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ECL +1 race w/ SR?

AuraSeer said:
Say what? A racial ability is far more valuable than the equivalent item.They are unremovable and invulnerable, and will still be working after when all the magic has been toasted by disjunction. The stat boosts stack with everything, the importance of which seems to have escaped you.

I know exactly what I said, and the +2 to the stat seems to be incredibly all important to you. Come on now, it is only a +2 adjustment, hardly earthshattering. Really though, disjunction? If we are throwing around broken spells I'll just say none of what you said matters cause someone could time stop. No need to go to either place ;)

Besides, an item can be taken off and passed around as needed in case of emergency. The racial ability cant do that. You get to choose your equipment to do what you want. Racial abilities are set and might not even come into play usefully.

AuraSeer said:
Now you are intentionally ignoring the point.
The ability can kill anything that fails the Will save

Sure it can kill anything*, so could all kinds of different spells, big deal. Dump a load of poison on something and it'll have a good chance of dieing as well, and that only costs money or a little bit of time. Not a bunch of levels.

It just really isnt the end all and be all you are making it out to be. You over stated so I responded by overstating ;)

I already said it was a nice beanie, but is said beanie worth the value you are giving it? Not even close.

*Anything being relative of course. If you dont know what the creature is or its vulnerabilities or powers then this may do nothing besides make yourself a very angry enemy.
 

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Githyanki:
+2 dex, +2 con, -2 wisdom
Medium
speed 30
60 foot darkvision
daze and mage hand 3/day
at 3rd level blur 3/day
at 6th level dimension door 3/day
at 9th level telekinesis 3/day and plane shift 1/day
spell resistance 5 + level
favored class fighter

DWARVES
• +2 Constitution, -2 Charisma.
• Medium:
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision 60 feet.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

Pick up dwarf, be a cleric, have the right domains. Be better in everyway ;)
 


Hm...the simplest example of a race with SR is the Celestial or Fiendish template, and even that has ECL +2. Of course, it will also have energy resistance and (at higher levels) damage reduction, so they're not terrible choices regardless.

In general, it seems to me that level adjustments in 3.5 are high for anything other than fighter classes, and sometimes even for them. A hobgoblin is really not worth +1 LA (this is something of a granularity problem; hobgoblins are a bit better than the standard PHB races, just not +1 level worth of better).
 

Sorry ;)

It seems that there are either none or few of them floating around. (referring to the original post)

Perhaps you could make a post on house rules asking people to come up with interesting races within your requirements? That generally works out best in any event.

I may even start one in a day or two if you havent. Hope your search goes well!
 

I'm looking for it for an arena I play in, so homebrewed races won't work. Looks like I'll have to partially scrap my idea (or at least split it into two different characters.

I was looking to make a matamagic king with monstrous AC and SR via epic spellcasting. Unfortunately the base ECL for characters is 25, and I need 24 of that to get 10 levels of Dweomerkeeper and 8 levels of incantatrix so my metamagic feats will all cost 2 cheaper (twin spell for +2, yippee! :) )
 

What alignment? What sources?

There is a spell in savage species, and probably similar ones in other sources (I know there is something similar in BoED). It captures a demon and attatches it to you somehow, granting you the fiendish template.

Now, it can be dispelled, but if you have some ability to counterspell it or something like that they it may just get you what you want with 0 level adjustment! Just that huge worry about it being dispelled. BoED has a similar one for good guys I believe, but it may require you to use greater planar ally or something.

Might help somehow ;) hope so!
 

Found one! of course it probably wont help you much ;)

Tainted One (I'm looking in savage species right now)
must be human beforehand, must be at least 3rd level
Gain claws (d2) and poisonous bite attacks (d3)
Psionics: Poison and Polymorph Self (snake or snakelike forms only)
Poison Bite: d4con/d4con
Rage: 1/day
Poison Immunity
Spell resistance: 12 +1/3 levels
+2 Con
Alertness Feat

Level adjustment +1

now you just need something that improves your base SR..lol.. all you really need is about a 10 point improvement or so... well.. maybe 15..lol
 


Edit: Press the button once, wait 30 min, come back still no post, repost and there are two, sometimes the boards are wonderful ;) lol
 
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