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| Lotus Crane03-01-06, 06:40 PM | These races are part of my Project Re-Balance, and thus are best used in combination with my re-balanced classes (http://www.freewebs.com/lotuscrane/) and re-balanced feats (http://boards.wizards.com/showthread.php?t=604566). Assumptions, Notes and Disclaimers This is my attempt to eliminate the LA from most of the playable races, and also to compress or reduce racial Hit Dice and paragon levels as much as possible. The following is not necessarily balanced against the RAW (in fact it'll probably be more powerful in most cases), and does not always even try to do so when it requires too many sacrifices in other areas (see below). I do hope the following is at least balanced against and within itself, so when it's not please let me know. Lately there seems to be a trend of people trying to create or play LA 0 races which are vastly overpowered compared to the RAW. Their reasons for doing so include flavor, not believing in the LA system itself, or including racial disadvantages which are either meaningless (like mental ability score penalties for a Large fighting race) or weird and game-disrupting (like non-humanoid bodies, light blindness, or insanity). I don't think LA is always a bad thing, as long as it's done well. Not only is it necessary to prevent certain creatures from ruining game balance, but I think it can be a good thing that actually liberates certain character concepts instead of restricting them, because enough LA can buy many abilities and options that might otherwise upset a game by making a character or monster overpowered. It makes me sad when I see a LA 0 race that can't be fleshed out to the full glory and potential of its concept because the OP isn't willing to spend the LA +1 or +2 to buy the full package, the real deal. That being said, many races and playable monsters do have a bigger LA than necessary. Also, LA tends to hurt more over time rather than less (especially for casters who never get to have higher level spells). This is due to a lack of built-in scaling abilities. The half-celestial and half-fiend templates are among the most worthwhile LA options due to the fact that they pay for themselves more over time, and more races and templates should work that way. There have been many attempts to lower LA, such as the LA buy-off rules in Unearthed Arcana. More recently and brilliantly though, the raptorans presented in Races of the Wild demonstrate that an ability (natural flight at will) previously thought to be inappropriate and impossible to balance without some LA, could in fact be allowed at LA 0, just not ECL 1. Raptorans don't start with flight, but instead gain it over time depending on their HD. Theoretically, this opens the doors for many monsters and templates to have their LA reduced by one or several points, if more of the abilities they provide only became available after the character has enough HD. In my opinion, racial Hit Dice and even racial paragon classes are for the most part underpowered, and inferior choices to levels in actual classes, especially prestige classes. Also, because PC's are supposed to be unique individuals in their world, they probably shouldn't be constrained by the exact same rules as NPC's (this is already evident in the fact that LA and CR are independently calculated values), so don't be surprised to see when I ignore the normal characteristics of a racial HD type (such as not always giving 8 + Int skill points to outsiders) in order to achieve mechanical balance. I also care more about mechanics than flavor, because balanced mechanics can take a writer and playtesters days, weeks or even months to figure out, while flavor is something that each individual DM and player can change and decide for themselves in a few minutes or even seconds. Flavor and mechanics are not always linked to each other (look at the Cleave feat), and honestly I don't think it's even necessary for them to always be related in some logical or realistic way, since I don't think real-world science and morality belong in D&D. I don't care that it doesn't make sense for a 100-year-old elf to be no more experienced than a 16-year-old human, I only care that the game is playable balanced, because for me, more fair equals more fun. How to Use These Unlike the RAW, it is not necessary for a character using my variant system to take all of its racial levels all at once. For example, a minotaur character may freely advance back and forth between minotaur levels and barbarian levels. This may not make any sense from a flavor perspective, but again, I put mechanical balance first. Also, when racial levels have HD-dependent abilities, both class levels and the racial levels themselves count towards the minimum HD necessary. I don't include specific spellcasting/manifesting or class special ability progression in the tables or descriptions below, but that doesn't mean there isn't any. Rather, different classes continue to advance in their spellcasting (or manifesting) progression at different rates. If you have levels in more than one class before taking a racial level, choose only one class for your racial levels to affect. If you have no levels in actual classes before taking a racial level, then whenever you take your first actual class level, that is the class that will be affected by your racial levels (even if that means retroactively gaining several levels worth of spellcasting). Full casters/manifesters who normally gain new spell/power levels at odd-numbered class levels and get up to 9th level spells/powers, get +1 level progression at every even-numbered racial level. This includes archivists, clerics, druids, healers, psions, spirit shamans, wizards, and wu jens. Full casters/manifesters who normally gain new spell levels at even-numbered class levels, 3/4 casters/manifesters, and prestige classes with their own independent spellcasting/manifesting progression, get +1 level progression at every odd-numbered racial level. This includes artificers, bards, dread necromancers, favored souls, psychic warriors, shugenjas, sorcerers, warlocks, warmages, wilders. Yes, I know this means that for creatures with an odd number of racial levels this seems to give sorcerers etc. an advantage over wizards etc., but this is a deliberate form of compensation for them generally being weaker to begin with. 1/2 casters/manifesters get +1 level progression at every racial level. This includes hexblades, paladins, rangers, and spellthieves. 1/2 casters have weak enough spells that they shouldn't be watered down to what would essentially be 1/4 casting. If your DM approves, classes that don't provide any spells or powers can instead have racial levels count as class levels for determining the effectiveness of one of their level-dependent abilities (for the sake of preserving balance, preferably their weakest one). For example, fighters could have their racial levels count as fighter levels for determining when they're allowed to take the Weapon Specialization feat, while rogues of 4th level or above and barbarians of 2nd level or above could have their racial levels count as class levels for determining the minimum level for a rogue to catch them flat-footed. Under no circumstances should DM's allow their players to use racial levels to advance special abilities that are too powerful, and/or abilities that aren't actually level-dependent (sneak attack for example is both too powerful and not truly level-dependent). I highly advise people (whether or not you use my version of racial levels) to use the fractional base attack bonus and save progression house rule presented in Unearthed Arcana, because it's neither fair nor realistic for a bard 1/cleric 1/druid 1/ monk 1/rogue 1/sorcerer 1/wizard 1 to have a BAB of 0 while a fighter 1 has a BAB of +1. I also like using medium saves, which do not appear in D&D despite being used in other D20 games. Finally, while I understand and support the general 3.5 rules against stacking identical or similar bonuses or effects to prevent breaking the game, I think in certain situations, at least partial stacking should be allowed. If a character gets SR from both his race and class, it's unfair that the redundancy makes one his abilities useless; for example I'd rule that a drow monk would be able to essentially combine his SR to be 1 higher than his single highest SR (in other words, SR equal to HD+10 plus SR equal to HD+11 would become SR equal to HD+12). If somebody casts mage armor on somebody already wearing armor, they shouldn't stack completely, but I'd say the highest bonus should be increased by one (so somebody with mage armor and leather armor would have a +5 armor bonus , while somebody with fullplate and mage armor would have a +9 armor bonus). WotC themselves are already starting to do this with PrCs that allowed two sources of Evasion to stack into Improved Evasion, or when a class provides an otherwise preset bonus feat, if that character already has that feat, they get to choose a different one instead. |
| Lotus Crane03-01-06, 06:43 PM | Unless otherwise noted, racial levels generally provide d8 + Con hit points, 4 + Int skill points, and medium BAB and saves (see above). So yes, even though there is only one human level, for UA fractional purposes it gives BAB +0.75 and +1.425 to each save. Combined with my rules for advancing spellcasting/manifesting or special abilities, this should make racial levels equally attractive for members of all classes. Racial levels never count against multiclassing restrictions (even for monks and paladins), and never cause experience point penalties. It's probably not a good idea to use both my racial levels and published paragon classes/racial substitution levels, since that may cause unforeseen errors. Yes I know that compared to the RAW, most of these fall into at least the "LA +0.5" category, even taking into account the racial levels and minimum HD-dependent abilities, but as long as they all balance against eachother, the game is fair and safe. Yes, in order to compensate for high LA and/or high racial HD races being compressed into less levels, I did have to slightly pump up existing LA 0 races. DWARVES +2 Constitution. Dwarves are stout and tough. Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision (Ex): Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning (Ex): This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Stability (Ex): A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison and disease. Dwarves are hardy and resistant to toxins and illness. +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Favored Class: Fighter. A multiclass dwarf s fighter class does not count when determining whether he takes an experience point penalty for multiclassing Class Skills Dwarves can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Dwarves (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Craft expertise, dwarven fighting techniques, improved stonecunning, weapon proficiency 2nd +1 +1 +1 +1 Ability boost (+2), improved darkvision, save bonus, weapon proficiency Class Features All of the following are class features of dwarves. Craft Expertise (Ex): A 1st-level dwarf's racial bonus on Appraise and Craft checks that are related to stone or metal items increases by 1. Dwarven Fighting Techniques (Ex): At 1st level, a dwarf gains a +1 racial bonus on attack rolls against goblinoids, gnolls and orcs, and a +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when its caught flat-footed, it loses its dodge bonus, too. Improved Stonecunning (Ex): At 1st level, a dwarf's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground. Weapon Proficiency: At 1st level, dwarves receive the Martial Weapon Proficiency feats for the battleaxe, greataxe, handaxe, throwing axe, and warhammer as bonus feats. At 2nd level, dwarves receive the Exotic Weapon Proficiency feats for the dwarven buckler-axe, dwarven double spear, dwarven urgrosh, dwarven warhammer, and dwarven warpike as bonus feats. Ability Boost (Ex): At 2nd level, a dwarf increases his Strength, Constitution, or Wisdom score by 2 points. Improved Darkvision (Ex): At 2nd level, a dwarf's darkvision range increases by 30 feet. Save Bonus (Ex): At 2nd level ,a dwarf's racial bonus on saves against poison and disease increases by 1. ELVES +2 Dexterity. Elves are graceful. Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to sleep spells and effects. An elf does not sleep, but instead meditates in a deep trance for 4 hours a day. An elf spellcaster still requires 8 hours of rest to regain her spells. Low-Light Vision (Ex): An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. +2 racial bonus on saving throws against spells and spell-like effects. Elves have a deep understanding of magic that lets them better resist it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: Wizard. A multiclass elf s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Class Skills Elves can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Elves (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Elfsight, elven fighting techniques, weapon proficiency 2nd +1 +1 +1 +1 Ability boost (+2), improved low-light vision, weapon proficiency Class Features All of the following are class features of elves. Elfsight (Ex): At 1st level, an elf's racial bonus on Search and Spot checks increases to +4. The range at which she is entitled to an automatic Search check for passing by a secret or concealed door increases to 10 feet. Elven Fighting Techniques (Ex): At 1st level, an elf gains a +1 racial bonus on attack rolls against monstrous humanoids (except those with the aquatic subtype), and a +4 dodge bonus to Armor Class against monsters of the undead type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when its caught flat-footed, it loses its dodge bonus, too. Weapon Proficiency: At 1st level, elves receive the Martial Weapon Proficiency feats for the longbow (including composite longbow), longsword, rapier, and shortbow (including composite shortbow) as bonus feats. At 2nd level, elves receive the Exotic Weapon Proficiency feats for the elven courtblade, elven double bow, elven lightblade, and elven thinblade as bonus feats. Ability Boost (Ex): At 2nd level, an elf increases her Strength, Intelligence, or Wisdom score by 2 points. Improved Low-Light Vision (Ex): At 2nd level, an elf's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. GNOMES +2 Constitution. Gnomes are tough despite being small. Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Gnome base land speed is 20 feet. Low-Light Vision (Ex): A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. +2 racial bonus on saving throws against enchantments and illusions. Add +1 to the Difficulty Class for all saving throws against enchantment and illusion spells cast by gnomes. This adjustment stacks with those from similar effects. +2 racial bonus on Listen checks. +2 racial bonus on Craft (alchemy) checks. A gnome's sensitive nose allows him to monitor alchemical processes by smell. Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Spell-Like Abilities (Sp): A gnome can use dancing lights, ghost sound, and speak with animals each once per day. Caster level equal to Hit Dice, and the save DC is Charisma-based. Favored Class: Bard. A multiclass gnomes bard class does not count when determining whether he takes an experience point penalty. Class Skills Gnomes can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Gnomes (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Gnomish fighting techniques, keen senses, magical aptitude, spell-like abilities, weapon proficiency 2nd +1 +1 +1 +1 Ability boost (+2), scent, spell-like abilities, weapon proficiency Class Features All of the following are class features of gnomes. Gnomish Fighting Techniques (Ex): At 1st level, a gnome gains a +1 racial bonus on attack rolls against humanoids with the reptilian subtype (such as kobolds), and a +4 dodge bonus to Armor Class against monsters of the dragon type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when its caught flat-footed, it loses its dodge bonus, too. Keen Senses (Ex): At 1st level, a gnome's racial bonus on Craft (alchemy) and Listen checks increases to +4. Magical Aptitude (Ex): At 1st level, a gnome adds +1 to the effective caster level of all enchantment and illusion spells he casts. This adjustment stacks with those from similar effects. Spell-Like Abilities (Sp): At 1st level, a gnome gains the ability to use prestidigitation, silent image, and ventriloquism each once per day. At 2nd level, he gains the ability to use mirror image once per day. Caster level equal to Hit Dice, and the save DC is Charisma-based. Weapon Proficiency: At 1st level, gnomes receive the Martial Weapon Proficiency feats for the halberd, heavy pick, light hammer, and light pick as bonus feats. At 2nd level, gnomes receive the Exotic Weapon Proficiency feats for the gnome hooked hammer, gnome quickrazor, gnome swordcatcher, and gnome tortoise blade as bonus feats. Ability Boost (Ex): At 2nd level, a gnome increases his Dexterity, Intelligence, or Charisma score by 2 points. Scent (Ex): At 2nd level, a gnome's sense of smell improves enough to give him a limited scent ability. He can detect opponents within 10 feet by sense of smell. If the opponent is upwind, the range increases to 20 feet; if downwind, it drops to 5 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. When a gnome detects a scent, the exact location of the source is not revealed, only its presence somewhere within range. He can take a move action to note the direction of the scent. If he is within 5 feet of the scent's source, he can pinpoint the source's location. He can identify familiar odors just as humans do familiar sights. When the gnome reaches 7 Hit Dice, his scent ability increases in range, allowing him to detect opponents within 20 feet (40 feet if upwind, 10 feet if downwind). When he reaches 13 Hit Dice, he can use his sense of smell to detect opponents within 30 feet (60 feet if upwind, 15 feet if downwind). HALF-ELVES +2 Dexterity. Half-elves are nimble. Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size. Half-elf base land speed is 30 feet. Immunity to sleep spells and effects. Low-Light Vision (Ex): A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. +2 racial bonus on Diplomacy and Gather Information checks. A half-elf only needs half as much time (see the Diplomacy skill) as a human to get to the heart of a problem and solve it. She generally takes 5 rounds to change others' attitudes, and she only takes a -5 penalty when making a rushed Diplomacy check as a full-round action. She also has sharper instincts about where to go and who to ask questions (see the Gather Information skill). A typical Gather Information check only takes her 1 hour. +1 racial bonus on Listen, Search, and Spot checks. Elven Blood: For all effects related to race, a half-elf is considered an elf. Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count. Class Skills Half-elves can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Half-Elves (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (+2), diplomatic, elf senses, weapon familiarity Class Features All of the following are class features of half-elves. Ability Boost (Ex): At 1st level, a half-elf increases her Intelligence, Wisdom, or Charisma score by 2 points. Diplomatic (Ex): At 1st level, a half-elf's racial bonus on Diplomacy and Gather Information checks increases to +4. Elf Senses (Ex): At 1st level, a half-elf's racial bonus on Listen, Search, and Spot checks increases by 1. A half-elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Weapon Familiarity: At 1st level, a half-elf may treat the elven courtblade, elven double bow, elven lightblade, and elven thinblade as martial weapons, rather than exotic weapons. HALFLINGS +2 Dexterity. Halflings are quick and agile. Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Favored Class: Rogue. A multiclass halflings rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Class Skills Halflings can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Halflings (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Athletic prowess, save bonus, weapon proficiency 2nd +1 +1 +1 +1 Ability boost (+2), thrown weapon mastery, weapon proficiency Class Features All of the following are class features of halflings. Athletic Prowess (Ex): At 1st level, a halfling's racial bonus on Climb, Jump, and Move Silently checks increases to +4. Save Bonus (Ex): At 1st level ,a halfling's racial bonus on all saving throws increases by 1. Weapon Proficiency: At 1st level, halflings receive the Martial Weapon Proficiency feats for the sap, scythe, and short sword as bonus feats. At 2nd level, halflings receive the Exotic Weapon Proficiency feats for the bola*, skiprock*, and war sling* as bonus feats. Ability Boost (Ex): At 2nd level, a halfling increases her Dexterity, Intelligence, or Wisdom score by 2 points. Thrown Weapon Mastery (Ex): At 2nd level, a halfling gains a +2 bonus on damage rolls when using a thrown weapon or sling. *With your DM's approval, you may replace these with the Exotic Weapon Proficiency feats for the Talenta boomerang, Talenta sharrash, and Talenta tangat. HUMANS Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet. 1 extra feat at 1st level. Humans 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. Adaptive Learning (Ex): A human chooses two skills to always be considered class skills for him (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). When making a skill check with either of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. Favored Class: All. A human never takes an experience point penalty for multiclassing. Class Skills Humans can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Humans (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (+2), adaptive learning, bonus feat Class Features All of the following are class features of humans. Ability Boost (Ex): At 1st level, a human increases one ability score of his choice by 2 points. Adaptive Learning (Ex): At 1st level, a human chooses an additional two skills to always be considered class skills for him, and that he may always take 10 on checks with. Bonus Feat: At 1st level, a human gains one bonus feat he meets the prerequisites for. |
| Lotus Crane03-01-06, 06:44 PM | KOBOLDS -2 Strength, +2 Dexterity. Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Kobold base land speed is 30 feet. Darkvision (Ex): Kobolds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and kobolds can function just fine with no light at all. Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. +2 racial bonus on saving throws against sleep and paralysis effects. +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. A kobold can make traps in half the normal amount of time required, whether mundane or magical. Automatic Languages: Common, Draconic, and Undercommon. Bonus Languages: Dwarven, Gnome, Goblin, Orc, and Terran. Favored Class: Sorcerer. A multiclass kobold's sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing. Class Skills Kobolds can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Kobolds (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Burrow (10 ft.), improved darkvision, light adaptation, natural armor increase (+1) 2nd +1 +1 +1 +1 Ability boost (+2), burrow (20 ft.), trap sense Class Features All of the following are class features of kobolds. Burrow (Ex): At 1st level, a kobold becomes able to burrow at a speed of 10 feet. At 2nd level, he becomes able to burrow at a speed of 20 feet. Improved Darkvision (Ex): At 1st level, a kobold's darkvision range increases by 30 feet. Light Adaptation (Ex): At 1st level, a kobold is no longer dazzled by bright sunlight or the daylight spell. Natural Armor Increase (Ex): As a kobold gains racial levels, he gains an increase to his existing natural armor (if any), as indicated on Table: Kobolds (the numbers represent the total increase gained to that point). Ability Boost (Ex): At 2nd level, a kobold increases his Dexterity, Intelligence, or Charisma score by 2 points. Trap Sense (Ex): At 2nd level, a kobold gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 for every 5 Hit Dice the kobold has. This ability stacks with trap sense gained from other sources. LIZARDFOLK +2 Strength. Medium: As Medium creatures, lizardfolk have no special bonuses or penalties due to their size. Lizardfolk base land speed is 30 feet. Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. +2 racial bonus on Balance, Jump, and Swim checks. +1 natural armor bonus. Automatic Languages: Common and Draconic. Bonus Languages: Aquan, Giant, Goblin, Gnoll, Orc, and Sylvan. Favored Class: Druid. A multiclass lizardfolk's druid class does not count when determining whether he takes an experience point penalty for multiclassing. Class Skills Lizardfolk can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Lizardfolk (Hit Die: d6) Level BAB Fort Ref Will Special 1st +0 +1 +1 +0 Bite, natural armor increase (+1), tail balance 2nd +1 +1 +1 +0 Ability boost (+2), natural armor increase (+3), tail slap Class Features All of the following are class features of lizardfolk. Bite (Ex): At 1st level, a lizardfolk gains a bite attack that deals 1d4 points of damage, plus 1-1/2 times his Strength bonus if he uses it as his primary attack, or his Strength bonus if he uses it as a secondary attack. Natural Armor Increase (Ex): As a lizardfolk gains racial levels, he gains an increase to his existing natural armor, as indicated on Table: Lizardfolk (the numbers represent the total increase gained to that point). Tail Balance (Ex): At 1st level, a lizardfolk's racial bonus on Balance, Jump, and Swim checks increases to +4. Ability Boost (Ex): At 2nd level, a lizardfolk increases his Strength, Dexterity, or Constitution score by 2 points. Tail Slap (Ex): At 2nd level, a lizardfolk gains a tail slap attack that deals 1d4 points of damage, plus his Strength bonus if he uses them as his primary attack, or 1/2 his Strength bonus if he uses it as a secondary attack. TROGLODYTES +2 Constitution. Medium: As Medium creatures, troglodytes have no special bonuses or penalties due to their size. Troglodyte base land speed is 30 feet. Darkvision (Ex): Troglodytes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and troglodytes can function just fine with no light at all. +4 racial bonus on Hide checks (+8 in rocky or underground surroundings). +1 natural armor bonus. Automatic Languages: Common and Draconic. Bonus Languages: Dwarven, Giant, Goblin, Ignan, and Orc. Favored Class: Cleric. A multiclass troglodyte's cleric class does not count when determining whether he takes an experience point penalty for multiclassing. Class Skills Troglodytes can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Troglodytes (Hit Die: d6) Level BAB Fort Ref Will Special 1st +0 +1 +0 +1 Improved darkvision, natural armor increase (+1), stench 2nd +1 +1 +0 +1 Ability boost, bite, natural armor increase (+3) 3rd +2 +2 +1 +2 Claws, improved darkvision, natural armor increase (+5) Class Features All of the following are class features of troglodytes. Improved Darkvision (Ex): At 1st level, a troglodyte's darkvision range increases by 30 feet. At 3rd level, his darkvision range increases by an additional 30 feet. Natural Armor Increase (Ex): As a troglodyte gains racial levels, he gains an increase to his existing natural armor, as indicated on Table: Troglodytes (the numbers represent the total increase gained to that point). Stench (Ex): At 1st level, a troglodyte gains the ability to secrete an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of the troglodyte must succeed on a Fortitude save (DC 10 + 1/2 troglodyte's Hit Dice + troglodytes Constitution modifier)or be sickened for 1 minute. A creature that successfully saves cannot be affected again by the same troglodytes stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. When the troglodyte reaches 13 Hit Dice, his stench becomes even stronger. Creatures within 30 feet of him who fail on the Fortitude save are nauseated for 1 minute. Even if they succeed on the Fortitude save, they are still sickened for 1 minute. Ability Boost (Ex): At 2nd level, a troglodyte increases his Strength, Constitution, or Wisdom score by 2 points. Bite (Ex): At 2nd level, a troglodyte gains a bite attack that deals 1d4 points of damage, plus 1-1/2 times his Strength bonus if he uses it as his primary attack, or his Strength bonus if he uses it as a secondary attack. Claws (Ex): At 3rd level, a troglodyte gains two claw attacks that deals 1d4 points of damage, plus his Strength bonus if he uses them as his primary attack, or 1/2 his Strength bonus if he uses them as secondary attacks. YUAN-TI ABOMINATIONS Monstrous Humanoid: Yuan-ti abominations are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Large: As a Large creature, a yuan-ti abomination gains -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but he uses larger weapons than humans use, and his lifting and carrying limits are double those of a Medium character. Long: A yuan-ti abomination is effectively a monstrous snake with human arms, and has special benefits and drawbacks. He is more stable and gains a +4 bonus on ability checks to resist being bull rushed or tripped, but he must wear barding, which costs twice as much (base cost only, not masterwork component or magic enhancements) as normal armor, and his natural reach is only 5 feet instead of 10 feet. Yuan-ti abomination base land speed is 30 feet. They also have a climb speed of 20 feet and a swim speed of 20 feet. Darkvision (Ex): Yuan-ti abominations can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and yuan-ti abominations can function just fine with no light at all. Scent (Ex): A yuan-ti abomination can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. When a yuan-ti abomination detects a scent, the exact location of the source is not revealed, only its presence somewhere within range. He can take a move action to note the direction of the scent. If he is within 5 feet of the scent's source, he can pinpoint the source's location. He can identify familiar odors just as humans do familiar sights. Alternate Form (Su): When a yuan-ti abomination reaches 5 Hit Dice, he becomes able to assume the form of a Small or Medium snake at will. When he reaches 11 Hit Dice, he becomes able to assume the form of a Tiny or Large snake. This ability is similar to a polymorph spell (caster level equal to Hit Dice), but a yuan-ti abomination does not regain any hit points for changing form, and he can only assume snake forms. The yuan-ti abomination loses his natural weapons (if any) and gains the natural weapon of the snake it form he assumes. If the yuan-ti abomination has a poisonous bite of his own, he uses his own or the snake's poison, whichever is more potent. Chameleon Power (Su): At will, a yuan-ti abomination can change the coloration of himself and his equipment to match his surroundings, granting him a circumstance bonus on Hide checks equal to his Hit Dice (maximum +10 bonus at 10 Hit Dice. Detect Poison (Sp): At will, yuan-ti abominations can detect poison as the spell (caster level equal to Hit Dice). Spell Resistance equal to Hit Dice + 4. +1 natural armor bonus. Automatic Languages: Common, Draconic, and Yuan-ti. Bonus Languages: Abyssal, Elven, Infernal, and Undercommon. Favored Class: Wu Jen. A multiclass yuan-ti abominations wu jen class does not count when determining whether he takes an experience point penalty. Class Skills Yuan-ti abominations can choose any eight skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table: Yuan-Ti Abominations (Hit Die: d6) Level BAB Fort Ref Will Special 1st +0 +1 +0 +1 Ability boost (+4), bite, natural armor increase (+1), spell-like abilities 2nd +1 +1 +0 +1 Ability boost (+4), aversion, improved spell resistance, natural armor increase (+2) 3rd +1 +2 +1 +2 Ability boost (+4), constrict, natural armor increase (+3), spell-like abilities 4th +2 +2 +1 +2 Ability boost (+4), improved spell resistance, natural armor increase (+4), produce acid 5th +2 +3 +1 +3 Ability boost (+4), improved grab, natural armor increase (+5), spell-like abilities 6th +3 +3 +2 +3 Ability boost (+4), improved spell resistance, natural armor increase (+7) Class Features All of the following are class features of yuan-ti abominations. Ability Boost (Ex): At every racial level, a yuan-ti abomination increases two ability scores of his choice by 2 points. However, he can only increase his Intelligence and Wisdom three times each, his Strength and Charisma twice each, and his Dexterity and Constitution once each (by 6th level he must have acquired a total ability score adjustment of +4 Strength, +2 Dexterity, +2 Constitution, +6 Intelligence, +6 Wisdom, +4 Charisma from this class). Bite (Ex): At 1st level, a yuan-ti abomination gains a bite attack that deals 2d6 points of damage, plus 1-1/2 times his Strength bonus if he uses it as his primary attack, or his Strength bonus if he uses it as a secondary attack. When the yuan-ti abomination reaches 7 Hit Dice, his bite attack also becomes poisonous (injury), initial and secondary damage 1d2 Con. When he reaches 13 Hit Dice, the initial and secondary damage increase to 1d4 Con. When he reaches 19 Hit Dice, the initial and secondary damage increase to 1d6 Con. The save DC is Constitution-based. Natural Armor Increase (Ex):[/b] As a yuan-ti abomination gains racial levels, he gains an increase to his existing natural armor (if any), as indicated on Table: Yuan-Ti Abominations (the numbers represent the total increase gained to that point). Spell-Like Abilities (Sp): At 1st level, a yuan-ti abomination gains the ability to use animal trance and entangle each once per day. At 3rd level, he gains the ability to use deeper darkness, neutralize poison, and suggestion each once per day, and he can use animal trance and entangle each three times per day. At 5th level, he gains the ability to use baleful polymorph once per day, he can use animal trance and entangle at will, and he can use deeper darkness, neutralize poison, and suggestion each three times per day. Caster level equal to Hit Dice, and the save DC is Charisma-based. Aversion (Sp): At 2nd level, a yuan-ti abomination can create a compulsion effect at will, targeting one creature within 30 feet. The target must succeed on a Will save (DC 10 + 1/2 yuan-ti abomination's Hit Dice + yuan-tis abomination's Charisma modifier) or gain an aversion to snakes for 10 minutes. A creature that successfully saves cannot be affected again by the same yuan-ti abomination's aversion for 24 hours. Affected creatures must stay at least 20 feet away from any snake or yuan-ti, alive or dead; if already within 20 feet, they move away. A subject unable to move away, or one attacked by snakes or yuan-ti (melee attacks only), is overcome with revulsion. This revulsion reduces the creature's Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a snake or yuan-ti. This ability is otherwise similar to antipathy as the spell (caster level equal to Hit Dice). The save DC is Charisma-based. Improved Spell Resistance (Ex): As a yuan-ti abomination gains racial levels, his Spell Resistance improves. At 2nd level it becomes equal to his Hit Dice + 6. At 4th level it becomes equal to his Hit Dice + 8. At 6th level it becomes equal to his Hit Dice + 10. Constrict (Ex): At 3rd level, a yuan-ti abomination gains a constrict attack. When he makes a successful grapple check, instead of normal unarmed damage for a creature of his (Large) size, he deals 1d6 points of damage, plus 1-1/2 times his Strength bonus. Produce Acid (Sp): At 4th level, a yuan-ti abomination gains the ability to exude acid from his body at will, dealing 3d6 points of acid damage to the next creature he touches, including a creature hit by his bite attack. If he is grappling or pinning a foe when he uses this power, his grasp instead deals 5d6 points of acid damage. The acid does not harm him or other yuan-ti, and it becomes inert when it leaves his body. Improved Grab (Ex): At 5th level, a yuan-ti abomination gains the improved grab ability. If he hits a Large or smaller creature with his bite attack, he can attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. YUAN-TI HALFBLOODS Monstrous Humanoid: Yuan-ti halfbloods are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, yuan-ti halfbloods have no special bonuses or penalties due to their size. Yuan-ti halfblood base land speed is 30 feet. Darkvision (Ex): Yuan-ti halfbloods can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and yuan-ti halfbloods can function just fine with no light at all. Alternate Form (Su): When a yuan-ti halfblood reaches 5 Hit Dice, he becomes able to assume the form of a Small or Medium snake at will. When he reaches 11 Hit Dice, he becomes able to assume the form of a Tiny or Large snake. This ability is similar to a polymorph spell (caster level equal to Hit Dice), but a yuan-ti halfblood does not regain any hit points for changing form, and he can only assume snake forms. The yuan-ti halfblood loses his natural weapons (if any) and gains the natural weapon of the snake it form he assumes. If the yuan-ti halfblood has a poisonous bite of his own, he uses his own or the snake's poison, whichever is more potent. Chameleon Power (Su): At will, a yuan-ti halfblood can change the coloration of himself and his equipment to match his surroundings, granting him a circumstance bonus on Hide checks equal to his Hit Dice (maximum +10 bonus at 10 Hit Dice). Detect Poison (Sp): At will, yuan-ti halfbloods can detect poison as the spell (caster level equal to Hit Dice). Spell Resistance equal to Hit Dice + 4. Automatic Languages: Common, Draconic, and Yuan-ti. Bonus Languages: Abyssal, Elven, Infernal, and Undercommon. Favored Class: Samurai. A multiclass yuan-ti halfbloods samurai class does not count when determining whether he takes an experience point penalty. Class Skills Yuan-ti halfbloods can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Yuan-Ti Halfbloods (Hit Die: d6) Level BAB Fort Ref Will Special 1st +0 +1 +1 +0 Ability boost (+4), bite, improved spell resistance, spell-like abilities 2nd +1 +1 +1 +0 Ability boost (+4), natural armor increase (+1), spell-like abilities 3rd +2 +2 +2 +1 Ability boost (+4), improved spell resistance, natural armor increase (+2), spell-like abilities 4th +3 +2 +2 +1 Ability boost (+4), natural armor increase (+3), spell-like abilities 5th +3 +3 +3 +1 Ability boost (+4), improved spell resistance, natural armor increase (+4), produce acid Class Features All of the following are class features of yuan-ti halfbloods. Ability Boost (Ex): At every racial level, a yuan-ti halfblood increases two ability scores of his choice by 2 points. However, he can only increase his Strength, Intelligence, Wisdom, and Charisma twice each, and his Dexterity and Constitution once each (by 5th level he must have acquired a total ability score adjustment of +4 Strength, +2 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma from this class). Bite (Ex): At 1st level, a yuan-ti halfblood gains a bite attack that deals 1d6 points of damage, plus 1-1/2 times his Strength bonus if he uses it as his primary attack, or his Strength bonus if he uses it as a secondary attack. When the yuan-ti halfblood reaches 7 Hit Dice, his bite attack also becomes poisonous (injury), initial and secondary damage 1d2 Con. When he reaches 13 Hit Dice, the initial and secondary damage increase to 1d4 Con. When he reaches 19 Hit Dice, the initial and secondary damage increase to 1d6 Con. The save DC is Constitution-based. Improved Spell Resistance (Ex): As a yuan-ti halfblood gains racial levels, his Spell Resistance improves. At 1st level it becomes equal to his Hit Dice + 6. At 3rd level it becomes equal to his Hit Dice + 8. At 5th level it becomes equal to his Hit Dice + 10. Spell-Like Abilities (Sp): At 1st level, a yuan-ti halfblood gains the ability to use animal trance, cause fear, and entangle each once per day. At 2nd level, he gains the ability to use deeper darkness and suggestion each once per day. At 3rd level, he can use animal trance, cause fear, and entangle each twice per day. At 4th level, he gains the ability to use neutralize poison once per day. At 5th level, he can use animal trance, cause fear, and entangle each three times per day. Caster level equal to Hit Dice, and the save DC is Charisma-based. Natural Armor Increase (Ex): As a yuan-ti halfblood gains racial levels, he gains an increase to his existing natural armor (if any), as indicated on Table: Yuan-Ti Halfbloods (the numbers represent the total increase gained to that point). Produce Acid (Sp): At 5th level, a yuan-ti halfblood gains the ability to exude acid from his body at will, dealing 3d6 points of acid damage to the next creature he touches, including a creature hit by his bite attack. If he is grappling or pinning a foe when he uses this power, his grasp instead deals 5d6 points of acid damage. The acid does not harm him or other yuan-ti, and it becomes inert when it leaves his body. Halfblood Variants If you decide to use the more unusual yuan-ti halfblood variants in the Monster Manual, make the following changes to keep them balanced against the normal kind. If you replace the yuan-ti halfblood's snake head with a human head and instead give him snakes for arms, he still doesn't get bite attacks until he has his first racial level. Instead of a single bite that deals 1d6 points of damage, he gains two bite attacks that each deal 1d4 points of damage, plus his Strength bonus if he uses them as his primary attack, or 1/2 his Strength bonus if he uses them as secondary attacks. When he reaches 7 Hit Dice his bite poison damage is 1 Con, when he reaches 13 Hit Dice his bite poison damage is 1d2 Con, and when he reaches 19 Hit Dice his bite poison damage is 1d3 Con. Having snake arms shouldn't make using items, wielding weapons, or casting spells any more difficult for him, since when he does those things, he is already losing his advantage. If you give the yuan-ti halfblood a snake tail in addition to human legs, use the rules as written, except that he loses his chameleon power, and he does not gain a constrict attack until he has at least 5 Hit Dice. If you give the yuan-ti halfblood a snake tail instead of human legs, use the rules as written, except that he loses his chameleon power, and he does not gain a constrict attack until he has at least 5 Hit Dice. YUAN-TI PUREBLOODS Monstrous Humanoid: Yuan-ti purebloods are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Medium: As Medium creatures, yuan-ti purebloods have no special bonuses or penalties due to their size. Yuan-ti pureblood base land speed is 30 feet. Darkvision (Ex): Yuan-ti purebloods can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and yuan-ti purebloods can function just fine with no light at all. Alternate Form (Su): When a yuan-ti pureblood reaches 5 Hit Dice, she becomes able to assume the form of a Small or Medium snake at will. When she reaches 11 Hit Dice, she becomes able to assume the form of a Tiny or Large snake. This ability is similar to a polymorph spell (caster level equal to Hit Dice), but a yuan-ti pureblood does not regain any hit points for changing form, and she can only assume snake forms. The yuan-ti pureblood loses her natural weapons (if any) and gains the natural weapon of the snake it form she assumes. If the yuan-ti pureblood has a poisonous bite of her own, she uses her own or the snake's poison, whichever is more potent. Detect Poison (Sp): At will, yuan-ti purebloods can detect poison as the spell (caster level equal to Hit Dice). Spell Resistance equal to Hit Dice + 4. +5 racial bonus on Disguise checks when impersonating humans. Automatic Languages: Common, Draconic, and Yuan-ti. Bonus Languages: Abyssal, Elven, Infernal, and Undercommon. Favored Class: Ninja. A multiclass yuan-ti purebloods ninja class does not count when determining whether she takes an experience point penalty. Class Skills Yuan-ti purebloods can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Yuan-Ti Purebloods (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (+2), improved spell resistance, spell-like abilities 2nd +1 +1 +1 +1 Ability boost (+2), improved spell resistance, spell-like abilities 3rd +2 +2 +2 +2 Ability boost (+2), improved spell resistance, natural armor increase (+1) Class Features All of the following are class features of yuan-ti purebloods. Ability Boost (Ex): At every racial level, a yuan-ti pureblood increases her Dexterity, Intelligence, or Charisma score by 2 points. However, she can only increase each ability once each (by 3rd level she must have acquired a total ability score adjustment of +2 Dexterity, +2 Intelligence, +2 Charisma from this class). Improved Spell Resistance (Ex): As a yuan-ti pureblood gains racial levels, her Spell Resistance improves. At 1st level it becomes equal to her Hit Dice + 6. At 2nd level it becomes equal to her Hit Dice + 8. At 3rd level it becomes equal to her Hit Dice + 10. Spell-Like Abilities (Sp): At 1st level, a yuan-ti pureblood gains the ability to use cause fear, charm person, and entangle each once per day. At 2nd level, she gains the ability to use animal trance and darkness each once per day. Caster level equal to Hit Dice, and the save DC is Charisma-based. Natural Armor Increase (Ex): As a yuan-ti pureblood gains racial levels, she gains an increase to her existing natural armor (if any), as indicated on Table: Yuan-Ti Purebloods (the numbers represent the total increase gained to that point). |
| The_Shaman03-01-06, 07:28 PM | Can I request something? A friend of mine was looking to make a sprite PC, but she was looking for the flavor, not the stats; a starting LA of 4 is going to cause a lot of problems for her. Is there a chance you may do a possible adaptation of the race (sprite) broken down to takeable levels (which I think the system you give pretty much boils down to)? Thank you in advance! |
| Manyfist03-01-06, 08:55 PM | I would like to see Illithid, Yuanti (all), Rakshasa. :) :D |
| runestar03-01-06, 08:56 PM | Actually, I had a plan a little similar to yours. :) My take on LA was that it was meant to balance campaigns at lower lvs, but ends up being a hindrance at higher lvs. Constrast the henious LA that the various chromatic/metallic dragons get, to the LA of the epic force dragon(0! :eek: ) This suggests that at a high enough lv, racial HD will ultimately mitigate however high a LA. Adapting the LA buyoff rule, my plan is to, at higher lvs, allow Players with monster PCs to swap out a point of LA for a racial HD. This would carry on until all LA has been eventually swapped out for more racial HD. While it does work ok for monsters with tons of spare HD to advance in, I still cannot find a proper way to adjudicate this for monsters who advance by class only. Perhaps limit the extent to which LA can be replaced with class lvs? Comment please. Your input is much appreciated here. :) |
| Lotus Crane03-02-06, 12:50 AM | Added the yuan-ti and a slightly remixed drow (probably reflecting the popular/hated trend of Drizz't clones). If you'll pay careful attention, despite taking a whopping five and six racial levels each, I felt that the yuan-ti halfblood and yuan-ti abomination were still a little too strong, so the "basics" of their racial levels are little lower. Halfbloods have a Poor Will save and only a d6 hit die, while abominations have a Poor Reflex save and BAB, a d6 hit die, and only 2 + Int skill points per level. I know that this doesn't make much sense from a "flavor" perspective, but the downgraded characteristics are largely offset by the powerful racial features, so it balances out. I'll do the pixie and rakshasa later. Also, due to the increasing obviousness of the massive scope of this project, I split them up between those two posts, and will do templates at a later date in a different thread. Clearly these don't fit neatly into RAW standards, but if you see a major imbalance within this project (like say, you see a problem with my ogres compared to my humans), tell me what, why and how to fix, as best you can, and I'll take it under advisement. And again, if you were wondering about spellcasting progression with these racial levels, look at my original post stating how to use these. Half progression for the most part. |
| Kary Wanzer03-03-06, 12:06 PM | ;) |
| Sender_Jon03-03-06, 12:30 PM | This is very interesting, and has given me a lot to think about. Are you married to the number 2? I don't think that half-ogres, for instance, should have the same penalty to charisma and/or intelligence as ogres, nor the same physical bonuses. I've always felt that there is too much emphasis on game balance in D&D with regards to ability scores and natural abilities. Humans, for instance, more than make up for their lack of fantastic powers with their adaptability (feats, skills, etc.) so I really like some of what you suggest. I do not like that you made ranger the favored class for drow. Ignoring fictional characters, I still think flavor IS important and the male/wizard female/cleric favored classes are an interesting concept. I'm also not crazy about the gnome/bard switch in 3.5. I've always thought that gnomes should be druids, it makes much more sense, seeing as they are very sedentary forest dwellers. Also, I'd like to see you tweak halflings a bit more. But you've got my attention. |
| Lotus Crane03-03-06, 02:10 PM | Yeah, I'm pretty married to the number 2; at LA 0/ECL 1 (even by the bumped-up standards in this thread), I don't think a bonus or penalty of more than 2 is appropriate. Honestly I don't think there's enough emphasis on balance in D&D; have you seen my Re-Balanced Classes? :P However, I agree I may need to do a little more tweaking with half-ogres to help further differentiate them from full ogres, even though the RAW really doesn't. I'm a pretty firm believer of equal opportunity and being politically correct, so I've never been comfortable with the possibly sexist implications of a major D&D race like the drow having such a large divide between men and women that they actually have different favored classes. So I'm going to keep it presented here with just the single favored class, but in your games, you or your DM are free to use whatever gender-differentiated classes you like. As far as I know, D&D gnomes (and especially DragonLance gnomes) are underground mechanics obsessed with technology, not sedentary forest dwellers (are you thinking about the David the Gnome show, or the books that show was based on?). If anything, I'd change their favored class to artificer, except that their racial features don't really back that up. Halflings and dwarves were arguably already the most powerful PHB races, so I don't anticipate giving them any more bonuses. In fact, aside from removing their ability score penalties (which I did for all of the PHB races to compensate for all these powerful monstrous races suddenly becoming accessible at ECL 1), halflings and dwarves actually got toned down a little bit. Halflings no longer have their extra save bonus against fear (I gave that to half-orcs), and dwarves no longer have a save bonus against magic (I gave that to elves). |
| dutorn03-03-06, 06:06 PM | I personally don't think Drow should get daylight adaption as part of their race. They live underground and are not use to sunlight. Make the PC take a feat to help "show" the rigors of a Drow roaming the surface. I do like the addition of Adaptive Learning to Humans. |
| Lotus Crane03-04-06, 11:47 AM | Meh, I put balanced mechanics and easy playability first, so even if from a flavor perspective it's strange for drow to eventually be able to walk around in daylight with no problems, I don't want that to interfere with PC's adventuring (well, at least not for long). Also, added a version of half-drow which is actually different from half-elf, unlike in the RAW where they're pretty much the same. |
| ff6shadow03-05-06, 11:25 AM | Yeah for more Lotus Cran rebalanced goodness. Definitely going to keep an eyes on this thread. Any plans on adding this stuff to your site? |
| Lotus Crane03-05-06, 07:09 PM | Eventually perhaps. Oh and I added pixies, who like the yuan-ti halfblood and yuan-ti abomination, have slightly reduced HD basics, to compensate for their rather significant racial features. Honestly, I'm surprised that by the RAW, they were given such a low LA of only +4 (+6 with otto's irresistible dance). You'll note that my version differs by eventually being -2 Strength, +6 Dexterity, instead of -4 Strength, +8 Dexterity, keeping in line with my various philosophies of design balance. |
| taski03-06-06, 03:20 AM | Any plans of including the goblinoid races? |
| Lotus Crane03-07-06, 12:54 AM | Here you go! Also, for the re-balanced goblins, I made the (possibly large and/or erroneous) assumptions that 1) siege weapons require some sort of Weapon Proficiency, 2) renaissance era-style firearms are at least a researchable possibility in most standard campaign settings, whether published or homebrew. BLUES +2 Dexterity. Small: As a Small creature, a blue gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Blue base land speed is 30 feet. Darkvision (Ex): Blues can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and blues can function just fine with no light at all. +2 racial bonus on Handle Animal, Move Silently, and Ride checks. The DC of a blue's Handle Animal check is not increased by 5 when he tries to use the Handle Animal skill with a non-animal monster (see the Handle Animal skill), if the monster is wolf-like (such as a worg or winter wolf). He takes no penalty on Ride checks for riding a wolf or wolf-like monster bareback (see the Ride skill). At the DM's discretion, these exceptions can also apply for dogs and dog-like monsters (such as blink dogs and elven hounds). Automatic Languages: Common and Goblin. Bonus Languages: Draconic, Dwarven, Elven, Giant, Gnoll, Halfling, Orc, and Sylvan. Favored Class: Psion. A multiclass blues psion class does not count when determining whether he takes an experience point penalty for multiclassing. Class Skills Blues can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Blues (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Improved darkvision, naturally psionic, wolf rider 2nd +1 +1 +1 +1 Ability boost (+2), psionic blindsight, wolf talker Class Features All of the following are class features of blues. Improved Darkvision (Ex): At 1st level, a blue's darkvision range increases by 30 feet. Naturally Psionic: At 1st level, a blue gains a number of bonus power points equal to his current Hit Dice. Each time he gains a Hit Die (such as by gaining a level), he gains 1 additional power point. If he loses a Hit Die (such as by losing a level), he loses 1 power point permanently. Wolf Rider (Ex): At 1st level, a blue's racial bonus on Handle Animal and Ride checks increases to +4. The speed of any wolf or wolf-like monster he rides increases by 10 feet. At the DM's discretion, this can also apply to a dog or dog-like monster. Ability Boost (Ex): At 2nd level, a blue increases his Intelligence, Wisdom, or Charisma score by 2 points. Psionic Blindsight (Su): At 2nd level, a blue can use psionic energy to heighten his senses. As a free action he can take even if it is not his turn, he can spend 1 power point to gain blindsight out to a range of 30 feet for 1 round. Wolf Talker (Su): At 2nd level, a blue gains the ability to comprehend and communicate with all animals, and with wolf-like monsters. He also gains a +4 racial bonus on all Bluff, Diplomacy, Gather Information, Intimidate, Perform, and Sense Motive checks made to interact with wolves and wolf-like monsters. At the DM's discretion, these abilities can also apply for dogs and dog-like monsters. BUGBEARS +2 Strength. Medium: As Medium creatures, bugbears have no special bonuses or penalties due to their size. Bugbear base land speed is 30 feet. Darkvision (Ex): Bugbears can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and bugbears can function just fine with no light at all. +2 racial bonus on Move Silently and Survival checks. Automatic Languages: Common and Goblin. Bonus Languages: Draconic, Dwarven, Elven, Giant, Gnoll, Infernal, and Orc. Favored Class: Scout. A multiclass bugbears scout class does not count when determining whether he takes an experience point penalty for multiclassing. Class Skills Bugbears can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Bugbears (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (+2), natural armor increase (+1) 2nd +1 +1 +1 +1 Ability boost (+2), armored movement, natural scout 3rd +2 +2 +2 +2 Ability boost (+2), natural armor increase (+2), powerful build Class Features All of the following are class features of bugbears. Ability Boost (Ex): At every racial level, a bugbear increases his Strength, Dexterity, or Constitution score by 2 points. However, he can only increase each ability once each (by 3rd level he must have acquired a total ability score adjustment of +2 Strength, +2 Dexterity, +2 Constitution from this class). Natural Armor Increase (Ex): As a bugbear gains racial levels, he gains an increase to his existing natural armor, as indicated on Table: Bugbears (the numbers represent the total increase gained to that point). Armored Movement (Ex): At 2nd level, a bugbear's war training allow him to maintain skill, speed, and stealth, even while wearing armor that is normally inappropriate for such activities. If he has any extraordinary or supernatural abilities or qualities that do not function if he is wearing certain types of armor, he can wear armor that is up to one category heavier than normally allowed, and still receive the benefits of those abilities or qualities. For example, a bugbear monk could still benefit from his evasion and monk AC abilities while wearing up to light armor. However, this ability does not reduce load or encumbrance restrictions for special abilities or qualities, and the bugbear must be proficient in the use of the heavier armor type to benefit from this ability. For example, a bugbear monk would still need to gain the Armor Proficiency (Light) feat to benefit from his evasion and monk AC abilities while wearing light armor. Natural Scout (Ex): At 2nd level, a bugbear's racial bonus on Move Silently and Survival checks increases to +4. Powerful Build: At 3rd level, a bugbear's physique improves to let him function in many ways as if he were one size category larger. Whenever he is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. A bugbear is also considered to be one size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect him. He can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. These benefits stack with the effects of powers, abilities, and spells that change the bugbears size category. GOBLINS Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Goblin base land speed is 30 feet. Darkvision (Ex): Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all. +2 racial bonus on Appraise and Craft checks that are related to mechanical vehicles (if they exist in the campaign setting) and siege weapons. +2 racial bonus on Escape Artist, Move Silently, and Profession (siege engineer) checks. +1 racial bonus on attack rolls with crossbows (including repeating crossbows), firearms (if they exist in the campaign setting), and siege weapons. Automatic Languages: Common and Goblin. Bonus Languages: Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Ignan, and Orc. Favored Class: Artificer. A multiclass goblins artificer class does not count when determining whether he takes an experience point penalty for multiclassing. Class Skills Goblins can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Goblins (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (+2), expert reloader, weapon proficiency 2nd +1 +1 +1 +1 Grenadier, mechanical weapon mastery, weapon proficiency Class Features All of the following are class features of goblins. Ability Boost (Ex): At 1st level, a goblin increases his Dexterity, Constitution, or Intelligence score by 2 points. Expert Reloader (Ex): At 1st level, a goblin becomes more skilled at quickly reloading projectile weapons, taking about half as much time as usual. Reloading a hand or light crossbow is a free action, reloading a musket or pistol (if they exist in the campaign setting) is a move action, reloading a great, heavy, or repeating crossbow is a standard action, and for the purpose of using a siege weapon, the goblin counts as two crew members (each round he can essentially provide two of the full-round actions required to reload and reaim such weapons). If the goblin also has the Rapid Reload feat, instead of him receiving its normal benefits, it combines with this ability to improve it further. Reloading any non-siege weapon is a free action, and for the purpose of using a siege weapon, the goblin counts as three crew members. Weapon Proficiency: At 1st level, goblins receive the Martial Weapon Proficiency feats for all siege weapons as bonus feats. At 2nd level, goblins receive the Exotic Weapon Proficiency feats for all firearms (if they exist in the campaign setting), the great crossbow, and all repeating crossbows as bonus feats. Grenadier (Ex): At 2nd level, a goblin develops a devilish talent for delivering destructive devices to the enemy. He doubles the range increment of any grenade-like weapon he throws. If that weapon normally deals damage, it always does the maximum amount of damage possible, and if it has an effect that allows a saving throw, the save DC is increased by 2. Grenade-like weapons include alchemist's fire, ditherbombs, tanglefoot bags, thunderstones, (and if they they exist in the campaign setting) bombs, smoke bombs, and other explosives. Mechanical Weapon Mastery (Ex): At 2nd level, a goblin gains a +2 bonus on damage rolls when using a crossbow (including any repeating crossbow), firearm, or siege weapon. He also never suffers an attack penalty for shooting a crossbow with one hand, though he still might suffer from the attack penalty for fighting with two weapons if it applies. HALF-ORCS +2 Strength. Half-orcs have impressive physiques. Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size. Half-orc base land speed is 30 feet. Darkvision (Ex): Half-orcs can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. Orc Blood: For all effects related to race, a half-orc is considered an orc. +2 racial bonus on Intimidate checks. Half-orcs combine the ferocity of orcs and force of personality of humans. +2 racial bonus on morale checks and saving throws against fear. Half-orcs are stubborn and tenacious combatants. Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal. Favored Class: Any. When determining whether a multiclass half-orc takes an experience point penalty, his or her highest-level class does not count. Class Skills Half-orcs can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Half-Orcs (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (+2), improved darkvision, monstrous mein, weapon familiarity Class Features All of the following are class features of half-orcs. Ability Boost (Ex): At 1st level, a half-orc increases his Dexterity, Constitution, or Wisdom score by 2 points. Improved Darkvision (Ex): At 1st level, a half-orc's darkvision range increases by 30 feet. Monstrous Mein (Ex): At 1st level, a half-orc's racial bonus on Intimidate checks, morale checks, and saves against fear increases to +4. Weapon Familiarity: At 1st level, a half-orc may treat the bastard sword, orc double axe, orc shotput, and two-bladed sword as martial weapons, rather than exotic weapons. HOBGOBLINS +2 Constitution. Medium: As Medium creatures, hobgoblins have no special bonuses or penalties due to their size. Hobgoblin base land speed is 30 feet. Darkvision (Ex): Hobgoblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblins can function just fine with no light at all. +2 racial bonus on Bluff and Move Silently checks. +2 racial bonus on Knowledge and Profession checks that are related to war, tactics, and strategy. Automatic Languages: Common and Goblin. Bonus Languages: Draconic, Dwarven, Elven, Giant, Gnoll, Infernal, and Orc. Favored Class: Marshal. A multiclass hobgoblins marshal class does not count when determining whether he takes an experience point penalty for multiclassing. Class Skills Hobgoblins can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Hobgoblins (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (+2), aura of command, weapon proficiency 2nd +1 +1 +1 +1 Ability boost (+2), improved aura of command, weapon proficiency Class Features All of the following are class features of hobgoblins. Ability Boost (Ex): At every racial level, a hobgoblin increases his Dexterity or Charisma score by 2 points. However, he can only increase each ability once each (by 2nd level he must have acquired a total ability score adjustment of +2 Dexterity, +2 Charisma from this class). Aura of Command (Ex): At 1st level, a hobgoblin begins taking on the qualities of a great leader. If he has any extraordinary, spell-like, or supernatural abilities that affect a limited area centered on himself, which provide competence, insight, or morale bonuses, the area is increased by 10 feet. For example, a hobgoblin paladin's aura of courage would effect allies within 20 feet instead of only 10 feet. If he has the Leadership feat, his leadership score is increased by 1. Weapon Proficiency: At 1st level, hobgoblins receive the Martial Weapon Proficiency feats for the flail, halberd, heavy flail, heavy shield (including spiked heavy shield), and light shield (including spiked light shield) as bonus feats. At 2nd level, hobgoblins receive the Exotic Weapon Proficiency feats for the dire flail, spiked chain, and whip as bonus feats. Improved Aura of Command (Ex): At 2nd level, a hobgoblin has become a veteran commander. If he has any extraordinary, spell-like, or supernatural abilities that affect a limited area centered on himself, which provide competence, insight, or morale bonuses, any numerical effects are increased by 1. For example, a hobgoblin bard's inspire greatness would provide 3 bonus Hit Dice, a +3 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves. If he has the Leadership feat, his leadership score is increased by an additional 1 (which stacks with the bonus provided by aura of command). ORCS +2 Strength, -2 Intelligence or Charisma. Orcs are strong, but they tend to be dull or crude. Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size. Orc base land speed is 30 feet. Darkvision (Ex): Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all. Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. +1 natural armor bonus. Orc skin is layers of thick calluses. Automatic Languages: Common and Orc. Bonus Languages: Abyssal, Giant, Gnoll, Goblin, and Undercommon. Favored Class: Barbarian. A multiclass orcs barbarian class does not count when determining whether he takes an experience point penalty. Class Skills Orcs can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Orcs (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Improved darkvision, light adaptation, weapon proficiency 2nd +1 +1 +1 +1 Ability boost (+2), rage 1/day, weapon proficiency Class Features All of the following are class features of orcs. Improved Darkvision (Ex): At 1st level, an orc's darkvision range increases by 30 feet. Light Adaptation (Ex): At 1st level, an orc is no longer dazzled by bright sunlight or the daylight spell. Weapon Proficiency: At 1st level, orcs receive the Martial Weapon Proficiency feats for the glaive, greatsword, guisarme, and ranseur as bonus feats. At 2nd level, orcs receive the Exotic Weapon Proficiency feats for the bastard sword, orc double axe, orc shotput, and two-bladed sword as bonus feats. Ability Boost (Ex): At 2nd level, an orc increases his Strength, Dexterity, or Constitution score by 2 points. Rage (Ex): At 2nd level, an orc gains the ability to fly into a screaming blood frenzy once per day (or one additional time per day, if he already has a rage ability). The effect of this ability is identical to the effect of a barbarian's rage. If an orc has improved rage abilities (such as the barbarian class features greater rage, indomitable will, tireless rage, or mighty rage), those improvements apply to the rage ability granted by orc levels as well. |
| Rechan03-07-06, 01:09 AM | Wow! I really like what you did with goblins there, Lotus! You really changed them up and gave them a really different flavor! How about kobolds? |
| Lotus Crane03-07-06, 01:17 AM | Patience, kobolds (and the other reptilian humanoids) will be coming later this week. ;) And yes, goblins have been changed quite radically (probably a lot closer to their Warcraft counterparts), though their worg-riding, outdoors-focused abilities have been preserved through a transplant to the blues, the psionic goblins in the XPH who seem to have been quite popularly recently, despite not having much in the way of interesting abilities themselves. It seemed like a good mesh of flavor and abilities: naturally psionic beastmasters who managed to bring wolves and worgs into the combined goblinoid army, which is growing stronger every day in preparation for... :eek: |
| Rechan03-07-06, 01:38 AM | Patience, kobolds (and the other reptilian humanoids) will be coming later this week. ;) And yes, goblins have been changed quite radically (probably a lot closer to their Warcraft counterparts), though their worg-riding, outdoors-focused abilities have been preserved through a transplant to the blues, the psionic goblins in the XPH who seem to have been quite popularly recently, despite not having much in the way of interesting abilities themselves. It seemed like a good mesh of flavor and abilities: naturally psionic beastmasters who managed to bring wolves and worgs into the combined goblinoid army, which is growing stronger every day in preparation for... :eek: I wonder if you're going to change the flavor of kobolds. While I wanna see what you can do, I still love my paranoid bunker-hiding trapmasters. :cool: |
| YabaTheWhat03-07-06, 09:24 AM | Overall, it's a very interesting concept. The power levels and potential for abuse remind me of the early level benefits on 3.0 character classes (familiars with HD-dependent benefits, and the first two levels of paladin). Some races are better off than others, but that has always been true. The modified PHB races look fine. As you intended, they appear well balanced against each other, but are a bit more powerful than their RAW/SRD counterparts. (Though I don't recognize many of the weapons listed for racial bonus proficiencies.) As other posters have already stated, there should be a greater distinction between ogres and half-ogres. In addition, their reach is a powerful ability, expecially at low levels, when it can grant them an extra attack against opponents who might die from (or kill with) one hit. Consider withholding reach from the half-ogre until 1st or 2nd level, and granting it instead of an ability boost. In the pixie's racial (pre-level) spell set, replace the four detect alignment spells with Detect Alignment (any). This gives them less spell-like abilities overall, but they still have the versatility. For racial levels, I suggest dropping the hit dice a second category to d4, and granting them the full 4+int skill points. The exchange should be balanced, and would be more in keeping with the RAW/SRD pixie, which gets all its benefits with very few hitpoints. The wording for the ability score boost (+4) should be clarified. At every racial level, a pixie increases two of her ability scores by two points each. She may apply these bonuses to her dexterity, intelligence, wisdom, or charisma, but not to strength or constitution. ... Considering that the pixie only gains a +1 natural armor boost at 3rd level, this should be explicitly stated in the text, rather than making the reader refer back to the chart. Comparing the three types of Yuan-Ti, the halfblood's chamelion power is far superior to the pureblood's disguise bonus. Their chameleon power shouldn't affect their equipment (change to an SU rather than SP ability), and should therefore grant at most a +5 bonus. For improved balance, the hide bonus could start at +4, and increase at even-numbered racial levels. Abominations should be Large (long), so that they do not gain reach. (They may be granted reach as a level benefit under the title "uncoil" or "lash out".) Abominations should be treated in a manner akin to centaurs with regards to armor and weapons. Baleful Polymorph may be too powerful to grant at 5th level. The abomination's Aversion ability starts out too powerful as well; granting it once per day, then more at higher levels, may be appropriate. Similarly, the Produce Acid ability should either deal damage based on the Abomination's hit dice, or start weaker and increase over the remaining two racial levels. I'll look over the goblinoids later. |
| Kary Wanzer03-07-06, 08:01 PM | :w: Most likely, these re-balanced races are meant to be used with Lotus Crane's re-balanced classes, which can be found at his website (http://www.freewebs.com/lotuscrane/). If that's the case, then taking even all of the ogre, pixie, or yuan-ti abomination racial levels, won't necessarily create a more powerful character, since most of the re-balanced classes are worth taking straight to 20. In the end, a human 2/fighter 18 may still be a match for an ogre 5/fighter 15, since the human might have taken Bluff (for feints), Tumble (for negating the reach), and Use Magic Device (for getting buff advantages) as his Adaptive Learning skills. For racial levels, I suggest dropping the hit dice a second category to d4, and granting them the full 4+int skill points. The exchange should be balanced, and would be more in keeping with the RAW/SRD pixie, which gets all its benefits with very few hitpoints. Actually, I prefer LC's take on keeping the racial levels as equally accessible for all character types as possible. d8 hit points and 4 + Int skill points being reduced to d6 and 2 + Int is a more fair and even downgrade that still leaves the door open for pixie melee fighting types. Besides, the fact that the pixie gets a large Int bonus but no Con bonus already covers the flavor/RAW angle. I think LC's wording on ability boosts was perfectly clear, and I prefer it over your version. Also, most of the exotic weapons he refers to are from the various Races books, though the alternative halfling Talenta weapons are from Eberron, the drow futter blade is from The Underdark sourcebook for Faerun, and the orc shotput is from the Arms & Equipment Guide. :u: |
| YabaTheWhat03-07-06, 11:07 PM | Actually, I prefer LC's take on keeping the racial levels as equally accessible for all character types as possible. d8 hit points and 4 + Int skill points being reduced to d6 and 2 + Int is a more fair and even downgrade that still leaves the door open for pixie melee fighting types. Besides, the fact that the pixie gets a large Int bonus but no Con bonus already covers the flavor/RAW angle. With mounting damage reduction, continuous flight, and improved invisibility, the pixie can take melee classes on a d4 hit die. Even the RAW pixie, with its first hit die at ECL 5, can survive in melee. I think LC's wording on ability boosts was perfectly clear, and I prefer it over your version. At every racial level, a pixie increases her Dexterity, Intelligence, Wisdom, or Charisma score by 2 points. His wording on the Yuan-Ti was clear. On the pixie it said +4 in the stat block and +2 in the sentence. While I sorted it out, the average reader shouldn't need to fit the pieces together. Also, most of the exotic weapons he refers to are from the various Races books, though the alternative halfling Talenta weapons are from Eberron, the drow futter blade is from The Underdark sourcebook for Faerun, and the orc shotput is from the Arms & Equipment Guide. :u: Thanks. Though I still have no idea what they are except for the hints provided by the weapon names :P |
| Lotus Crane03-07-06, 11:46 PM | Added bugbears, and fixed that little mistake regarding pixies' ability boosts; it should read correctly now. Kary has it right about me trying to make the re-balanced races and racial levels as equally appealing to all classes as possible, and despite the eventual DR 10/cold iron (which shouldn't be too hard to negate by the time it starts becoming significantly high), with a d4 hit die and no Con increases, a pixie 5 trying to become a frontline combatant is going to get dropped pretty easily by any direct damage spells or other attacks that ignore DR. Also, I'm not sure if anybody's noticed, but racial levels by themselves do not grant weapon and armor proficiencies (aside from the specific racial weapons mentioned). So an ogre 4 with no class levels, might not actually be any more dangerous than a human 2/barbarian 2. :rolleyes: Generally speaking, any character should probably want at least their first level to be a class level, for the weapon and armor proficiencies, possibly more starting hit and skill points, and spellcasting (which advances at full or half rate with racial levels, depending on the class; see near the bottom of the original post for details). This also has the effect of further delaying any potentially abusable abilities/combinations by at least 1 level. Finally, go and check out all those other fun weapons in the other books. :cool: They're quite nice. |
| YabaTheWhat03-08-06, 09:50 AM | My advice regarding reach (for the ogre, half-ogre, and yuan-ti abomination) and my statements about the Abomination's level-based Aversion and Produce Acid abilities still stand. Consider what I said about the Chameleon Power race feature as well. I also stand by my statement about Baleful Polymorph. At 5th level, many casters can't spare a slot for Dispel Magic, and almost nobody has Natural Spell. Used against pure monsters, it's downright crippling, even at 6th level. This is why the spell normally takes a 5th level spell slot, keeping it away from caster classes until 9th level or later. OotS was right. (http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=12) A lot of confusion could've been avoided if somebody had looked up LEVEL in the thesaurus before writing the source books. |
| YabaTheWhat03-08-06, 10:40 AM | Kary has it right about me trying to make the re-balanced races and racial levels as equally appealing to all classes as possible, and despite the eventual DR 10/cold iron (which shouldn't be too hard to negate by the time it starts becoming significantly high), with a d4 hit die and no Con increases, a pixie 5 trying to become a frontline combatant is going to get dropped pretty easily by any direct damage spells or other attacks that ignore DR. That's where Improved Invisibility shines. As melee combattants, they won't be taking a lot of area effect spells (at least not from their opponents), and anyone trying to hit them otherwise will have a rough time without the ability to see invisible creatures. The few hits that do get through are padded by the DR. Alternatively, they could take one level of pixie, mixed in with other class levels. Though they forfeit the invisibility, they still gain flight (immediately), and they get the full DR benefit. Also, I'm not sure if anybody's noticed, but racial levels by themselves do not grant weapon and armor proficiencies (aside from the specific racial weapons mentioned). So an ogre 4 with no class levels, might not actually be any more dangerous than a human 2/barbarian 2. :rolleyes: But an abomination, ogre, or half-ogre with no class levels still gains reach. Finally, go and check out all those other fun weapons in the other books. :cool: They're quite nice. Maybe some day, but at the moment I don't have three hours to spare sitting in (and commuting to) the bookstore/library. |
| Lotus Crane03-08-06, 11:42 PM | As you can see, I added kobolds and troglodytes, and started doing some reorganizing of the races into related or (usually?) allied groups. Also I fixed a typo in the human entry, and slowed down the Chameleon Power of yuan-ti abominations and halfbloods. HALF-OGRES +2 Strength, -2 Intelligence or Charisma. Giant: Half-ogres are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Large: As a Large creature, an ogre gains -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but he uses larger weapons than humans use, and his lifting and carrying limits are double those of a Medium character. Half-ogre base land speed is 30 feet. Darkvision (Ex): Half-ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-ogres can function just fine with no light at all. +4 racial bonus on Jump checks. Even though a half-ogre can't run as quickly as an ogre, he can still jump as far. An aquatic cousin of the half-ogre known as the half-merrow instead has a +4 racial bonus on Swim checks. +1 natural armor bonus. Ogre Blood: For all effects related to race, a half-ogre is considered an ogre. Automatic Languages: Common and Giant. Bonus Languages: Abyssal, Draconic, Gnoll, Goblin, and Orc. Favored Class: Any. When determining whether a multiclass half-ogre takes an experience point penalty, his or her highest-level class does not count. Class Skills Half-ogres can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Half-Ogres (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (Str +2), natural armor increase (+1) 2nd +1 +1 +1 +1 Ability boost (Con +2), natural armor increase (+2) 3rd +2 +2 +2 +2 Ability boost (Str +2), natural armor increase (+3) Class Features All of the following are class features of half-ogres. Ability Boost (Ex): As a half-ogre gains racial levels, his Strength and Constitution scores increase as noted in Table: Half-Ogres. These increases stack. Natural Armor Increase (Ex): As a half-ogre gains racial levels, he gains an increase to his existing natural armor, as indicated on Table: Half-Ogres (the numbers represent the total increase gained to that point). OGRES +2 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma. Giant: Ogres are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Large: As a Large creature, an ogre gains -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but he uses larger weapons than humans use, and his lifting and carrying limits are double those of a Medium character. Ogre base land speed is 40 feet. An aquatic cousin of the ogre known as the merrow instead has a base land speed of 30 feet and a swim speed of 30 feet. Darkvision (Ex): Ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ogres can function just fine with no light at all. +1 natural armor bonus. Automatic Languages: Common and Giant. Bonus Languages: Dwarven, Goblin, Orc, and Terran. Favored Class: Barbarian. A multiclass ogres barbarian class does not count when determining whether he takes an experience point penalty. Class Skills Ogres can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Ogres (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (Str +2), natural armor increase (+1) 2nd +1 +1 +1 +1 Ability boost (Str +2), natural armor increase (+2) 3rd +2 +2 +2 +2 Ability boost (Str +2), natural armor increase (+3) 4th +3 +2 +2 +2 Ability boost (Str +2, Con +2), natural armor increase (+4) Class Features All of the following are class features of ogres. Ability Boost (Ex): As an ogre gains racial levels, his Strength and Constitution scores increase as noted in Table: Ogres. These increases stack. Natural Armor Increase (Ex): As an ogre gains racial levels, he gains an increase to his existing natural armor, as indicated on Table: Ogres (the numbers represent the total increase gained to that point). (reserved for upcoming races) |
| Lotus Crane03-09-06, 09:18 PM | Added lizardfolk, which is a little different from the RAW lizardfolk in that I replaced the 2 claw attacks with 1 tail slap instead, to differentiate it more from the troglodyte, which is a rather similiar monster race. Also, I changed (generally clarifying and improving) the wording on yuan-ti abominations regarding their unusual bodies, including reducing their natural reach. It's a more universal mechanic that can probably be applied later to centaurs and other such "long instead of tall" creatures. Finally, I added a minor psionic ability to blues at 2nd level, so they have a way to spend those bonus power points from being naturally psionic at 1st level, even if they never take levels in a psionic class (or even if aside from the inclusion of the blues as a goblinoid race, your DM doesn't want to use psionic classes and powers in his game). Just keep these races here until I have time to make their own "Denizens of the Underdark" and "Fey Races" threads, with new additions. As you can probably guess, I'll be expanding upon giantkin next. Btw, what do you guys think of how I did crafting rules for pixie special arrows? DROW +2 Dexterity. Drow move and strike quickly. Medium: As Medium creatures, drow have no special bonuses or penalties due to their size. Drow base land speed is 30 feet. Immunity to sleep spells and effects. A drow does not sleep, but instead meditates in a deep trance for 4 hours a day. A drow spellcaster still requires 8 hours of rest to regain her spells. Darkvision (Ex): Drow can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and drow can function just fine with no light at all. Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. +2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Spell Resistance equal to Hit Dice + 3. Spell-Like Abilities (Sp): A drow can use dancing lights once per day. Caster level equal to Hit Dice, and the save DC is Charisma-based. Automatic Languages: Common, Elven, and Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, and Goblin. Favored Class: Ranger. A multiclass drow's ranger class does not count when determining whether she takes an experience point penalty for multiclassing. Class Skills Drow can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Drow (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (+2), improved darkvision, improved spell resistance, light sensitivity, spell-like abilities, weapon proficiency 2nd +1 +1 +1 +1 Ability boost (+2), improved darkvision, improved spell resistance, light adaptation, spell-like abilities, weapon proficiency Class Features All of the following are class features of drow. Ability Boost (Ex): At every racial level, a drow increases her Intelligence or Charisma score by 2 points. However, she can only increase each ability once each (by 2nd level she must have acquired a total ability score adjustment of +2 Intelligence, +2 Charisma from this class). Improved Darkvision (Ex): At 1st level, a drow's darkvision range increases by 30 feet. At 2nd level, her darkvision range increases by an additional 30 feet. Improved Spell Resistance (Ex): As a drow gains racial levels, her Spell Resistance improves. At 1st level it becomes equal to her Hit Dice + 6. At 2nd level it becomes equal to her Hit Dice + 9. Light Sensitivity (Ex): At 1st level, a drow's light blindness is lessened to light sensitivity. She is no longer blinded for 1 round from abrupt exposure to bright light, but she is still dazzled in bright sunlight or within the radius of a daylight spell. Spell-Like Abilities (Sp): At 1st level, a drow gains the ability to use faerie fire once per day. At 2nd level, she gains the ability to use darkness once per day. Caster level equal to Hit Dice, and the save DC is Charisma-based. Weapon Proficiency: At 1st level, drow receive the Martial Weapon Proficiency feats for the falchion, kukri, and scimitar as bonus feats. At 2nd level, drow receive the Exotic Weapon Proficiency feats for the double scimitar, futter blade, and hand crossbow as bonus feats. Light Adaptation (Ex): At 2nd level, a drow is no longer dazzled by bright sunlight or the daylight spell. HALF-DROW +2 Dexterity. Half-drow are sneaky and stealthy. Medium: As Medium creatures, half-drow have no special bonuses or penalties due to their size. Half-drow base land speed is 30 feet. Immunity to sleep spells and effects. Darkvision (Ex): Half-drow can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-drow can function just fine with no light at all. Light Sensitivity (Ex): Half-drow are dazzled in bright sunlight or within the radius of a daylight spell. +2 racial bonus on Hide and Move Silently checks. A half-drow can sneak around more quickly (see the Hide and Move Silently skills) than a human. She can move at up to her normal speed while using the Hide or Move Silently skill at no penalty, and she only has a -15 penalty while running or charging. +1 racial bonus on Listen, Search, and Spot checks. Drow Blood: For all effects related to race, a half-drow is considered a drow. Automatic Languages: Common, Elven, and Undercommon. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Any. When determining whether a multiclass half-drow takes an experience point penalty, her highest-level class does not count. Class Skills Half-drow can choose any ten skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: Half-Drow (Hit Die: d8) Level BAB Fort Ref Will Special 1st +0 +1 +1 +1 Ability boost (+2), improved darkvision, light adaptation, sneaky, weapon familiarity Class Features All of the following are class features of half-drow. Ability Boost (Ex): At 1st level, a half-drow increases her Strength, Intelligence, or Charisma score by 2 points. Improved Darkvision (Ex): At 1st level, a half-drow's darkvision range increases by 30 feet. Light Adaptation (Ex): At 1st level, a half-drow is no longer dazzled by bright sunlight or the daylight spell. Sneaky (Ex): At 1st level, a half-drow only has a -10 penalty on Hide and Move Silently checks while running or charging. Weapon Familiarity: At 1st level, a half-drow may treat the double scimitar, futter blade, and hand crossbow as martial weapons, rather than exotic weapons. PIXIES -2 Strength, +2 Dexterity. Fey: Pixies are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. Small: As a Small creature, a pixie gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Pixie base land speed is 20 feet. Low-Light Vision (Ex): A pixie can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. +2 racial bonus on Listen, Search, and Spot checks. Spell Resistance equal to Hit Dice + 4. Spell-Like Abilities (Sp): A pixie can use dancing lights, detect chaos, detect evil, detect good, and detect law each once per day. Caster level equal to Hit Dice, and the save DC is Charisma-based. Automatic Languages: Common and Sylvan. Bonus Languages: Auran, Celestial, Draconic, Elven, Gnome, and Halfling. Favored Class: Sorcerer. A multiclass pixies sorcerer class does not count when determining whether she takes an experience point penalty. Class Skills Pixies can choose any eight skills as class skills (choosing a skill with multiple sub-skills like Knowledge or Perform provides access to all of those sub-skills as class skills, though ranks must still be purchases separately for each sub-skill). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. Table: Pixies (Hit Die: d6) Level BAB Fort Ref Will Special 1st +0 +0 +1 +1 Ability boost (+4), damage reduction/ cold iron, flight (20 ft. good), improved spell resistance, spell-like abilities 2nd +1 +0 +1 +1 Ability boost (+4), flight (30 ft. good), improved spell resistance, greater invisibility (1 round/HD), spell-like abilities 3rd +1 +1 +2 +2 Ability boost (+4), flight (40 ft. good), greater invisibility (1 minute/HD), natural armor increase (+1), spell-like abilities 4th +2 +1 +2 +2 Ability boost (+4), flight (50 ft. good), greater invisibility (1 hour/HD), improved spell resistance, spell-like abilities 5th +2 +1 +3 +3 Ability boost (+4), flight (60 ft. good), greater invisibility (continuous), improved spell resistance, spell-like abilities Class Features All of the following are class features of pixies. Ability Boost (Ex): At every racial level, a pixie increases two of her ability scores from among Dexterity, Intelligence, Wisdom, or Charisma by 2 points. However, she can only increase her Intelligence and Charisma three times each, and her Dexterity and Wisdom twice each (by 5th level she must have acquired a total ability score adjustment of +4 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma from this class). Damage Reduction (Su): A pixie becomes resistant to physical attacks, gaining damage reduction 1/cold iron for every 2 Hit Dice she has (maximum of damage reduction 10 at 20 Hit Dice). Flight (Ex): At 1st level, a pixie becomes able to fly at a speed of 20 feet (good maneuverability). At 2nd level, she becomes able to fly at a speed of 30 feet. At 3rd level, she becomes able to fly at a speed of 40 feet. At 4th level, she becomes able to fly at a speed of 50 feet. At 5th level, she becomes able to fly at a speed of 60 feet. Improved Spell Resistance (Ex): As a pixie gains racial levels, her Spell Resistance improves. At 1st level it becomes equal to her Hit Dice + 6. At 2nd level it becomes equal to her Hit Dice + 8. At 4th level it becomes equal to her Hit Dice + 10. At 5th level it becomes equal to her Hit Dice + 12. Spell-Like Abilities (Sp): At 1st level, a pixie gains the ability to use entangle and lesser confusion each once per day. At 2nd level, she gains the ability to use detect thoughts and dispel magic each once per day. At 3rd level, she gains the ability to use polymorph once per day. At 4th level, she gains the ability to use permanent image once per day. At 5th level, she gains the ability to use otto's irresistible dance once per day. Caster level equal to Hit Dice, and the save DC is Charisma-based. Greater Invisibility (Su): At 2nd level, a pixie can become invisible for 1 round per day for each Hit Die she has. Any gear she is carrying, any equipment she is wearing or using, and any object she is holding also become invisible, but she cannot make any other creature invisible with this ability. She remains invisible even if she attacks a creature or performs some other hostile action. Activating or dismissing this ability is a free action. At 3rd level, a pixie can become invisible for 1 minute per day for each Hit Die she has. At 4th level, a pixie can become invisible for 1 hour per day for each Hit Die she has. At 5th level, a pixie becomes continuously invisible, though she can suppress or resume this ability as a free action. Natural Armor Increase (Ex): As a pixie gains racial levels, she gains an increase to her existing natural armor (if any), as indicated on Table: Pixies (the numbers represent the total increase gained to that point). Pixie Special Arrows Pixies (and at the DM's discretion, other creatures of the fey type) with the Craft Magic Arms and Armor feat are able to create special arrows (and at the DM's discretion, crossbow bolts and other projectiles) that deal no damage, but can erase memory or put a creature to sleep. Lesser and greater special arrows can be made with weaker or stronger effects (see below). Memory Loss: An opponent struck by this arrow must succeed on a Will save (DC varies, see below) or lose all memory. The subject retains skills, languages, and class abilities but forgets everything else until the duration ends, or he receives a break enchantment or heal spell or memory restoration with limited wish, wish, or miracle. Antimagic field, dispel magic, remove curse, and similar spells or abilities have no effect, even though lesser and normal memory loss arrows have a limited duration. Lesser arrows have a DC of 10 and cause memory loss for 1 week. Normal arrows have a DC of 15 and cause memory loss for 1 year. Greater arrows have a DC of 20 and cause memory loss forever (unless healed with one of the methods noted above). Strong enchantment; CL 12th; Craft Magic Arms and Armor, confusion; Price +2 bonus (lesser), +3 bonus (normal), +4 bonus (greater). Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a Fortitude save (DC varies, see below) or be affected as though by a sleep spell. Lesser arrows have a DC of 10 and put the creature to sleep for 1 minute. Normal arrows have a DC of 15 and put the creature to sleep for 1 hour. Greater arrows have a DC of 20 and put the creature to sleep for 1 day. Moderate enchantment; CL 8th; Craft Magic Arms and Armor, deep slumber; Price +1 bonus (lesser), +2 bonus (normal), +3 bonus (greater). |
| YabaTheWhat03-11-06, 03:16 PM | I'd like to see this system applied to the lycanthrope template. |
| Lotus Crane03-12-06, 02:34 AM | Templates will be handled at a later date in another thread, please look forward to it but be patient. ;) |
| Lotus Crane03-17-06, 01:42 AM | :bump: |
| Demonicazura03-17-06, 11:10 AM | i love these races. I think you have a good idea over here. keep up the good work! :thumbsup: |
| NarlethDrider03-18-06, 11:39 PM | YI must say I had to put this on my favorites list---some really nice work. I do have a couple of requests that may not be doable---Drider & Scorpion folk---maybe change their size to medium or whatever u can come up with ;) |
| gideonpepys03-19-06, 08:53 AM | How about svirfneblin? Not sure about the notion of no races having a specific weakness. Halflings, for example. It makes total sense that they are weaker than humans (on average). |
| Epsilon03-19-06, 05:46 PM | im really hoping to see a minotaur, lycanthropes, and possibly half-dragons, fiends, and celestials. |
| Lotus Crane03-19-06, 09:50 PM | YI must say I had to put this on my favorites list---some really nice work. I do have a couple of requests that may not be doable---Drider & Scorpion folk---maybe change their size to medium or whatever u can come up with ;) Thanks. ^_^ And drider was something I was planning to do anyway, next to drow and half-drow. Scorpion folk I'm not particularly familiar with; have a book and page number? How about svirfneblin? Not sure about the notion of no races having a specific weakness. Halflings, for example. It makes total sense that they are weaker than humans (on average). Svirfneblin, sure, just give me a little more time. As for reducing or eliminating most weaknesses, I've always felt that it was a race's strengths rather than its weaknesses that best defined it. However, in cases where a race had a -4 or higher penalty to an ability score, I left it at at least -2. So kobolds are still a little weaker, and ogres are still a little dumber, but halflings and half-orcs aren't any more. im really hoping to see a minotaur, lycanthropes, and possibly half-dragons, fiends, and celestials. Minotaur (and the others I mentioned) will hopefully be covered in the next two weeks. Templates however, like lycanthropes and half-monsters, will probably have to wait a while longer. Lately I've been working full time in real estate, and considering that sitting down to type up each re-balanced race takes anywhere from 20 minutes to 2 hours (not to mention I have to brainstorm ideas for days ahead of time whenever I get tired and take a break or get bored and daydream), it's not as easy as I make it look when I post the completed products. ^_^; |
| Gavinfoxx03-26-06, 04:03 AM | I like this a whole lot! How about different subraces of elves, dwarves, gnomes, orcs, and halflings? Going to do any of the various subraces from everywhere? What about psionic races? living construct races? Shifter races? what about the anthropomorphic races from savage species? Some 'furry' races would be REALLY nice... What about the humanoid subraces? Really, just go to crystalkeep and look at the races thing there... |
| astarin_the_bard03-26-06, 07:51 AM | Scorpionfolk, MMII, 221. (This isn't necessarily a request, I just happened to remember where I saw them.) Edit: Any particular reason you've moved all racial weapon proficiencies to the racial "levels"? And did you get rid of the "Weapon Familiarity" ability? Dwarf: Looks good, but why is the +2 to saves vs magic totally gone? Maybe make it a +1 to saves vs arcane magic, and put it at level 2. Elf: Add Familiarity with racial weapons to their first level proficiencies. Otherwise, half elves become familiar with the weapons more easily than elves. Also, why the general category of "Monstrous Humanoids" for their racial combat style? Orcs, Undead, and "Servants of Lolth" (Drow, Driders, and monstrous spiders) seem more likely for their favored enemies. Monstrous Humanoids in the MM: Centaur, Derro, Doppleganger, Grimlock, Hag, Minotaur, Sahuagin, Yuan-ti. Gnome: Why the sudden affiliation with scaly things? Draconic as a racial bonus language, combat bonuses against (Reptilian) creatures and dragons? Bugbear: Letting a monk run around with a mythril breast-plate +5 that stacks with all his monk bonuses is way extreme. I'd adjust the ability so bugbears can treat armor as if it were 1 category lighter for max movement and class abilities. Probbaly shouldn't stack with mythril armor being 1 category lighter, or you'd have rangers with their fighting styles in mythril full-plate. Ogre: a 4th level Ogre (just using default array) could have a 26 Str. That gives a +11 to melee attacks, +8 to damage (+12 with a 2H weapon). Maybe either scale back the str bonus (move +2 con to 3rd and remove the Str boost) and reduce BAB to 1/2. That might make 3rd level weak, since it gives neither a str boost nor a BAB boost, but it does give +1 to all saves and the Con boost... Drow: Favored class should be cleric (female)/ wizard (male). Yeah, I know you don't like discriminating based on gender, but favored class is a cultural thing, and drow culture sets up high-ranking females to be clerics of Lolth, and males either study magic or sword-play (or both). Other than that, everything looks great. |
| Seerow03-27-06, 02:05 PM | Actually, I'd be more concerened about said Bugbear Monk taking the Armor Adaptation feat from Lotus's rebalanced feats, allowing him Medium Armor, or a Mithril Full Plate +5. Unless this racial ability and feat don't stack? |
| Bukowski04-06-06, 02:04 PM | I second the common subraces request, love what you've done so far. In particular, I'd like to see your take on the Grey Orcs from FR. |
| Daisuke04-20-06, 08:43 PM | :bump: |
| Thamius04-26-06, 11:55 AM | Lotus crane, I love your modifications to the core material, including both the classes and the races. My son and I have begun using them already and he loves it. Any idea when you'll post the races on your website? Printing this thread is not the most paper-friendly way of using your races... |
| swordspell_mage04-27-06, 09:47 AM | If you are taking requests, could you do the draconic races? Your races are really great! :w00t: :dragon: |
| Jenrock04-27-06, 10:20 AM | Lotus, this could quite easily be the road to the fourth edition. Your project rebalance should lead the way into a new era of gaming (any WizO's listening- if so, take a hint) |
| ravenshrike04-27-06, 12:29 PM | Adaptive Learning (Ex): At 1st level, a human chooses an additional two skills to always be considered class skills for him, and that he may always take 10 on checks with. Wayyy too overpowered unless you exclude UMD. |
| Rpgraccoon04-28-06, 12:39 AM | Half-Elves first off you need to do the half-human elf variant for half-elves raised by human parents. Also, I always liked the fact a half elf could take two racial classes half-elf+human or elf. |
| Lotus Crane04-28-06, 02:02 AM | Lotus crane, I love your modifications to the core material, including both the classes and the races. My son and I have begun using them already and he loves it. Any idea when you'll post the races on your website? Printing this thread is not the most paper-friendly way of using your races... Uh, between still having to write most of it, get feedback, and then re-format it, plus my dayjob... in all honesty, I guess a few months? :embarrass Lotus, this could quite easily be the road to the fourth edition. Your project rebalance should lead the way into a new era of gaming (any WizO's listening- if so, take a hint) Geez, now I'm starting to feel guilty... well, I would love to be able to do this fulltime as a living, but I think I'd probably be considered too much of a radical by the old-timers. |
| Lotus Crane08-11-06, 02:25 AM | Despite the fact that I've neglected this thread for a while, and have no immediate plans to expand upon it, I think some more timely feedback will help me figure out what to do with how to handle races in my Third Age of Gaia Valis project. |
| Khandar08-11-06, 05:06 AM | I love what you've done with this. Especially the goblinoids. |
| 2y1y1z208-29-06, 03:56 PM | I'd really like to see a Re-Balanced Changeling, or Raptorans, or really any of the races from the Races of... books. |
| Lotus Crane08-29-06, 04:03 PM | Oh dear, this isn't a particularly convenient time for this old thread to get bumped out of the blue like this... o_O |
| SageBahamut08-29-06, 10:21 PM | The business of being loved is rarely conveniant, Lotus. If you want to see the proper response to it, go read a webcomic called "The Gods of Arr-Kelaan" with attention to the character Ronson. (God of Alcohol and Apathy who only grants his clerics their spells so long as they never ever bother him. :) ) As it happens, I would like to see a rebalanced Hound Archon, Shade (FR Template), Lich and Vampire. If you're still taking requests. |
| Thanqol08-29-06, 11:45 PM | You've just saved me a whole bunch of trouble rebalancing goblinoid races for a monsterous game ^^ Thanks |
| Skunkape08-31-06, 04:49 PM | Oh dear, this isn't a particularly convenient time for this old thread to get bumped out of the blue like this... o_O That's the problem with things on the internet, the pop up just like a bad penny, when you least expect them. But I gotta say, from what I've read so far in the thread, very interesting and it gives me some information to work with for my campaign as well. I've had a problem with balancing the races in my game, partly because I have my own idea for how they should be and partly because I've always preferred point buy systems, but converted over to 3.5 due to wanting an easier system for giving out items to PCs without having to make them pay for everything that a point based system should make me do. Anyway, I've been looking at the different systems people are working on and your's is really nice. Once I've read it through, I'll be sure to post any comments I come up with. |
| strange_person01-09-07, 01:00 PM | I would say that humans should only get the "always take 10" benefit of Adaptive Learning if the skill selected is already a class skill for at least one of their classes (besides Human). That would help encourage human skill-monkeys to take levels in other classes first, and insure that humans don't become the best possible choice for all skill-based builds. That might even be an extension of the evasion+evasion=improved evasion rule: If you get something that would normally make a skill a class skill for all of your classes, but it's already a class skill for all of your classes, you gain the ability to take 10 under stress. Dipping could be discoraged by losing the ability if you take 10 if they gain a level in a class that wouldn't normally have the skill as a class. For example, if a rogue 1/ human 2 with adaptive learning : UMD gains a level in Fighter, UMD remains a class skill but the charachter can no longer automatically take 10 on it (until and unless the charachter gains enough levels in Rogue to get Skill Mastery, or otherwise gains the ability from somewhere else). Other than that, everything I have seen so far in Project Rebalance is frikkin' awesome. I look forward to any further work of yours, but no pressure. I could run several long and interesting mercenary campaigns (few arcane spellcasters 'cuz they don't like getting shot at) with what's already available. This stuff has the crunchy depth and rigorous balance I would expect of a big-budget online RPG, and abundant roleplaying potential as well. |
| strange_person01-24-07, 10:34 AM | How about something really exotic? http://boards1.wizards.com/showthread.php?t=773894 |
| Votan02-07-07, 09:06 AM | Full casters/manifesters who normally gain new spell/power levels at odd-numbered class levels and get up to 9th level spells/powers, get +1 level progression at every even-numbered racial level. This includes archivists, clerics, druids, healers, psions, spirit shamans, wizards, and wu jens. Full casters/manifesters who normally gain new spell levels at even-numbered class levels, 3/4 casters/manifesters, and prestige classes with their own independent spellcasting/manifesting progression, get +1 level progression at every odd-numbered racial level. This includes artificers, bards, dread necromancers, favored souls, psychic warriors, shugenjas, sorcerers, warlocks, warmages, wilders. Yes, I know this means that for creatures with an odd number of racial levels this seems to give sorcerers etc. an advantage over wizards etc., but this is a deliberate form of compensation for them generally being weaker to begin with. 1/2 casters/manifesters get +1 level progression at every racial level. This includes hexblades, paladins, rangers, and spellthieves. 1/2 casters have weak enough spells that they shouldn't be watered down to what would essentially be 1/4 casting. I am a little unconvinced about the distinction between the 2 groups of full casters (artifacers being the the second group, for example). However, I love the distinction between the first 2 and the 3rd group. One of the massive drawbacks to +1 CL prestige class features is that they are a variable addition depending on the caster progression. What this sort of tweak they range from great to hopeless. |
| strange_person03-14-07, 11:56 AM | I am a little unconvinced about the distinction between the 2 groups of full casters (artifacers being the the second group, for example). That way, a human1/wizard3 and a human1/sorcerer3 would both have just gotten access to second-level spells. |
| Votan03-14-07, 08:36 PM | That way, a human1/wizard3 and a human1/sorcerer3 would both have just gotten access to second-level spells. Agreed. But I think that the delayed spells are part of the balance of the classes -- although I see the balance with the artificer as more likely to an issue than with the sorcerer. But part of that is that I am unconvinced of the balance of the artificer to begin with . . . :thinks: |
| strange_person03-14-07, 10:43 PM | Well, yes, the balance of the artificer is a whole other issue. I don't know that it's really been properly included in Project Rebalance as of yet, so if you were setting up a campaign with the PRB rules and it was an issue, you could just say the Artificer class isn't available. For the wizard, it's definitely a subobtimal choice. 2nd level spells are better than almost anything you could possibly get from 1 level of a race. It's a better option, but still not too crazy-powerful for the sorcerer; effectively, it would trade a point of BAB (already in short supply) and a bit of Familiar progression, and maybe rearrange saves, in exchange for a bit more skill/feat versatility. Certainly a good trade if it helps you get into some PrC more easily, but there would be times when you would really regret not having an extra +1 on attacks, and not getting an iterative attack until 12th level. |