Homebrew Race- Overpowered? Underpowered?

Cheiromancer

Adventurer
Ignoring, for the moment, the background and origins of this race (hint: a picture of a Zt'tir occurs in the BoVD, page 131), I would like a critique of its balance at the various levels.

This race advances as a humanoid until they reach 12 HD. Humanoid is weaker than a PC class progression, so I give a perk at entry level (4 HD), and then again at 7 HD and 12 HD.

Are the perks too powerful? Too weak? Would a Zt'tir character be viable at the 4 HD to 12 HD range?

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The Zt'tir

Zt’tir are distinguished by the utter blackness of their skin and hair and their luminescent green eyes. They have six fingers on each hand and six toes on each foot. Small horns grow from their foreheads, and their legs have a goat-like bend to them. For initial height, weight and age determination, consider a Zt’tir to be a half-elf. Mature Zt’tir are twice as tall, weigh 8 times as much, and live as long as elves. In addition, Zt’tir have the following racial traits:

Bonus Feat: All Zt’tir get a bonus feat due to their human heritage.

Half-ebon: Zt’tir descend from servants of powerful fiends. They all have the half-ebon template (see below).

Racial Hit dice: Zt’tir have 4 humanoid hit dice (with a good will saving throw). Their racial advancement is 5-6 (medium-size), 7-12 (large). After reaching 12 hit dice, they may advance by character class. The first class chosen is henceforth their favored class for determining whether they suffer experience point penalties. Also, racial hit dice never incur experience point penalties.

Racial Proficiencies: The warlike Zt’tir are proficient with all simple and martial weapons and with shields, but not with any sort of armor. Zt'tir characters sometimes spend a feat to acquire proficiency with light armor.

Great Leader: A Zt-tir who advances to 12 hit dice gains a +4 increase to Charisma (similar to the increase acquired every 4 levels) and a deflection bonus to armor class equal to the charisma bonus.

LA: +0. The half-ebon template balances the disadvantage of humanoid hit dice at low levels. The increase in size at 7 hit dice balances it for mid levels, and the great leader ability balances it at 12 hit dice.

Half-ebon Template:

The half-ebon template is a diluted form of the Ebon Servitor template-see the black half-orc in the Deluxe Book of Templates, and subtract out half-orc traits to obtain the following:

Ability modifiers: Half-ebons have +2 Strength, +2 Constitution, -2 Wisdom

Improved Darkvision: Half-ebons can see 60 ft. in darkness, or double the darkvision of the native creature, whichever is better. The half-ebon may make a Will saving throw against the normal spell DC to see 30 ft. in deeper darkness or a similar spell. This vision is black and white.

Natural Armor: Half-ebons have a +1 natural armor bonus.

Detect Good (Sp): 3 times/day a half-ebon can detect good, per the spell, as a cleric of his or her character level.

Smite Good (Su): Once per day, the half-ebon may attempt to smite good with a single melee attack. When smiting, it adds its Charisma bonus (if any) to the attack roll and deals 1 extra point of damage per character level and/or Hit Die it has. If a half-ebon accidentally smites a creature that is not of good alignment, the smite has no effect and the ability is used up for that
day. Half-ebons of good alignment retain this ability, though its use may be an alignment infraction.

Resilient: Half-ebons receive +4 to saves against any cold, electricity, or fire attack. Half-ebons take half the normal damage from environmental heat and cold.

Bonus Languages: Abyssal or Infernal (depending on heritage)

Alignment: usually evil

ECL: +1.
 

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It's a deal, Cheiromancer! ;)

Here's my thoughts:

Just before I begin, what is a perk? You have not explained them anywhere in the post or are you just referring to special abilities that they can gain (similar to the lionheart and fallout games)? Please tell, they sound interesting!

I think that forcing a Zt'tir to take humanoid might weaken them somewhat, but the main reason why I would avoid them is that all Zt'tirs below 12th-level (or 12 HD) would be the same, wouldn't they? Perhaps not exactly the same, but very similar. When adding the Half-Ebon template, I find them quite balanced actually. I would suggest modeling this similar to the Savage Species Race Progressions. Both concepts seem quite similar.

It boils down to whether you intend to use them for PCs or as NPCs. I would much rather give them racial levels ;) But you could also design a specific PrC for them (so that they increase in size). For that is the reason why you're forcing them to take racial levels, or am I way off assuming that? :)

Humanoids are usually only proficient with simple weapons (but you probably know that already, just wanted to mention that) and any additional weapons and armor depending on the entry describing them (as per MM). Size they are forced to take Humanoid levels, and you point out that they are not proficient with armor (but with shields), their Armor Class would suffer a lot at higher levels. They must spend feats on Armor Proficiency or most likely be killed by bigger and deadlier monsters! This is somewhat negated at 12th-level, when they gain a deflection bonus equal to their Charisma bonus. But IMO, it comes too late.

One question: Can other races than the Zt'tir use the Half-Ebon template or are they just meant to be for the Zt'tir alone? And upon gaining the template, what type do they become? With all the evil-related themes, I would think perhaps Extraplanar and Evil, since you probably do not want them to advance as Outsiders.

If I understand this right, the minimum ECL for this race is 5, correct? Yeah, I would say that's the 'weak' humanoid levels balance out the abilities gained from the template. But I would keep the +1 LA.

Oh, and I would really like to see the background and origins of the race. It really helps to picture them (and the picture in BoVD is cool, I like it!)
 

Sertimon said:
Just before I begin, what is a perk? You have not explained them anywhere in the post or are you just referring to special abilities that they can gain (similar to the lionheart and fallout games)? Please tell, they sound interesting!

Sorry. An adult Zt'tir begins play with 4 HD and the half-ebon template. That's the 4th level perk. At 7th level they become large (gaining +8 Str, +4 Con, -2 Dex, +2 Natural Armor, -1 size penalty to attacks and AC, and 10 foot reach.) That's the 7th level perk. And at 12th level they get a charisma bonus and a deflection AC equal to their Charisma. That's the last perk.

Sertimon said:
I think that forcing a Zt'tir to take humanoid might weaken them somewhat, but the main reason why I would avoid them is that all Zt'tirs below 12th-level (or 12 HD) would be the same, wouldn't they? Perhaps not exactly the same, but very similar. When adding the Half-Ebon template, I find them quite balanced actually. I would suggest modeling this similar to the Savage Species Race Progressions. Both concepts seem quite similar.

Any creature with a savage species progression would be very similar until they've gotten all their racial hit dice. For instance, an Ogre Mage Savage Species progression would have 12 levels. Same with the Zt'tir.

Sertimon said:
It boils down to whether you intend to use them for PCs or as NPCs. I would much rather give them racial levels ;) But you could also design a specific PrC for them (so that they increase in size). For that is the reason why you're forcing them to take racial levels, or am I way off assuming that? :)

You're pretty close. I am trying to give a background for the being on page 131 of the BoVD. I want him to be a fully advanced member of an evil race of templated humans. The Zt'tir is the result. I would want it to be balanced for PC use, not just for NPCs. A party of low level Zt'tir could be pretty boring though, and lack a lot of necessary skills.

Sertimon said:
Humanoids are usually only proficient with simple weapons (but you probably know that already, just wanted to mention that) and any additional weapons and armor depending on the entry describing them (as per MM). Since they are forced to take Humanoid levels, and you point out that they are not proficient with armor (but with shields), their Armor Class would suffer a lot at higher levels. They must spend feats on Armor Proficiency or most likely be killed by bigger and deadlier monsters! This is somewhat negated at 12th-level, when they gain a deflection bonus equal to their Charisma bonus. But IMO, it comes too late.

Good points! I want to add a template to an advanced Zt'tir that will make him an outsider; this will give martial weapon proficiency, so I could take that away from the base race. However, he doesn't use armor, which is hard to understand unless the base race didn't.

Sertimon said:
One question: Can other races than the Zt'tir use the Half-Ebon template or are they just meant to be for the Zt'tir alone? And upon gaining the template, what type do they become? With all the evil-related themes, I would think perhaps Extraplanar and Evil, since you probably do not want them to advance as Outsiders.

Half-ebon is derived from an entry in the deluxe book of templates. It is a weakened form of the Ebon Servitor template, which "is a template that can be added to any aberration, sentient animal, beast, dragon, fey, humanoid, magical beast, monstrous humanoid, outsider, or sentient plant (referred to hereafter as the `base creature'). After assuming the template, the base creature’s type and subtype do not change." Although you would think the creature type would change,wouldn't it? But if it doesn't change for the Ebon Servitor, it shouldn't change for the half-ebon.

Sertimon said:
If I understand this right, the minimum ECL for this race is 5, correct? Yeah, I would say that's the 'weak' humanoid levels balance out the abilities gained from the template. But I would keep the +1 LA.

ECL of 4 at 4 HD. ECL 7 at 7 HD. ECL 12 at 12 HD. Or at least, that was what I was intending. I was thinking (perhaps too pessimistically) that 4 humanoid hit dice was about equal to 3 standard class levels. And so every 4 hit dice or so I needed to add something that in isolation would give a +1 ECL.

If you would say that the weak humanoid levels balance out the abilities gained from the template, why would you keep the +1 LA?

Sertimon said:
Oh, and I would really like to see the background and origins of the race. It really helps to picture them (and the picture in BoVD is cool, I like it!)

It needs to be fleshed out more. There is a short version of it over in the Rogue's Gallery (the "Junior Fiends" thread).

Thanks for the feedback!
 

Cheiromancer said:
ECL of 4 at 4 HD. ECL 7 at 7 HD. ECL 12 at 12 HD. Or at least, that was what I was intending. I was thinking (perhaps too pessimistically) that 4 humanoid hit dice was about equal to 3 standard class levels. And so every 4 hit dice or so I needed to add something that in isolation would give a +1 ECL.

If you would say that the weak humanoid levels balance out the abilities gained from the template, why would you keep the +1 LA?

The main reason why I think you should keep the +1 LA is if the template is added to other creatures than the Zt'tir. But I guess you could just state that the template adds +0 LA when used for the Zt'tir. It's just that the unbalancing ability scores throws me off a little.

Here's another question for you: what skills can they choose from? That is, for their humanoid levels?

I'll check out that other thread as well.
 

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