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| Khatoblepas05-24-07, 06:50 AM | I'm trying to create a troll-like race of people as a player race for my new campaign, but I've run into quite a serious problem with the troll's iconic ability: Regeneration. I'm aware of the Troll-blooded feat, that gives you Regen 1 (acid/fire) and fatigue in sunlight, which can be taken by a level 1 human/strongheart halfling. Given that this feat is balanced (it has quite the drawback, which can be mitigated in later levels, but not right away - no flawed Warforged. : P, as that uses variant rules the feat isn't expecting) how can it be incorporated into a racial feat, similar to those given in Races of the Wild? The Trollkin I am intending to use are fluffed up as creatures dwelling in Dead Magic areas, and the race in general is all about being anti-magic. Their grudge is because usually the only thing that can kill them is magic, and their troll ancestors were all but wiped out after the end of the Mage War (it ended badly and flashily, needless to say). So I was thinking, give them regeneration 1 apart from Fire/Acid/Force/Electricity (as living in a dead magic area, you wouldn't come across Force or Electricity on a daily basis at all, and the Fire/Acid comes from their biology) as a feat, but I think it needs a flavorful mitigation, as people would be hard pressed not to find a reason to take it - it practically gives you immunity to physical damage. I don't want to give it to them as a race feature, as that would ramp the LA out of control (LA+2 or something?) Any ideas on how to balance the feat (and the race) so that it doesn't be a no-brainer to take, and still maintain the troll's scary regeneration flavor? (seriously, trolls 0wn in a dead magic area! Why wouldn't they? Besides which, a more intelligent troll race can have deliciously brutal racial traditions =P - I just need to clear this up before I begin writing the fluff in vain) |