New races vs core races

Beholder Bob said:
Kelben 2 ranks Survival, +2 save Vs poison & disease, Last extra day w/out food prior penalty
--Any 1 facet too strong, or is the collection? Perhaps drop the survival OR the save mod to balance it?

I'd drop the Survival ranks, personally.

Beholder Bob said:
Does that even it out?

Yeah, probably. Really, it's hard to talk about ECL accurately without just making characters and seeing what they can do. The hysteria about the monk right after the release of 3.0 shows how easy is is to misjudge power before playing.

Beholder Bob said:
HUMANS
Size • Medium
Statistic Adj. • None
Move • 30’ ground
Race Skills • Human languages
Senses • Standard
Language • 2 Human languages
Favored Class • Any
Bonus • 1 extra feat at 1st
• 4 SP at 1st +1 SP each level > 1st
• Choose a subgroup below
• Astorians: 1 knowledge skill becomes a class skill –if all knowledge skills are class skills at 1st, gain +2 to one knowledge skill
• Kelben: +1 save Vs poison & disease Last extra day w/out food prior penalty
• Trymemnia:Learn to use a weapon from group above weapon type not learned (simple/melee/exotic)
• Tursten: +1 save Vs enchantments, 1 ranks Vocation: sailor or swimming, Hold breath as if CON = CON+2
• Whelkurst: +1 HP at 1st LV or minimum roll of 2 for HD before CON (only one of these, what you think?)

Heh. Sorcerers get longswords, wizards get spears. ;)

It you bring other races up in power, then the balance between these humans becomes less important -- right now, humans lead the pack and giving them even a small nudge is questionable.

Beholder Bob said:
Could you give me a link to Upper Krust's new CR/ECL/EL document? I'd love to see his mechanics!

http://www.enworld.org/forums/attachment.php?attachmentid=11206

How does "run x3 unless on all fours" work in armor or with the Run feat?

Anubi: walk 40, hustle 80, run in armor ?, run unencumbered 120

This will help me determine balance for the races...
 

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I'd drop the Survival ranks, personally.

Done. I trimmed a bit off of each race, so hopefully the race - human, is more balanced now.

It you bring other races up in power, then the balance between these humans becomes less important -- right now, humans lead the pack and giving them even a small nudge is questionable.

Definitely. These humans are for balance with the races I'm making for this campaign, not for the base world of elves/dwarves/too many short races. I'm hoping to make them a balanced choice for these races, and am of the view (for this world) that humans are losing their main advantage, numbers, in this new campaign. Humans are not the majority. I've always seen that this 'unstated advantage' as the best balancing factor for the d20 world. The majority of treasure, people, and communities you deal with are human or humanocentric.

How does "run x3 unless on all fours" work in armor or with the Run feat?

Anubi: walk 40, hustle 80, run 90. If they drop to all 4's, its
Anubi: walk 40, hustle 80, run 160. The run feat makes it
Anubi: walk 40, hustle 80, run 120, all fours 200

Armor reduces the base # 40 down - use double the move rate listed for 20 move for their movement rate in armor. Switching from 2 leg to 4 'leg' movement is a free action, but going from 4 'leg' to 2 leg is a move action. While using 4 leg movement, the hands may not hold anything.
 

Beholder Bob said:
How does "run x3 unless on all fours" work in armor or with the Run feat?

Anubi: walk 40, hustle 80, run 90. If they drop to all 4's, its
Anubi: walk 40, hustle 80, run 160. The run feat makes it
Anubi: walk 40, hustle 80, run 120, all fours 200

Armor reduces the base # 40 down - use double the move rate listed for 20 move for their movement rate in armor. Switching from 2 leg to 4 'leg' movement is a free action, but going from 4 'leg' to 2 leg is a move action. While using 4 leg movement, the hands may not hold anything.

A character in heavy armor has his speed drop, but also runs at x3 instead of x4. Would this stay x3 or become x4 for the anubi?
 

CRGreathouse said:
A character in heavy armor has his speed drop, but also runs at x3 instead of x4. Would this stay x3 or become x4 for the anubi?

Oooph! :eek:

Your right. Run speed is x2 - or no longer able to run (unless on all fours, or using the run feat - either would make the run speed x3, and both would be x4). I think I'd better note this on the Anubi for clarity.

Cool! I had the concept in my head (oh so messy) but hadn't thought the full effects of armor. Thank you! :D
 

Beholder Bob said:
Oooph! :eek:

Your right. Run speed is x2 - or no longer able to run (unless on all fours, or using the run feat - either would make the run speed x3, and both would be x4). I think I'd better note this on the Anubi for clarity.

Cool! I had the concept in my head (oh so messy) but hadn't thought the full effects of armor. Thank you! :D

Speedwise, the Anubi are strictly better than dwarves -- faster unless both are in heavy armor, in which case the anubi can hustle as fast as dwarves run. Hustling is better, though; it allows turns and doesn't provoke. On all fours, of course, there's no comparison.

Their stat adjustment is better than dwarves, and they have racial skills and skill bonuses, but dwarves have racial attack bonuses and AC bonuses.

They look roughly balanced with dwarves, but weaker than (PH) humans to me.
 

CRGreathouse said:
...They look roughly balanced with dwarves, but weaker than (PH) humans to me.

PHB humans or my version? If balanced with dwarves, I (from my perspective) would have assumed they were better then humans. Hmmmm... Overall ok?

And just to overload this posting:

CAPRAS (LUMAN)
Size • Medium
Statistic Adj. • +1 STR, -1 CON
Move • 35’ ground
Race Skills • Survival
Senses • Low Light Vision
Language • Luman
Favored Class • None
Bonus • +3 survival checks
• -2 save against addiction
• +4 save against disease (see carrier)
• Carrier to disease until 2 saves at -4 made against disease. Pass disease with those that travel/contact for more then 3 rounds at a time or eat or drink after you.
• Lesser Confusion Gaze, each use drains d3 temporary WIS that can only be recovered by rest, not by magic or psionic means.
• Enthralling Bray 1/day, as the spell Enthrall, DC 10+HD, at HD level. Use drains d4 temporary WIS.
• Over-Eat, requires a WILL DC 15 to avoid overeating when presented a chance to do so. Failure results in a stupor for 2d12 r. As a benefit, doing so allows the Capras to store an extra days worth of food internally, so long as prior to needing it, the Capras overate 3 days in a row, consuming at least 2 days ration more then during that time. The Capras can consume up to 3 days worth of rations in a day.
• Horns d4 (pierce), x2 damage with a charge.
+0.5+0.25+0.5-0.5+0.75+0.5-0-0.25+1+1+0+0.75 4.5

The Capras are the most varied in appearance of the Luman, having goat, ram, and antelope heads. All forms have thick, irregular pelts with large bald patches, as well as irregularities in the skin color all over their bodies. The eyes change color dependent on mood, though the color for each mood varies with each individual. They have short tuft-like tails no longer then 6”. Individuals range from 4’ to 7’ tall, with an even greater range of weights.
The Capras often look dissipated, with dark spots around their eyes and wrinkles around their mouths and eyes. They have irregular breathing patterns, ranging from ragged deep breaths to quite sips of air, this is not a health risk, but makes their voices vary and alters their inflection. They have overlarge bellies and frequently overeat, storing a days worth of food when overindulgence is possible. They have the same capacity for alcohol and drugs, leaving the Capras stoned or tipsy for long periods of times. They are, as a side effect, prone to addiction.









URSINE (LUMAN)
Size • Medium
Statistic Adj. • +2 STR & CON, -2 DEX & INT
Move • 25’ ground
Race Skills • Climb, Intimidate
Senses • Low Light Vision
Language • Luman
Favored Class • Barbarian
Bonus • -2 save Vs compulsion
• Unable to run unless on all fours
• +3 HP at 1st (Toughness)
• Claws d4 (slashing)
• Bite: d4 (piercing)
• Bite feat
• Treat one size larger for grapple, trip, and bull-rush.
+1-0.5+0.5+0.5-0.5-0.5+1+1+1+1 4.5
The Ursine Luman is an intimidating figure, averaging 7’4” and wide of body. The thick neck supports a malicious looking bear or badger head with an oversized mouth wide enough to fit a cantaloupe in. The body is wide and covered with a thick pelt of fur, though it has bare patches, usually along the limbs. The hands are poorly developed, limiting their ability to manipulate objects, and their legs are short for their size, giving them a shorter stride and a waddle to their walk.
They frequently suffer from mange, as well as infestations of fleas, ticks, and mites. They also tend to have terrible breath, severe dandruff, and suffer from rages and dementia. Their temper is legendary among those familiar with them.
Capable of great feats of strength but mentally unstable, they are, not a dominant force in the society. They often take positions as guards, occasionally in the military, and as hunters. Families of Ursine are very territorial, both in physical location, as well as the niche they hold in the local region (in a craft, as bodyguards, etc). Threats to their niches are usually lethal for those who threaten them, and law enforcement is lax when it comes to punishing them, their violent behavior usually forgiven or overlooked.
 


CRGreathouse: I've downloaded but not printed out Upper Krust's system yet, and at over 20 pages, I want to give it more then a quick scan. I'm very interested in what I've seen, though. The area of highest interest, of course, is how he values the traits.
 

THE MULTYN
The Multyne species covers a divergent group of creatures adapted to the ocean waters and land - different breeds capable of different depths and pressure, as well as different degrees of amphibious activity on the surface. The Multyn includes; Sahagin, Localath, and the Deep Ones. All have a slick skin, some scaly, some smooth, and all have (compared to land based creatures) oversized eyes to aid them to see in the darkness beneath the waves. Claws (both hands and feat) and needle like teeth are standard among them, as is a difficulty walking on land. The species varies widely and the groups have been known to be cannibalistic towards each-other.

PISCEAN (MULTYN)
Size • Medium
Statistic Adj. • +1 CON, -2 WIS
Move • 20’ ground, 30’ swim
Race Skills • Swim
Senses • Dark Vision 30’
Language • Multyn
Favored Class • Fighter
Bonus • +4 swim,
• -2 DEX on land, +2 DEX in water
• May take 10 swimming in any circumstances
• +2 save Vs poison & magic
• Amphibious (salt water), hold breath x5 duration in fresh water.
• Suffer 10% more effect or DMG from dehydration & fire/heat
• After CON modifier days without complete submersion in water (6+ hrs) suffer –1 CON per day
• Claws d2 (slashing)
• Unable to wear boots or gloves
+0.5+0.25+1+0.5+1+0+0.5+0.5+1-0.5-.25+0.25-0.25 4.5

With an eel-like skin, the Piscean are the physically least intimidating of their brethren. Averaging 5’7” tall and 160 lb., they have tight thin skin of a gray-green hue, with dark striations along their back, and along the back of their limbs. Their hands and feat end in claws, with the feat ending in a oversized 3 toe configuration, with wide webbing between them. The hands have 3 fingers, with the same wide scoop shape provided by the webbing. Their eyes are large with 2 layers of nictitating membrane, one to secure the eye from loss of moisture and small particles from touching it, the 2nd to filter out light, allowing the Piscean to pierce the depths.
The Piscean regularly range at depths little below the surface to 150’ depths, though they are capable of depths as deep as 400’.
 

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