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New races vs core races
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<blockquote data-quote="Beholder Bob" data-source="post: 1176053" data-attributes="member: 12866"><p>Kelben 2 ranks Survival, +2 save Vs poison & disease, Last extra day w/out food prior penalty</p><p>--Any 1 facet too strong, or is the collection? Perhaps drop the survival OR the save mod to balance it?</p><p></p><p>• Trymemnia use of any 1 martial weapon (exotic if know all martial)</p><p>--The exotic weapon for fighters is a pretty good payoff, but the real value is having a wizard able to use that longsword or such. I agree it is a weak feat.</p><p></p><p>• Whelkurst +1 HP at 1st LV, Minimum of 2 HP/LV</p><p>--Uh oh, good catch!! Restate that one, 'the die roll for hd has a minimum of a 2, but values of 1 are possible with negative con modifiers.'</p><p>Does that even it out?</p><p></p><p>Humans are being toughened, and for a normal d20 game, I think it would require a +1 ECL, though I think it puts them in balance with the other races. Now, if I assume the +1 feat (any) = +2 feats, I would have to scale these races back 1/2 a feat, which I think would be a reasonable assumption per your comments. I hate to do it, but these guys are a little too powerful. Thank you for catching it!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>HUMANS</p><p>Size • Medium</p><p>Statistic Adj. • None</p><p>Move • 30’ ground </p><p>Race Skills • Human languages</p><p>Senses • Standard</p><p>Language • 2 Human languages</p><p>Favored Class • Any</p><p>Bonus • 1 extra feat at 1st</p><p> • 4 SP at 1st +1 SP each level > 1st</p><p> • Choose a subgroup below</p><p> • Astorians: 1 knowledge skill becomes a class skill –if all knowledge skills are class skills at 1st, gain +2 to one knowledge skill</p><p> • Kelben: +1 save Vs poison & disease Last extra day w/out food prior penalty</p><p> • Trymemnia:Learn to use a weapon from group above weapon type not learned (simple/melee/exotic)</p><p> • Tursten: +1 save Vs enchantments, 1 ranks Vocation: sailor or swimming, Hold breath as if CON = CON+2</p><p> • Whelkurst: +1 HP at 1st LV <strong>or</strong> minimum roll of 2 for HD before CON (only one of these, what you think?)</p><p></p><p>Could you give me a link to Upper Krust's new CR/ECL/EL document? I'd love to see his mechanics!</p><p></p><p>And a new racial group.</p><p></p><p>THE LUMAN</p><p> The Luman, or Bestial Servants of the Moon, are animal headed humanoids with hairy bodies and chaos running through their veins. Their homeland of savanna, desert, and jungle, shaped them for survival, but their inherent chaos shows in the wide diversity found even in their subgroups. Heights and body shapes vary, eye and hair color do not depend on the parentage, and a persistent streak of lunacy rises from all members from time to time. The bodies are always hairy, have 4 nipples, and tails. Disease is common among them, bacteria, virus, and fungi, to body chaos in the form of cancers, tumors, and cases of their own immune system devouring them. </p><p> A powerful (if not stable) society, their monuments and society have survived the ages, prone to radical changes but always there. Currently their culture is divided into city-states, with temporary and long-term alliances forming the power-blocks.</p><p></p><p>ANUBI (LUMAN)</p><p>Size • Medium</p><p>Statistic Adj. • +1 STR & CON, -3 CHA</p><p>Move • 40’ ground </p><p>Race Skills • Jump, Intimidate</p><p>Senses • Low Light Vision, +1 Listen</p><p>Language • Luman</p><p>Favored Class • Fighter</p><p>Bonus • +2 save Vs compulsion</p><p> • Run is x3 unless on all fours</p><p> • +2 intimidate</p><p> • Bite: d4 (piercing)</p><p> • Bite feat</p><p> • May take the scent feat</p><p>+0.5+1+0.5+0.75-0.25+0.5+0.25+1+0.25 4.5</p><p> The Anubi have a dog, wolf, or hyena head, are well muscled, with overlong arms that allow them to run on all fours, and have a muzzle filled with teeth. Their average height is 5’4” (both male and female) with a weight of 150 lb. The legs are very well developed, allowing them to run at break move at break neck speeds, although to achieve their higher speeds they must go to all fours. Their hands end with talons, but while able to break the skins surface, are not deadly weapons in any sense.</p><p> They suffer from pack mentality and run poorly as bipeds. Common genetic defects include an over-thick forked tongue (giving them a wooly lisp), patches of skin with off colored hair that falls out in patches when stressed, to tumor growths on their outer body, usually the stomach, chest, neck, or head. Some such growths are fatal, but usually the Anubi continue to live ‘normal’ lives.</p><p> The pack mentality makes them less concerned or developed in a sense of self, their upbringing and genetic nature pushing them to think in terms of the pack. The Anubi dominate the military in their homeland. Independent Anubi are not unknown, but such individuals usually take position outside of the military.</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1176053, member: 12866"] 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? • Trymemnia use of any 1 martial weapon (exotic if know all martial) --The exotic weapon for fighters is a pretty good payoff, but the real value is having a wizard able to use that longsword or such. I agree it is a weak feat. • Whelkurst +1 HP at 1st LV, Minimum of 2 HP/LV --Uh oh, good catch!! Restate that one, 'the die roll for hd has a minimum of a 2, but values of 1 are possible with negative con modifiers.' Does that even it out? Humans are being toughened, and for a normal d20 game, I think it would require a +1 ECL, though I think it puts them in balance with the other races. Now, if I assume the +1 feat (any) = +2 feats, I would have to scale these races back 1/2 a feat, which I think would be a reasonable assumption per your comments. I hate to do it, but these guys are a little too powerful. Thank you for catching it!! :D 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 [B]or[/B] minimum roll of 2 for HD before CON (only one of these, what you think?) Could you give me a link to Upper Krust's new CR/ECL/EL document? I'd love to see his mechanics! And a new racial group. THE LUMAN The Luman, or Bestial Servants of the Moon, are animal headed humanoids with hairy bodies and chaos running through their veins. Their homeland of savanna, desert, and jungle, shaped them for survival, but their inherent chaos shows in the wide diversity found even in their subgroups. Heights and body shapes vary, eye and hair color do not depend on the parentage, and a persistent streak of lunacy rises from all members from time to time. The bodies are always hairy, have 4 nipples, and tails. Disease is common among them, bacteria, virus, and fungi, to body chaos in the form of cancers, tumors, and cases of their own immune system devouring them. A powerful (if not stable) society, their monuments and society have survived the ages, prone to radical changes but always there. Currently their culture is divided into city-states, with temporary and long-term alliances forming the power-blocks. ANUBI (LUMAN) Size • Medium Statistic Adj. • +1 STR & CON, -3 CHA Move • 40’ ground Race Skills • Jump, Intimidate Senses • Low Light Vision, +1 Listen Language • Luman Favored Class • Fighter Bonus • +2 save Vs compulsion • Run is x3 unless on all fours • +2 intimidate • Bite: d4 (piercing) • Bite feat • May take the scent feat +0.5+1+0.5+0.75-0.25+0.5+0.25+1+0.25 4.5 The Anubi have a dog, wolf, or hyena head, are well muscled, with overlong arms that allow them to run on all fours, and have a muzzle filled with teeth. Their average height is 5’4” (both male and female) with a weight of 150 lb. The legs are very well developed, allowing them to run at break move at break neck speeds, although to achieve their higher speeds they must go to all fours. Their hands end with talons, but while able to break the skins surface, are not deadly weapons in any sense. They suffer from pack mentality and run poorly as bipeds. Common genetic defects include an over-thick forked tongue (giving them a wooly lisp), patches of skin with off colored hair that falls out in patches when stressed, to tumor growths on their outer body, usually the stomach, chest, neck, or head. Some such growths are fatal, but usually the Anubi continue to live ‘normal’ lives. The pack mentality makes them less concerned or developed in a sense of self, their upbringing and genetic nature pushing them to think in terms of the pack. The Anubi dominate the military in their homeland. Independent Anubi are not unknown, but such individuals usually take position outside of the military. [/QUOTE]
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