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Help balance these races
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<blockquote data-quote="Grundle" data-source="post: 592989" data-attributes="member: 1978"><p>I'm diligently working on my campaign world and plan on having the standard PHB humans in addition to the following three unique races as the only player character races. </p><p></p><p>I'm looking for any suggestions, but mainly for advice and opinions on the relative balance between the races. Currently, none of them would have an ECL modifier, but some may need one. What do you think?</p><p></p><p>So without further delay, here are my three races (that should be balanced with the PHB human)</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> AMRAKSA</p><p></p><p>Size medium (5 ft face, 5 ft reach)</p><p></p><p>Base speed is 30 ft.</p><p></p><p>Low light vision</p><p></p><p>Racial Ability Modifiers: +2 Dexterity, -2 Charisma, -2 Intelligence</p><p></p><p>Mesmerize Prey: Once per day an Amraksa can take a full round action to freeze a single opponent with fear who is within his line of sight. The target of this effect must see the Amraksa. Thus, a blind opponent or one without vision is not affected by this ability. The range of this effect is 40 feet. The opponent must make a Will save (DC 14) or be stunned and unable to move for 1d4 rounds. A stunned creature loses its Dexterity bonus to AC (if any) and can take no actions. Foes gain a +2 bonus to hit stunned creatures. If the target of an Amraksa’s mesmerize prey gaze remains within its area of effect, she must make a new Save each round until 1) she leaves the area, 2) fails her save against the mesmerize prey effect, or 3) the Amraksa stops concentrating on the mesmerize prey effect. Before any subsequent saves (not the first round of the effect), the target of the Mesmerize Prey effect can choose to close her eyes or avert her eyes, but she suffers the standard penalties for doing so. When the Amraksa takes any other action (including movement) the Mesmerize Prey effect is broken.</p><p></p><p>An Amraksa’s hands are an amalgam of cat paws with human hands. An Amraksa’s shorter fingers and claws limit their ability to use big weapons effectively. An Amraksa receives a –1 penalty to all attacks made with large melee weapons, and all melee attacks made wielding a weapon two-handed. These penalties do not stack.</p><p></p><p>An Amraksa can choose to deal normal damage with its unarmed attack(s) – i.e. its claws and bite - and he does not take the normal –4 penalty to attack, nor does he draw an Attack of Opportunity from the target of his unarmed attack. These attacks are considered light weapons and deal 1d3 points of damage plus the characters strength modifier as normal.</p><p></p><p>+2 racial bonus to all Climb skill checks (with hand or foot claws exposed)</p><p></p><p>+2 racial bonus to all Balance skill checks (with tail exposed)</p><p></p><p>+8 racial bonus to all Intimidate skill checks</p><p></p><p>-2 racial penalty to all Diplomacy checks (dealing with non Amraksa)</p><p></p><p>Automatic languages – Common and Amraksa</p><p></p><p>Favorite class: Barbarian</p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> NORRATHIAN</p><p></p><p>Size: Large (face 5ft, reach 5ft)</p><p></p><p>Base speed: 25 ft</p><p></p><p>Normal vision</p><p></p><p>+2 Natural armor bonus</p><p></p><p>Racial ability score modifiers: +2 Strength, -4 Dexterity, -2 Intelligence, +2 Wisdom</p><p></p><p>DR 5 verses natural and magical cold damage</p><p></p><p>Immunity to sleep related spells and effects</p><p></p><p>+2 racial bonus to all Saving Throws verses effects involving bright light or blindness.</p><p></p><p>-2 racial penalty to all Spot and Listen skill checks</p><p></p><p>+2 racial bonus to all Diplomacy and Sense Motive skill checks</p><p></p><p>+2 racial bonus to all Swim skill checks (when not wearing gloves or gauntlets)</p><p></p><p>Automatic Languages – Common and Norrathian.</p><p></p><p>Favorite class: Cleric or Monk</p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> WOODLING</p><p></p><p>Size: Small, (face 5ft, reach 5ft)</p><p></p><p>Low light vision</p><p></p><p>Base speed: 30 ft (legs)</p><p></p><p>Fly 10ft (poor) for up to 3 minutes twice/day when carrying no more than a medium load.</p><p></p><p>Racial Ability Score Modifiers: +2 Dexterity, -2 Strength</p><p></p><p>-1 racial penalty to all Initiative rolls – Woodlings are not given to split-second decision-making.</p><p></p><p>+1 luck bonus to all saving throws. Woodlings have an uncanny ability to avoid danger.</p><p></p><p>Speak with a woodland animal once per day for 1 minute.</p><p></p><p>+4 racial bonus to all Hide skill checks.</p><p></p><p>+2 racial bonus to all Wilderness Lore and Intuit Direction skill checks. These skills are considered class skills for a Woodling.</p><p></p><p>-2 racial penalty to Sense Motive checks when dealing with non-Woodlings.</p><p></p><p>Automatic languages – Common and Woodling</p><p></p><p>Favorite class: Ranger or Druid</p></blockquote><p></p>
[QUOTE="Grundle, post: 592989, member: 1978"] I'm diligently working on my campaign world and plan on having the standard PHB humans in addition to the following three unique races as the only player character races. I'm looking for any suggestions, but mainly for advice and opinions on the relative balance between the races. Currently, none of them would have an ECL modifier, but some may need one. What do you think? So without further delay, here are my three races (that should be balanced with the PHB human) :) AMRAKSA Size medium (5 ft face, 5 ft reach) Base speed is 30 ft. Low light vision Racial Ability Modifiers: +2 Dexterity, -2 Charisma, -2 Intelligence Mesmerize Prey: Once per day an Amraksa can take a full round action to freeze a single opponent with fear who is within his line of sight. The target of this effect must see the Amraksa. Thus, a blind opponent or one without vision is not affected by this ability. The range of this effect is 40 feet. The opponent must make a Will save (DC 14) or be stunned and unable to move for 1d4 rounds. A stunned creature loses its Dexterity bonus to AC (if any) and can take no actions. Foes gain a +2 bonus to hit stunned creatures. If the target of an Amraksa’s mesmerize prey gaze remains within its area of effect, she must make a new Save each round until 1) she leaves the area, 2) fails her save against the mesmerize prey effect, or 3) the Amraksa stops concentrating on the mesmerize prey effect. Before any subsequent saves (not the first round of the effect), the target of the Mesmerize Prey effect can choose to close her eyes or avert her eyes, but she suffers the standard penalties for doing so. When the Amraksa takes any other action (including movement) the Mesmerize Prey effect is broken. An Amraksa’s hands are an amalgam of cat paws with human hands. An Amraksa’s shorter fingers and claws limit their ability to use big weapons effectively. An Amraksa receives a –1 penalty to all attacks made with large melee weapons, and all melee attacks made wielding a weapon two-handed. These penalties do not stack. An Amraksa can choose to deal normal damage with its unarmed attack(s) – i.e. its claws and bite - and he does not take the normal –4 penalty to attack, nor does he draw an Attack of Opportunity from the target of his unarmed attack. These attacks are considered light weapons and deal 1d3 points of damage plus the characters strength modifier as normal. +2 racial bonus to all Climb skill checks (with hand or foot claws exposed) +2 racial bonus to all Balance skill checks (with tail exposed) +8 racial bonus to all Intimidate skill checks -2 racial penalty to all Diplomacy checks (dealing with non Amraksa) Automatic languages – Common and Amraksa Favorite class: Barbarian :) NORRATHIAN Size: Large (face 5ft, reach 5ft) Base speed: 25 ft Normal vision +2 Natural armor bonus Racial ability score modifiers: +2 Strength, -4 Dexterity, -2 Intelligence, +2 Wisdom DR 5 verses natural and magical cold damage Immunity to sleep related spells and effects +2 racial bonus to all Saving Throws verses effects involving bright light or blindness. -2 racial penalty to all Spot and Listen skill checks +2 racial bonus to all Diplomacy and Sense Motive skill checks +2 racial bonus to all Swim skill checks (when not wearing gloves or gauntlets) Automatic Languages – Common and Norrathian. Favorite class: Cleric or Monk :) WOODLING Size: Small, (face 5ft, reach 5ft) Low light vision Base speed: 30 ft (legs) Fly 10ft (poor) for up to 3 minutes twice/day when carrying no more than a medium load. Racial Ability Score Modifiers: +2 Dexterity, -2 Strength -1 racial penalty to all Initiative rolls – Woodlings are not given to split-second decision-making. +1 luck bonus to all saving throws. Woodlings have an uncanny ability to avoid danger. Speak with a woodland animal once per day for 1 minute. +4 racial bonus to all Hide skill checks. +2 racial bonus to all Wilderness Lore and Intuit Direction skill checks. These skills are considered class skills for a Woodling. -2 racial penalty to Sense Motive checks when dealing with non-Woodlings. Automatic languages – Common and Woodling Favorite class: Ranger or Druid [/QUOTE]
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