Overkill_Engine
First Post
Help me break/refine a LA house rule idea I have-
Trade in LA +X for X Racial Hit Die. Subtract 2 from the highest ability score for each Racial Hit Die gained this way. If Con is tied for highest score with any other ability, subtract 2 from it first. Do not give ability score increases for Racial HD gained in this way. Do not change base creature size for Racial Hit Dice gained in this way.
Examples of this rule in effect:
Unmodifed LA rules
Lizardfolk characters possess the following racial traits.
*+2 Strength, +2 Constitution, –2 Intelligence.
*Medium size.
*A lizardfolk’s base land speed is 30 feet.
*Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
*Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
*Racial Feats: A lizardfolk’s humanoid levels give it one feat.
*Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
*+5 natural armor bonus.
*Natural Weapons: 2 claws (1d4) and bite (1d4).
*Special Qualities (see above): Hold breath.
*Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
*Favored Class: Druid.
*Level adjustment +1.
Modified LA rules:
Lizardfolk characters possess the following racial traits.
*+2 Strength, –2 Intelligence.
*Medium size.
*A lizardfolk’s base land speed is 30 feet.
*Racial Hit Dice: A lizardfolk begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
*Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
*Racial Feats: A lizardfolk’s humanoid levels give it two feats.
*Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
*+5 natural armor bonus.
*Natural Weapons: 2 claws (1d4) and bite (1d4).
*Special Qualities (see above): Hold breath.
*Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
*Favored Class: Druid.
Unmodifed LA rules:
Gargoyle characters possess the following racial traits.
*+4 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
*Medium size.
*A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
*Darkvision out to 60 feet.
*Racial Hit Dice: A gargoyle begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
*Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
*Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats.
*+4 natural armor bonus.
*Special Qualities (see above): Damage reduction 10/magic, freeze.
*Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
*Favored Class: Fighter.
*Level adjustment +5.
Modified LA rules:
Gargoyle characters possess the following racial traits.
*+2 Strength, +2 Dexterity, +2 Constitution, –4 Intelligence, –4 Charisma.
*Medium size.
*A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
*Darkvision out to 60 feet.
*Racial Hit Dice: A gargoyle begins with nine levels of monstrous humanoid, which provide 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +3, Ref +6, and Will +6.
*Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 12 x (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
*Racial Feats: A gargoyle’s monstrous humanoid levels give it four feats.
*+4 natural armor bonus.
*Special Qualities (see above): Damage reduction 10/magic, freeze.
*Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
*Favored Class: Fighter.
This seems to address a dislike I have for high LA characters having really high ability mods but crap for actual HP/BAB/saves. Now, the question is, is a flat -2 to a stat a fair trade for a racial HD, or should it scale according to the HD? Any additional limiters that should be in place?
Trade in LA +X for X Racial Hit Die. Subtract 2 from the highest ability score for each Racial Hit Die gained this way. If Con is tied for highest score with any other ability, subtract 2 from it first. Do not give ability score increases for Racial HD gained in this way. Do not change base creature size for Racial Hit Dice gained in this way.
Examples of this rule in effect:
Unmodifed LA rules
Lizardfolk characters possess the following racial traits.
*+2 Strength, +2 Constitution, –2 Intelligence.
*Medium size.
*A lizardfolk’s base land speed is 30 feet.
*Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
*Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
*Racial Feats: A lizardfolk’s humanoid levels give it one feat.
*Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
*+5 natural armor bonus.
*Natural Weapons: 2 claws (1d4) and bite (1d4).
*Special Qualities (see above): Hold breath.
*Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
*Favored Class: Druid.
*Level adjustment +1.
Modified LA rules:
Lizardfolk characters possess the following racial traits.
*+2 Strength, –2 Intelligence.
*Medium size.
*A lizardfolk’s base land speed is 30 feet.
*Racial Hit Dice: A lizardfolk begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
*Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
*Racial Feats: A lizardfolk’s humanoid levels give it two feats.
*Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
*+5 natural armor bonus.
*Natural Weapons: 2 claws (1d4) and bite (1d4).
*Special Qualities (see above): Hold breath.
*Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
*Favored Class: Druid.
Unmodifed LA rules:
Gargoyle characters possess the following racial traits.
*+4 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
*Medium size.
*A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
*Darkvision out to 60 feet.
*Racial Hit Dice: A gargoyle begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
*Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
*Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats.
*+4 natural armor bonus.
*Special Qualities (see above): Damage reduction 10/magic, freeze.
*Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
*Favored Class: Fighter.
*Level adjustment +5.
Modified LA rules:
Gargoyle characters possess the following racial traits.
*+2 Strength, +2 Dexterity, +2 Constitution, –4 Intelligence, –4 Charisma.
*Medium size.
*A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
*Darkvision out to 60 feet.
*Racial Hit Dice: A gargoyle begins with nine levels of monstrous humanoid, which provide 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +3, Ref +6, and Will +6.
*Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 12 x (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
*Racial Feats: A gargoyle’s monstrous humanoid levels give it four feats.
*+4 natural armor bonus.
*Special Qualities (see above): Damage reduction 10/magic, freeze.
*Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
*Favored Class: Fighter.
This seems to address a dislike I have for high LA characters having really high ability mods but crap for actual HP/BAB/saves. Now, the question is, is a flat -2 to a stat a fair trade for a racial HD, or should it scale according to the HD? Any additional limiters that should be in place?
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