Roman said:+1.5 ECL is perfect - right in the middle between 1 and 2, but does not +2 to every ability score sound to you like more of a power boost than a level in a normal class would give you?
The average CR rating for a class below epic is 1.15, for a wizard 1.23 and for a cleric even 1.32. So it is a bit more powerful, but well within the variance.
Also, what do you think about my proposed benefits for a dwarf? Also, do you have any suggestions as to the other races?
EN World - Fixing the Half-Orc and EN World - Fixing the Half-Elf? should have some ideas, but I don't find a link to another thread with every race discussed. Otherwise I'm a bit low on suggestions.
Dwarves:
1) Choose one of: Improved Darkvision or Know Worth
2) Choose one of: Burly and Tough or Valuables Sense
3) Choose one of: Strong Roots or In the Hands of he Earth
Improved Darkvision/Darksight: The Dakvision of the dwarf increases in range from 60' to 90'.
Know Worth: Dwarves are natural hagglers and their frequent work with valuables grants them a +5 bonus to the Appraise skill.
Burly and Tough: Dwarven bodies are tough and dense giving them a damage reduction of 1 against bludgeoning weapons (and only bludgeoning weapons).
Valuables Sense: Dwarves have an instinctual sense of precious metals and gems. Whenever a dwarf comes within 30' of an object made from or a deposit of a precious metal or a gem he automatically knows its location.
Strong Roots: Dwarves are tough and have a bond to the earth that enables them to cling to life when most would perish. Dwarves die at -15hp instead of at -10hp.
In the Hands of the Earth: Mother earth take care of its own. Dwarves are therefore in little danger of dying. While underground dwarves get to reroll any failed survival checks or checks to avoid underground hazards, such as collapsing ceilings, pit falls and so on and gain a +5 bonus to survival: underground checks. A dwarf can always find enough edible food and clean water for himself while underground.
The dwarf have already a whopping bonus of +0.51 CR to begin with.
Darkvision has normally 60' and a rating of +0.2, so I would suggest, that your improved version is +0.3 CR worth. Only an improvement of +0.1.
Know Worth:+0.02 CR for every bonus skill point. So we get a +0.1 CR.
Burly and Tough: DR against only one type equates to a DR with vulnerability to several types. Thus for every point of DR the increase of the CR is in this case +0.025. A bit low, isn't it? I would use then at least a DR of 4, but how about improving the DR to 2/Adamantine? This would also give +0.1 CR.
Valuables Sense:This is a bit strong because of its automatic success. How about changing it to the way, with which the elves discover hidden doors? "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." But for a dwarf, I would use a Spot check. Interestingly enough, UK didn't rate this ability for the elves, so I'm leaving it out. Maybe it isn't worth a CR rating, because it isn't that much of an advantage.
Strong Roots: Hmm, such an ability isn't included in the PDF, so we have to engineer that out. Would you give this ability to a character for a feat? If yes, then it is +0.2 CR worth. If not, then rate the fraction.
In the Hands of the Earth: Hmm, that is also beyound the scope of the PDF. I don't anything, from which I can derive a CR rating. I'll have to ask UK himself.
Anyway, even combined are all abilities below the +1 CR we are shooting for. You have upgrade one or more abilities.
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