| Post/Author/DateTime | Post |
|---|---|
| Saicotic05-16-07, 07:32 AM | My group is starting a first level campaign for the first time in quite some time...I haven't used a racial mod with 0, other than human and elf, in quite some time. Anything goes...so what are the best races out there? I generally play the beatstick/meatshield in out party, so a...say...elf of any type wouldn't be effective. And I'm assuming there's something better than just dwarfs or half-orcs...I'm looking for something exotic, that I can make a good backstory for. |
| Naderion05-16-07, 07:51 AM | Kobold and Goblin are both LA +0 in the Monster Manual, but I think they are the only ones. Better than dwarf with LA +0 is really hard, it would surptise me if there was ever something oficially published like this. Even Orc, Hobgoblin and Tiefling have LA +1 |
| fiendish_platypus05-16-07, 08:13 AM | There's also Orcs. I don't have my books with me now, so I'm checking out the SRD, there's some variants of other races on there I think too. |
| snakeman83005-16-07, 03:54 PM | Raptorans (RotW) are pretty exotic. |
| Vharuck05-16-07, 04:07 PM | Here are four races introduced in Eberron (which you can access with either the Eberron Campaign Setting or Races of Eberron): 1) Warforged- This sounds like it would meet your beat-stick/meat-shield desires. Basically, it's a sentient construct with many humanoid traits who was built to fight. The fact that your character, who is as strong as elves over a century old, is himself only two or so years old makes for a pretty interesting roleplaying angle. 2) Shifter- Rumored to be the watered-down descendants of true lycanthropes, shifters are bestial, hairy humanoids who can enter an animalistic state once or more per day. Despite always possessing keen animal instincts and skills, while shifting they can grow claws, make bite attacks, toughen their hides, or even track something by its scent. 3) Kalashtar- The kalashtar are a very, very psionic race. If your DM doesn't allow psionics, this probably isn't the race for you. Anyways, the kalashtar have two spirits within them: the normal one of a human and one of an outsider exiled from the plane of dreams. They don't act separately, but instead as a single whole. However, the outsider's influence makes the kalashtar more in tune with their own psionic powers. 4) Changelings- A favorite race of both Eberron players and non-Eberron players alike, the changeling is like the shifter in that it represents a distant descendant of a monstrous race. However, in the changeling's case, that monster is a doppleganger. Changelings are naturally very pale-skinned, with blank white eyes and thin white hair. However, they can change their form at will as though they were using disguise self. This allows them to be amazing spies, scouts, thieves, and assassins. However, it means that most people who know the character is a changeling are reluctant to put any trust with him. |
| fiendish_platypus05-16-07, 04:11 PM | Here are four races introduced in Eberron (which you can access with either the Eberron Campaign Setting or Races of Eberron): Also, three out of four of them (Kalashtar not included) are presented in the Monster Manual IV, although with much less options like feats and stuff. |
| Mogarth_Warheart05-16-07, 04:23 PM | Earth Dwarf +2 STR -2 DEX Dwarf +2 CON -2 CHA my personal favorites |
| Yadot05-16-07, 06:03 PM | Also, three out of four of them (Kalashtar not included) are presented in the Monster Manual IV, although with much less options like feats and stuff. Actually, your thinking of MMIII. MMIV just had reprints and dragonspawn. |
| Breetai05-16-07, 06:40 PM | Arguably the most powerful of the 0 level adjusted critters is the whisper gnome. +2 Dex & Con -2 Str & Chr, Low Light & Darkvision, small size bonus' and minus'. can use silence on self 1x/day They make awesome rouges. Here's the full write up. http://www.wizards.com/default.asp?x=dnd/ex/20040807a&page=3 |
| Tyberian05-16-07, 07:04 PM | If you are looking for exotic, I am going to assume your DM will be lenient in house rules. In Champions of Valor, they created special 'regions' of origin which allowed choice of varying regional feats. You could choose celestial attended birth and then choose the Otherworldly feat as your first level choice making you a native outsider but leaving everything else the same except for a couple skills bonuses. For instance, you could be an outsider in an orc's body. At early levels you can avoid some spells and at higher levels you can mess with people using detects against you as being an outsider gives you a powerful aura. |
| AZNsupermarket05-16-07, 09:50 PM | You could always skim the complete list of LA +0 races (link in my signature), and see if anything strikes your fancy. |
| Shadowhowler05-16-07, 10:27 PM | You could always skim the complete list of LA +0 races (link in my signature), and see if anything strikes your fancy. Qute a list. Bravo for compiling that. |
| AZNsupermarket05-16-07, 11:13 PM | Qute a list. Bravo for compiling that. Thanks :) |
| YabaTheWhat05-16-07, 11:32 PM | Also, three out of four of them (Kalashtar not included) are presented in the Monster Manual IV, although with much less options like feats and stuff.Monster Manual III, actually. For reference, one of the elven subraces found in the Monster Manual (and the SRD under Monsters E) is suited as a battle bruiser: the Wild elf gets +2 dex with -2 int, making them the only core elves without a constitution penalty. Wood elves can also play beat sticks, but as meat shields they aren't too savvy. Changelings make great bruisers if you aim for the Warshaper prestige class (C.War.). Shifters get to choose from some good once/day abilities (they pick one from a list at character creation), but are otherwise about as potent as half-orcs. (They also qualify for Warshaper, but can only use it during their once/day ability.) Warforged are pretty good as well, though you'll want an arcane caster around with Repair spells, since standard healing isn't fully effective. They also make really potent barbarians, because they're immune to post-rage fatigue. (Personally I dislike the handling of Warforged armor, but that's another issue.) [LATE EDIT] |