Part 2
(please keep in mind that I am not going to repost the graphics from the site and that the boards and html can only approximate each other... also note that this is only the second group of entries in his so-called improvements...)
Forgotten Realmaniers *** (must have)
Races from player handbooks or campaign books that have a level adjustment use the following table before they advance to 2nd level. After that they progress
as if they were of a level equal to current Level + Level Adjustment penalty.
Note: the Leve Adjustment is a penalty. Do not confuse it with being an award to your level.
Level Adjustment .. Exp Req. for 1st Level
.......... +1 .......... 4,000
.......... +2 .......... 9,000
.......... +3 .......... 15,000
.......... +4 .......... 28,000
.......... +5 .......... 56,000
.......... +6 .......... 106,000
.......... +7 .......... 156,000
Anything higher than Level Adjustment +7 required an additional 50,000 experience points.
Why this change? In a normal game forgotten realm races are far more powerful than their level adjustment prescribes. With the added advantages found in the 3rd Edition Add On ™ it narrows the gap somewhat, between the standard races and the special races, however those races are still far stronger than normal. So, with the added level penalty, the power shift is finally balanced.[/i]
This rule is a must have specially if you do not use the Race Changes given in this book.
Other Races (optional)
If you want to play a race other than the main ones, such as a monster race to which you do not know the Level Adjustment orr a race that you have created yourself, you can use this rule to determine the experience penalty. Monster Races with bonuses to their stats receive a penalty to the amount of experience required to rise in level. The number listed below is added to the base amount each time they calculate the experience needed to rise in level. Any penalties that monsters may have to stats are ignored for purposes of calculating Exp. penalty.
Total stat bonus (+) Exp. penalty per level[/b]
.......... +2 .......... +2,000
.......... +4 .......... +4,000
.......... +6 .......... +6,000
.......... +8 .......... +8,000
..... Above 8 .......... +1,000 per +1 above 8
Example: say that a Dragon gives you an +20 Str bonus. That means that you have to earn 20,000 extra experience points each time you rise in level. Making adventuring and rising in level both hard and dangerous. On top of the stat penalty, your monster race may have special powers. As such there will be a further penalty. We will assume that the CR represents these powers. However, CR which stats for challenge rating sounds kind of dorky, as such we will refer to it from now on as Danger Level or DL. Since it serves to more accurately describe the threat posses by the creatures you will encounter. So now then, on top of the +2 Stat Penalty, you must earn the danger level experience penalty before you can reach 2nd level... However, remember that the danger level of some monsters increases as they age, causing their special abilities to grow in power. As such, whenever your monster's danger level increases, you must re-earn the danger level experience penalty before you gain your next level. Making creatures like Dragons both hard and tedious to play
Danger Level ... Exp. req. for 2nd level
.......... 1 .......... +2,000
.......... 2 .......... +5,000
.......... 3 .......... +7,000
.......... 4 .......... +10,000
.......... 5 .......... +15,000
.......... 6 .......... +30,000
.......... 7 .......... +70,000
.......... 8 .......... +100,000
.... Above 8 .......... +50,000 step above dl 8
Remember the number of Exp. req. for 2nd level is added to the basic experience requirements of your character. Lastly, if your Race has an age group as do Dragons, it must start at the weakest/youngest age group. When it meets the appropriate level equal to the monster's hit dice of next age group, it may advance to the next age group. This methodology balances out the power difference between monsters and players in a 1st level group. The only reason someone should play a monster race role playing experience and not the power advantage. As the advantage has now been almost nullified.
Now you wil be able to play even a Dragon in a 1st level campaign and no one will be the wiser. The Dragons power will be slightly more elevated than the other players, but the players will soon level and before long they will surpass the Dragon in power.
Then it will the Dragon who will be hard pressed to catch up to the players.
Note on Hit Points for Monsters (must have)
What I want to note, is that all Monsters start at 1st level, so with 1 hit dice from class + 1d10 from the Initial Hit Points rule. Their attack skill or hit points won't be any higher than that of a Human player character for example.
Why this change? Monsters are too powerful compared to normal player characters. They simply can not mix with standard player characters due to that monsters are far superior to standard races. Thus making it unfair for players wanting to play a normal race. But with the introduction of the new rules, players & monsters can be mixed together starting at 1st level. While the monster may still be stronger starting out, it will only last for a short while, before long the player will be far superior to their monster counter parts. Thus ensuring fairness and still allowing those players who truly wish to play a monster race because of the experience and not merely the power advantage of the monster.
Morph (optional)
During the course of your adventure your player character may evolve into a different race if he so wishes. To do so, you must take the challenge rating of the monster and times it by 2. If your character is of the a level at least equal twice the monster's challenge rating or higher, he may Morph into that
particular creature. He may copy down all the stats and abilities of the monster directlyly from the monsters manual. These new stats including hit dice will replace his old stats. His Str, Dex, Con, Int, Wis, Cha will be those of the monster completely replacing his original stats including any bonuses he might have earned. He will be considered of a level equal to the creatures hit dice or half the characters former level. However, he will continue leveling from his former levevl. As in an 11th level character Morphs into a creature requiring 5 levels to Morph into. The charactet drops down to 6th level for hit dice, attack, class abilities and all other purposes, but for experience purposes he continues leveling from the 11th level. Meaning to reach level 7 in his new form he must attain the exp. amount for 12th level and so forth.
Contracting Lycanthropy (must have)
Or another race changing sickness or disease such as vampirism. Or in the case where the character changes class unwantingly or by chance rather than by morphing, he gains an experience penalty equal to twice the new race's challenge rating in levels, counting from 1st. So, simply count the Monster's challenge rating, then times it by 2. Once you have the final number check it against the experience table and add that number to the experience requirements of your next level. This is a representation of your character acclimating to his new found abilities and physiology.
Why Morph? This allows you to start as a normal race then ops you the chance to switch over if you so desire it, while retaining the power balance between monsters and players.
The power of a Morphed 1st level Monster is equivalent to the level the player had before he Morphed.
Half Morph (must have)
By acquiring a number of levels equal to the a creature's hit dice and then burning experience in a number of levels equal to the creature's hit dice, you may acquire the creature's innate super natural or magical abilities. And only its innate supernatural or magical abilities. You will not gain hit dice or any stat changes or physical features of the creature (unless the physical feature is magical or supernatural). You may use this ability any number of times you like to gain any number of abilities you like. But as a side rule you must have atleast fought and defeated 10 creatures of that particular type. You must add the creatures former name to your race, in adjective form if possible.
Such as: 1st Level Shadow Human Figher. Or 1st Level Ogrefied Human Rogue (although i do not know why anyhone would want to Half Moph into an ogre). 1st Level Demon Vampire Fire Element Human. And so on on. The combinations are endless and are all achieved throughout the game at the cost of experience and levels. Which means while you may gain the abilities of a creature your comrades will be progressing to an even higher level as you are forced to restart from a certain number of levels.
Hindrances - however, each time your character Half Morphs, he gains a Level Adjustment of +1. Use the Forgotten Realmaniers *** table to figure out your new exp requirements. The Level Adjustment is only +1 irregardless of the strength of abilities acquired, because you have already paid the experience point penalty as such, there is no need to penalize your character heavily.
So, doing it once might be all well and good. But as you do it over and over you will find yourself having a hard and harder time morphing.