus to all jump checks Composite eye (ex): anatomy gives a Sragroll a +4 racial bonus on Spot checks Chameleon skin (ex): Sragroll's skin pigment can shift granting them a +4 racial bonus on hide checks. Automatic Languages: Common and Giant. Bonus Languages: Any (other than secret languages, such as Druidic). LA: +2 Gramites sound more like elementals to me. Remember that elemental traits are significantly different from outsider traits. It looks pretty good. Tignolls should only be able to pounce with natural attacks. It looks weak to me, but it's totally on par with drow, so I'm thinking it's okay. Sagroll... Not balanced, mostly because of extreme toughness. That's an effective +8 hit points per level, on average. Change it to the one you had on another race, +3 hit points plus one per level. |
| Stryfe_Raven03-14-07, 09:12 PM | The Riedans are like a mixture of human and kalasthar. There’s no way that getting roughly the abilities of those 2 LA + 0 races will warrant a LA + 2. Same with the Alterans, it’s humans with a few feats and skill bonuses. Barely worth a + 1 LA, let alone 2. You need to explain how the Espers’ Magic in the Blood interacts with sorcerer levels. The Ghuuls seems a bit overpowered, but nothing compared to the Sragroll! And you need to decide favored classes. I Changed the Riedans, Alterans, Espers, Ghuul, Gramite, Tignoll and Sragrolls Riedans added power resistance Alterans made bonus to skills progressive Ghuuls changed Spell resistance Espers changed Magic in the blood to a set ability instead of a progressive one. Tignoll changed pouch Gramite changed to elemental type Sragrolls changed extreme toughness and lowered con bonus I don't really like the idea of giving Riedans power resistance and the progressive Skill bonus of the Alterans don't seem to fit so does anyone have any other ideas ? As far as favored classes go I'm not imposing the multi-class penalty as they don't need favored classes but if you insist here they are. Riedans favored class: Psychic warrior Alterans favored class: Any Ghuul favored class: Barbarian Esper favored class: Sorcerer Gramite favored class: Rogue Tignol favored class: Fighter Sragroll favored class: Barbarian |
| Stryfe_Raven03-14-07, 10:06 PM | Here are the last races Tuross +4 Str, -2 con, +4 Wis, 2 Charisma Aberration type Medium: As Medium creatures, Tuross have no special bonuses or penalties due to their size. Tuross base land speed is 30 feet. Tuross (unlike most aberrations) do not have darkvision. Naturally Psionic: Tuross gain 2 bonus power points at 1st level and 1 additional power point every level there after. 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. Powerful Build: The physical stature of Tuross lets them function in many ways as if they were one size category larger. Whenever a Tuross is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Tuross is treated as one size larger if doing so is advantageous to him. A Tuross is also considered to be one size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect him. A Tuross can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category. Blindsight (Su): Tuross sense all foes within 30 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Resistance (Su): Tuross can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an Tuross can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. Resilience (Su): When an Tuross takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends. Repletion (Su): An Tuross can sustain her body without need of food or water. If she spends 1 power point, an Tuross does not need to eat or drink for 24 hours. Immunities: Tuross are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight Blind: Tuross have no eyes and see only thought use of there Blindsight if deniened this ability they suffer from the blinded condition. Mute: Tuross lack the abilite to speak meaning they can not cast spells or proform any activite that require Verbal componets (such as speaking a command word). Spell-like abilites: at will Detect Thoughts, Sending Automatic Language: none the Tuross communicate with each other thought use of there spell-like abilites. They can however learn other languages they simply lack the ability to speak them. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Psion (Telepath). LA +2 Elvyr Type Aberration +4 Dex, -2 Str, -2 Con, +4 Int, -2 Cha Medium: As Medium creatures, Elvyr have no special bonuses or penalties due to their size. Elvyr base land speed is 30 feet. Darkvision out to 60 feet. +1 racial bonus on saving throws against powers, spells, and spell-like effects. Elvyr have an innate resistance to psionics and magic. Alien Mind (Ex) Any creature attempting to read a Elvyr thoughts must make a Will save, DC 10 + ½ the Elvyr HD + the Elvyr Charisma modifier, or suffer the effects of the confusion spell, with caster level equal to the Elvyr HD Racial Memory (Ex): This ability functions as Bardic Knowledge with a bonus equal to 1/2 Elvyr hit dice (min 1) + Int modifer. Unlike bardic knowledge a Elvyr may take 10 on this check but not 20. Flesh grafter (Ex): Elvyr gain the graft flesh feat at 1st level as racial bonus feat, the elvyr may choose any type of grafts for this feat but once the type is chosen it can not be altered. When creating grafts using this feat the Elvyr's Caster level equals his Hit dice althougth this does not grant any other prerequisites the graft may require. Automatic Languages: Elvyr Bonus Languages: common, Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan. Favored Class: Rogue. |
| Thomar_of_Uointer03-15-07, 01:31 AM | I don't really like the idea of giving Riedans power resistance and the progressive Skill bonus of the Alterans don't seem to fit so does anyone have any other ideas ? What if you allow Riedans to get 1 free power point for augmentation every time they manifest? Tuross • +4 Str, -2 con, +4 Wis, –2 Charisma • Aberration type • Medium: As Medium creatures, Tuross have no special bonuses or penalties due to their size. • Tuross base land speed is 30 feet. • Tuross (unlike most aberrations) do not have darkvision. • Naturally Psionic: Tuross gain 2 bonus power points at 1st level and 1 additional power point every level there after. 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. • Powerful Build: The physical stature of Tuross lets them function in many ways as if they were one size category larger. Whenever a Tuross is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Tuross is treated as one size larger if doing so is advantageous to him. A Tuross is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Tuross can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. • Blindsight (Su): Tuross sense all foes within 30 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. • Resistance (Su): Tuross can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an Tuross can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. • Resilience (Su): When an Tuross takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends. • Repletion (Su): An Tuross can sustain her body without need of food or water. If she spends 1 power point, an Tuross does not need to eat or drink for 24 hours. • Immunities: Tuross are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight • Blind: Tuross have no eyes and see only thought use of there Blindsight if deniened this ability they suffer from the blinded condition. • Mute: Tuross lack the abilite to speak meaning they can not cast spells or proform any activite that require Verbal componets (such as speaking a command word). • Spell-like abilites: at will Detect Thoughts, Sending • Automatic Language: none the Tuross communicate with each other thought use of there spell-like abilites. They can however learn other languages they simply lack the ability to speak them. Bonus Languages: Any (other than secret languages, such as Druidic). • Favored Class: Psion (Telepath). • LA +2 Elvyr • Type Aberration • +4 Dex, -2 Str, -2 Con, +4 Int, -2 Cha • Medium: As Medium creatures, Elvyr have no special bonuses or penalties due to their size. • Elvyr base land speed is 30 feet. • Darkvision out to 60 feet. • +1 racial bonus on saving throws against powers, spells, and spell-like effects. Elvyr have an innate resistance to psionics and magic. •Alien Mind (Ex) Any creature attempting to read a Elvyr thoughts must make a Will save, DC 10 + ½ the Elvyr HD + the Elvyr Charisma modifier, or suffer the effects of the confusion spell, with caster level equal to the Elvyr HD • Racial Memory (Ex): This ability functions as Bardic Knowledge with a bonus equal to 1/2 Elvyr hit dice (min 1) + Int modifer. Unlike bardic knowledge a Elvyr may take 10 on this check but not 20. • Flesh grafter (Ex): Elvyr gain the graft flesh feat at 1st level as racial bonus feat, the elvyr may choose any type of grafts for this feat but once the type is chosen it can not be altered. When creating grafts using this feat the Elvyr's Caster level equals his Hit dice althougth this does not grant any other prerequisites the graft may require. • Automatic Languages: Elvyr Bonus Languages: common, Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan. • Favored Class: Rogue. Tuross look okay. Discipline is a class feature of the psion, not a specific class, so their favored class should just be psion. Elvyr looks weak. Give them regeneration 1 against physical damage (treat slashing, bludgeoning, and piercing damage as nonlethal, heal nonlethal damage at 1 hit point per round) or something similarly freaky. |