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<blockquote data-quote="Aleolus" data-source="post: 4227302" data-attributes="member: 53423"><p>Hey all. I am currently running a campaign set in the world of the webcomic <a href="http://2kinds.com" target="_blank">Two Kinds</a>. 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?</p><p></p><p>Anyway, here's what I have for the Basitin.</p><p></p><p>+2 Str, +4 Con, -2 Cha. Basitin are quite hardy and strong, but are rather gruff and blunt.</p><p>Medium humanoids. As medium creatures, Basitin's have no modifiers related to size.</p><p>30 foot move speed</p><p>Low-Light Vision</p><p>Scent</p><p>Weapon Prof: All Basitins receive Exotic Weapon Proficiency (Bastard Sword) as a bonus feat.</p><p>+2 Racial bonus on all saving throws.</p><p>+2 Racial on Fortitude saves against poison or disease. This bonus stacks with the racial bonus Basitin have on all saving throws.</p><p>+2 Listen and Spot checks</p><p>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.</p><p>Favored Class: Fighter</p><p>Alignment: Usually lawful.</p><p>Level Adjustment: +1</p><p></p><p>And, here's what I have for the Keidren, which is still a work in progress.</p><p></p><p>All Keidren have the following racial abilities:</p><p>Medium Humanoid</p><p>40 foot move speed</p><p>Low-Light Vision</p><p>Scent</p><p>A Natural Claw attack (1d4), and Bite attack (1d6)</p><p>Keidren are ill-viewed by other races, giving them a -2 to all Charisma based checks other than Intimidate, when used on non-Keidren.</p><p></p><p>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:</p><p></p><p>Wolf. All Wolf Keidrens have the following racial adjustments, in addition to the above:</p><p>+2 Int, -2 Str. Wolf Keidrens are known for their intelligence and cunning, but prefer to stick to the shadows in fights.</p><p>Wolf Keidrens gain a +2 bonus on all Survival checks to track creatures</p><p>Favored Class: Ranger</p><p></p><p>Tiger. All Tiger Keidrens have the following racial adjustments, in addition to the above:</p><p>+2 Str, -2 Int. Tiger Keidren are strong warriors, who follow their prey with the devotion of a hunter.</p><p>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.</p><p>Favored Class: Fighter</p><p></p><p>Fox. All Fox Keidren have the following racial adjustments, in addition to the above:</p><p>+2 Dex, -2 Con</p><p>Fox Keidren are exceptionally good at sneaking around and hiding. All Fox Keidren receive a +2 bonus on all Hide and Move Silently checks.</p><p>Favored Class: Rogue</p><p></p><p>Cheetah. All Cheetah Keidren have the following racial adjustments, in addition to the above:</p><p>+2 Con, -2 Wis</p><p>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.</p><p>Favored Class: Barbarian.</p><p></p><p>Canine. All Canine Keidren have the following racial adjustments, in addition to the above:</p><p>+2 Wis, -2 Int</p><p>+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).</p><p></p><p>Lion. All Lion Keidren have the following racial adjustments, in addition to the ones listed above.</p><p>+2 Str, -2 Dex</p><p>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.</p></blockquote><p></p>
[QUOTE="Aleolus, post: 4227302, member: 53423"] Hey all. I am currently running a campaign set in the world of the webcomic [url=http://2kinds.com]Two Kinds[/url]. 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. [/QUOTE]
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