How would you balance these level-adjusted races for first level?

Ozmar

First Post
OK, most posters on these boards are pretty smart, so I thought I'd ask ya'll for a bit of advice.

Here are 3 races that I want to include in my next campaign. Each is written up according to the rules of the source (a Dragon magazine, or a monster book) and each has a level adjustment.

Here's the challenge: I want to use these races, but I want them to be balanced and playable as first-level characters. I want to break their abilities out over a "racial class" that makes the characters earn their level adjustment by taking levels in the racial class. For example, an adu'ja has a +2 level adjustment, so they can take 2 levels in the adu'ja racial class, and over those two levels they gain the full abilities of their race, but they don't gain any additional hit dice, BAB, saves, or skills. Thus, a player can choose to play the base adu'ja and never have to deal with a level adjustment, or he can work his way into the level adjustment by taking levels in the racial class.

How would you suggest that I break out the abilities of these three races and spread them over a level-adjusting racial class? If you're familiar with Arcana Unearthed, I'd like to use those racial classes as models, since I plan to use AU races as well in the campaign.

There are three races: Adu'ja (humanoid plants), Golmoids (sentient golems), and Bladelings (spikey extra-planar beings).

Adu’ja Racial Qualities

* +2 Wisdom, +2 Charisma, -2 Strength.
* Medium: As Medium creatures, adu’ja have no special bonuses or penalties due to their size.
* Base land speed is 30 feet.
* Plants: As plants, Adu’ja are immune to many things: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits. Plants breathe and eat, but do not sleep.
* Photosynthesis. You need to eat less than normal (only 25% of normal amount).
* Photoregeneration. You heal faster in sunlight (x2 natural healing rate). You can re-attach severed limbs, but it takes a month to regain full use of the limb.
* Low-Light Vision: An adu’ja 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.
* -4 racial penalty on Bluff and Sense Motive checks.
* +4 racial bonus on Survival checks.
* Fire vulnerability. You take 50% more damage from fire effects.
* An adu’ja cannot select bloodline traits.
* 1/day, spell-like ability to cast speak with plants.
* Adu'ja have the woodland stride ability as per the druid ability.
* Automatic Languages: Common, Adu’ja. Bonus Languages: Elven, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
* Favored Class: Druid/Greenbond.
* Level adjustment: +2


Bladeling Racial Qualities

* +2 Dexterity
* Medium: As Medium creatures, Bladeling have no special bonuses or penalties due to their size.
* Base land speed is 30 feet.
* Outsiders (can't be raised)
* +4 natural armor
* Immune to acid and rust effects
* Darkvision, 60 ft.
* Natural weapon: clas, base 1d6 damage
* Cold, Fire resistance 5
* Damage Reduction: 5/magic bludgeoning
* Razor Storm: 1/day, can shoot a 15-ft cone of spikes that deals 2d6 piercing damage, Refl DC (10 + half HD + Con) for half. This drops your natural armor bonus to +2 for the next 24 hours.
* A Bladeling cannot select bloodline traits.
* Automatic Languages: Common, Bladeling.
* Favored Class: Fighter?.
* Level adjustment: +2

Golmoid Racial Qualities

* +2 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence.
* Medium: As Medium creatures, Golmoid have no special bonuses or penalties due to their size.
* Base land speed is 30 feet, and their speed is not reduced by armor or loads.
* +2 natural armor.
* +4 racial bonus to saving throws vs. enchantments.
* Endurance as bonus feat.
* Darkvision, 60 ft.
* +2 racial bonus on Craft checks.
* An Golmoid cannot select bloodline traits.
* Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Sylvan.
* Favored Class: Fighter.
* Level adjustment: +1

Personally, I am not sure if the adu'ja are worth a +2 LA, although their plant qualities are nice. I think if they lost their immunity to mind-influencing effects, then they'd be about right. The bladelings look way too much for only +2 LA.

Any ideas?

Ozmar the Struggling DM
 
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No takers? I guess these races aren't very interesting to you guys... :)

No worries. I went ahead and made some mods and I think I have found a balance I like. I'm still interested in ideas if others want to share, but if not, that's fine, too. Here is what I came up with. Feel free to consume and enjoy.

Adu’ja Racial Qualities
* +2 Wisdom, +2 Charisma, -2 Strength.
* Medium: As Medium creatures, adu’ja have no special bonuses or penalties due to their size.
* Base land speed is 30 feet.
* Plant-like qualities : Adu'ja are humanoids that share some plant-like qualities:
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Adu'ja breathe and eat, but do not sleep.
* Photosynthesis. You need to eat less than normal (only 25% of normal amount).
* Photoregeneration. You heal faster in sunlight (x2 natural healing rate). You can re-attach severed limbs, but it takes a month to regain full use of the limb.
* Low-Light Vision: An adu’ja 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.
* -4 racial penalty on Bluff and Sense Motive checks.
* +4 racial bonus on Survival checks.
* Fire vulnerability. You take 50% more damage from fire effects.
* 1/day, spell-like ability to cast speak with plants.
* Adu'ja have the woodland stride ability as per the druid ability.
* Automatic Languages: Common, Adu’ja. Bonus Languages: Elven, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
* Favored Class: Greenbond.


Bladeling Racial Qualities
* +2 Dexterity, -2 Wisdom
* Medium: As Medium creatures, Bladeling have no special bonuses or penalties due to their size.
* Base land speed is 30 feet.
* Outsiders (can't be raised)
* Immune to rust effects
* Darkvision, 60 ft.
* Natural weapon: claw, base 1d6 damage
* Bladelings have difficulty wearing armor designed for other races. Armor made specifically for a bladeling is exotic armor, and costs twice as much as normal armor of the same type. (See Arcana Unearthed for rules on exotic armor.)
* Automatic Languages: Common, Bladeling.
* Automatic Languages: Common, Bladeling. Bonus Languages: Infernal, Draconic, Gnoll, Goblin, and Orc.
* Favored Class: Monk.

Bladeling Racial Feats

Bladeling Energy Resistance
Prereqs: bladeling, base fortitude save +2
You gain energy resistance 5 vs. one energy type. Pick fire, cold or acid.
Special: You can gain this feat three times, and pick a different energy type each time.

Bladeling Acid Immunity
Pre-reqs: bladeling, Bladeling Energy Resistance (acid), base fortitude save +4
You become immune to acid damage.

Bladeling Natural Armor
Prereqs: bladeling, base fortitude save +6
This feat gives the bladeling a +4 natural armor bonus.
Special: This could be taken as a fighter bonus feat.

Bladeling Damage Reduction
Prereqs: bladeling, Bladeling Natural Armor, base fortitude save +6, base attack bonus +11
You gain damage reduction 5/magic bludgeoning.
Special: This could be taken as a fighter bonus feat.

Vicious Martial Strikes
Prereqs: bladeling, Improved Unarmed Strike, base attack bonus +2
You enhance your unarmed strikes by using your natural spikes to increase the damage. You increase the damage die of your unarmed strikes by one step.
Special: This could be taken as a fighter bonus feat.

Razor Storm
Rereqs: bladeling
You can shoot out your spikes as a standard action. 1/day, can shoot a 15-ft cone of spikes that deals 2d6 piercing damage, Refl DC (10 + half HD + Con) for half. This gives you a natural armor penalty of -2 for the next 24 hours.
Special: Any magical enhancements to your spikes due to enchantments apply to this attack as well. If you have given your spikes a +1 bonus to attack and damage, then this increases the save DC and the damage.

Other feats that Bladelings might be interested in:
Hands as Weapons: this is a ceremonial feat in Arcana Unearthed that allows you to enchant your natural weapons with magical enhancements as if they were items. Bladelings would benefit from enchanting their spikes after taking this feat.


Golmoid Racial Qualities
* +2 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence.
* Medium: As Medium creatures, Golmoid have no special bonuses or penalties due to their size.
* Base land speed is 20 feet, and their speed is not reduced by armor or loads.
* +2 racial bonus to saving throws vs. enchantments.
* Darkvision, 60 ft.
* +2 racial bonus on Craft checks.
* Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Sylvan.
* Favored Class: Fighter.

Golmoid Racial Class
1d10 hit points, 4 skill points

Level BAB Saves, Special
1st +1 +2/+0/+0, Endurance
2nd +2 +3/+0/+1, +1 natural armor
3rd +3 +3/+1/+1, +1 natural armor, Iron Will


Ozmar the Satisfied DM
 

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