Baron Opal
First Post
I am shifting my campaign more towards culturally defined humans rather than many distinct races. therefore I'm trying to make a number of human ethnicities that would be interesting to play and balancing them as if they were seperate races. I'm really not happy with the Adamar at the moment, so any comments about them would be particularly helpful.
Also available are the races from Arcana Evolved. The verrik are considered humans for my purposes. They are partially reproduced below to give an idea of balance without giving away anything that might get me in trouble.
Scheme:
Race
Theme
Common tongue
Characteristics
Adamar
Pantheistic Mayans
- Work well in groups. Inquisitive. Religious rather than spiritual. Forms the backbone of the empire.
Imperial (Westron)
+2 Int / -2 Strength
+1 racial bonus to attack in groups of 3 or more.
Aid Another grants +3 bonus whether giving or receiving aid.
+2 to Concentration and Spot checks.
Gavinlander
Henotheistic Northmen
Hieratic (Eastron)
+2 Str / -2 Wis
+1 luck bonus to saves.
Endurance, as per the feat.
Saarcosi
Pantheistic Phoenicians
Hieratic (Eastron)
+2 Dex, Cha / -2 Con
+1 to reflex saves.
+2 to Balance, Climb, Jump, Tumble checks.
Umbarim
Evolved Zoroastran Neanderthals
Hieratic (Eastron)
+2 Con / -2 Cha
Master of Craft: +4 to a specific Craft skill as well as Appraise for objects made by that craft.
Stable: +4 vs. attempts to knock prone, e.g. Bull Rush.
+2 on saves vs. poison and disease.
Verrik
Atheistic Persians
Imperial (Westron)
+2 Wis / -2 Cha
Sensory Control
Spell-like Abilities (comparable to gnomes in strength)
Spell Access (magicians have access to mental spells regardless of class)
Mixed-Blood
Bonus feat at first level.
+4 skill points at first level, +1 skill point each level therafter.
Also available are the races from Arcana Evolved. The verrik are considered humans for my purposes. They are partially reproduced below to give an idea of balance without giving away anything that might get me in trouble.
Scheme:
Race
Theme
Common tongue
Characteristics
Adamar
Pantheistic Mayans
- Work well in groups. Inquisitive. Religious rather than spiritual. Forms the backbone of the empire.
Imperial (Westron)
+2 Int / -2 Strength
+1 racial bonus to attack in groups of 3 or more.
Aid Another grants +3 bonus whether giving or receiving aid.
+2 to Concentration and Spot checks.
Gavinlander
Henotheistic Northmen
Hieratic (Eastron)
+2 Str / -2 Wis
+1 luck bonus to saves.
Endurance, as per the feat.
Saarcosi
Pantheistic Phoenicians
Hieratic (Eastron)
+2 Dex, Cha / -2 Con
+1 to reflex saves.
+2 to Balance, Climb, Jump, Tumble checks.
Umbarim
Evolved Zoroastran Neanderthals
Hieratic (Eastron)
+2 Con / -2 Cha
Master of Craft: +4 to a specific Craft skill as well as Appraise for objects made by that craft.
Stable: +4 vs. attempts to knock prone, e.g. Bull Rush.
+2 on saves vs. poison and disease.
Verrik
Atheistic Persians
Imperial (Westron)
+2 Wis / -2 Cha
Sensory Control
Spell-like Abilities (comparable to gnomes in strength)
Spell Access (magicians have access to mental spells regardless of class)
Mixed-Blood
Bonus feat at first level.
+4 skill points at first level, +1 skill point each level therafter.