Zurai
First Post
I'd like some outside opinions on how balanced this race is (if it is at all):
Yrassa
Yrassan Racial Traits:
As Medium sized creatures, Yrassa have a 5' reach and move 30'.
+2 Dex, +2 Cha, -2 Wis, -2 Int: Like the cats they resemble, Yrassa are quick and charming, but tend to be not as smart or wise as they think they are.
Magic-born: Yrassa have magic running through their veins, and manifest all arcane and divine magic at +1 caster level and +1 DC. However, their blood is radiates a magical aura (no particular school) which is visible to anyone using a detect magic or similar spell or ability.
Heightened Senses: Yrassa can see four times as far as humans in low light conditions and have the Scent special ability. However, sudden bright lights or strong scents cause Yrassa great discomfort, giving them a -2 on all saves vs such effects (such as Stinking Cloud or Sunburst).
Natural Weapons: Yrassa have razor sharp claws, which they can use as a natural weapon (1d3 slashing damage, 20x2 crit). Yrassa are never considered unarmed unless they are unable to use their claws.
Favored Class: Warlock or Sorceror
My thoughts in making the race:
+1 caster level and DC for all spells is a very powerful ability. I knew that going into the process. However, having -2 to the primary casting stats of the most powerful casters (wizards, clerics, druids, archivists) helps balance that out; especially since Illumians get the +1 caster level with almost no drawbacks. It also makes sense that a race whose blood is literally magical would heavily favor the spontaneous/natural spellcasting classes over the prepared/studied spellcasters. I'm not sure whether the detect magic-able nature of their blood is too big of a drawback on top of the int/wis penalty; it makes invisibility and hiding much less useable for them, for example.
Scent is, again, a powerful ability, and low-light/darkvision is rare in my campaign world, so I felt another drawback was called for. I'm not sure whether -2 is too much - I think it might be, but there really aren't that many spells or effects that create harsh smells or sudden bright lights.
The natural attacks are really minor - they deal damage as if they were for a Small creature, and they only get one claw attack, not two. It helps a little in very low level fighting, but gets pretty useless past level 5 or so. That's intentional.
Anyway, does anyone have any thoughts?
Yrassa
Yrassan Racial Traits:
As Medium sized creatures, Yrassa have a 5' reach and move 30'.
+2 Dex, +2 Cha, -2 Wis, -2 Int: Like the cats they resemble, Yrassa are quick and charming, but tend to be not as smart or wise as they think they are.
Magic-born: Yrassa have magic running through their veins, and manifest all arcane and divine magic at +1 caster level and +1 DC. However, their blood is radiates a magical aura (no particular school) which is visible to anyone using a detect magic or similar spell or ability.
Heightened Senses: Yrassa can see four times as far as humans in low light conditions and have the Scent special ability. However, sudden bright lights or strong scents cause Yrassa great discomfort, giving them a -2 on all saves vs such effects (such as Stinking Cloud or Sunburst).
Natural Weapons: Yrassa have razor sharp claws, which they can use as a natural weapon (1d3 slashing damage, 20x2 crit). Yrassa are never considered unarmed unless they are unable to use their claws.
Favored Class: Warlock or Sorceror
My thoughts in making the race:
+1 caster level and DC for all spells is a very powerful ability. I knew that going into the process. However, having -2 to the primary casting stats of the most powerful casters (wizards, clerics, druids, archivists) helps balance that out; especially since Illumians get the +1 caster level with almost no drawbacks. It also makes sense that a race whose blood is literally magical would heavily favor the spontaneous/natural spellcasting classes over the prepared/studied spellcasters. I'm not sure whether the detect magic-able nature of their blood is too big of a drawback on top of the int/wis penalty; it makes invisibility and hiding much less useable for them, for example.
Scent is, again, a powerful ability, and low-light/darkvision is rare in my campaign world, so I felt another drawback was called for. I'm not sure whether -2 is too much - I think it might be, but there really aren't that many spells or effects that create harsh smells or sudden bright lights.
The natural attacks are really minor - they deal damage as if they were for a Small creature, and they only get one claw attack, not two. It helps a little in very low level fighting, but gets pretty useless past level 5 or so. That's intentional.
Anyway, does anyone have any thoughts?