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*Pathfinder & Starfinder
LA +1 Humans, Elves, Dwarves, etc
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<blockquote data-quote="Asmor" data-source="post: 3197700" data-attributes="member: 1154"><p>I'm working on a new campaign setting tentativly called "The Tainted Lands." It's inspired by the most recent issue of dragon, which featured a couple articles on magical pollution. Anyways, we've got the typical story of an ancient, magically advanced race which has perished; in this case, it was a globally-spanning race which lived underground, typically known as True Elves. There was a cataclysm called the upheaval which infused the world with abundant magic, but made all the true elves lose their memories. Some of them stayed in the tunnels, being corrupted into drow, others moved to mountains to become dwarves and still others moved to the forests to become "regular" elves. There's all kinds of magical hazards like fire storms, hedge mazes (extra-dimensional spaces in forests inspired by the Lady's mazes from Planescape), acid rain, etc.</p><p></p><p>Anyways, the people of this land are going to be quite hardy. I want to make the base assumption of LA +1 races (and in so doing move everyone down by one LA, so for example you could play a Tiefling at level 1 with no penalty). So what I need are some LA +1 variants of the base species.</p><p></p><p>What sort of benefits should I add, especially magical abilities? I'm thinking I might give humans a choice of any 0 level spell, usable at will, 1st level spell usable three times per day, 2nd level spell usable twice a day or 3rd level spell usable once per day (they only get to take one of those options). Does that seem appropriate?</p><p></p><p>Other races would get more (or maybe just more powerful) spells, but they'd be set in stone. Elves might get, like, Dimension Door usable once per day but only through foliage/trees/etc. They also are unique in that they can see and sense hedge mazes, and in fact many of their cities are built in them. For everyone else, there's no non-magical way to figure out whether you're in a hedge maze or not.</p></blockquote><p></p>
[QUOTE="Asmor, post: 3197700, member: 1154"] I'm working on a new campaign setting tentativly called "The Tainted Lands." It's inspired by the most recent issue of dragon, which featured a couple articles on magical pollution. Anyways, we've got the typical story of an ancient, magically advanced race which has perished; in this case, it was a globally-spanning race which lived underground, typically known as True Elves. There was a cataclysm called the upheaval which infused the world with abundant magic, but made all the true elves lose their memories. Some of them stayed in the tunnels, being corrupted into drow, others moved to mountains to become dwarves and still others moved to the forests to become "regular" elves. There's all kinds of magical hazards like fire storms, hedge mazes (extra-dimensional spaces in forests inspired by the Lady's mazes from Planescape), acid rain, etc. Anyways, the people of this land are going to be quite hardy. I want to make the base assumption of LA +1 races (and in so doing move everyone down by one LA, so for example you could play a Tiefling at level 1 with no penalty). So what I need are some LA +1 variants of the base species. What sort of benefits should I add, especially magical abilities? I'm thinking I might give humans a choice of any 0 level spell, usable at will, 1st level spell usable three times per day, 2nd level spell usable twice a day or 3rd level spell usable once per day (they only get to take one of those options). Does that seem appropriate? Other races would get more (or maybe just more powerful) spells, but they'd be set in stone. Elves might get, like, Dimension Door usable once per day but only through foliage/trees/etc. They also are unique in that they can see and sense hedge mazes, and in fact many of their cities are built in them. For everyone else, there's no non-magical way to figure out whether you're in a hedge maze or not. [/QUOTE]
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