Infinite Monkey
First Post
I don't have soldarins ECL calculator or anything similar, so I would like opinions on the ECL of this race, as well as suggestions for improving it.
Durn-an.
The durn-an are a sub race of 'dwarves'. They have adapted to life underground where they use their great size and immense strength to mine for precious metals and construct the massive halls and tunnels of the dwarven cities.
Racial Traits
Large size. Durn-an get -1 AC, -1 BAB, -4 size, +4 grapple checks, +4 bull rush checks. They can wield large weapons 1 handed, and huge weapons 2 handed. Their armour costs and weighs more. They have a 10' reach.
+4 Str, +2 Con, -2 Dex, -2 Int, +2 Wis, -2 Cha. Durn-an are immensly strong and tough, and their long periods alone underground give them a thoughtful manner, but they are rather slow in both thought and deed and tend to be unused to the company of others.
Light sensitivity. Durn-an get a -2 circumstance penalty on all rolls when in bright sunlight or the area of a daylight spell. Abrupt exposure to bright light blinds them for 1 round.
Stonecunning, as a dwarf.
+2 vs poison, spells and spell-like effects.
+2 on craft checks pertaining to mining and construction of stone buildings. +2 on appraise checks when determining the value of raw metals and jewels.
I would prefer them to be ECL +0 or +1, and would be interested in ideas of other limitations to bring them down to +1 if you can think of any.
Durn-an.
The durn-an are a sub race of 'dwarves'. They have adapted to life underground where they use their great size and immense strength to mine for precious metals and construct the massive halls and tunnels of the dwarven cities.
Racial Traits
Large size. Durn-an get -1 AC, -1 BAB, -4 size, +4 grapple checks, +4 bull rush checks. They can wield large weapons 1 handed, and huge weapons 2 handed. Their armour costs and weighs more. They have a 10' reach.
+4 Str, +2 Con, -2 Dex, -2 Int, +2 Wis, -2 Cha. Durn-an are immensly strong and tough, and their long periods alone underground give them a thoughtful manner, but they are rather slow in both thought and deed and tend to be unused to the company of others.
Light sensitivity. Durn-an get a -2 circumstance penalty on all rolls when in bright sunlight or the area of a daylight spell. Abrupt exposure to bright light blinds them for 1 round.
Stonecunning, as a dwarf.
+2 vs poison, spells and spell-like effects.
+2 on craft checks pertaining to mining and construction of stone buildings. +2 on appraise checks when determining the value of raw metals and jewels.
I would prefer them to be ECL +0 or +1, and would be interested in ideas of other limitations to bring them down to +1 if you can think of any.