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<blockquote data-quote="Arkhandus" data-source="post: 3377642" data-attributes="member: 13966"><p>(edit: forgot to mention this first, but meant to.... My urgog race's basic concept is from Xereq's "High Trolls" posted one or two years ago, as an LA+0 regenerating race. But Xereq never got around to reposting that race on this thread, after his High Troll thread disappeared. My urgogs only have a bit of resemblence to those, I think, as I haven't read that thread in a long time, and my urgogs are only meant to have the vaguest of similarities to trolls....)</p><p></p><p>Critique of the few I didn't get to earlier today....</p><p></p><p></p><p>Echto: I like the concept and the general execution, but there are a few gaps in the basic details and stats. Also, the race should definitely be labeled as having a +1 Level Adjustment; they just get too many benefits for a +0 LA (some of which are rather long-lasting in value, too). Echto have no mention of any ability score adjustments, though I assume they just have no racial adjustments to ability scores..... They have no mentioned favored class, or specified automatic/bonus languages (it's only implied that they would probably start with Common, and get any non-secret local languages as bonus language choices).</p><p></p><p>The Echto also does not mention anything about aging, height, or weight; there's no idea on how heavy they are, or whether or not they age (and whether or not they have a finite lifespan). The psionic power they get should specify that its effective manifester level is 1/2 their level, rounded up (as it stands, it doesn't really fit; they have no racial HD, so 1/2 HD is a bit misleading, and it would infer they have an ML of 0 at 1st-level, which brings into question whether or not they can manifest the power at 1st-level.</p><p></p><p>Also, the Repairing Meditation should specify a particular Conjuration (Healing) spell rather than saying 'any spell' of that subschool; they'd just choose the Heal spell every time, basically, getting a full recovery from everything each night for free. I would have it specify recieving, for instance, any spell of 3rd-level or lower from the Conjuration (Healing) subschool, at least. Then it would still be significant at lower levels, but not a big, automatic, full recovery from everything each night regardless of level.</p><p></p><p></p><p>Mushroomfolk: Also neat, and I had critiqued them before in Xereq's original thread about them, but that was around one or two years ago...... They're a good LA+0 race, though still lacking a few important notes....favored class, age categories, and height/weight specifics. Also, I don't know if Xereq ever answered in the original thread whether or not the Mushroomfolk DR applies against energy damage and such, or if it was meant to function only against piercing damage.</p><p></p><p>The Mushroomfolk Growth feat seems fine, but I don't know what all it's supposed to improve, other than the DR, the size mods on grappling and such, and useable weapon sizes. The lost size bonus on attacks, damage, and Hide checks may balance out the weapon and grappling benefits, but I dunno about the rest. The slashing vulnerability would generally balance out the DR boost at least, and maybe a bit more..... A tough feat to judge, really.</p><p></p><p>I know I had a problem with the spore feats when Xereq posted them originally, and they're still too potent now IMO, especially Improved Battle Spores. The first, Battle Spores, seems balance to me except for the number of uses per day; I would make it 2/day or Constitution bonus/day, whichever is higher for the character. Battle Spores also needs to specify the kind of action it takes to activate, and whether or not it provokes AoOs. Improved Battle Spores is clear enough on that (SU abilities don't normally provoke AoOs, and IBS says it's a free action), but IBS has far too potent an effect for a feat with no saving throw, a long duration, and several uses per day. I'd make it useable 1/day or half Con bonus/day, rounded up, whichever is higher for the character. I'd also give it a Fortitude save to negate (or at least a 'Fortitude partial' save, which would negate the secondary effect but still deal the initial 1d6 damage), same DC as with Battle Spores (though maybe a few points higher, like a DC of 14 + Con mod).</p><p></p><p>Rot Spore Fist might warrant needing a saving throw, but I'm not sure; it's just as likely that it doesn't need one. RSF mentions continuing hit point loss, but doesn't seem to cause any, so I don't know why it mentions that. It doesn't say when the Mushroomfolk chooses to activate it, and whether or not a missed attack causes that use of RSF to be wasted. The feat also doesn't say if the Remove Disease spell will automatically remove the disease effect of RSF, allowing the wound to be healed normally afterward.</p><p></p><p>Improved Rot Spore Fist has the same bits missing, except that it actually does cause continuing HP loss. However, IRSF does not say if it has a limit on uses per day (or if it just applies to any Rot Spore Fist attack). It says that a successful Heal skill check ends the continuing damage and allows the wound to be healed normally, but also says that it restores hit points. Normally a Heal check does not actually restore anything lost to a disease, but only removes the disease and prevents further harm from it, IIRC (allowing other effects or natural healing to restore the character). I would limit IRSF to simply applying with any attack made using the Rot Spore Fist feat.</p><p></p><p>Greater Rot Spore Fist seems fine, except it doesn't mention if it's a supernatural poison or a natural poison, and doesn't specify exactly that it's a contact poison, and GRSF doesn't specify if it can be used at the same time as RSF or IRSF (I would assume so, but I dunno, and thematically I would prefer it not be useable with the same unarmed strike). Also, I think it grants too many daily uses....I'd probably remove the extra '+1 per four character levels' daily uses.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3377642, member: 13966"] (edit: forgot to mention this first, but meant to.... My urgog race's basic concept is from Xereq's "High Trolls" posted one or two years ago, as an LA+0 regenerating race. But Xereq never got around to reposting that race on this thread, after his High Troll thread disappeared. My urgogs only have a bit of resemblence to those, I think, as I haven't read that thread in a long time, and my urgogs are only meant to have the vaguest of similarities to trolls....) Critique of the few I didn't get to earlier today.... Echto: I like the concept and the general execution, but there are a few gaps in the basic details and stats. Also, the race should definitely be labeled as having a +1 Level Adjustment; they just get too many benefits for a +0 LA (some of which are rather long-lasting in value, too). Echto have no mention of any ability score adjustments, though I assume they just have no racial adjustments to ability scores..... They have no mentioned favored class, or specified automatic/bonus languages (it's only implied that they would probably start with Common, and get any non-secret local languages as bonus language choices). The Echto also does not mention anything about aging, height, or weight; there's no idea on how heavy they are, or whether or not they age (and whether or not they have a finite lifespan). The psionic power they get should specify that its effective manifester level is 1/2 their level, rounded up (as it stands, it doesn't really fit; they have no racial HD, so 1/2 HD is a bit misleading, and it would infer they have an ML of 0 at 1st-level, which brings into question whether or not they can manifest the power at 1st-level. Also, the Repairing Meditation should specify a particular Conjuration (Healing) spell rather than saying 'any spell' of that subschool; they'd just choose the Heal spell every time, basically, getting a full recovery from everything each night for free. I would have it specify recieving, for instance, any spell of 3rd-level or lower from the Conjuration (Healing) subschool, at least. Then it would still be significant at lower levels, but not a big, automatic, full recovery from everything each night regardless of level. Mushroomfolk: Also neat, and I had critiqued them before in Xereq's original thread about them, but that was around one or two years ago...... They're a good LA+0 race, though still lacking a few important notes....favored class, age categories, and height/weight specifics. Also, I don't know if Xereq ever answered in the original thread whether or not the Mushroomfolk DR applies against energy damage and such, or if it was meant to function only against piercing damage. The Mushroomfolk Growth feat seems fine, but I don't know what all it's supposed to improve, other than the DR, the size mods on grappling and such, and useable weapon sizes. The lost size bonus on attacks, damage, and Hide checks may balance out the weapon and grappling benefits, but I dunno about the rest. The slashing vulnerability would generally balance out the DR boost at least, and maybe a bit more..... A tough feat to judge, really. I know I had a problem with the spore feats when Xereq posted them originally, and they're still too potent now IMO, especially Improved Battle Spores. The first, Battle Spores, seems balance to me except for the number of uses per day; I would make it 2/day or Constitution bonus/day, whichever is higher for the character. Battle Spores also needs to specify the kind of action it takes to activate, and whether or not it provokes AoOs. Improved Battle Spores is clear enough on that (SU abilities don't normally provoke AoOs, and IBS says it's a free action), but IBS has far too potent an effect for a feat with no saving throw, a long duration, and several uses per day. I'd make it useable 1/day or half Con bonus/day, rounded up, whichever is higher for the character. I'd also give it a Fortitude save to negate (or at least a 'Fortitude partial' save, which would negate the secondary effect but still deal the initial 1d6 damage), same DC as with Battle Spores (though maybe a few points higher, like a DC of 14 + Con mod). Rot Spore Fist might warrant needing a saving throw, but I'm not sure; it's just as likely that it doesn't need one. RSF mentions continuing hit point loss, but doesn't seem to cause any, so I don't know why it mentions that. It doesn't say when the Mushroomfolk chooses to activate it, and whether or not a missed attack causes that use of RSF to be wasted. The feat also doesn't say if the Remove Disease spell will automatically remove the disease effect of RSF, allowing the wound to be healed normally afterward. Improved Rot Spore Fist has the same bits missing, except that it actually does cause continuing HP loss. However, IRSF does not say if it has a limit on uses per day (or if it just applies to any Rot Spore Fist attack). It says that a successful Heal skill check ends the continuing damage and allows the wound to be healed normally, but also says that it restores hit points. Normally a Heal check does not actually restore anything lost to a disease, but only removes the disease and prevents further harm from it, IIRC (allowing other effects or natural healing to restore the character). I would limit IRSF to simply applying with any attack made using the Rot Spore Fist feat. Greater Rot Spore Fist seems fine, except it doesn't mention if it's a supernatural poison or a natural poison, and doesn't specify exactly that it's a contact poison, and GRSF doesn't specify if it can be used at the same time as RSF or IRSF (I would assume so, but I dunno, and thematically I would prefer it not be useable with the same unarmed strike). Also, I think it grants too many daily uses....I'd probably remove the extra '+1 per four character levels' daily uses. [/QUOTE]
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