regeneration

No, that ability is just a drawback. It would only slightly slow their demise sometimes (but they would still die just the same if they suffered enough damage), and would make it impossible to just subdue the creature (it would quickly end up dying regardless of what kind of damage was dealt to it).



Here's a homebrewed race I've worked up that has Regeneration 1. I haven't typed out their background and such yet, but the bit of descriptive text amidst the racial traits should suffice for a decent idea of what they're like. I'm not quite sure if they deserve to suffer the Intelligence penalty or not, because it's tough to judge Regeneration for a PC race.

URGOGS

Physical Description: An urgog stands between 3-1/2 and 4 feet tall on average, being a stocky humanoid of 50 to 90 pounds in weight. They have thick, ashen gray skin, rough and almost a bit scaly in feel, but urgogs never sweat. Instead, they seem to give off a bit of light steam at times, from numerous pores across their skin. Urgogs have a highly-active metabolism that generates significant body heat. They are most comfortable living in regions with mildly cold weather year-round. An urgog has thick strands of porous hair on their scalp, shoulders, and back, while the rest of their body is hairless. What hair they do have is some shade of blue or violet. Urgogs have slanted eyes of dark blue, red, purple, or green. Urgog faces have a pronounced chin and cheekbones, with a small nose and long ears. Their head is wide but not very long, and a bit wedge-shaped. Small tusks protrude from the edges of the mouth, from both the upper and lower jaw, and urgogs have broad, expressive mouths.

Ability Scores: Urgogs gain +2 Constitution, but also suffer -2 Strength, -2 Dexterity, and -2 Intelligence. They are short and stout, but rather awkward in motion, and not especially muscular for their size. Urgogs also tend towards simple thoughts and obsessing over food, drink, and merriment, with little concern for crafts and lore that is not related to survival or revelry.

Size/Type: Urgogs are Small humanoids of the Urgog subtype. Being Small in size, urgogs enjoy a +1 size bonus to Armor Class and attack rolls, as well as a +4 size bonus on Hide skill checks. However, they suffer a size penalty on certain other rolls, such as a -4 size penalty on grapple checks, and urgogs must use smaller weapons, armor, and other equipment compared to humans. The base damage of an urgog's unarmed strike is 1d2 nonlethal (subdual), not 1d3 like a human's, and the urgog applies his or her Strength modifier to the damage as normal.

Speed: An urgog's base speed is 20 feet.

Darkvision: Urgogs have the benefit of darkvision, allowing them to see even in total darkness out to a distance of 60 feet. Darkvision is black and white only, but otherwise like normal sight. Urgogs are well-adapted to living in deep caves, but often visit the surface to scrounge around. Darkvision is an extraordinary ability.

+2 racial bonus on Profession (Cook) skill checks: An urgog loves to eat, and cooking well is a matter of great importance to urgogs. After all, they spend hours each day feasting.

-2 racial penalty on all Bluff, Diplomacy, Gather Information, and Sense Motive skill checks: Urgogs have poor manners and some difficulty in understanding the way other creatures think. They have a natural tendency towards living alone or in small groups, ignoring other creatures except as potential rivals for food and water.

Morphic Immunity: The urgogs have a peculiar nature that renders them immune to polymorphing, shapechanging, petrification, and size-alteration of all kinds. This does not prevent growing or shrinking naturally with age, of course, nor does it prevent illusions. Morphic immunity is an extraordinary ability.

Regeneration: A urgog possesses the quality of regeneration 1. He or she heals 1 point of nonlethal (subdual in 3.0 rules) damage per round as a result. Most attacks deal only nonlethal (subdual in 3.0 rules) damage to an urgog. Acid, cold, electricity, fire, and sonic effects deal normal damage to urgogs. An urgog rendered unconscious may only be killed with a coup de grace if the attack deals normal damage to the urgog, not if the attack would be converted to subdual damage. Attacks that do not deal hit point damage (such as disintegrate, or most poisons and diseases) ignore regeneration. Regeneration does not heal lost hit points or nonlethal (subdual in 3.0 rules) damage when caused by starvartion, thirst, or suffocation. An urgog's regeneration allows him or her to regrow lost body parts, regrowing one lost limb or body part every 3d4x10 days. He or she cannot reattach limbs through this ability, however. Regeneration is an extraordinary ability.

High Metabolism: Urgogs burn through nutrients quickly, fueling their rapid metabolism and regenerative tissues. As a result, urgogs require eight times the normal amount of food and water for creatures of their size. Being Small, this means an urgog must consume twice the amount of food and water that a human would, to avoid dehydration and starvation. Furthermore, an urgog suffers the secondary effects of poison twice as quickly as normal (so for instance, a poison that deals secondary damage 1 minute after poisoning would instead cause that damage half a minute after poisoning). Likewise, after a disease's incubation period in an urgog, the urgog suffers each increments of its effects twice as quickly as normal (for example, diseases that cause another increment of ability damage each day would instead cause that damage every half-day). Lastly, an urgog's natural regeneration does not function while he or she is starving or dehydrated.

Languages: An urgog speaks the Common and Undercommon languages, though Undercommon is his or her native tongue. He or she may select from amongst Dwarven, Giant, Gnome, Goblin, and Terran, when receiving bonus starting languages for high Intelligence, if applicable. They come into conflict at times with other subterrannean and cave-dwelling creatures, but manage to trade and ally with dwarves or gnomes on occasion.

Favored Class: The favored class of urgogs is ranger.
 

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Arkhandus: seems pretty balanced to me but it's hard to tell, without actually testing it. How much would you be bothering your characters about food/water supplies?

I think you could make a character with less drawbacks if you give them a more common substance that always does lethal damage.

I immediatly thought of wood. Being a PC race and likely fairly commonplace, most intelligent creatures in this world will know this weakness. Common weapons like clubs, staffs and arrows/bolts would do regular damage to your new PC race. It also makes sense to keep the classics of fire and acid.
 

So the race would basically be a reasonable choice for sorcerer, maybe cleric, and almost nothing else?

Oh and the option I put up is not a drawback, it is still a bonus, just no where near as huge as normal regeneration. It staves off death often, regrows limbs, and yet is easy going enough to be allowable without huge drawbacks.
 

Slaved said:
So the race would basically be a reasonable choice for sorcerer, maybe cleric, and almost nothing else?

Oh and the option I put up is not a drawback, it is still a bonus, just no where near as huge as normal regeneration. It staves off death often, regrows limbs, and yet is easy going enough to be allowable without huge drawbacks.

1. I suppose, if you're a powergamer that only ever plays the most optimal combinations and considers anything sub-optimal to be equivalent to horse manure. I should think converting all bludgeoning, piercing, and slashing attacks to nonlethal damage is no small boon to a frontline warrior. :\

Suffering a Str or Dex penalty of -2 does not make a race worthless in a combat role or the like. Just as Half-Orcs aren't useless paladins, Elves aren't useless Fighters, Halflings aren't useless Barbarians, and so on and so forth. A mere -1 penalty on a handful of rolls is nothing to blow out of proportion (oh noes!!! -1 on melee and ranged attack rolls!! Whatever will I do with only my Small size bonus of +1 on all attack rolls?!!? :\ ). It's a disadvantage but by no means is it any sort of crippling disadvantage.

Certainly the race is dis-inclined to being Bards, Druids, or socially-oriented Rogues, Paladins, or Clerics. A Barbarian or Fighter would easily compensate for the offensive drawbacks through feats or Rage. They make better Wizards than half-orcs do, but still sub-par Wizards. They make fine Sorcerers and Clerics (skill ranks can make up for the racial penalty on social stuff, though it would be sub-par). They are decent Rangers, (non-socially-focused) Paladins, or Monks (who really need more survivability, which Regeneration helps with), and probably fit decently for many of the non-core classes. In the Races: Gallery and Creation thread, I'll be adding Urgogs and providing a few racial feats that'll help with a few things (like Urgog rangers).



2. I admit your Regeneration ability does provide a small advantage, but only a small one. Equivalent to 1 or 2 feats at the very most (and only if the party has a cleric to heal the regenerating PC before he dies of nonlethal damage). :uhoh: :confused:
 

Thondor said:
How much would you be bothering your characters about food/water supplies?
I think you could make a character with less drawbacks if you give them a more common substance that always does lethal damage.
I immediatly thought of wood. Being a PC race and likely fairly commonplace, most intelligent creatures in this world will know this weakness.

1. It comes up in my games, and ones I've played in. Especially in deserts or the like. At lower levels at least, having to spend extra dough on basic supplies would be a hindrance, even though it would not likely be severe.

2. I don't think that'd really fulfill the main purpose of Regeneration, though..... Taking normal damage from common weapons and only really healing quickly from a few attacks (generally only from stupid opponents, and perhaps some monsters)? I considered having them take normal damage from Bludgeoning (saying that their flesh mends quickly from tears and punctures, but not crushed tissue), but decided against it.

Similarly, not regenerating from certain materials, like wood, is generally the province only of Supernatural regeneration, not Extraordinary. I wanted to keep it a natural quality of the race.

If I get the chance to playtest the race later, I might remove the Strength penalty or the Intelligence penalty if they seem a bit too disadvantaged. I may end up making them take normal damage from Bludgeoning, but I'd rather not (it would negate most of the current usefulness of their Regen).
 

Small size, penalty to strength, penalty to dexterity, and slow movement really hurts a lot of damaging type builds. Weapons are doing lower damage all around and the hit to armor class and initiative does not help either.

Penalty to dexterity and intelligence hurts two of the main offensive areas for a wizard.

On and on.

It is not that it could not be used for other roles but that it not only does not excel in any area you basically have to min/max just to get to where other characters normally start at.


The primary ability that it has is definately very, very strong but it does not lend itself to any role in particular. It does not make him particularly more dangerous on the field and yet he is taking a lot of power hits in most areas to get it.


It is not that this guy could not do any role if a player decided to play it as one but it just is not all that good at anything and is a poor choice for many different character types.

The limitations present shunt it down to a small set of choices which it could be decent at and that is not a very good starting position for a race to be. Time for a redesign from the ground up.
 


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