Races of Taijaharan [Archive] - Wizards Community

Post/Author/DateTimePost
thasis

07-30-07, 05:42 PM
Alright, before I put my races up I'd like to give a little bit of background. I am designing a campaign setting from the ground up. I'm basically providing everything someone needs to play the game with it (brand new races, classes, skills, feats, weapons, spells, etc). All following the OGL of course. It'll be a standalone campaign-game useable with the D&D system and compatible (but not requiring) anything made by WoTC or for the d20 system.

In my game humans are not just humans. There is a seperate species of humans for each of my main nationalties (there are 5 nations, and 6 main species of humans, and in the future some variants/sub-races). Each human race only shares a similiar structure and apearence. Other then that, they are completly diffrent statistically, and cannot even be considered sub-races. They are essentialy seperate races on their own.

The point of this thread is, I need to know if my races are balanced. I'll be providing all of the fluff for each of the races, but for someone who hasn't read the rest of my campaign info some of it might not make any sense. Don't worry about that, I don't need the fluff critiqued. I'm just putting it there to compliment the stats. I hate it when people just put "new race: here's the stats. no fluff". What I need is help determing if it's balanced.

As I want this compatible in balance scale with the 3.5 D&D system published by WoTC (cause I want things to be compatible in scale of power, in case I decide [or someone else using my campaign decides] that I [they] want to use something from anther source in my game).

I'll be posting each race on it's own post as I complete them with a link to the individual post on this main starting post for the thread (as to keep everything nice and organized).

Human Races
Damadons (http://boards1.wizards.com/showpost.php?p=13244388&postcount=2)
Casieths (http://boards1.wizards.com/showpost.php?p=13247267&postcount=4)
Taimis (http://boards1.wizards.com/showpost.php?p=13247380&postcount=5)
Morntien (http://boards1.wizards.com/showpost.php?p=13247586&postcount=6)
Necronite (http://boards1.wizards.com/showpost.php?p=13247869&postcount=7)

Sub-Human Races
Dench (http://boards1.wizards.com/showpost.php?p=13248163&postcount=8)
Haithon (http://boards1.wizards.com/showpost.php?p=13248339&postcount=9)
thasis

07-30-07, 05:43 PM
Damadons
Damadons live in the scorched canyons of Hexatin. They are tough individuals and consider themselves the “true” descendents of mankind. They are considered the “chosen” of Morgador.
Personality: Damadons are fierce warriors and a quick temper. But they are good rationalizes, and in the end generally make a logical decision. Competition runs fierce within them, as it’s inbred into them from a young age.
Physical Description: Damadons look like a typically human, except their skin is darker, if not all out brown. Some even have dark enough skin to be mistaken for Ebonians. They are also typically tall and well built. Tattoos are ritualistic scars are common, as they often perform tattoo or scaring rites when a great deed has been accomplished. They will often have tattoos that represent battles they have successfully fought.
Relations: Damadons are the most war-like of all of the other nations. They find themselves to be the true lords of the land, and as Morgador was the first god to arrive after the departure of The One, they believe he is entitled to the lands.
Damadons are the most friendly with Hailistia, as he respects her adaptation of to the heat. It is rumored that they are brother and sister, and have been lovers at one point or another.
Alignment: Damadon society is very structured and order is held as the most important aspects to a well-run society. This makes Damadons almost exclusively lawful in nature. Chaotic Damadons are almost unheard of. Damadons are also known for their brutality in their methods, having no moral qualms with extreme torture to extract information from captured enemies. They find themselves commonly attracted to a darker side of nature, following under the evil or neutral category. Out-right good Damadons find themselves unsuitable for the fighting force, and the good Damadons are predominantly merchants or tradesmen.
Damadon Lands: Damadons live in the lands of Hexatin, a scorched badlands that were once a underwater ridge. During the raising of the lands in The Age of Dawn it was raised, and in the new lands quickly became a tropical canyon. Now the lands are broken and burnt out canyons and mountains.
Religion: Damadons, as the chosen of Morgador, typically revere him. However, it is not uncommon to also (if not exclusively) revere some of the local spirits of demigods of the lands. All Damadons however wear the banner of Morgador into war.
Language: Damadons speak the language of the lands known as Hexatint. Some dialects of the languages exist in the sub-human species, but within civilized lands everyone speaks a clear and direct common version of the language.
Names: Damadons have a wide variety of names. They however never name themselves after sub-human species. They find themselves superior to them, and would never degrade their kin to that level. It is also common for Damadons to take up a middle name midway in their life. This is to do with a tradition of acquiring a middle name based on deeds accomplished. These names could include things such as “Skullcrusher”, “Swordbearer”, “Defensemen”, and “Nightling”.
Adventurers: It is quite common to become an adventurer in the Damadon culture. People who pick up monster-slaying, slave-wringing, or mercenary life are commonly well-spoken off if their successful. However, before one can become an adventurer they must serve the minimum army-life of 3 years, which is mandatory for all strong males of 16.

Damadon Racial Traits
• +2 Strength, -2 Wisdom, -2 Charisma: Damadons are harder to take down then the humans of the other nations. However, they sometimes will abandon common judgment to get what they want and they can be gruff to those who don’t understand Damadon culture.
• Medium-size: As Medium-size creatures, Damadons have no special bonuses or penalties due to their size.
• Damadons base speed is 30ft.
• Damadons get Toughness as a bonus feat at 1st level. Damadons are harder to kill then other species due to their intense training as young child.
• Damadons are proficient with one martial (or exotic weapon if they already have proficiency with Martial weapons). Damadons from a young age are taught how to use a weapon, and are commonly trained in one weapon to specialize in.
• Automatic Languages: Hexatint
• Bonus Languages: Any (other then secret languages, such a Druidic). See other racial lists for common languages or Table 4-6: Languages for a more comprehensive list. Damadons are quick to pick up languages of the species they interact with.
• Favored Class: Desert Warrior*. A multiclass Damadon’s desert warrior class does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters; page 56). All Damadons are trained in the arts of combat from a young age.

* A custom class for my campaign.
JLaurHughes

07-30-07, 08:37 PM
Interesting variant human. I can't wait to see the others.
thasis

07-30-07, 09:58 PM
Casieths
Casieths are from the sun-drenched sand-plains of Paitrista. They are the chosen of Hailistia, a merciless god of sun. Casieths are the best equipped for the lands, as their god has given them the gift of adaptation, in turn for a fierce loyalty.
Personality: Casieths are the most reclusive of the human species. They keep to themselves, and only interact with others if they need their help or they need to procreate. There are no real relationships within their culture, with sex being only a tool to continue their species. Their culture is heavily based on survival of the fittest.
Physical Description: Casieths are usually thin and small, but agile and well built for their smaller frame. Their eyes are always a pure blue color, with no pupils, just a wave of blue. Their hair is always dark brown or light blond. There are no other variations. Body piercing are common within the culture. Tattoos are not as common, but when they are found it is usually symbolic.
Relations: Casieths are the least war-like, at least in the direct sort of sense. There is to little formal structure to the society. There is more conflict between individual tribes for land rights, and scavenging rights. However, when actively participating in war in other lands, they almost undoubtly win. This is due to their ability to use the lands to their advantage, as they have adapted to it far quicker then the other species.
They are not in particular war or alliance with any of the other nations. They keep to themselves, and most of the other nations keep away from them, seeing it as a pointless struggle to attempt to take the land on their own turf, as they know it better then any of the other nations.
Alignment: Despite common belief, Casieths are not savages or particularly evil in alignment. Though their leader is evil in nature, that doesn’t accurately represent their cultural status on alignment. They are most often neutral in the great alignment war, simply attempting to survive off the lands and not worry about what’s right and wrong. However, due to their antisocial and pure survivalist needs they are at times chaotic, taking whatever path suits them the best at the time, instead of planning things out in a structured manor.
Casieth Lands: Casieths live in the scorched wasteland of Paitrista. They have adapted to the land better then any others, and live primarily in temporary settlements. There is only one real city in the lands, with the rest of the settlement being temporary at best. Most of the tribes move around, setting up camp for a few weeks (months at the best) and then picking up and traveling again.
Religion: Casieths all revere Hailistia to some degree or another. She is the one who granted them the powers and abilities to adapt to the lands. However, true devotion is rare, with spirits of the lands being revered just as much, if not equally.
Language: Casieths speak a wide degree of dialects, every tribe having a variant on the language. The only real unified language is Imperial Speech, which is an ancient language taught to them by a prophet from a far off land. Imperial Speech is the language is the language most universally spoken.
Names: Casieths names are variant and range from anything from “Tuskskull the III” to “Mark Haven”. Every tribe has a different naming tradition, causing the greatest variance within a culture name-wise.
Adventurers: All Casieths are essentially adventurers, with life being a continual stake for survival, and from a young age being dependent on self-survival.

Casieths Racial Traits
• +2 Constitution, +2 Dexterity, -2 Intelligence, -2 Charisma: Casieths are hard to capture and even harder to take down. However most are not formally trained and they are all very antisocial.
• Medium-size: As Medium-size creatures, Casieths have no special bonuses or penalties due to their size.
• Casieths base speed is 30ft.
• Casieths get Desert Runner as a bonus feat at 1st level. Casieths were born, raised, and trained to adapt to the Desert.
• Casieths have low-light vision.
• Automatic Languages: Choose One Casieth dialect (as detailed in Chapter Five: Description) or Imperial Speech
• Bonus Languages: Any (other then secret languages, such a Druidic). See other racial lists for common languages or Table 4-6: Languages for a more comprehensive list. Casieths are quick to pick up languages of the species they interact with.
• Favored Class: Nomad. A multiclass Casieth’s nomad class does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters; page 56). Casieth’s are quick to adapt to a surrounding and to continue along the path of a nomad.
thasis

07-30-07, 10:10 PM
Taimis
Taimis are the ones who are the last remnants of what could be called the crusaders of hope; the last one that truly represent justice in the wastelands of Taijaharan. They are the disciples of Maieneina, the only untainted elder deity.
Personality: The Taimis are outspoken individuals, who strive for justice amongst all people. They are trusting and they always shine with some form of happiness, even in the bleakest of times. They give everyone a second chance, and will give anyone a chance to prove themselves. They judge based on action, not on what deity you revere or what species you belong to.
Physical Description: Taimis are known for their slightly pointed ears, their pale skin, and their flowing blonde hair. Their eye colors range from black to blue, as do their structures. You can find large and muscular ones and small and frail ones.
Relations: Taimis are the most hated of all of the groups. This is because of their do-gooder attitude. They seek to bring peace to the land, fighting for justice rather then power. They will commonly take in refugees of other nations, and when they fight they fight with a united power unknown to the other deities.
Alignment: Taimis are almost always good in alignment. They have been inbred to stand for justice and what is right. They have at times been considered moral crusaders. Lawful and good characters are the most prominent of the Taimis, and evil is rare and fare in between.
Taimis Lands: The Taimis live in Kommaien, the remnants of the original lands that were forged in the sea and raised during the Age of Dawn. They share the lands with the Ebonians, and other humanoid species. All are welcome in the lands of Kommaien as long as they come in a state of peace. The lands, though still deadly, are the most hospitable of the lands, with the Taimis attempting to bring back the times of old, and make the lands more hospitable. With the Ebonians access to high sorcerery, the goal is looking more and more possible.
Religion: The Taimis has the most diverse and devoted in a religious sense. Free religion and belief is allowed throughout Kommaien, encouraging every person is their own. However, as they are the chosen of Maieneina she is the most prominent and heavily worshiped deity in the lands.
Language: The Taimis speak the language of Taimen, the language taught to them through the prophets directly from their deity. It is the language that he forged, combined from languages of ancient elves and dwarves from distant lands.
Names: The Taimis commonly have names named after apostles of their religion, including Judan, Parien, and Fask. For females they are usually taken from ancient spirits of the land, such a Terrena & Tamma.
Adventurers: The people of Kommaien come in all shapes, forms, and backgrounds. The actual people of Taimis are just as diverse. There are Taimis who walk the path of healers and others who walk the path of shamans and even others who walk the path of nomads.

Taimis Racial Traits
• +2 Charisma, -2 Wisdom; The Taimis are a charismatic and likeable race, but can be to trusting in their nature.
• Medium-size: As Medium-size creatures, Taimis have no special bonuses or penalties due to their size.
• Taimis base speed is 30ft.
• 1 extra feat at 1st level, because the Taimis are quick to master specialized tasks and varied in their talents.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, since the Taimis are versatile and capable.
• Automatic Languages: Taimen
• Bonus Languages: Any (other then secret languages, such a Druidic). See other racial lists for common languages or Table 4-6: Languages for a more comprehensive list. The lands of Kommaien hold a vast array of languages and dialects, so the Taimis have a large opportunity to learn other languages.
• Favored Class: Any. When determining whether a multiclass Taimis suffers an XP penalty, his highest-level class does not count.
thasis

07-30-07, 10:28 PM
Morntien
The Morntien are a brash group of humans that seek nothing more then the true pursuit of knowledge. They believe that the only way to truly restore the lands is through this method, and to accomplish their goals of endless knowledge they must take all of the lands and their secrets. They are the true chosen of Horrit.
Personality: Morntien are cold and cool, seemingly unattached. However, they are not particularly cruel or evil. They are just structured to the point where they keep their emotions to themselves. They never take action without premeditated though, and are always on the lookout for new ways to acquire knowledge.
Physical Description: The Morntien are usually frail in feature, and range from short to tall. They have paler skin, often ordained with magical tattoos. Piercing are not uncommon, but not orthodox either.
Relations: The Morntien have very little relations with the other nations, except during combat. Even in times of piece Horrit was always alienating himself from the other deities, causing his people to have scorn from other deities followers.
Alignment: Evil and good are both absent presences in the Morntien way of life. The only real motivation is knowledge, and whether the actions they take in between are either good or evil make not much of a difference in the way of a Morntien. They aren’t particularly selfish and they don’t take pleasure in hurting others, but they will do whatever it takes to further the goal of knowledge. Lawful and neutral are the two most prominent alignments in the Morntien culture.
Morntien Lands: The Morntien live in the rocky & hilly lands of Taratosis. Leaving behind the traditional sand-shelter dwellings, they have used their magic and cunning to their advantage, carving massive settlements underground.
Religion: There is only one in the Morntien culture, and that is Horrit. He showed them the powers they have acquired, and have gotten their unquenchable thirst for knowledge brooding. For that they serve him with undying loyalty.
Language: The Morntien speak a language known as High Speak, developed by their master Taratosis. It is said to be constructed out of ancient magical words, now long dead in their power (at least to their knowledge).
Names: The Morntien commonly name themselves once they come to the age of ten. This is to show that they choose their own path in these forsaken lands.
Adventurers: The Morntien are both the least likely and most likely to become adventurers. The populace is divided in half, half of them wanting to further study the artifacts and lands they currently possess, and the other half (mostly newer generation individuals) wanting to branch out and explore and take the world for their own study.

Morntien Racial Traits
• +2 Intelligence, -2 Constitution; The Morntien are extremely smart, but their bodies are more frail then others.
• Medium-size: As Medium-size creatures, Morntien have no special bonuses or penalties due to their size.
• Morntiens base speed is 30ft.
• 1 extra feat at 1st level, because the Morntiens are quick to master specialized tasks and varied in their talents.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, since the Morntiens are versatile and capable.
• Automatic Languages: High Speak
• Bonus Languages: Any (other then secret languages, such a Druidic). See other racial lists for common languages or Table 4-6: Languages for a more comprehensive list. Morntien are smart and quickly can pick up any other language through brief study.
• Favored Class: Arcane Seeker. A multiclass Morntien’s arcane seeker does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters; page 56). Mortniens are taught to appreciate magic for it’s power and dedication to master.
thasis

07-30-07, 10:49 PM
Necronite
Evil is not usually a force that is though of or wanted to be. This doesn’t mean that evil acts aren’t prominent amongst the other races, they just don’t see it as evil. They see it as liberating. The Necronites are far different. They have accepted evil into their life, and it has twisted and molded them into what they are.
Personality: Necronites are diabolical in the inside, but on the outside they are smart, charismatic, and manipulative.
Physical Description: A typical Necronite always dresses in the finest clothing, as to out show any others. He always has his facial hairs (if any) trimmed and perfect. They typically are well built, with a darker shade of hair. Noticeable tattoos and piercing are usually absent, unless they are in style at their location. A fat or ugly Necronite is almost never found, with them mostly being good looking, if not downright handsome or beautiful. They are usually a medium size, between 5’8 and 6’1.
Relations: The Necronites have a very unusual relation with the other nations. For as much trouble as they cause for all other nations, they can’t help but like them. Necronites rarely wage all out war on the other nations, but keep to doing more secretive activities, such as assassinations and sabotage. They don’t particularly want to win the war, they just want to make everyone else’s lives a bit more uncomfortable.
Alignment: Evil is the strongest force in the Necronite’s body. It’s what demands of them on a daily basis. They love to see others torment and fall. However they never made rash or angry decisions. Everything is well thought-out, including every word that comes out of their mouths. Lawful and evil are the most common alignment, with chaotic and good Necronites being unheard of.
Necronite Lands: Necronites have no REAL home. Though they all originate from Fanniesh, the land is primarily an undead land, and they are set off into other lands to blend into other societies. They act as agents (where they are kept hidden of their nature), diplomats, and mercenaries (where their nature is revealed for what they are).
Religion: Necronites only true love is to that of their god, Maskiet. They serve him undying, and would willingly sacrifice their lives for him. No other god is permitted in their life, and if they begin to pay any sort of homage to other gods they are punished severely. They however are permitted to fake homage of another god to keep up a disguise.
Language: Necronites speak a language known as Deathspeach. It is a language with origins in dark and evil magic. They rarely speak it in front of others, in fear of prosecution, as the language sounds evil in intent.
Names: Necronites don’t have any true names. They name themselves according to whatever disguise or culture they are infiltrating. As the move around they will casually switch names, never being to attached to one or another.
Adventurers: Necronites adventure commonly, but not for any goal other then the spreading of misfortune and woe to those they surround.

Necronites Racial Traits
• +2 Intelligence, -2 Constitution; Necronites are smart and cunning, but their frames are weaker then some of their other kin.
• Medium-size: As Medium-size creatures, Necronites have no special bonuses or penalties due to their size.
• Necronites base speed is 30ft.
• 1 extra feat at 1st level, because the Necronites are quick to master specialized tasks and varied in their talents.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, since the Necronites are versatile and capable.
• Automatic Languages: Deathspeach
• Bonus Languages: • Bonus Languages: Any (other then secret languages, such a Druidic). See other racial lists for common languages or Table 4-6: Languages for a more comprehensive list. Necronite’s commonly have to infiltrate other lands as their common duties, making it crucial that they have other languages picked up.
• Favored Class: Any. When determining whether a multiclass Necronite suffers an XP penalty, his highest-level class does not count.
thasis

07-30-07, 11:17 PM
Dench
Truly one of the more despised throughout the lands, the Dench are a species of humanoids that are truly ugly in nature. They supposedly have distant cousins in far off lands known as Hobgoblins, but they have mutated far from their original cousins. It is common to find Dench as slaves in slave-camps, or as low-paid workers in some more civilized areas.
Personality: Dench are gruff and self-centered individuals, caring only about themselves and some immediate family. The family-bond is only that of a survivalist nature, realizing they need family to survive. Even within Dench culture, it’s survival of the fittest, with public displays of violence being common, over minute conflicts.
Physical Description: The Dench are truly ugly creatures, with a sickly green hardened skin, and pushed in noses. Their eyes are small slits that glow with a green hue. Their hair is tattered and in small long patches. They stand generally just over 5ft tall, and have a smaller frame.
Relations: The Dench are despised in most lands. However, one notable Dench, Feska Moonthrice of the Taratosis, has acquired a seat of power in the lands, causing quite a noticeable distress within non Taratosis lands. It has caused many Dench to blindly raise up in rebellion, thinking that their time has come. Most attempts have been squashed before they become to violent however.
Alignment: Dench usually are primitive and cruel in nature, with small unstructured societies being their most common residence. They are often chaotic evil, though it isn’t uncommon to see individuals break the mold.
Dench Lands: Dench have no true lands. They are found mostly in scattered encampments, attempting to survive on the edges of society. Sometimes Denchs are accepted into some minor dwellings, but they are seen more commonly in slaves in any form of civilized lands.
Religion: The Dench usually follow and revere spirits, though a demigod by the name of Quamish is commonly revered for his acceptance and help towards the Dench.
Language: The Dench speak a crude dialect of Deathspeach known of Trude. It sounds very little like the original language, more being based on a few key words and then changed drastically past that point.
Names: Dench names include Tapask, Fortrith, Kunthar, Paskeet, and Frouin. They are usually primitive and odd.
Adventurers: Dench are commonly nomads and scavengers, living as outcast from most societies, making a-typical adventuring a commonplace of Dench life.

Dench Racial Traits
• +2 Strength, -2 Constitution, -2 Charisma; Dench’s are strong, but they have smaller and weaker frames and very dislikable personality.
• Medium-size: As Medium-size creatures, Denchs have no special bonuses or penalties due to their size.
• Dench base speed is 20ft.
• +2 bonus to their AC from natural armor. Their hides are thicker then most.
• At 1st level they gain toughness as bonus feat.
• Automatic Languages: Trude
• Bonus Languages: Deathspeach, Imperial Speech, Hexatint, Infernon, Treespeech.
• Favored Class: Scavenger. A multiclass Dench’s scavenger does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters; page 56). Dench are good at taking what others have left behind.
thasis

07-30-07, 11:33 PM
Haithon
Haithons are creatures of the darkness, spawned from the very pit of a web of lies and deceit. They are the prodigies of deceit and cunning, forever living to push themselves ahead. Some know them simply as The Dark Keepers.
Personality: Haithons are scheming creatures. They can change from being polite and seemingly generous to rage and spite. One minute your shaking hands with them, the next they have a knife against your throat. Generally when trying to impress they will act as your benefactor; someone whom you can trust. Once a bond of trust is earned they will use it to their advantage, scheming and backstabbing where necessary.
Physical Description: Haithons are typically very beautiful creatures. They resemble humanoids, with a slightly smaller frame, and pointed ears. Their skin is deep ebony black, some mistaking them as Ebonians. They seem frail, but usually that is not the case. Their hair is typically white or black, with no colors to be seen.
Relations: Haithon are both feared and respected in most lands. They are commonly are rather rich and have great influence, causing all nations to value their allegiance, but never trusting them.
Alignment: Haithons are almost always evil. Neutral and good are almost unheard of, as it is inbred into them from a young age to take what you want no matter the cost. Alignment can vary in the law and chaos department, as there tends to be an equal abundance of both. Chaotic ones rarely last long in states of power however.
Haithon Lands: Haithons originally come from underground, some say descendent of the scorpion. No one knows their true nature however. The currently reside in the lands of the five nations, making their way up the social food chain.
Religion: Haithon don’t typically revere any deity in particular. They find themselves worrying more about their life at the moment the one wear they are to die. This could be do to the fact that they cannot die of age.
Language: Haithons have their own secret language known as Korspeech. However they typically learn the languages of whatever lands they dwell in.
Names: Haithons names are usually flowing and beautiful in nature, like Arriana, and Celestia.
Adventurers: Haithons prefer to work in the background, moving through a political scheme. Of course it isn’t unheard of for a Haithon to adventure. However, they find themselves loathe to work in groups, as they dislike sharing their fortunes.

Haithon Racial Traits
• +2 Intelligence, +2 Charisma, -2 Strength; Haithons are smart and charismatic, but they are often not as strong as the other species.
• Medium-size: As Medium-size creatures, Haithons have no special bonuses or penalties due to their size.
• Haithons base speed is 30ft.
• Haithons get +3 on all saves to resist mind-affected effects.
• At 1st level Haithons get Shadowdweller as a bonus feat.
• Automatic Languages: Korspeech
• Bonus Languages: Any (other then secret languages, such a Druidic). See other racial lists for common languages or Table 4-6: Languages for a more comprehensive list. Haithons typically learn the languages of the lands they dwell in, as to better fit into society.
• Favored Class: Mindweller. A multiclass Haithon’s mind dweller does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters; page 56). Haithons enjoy prying and writhing into their opponents minds.
JLaurHughes

07-30-07, 11:33 PM
Necronite: What is the purpose of the -2 Wis? It doesn't really fit the flavor text. Well thought out plans are based on a combination of wisdom and intelligence. I would remove the penalty, though I wouldn't give a bonus to the ability score. This may seem a bit unbalanced at first, however it isn't.

Also the Necronite Racial Traits have some of the others mentioned in the entry.

Actually I've noticed that they all have some of the others mentioned from your variant human races.
thasis

07-30-07, 11:47 PM
I use cut-n-paste methods for the template, so I'll see if I can fix up some editing. I though I got most of it, but I'll go over it again.

Edit: All right, all fixed up. These are more ruff-drafts, cause I have the first adventure of the campaign comming up so I need at least the base races done. I'm hoping to have the classes done by then to.
Teh_username

07-31-07, 12:15 PM
The point of this thread is, I need to know if my races are balanced.
In general, pretty much every one of your races is about one bonus feat (or ability-score imbalance) over LA+0. Nowhere near LA+1, but also the clear choice over pretty much any "core" race.
thasis

08-15-07, 09:21 PM
Well they may be choices over the PHB. But I did want it balanced to the PHB. Is there such a drastic imbalance that will cause problems?
Lawlicron

08-16-07, 10:11 AM
Well they may be choices over the PHB. But I did want it balanced to the PHB. Is there such a drastic imbalance that will cause problems?

If your ok with never seeing anyone roll a PHB race, they are alright. If you would like people to occasionally still be elves or halflings, you might want to rebalance it. They do all seem to have an ability bonus or stat bonus over what they should.