Sylrae
First Post
Races:
So the Idea is 9 Races (mostly not from the Players) for a campaign I'm going to run. Each one needs 3 versions, which are pretty much the same but adjusted for LAs.
For each Race, an LA +2, LA +1, and La +0 should exist.
at least a 0 and 1 are what I need.
The reason for this is the first 2 LA will not count towards class levels, and in fact cannot be replaced by class levels. So all players will be LA of +2 after race+templates (I may end up making templates for this specifically)
All of the Races are subtypes of humanoid. Including the Fey and Giant.
Stat effecting houserules:
Hitpoints. they're more Con based and less class based. Con score and Class basically switch roles for HP.
BAB is based on STR and DEX Scores.
Dex is used to hit ALL the time, and Strength is for damage.
the Base AC isn't 10 anymore it's like BAB, but +10 and its based on Dex and Con.
I don't know how much this is gonna matter, but I'm going to use an alternate Favored class system. instead of penalizing for multiclassing, I'm going to grant a free feat for every 5 levels in favored class.
The list of base classes available is custom.
Barbarian
Bard - may be limited to certain races
Druid
Urban Druid - DragMagCompendium
Fighter
Rogue
Sorcerer - maybe only certain races/templates
Wizard
Scout - CAdv
Warmage - CArc
Unfettered - ArcUn
Non-Spellcasting Ranger - CWar (maybe altered)
Unpublished:
Gort's Revised Swashbuckler
My Adventurer
Maybe this Revised Monk, or some variant thereof
Sorcerer and Wizard may be merged, and bard dropped entirely. Undecided as of yet.
-I'm contemplating making just one Mage class from wizard and sorcerer and working in ways to use different scores for casting. (maybe by spell school, or maybe I'll make the wizard pick schools/domains at the beginning and then set the score by that.
Presently cleric and wizard will be merged. - spelllists, and turn undead will be a wizard feat.
The goal is a really low magic setting where most (read: almost all) of the magic will come from items.
Table of Contents:
Drow: The Drow we all know and love. With lesser version from pgfr and a la+1 version.
Dwarf: Still craftsmen, but not mountain dwelling. They also have had no goblins orcs or giants to contend with. Slightly altered abilities.
Goblin: A small race of creatures who were once considered monsters. Not exactly civilized, they often live in crappy areas of the cities. They take on shadier work, and are good at sneaking.
Half-Ogres: Half Ogre and half-Human, these are all that remains of the race of ogres now that the ground has been claimed. There are not many of them.
Humans: Humans are a versatile race. They are the most populous of the player race options.
Lorwyn: Fascist Elven creatures with hooves and horns. They despise ugly things and are very big control freaks, and are not forgiving at all.
Shae: Fey who revel in tinkering with machines, and charming the pants off people
Tibbit: Similar to the concept of a halfling. These small shapechangers have the ability to turn themselves into housecats. Once again, very small in number.
Wraith: Evolved from nonterran insects, the Wraith eat humanoid life force as a means of sustaining themselves. They are almost entirely a male race, having hives and hive queens who are female.
Drow: Elf
+2 Dex, -2 Con, +2 Int, +2 Cha
30 ft Speed
Acute Senses
1/d Dancing Lights, Darkness, Faerie Fire.
Darkvision 120
Wpn Profs. Rapier/SSword, HXbow, LXbow
+2 Will v Spells
+2 v Enchantment
Immunity Sleep
Secret Detection
SR 11+ level
Light Bindness
Favored Class: Wizard; maybe Swashbuckler. . .
LA +2 - FRCS
+2 Dex, -2 Con, +2 Int
30 ft Speed
Acute Senses
Cha 10+ 1/d Dancing Lights, Daze, Faerie Fire
Darkvision 90
Wpn Prof:Same
+2 Will v spells
+2 v Enchantment
Immunity Sleep
Secret Detection
SR 6+ level/2
Light Blindness
Favored Class: Wizard; maybe Swashbuckler. . .
LA+1
+2 Dex, -2 Con
30 ft Speed
Acute Senses
Darkvision 60
Wpn Prof: Same
+2 Will v Spells
Cha 10 + 1/d Dancing Lights, Daze, Touch of Fatigue
+2 v Enchantment
Immunity Sleep
Secret Detection
Light Blindness
Favored Class: Wizard; maybe Swashbuckler. . .
LA 0 -PGFR
Dwarf: Dwarf
+4 Con, +2 Wis, -2 Cha
Wpn. Prof: Flintlock and Match Rifles and Pistols
Stability: +4 to resisnt being knocked down or bull rushed.
+4 Fort v Poison
+2 v Spells, and Spell like Effects
+2 Sense Motive
+2 v compulsion effects
+2 Appraise
+2 Craft w/ Metal
+3 Natural Armor
Favored Class: Fighter
LA +2 - custom
+4 Con, -2 Cha
Wpn. Prof: Flintlock and Match Rifles and Pistols
+4 Fort v Poison
+2 v Spells, and Spell like Effects
+2 Sense Motive
+2 v compulsion effects
+2 Appraise
+2 Craft w/ Metal
+2 Natural Armor
Favored Class: Fighter
LA +1 - custom
+2 Con, -2 Cha
20 ft Speed
Wpn. Prof: Flintlock and Match Rifles and Pistols
+2 Fort v Poison
+2 v Spells, and Spell like Effects
+2 Sense Motive
+2 Appraise
+2 Craft w/ Metal
Favored Class: Fighter
LA 0 - custom
Goblin: Goblinoid
+4 Dex, +2 Con, +2 Int, -2 Cha
+2 Natural Armor
Acute Senses
Small Creature
40 ft Move Speed.
Darkvision 60
+4 Move Silently, Hide
+2 Jump and Climb
Favored Class:Rogue
LA +2 - Custom
+4 Dex, +2 Int, -2 Cha
Acute Senses
Small Creature
40 ft Move Speed.
Darkvision 60
+4 Move Silently, Hide
+2 Jump and Climb
Favored Class: Rogue
LA +1 - Custom
+2 Dex, -2 Cha
Small Creature
30 ft Move Speed.
Darkvision 60
+4 Move Silently, Hide
Favored Class: Rogue
LA +0 - Standard, but without -2 Str
Human: Human
?
LA +2
?
LA +1
+1 Skill Point/Level
+4 Skill Points at Lv 1
1 Extra Feat
Favored Class: Any
LA +0
Half-Ogre: Giant
+6 Str,+2 Con -2 Int -2 Cha
Large Creature
30 ft Move Speed.
Darkvision 60
+4 Natural Armor
Giant Blood.
Favored Class: Barbarian
+2 LA - custom
+6 Str, -2 Dex, +2 Con -2 Int -2 Cha
Large Creature
30 ft Move Speed.
Darkvision 60
+4 Natural Armor
Giant Blood.
Light Sensitivity - (New)
Favored Class: Barbarian
+1 LA - SS
+4 Str, -2 Dex, -2 Int
Large Creature
30 ft Move Speed.
Darkvision 60
Giant Blood.
Light Sensitivity - (New)
Favored Class: Barbarian
+0 LA - custom
Lorwyn: Elf
+2 Dex, +2 Con, +2 Cha, -2 Int
40 Ft. Move Speed
Acute Senses
Lowlight Vision
+2 v Enchantment
Scent
Wpn. Prof: Shortglaive, Longbow, Shortbow
Favored Class: Ranger
LA 2 - custom
+2 Dex, +2 Cha, -2 Int
40 Ft. Move Speed
Acute Senses
Lowlight Vision
+2 v Enchantment
Scent
Wpn. Prof: Shortglaive, Longbow, Shortbow
Favored Class: Ranger
LA 1 - custom
+2 Cha, -2 Int
40 Ft. Move Speed
Acute Senses
Lowlight Vision
+2 v Enchantment
Scent
Wpn. Prof: Shortglaive, Longbow, Shortbow
Favored Class: Ranger
LA 0 - custom
Shae: Fey
+2 Dex, -2 Con, +2 Int, +2 Cha
30ft Speed
Lowlight Vision
DR 5/ Cold Iron
Immunity to mind effecting effects
1/Day Charm Monster
+6 Mechanics
Favored Class: Rogue? Adventurer? Undecided.
+2 LA - custom
+2 Dex, -2 Con, +2 Cha
30ft Speed
Lowlight Vision
Immunity to mind effecting effects
1/Day Charm Person
+4 Mechanics
Favored Class: Rogue? Adventurer? Undecided.
+1 LA - based on half fey (Fiend Folio)
-2 Con, +2 Cha
30ft Speed
Lowlight Vision
+2 Will v Mind Effecting Effects
Cha 12 + 1/Day Charm Person
+2 Mechanics
Favored Class: Rogue? Adventurer? Undecided.
0 LA - custom
Tibbit: Monstrous
?
LA 2
?
LA 1
+2 Dex, -2 Str
Small Creature
20 ft Move Speed.
Darkvision 60
+2 Spot
+2 Jump & Escape Artist
Feline Transformation: The tibbit takes on the form of a housecat with colors based on the hair color of the tibbit in humanoid form. - At will, as a standard action, with a 1 hour wait period after reverting to humanoid form to change back to a cat.
In Cat form:
- Size becomes Tiny
- -8 Str
- -2 Dex
- 1d2 claws
- 1d3 bite
- full attack 2 claws and bite(-5 on the bite)
- No additional attacks from BAB
- Nonmagical items transform with it and provide no bonus, but magical items change shape to fit and make sense on a cat.
- Tibbits in cat form cannot manipulate fine objects with their paws, speak, or cast spells with verbal or somatic components.
- Tibbits in cat form have scent
- A slain tibbit cat reverts to humanoid form after one roudn, over the course of 1 round.
- Any magic that can detect a polymorphed creature can detect the truth behind a tibbit's cat guise.
- Changing back to humanoid form requires a full round action.
Favored Class: Scout
LA 0 - (Dragon Compendium)
Wraith: Insectile
+2 Str, +2 Dex, +4 Int
30 Ft. Move Speed
Lowlight Vision
Hive Mind: Wraith can communicate with eachother telepathically. They are limited by distance however. The most powerful, the queens of the wraith can communicate at a distance of 2000 ft. They can sense the presence of other wraith in that area, but can only communicate at the distance of the weakest wraith in the communication's telepathy.
Compulsion: Some of the more powerful wraith can compel others to do as they are commanded as long as the command is immediate, not something to be carried out in the future. The target can resist, via an opposed Will roll. However, the wraith gets a +4 bonus to their side of the check.
Feed: Wraith feed on humanoids for sustenance. They can do so without killing the humanoid if they are careful, but normally only do so if their food supply is running low. With a successful touch attack, a Wraith can drain it's opponent's life force, causind 1d3 temporary Constitution drain per round, removing one temporary Strength and Constitution damage due to hunger, and gaining 5 temporary hit points.If there is no temporary Constitution and Strength Damage due to hunger, they gain one temporary Strength and Constitution point, to a max effect of of +8 each (though more than +8 can be gained for the sake of increased duration). Temporary hit points go away at a rate of 1 per hour. Temporary ability points go away at a rate of 1 per 5 hours.
Gift of Life: Wraith can feed in reverse as well. Doing so still requires a successful touch attack, and drains 5 hit points per round from the wraith, consuming temporary points first. It also removes one of the wraith's bonuses to Strength and Constitution.
Burning Hunger: If a Wraith has no bonuses from feeding, it must start making Fortitude saves vs. DC 15 every day. The DC rises by 1 every 2 days. On each failure, they lose a temporary point of constitution and strength which can only be regained by feeding.
LA +3 - custom
+2 Str, +2 Dex, +2 Int, -2 Con
30 Ft. Move Speed
Lowlight Vision
Hive Mind: Wraith can communicate with eachother telepathically. They are limited by distance however. The most powerful non-queens of the wraith can communicate at a distance of 1000 ft. They can sense the presence of other wraith in that area, but can only communicate at the distance of the weakest wraith in the communication's telepathy.
Compulsion: Some of the more powerful wraith can compel others to do as they are commanded as long as the command is immediate, not something to be carried out in the future. The target can resist, via an opposed Will roll.
Feed: Wraith feed on humanoids for sustenance. They can do so without killing the humanoid if they are careful, but normally only do so if their food supply is running low. With a successful touch attack, a Wraith can drain it's opponent's life force, causind 1d3 temporary Constitution drain per round, removing one temporary Strength and Constitution damage due to hunger, and gaining 5 temporary hit points.If there is no temporary Constitution and Strength Damage due to hunger, they gain one temporary Strength and Constitution point, to a max effect of of +5 each (though more than +5 can be gained for the sake of increased duration). Temporary hit points go away at a rate of 1 per hour. Temporary ability points go away at a rate of 1 per 5 hours.
Gift of Life: Wraith can feed in reverse as well. Doing so still requires a successful touch attack, and drains 5 hit points per round from the wraith, consuming temporary points first. It also removes one of the wraith's bonuses to Strength and Constitution.
Burning Hunger: If a Wraith has no bonuses from feeding, it must start making Fortitude saves vs. DC 15 every day. The DC rises by 1 every 2 days. On each failure, they lose a temporary point of constitution and strength which can only be regained by feeding.
LA +2 - custom
+2 Str, +2 Int, -2 Con
30 Ft. Move Speed
Lowlight Vision
Hive Mind: Wraith can communicate with eachother telepathically. They are limited by distance however. Some of them communicate at a distance of 500 ft. They can sense the presence of other wraith in that area, but can only communicate at the distance of the weakest wraith in the communication's telepathy.
Compulsion: Some of the more powerful wraith can compel others to do as they are commanded as long as the command is immediate, not something to be carried out in the future. The target can resist, via an opposed Will roll. The Wraith has a -4 Modifier on the roll.
Feed: Wraith feed on humanoids for sustenance. They can do so without killing the humanoid if they are careful, but normally only do so if their food supply is running low. With a successful touch attack, a Wraith can drain it's opponent's life force, causind 1d3 temporary Constitution drain per round, removing one temporary Strength and Constitution damage due to hunger, and gaining 5 temporary hit points.If there is no temporary Constitution and Strength Damage due to hunger, they gain one temporary Strength and Constitution point, to a max effect of of +3 each (though more than +3 can be gained for the sake of increased duration). Temporary hit points go away at a rate of 1 per hour. Temporary ability points go away at a rate of 1 per 5 hours.
Burning Hunger: If a Wraith has no bonuses from feeding, it must start making Fortitude saves vs. DC 15 every day. The DC rises by 1 every 2 days. On each failure, they lose a temporary point of constitution and strength which can only be regained by feeding.
LA +1 - custom
+2 Int, -2 Con
30 Ft. Move Speed
Lowlight Vision
Hive Mind: Wraith can communicate with eachother telepathically. They are limited by distance however. The weakest of the wraith can communicate at a distance of 250 ft. They can sense the presence of other wraith in that area, but can only communicate at the distance of the weakest wraith in the communication's telepathy.
Feed: Wraith feed on humanoids for sustenance. They can do so without killing the humanoid if they are careful, but normally only do so if their food supply is running low. With a successful touch attack, a Wraith can drain it's opponent's life force, causind 1d3 temporary Constitution drain per round, removing one temporary Strength and Constitution damage due to hunger, and gaining 5 temporary hit points.If there is no temporary Constitution and Strength Damage due to hunger, they gain one temporary Strength and Constitution point, to a max effect of of +3 each (though more than +3 can be gained for the sake of increased duration). Temporary hit points go away at a rate of 1 per hour. Temporary ability points go away at a rate of 1 per 5 hours.
Burning Hunger: If a Wraith has no bonuses from feeding, it must start making Fortitude saves vs. DC 15 every day. The DC rises by 1 every 2 days. On each failure, they lose a temporary point of constitution and strength which can only be regained by feeding.
LA 0 - custom
For the stats, LA +2 will net a +4, LA 1 will net a +2 and LA 0 a +0.
I'm in the school of thought that weighs all the stats evenly, as my games are not all combat. (like 50/50) so mental scores do get alot of use from diplomatic situations and situations requiring finesse.
Plus, combat wise- the physical scores now are more important, and your class less important.
What I'm basically looking for help with is making all the abilities match up with the LAs. and in a few cases, maybe there may not be a good way for me to make an LA +2 race out of the +0. Dwarf, Goblin, Tibbit, and Human for example seem to be hard to beef up. Maybe the Half-Ogre Too..
For the Wraith, The special abilities are necessary for the concept, so instead of telling me to scrap them, I'd prefer suggestions on how to tone them down (cause I think they may be too good). I also have no idea what to give them for a favored class.
So the Idea is 9 Races (mostly not from the Players) for a campaign I'm going to run. Each one needs 3 versions, which are pretty much the same but adjusted for LAs.
For each Race, an LA +2, LA +1, and La +0 should exist.
at least a 0 and 1 are what I need.
The reason for this is the first 2 LA will not count towards class levels, and in fact cannot be replaced by class levels. So all players will be LA of +2 after race+templates (I may end up making templates for this specifically)
All of the Races are subtypes of humanoid. Including the Fey and Giant.
Stat effecting houserules:
Hitpoints. they're more Con based and less class based. Con score and Class basically switch roles for HP.
BAB is based on STR and DEX Scores.
Dex is used to hit ALL the time, and Strength is for damage.
the Base AC isn't 10 anymore it's like BAB, but +10 and its based on Dex and Con.
I don't know how much this is gonna matter, but I'm going to use an alternate Favored class system. instead of penalizing for multiclassing, I'm going to grant a free feat for every 5 levels in favored class.
The list of base classes available is custom.
Barbarian
Bard - may be limited to certain races
Druid
Urban Druid - DragMagCompendium
Fighter
Rogue
Sorcerer - maybe only certain races/templates
Wizard
Scout - CAdv
Warmage - CArc
Unfettered - ArcUn
Non-Spellcasting Ranger - CWar (maybe altered)
Unpublished:
Gort's Revised Swashbuckler
My Adventurer
Maybe this Revised Monk, or some variant thereof
Sorcerer and Wizard may be merged, and bard dropped entirely. Undecided as of yet.
-I'm contemplating making just one Mage class from wizard and sorcerer and working in ways to use different scores for casting. (maybe by spell school, or maybe I'll make the wizard pick schools/domains at the beginning and then set the score by that.
Presently cleric and wizard will be merged. - spelllists, and turn undead will be a wizard feat.
The goal is a really low magic setting where most (read: almost all) of the magic will come from items.
Table of Contents:
Drow: The Drow we all know and love. With lesser version from pgfr and a la+1 version.
Dwarf: Still craftsmen, but not mountain dwelling. They also have had no goblins orcs or giants to contend with. Slightly altered abilities.
Goblin: A small race of creatures who were once considered monsters. Not exactly civilized, they often live in crappy areas of the cities. They take on shadier work, and are good at sneaking.
Half-Ogres: Half Ogre and half-Human, these are all that remains of the race of ogres now that the ground has been claimed. There are not many of them.
Humans: Humans are a versatile race. They are the most populous of the player race options.
Lorwyn: Fascist Elven creatures with hooves and horns. They despise ugly things and are very big control freaks, and are not forgiving at all.
Shae: Fey who revel in tinkering with machines, and charming the pants off people
Tibbit: Similar to the concept of a halfling. These small shapechangers have the ability to turn themselves into housecats. Once again, very small in number.
Wraith: Evolved from nonterran insects, the Wraith eat humanoid life force as a means of sustaining themselves. They are almost entirely a male race, having hives and hive queens who are female.
Drow: Elf
+2 Dex, -2 Con, +2 Int, +2 Cha
30 ft Speed
Acute Senses
1/d Dancing Lights, Darkness, Faerie Fire.
Darkvision 120
Wpn Profs. Rapier/SSword, HXbow, LXbow
+2 Will v Spells
+2 v Enchantment
Immunity Sleep
Secret Detection
SR 11+ level
Light Bindness
Favored Class: Wizard; maybe Swashbuckler. . .
LA +2 - FRCS
+2 Dex, -2 Con, +2 Int
30 ft Speed
Acute Senses
Cha 10+ 1/d Dancing Lights, Daze, Faerie Fire
Darkvision 90
Wpn Prof:Same
+2 Will v spells
+2 v Enchantment
Immunity Sleep
Secret Detection
SR 6+ level/2
Light Blindness
Favored Class: Wizard; maybe Swashbuckler. . .
LA+1
+2 Dex, -2 Con
30 ft Speed
Acute Senses
Darkvision 60
Wpn Prof: Same
+2 Will v Spells
Cha 10 + 1/d Dancing Lights, Daze, Touch of Fatigue
+2 v Enchantment
Immunity Sleep
Secret Detection
Light Blindness
Favored Class: Wizard; maybe Swashbuckler. . .
LA 0 -PGFR
Dwarf: Dwarf
+4 Con, +2 Wis, -2 Cha
Wpn. Prof: Flintlock and Match Rifles and Pistols
Stability: +4 to resisnt being knocked down or bull rushed.
+4 Fort v Poison
+2 v Spells, and Spell like Effects
+2 Sense Motive
+2 v compulsion effects
+2 Appraise
+2 Craft w/ Metal
+3 Natural Armor
Favored Class: Fighter
LA +2 - custom
+4 Con, -2 Cha
Wpn. Prof: Flintlock and Match Rifles and Pistols
+4 Fort v Poison
+2 v Spells, and Spell like Effects
+2 Sense Motive
+2 v compulsion effects
+2 Appraise
+2 Craft w/ Metal
+2 Natural Armor
Favored Class: Fighter
LA +1 - custom
+2 Con, -2 Cha
20 ft Speed
Wpn. Prof: Flintlock and Match Rifles and Pistols
+2 Fort v Poison
+2 v Spells, and Spell like Effects
+2 Sense Motive
+2 Appraise
+2 Craft w/ Metal
Favored Class: Fighter
LA 0 - custom
Goblin: Goblinoid
+4 Dex, +2 Con, +2 Int, -2 Cha
+2 Natural Armor
Acute Senses
Small Creature
40 ft Move Speed.
Darkvision 60
+4 Move Silently, Hide
+2 Jump and Climb
Favored Class:Rogue
LA +2 - Custom
+4 Dex, +2 Int, -2 Cha
Acute Senses
Small Creature
40 ft Move Speed.
Darkvision 60
+4 Move Silently, Hide
+2 Jump and Climb
Favored Class: Rogue
LA +1 - Custom
+2 Dex, -2 Cha
Small Creature
30 ft Move Speed.
Darkvision 60
+4 Move Silently, Hide
Favored Class: Rogue
LA +0 - Standard, but without -2 Str
Human: Human
?
LA +2
?
LA +1
+1 Skill Point/Level
+4 Skill Points at Lv 1
1 Extra Feat
Favored Class: Any
LA +0
Half-Ogre: Giant
+6 Str,+2 Con -2 Int -2 Cha
Large Creature
30 ft Move Speed.
Darkvision 60
+4 Natural Armor
Giant Blood.
Favored Class: Barbarian
+2 LA - custom
+6 Str, -2 Dex, +2 Con -2 Int -2 Cha
Large Creature
30 ft Move Speed.
Darkvision 60
+4 Natural Armor
Giant Blood.
Light Sensitivity - (New)
Favored Class: Barbarian
+1 LA - SS
+4 Str, -2 Dex, -2 Int
Large Creature
30 ft Move Speed.
Darkvision 60
Giant Blood.
Light Sensitivity - (New)
Favored Class: Barbarian
+0 LA - custom
Lorwyn: Elf
+2 Dex, +2 Con, +2 Cha, -2 Int
40 Ft. Move Speed
Acute Senses
Lowlight Vision
+2 v Enchantment
Scent
Wpn. Prof: Shortglaive, Longbow, Shortbow
Favored Class: Ranger
LA 2 - custom
+2 Dex, +2 Cha, -2 Int
40 Ft. Move Speed
Acute Senses
Lowlight Vision
+2 v Enchantment
Scent
Wpn. Prof: Shortglaive, Longbow, Shortbow
Favored Class: Ranger
LA 1 - custom
+2 Cha, -2 Int
40 Ft. Move Speed
Acute Senses
Lowlight Vision
+2 v Enchantment
Scent
Wpn. Prof: Shortglaive, Longbow, Shortbow
Favored Class: Ranger
LA 0 - custom
Shae: Fey
+2 Dex, -2 Con, +2 Int, +2 Cha
30ft Speed
Lowlight Vision
DR 5/ Cold Iron
Immunity to mind effecting effects
1/Day Charm Monster
+6 Mechanics
Favored Class: Rogue? Adventurer? Undecided.
+2 LA - custom
+2 Dex, -2 Con, +2 Cha
30ft Speed
Lowlight Vision
Immunity to mind effecting effects
1/Day Charm Person
+4 Mechanics
Favored Class: Rogue? Adventurer? Undecided.
+1 LA - based on half fey (Fiend Folio)
-2 Con, +2 Cha
30ft Speed
Lowlight Vision
+2 Will v Mind Effecting Effects
Cha 12 + 1/Day Charm Person
+2 Mechanics
Favored Class: Rogue? Adventurer? Undecided.
0 LA - custom
Tibbit: Monstrous
?
LA 2
?
LA 1
+2 Dex, -2 Str
Small Creature
20 ft Move Speed.
Darkvision 60
+2 Spot
+2 Jump & Escape Artist
Feline Transformation: The tibbit takes on the form of a housecat with colors based on the hair color of the tibbit in humanoid form. - At will, as a standard action, with a 1 hour wait period after reverting to humanoid form to change back to a cat.
In Cat form:
- Size becomes Tiny
- -8 Str
- -2 Dex
- 1d2 claws
- 1d3 bite
- full attack 2 claws and bite(-5 on the bite)
- No additional attacks from BAB
- Nonmagical items transform with it and provide no bonus, but magical items change shape to fit and make sense on a cat.
- Tibbits in cat form cannot manipulate fine objects with their paws, speak, or cast spells with verbal or somatic components.
- Tibbits in cat form have scent
- A slain tibbit cat reverts to humanoid form after one roudn, over the course of 1 round.
- Any magic that can detect a polymorphed creature can detect the truth behind a tibbit's cat guise.
- Changing back to humanoid form requires a full round action.
Favored Class: Scout
LA 0 - (Dragon Compendium)
Wraith: Insectile
+2 Str, +2 Dex, +4 Int
30 Ft. Move Speed
Lowlight Vision
Hive Mind: Wraith can communicate with eachother telepathically. They are limited by distance however. The most powerful, the queens of the wraith can communicate at a distance of 2000 ft. They can sense the presence of other wraith in that area, but can only communicate at the distance of the weakest wraith in the communication's telepathy.
Compulsion: Some of the more powerful wraith can compel others to do as they are commanded as long as the command is immediate, not something to be carried out in the future. The target can resist, via an opposed Will roll. However, the wraith gets a +4 bonus to their side of the check.
Feed: Wraith feed on humanoids for sustenance. They can do so without killing the humanoid if they are careful, but normally only do so if their food supply is running low. With a successful touch attack, a Wraith can drain it's opponent's life force, causind 1d3 temporary Constitution drain per round, removing one temporary Strength and Constitution damage due to hunger, and gaining 5 temporary hit points.If there is no temporary Constitution and Strength Damage due to hunger, they gain one temporary Strength and Constitution point, to a max effect of of +8 each (though more than +8 can be gained for the sake of increased duration). Temporary hit points go away at a rate of 1 per hour. Temporary ability points go away at a rate of 1 per 5 hours.
Gift of Life: Wraith can feed in reverse as well. Doing so still requires a successful touch attack, and drains 5 hit points per round from the wraith, consuming temporary points first. It also removes one of the wraith's bonuses to Strength and Constitution.
Burning Hunger: If a Wraith has no bonuses from feeding, it must start making Fortitude saves vs. DC 15 every day. The DC rises by 1 every 2 days. On each failure, they lose a temporary point of constitution and strength which can only be regained by feeding.
LA +3 - custom
+2 Str, +2 Dex, +2 Int, -2 Con
30 Ft. Move Speed
Lowlight Vision
Hive Mind: Wraith can communicate with eachother telepathically. They are limited by distance however. The most powerful non-queens of the wraith can communicate at a distance of 1000 ft. They can sense the presence of other wraith in that area, but can only communicate at the distance of the weakest wraith in the communication's telepathy.
Compulsion: Some of the more powerful wraith can compel others to do as they are commanded as long as the command is immediate, not something to be carried out in the future. The target can resist, via an opposed Will roll.
Feed: Wraith feed on humanoids for sustenance. They can do so without killing the humanoid if they are careful, but normally only do so if their food supply is running low. With a successful touch attack, a Wraith can drain it's opponent's life force, causind 1d3 temporary Constitution drain per round, removing one temporary Strength and Constitution damage due to hunger, and gaining 5 temporary hit points.If there is no temporary Constitution and Strength Damage due to hunger, they gain one temporary Strength and Constitution point, to a max effect of of +5 each (though more than +5 can be gained for the sake of increased duration). Temporary hit points go away at a rate of 1 per hour. Temporary ability points go away at a rate of 1 per 5 hours.
Gift of Life: Wraith can feed in reverse as well. Doing so still requires a successful touch attack, and drains 5 hit points per round from the wraith, consuming temporary points first. It also removes one of the wraith's bonuses to Strength and Constitution.
Burning Hunger: If a Wraith has no bonuses from feeding, it must start making Fortitude saves vs. DC 15 every day. The DC rises by 1 every 2 days. On each failure, they lose a temporary point of constitution and strength which can only be regained by feeding.
LA +2 - custom
+2 Str, +2 Int, -2 Con
30 Ft. Move Speed
Lowlight Vision
Hive Mind: Wraith can communicate with eachother telepathically. They are limited by distance however. Some of them communicate at a distance of 500 ft. They can sense the presence of other wraith in that area, but can only communicate at the distance of the weakest wraith in the communication's telepathy.
Compulsion: Some of the more powerful wraith can compel others to do as they are commanded as long as the command is immediate, not something to be carried out in the future. The target can resist, via an opposed Will roll. The Wraith has a -4 Modifier on the roll.
Feed: Wraith feed on humanoids for sustenance. They can do so without killing the humanoid if they are careful, but normally only do so if their food supply is running low. With a successful touch attack, a Wraith can drain it's opponent's life force, causind 1d3 temporary Constitution drain per round, removing one temporary Strength and Constitution damage due to hunger, and gaining 5 temporary hit points.If there is no temporary Constitution and Strength Damage due to hunger, they gain one temporary Strength and Constitution point, to a max effect of of +3 each (though more than +3 can be gained for the sake of increased duration). Temporary hit points go away at a rate of 1 per hour. Temporary ability points go away at a rate of 1 per 5 hours.
Burning Hunger: If a Wraith has no bonuses from feeding, it must start making Fortitude saves vs. DC 15 every day. The DC rises by 1 every 2 days. On each failure, they lose a temporary point of constitution and strength which can only be regained by feeding.
LA +1 - custom
+2 Int, -2 Con
30 Ft. Move Speed
Lowlight Vision
Hive Mind: Wraith can communicate with eachother telepathically. They are limited by distance however. The weakest of the wraith can communicate at a distance of 250 ft. They can sense the presence of other wraith in that area, but can only communicate at the distance of the weakest wraith in the communication's telepathy.
Feed: Wraith feed on humanoids for sustenance. They can do so without killing the humanoid if they are careful, but normally only do so if their food supply is running low. With a successful touch attack, a Wraith can drain it's opponent's life force, causind 1d3 temporary Constitution drain per round, removing one temporary Strength and Constitution damage due to hunger, and gaining 5 temporary hit points.If there is no temporary Constitution and Strength Damage due to hunger, they gain one temporary Strength and Constitution point, to a max effect of of +3 each (though more than +3 can be gained for the sake of increased duration). Temporary hit points go away at a rate of 1 per hour. Temporary ability points go away at a rate of 1 per 5 hours.
Burning Hunger: If a Wraith has no bonuses from feeding, it must start making Fortitude saves vs. DC 15 every day. The DC rises by 1 every 2 days. On each failure, they lose a temporary point of constitution and strength which can only be regained by feeding.
LA 0 - custom
For the stats, LA +2 will net a +4, LA 1 will net a +2 and LA 0 a +0.
I'm in the school of thought that weighs all the stats evenly, as my games are not all combat. (like 50/50) so mental scores do get alot of use from diplomatic situations and situations requiring finesse.
Plus, combat wise- the physical scores now are more important, and your class less important.
What I'm basically looking for help with is making all the abilities match up with the LAs. and in a few cases, maybe there may not be a good way for me to make an LA +2 race out of the +0. Dwarf, Goblin, Tibbit, and Human for example seem to be hard to beef up. Maybe the Half-Ogre Too..
For the Wraith, The special abilities are necessary for the concept, so instead of telling me to scrap them, I'd prefer suggestions on how to tone them down (cause I think they may be too good). I also have no idea what to give them for a favored class.
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