Help me reach LA+0

Steinhauser

First Post
I've been trying to balance some playable races and I always like getting second opinions for stuff like this, especially from those with more experience than me. They use some unique abilities and odd mechanics, so any insight into how these would balance in common situations would be appreciated. In most cases I tried to err on the side of caution.

I gave the races generic names here, though you can probably guess exactly where I got them.

Text in red is "first to go," meaning if the race doesn't quite reach LA+0 I would take em out first. Let me know if a race is too powerful but can be made balanced by removing one or more of the reds. I am also not opposed to a net ability adjustment of -2 or -4.

Mushroom Folk
These small humanoids are born with fungal growths on their heads, which grow and eventually envelop the entire cranium in a spotted mushroom cap. They are a sprightly, sagely people, not normally given to combat.

- -2 Str, +2 Wis.
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks. A mushroom folk is not considered Small during grapple checks or when determining carrying capacity; see unlikely strength, below.
- A mushroom folk's base land speed is 20 feet.
- Plant-like: +2 racial bonus to saving throws against mind-affecting effects, poison, polymorph, and effects that cause sleep, paralysis, or stunning. +4 bonus to AC against attack rolls made to resolve critical hits.
- Heavy Lifting: Although small, mushroom folk possess a remarkable stoutness that lets them lift several times their own weight. Whenever a mushroom folk makes a grapple check, the mushroom folk is treated as two sizes larger. A mushroom folk's lifting and carrying capacity is also determined as if she were two sizes larger.
- Spore Cloud: Once an hour, when a mushroom folk takes damage, she may immediately choose to release a cloud of toxic spores into any adjacent 5-foot square. The cloud dissipates after 1 round. The spores are an inhaled poison (DC 10 + the mushroom folk's Constitution modifier, initial and secondary damage 1d4 Str) that affects any creature that begins or ends its turn in the designated square. This ability cannot be used underwater.
- +2 racial bonus to Diplomacy, Gather Information, and Sense Motive checks.
- +2 racial bonus to any single Knowledge skill.
- Automatic Languages: Common, plus any 1. Bonus Languages: Any.
- Favoured Class: Cleric.
- Level Adjustment +0.


Fungus Monster
These subterranean beings resemble goblinoids with wide, spongy, conical heads. Said to be distantly related to mushroom folk, they are largely gruff and warlike, with wiry bodies that pack a punch for their size. Their strangest feature is their tendency to walk sideways, and their constantly shifting and shuffling.

- -2 Dex, -2 Cha
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks.
- A fungus monster's base land speed is 20 ft.
- Plant-like: +2 racial bonus to saving throws against mind-affecting effects, poison, polymorph, and effects that cause sleep, paralysis, or stunning. +4 bonus to AC against attack rolls made to resolve critical hits.
- Darkvision 60 ft.
- Natural weapons: bite 1d3.
- Sidestep: Whenever an opponent attempts a melee attack against a fungus monster and fails his attack roll, the fungus monster may take a 5-foot step as an immediate action. This movement never provokes an attack of opportunity from the attacker, although other enemies may make attacks of opportunity as normal. The 5-foot step can only be made to the fungus monster's left or his right, in relation to the enemy; he may not move directly towards or away from the enemy that attacked him. A fungus monster attacked from the corner of an enemy's square may not sidestep. A fungus monster who is denied his Dexterity bonus to AC cannot use this ability. [I want to keep something in this flavour, but word it better/simplify.]
- Squishy: A fungus monster has an effective natural armour penalty of -1. It is not considered to have natural armour for feat selection or for any other purpose. Fungus monsters also take 1 point of extra damage from bludgeoning weapons.
- Automatic Languages: Common, Undercommon. Bonus Languages: Dwarven, Giant, Gnome, Goblin, Turtlefolk.
- Favoured Class: Barbarian
- Level Adjustment: +0.
[this is the only race I'm worried about being too weak, although I know people who will play weak races (kobolds) intentionally.]


Turtlefolk
These humanoids resemble erect turtles. They live in a regimented, martial society and combine the hardy demeanor of dwarves with hobgoblins' lust for conquest. Though slow to react, their tough shells give them an advantage in combat.

- -4 Dex, +2 Con.
- Medium size.
- Reptilian subtype.
- A turtlefolk's base land speed is 20 feet.
- Racial heavy armour: Shell. (see below)
- Withdraw: While wearing a shell, a turtlefolk can withdraw inside as a move action. This grants him total cover. Once inside, he may not take any physical action besides emerging from his shell (another move action). The shell does not provide cover against targeted spells; a spellcaster can cast a spell on a turtlefolk by targeting his shell. A withdrawn turtlefolk cannot defend against trip and bull rush attempts. A turtlefolk can don and remove his shell as a full-round action.
- Turtling: While wearing a shell, a turtlefolk may substitute his Fortitude save for his Reflex save against Reflex half effects. He must then take a move action to re-emerge from his shell.
- Top-heavy: A turtlefolk wearing a shell suffers a -4 penalty on checks to avoid being tripped, and requires a full-round action to stand up from a prone position.
- Automatic Languages: Common, Turtlefolk. Bonus Languages: Draconic, Dwarven, Giant, Orc, Undercommon.
- Favoured Class: Fighter.
- Level Adjustment +0.

Turtlefolk Shell: A turtlefolk's shell is a hardy, lightweight carapace made of bone and keratin. The shell counts as heavy armour with the following qualities: AC bonus +6, max Dex bonus +0, armour check penalty -3, arcane spell failure chance 20%, weight 20 lbs, HP 30, hardness 8. A turtlefolk's shell is neutrally buoyant, so a turtlefolk does not apply its armour check penalty to Swim checks. A turtlefolk cannot wear other armour on top of his shell. A turtlefolk can move his full land speed while wearing his shell; in other medium or heavy armours, or while carrying a medium or heavy load, a turtlefolk's land speed is reduced to 15 ft. A turtlefolk is always proficient with his shell, though this does not give him proficiency with any other armour. A turtlefolk's shell does not count as natural armour. No creature that is not a turtlefolk can fit inside a shell and benefit from its protection.

A turtlefolk is born with his shell, and it grows with him. If a turtlefolk's shell is lost or destroyed, he cannot make a new one, though he can find, buy, or steal one - a turtlefolk can effectively wear any turtlefolk's shell as proficiently as his own. When a turtlefolk dies, his shell stays intact unless also destroyed.


Tongue Dragon
A race of bipedal dragons, they resemble theropod dinosaurs. Adults are Large size and often allow riders. This playable race is a juvenile of the species, who, unlike most adults, can be churlish and bullheaded.

- +2 Dex, -2 Int, -2 Wis,+2 Cha.
- Medium size.
- Dragon type. Not subject to spells and effects that only affect humanoids.
- A tongue dragon's base land speed is 30 feet.
- Lesser Dragon: Unlike adults of the species, juvenile tongue dragons do not have fully developed draconic qualities. They have low-light vision but no darkvision. They lack the normal immunities to sleep and paralysis, instead possessing a +2 racial bonus on saving throws against any effect that would cause either condition.
- +4 bonus to Strength checks to trip an opponent.
- Natural Weapons: Tongue touch.
- Special Attacks (see below): Eggs, swallow whole, tongue.
- Because of their powerful noses, juvenile tongue dragons may take Scent as a feat. Upon reaching adulthood and gaining scent as a racial ability, they may choose another feat to replace it.
- Automatic Languages: Draconic. Bonus Languages: Common, Elven, Sylvan, Turtlefolk.
- Favoured Class: Bard.
- Level adjustment +0.
[This is probably the hardest race to balance because of all its alien abilities. How useful are they, overall? How well do they scale?]

Eggs (Su):
Both male and female tongue dragons are able to lay infertile eggs specialized for throwing. A tongue dragon's throwing eggs are thrown weapons that burst on impact, dealing 1d6 bludgeoning damage, with a range increment of 30 ft. Any creature of at least Small size can throw an egg without penalty. Laying these eggs is a supernatural ability that converts the life energy of swallowed opponents into explosive power. For every 2 HD of living creatures that die in the tongue dragon's stomach after being swallowed whole, the tongue dragon can lay 1 egg, and must do so within 24 hours or the life energy dissipates. Laying an egg is a standard action. Although the creation of the egg is supernatural, the eggs themselves are nonmagical. Eggs weigh 1 lb each.

Swallow Whole (Ex or Su):
A tongue dragon can try to swallow a grappled opponent by making a successful grapple check. Swallowing an opponent 2 or more sizes smaller than the tongue dragon is an extroardinary ability. A juvenile tongue dragon can swallow a creature up to its own size once a day as a supernatural ability - its throat and stomach expand inside to accomodate larger prey, while remaining the same size on the outside, in a fashion similar to a bag of holding. Swallowing in this fashion only counts against a tongue dragon's number of uses per day if the creature is successfully swallowed. Once inside, the swallowed creature takes 1d4+1 points of bludgeoning damage and 1 point of acid damage damage per round from the tongue dragon's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 5 points of damage to the tongue dragon's stomach (AC 10). Once the creature exits, a muscular action closes the hole; another swallowed opponent must again cut its own way out. [does anyone know the convention for dealing stomach damage?]

Tongue (Ex):
A tongue dragon's long, sticky tongue is considered a melee touch attack with a 10 ft. reach. Unlike other reach weapons, it can be used to touch adjacent foes. If an opponent is hit with a tongue attack, the tongue dragon makes a trip attempt. If it succeeds, and the opponent is the tongue dragon's size or smaller, the tongue dragon may immediately pull the opponent into its mouth, where it is considered grappled. The tongue dragon can then attempt to swallow her the following round. If the tongue dragon fails to trip the opponent with a tongue attack, the opponent cannot react to trip the tongue dragon.


Masklings
These small, sneaky humanoids always wear robes and white masks, which they refuse to be seen without. Like goblins, they are practiced thieves and cowards at heart, while also being known for their innovative use of machines.

- -2 Str, +2 Dex.
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks.
- A maskling's base land speed is 20 feet.
- Darkvision 60 ft.
- Shyness: A maskling has a +1 morale bonus on attack rolls when masked and robed, and a -2 morale penalty otherwise.
- -2 morale penalty on saving throws against fear.
- +2 racial bonus to Escape Artist, Move Silently, and Sleight of Hand checks.
- +2 racial bonus to Bluff checks when masked.
- Automatic Languages: Common. Bonus Languages: Abyssal, Infernal, Gnome, Goblin, Halfling, Turtlefolk, Undercommon.
- Favoured Class: Rogue.
- Level Adjustment +0.
[not much flavour to this one - still working on it.]

Thanks for reading. Rate and critisize if you please.
 
Last edited:

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Mushroom Folk

You can keep the wisdom.

Following mods:

- Unlikely Strength: Although small in stature, mushroom folk possess a remarkable stoutness and dense flesh that lets them lift several times their own weight. A mushroom folk's lifting and carrying capacity is determined as if he were two sizes larger. A mushroom folk's grapple check is calculated as if he were one size larger.
- Spore Cloud: Once an hour, when a mushroom folk takes damage, she may immediately choose to release a cloud of choking spores into any adjacent 5-foot square. The cloud dissipates after 1 round. Any living creature inhaling the spores must make a Fortitude save vs. DC 10 + 1/2 character level + mushroom folks Con bonus or be sickened for 2d4 rounds. If the save is successful, the victim is merely dazzled for one round. This ability cannot be used underwater.

The spore cloud can be upgraded with various racial feats.
 

Thanks for rating.

Heavy Lifting: Seems like a reasonable change.

Spore Cloud: The change to sickened is good. Although I definitely like scalability, I don't think racial abilities are supposed to scale by class levels, or at least I've never seen a case of it. Is there a precedent for it?

Racial feats are a good idea, and I'll probably include some for all the races' abilities just so they scale better.
 

I've been trying to balance some playable races and I always like getting second opinions for stuff like this, especially from those with more experience than me. They use some unique abilities and odd mechanics, so any insight into how these would balance in common situations would be appreciated. In most cases I tried to err on the side of caution.

If you want to have races that would normally have racial adjustment be LA +0, I would give the characters the ability to take a "lesser" race, then made a "_____ paragon" class with levels equal to the races normal LA (yes, a 1 level class) that gives them the abilities taken away by playing a lesser race. As for mechanics for BAB and saves, I would say average BAB, 1 good save and 2 poor saves, and d8 hp. If poor BAB, d10 hp, and if good BAB, d6 hp. Taking levels in this does not prevent taking levels in paladin, monk, or any other class.

The most important part is working it out with the player.
 


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