New Homebrew Races [Archive] - Wizards Community

Post/Author/DateTimePost
Tevin Kevlak

04-03-07, 04:56 PM
Ok, so I'm currently creating my own campaign world and have been coming up with a few new race ideas that I'd like to get your opinions on as to whether they are balanced or not. I'm not going to be posting any of the backround material for the races, only their statistics. So, let me know if they're balanced or not and I'll try and adjust them accordingly.

Kiel'Saurin Nec are a mixture of drow, and fiendish dragons.

Kiel'Saurin Nec (Death Wing Elves) Racial Traits
- Humanoid (Elf)
- +2 Dex, -2 Con, +2 Wis, -2 Cha.
- Medium Size.
- Land Speed: 20 feet.
- Fly Speed: 40 feet (average) The Death Wing Elves have a wingspan on 12 feet and cannot fly in an area that does not permit them to fully extend their wings.
- Darkvision 60 feet.
- Low-Light Vision
- Spell Resistance 11 + 1/class level.
- +2 racial bonus on listen, search, and spot checks.
- Weapon Familiarity: Kiel'Saurin Nec treat the Repeating Crossbow as a martial weapon rather than an exotic weapon.
- Elf Blood.
- Languages: Common, Elf (drow dialect). Bonus Languages: Abyssal, Draconic, Drow Sign Language, Giant, Gnome, Goblin, and Infernal.
Favored Class: Scout (male), Cleric (female).
Level Adjustment: +2

The Quinzare are a planetouched race that traces it's heritage to outsiders from the plane of negative energy.

Quinzare Racial Traits
- Outsider (Natvie)
- +2 Con, +2 Int, -2 Cha.
- Medium Size.
- Land Speed: 30 feet.
- Darkvision 60 feet.
- Negative Energy Affinity: Quinzare add +1 to their caster level when casting spells that channel negative energy, such as the Inflict line of spells. Also, Quinzare take 1/5 HD less damage from spells and abilities that channel negative energy. If a Quinzare would recieve hit points from negative energy (from becoming undead for example) they instead recieve +1/5 HD extra hit points from any spell that channels negative energy.
- Positive Enrgy Weakness: Whenever a spell that channels positive energy is cast on a Quinzare he recieves -1/5 HD hit points from the healing effect. If a Quinzare later becomes undead they recieve +1 damage per 5 HD from any spell that deals positive energy damage.
- +2 racial bonus on Knowledge (religion), and Intimidate checks.
- Spell-like ability: 1/day Inflict Light Wounds, CL equal to their total hit dice.
-Languages: Common, Quinzare. Bonus Languages: Any (except secret languages such as Druidic)
- Favored Class: Dread Necromancer.
- Level Adjustment +1.

Althroquaar are basically the same as the Quinzare only descended from outsiders from the positive energy plane.

Althroquaar Racial Traits
- Outsider (native)
- +2 Str, -2 Dex, +2 Con.
- Medium Size.
- Land Speed: 30 feet.
- Darkvision 60 feet.
- Positive Energy Affinity: Althroquaar add +1 to their caster level when casting any spells that channel positive energy, such as the Cure line of spells. Additionally they recieve +1/5 HD extra hit points when a healing spell that channels positive energy is cast on them(minimum +1).
- Negative Energy Weakness: Any spell that channels negative energy deals an extra +1/5 HD of damage when cast on an Althroquaar.
- +2 racial bonus on Knowledge (the planes), and Diplomacy checks.
- Spell-like Ability: 1/day Cure Light Wounds. CL = to their total number of hit dice.
- Languages: Common, Althroquaar. Bonus Languages: Any (except secret languages such as Druidic).
Favored Class: Cleric.
Level Adjustment: +1.

I have a few more I'm still working on and I will post them shortly. For now, please let me know what you think.
AMGriffin

04-03-07, 09:29 PM
Kiel'Saurin Nec (Death Wing Elves) Racial Traits
- Humanoid (Elf)
- +2 Dex, -2 Con, +2 Wis, -2 Cha.
- Medium Size.
- Land Speed: 20 feet.
- Fly Speed: 40 feet (average) The Death Wing Elves have a wingspan on 12 feet and cannot fly in an area that does not permit them to fully extend their wings.
- Darkvision 60 feet.
- Low-Light Vision
- Spell Resistance 11 + 1/class level.
- +2 racial bonus on listen, search, and spot checks.
- Weapon Familiarity: Kiel'Saurin Nec treat the Repeating Crossbow as a martial weapon rather than an exotic weapon.
- Elf Blood.
- Languages: Common, Elf (drow dialect). Bonus Languages: Abyssal, Draconic, Drow Sign Language, Giant, Gnome, Goblin, and Infernal.
Favored Class: Scout (male), Cleric (female).
Level Adjustment: +2

Broken. It is waaaay too weak. LA+2 races with a constitution penalty and not having an ability score that exceeds +4 are a bad idea. You want this baby to be LA+2 I'd consider removing the Consitution and Charisma penalties and then increasing their wisdom or Dexterity to +4, and then maybe throwing in an SLA or two.

The Quinzare are a planetouched race that traces it's heritage to outsiders from the plane of negative energy.

Quinzare Racial Traits
- Outsider (Natvie)
- +2 Con, +2 Int, -2 Cha.
- Medium Size.
- Land Speed: 30 feet.
- Darkvision 60 feet.
- Negative Energy Affinity: Quinzare add +1 to their caster level when casting spells that channel negative energy, such as the Inflict line of spells. Also, Quinzare take 1/5 HD less damage from spells and abilities that channel negative energy. If a Quinzare would recieve hit points from negative energy (from becoming undead for example) they instead recieve +1/5 HD extra hit points from any spell that channels negative energy.
- Positive Enrgy Weakness: Whenever a spell that channels positive energy is cast on a Quinzare he recieves -1/5 HD hit points from the healing effect. If a Quinzare later becomes undead they recieve +1 damage per 5 HD from any spell that deals positive energy damage.
- +2 racial bonus on Knowledge (religion), and Intimidate checks.
- Spell-like ability: 1/day Inflict Light Wounds, CL equal to their total hit dice.
-Languages: Common, Quinzare. Bonus Languages: Any (except secret languages such as Druidic)
- Favored Class: Dread Necromancer.
- Level Adjustment +1.

Once again, too weak for LA+1. You keep over charging the LA. Especially for a caster race, you could just get a gray elf or lesser tiefling for almost as much benefits and even lower LA.

[/quote]Althroquaar are basically the same as the Quinzare only descended from outsiders from the positive energy plane.

Althroquaar Racial Traits
- Outsider (native)
- +2 Str, -2 Dex, +2 Con.
- Medium Size.
- Land Speed: 30 feet.
- Darkvision 60 feet.
- Positive Energy Affinity: Althroquaar add +1 to their caster level when casting any spells that channel positive energy, such as the Cure line of spells. Additionally they recieve +1/5 HD extra hit points when a healing spell that channels positive energy is cast on them(minimum +1).
- Negative Energy Weakness: Any spell that channels negative energy deals an extra +1/5 HD of damage when cast on an Althroquaar.
- +2 racial bonus on Knowledge (the planes), and Diplomacy checks.
- Spell-like Ability: 1/day Cure Light Wounds. CL = to their total number of hit dice.
- Languages: Common, Althroquaar. Bonus Languages: Any (except secret languages such as Druidic).
Favored Class: Cleric.
Level Adjustment: +1.[/quote]

These ones are even weaker. Their energy affinity/weakness is going to pan out (with more damage then actual aid as they are not going to be casters most likely).

I have a few more I'm still working on and I will post them shortly. For now, please let me know what you think.[/QUOTE]

Don't be afraid to go a little crazy with abilities man, LA gives you lots of leeway to add stuff to your races.
Tevin Kevlak

04-04-07, 01:44 AM
I thought that the Kiel'Saurin Nec would need to have at least a +2 LA if not more. The 40 foot fly speed and scaling SR both warrant a +1, at least that's what I've heard on these boards about other races. As for the other two perhaps removing the -2 cha, and -2 dex would be more appropriate for a +1 la race? Also, comparing them to the Lesser Tiefling/Aasimar is not really what I'm going for. Both of those races are quite clearly too powerful for no level adjustment.