Hey all. I am currently running a campaign set in the world of the webcomic Two Kinds. Now, there are only three races in this world, two of which are original creations for author, the Keidrens and Basitin. I am wanting some opinions on how well I did statting up the races. The game's already gotten started, and so I can make tweaks as needed, but this is what I have. How does it look?
Anyway, here's what I have for the Basitin.
+2 Str, +4 Con, -2 Cha. Basitin are quite hardy and strong, but are rather gruff and blunt.
Medium humanoids. As medium creatures, Basitin's have no modifiers related to size.
30 foot move speed
Low-Light Vision
Scent
Weapon Prof: All Basitins receive Exotic Weapon Proficiency (Bastard Sword) as a bonus feat.
+2 Racial bonus on all saving throws.
+2 Racial on Fortitude saves against poison or disease. This bonus stacks with the racial bonus Basitin have on all saving throws.
+2 Listen and Spot checks
Magical Restrictions: Basitin have no innate connection to magic, of any sort. Because of this, they cannot become any class that makes use of spontaneous spellcasting, and the take a -4 penalty on Spellcraft checks, as well as a -2 on any other skill check that the DM determines sufficiently Magic-based. Because of this, Basitins who follow the path of Wizard, Cleric, or other spellcasting class are exceptionally rare.
Favored Class: Fighter
Alignment: Usually lawful.
Level Adjustment: +1
And, here's what I have for the Keidren, which is still a work in progress.
All Keidren have the following racial abilities:
Medium Humanoid
40 foot move speed
Low-Light Vision
Scent
A Natural Claw attack (1d4), and Bite attack (1d6)
Keidren are ill-viewed by other races, giving them a -2 to all Charisma based checks other than Intimidate, when used on non-Keidren.
In addition, there are a number of different Keidren clans, which have their own unique abilities in addition to the above. All keidren belong to a clan, as their clan determines what kind of Keidren they are. The currently known Keidren clans are:
Wolf. All Wolf Keidrens have the following racial adjustments, in addition to the above:
+2 Int, -2 Str. Wolf Keidrens are known for their intelligence and cunning, but prefer to stick to the shadows in fights.
Wolf Keidrens gain a +2 bonus on all Survival checks to track creatures
Favored Class: Ranger
Tiger. All Tiger Keidrens have the following racial adjustments, in addition to the above:
+2 Str, -2 Int. Tiger Keidren are strong warriors, who follow their prey with the devotion of a hunter.
All Tiger Keidren who train for battle are trained extra well with polearms, such as lances and halbreds. All Tiger Keidrens automatically recieve Weapon Proficiency and Weapon Focus with a Polearm of their choice, if they were raised among their kinfolk.
Favored Class: Fighter
Fox. All Fox Keidren have the following racial adjustments, in addition to the above:
+2 Dex, -2 Con
Fox Keidren are exceptionally good at sneaking around and hiding. All Fox Keidren receive a +2 bonus on all Hide and Move Silently checks.
Favored Class: Rogue
Cheetah. All Cheetah Keidren have the following racial adjustments, in addition to the above:
+2 Con, -2 Wis
Sprint (Ex): All Cheetah Keidren can move at up to 8 times their normal move speed for up to a number of rounds equal to their Con modifier. Running in this way for 1 round fatigues them, any longer consecutively renders them exhausted.
Favored Class: Barbarian.
Canine. All Canine Keidren have the following racial adjustments, in addition to the above:
+2 Wis, -2 Int
+2 on all Diplomacy checks made with non-keidrens. This benefit augments, but does not completely replace, the normal penalty on Cha-based checks Keidrens have with non-Keidrens (meaning a Canine Keidren suffers a -2 on all Cha based checks with non-Keidrens, except Diplomacy, which is a +2).
Lion. All Lion Keidren have the following racial adjustments, in addition to the ones listed above.
+2 Str, -2 Dex
Roar (Ex): As a full-round action, a lion Keidren may let loose a mighty roar. All creatures within 10 feet of a Lion Keidren using it's Roar ability must make a Will Save (DC 10+Con mod+1/2 the Lion's HD), or become stunned for 1 round. This is a sonic ability.
Anyway, here's what I have for the Basitin.
+2 Str, +4 Con, -2 Cha. Basitin are quite hardy and strong, but are rather gruff and blunt.
Medium humanoids. As medium creatures, Basitin's have no modifiers related to size.
30 foot move speed
Low-Light Vision
Scent
Weapon Prof: All Basitins receive Exotic Weapon Proficiency (Bastard Sword) as a bonus feat.
+2 Racial bonus on all saving throws.
+2 Racial on Fortitude saves against poison or disease. This bonus stacks with the racial bonus Basitin have on all saving throws.
+2 Listen and Spot checks
Magical Restrictions: Basitin have no innate connection to magic, of any sort. Because of this, they cannot become any class that makes use of spontaneous spellcasting, and the take a -4 penalty on Spellcraft checks, as well as a -2 on any other skill check that the DM determines sufficiently Magic-based. Because of this, Basitins who follow the path of Wizard, Cleric, or other spellcasting class are exceptionally rare.
Favored Class: Fighter
Alignment: Usually lawful.
Level Adjustment: +1
And, here's what I have for the Keidren, which is still a work in progress.
All Keidren have the following racial abilities:
Medium Humanoid
40 foot move speed
Low-Light Vision
Scent
A Natural Claw attack (1d4), and Bite attack (1d6)
Keidren are ill-viewed by other races, giving them a -2 to all Charisma based checks other than Intimidate, when used on non-Keidren.
In addition, there are a number of different Keidren clans, which have their own unique abilities in addition to the above. All keidren belong to a clan, as their clan determines what kind of Keidren they are. The currently known Keidren clans are:
Wolf. All Wolf Keidrens have the following racial adjustments, in addition to the above:
+2 Int, -2 Str. Wolf Keidrens are known for their intelligence and cunning, but prefer to stick to the shadows in fights.
Wolf Keidrens gain a +2 bonus on all Survival checks to track creatures
Favored Class: Ranger
Tiger. All Tiger Keidrens have the following racial adjustments, in addition to the above:
+2 Str, -2 Int. Tiger Keidren are strong warriors, who follow their prey with the devotion of a hunter.
All Tiger Keidren who train for battle are trained extra well with polearms, such as lances and halbreds. All Tiger Keidrens automatically recieve Weapon Proficiency and Weapon Focus with a Polearm of their choice, if they were raised among their kinfolk.
Favored Class: Fighter
Fox. All Fox Keidren have the following racial adjustments, in addition to the above:
+2 Dex, -2 Con
Fox Keidren are exceptionally good at sneaking around and hiding. All Fox Keidren receive a +2 bonus on all Hide and Move Silently checks.
Favored Class: Rogue
Cheetah. All Cheetah Keidren have the following racial adjustments, in addition to the above:
+2 Con, -2 Wis
Sprint (Ex): All Cheetah Keidren can move at up to 8 times their normal move speed for up to a number of rounds equal to their Con modifier. Running in this way for 1 round fatigues them, any longer consecutively renders them exhausted.
Favored Class: Barbarian.
Canine. All Canine Keidren have the following racial adjustments, in addition to the above:
+2 Wis, -2 Int
+2 on all Diplomacy checks made with non-keidrens. This benefit augments, but does not completely replace, the normal penalty on Cha-based checks Keidrens have with non-Keidrens (meaning a Canine Keidren suffers a -2 on all Cha based checks with non-Keidrens, except Diplomacy, which is a +2).
Lion. All Lion Keidren have the following racial adjustments, in addition to the ones listed above.
+2 Str, -2 Dex
Roar (Ex): As a full-round action, a lion Keidren may let loose a mighty roar. All creatures within 10 feet of a Lion Keidren using it's Roar ability must make a Will Save (DC 10+Con mod+1/2 the Lion's HD), or become stunned for 1 round. This is a sonic ability.
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