new race

Scion

First Post
I was working on another site to make up a decent simulation of a race for d&d, I was just wondering if anyone saw anything that was overly wrong with it or anything that might help.

Kri'Loroth
• 2 Racial hd (aberration)
• +2 Strength, +2 Dexterity, +2 Constitution, +2 Int, +2 Wis, +2 Cha: Kri'Loroth are made to be good at what they do (and it helps to make up for having few of the large size benefits)
• Large Sized
• Weak Build (opposite of powerful build, functions in most ways as though they are medium size)
• Low Light Vision (instead of darkvision)
• Psychic Voice: The Kri'Loroth psychic ability allows them to create a voice as a normal creature with vocal cords. Covering their entire head will block sound in a normal fashion.
• Naturally Psionic: +1 PP/hd
• Psi Ability: Whenever manifesting metaphysical weapon or inertial armor the Kri'Loroth powerful natural talent kicks in and pays for up to 2 points of augmentation for free (this cannot go above the normal maximum for augmentation). Every 4 levels of a psionic class the Kri'Loroth may pick another defensive power to gain this ability as well.
• Automatic Languages: Kri'Loroth, Common, Bonus Languages: Celestial, Infernal, Abyssal (Kri'Loroth often search for their origin and have constant exposure to unearthly languages)
• 2 Bonus psionic feats
• Favored class: Any psionic class

They are a very strict race. Highly disciplined and reportidly fearless. Generally they consider themselves to be other lesser races because of their higher stats but are more than likely to fall behind because of their racial hd. (also, the stat boosts help to make up for being large size but getting very few of the benefits) They have no mouth and injest substance through osmosis.

Kri'Loroth wasnt the original name, but I figured no need to bring in stigmas about what the race actually was to begin with ;)

EDIT:

Kri'Loroth
• 2 Racial hd (aberration)
• +2 Strength, +2 Dexterity, +2 Constitution, +2 Int, +2 Wis, +2 Cha: Kri'Loroth are made to be good at what they do (and it helps to make up for having few of the large size benefits)
• Large Sized
• Wirey Build: The physcial stature of the Kri'Loroth makes them function in many ways as if they were one size category smaller.
Whenever a Kri'Loroth is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the kri'Loroth is treated as one size smaller if doing so is disadvantageous to him.
A kri'Loroth is also considered to be one size smaller when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A kri'Loroth must use weapons designed for a creature one size smaller, but without penalty. His space remains that of a creature his own size but his reach is treated as a character one size smaller. The penalties of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• 5' Reach
• Low Light Vision (instead of darkvision)
• Psychic Voice: The Kri'Loroth psychic ability allows them to create a voice as a normal creature with vocal cords. Covering their entire head will block sound in a normal fashion.
• Naturally Psionic: +1 PP/hd
• Psi Ability: Whenever manifesting metaphysical weapon or inertial armor the Kri'Loroth powerful natural talent kicks in and pays for up to 2 points of augmentation for free (this cannot go above the normal maximum for augmentation). Every 4 levels of a psionic class the Kri'Loroth may pick another defensive power to gain this ability as well.
• Automatic Languages: Kri'Loroth, Common, Bonus Languages: Celestial, Infernal, Abyssal (Kri'Loroth often search for their origin and have constant exposure to unearthly languages)
• 2 Bonus psionic feats
• Favored class: Any psionic class
• Proficient in daggers, quarterstaffs, and crossbows
• Racial skills: Autohypnosis, Concentration, Craft, Knowledge (psionics), Profession


Just putting in a few clarifications and changes, work still in progress it seems ;)
 
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Soon as I see a race that is better than normal in everything (stat wise), I brush it off as ridiculous... but I do not mean that as a personal attack.

As I see it, the only drawback is the racial HD (always sucks), and the Weak Build. Everything else is a bonus, and especially catered to be psionic super-men.

Would not fly in my campaign.
 

Of course racial hd really hit hard and the weak build basically takes away the advantages of being large. That is the point though, things that benefits and penalties.

Anyone have any comments on the actual race though?
 

Scion said:
Of course racial hd really hit hard and the weak build basically takes away the advantages of being large. That is the point though, things that benefits and penalties.

Anyone have any comments on the actual race though?
So you have balanced the Large size with Weak Build. Are you suggesting that the 2 racial HD offset all the other factors?? I can't see it. A gnoll has 2 hd, but is nowhere near the abilities you suggest. Maybe with an additional level adjustment of +3 or +4 it could be possible.
 

The gnoll is a 'very' weak race to pick no matter how you look at it. Just because someone wants to play a race not in the core book does 'not' mean they should have to take a hit.

Although, the gnoll does have a +4 str, which many find to be much more powerful than two +2's, maybe even more than 3 +2's.

Still though, I like comparisons ;)

Gnoll
—Strength +4, Constitution +2, Intelligence –2, Charisma –2.
—Size Medium.
—A gnoll’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
—Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 x(2 + Int modifier). Its class skills are Listen and Spot.
—Racial Feats: A gnoll’s humanoid levels give it one feat.
— +1 natural armor bonus.
—Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
—Favored Class: Ranger.
—Level adjustment +1.

I'll have to edit in 30' movement land speed on the guy above in a moment.

So, a normal gnoll is:
Hit Dice: 2d8+2 (14.5 hp)
Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Armor Class: 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)
Special Qualities: Darkvision 60 ft.
Skills: 5 skill points distributed between list and spot, or something else crossclassed
Saves: Fort +4, Ref +0, Will +0
Feats: one feat

And a third level character.

Now, a 3rd level ranger (their favored class) and human is:
Hit Dice: 3d8 (avg 17) (better)
Abilities: Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10 (man do I hate this array..lol)
Armor Class: 16 (+4 chain shirt, +2 heavy steel shield), touch 10, flat-footed 16 (better)
Base Attack/Grapple: +3/+3 (better)
Attack: Battleaxe +3 melee (1d8/x3) or shortbow +3 ranged (1d6/x3) (worse then better)
Special Qualities: (worse)
Skills: 42 skill points, better skill set. no comparison (way, way better)
Saves: Fort +3, Ref +3, Will +1 (worse, better, better)
Feats: three feats (way better)
Special: 1 favored enemy, track, wild empathy, combat style, endurance, better weapon choices, better armor choices (so much better it is silly)

Even using this highly unfavorable array the second guy is way, way better. So, I dont think useing the gnoll is a good place of comparison.

I'll try a comparison with the other guy when I have time later ;)
 

I wouldn't ask people to criticise something and then berate them when they do.

My opinion is that +2 to all stats is no good. If they are intrinsically psionic, I would think that their physical stats would decrease over time, rather than improve.
 

THey need an ECL beyond their racial HD. Personaly, as they are described, I think they should be ECL +3 with no racial HD.

+2 to every stat is a huge bonus.

The large thing sort of washes out (I don't know what parts of large do and change with that off hand).

Lowlight vision is not a big issue.

Psionic voice basicly lets them talk, and I don't think should be listed as an ability (Otherwise, it doesn't work in an anti-psionic area (or anti-magic of using transparency).

The +1 PP/LV is in line with the Kalashtar.

The Psi ability is like giving them free overchanel with no penalties, could be back if it stacked with that or with the Wilder push.

No issue with the languages, though do they actualy have their own? Many "Created" races don't and either use the master's or simply common. That's more a flavor thing however.

Two psionic feats? Very powerful. Increadably powerful. Makes up for either a high ECL and/or racial HD (You're trading racial HD for feats).

Favored: Any Psionic classs is a bit broad, though understandable. The Kalashtar only get Psion though, and that bites into the Human/Halfelven flexability.

ECL 3 with no racial HD (Or possibly 1 racial HD), or perhaps ECL 2 with 2 racial HD (Not sure I like that, but it's better than what you have). They are way to good at psionics. The Kalashtar, the ECL 0 psionic race of Eberron have some bonuses to Psionics, but nothing too big. Same with the Elan's from the XPH. I don't think these are balanced well, and honestly, I don't see any flavor in them either, just "They are Psionic gods who were created"

I would:
1) Drop the large/weak body thing. Just make them large for a medium creature.
2) Drop the Physical bonuses. In fact, given a suggestion I add later, give them -2 con.
3) Change their Psi ability to do something specific, or grant them access to a specific power (Probably a defensive power, but you could give them a choice of one of two powers, probably an L1 manifestation)
4) Drop both free psionic feats, and give them a single specific free feat instead (Perhaps Psionic Body, it fits with them building themselves up psionicly to make up with their frail bodies)
5) Knowldge(Psionics) is always a class skill, and they get +2 to that and concentration.
6) I might change their Favored class to Psion or Psionic Warrior (or I guess both). They don't need Wilder (not appropriate) or Soulblade (Psi-war is more appropriate for them)
7) Give them an ECL of +1 or +2 (not sure which.). An ECL of 1 with 1 racial HD might be better.

I think that gives them a bit more flavor (specific powers and abilities developed or bread into them), actualy gives them a weakness (the -2 con), and adds a few extra touches. I think that's fairly balanced.

Hope that helps.
 

Aberration hit dice aren't that weak, though they are sub-par. 2 Aberration HD makes up for their Int and Wis bonus IMO. The 2 bonus psionic feats, large size, weak build, low-light vision, psychic voice, favored class, and psi ability are fine for 0 LA. But the +2 Str, +2 Dex, +2 Con, +2 Cha, and Naturally Psionic benefits are definitely worth a +1 Level Adjustment at least. I'd also strongly consider giving them a 3rd racial hit die too, making them ECL 4 (3 racial HD and +1 LA) as a race, to balance out their benefits. Or ditch the racial hit dice and just give them a straight +3 LA, though they'd make a somewhat weak +3 LA, yet probably too strong for +2 LA. The lack of 3 or 4 levels worth of spells or powers (for characters designed to capitalize most on their racial traits) would make up for the advantages of the race for certain. Looks to me though like you're trying to emulate a StarCraft Protoss, eh?

Psionic Voice pretty much just prevents them from being gagged, but subsequently makes them mute in an Antimagic Field or Null Psionics Zone. I'm assuming your race, like Protoss, has no discernable mouth (or just no speech organ). Weak Build essentially means that, while actually size Large, they do not gain the size bonuses of a Large creature when it comes to opposed checks and such, and it means that they wield weapons appropriate to Medium creatures instead of Large creatures. They still get the -1 AC/attack, -4 Hide, 10-foot natural reach, space, and carrying capacities of a Large creature. Essentially cancelling out the benefits of size Large, since the reach makes up for the AC/attack/hide penalties more or less.

Edit: This is just a quick-and-dirty analysis, my judgment may vary slightly if I bothered to ponder the true value of the race compared to, say, the almighty 3.5 dwarf. For a quick comparison, your race versus XPH half-giants. Your race's Naturally Psionic trait is more potent than the half-giant's, so more or less makes up for the lack of a half-giant's Powerful Build, and Fire Acclimated. Your race's Large size combined with Weak Build makes them a bit weaker than the half-giant, but are made up for by your race's Psi Ability, which also makes up for the lack of stomp as a psi-like aibility. Both races have low-light vision. Both are of non-humanoid creature types, though different ones, more or less equivalent in potency. Half-giants have a +1 Level Adjustment. Your race lacks the half-giant's -2 Dex to balance their +2 Str. Both races have +2 Con. So overall, beyond what the half-giant has in equivalence, your race gets +2 Str, +2 Dex, +2 Int, +2 Wis, +2 Cha, and 2 bonus psionic feats. Two or three of those extra ability score adjustments is worth +1 LA, while the rest are more or less nearly worth another +1 LA. So a +3 LA should be appropriate, or a +2 LA and 2 racial hit dice, or perhaps a +1 LA and 3 racial hit dice. Since half-giants aren't really that great for a +1 LA race, I'd stick by my original decision of your race having either 2 racial HD and a +1 LA, or more likely 3 racial HD and a +1 LA.
 
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werk said:
I wouldn't ask people to criticise something and then berate them when they do.

If someone posts a complaint/suggestion/comment/whatever and I respond with how I feel that are correct/incorrect/in need of some example then that is not berating, that is responding to criticism with other valid concerns.

If someone was to come on here and say, 'but compared to the kobold this guy is god!' I would have to say something along the lines of, 'but why does that matter? they are incredibly inferior even to the core races'.

Now, if people wish to say something I disagree with and do not want me to respond to what they have said then they should not post in the first place and save everyone some trouble.

If, however, they feel they have something they want to say and will allow me to have my piece explaining in some way what my counter concerns are then that is what we are here for.

I dont expect people to come on and say, 'perfect, run with it' or 'horrible, you are an idiot, never spawn'. But asking me to not respond to peoples comments seems a bit over the top. Especially as my two responses so far to a guy who said he wouldnt use it, but provided little actual criticism, and another guy who said to use the gnoll, which I then showed why that was not a good place to look. I fail to see how that is anything out of line, even in the smallest way.


I will respond to the other comments later when I have more time, thanks all ;)
 

what would the offspring be if one said Kri'Loroth mated with a humanoid, wonder what the half-breed would look like and what they would be capable of?


Of if one mated with a fiend, dragon, fey, angel? Oh the ideas!:]:lol:
 

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