Help in Calculating LA

Silverglass

Registered User
As a DM in 13 Kingdoms I am responsible for the Lizardfolk kingdom of Paludosus. We are moving to 3.5 as our "standard" (although you don't have to do so as a DM or Player).

The new Lizardfolk have 2 racial hit dice and a +1 LA, that makes a starting spellcaster PC ECL 4 which is not that much fun to play from the start. What I want to do is introduce a Lizardfolk sub-race with no racial HD and a +1 LA.

SAURANS AS CHARACTERS
Sauran characters possess the following racial traits.
— +2 Strength, +2 Constitution, –2 Intelligence.
—Medium size.
—A sauran's base land speed is 30 feet.
—Racial Skills: Sauran have a +4 racial bonus on Balance, Jump, and Swim checks.
—Weapon and Armor Proficiency: A Sauran is automatically proficient with a Shortspear, Longspear and Spear.
— +5 natural armor bonus.
—Natural Weapons: 2 claws (1d4) and bite (1d4).
—Special Qualities (see above): Hold breath.
—Automatic Languages: Draconic, Tradespeak. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
Favored Class: Fighter.
—Level adjustment +1.

Does this seem right for LA +1 or should it be tweaked up or down. Reducing the Skill bonuses to +2 and removing the claw attacks are something I am considering anyway as they are a "more human" subrace so more dextrous hands without heavy claws fits in and a shorter, thinner tail makes sense.

The weapon proficiences and favoured class change come from their deity and the way their society is formed.
 

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Silverglass said:
The new Lizardfolk have 2 racial hit dice and a +1 LA, that makes a starting spellcaster PC ECL 4 which is not that much fun to play from the start. What I want to do is introduce a Lizardfolk sub-race with no racial HD and a +1 LA.

Well, you don't HAVE to remove the racial HD. The problem is that the D&D ECL system says 1 HD = 1 level, which is ridiculous.

I use Soldarin's ECL system at http://soldarin.tripod.com/rpgpages/id5.html
(it's much better).

So, let's see:
STR +2: +0.2
CON +2: +0.2
INT -2: -0.1
Racial skills: 12 ranks * 0.05 = +0.6
Weapon proficiency: normally a minor power (+0.2), but really, they're spears. Simple weapons aren't that difficult to get.
Natural Armor: +1.0 (remember, in 3.5E it now stacks with spells)
Natural Attacks: at least +0.2

You didn't explain what "Hold Breath" is, but it's probably worth at least another 0.2. That brings your total to 2.3, which rounds down to +2.

So yes, it's too much for a +1 level adjustment, primarily thanks to the large Natural Armor bonus. The unbalanced stats aren't making it any easier, either. You could add a few disadvantages (can't wear metal armors, can't use some types of equipment, vulnerable to fire/cold, something like that.
 

Thanks for confirming what I suspected. I am a bit restricted as I need to retain the Lizardfolk flavour (to fit in with what has already been written) but scale them back a bit.

I pruned a bit off and ended up with:

SAURANS AS CHARACTERS
Sauran characters possess the following racial traits.
— +2 Strength, +2 Constitution, –2 Intelligence.
—Medium size.
—A Sauran’s base land speed is 30 feet.
—Racial Skills: Sauran have a +2 racial bonus on Balance, Jump, and Swim checks.
—Weapon and Armor Proficiency: A Sauran is automatically proficient with a Shortspear, Longspear and Spear.
— +4 natural armor bonus.
—Natural Weapons: Bite (1d4).
—Automatic Languages: Draconic, Tradespeak. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
—Favored Class: Fighter.
—Level adjustment +1.


Does this seem a possible +1 LA
 

Just at a glance, comparing it to Tieflings or Aasimar, I'd say it's a very powerful +1, or a fine +2, even with the pruning.

I say this, because while they may be on par with Aasimar in their abilities, it seems that just about everything they can do is specifically designed around Fighter stuff. The spells of Tieflings and Aasimar are more flavorful, the +4 Natural armor and the bonuses to class skills are more on the power over flavor side.

The only thing I would say really hurts the thing, especially as a fighter, is the -2 to Intelligence. Fighters love their bonus feats, and -2 Intelligence pretty much stamps out the Combat Expertise feat chain without putting your best stat in Intelligence.

Standard Array (15, 14, 13, 12, 10, 8)
17 STR (or 16)
13 DEX
16 CON (or 17)
08 INT
12 WIS
08 CHA

or Standard Array with Int focus
16 STR (or 14)
13 DEX
14 CON (or 16)
13 INT
10 WIS
08 CHA
 
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clark411 said:
Just at a glance, comparing it to Tieflings or Aasimar, I'd say it's a very powerful +1, or a fine +2, even with the pruning.

I say this, because while they may be on par with Aasimar in their abilities, it seems that just about everything they can do is specifically designed around Fighter stuff. The spells of Tieflings and Aasimar are more flavorful, the +4 Natural armor and the bonuses to class skills are more on the power over flavor side.

The only thing I would say really hurts the thing, especially as a fighter, is the -2 to Intelligence. Fighters love their bonus feats, and -2 Intelligence pretty much stamps out the Combat Expertise feat chain without putting your best stat in Intelligence.

Standard Array (15, 14, 13, 12, 10, 8)
17 STR (or 16)
13 DEX
16 CON (or 17)
08 INT
12 WIS
08 CHA

or Standard Array with Int focus
16 STR (or 14)
13 DEX
14 CON (or 16)
13 INT
10 WIS
08 CHA

I know that the INT penalty is a big downside for the Fighter types but it fits well with the purpose for which the race was created, to provide warm bodies for their deities armies. There is a large admixture of dragon blood in the race which makes Sorcerors more common than Wizards. A -2 INT doesn't stop the expertise route but does make it a lot harder, but that does in a way fit with the society that has been evolved.

I was a bit limited on the racial stats as these were straight Lizardfolk in 3.0 but 3.5 gives them 2 racial HD so I need to add a subrace. Yes they do make tough fighters but that is what they were created to be. And we are not necessarily seeking for absolutely balanced races but rather for playable races.
 
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