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LA +1 Humans, Elves, Dwarves, etc
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<blockquote data-quote="Asmor" data-source="post: 3199074" data-attributes="member: 1154"><p>I've done a bit of work on the races. I doubt they're balanced, but it's a work in progress. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><a href="http://taintedlands.tiddlyspot.com/#Races" target="_blank">http://taintedlands.tiddlyspot.com/#Races</a></p><p></p><p>Highlights:</p><p></p><p>* Aasimar: Pretty sure I left them as written, except for updating favored class.</p><p></p><p>* Dwarves: Gained damage reduction and extra hit points</p><p></p><p>* Gray Elves: Modified pretty heavily from RAW, gave bigger bonus to intelligence and </p><p>limited-range dimension door every 1d12 rounds.</p><p></p><p>* Halflings: Changed their ability mods, gave them at will reduce person but they need to </p><p>wait 1d12 rounds between the ending of it and casting it again. Not sure how balanced this is, as I'm not quite sure just how powerful reduce person is.</p><p></p><p>* Humans: Essentially hat I suggested above. I'm using some odd favored class rules which make their "any" really good.</p><p></p><p>* Kobolds: Adjusted their ability modifiers a bit, and give them all two free levels worth of sorcerer spells. Not sure if this is overpowering or not... certainly more powerful than the gray elves, in any case, but playing a caster with a constitution penalty is pretty harsh. I might even take it a step further and give them -1 HP per level.</p><p></p><p>* Orcs: Adjusted ability modifiers, gave them a free rage once per day or extra use if they're a barbarian, which stacks with the extra use they'd get for having barbarian as a favored class.</p><p></p><p>* Tieflings: Removed charisma penalty, changed their once-per-day spell to suggestion.</p><p></p><p>* Wood Elves: Tweaked ability mods, gave them an animal companion as a druid (which will stack with a druid's or ranger's animal companion so they could actually have two).</p><p></p><p>Decided not to allow half-elves (never liked 'em), half-orcs (replaced by full-blooded orcs) or gnomes (god damn gnomes).</p></blockquote><p></p>
[QUOTE="Asmor, post: 3199074, member: 1154"] I've done a bit of work on the races. I doubt they're balanced, but it's a work in progress. :) [url]http://taintedlands.tiddlyspot.com/#Races[/url] Highlights: * Aasimar: Pretty sure I left them as written, except for updating favored class. * Dwarves: Gained damage reduction and extra hit points * Gray Elves: Modified pretty heavily from RAW, gave bigger bonus to intelligence and limited-range dimension door every 1d12 rounds. * Halflings: Changed their ability mods, gave them at will reduce person but they need to wait 1d12 rounds between the ending of it and casting it again. Not sure how balanced this is, as I'm not quite sure just how powerful reduce person is. * Humans: Essentially hat I suggested above. I'm using some odd favored class rules which make their "any" really good. * Kobolds: Adjusted their ability modifiers a bit, and give them all two free levels worth of sorcerer spells. Not sure if this is overpowering or not... certainly more powerful than the gray elves, in any case, but playing a caster with a constitution penalty is pretty harsh. I might even take it a step further and give them -1 HP per level. * Orcs: Adjusted ability modifiers, gave them a free rage once per day or extra use if they're a barbarian, which stacks with the extra use they'd get for having barbarian as a favored class. * Tieflings: Removed charisma penalty, changed their once-per-day spell to suggestion. * Wood Elves: Tweaked ability mods, gave them an animal companion as a druid (which will stack with a druid's or ranger's animal companion so they could actually have two). Decided not to allow half-elves (never liked 'em), half-orcs (replaced by full-blooded orcs) or gnomes (god damn gnomes). [/QUOTE]
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