Races of Shadow and Fire -- need advice [Archive] - Wizards Community

Post/Author/DateTimePost
Loth

05-09-07, 07:54 PM
Lunari -- moon nymphs

They are the breeds of a vampire and a nymph.
They are night and beauty, cursed and blessed.
Hard to win impossible to prevent.

Type: Fey [shadow]
Size: Medium
Speed: 30 feet

Abilities
+2 Dex -2 Con +4 Char

Resistance to cold 10
Low-ligh vision
Darkvision 70 feet

Skills:
+2 move silently
+2 hide
+2 Performace (always considered a class skill)

Weapons proficiences
Lunari are proficient with shortbow and ninja-to (1d6 19-20 x2, light)
Lunari treat: Scourge and whip as martial weapons

Psi Weakeness -- Lunari are sucetible to psionics powers they take a -2 penalyty against any psionic power o psi-like power. This are vestiges

From their vampire heritage Lunari take the curse to belong in darkness
Sunlight Curse --
*Total exposure to sunlight (even protected by clothes imposes a -2 penality in Strengh, Constitution and Charisma.
*Lunari are treated as vampires to determine the effects of spell or other abilities
*After one hour of exposure they become fatigated in six hours they become exausted. Every hour after that they take 1 point damage to constitution and charisma.

Light Sensivity -- When exposed to sun light or daylight effects Lunari take -2 on all saves, AC and attacks.

Vulnerability to fire -- take +50% from any fire effect (independently from having or passing on a saving throw).

Ineptitude to light -- Lunari take a penality of -2 in caster level to all spells with light descriptor.

Favored Class: Bard
LA +0

Lunari treat performace as a supreme art and are always improving it. They initiate train as soon as they learn to walk an seek perfection with almost an obssession

Dourin
Needing help with LA

History: Descendents of the true giants, that came from solaris, Dourin are a a warrior and highly military race. Battle is their lives an bodys. Dourin birth to fight, but they are not beasts they are adepts from the refinated and supreme skills of combat. More than strengh Dourin are technique.

Physical description: descendants of the giants Dourin are a warrior race and their bodies resemble that. Standing in 7 to 9 feet tall, weight 260 to 500 pounds, with men noticeable taller an heavier than women. Most have golden or metallic eyes, their skin has a vestige from a golden or copper coloration.

Dourin Traits:

Type: Giant
Size: Medium creature
Speed: 30 feet

Abilities: +2 Str +2 Int -2 Dex

Vision: Low light vision

Arcane Vulnerability -- -2 saves vs Arcane Magic and invocations

Cursed Helth -- -2 saves vs diseases and poisons -- Dourin are strong and resilient but the Luraniīs curse and the strange energyīs od the shadow land ha made them vulerable to diseases and poisons

Cold weakness -- -2 saves vs cold effects (including weather effects)
Aclimated -- +2 fort vs all fire and heat based efects -- Dourin lives betwen thre fire montains and a terrible desert this makes them resistant to these ambients

Skills:
+2 balance and concentration
-2 spellcraft

Powerful build

Languages: common and giant Bonus: Ignan, ...
Favored Class: Warblade
LA +0

Mortum

Type: Humanoid (human, cold)
Size: Medium
Speed: 30 feet

Abilities: +2 for -2 con -2 int +4 wis

Low-ligh vision
Darkvision -- 90 feet
Cold subtype -- Imune to cold, take +50% fire damage

Light Sensivity -- When exposed to sun light or daylight effects Lunari take -2 on all saves, AC and attacks.

Steel Health -- +4 vs energy drain effects, diseases, poisons and death from massive damage.

Slow reflexes -- -2 initiative and -1 reflex saves

Skills:
Disturbed minds -- -2 concetration and search
Cold personality -- -2 bluffand diplomacy +2 intimidate
Survivors -- +2 survival and heal

Favored class: Cleric
La +0

Night Elf

Type: humanoid (Elf)
Size: Medium
Speed: 30 feet

Abilities: +2 Dex +2 Wis -2 Cha

Low-light vision
Darkvision 60 feet

Light Sensivity -- When exposed to sun light or daylight effects Lunari take -2 on all saves, AC and attacks.
Arcane's Curse -- When afected by an enemy's (ofensive) arcane spell an night elf must make an fortitude saving throw (same DC of the spell) or become dazzled (-1 attacks, search and spot) by 1 round per spell level. Then became immune to the curse's effects for 1 minute.

Skills:
+2 listen, spot and survival

Bonus Feat: Run

Weapon proficiences:
*Proficient with ninja-to (see Lunari) and Javelin
*Treat 'Night Star' and 'Net' as martial Weapons

Night star
Light weapon meele/ranged
Damage 1d6 Critical 18-20 x2 Range increment 30 feet

Favored class: "S.Shinobi" (homebrew campaing class) or Scout (until I finish my class)
LA: +0
Bluehero

05-09-07, 08:07 PM
That's an interesting race. Powerful, but has a tohn of drawbacks. Seems balanced at LA 0 to me. They seem as if they would be great as a bard or sorcerer, perhaps even rouge, but are almost unplayable as anything else.
Loth

05-10-07, 01:50 PM
Why you think they are so unplayable? Vampires are playable (taking of the huge LA) with all classes

So if you act in night and donīt wanna be a cleric of light (or pelor) the difficulties arenīt so big..........

Any feedback is welcome!
AMGriffin

05-10-07, 05:50 PM
+4 Charisma + 0 LA = Broken sorcerer

:D
Loth

05-10-07, 08:09 PM
The drawbacks aren't enoght???

Goood sorcerer I say...

But I need help in balancing it to LA +0 any sugestions???

Iwill post the other races later.. :cool: Just need time...
AMGriffin

05-10-07, 08:32 PM
Vampire/Nymph crossbreeds are destined to not be LA+0.
Loth

05-11-07, 09:04 PM
Added the others races...... What do you think? Balanced?

With time I'll add more flavor text...
AMGriffin

05-12-07, 12:22 PM
Dourin
Needing help with LA

History: Descendents of the true giants, that came from solaris, Dourin are a a warrior and highly military race. Battle is their lives an bodys. Dourin birth to fight, but they are not beasts they are adepts from the refinated and supreme skills of combat. More than strengh Dourin are technique.

Physical description: descendants of the giants Dourin are a warrior race and their bodies resemble that. Standing in 7 to 9 feet tall, weight 260 to 500 pounds, with men noticeable taller an heavier than women. Most have golden or metallic eyes, their skin has a vestige from a golden or copper coloration.

Dourin Traits:

Type: Giant
Size: Medium creature
Speed: 30 feet

Abilities: +2 Str +2 Int -2 Dex

Vision: Low light vision

Arcane Vulnerability -- -2 saves vs Arcane Magic and invocations

Cursed Helth -- -2 saves vs diseases and poisons -- Dourin are strong and resilient but the Luraniīs curse and the strange energyīs od the shadow land ha made them vulerable to diseases and poisons

Cold weakness -- -2 saves vs cold effects (including weather effects)
Aclimated -- +2 fort vs all fire and heat based efects -- Dourin lives betwen thre fire montains and a terrible desert this makes them resistant to these ambients

Skills:
+2 balance and concentration
-2 spellcraft

Powerful build

Languages: common and giant Bonus: Ignan, ...
Favored Class: Warblade
LA +0

What's with you constantly tossing out all kinds of disadvantages? They really don't do anything to ultimately unwarrant LA, just give the player some grief. This race is pretty unbalanced anyway. It'll be really friggin powerful at LA+0 thanks to powerful build, but there are plenty of LA+1 creatures superior to it.


Mortum

Type: Humanoid (human, cold)
Size: Medium
Speed: 30 feet

Abilities: +2 for -2 con -2 int +4 wis

Low-ligh vision
Darkvision -- 90 feet
Cold subtype -- Imune to cold, take +50% fire damage

Light Sensivity -- When exposed to sun light or daylight effects Lunari take -2 on all saves, AC and attacks.

Steel Health -- +4 vs energy drain effects, diseases, poisons and death from massive damage.

Slow reflexes -- -2 initiative and -1 reflex saves

Skills:
Disturbed minds -- -2 concetration and search
Cold personality -- -2 bluffand diplomacy +2 intimidate
Survivors -- +2 survival and heal

Favored class: Cleric
La +0

Sigh...this race doesn't add up. A +4 wisdom bonus implies extreme awareness, really strong will, and a calm state of mind, they're not going to have disturbed minds.


Night Elf


Type: humanoid (Elf)
Size: Medium
Speed: 30 feet

Abilities: +2 Dex +2 Wis -2 Cha

Low-light vision
Darkvision 60 feet

Light Sensivity -- When exposed to sun light or daylight effects Lunari take -2 on all saves, AC and attacks.
Arcane's Curse -- When afected by an enemy's (ofensive) arcane spell an night elf must make an fortitude saving throw (same DC of the spell) or become dazzled (-1 attacks, search and spot) by 1 round per spell level. Then became immune to the curse's effects for 1 minute.

Skills:
+2 listen, spot and survival

Bonus Feat: Run

Weapon proficiences:
*Proficient with ninja-to (see Lunari) and Javelin
*Treat 'Night Star' and 'Net' as martial Weapons

Night star
Light weapon meele/ranged
Damage 1d6 Critical 18-20 x2 Range increment 30 feet

Favored class: "S.Shinobi" (homebrew campaing class) or Scout (until I finish my class)
LA: +0

It's the same thing over and over again.

You give them a bunch of nagging little penalties. And then they're still way too good at a class's base purpose for LA+0, but are utterly worthless in every other situation.
Loth

05-12-07, 01:05 PM
Whatīs too strong on Dourin? Yeah I give various penalities to compensate the +2 inteligence... Are hard pennalities, vulnerability to magic is hevy because my campaing setting will be heavy magic.. But if you feel too strong how I balance this?

About mortum they are Lunari tha suffered experiences and result in a breed more closely to their vampire side..
They have a strong intuition perharps their inteligence is damaged so their mind function slowly may be disturbed isnīt the right word... I will edit...

The night elf I havenīt found a good drawback to them what you sugest??

I know that they arenīt so balanced but need advice to how make them balanced...
Loth

05-14-07, 12:33 PM
Bump!
Loth

05-16-07, 12:24 PM
Any advices?


Bump...
Loth

06-05-07, 08:48 PM
... bump!!! :P