| Post/Author/DateTime | Post |
|---|---|
| Kurikin01-07-08, 06:22 PM | For and coming campaign of mine there'll only be 5 sapient races and I'm wondering whether or not these seem balanced amongst each other. I might add more races later on but I've got no plans for it at the moment. Human • Size: medium • Favored Class: Any • land speed 30’ • 1 extra feat at first level • 4 extra skill points at first level • 1 extra skill point at every level besides 1 • At first level, select 1 skill that becomes a permanent class skill • 1 extra language at first level Molefolk? I think I'm going to change this name, any suggestions would be nice. • Size: medium • Favored Class: Fighter • Land speed 20’, loads and armor don’t reduce speed • Burrow speed 20’ • +2 Strength, -2 Dexterity • Blindfight as a bonus feat • +2 racial bonus of listen checks Sylph, faeries the size of gnomes • Size: small • Favored Class: Rogue • land speed 20’ • Flight (same as raptorian) • +2 Charisma, -2 Constitution • +2 racial bonus on spot checks Salamander, basicaly desert lizard people • Size: medium • Favored Class: Ranger • land speed 40’ • +2 Dexterity, -2 Charisma • Endure heat as a bonus feat • Darkvision 60’ • +2 racial bonus on survival checks Merfolk... with legs! • Size: medium • Favored Class: Wizard • land speed 30 ft • Swim Speed 40 ft • +2 Intelligence, -2 Strength • +8 racial bonus on swim checks, may take 10 anytime • Amphibious |
| war_thog01-07-08, 07:05 PM | The faerie is massively OP vs the rest. Perfect flight, or any full flight is worth a minimum of +1 LA. Never ever ever on a LA 0 base race and not at all balanced vs the other guys. Molefolk are also very OP. Tremoresense is pwntage. Never get sneak attacked again! *exception - flyers/flankers* Humans are UP vs the rest, but not by much. Extra movemement modes are awesome. Swim less than others usually. Its circumstantial. Water based? Swim owns. Land based? It sucks. Reverse is true for burrow. |
| Mr_Teapot01-07-08, 08:21 PM | War Thog's pretty much right on with these. Flight and a charisma boost at first level equals a sorceror who can defeat any encounter by flying out of reach and dropping spells on the enemy. A perfect maneuverability fly speed faster than normal movement just makes it worse. |
| Kurikin01-07-08, 10:04 PM | For the Sylph would it put them in line if I had their flight work exactly like Raptorians'? For Molefolk give them the equivalent of Hear the Unseen (CA 110) which lets you, as a move action, pin point everybody's location within 30ft with a listen check, or maybe Blind Fight. For humans, since in this setting they're not the dominant race, they're more like halflings, living where they can and among the other races, giving them an extra language, as theres no common, only regionals. |
| Shadowfax701-08-08, 06:56 AM | I agree with the suggestions posted above and . . . Give humans back their +1 skil point/level, it's not overpowering at all especially compared to the other races posted. Don't give Merfolk a +2 Int and Favored Class: Wizard. Either change their FC or give them a +2 Con. There would be no reason to play a Wizard of any other race. IMO FC Wizard for a Merfolk doesn't fit . . . spellbooks underwater, verbal components, etc. Also, instead of Water Breathing (as the spell ??), give them the amphibious quality. |
| Grizzled Gryphon01-08-08, 09:13 AM | Well, if the merfolk have waterbreathing, then like every other creature with it, they could cast spells and whatnot underwater with out problems. As for spellbooks, who says they use books like we do? They make the bindings for there books out of various shells, and the paper is composed of a coral composition. |
| Kurikin01-08-08, 04:39 PM | Give humans back their +1 skil point/level, it's not overpowering at all especially compared to the other races posted. By every other level I meant every level besides level 1, where they get 4 Don't give Merfolk a +2 Int and Favored Class: Wizard. Either change their FC or give them a +2 Con. There would be no reason to play a Wizard of any other race. IMO FC Wizard for a Merfolk doesn't fit . . . spellbooks underwater, verbal components, etc. In this campaign setting the Merfolk are the smart, inventive, wizardy race. What book is the amphibious quality from? I was thinking the spell books would be made out of huge kelp leaves or some material like it. |
| Awesome_Dude01-08-08, 06:25 PM | Double post. |
| Awesome_Dude01-08-08, 06:27 PM | What book is the amphibious quality from? It's from the Monster Manual. It lets creatures with the Aquatic subtype breathe air as easily as water and thus exist without problems in both worlds. |
| Kurikin01-10-08, 05:31 PM | So I take it that as they are currently (edited in the first post,) they are balanced enough between each other? |
| Teydyn01-10-08, 06:52 PM | Molefolk? I think I'm going to change this name, any suggestions would be nice. Size: medium Favored Class: Fighter Land speed 20, loads and armor dont reduce speed Burrow speed 20 +2 Strength, -2 Dexterity Blindfight as a bonus feat +2 racial bonus of listen checks Burrowspeed is too much for no LA IMO. Merfolk... with legs! Size: medium Favored Class: Wizard land speed 30 ft Swim Speed 40 ft +2 Intelligence, -2 Strength +8 racial bonus on swim checks, may take 10 anytime Amphibious Swimspeed is weak IMO compared to flight, climb or burrow speed. But FC wizard, +2 INT and -2 on a dumpstat is not a good combination (or too good, take your pick). At least make it -2 CON if you insist on Wizard and INT+2. 5 Races, 1 with darkvision, none with low-light? Maybe give the Sylph Low-light-vision, they are a bit lacking IMO. |