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Help me with my homebrew/Myth Adventures adaption!
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<blockquote data-quote="snarfoogle" data-source="post: 1851323" data-attributes="member: 13177"><p>I know there are quite a few Thieves World fans here on ENWorld, but has anyone heard of Myth Adventures, by the editor of Thieves World? I enjoyed the series so I thought I'd try my hand at a conversion for my latest campaign. Can anyone help balance these races? I thought some of them looked a little thin on abilities. I know they need better favored classes, but I'm lost on ideas.</p><p></p><p>RACES</p><p></p><p>Klahds (Humans)</p><p></p><p>● Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. </p><p>● Human base land speed is 30 feet. </p><p>● 1 extra feat at 1st level.</p><p>● 4 extra skill points at 1st level and 1 extra skill point at each additional level.</p><p>● Automatic Language: Common, Klahdish. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. </p><p>● Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.</p><p>● Klahds come from the dimension of Klah.</p><p></p><p>Imps</p><p></p><p>● +2 Dexterity, -2 Wisdom</p><p>● Medium: As Medium creatures, Imps have no special bonuses or penalties due to their size. </p><p>● Imp base land speed is 30 feet.</p><p>● Low-Light Vision: An imp can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.</p><p>● Imps get a +2 bonus on saving throws against poisons due to their extensive cultural usage of them.</p><p>● Automatic Languages: Common, Imp. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. </p><p>● Weapon Proficiency: Imps receive the Exotic Weapon Proficiency feats for the Hand Crossbow and Repeating Crossbow as bonus feats..</p><p>● Favored Class: Rogue. When determining whether a multiclass imp takes an experience point penalty, his or her rogue class levels do not count.</p><p>● Imps come from the dimension of Imper.</p><p></p><p>Deveels</p><p></p><p>● -2 Constitution, +2 Charisma, +2 Intelligence</p><p>Deveels are suave and quick-witted, but relatively frail.</p><p>● Medium: As Medium creatures, Deveels have no special bonuses or penalties due to their size. </p><p>● Deveel base land speed is 30 feet.</p><p>● Darkvision: Deveels can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deevels can function just fine with no light at all.</p><p>●Deveels receive a +4 racial bonus on diplomacy checks relating to haggling and a +2 racial bonus on appraise checks.</p><p>● Automatic Languages: Common, Deveel. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill</p><p>● Favored Class: Any. When determining whether a multiclass deveel takes an experience point penalty, his or her highest-level class levels do not count.</p><p>● Deveels come from the dimension of Deva.</p><p></p><p>Archian (Archer)</p><p>● +2 Dexterity, +2 Wisdom, -2 Constitution</p><p>● Medium: As Medium creatures, Archians have no special bonuses or penalties due to their size. </p><p>● Archian base land speed is 30 feet</p><p>● +2 racial bonus on Spot checks.</p><p>● Low-Light Vision: An Archian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.</p><p>● Weapon Proficiency: Archians do not suffer improficiency penalties for using any type of bow or crossbow. </p><p>● +1 racial bonus on attack rolls with bows and crossbows.</p><p>● Automatic Languages: Common, Archian. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill</p><p>● Favored Class: Any. When determining whether a multiclass Archian takes an experience point penalty, his or her highest-level class levels do not count.</p><p>● Archians come from the dimension of Archiah.</p><p></p><p>Gnomes</p><p>● -2 Strength, +2 Dexterity, +2 Charisma</p><p>● Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.</p><p>● Gnome base land speed is 20 feet.</p><p>● Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</p><p>● Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.</p><p>● +2 racial bonus on saving throws against illusions.</p><p>● Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.</p><p>● +1 racial bonus on attack rolls against kobolds and goblinoids.</p><p>● +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.</p><p>● +2 racial bonus on Listen checks.</p><p>● +2 racial bonus on Craft (alchemy) checks.</p><p>● Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.</p><p>● Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.</p><p>● Favored Class: Wizard. A multiclass gnome’s wizard class does not count when determining whether he takes an experience point penalty.</p><p>● Gnomes come from the dimension of Zoorik.</p><p></p><p>I think 5 is a little low, but I'm stuck on how to make any other races fit the flavor of the world. Maybe anyone who has read the books could give a little help?</p></blockquote><p></p>
[QUOTE="snarfoogle, post: 1851323, member: 13177"] I know there are quite a few Thieves World fans here on ENWorld, but has anyone heard of Myth Adventures, by the editor of Thieves World? I enjoyed the series so I thought I'd try my hand at a conversion for my latest campaign. Can anyone help balance these races? I thought some of them looked a little thin on abilities. I know they need better favored classes, but I'm lost on ideas. RACES Klahds (Humans) ● Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. ● Human base land speed is 30 feet. ● 1 extra feat at 1st level. ● 4 extra skill points at 1st level and 1 extra skill point at each additional level. ● Automatic Language: Common, Klahdish. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. ● Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count. ● Klahds come from the dimension of Klah. Imps ● +2 Dexterity, -2 Wisdom ● Medium: As Medium creatures, Imps have no special bonuses or penalties due to their size. ● Imp base land speed is 30 feet. ● Low-Light Vision: An imp can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. ● Imps get a +2 bonus on saving throws against poisons due to their extensive cultural usage of them. ● Automatic Languages: Common, Imp. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. ● Weapon Proficiency: Imps receive the Exotic Weapon Proficiency feats for the Hand Crossbow and Repeating Crossbow as bonus feats.. ● Favored Class: Rogue. When determining whether a multiclass imp takes an experience point penalty, his or her rogue class levels do not count. ● Imps come from the dimension of Imper. Deveels ● -2 Constitution, +2 Charisma, +2 Intelligence Deveels are suave and quick-witted, but relatively frail. ● Medium: As Medium creatures, Deveels have no special bonuses or penalties due to their size. ● Deveel base land speed is 30 feet. ● Darkvision: Deveels can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deevels can function just fine with no light at all. ●Deveels receive a +4 racial bonus on diplomacy checks relating to haggling and a +2 racial bonus on appraise checks. ● Automatic Languages: Common, Deveel. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill ● Favored Class: Any. When determining whether a multiclass deveel takes an experience point penalty, his or her highest-level class levels do not count. ● Deveels come from the dimension of Deva. Archian (Archer) ● +2 Dexterity, +2 Wisdom, -2 Constitution ● Medium: As Medium creatures, Archians have no special bonuses or penalties due to their size. ● Archian base land speed is 30 feet ● +2 racial bonus on Spot checks. ● Low-Light Vision: An Archian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. ● Weapon Proficiency: Archians do not suffer improficiency penalties for using any type of bow or crossbow. ● +1 racial bonus on attack rolls with bows and crossbows. ● Automatic Languages: Common, Archian. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill ● Favored Class: Any. When determining whether a multiclass Archian takes an experience point penalty, his or her highest-level class levels do not count. ● Archians come from the dimension of Archiah. Gnomes ● -2 Strength, +2 Dexterity, +2 Charisma ● Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. ● Gnome base land speed is 20 feet. ● Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. ● Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. ● +2 racial bonus on saving throws against illusions. ● Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects. ● +1 racial bonus on attack rolls against kobolds 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 Listen checks. ● +2 racial bonus on Craft (alchemy) checks. ● Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description. ● Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. ● Favored Class: Wizard. A multiclass gnome’s wizard class does not count when determining whether he takes an experience point penalty. ● Gnomes come from the dimension of Zoorik. I think 5 is a little low, but I'm stuck on how to make any other races fit the flavor of the world. Maybe anyone who has read the books could give a little help? [/QUOTE]
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