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<blockquote data-quote="Nellisir" data-source="post: 6032166" data-attributes="member: 70"><p>Well, to start with the basics, thallid have Str +2, Con +4, Int -4, Wis +2, Chr -2. That's a little unbalanced, but not too bad.</p><p>Two hit dice.</p><p>1 natural attack (1d6)</p><p>+4 bonus to hiding in wooded environments. That's not a big deal.</p><p>+6 natural AC. That's really steep, but you could offset it in part by restricting their armor.</p><p></p><p>So, without the plant immunities or saproling power, I'd put this at two racial levels. They'll tend towards fighter, ranger, and possibly barbarian.</p><p></p><p>Plant immunities are:</p><p><em>Low-light vision.</em> - not a big deal.</p><p><em>Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)</em>. - that's a level there.</p><p><em>Immunity to poison, sleep effects, paralysis, polymorph, and stunning</em>. - another level.</p><p><em>Not subject to critical hits</em>. - partial level</p><p><em>Proficient with its natural weapons only</em>. - Eh.</p><p><em>Proficient with no armor</em>. - Eh. Helps offset the natural AC for a few levels.</p><p><em>Plants breathe and eat, but do not sleep</em>. - Someone is pulling guard duty every night.</p><p></p><p>I'm not a big fan of levels without hit dice, so there's another three racial levels (d8, attack as cleric, 2+Int skills). That gives you five levels to spread the various immunities and abilities out across - the thallid will be very resistant, but not very exciting offensively.</p><p></p><p>Saproling factory is a tricky one. I'd call adventuring a "harsh" condition, and restrict the saprolings to no more than the thallid's racial level, at least initially. They are going to die faster and faster at higher levels - it's somewhat comparable to an ability to cast <em>Summon Monster I</em> once per day. I'm also doubtful that a saproling is any more effective than a ranger's animal ally - probably less so, in many cases - so given that a thallid is offensively pretty weak, and already has 5 racial levels, I'd probably be OK with it sticking at 5 and just adding saproling factory in as the "signature" ability (every class should have one, even racial classes).</p><p></p><p>Mixing racial and class levels is fine IMO, just don't give the thallid all the good abilities at first level, and racial abilities should be tied into racial levels.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 6032166, member: 70"] Well, to start with the basics, thallid have Str +2, Con +4, Int -4, Wis +2, Chr -2. That's a little unbalanced, but not too bad. Two hit dice. 1 natural attack (1d6) +4 bonus to hiding in wooded environments. That's not a big deal. +6 natural AC. That's really steep, but you could offset it in part by restricting their armor. So, without the plant immunities or saproling power, I'd put this at two racial levels. They'll tend towards fighter, ranger, and possibly barbarian. Plant immunities are: [I]Low-light vision.[/I] - not a big deal. [I]Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)[/I]. - that's a level there. [I]Immunity to poison, sleep effects, paralysis, polymorph, and stunning[/I]. - another level. [I]Not subject to critical hits[/I]. - partial level [I]Proficient with its natural weapons only[/I]. - Eh. [I]Proficient with no armor[/I]. - Eh. Helps offset the natural AC for a few levels. [I]Plants breathe and eat, but do not sleep[/I]. - Someone is pulling guard duty every night. I'm not a big fan of levels without hit dice, so there's another three racial levels (d8, attack as cleric, 2+Int skills). That gives you five levels to spread the various immunities and abilities out across - the thallid will be very resistant, but not very exciting offensively. Saproling factory is a tricky one. I'd call adventuring a "harsh" condition, and restrict the saprolings to no more than the thallid's racial level, at least initially. They are going to die faster and faster at higher levels - it's somewhat comparable to an ability to cast [I]Summon Monster I[/I] once per day. I'm also doubtful that a saproling is any more effective than a ranger's animal ally - probably less so, in many cases - so given that a thallid is offensively pretty weak, and already has 5 racial levels, I'd probably be OK with it sticking at 5 and just adding saproling factory in as the "signature" ability (every class should have one, even racial classes). Mixing racial and class levels is fine IMO, just don't give the thallid all the good abilities at first level, and racial abilities should be tied into racial levels. Hope this helps. [/QUOTE]
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