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Balancing/Creating Races (Using Green Ronin's APM) [Updated 4/18/08]
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<blockquote data-quote="Angel Tarragon" data-source="post: 3894353" data-attributes="member: 23733"><p>Need help with figuring if these races are balanced against each other:</p><p></p><p></p><p><strong>Humans</strong></p><ul> <li data-xf-list-type="ul">+2 to any one ability score</li> <li data-xf-list-type="ul">Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Human base land speed is 30 feet.</li> <li data-xf-list-type="ul">2 extra feats at 1st level</li> <li data-xf-list-type="ul">1 extra talent at 1st level. Arcana Evolved/Iron Heroes</li> <li data-xf-list-type="ul">8 extra skill points at 1st level and 2 extra skill point at each additional level.</li> <li data-xf-list-type="ul">Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).</li> <li data-xf-list-type="ul">Favored Class: Any</li> </ul><p></p><p></p><p><strong>Elves</strong></p><ul> <li data-xf-list-type="ul">+2 Intelligence, +2 Charisma, -2 Constitution.</li> <li data-xf-list-type="ul">Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Elf base land speed is 30 feet. Elf base swim speed is 30 feet.</li> <li data-xf-list-type="ul">Elves can cast detect magic as a spell-like ability at will; caster level is equal to half hit dice.</li> <li data-xf-list-type="ul">Immunity to magic sleep effects, and a +3 racial saving throw bonus against enchantment spells or effects.</li> <li data-xf-list-type="ul">Low-Light Vision: An elf 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.</li> <li data-xf-list-type="ul">Since magic is an integral part of the elven way of life, Knowledge (arcana) and Spellcraft are always treated as class skills. Additionally, the elf gains a +2 racial bonus with these skills.</li> <li data-xf-list-type="ul">Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.</li> <li data-xf-list-type="ul">+3 racial bonus on Listen, Search, Spot and Swim checks. An elf that 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.</li> <li data-xf-list-type="ul">Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.</li> <li data-xf-list-type="ul">Favored Class: Wizard or Sorcerer.</li> </ul><p></p><p></p><p><strong>Half-Elves</strong></p><ul> <li data-xf-list-type="ul">+2 Intelligence, -2 Constitution</li> <li data-xf-list-type="ul">Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Half-elf base land speed is 30 feet. Half-Elf base swim speed is 20 feet.</li> <li data-xf-list-type="ul">Half-elves due breed true, but are also born from the unison of a male human and a female elf.</li> <li data-xf-list-type="ul">Half-Elves can cast detect magic as a spell-like ability at will; caster level is equal to half hit dice.</li> <li data-xf-list-type="ul">Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.</li> <li data-xf-list-type="ul">Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.</li> <li data-xf-list-type="ul">Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.</li> <li data-xf-list-type="ul">Since magic is an integral part of the elven way of life, Knowledge (arcana) and Spellcraft are always treated as class skills.</li> <li data-xf-list-type="ul">+2 racial bonus on Listen, Search, Spot and Swim checks.</li> <li data-xf-list-type="ul">Divided Ancestry: Due to their mixed blood and dealing with elves and humans in their community Half-Elves gain a +2 racial bonus on all Diplomacy & Sense Motive checks.</li> <li data-xf-list-type="ul">Elven Blood: For all effects related to race, a half-elf is considered an elf.</li> <li data-xf-list-type="ul">Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).</li> <li data-xf-list-type="ul">Favored Classes: Any</li> </ul><p></p><p></p><p><strong>Quarter-Elves</strong></p><ul> <li data-xf-list-type="ul">+2 Intelligence OR Charisma</li> <li data-xf-list-type="ul">Medium: As Medium creatures, quarter-elves have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Quarter-Elf base land speed is 30 feet.</li> <li data-xf-list-type="ul">Quarter-Elves can cast detect magic as a spell-like ability three times per day; caster level is equal to half hit dice.</li> <li data-xf-list-type="ul">+2 racial saving throw bonus against magic sleep effects.</li> <li data-xf-list-type="ul">+2 racial saving throw bonus against enchantment spells or effects.</li> <li data-xf-list-type="ul">+1 racial bonus on Search and Spot checks.</li> <li data-xf-list-type="ul">1 extra feat or talent at 1st level. Arcana Evolved/Iron Heroes</li> <li data-xf-list-type="ul">4 extra skill points at 1st level and 1 extra skill point at each additional level.</li> <li data-xf-list-type="ul">Human & Elf Blood: For all effects related to race, quarter-elves are considered as a human and an elf</li> <li data-xf-list-type="ul">Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).</li> <li data-xf-list-type="ul">Favored Classes: Any</li> </ul><p></p><p></p><p><strong>Saelvhik</strong></p><ul> <li data-xf-list-type="ul">+4 Strength, +2 Constitution, +4 Wisdom, -2 Charisma</li> <li data-xf-list-type="ul">Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Saelvhik base land speed is 30 feet.</li> <li data-xf-list-type="ul">Clawed: Whene it comes right down to unarmed combat, saelvhik have a leg up. They have retractable claws that allows them to deal lethal damage to their opponents. Due to saelvhik having Improved Natural Attack (Claw) as a racial bonus feat, their claw attacks deal 1d6 lethal damage.</li> <li data-xf-list-type="ul">Dauntless: Sealvhik gain Dauntless (combination Endurance & Toughness for my homebrew) as a bonus feat.</li> <li data-xf-list-type="ul">Deep Breath: Due to the saelvhiks' large frame, they have developed large lungs. Due to this, all saelvhik are able to hold their breath for a number of rounds equal to their Constitution score times 3.</li> <li data-xf-list-type="ul">Enligtened: Sealvhik are strong of body and of mind. Their intuitive nature has allowed them to master their emotions. Due to this enlighthened state saelvhik are immune to compulsion effects and also have +4 racial saving throw bonus against enchantment spells or effects.</li> <li data-xf-list-type="ul">Heart of the Wild: Sealvhik despise organized civilization and rebuke it. They are one with nature and the land. Saelvhik gain Knowledge (Nature) and Survival as racial skills. These skills are always treated as class skills regardless of which classes they advance in. In addition they gain a +2 racial bonus to all checks with these skills. If a saelvhik has no choice but to enter any village larger than a thorp, it takes a -4 penalty on all interaction checks (Diplomacy, Sense Motive, etc..)</li> <li data-xf-list-type="ul">Low-Light Vision: An elf 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.</li> <li data-xf-list-type="ul">Powerful Build: Saelvhik have very dense musculature that lets them function in many ways as if they are one size category larger.</li> <li data-xf-list-type="ul">Scent: Saelvhik have the <a href="http://www.d20srd.org/srd/specialAbilities.htm#scent" target="_blank"><span style="color: DeepSkyBlue">Scent</span></a> extraordinary ability.</li> <li data-xf-list-type="ul">Thick Skinned: Saelvhik have very thick skin that grants them a +2 natural armor adjustment.</li> <li data-xf-list-type="ul">Tribal Training: When saelvhik are old enough to handle weapons, they are trained by the rest of their tribe in the use of ranged weapons. All sealvhik have Simple Weapon Proficiency for the javelin and shortspear. They also have Martial Weapon Proficiency for the longbow (including composite longbow), and shortbow (including composite shortbow).</li> <li data-xf-list-type="ul">Automatic Language: Common & Saelvhik. Bonus Languages: Sylvan & any other PC languages.</li> <li data-xf-list-type="ul">Favored Class: Fighter and Cleric</li> <li data-xf-list-type="ul"> Level Adjustment: +1</li> </ul><p></p><p></p><p><strong>4/17/08 EDIT:</strong></p><p>Elves: +10 Swim Speed</p><p>Half-Elves: Wpn Prof (as standard elf) & Divided Ancestry</p><p>Quarter-Elves: +2 Int OR Cha & +1 vs. Sleep and Enchantment bumped up to +2</p><p></p><p><strong>4/18/08 EDIT:</strong></p><p>Added the Saelvhik (bearfolk)</p><p></p><p>[sblock=Showing My Math][code]Human 88</p><p></p><p> +2 8</p><p> 2 Feats/1 talent 60</p><p> Skill Bonuses 20</p><p></p><p></p><p>Elf 88</p><p></p><p> +4, -2 8</p><p> Detect Magic 25</p><p> Immune to Sleep 6</p><p> +3 vs. enchantment 4.5</p><p> Low-light vision 5</p><p> Racial Skills 3*</p><p> +2 to 2 skills 6</p><p> +3 to 4 skills 18</p><p> Wpn Prof 6</p><p> Swim spd as land spd 6</p><p> Two Favored Classes .5</p><p></p><p></p><p>Half-Elf 66</p><p></p><p> +2, -2 0</p><p> Detect Magic 25</p><p> Immune to Sleep 6</p><p> Low-light vision 5</p><p> Racial Skills 3*</p><p> +2 to 4 skills 12</p><p>NEW Wpn Prof 6</p><p> Swim at 2/3 land spd 3</p><p>NEW +2 Diplo/Sns Mtv 6</p><p></p><p></p><p>Quarter-Elf 65.5</p><p></p><p>NEW +2 8</p><p> Detect Magic 3/Day 7.5</p><p>Upgrade +2 vs. Sleep 3.5</p><p>Upgrade +2 vs. Enchantemnt 3.5</p><p> +1 to 2 skills 3</p><p> 1 talent or feat 20</p><p> Skill Bonuses 10</p><p> Human Blooded 0</p><p> Elf Blooded 10</p><p></p><p>Saelvhik 122</p><p> </p><p> Powerful Build 20</p><p> Low-light vision 5</p><p> Scent 10</p><p> +2 natural armor bonus 8</p><p> Ability Bonuses 32</p><p> Natural Attack (Claw) 3</p><p> INA (Claw) 8</p><p> Dauntless 8</p><p> Racial Skills 3</p><p> KN: Nature & Survival</p><p> Skill Bonus +2 6</p><p> KN: Nature & Survival</p><p> Civ social penalty -3</p><p> Immune to Cumpulsion 6</p><p> +4 vs. enchantment 6</p><p> Wpn Prof 5</p><p> Javelin/Shortspear</p><p> Shortbow & Comp</p><p> Longbow & Comp</p><p> Hold Breath x3 5</p><p></p><p></p><p>* 1.5 for each skill[/code][/sblock]</p></blockquote><p></p>
[QUOTE="Angel Tarragon, post: 3894353, member: 23733"] Need help with figuring if these races are balanced against each other: [B]Humans[/B] [list][*]+2 to any one ability score [*]Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. [*]Human base land speed is 30 feet. [*]2 extra feats at 1st level [*]1 extra talent at 1st level. Arcana Evolved/Iron Heroes [*]8 extra skill points at 1st level and 2 extra skill point at each additional level. [*]Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). [*]Favored Class: Any[/list] [B]Elves[/B] [list][*]+2 Intelligence, +2 Charisma, -2 Constitution. [*]Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. [*]Elf base land speed is 30 feet. Elf base swim speed is 30 feet. [*]Elves can cast detect magic as a spell-like ability at will; caster level is equal to half hit dice. [*]Immunity to magic sleep effects, and a +3 racial saving throw bonus against enchantment spells or effects. [*]Low-Light Vision: An elf 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. [*]Since magic is an integral part of the elven way of life, Knowledge (arcana) and Spellcraft are always treated as class skills. Additionally, the elf gains a +2 racial bonus with these skills. [*]Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. [*]+3 racial bonus on Listen, Search, Spot and Swim checks. An elf that 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. [*]Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. [*]Favored Class: Wizard or Sorcerer.[/list] [B]Half-Elves[/B] [list][*]+2 Intelligence, -2 Constitution [*]Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size. [*]Half-elf base land speed is 30 feet. Half-Elf base swim speed is 20 feet. [*]Half-elves due breed true, but are also born from the unison of a male human and a female elf. [*]Half-Elves can cast detect magic as a spell-like ability at will; caster level is equal to half hit dice. [*]Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. [*]Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. [*]Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. [*]Since magic is an integral part of the elven way of life, Knowledge (arcana) and Spellcraft are always treated as class skills. [*]+2 racial bonus on Listen, Search, Spot and Swim checks. [*]Divided Ancestry: Due to their mixed blood and dealing with elves and humans in their community Half-Elves gain a +2 racial bonus on all Diplomacy & Sense Motive checks. [*]Elven Blood: For all effects related to race, a half-elf is considered an elf. [*]Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). [*]Favored Classes: Any[/list] [B]Quarter-Elves[/B] [list][*]+2 Intelligence OR Charisma [*]Medium: As Medium creatures, quarter-elves have no special bonuses or penalties due to their size. [*]Quarter-Elf base land speed is 30 feet. [*]Quarter-Elves can cast detect magic as a spell-like ability three times per day; caster level is equal to half hit dice. [*]+2 racial saving throw bonus against magic sleep effects. [*]+2 racial saving throw bonus against enchantment spells or effects. [*]+1 racial bonus on Search and Spot checks. [*]1 extra feat or talent at 1st level. Arcana Evolved/Iron Heroes [*]4 extra skill points at 1st level and 1 extra skill point at each additional level. [*]Human & Elf Blood: For all effects related to race, quarter-elves are considered as a human and an elf [*]Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic). [*]Favored Classes: Any[/list] [B]Saelvhik[/B] [list][*]+4 Strength, +2 Constitution, +4 Wisdom, -2 Charisma [*]Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. [*]Saelvhik base land speed is 30 feet. [*]Clawed: Whene it comes right down to unarmed combat, saelvhik have a leg up. They have retractable claws that allows them to deal lethal damage to their opponents. Due to saelvhik having Improved Natural Attack (Claw) as a racial bonus feat, their claw attacks deal 1d6 lethal damage. [*]Dauntless: Sealvhik gain Dauntless (combination Endurance & Toughness for my homebrew) as a bonus feat. [*]Deep Breath: Due to the saelvhiks' large frame, they have developed large lungs. Due to this, all saelvhik are able to hold their breath for a number of rounds equal to their Constitution score times 3. [*]Enligtened: Sealvhik are strong of body and of mind. Their intuitive nature has allowed them to master their emotions. Due to this enlighthened state saelvhik are immune to compulsion effects and also have +4 racial saving throw bonus against enchantment spells or effects. [*]Heart of the Wild: Sealvhik despise organized civilization and rebuke it. They are one with nature and the land. Saelvhik gain Knowledge (Nature) and Survival as racial skills. These skills are always treated as class skills regardless of which classes they advance in. In addition they gain a +2 racial bonus to all checks with these skills. If a saelvhik has no choice but to enter any village larger than a thorp, it takes a -4 penalty on all interaction checks (Diplomacy, Sense Motive, etc..) [*]Low-Light Vision: An elf 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. [*]Powerful Build: Saelvhik have very dense musculature that lets them function in many ways as if they are one size category larger. [*]Scent: Saelvhik have the [url=http://www.d20srd.org/srd/specialAbilities.htm#scent][COLOR=DeepSkyBlue]Scent[/COLOR][/url] extraordinary ability. [*]Thick Skinned: Saelvhik have very thick skin that grants them a +2 natural armor adjustment. [*]Tribal Training: When saelvhik are old enough to handle weapons, they are trained by the rest of their tribe in the use of ranged weapons. All sealvhik have Simple Weapon Proficiency for the javelin and shortspear. They also have Martial Weapon Proficiency for the longbow (including composite longbow), and shortbow (including composite shortbow). [*]Automatic Language: Common & Saelvhik. Bonus Languages: Sylvan & any other PC languages. [*]Favored Class: Fighter and Cleric [*] Level Adjustment: +1[/list] [B]4/17/08 EDIT:[/B] Elves: +10 Swim Speed Half-Elves: Wpn Prof (as standard elf) & Divided Ancestry Quarter-Elves: +2 Int OR Cha & +1 vs. Sleep and Enchantment bumped up to +2 [B]4/18/08 EDIT:[/B] Added the Saelvhik (bearfolk) [sblock=Showing My Math][code]Human 88 +2 8 2 Feats/1 talent 60 Skill Bonuses 20 Elf 88 +4, -2 8 Detect Magic 25 Immune to Sleep 6 +3 vs. enchantment 4.5 Low-light vision 5 Racial Skills 3* +2 to 2 skills 6 +3 to 4 skills 18 Wpn Prof 6 Swim spd as land spd 6 Two Favored Classes .5 Half-Elf 66 +2, -2 0 Detect Magic 25 Immune to Sleep 6 Low-light vision 5 Racial Skills 3* +2 to 4 skills 12 NEW Wpn Prof 6 Swim at 2/3 land spd 3 NEW +2 Diplo/Sns Mtv 6 Quarter-Elf 65.5 NEW +2 8 Detect Magic 3/Day 7.5 Upgrade +2 vs. Sleep 3.5 Upgrade +2 vs. Enchantemnt 3.5 +1 to 2 skills 3 1 talent or feat 20 Skill Bonuses 10 Human Blooded 0 Elf Blooded 10 Saelvhik 122 Powerful Build 20 Low-light vision 5 Scent 10 +2 natural armor bonus 8 Ability Bonuses 32 Natural Attack (Claw) 3 INA (Claw) 8 Dauntless 8 Racial Skills 3 KN: Nature & Survival Skill Bonus +2 6 KN: Nature & Survival Civ social penalty -3 Immune to Cumpulsion 6 +4 vs. enchantment 6 Wpn Prof 5 Javelin/Shortspear Shortbow & Comp Longbow & Comp Hold Breath x3 5 * 1.5 for each skill[/code][/sblock] [/QUOTE]
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Balancing/Creating Races (Using Green Ronin's APM) [Updated 4/18/08]
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