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Yet Another Homebrew Race Needs Balancing (3 of 5)

Oversquid

First Post
Hello again, with the last 2 races evaluated and critiqued I think down to a much better level than before, I think its time to give you guys the next race that needs balancing.

You can see the other two races in these threads:

Tsaghoal: http://www.enworld.org/forum/d-d-le...g-homebrew-race-need-your-help-balancing.html

Treeling: http://www.enworld.org/forum/d-d-legacy-discussion/313990-making-another-homebrew-race.html

About this next race: My goal is to ensure that this is a +0 LA race.

More about: These creatures that I'm asking you to go over are called the Ulruun, and they are small sized creatures with very large heads. As they grow older, their heads become to look much more rough, taking patterns of rivets, horns, bumps, etc. The Ulruun are completely bald creatures.

The Ulruun are a race that is very sensitive to external forces, being Arcane and Divine Magic, Psionic Power, Incarnum wells, and even the odd font of primal energy as well. and they tend to settle alongside sources of power. If they are away from such sources, they take no penalties, but some of them become very uncomfortable when away from such sources.

If the above description isn't enough, then feel free to say something.

Before I go on about the stats, I want to provide a description of what I intend to do with the stats. There are 3 abilities here I call "Wheeling Stats", meaning that every 24 hours, an Ulruun can choose one stat from a wheel, and must stick with it for the rest of the day. A Wheel has more than one stat on it, and only one can be active at a time in other words. Now without further ado, here are the stats:

- +2 Intellect, -2 Strength. An Ulruun is notoriously keen of mind, however their body muscles are rarely ever used for anything more than holding up their heads.

- Humanoid

- Small Sized

- Base Land Speed of 20ft

- Low Light Vision

- Naturally Psionic: Ulruun gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

- Arcane Magic (Wheel Stat). In this wheel, an Ulruun can decide between benefitting from 1 of 4 of the following traits every 24 hours:

I. Gains +1 1st level Arcane Spell Slot/Daily Use per day than normal.
II. Gains +2 on Knowledge (Arcana), and Spellcraft Checks.
III. Gains +2 Bonus on Saving Throws vs. Spells. This includes both arcane and divine spells.
IV. All Spell-Like Abilities Used by the Ulruun gains +1 Difficulty to Save against its effects.

An Ulruun being sensitive to magic is better able to use it than most of the other races, including magic that comes from within some Ulruun, or even magic that comes from other beings or powers.

- Divine Magic (Wheel Stat). In this wheel, an Ulruun can decide between benefitting from 1 of 4 of the following traits every 24 hours:

I. Gains +1 1st level Divine Spell Slot/Daily Use per day than normal (Applies to Druids and Spirit Shaman as well)
II. Gains +2 on Knowledge (Religion) OR Knowledge (Nature), and +2 on Concentration Checks.
III. Gains +2 insight bonus on Diplomacy and Intimidate Checks.
IV. Gains +2 insight bonus on Initative Checks.

An Ulruun is also sensitive to the natural forces of the world, as well as power from deities. An Ulruun learns to shape those forces at an early age, granting them a better ability to use them, understand them, or even to fill themselves with divine power to better able to negotiate or act.

- Psionic Powers (Wheel Stat). In this wheel, an Ulruun can decide between benefitting from 1 of 4 of the following traits every 24 hours:

I. Gains +1 more Power Point.
II. Gains +2 on Knowledge (Psionics), and Psicraft checks.
III. Gains +2 insight bonus on Bluff and Sense Motive checks.
IV. Gains +2 on Saving Throws vs. Psionics.

An Ulruun is a naturally psionic being, but still at an early age, they learn the depths of their mind to better utilize its enormous strength.

- Incarnation (Wheel Stat). In this wheel, an Ulruun can decide between benefitting from 1 of 4 of the following traits every 24 hours:

I. +1 Bonus to the Essentia Pool.
II. +2 Bonus to resist effects of Soulmelds.
III. +3 Bonus Hitpoints.
IV. Grants a +1 Dodge bonus to AC against any one opponent at one time. Can stack with the Dodge feat, or you can use this ability on someone not already targeted by your dodge feat.

At the latest stage of growing up in an Ulruun's life is learning that their ancestors, and the ancestors of many others are still around as souls, and if one were to ask them, the ancestors can infuse the Ulruun as well. This can take on the form of a reservoir for their own souls, or even as extra fortitude, or guidance for their feet when in the heat of combat.

Automatic Languages: Draconic

Bonus Languages: Common, Dwarven, Elven, Giant, Gnome, Halfling, Illithid, or Orcish

Favored Class: Wizard, Psion, Incarnate

Level Adjustment: +0
 
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I don't see a problem with this race getting a slight boost to psionics, Incarnum, Divine and Arcane magic, simply because it would be a detriment for a character to try to capitalize on to many of these at the same time.

This is like having 3 Feats/racial traits: Wild Talent, Essentia Pool, and the bonus spell. Since this is really their only shtick, it's a bit powerful, but not incredibly so. These abilities do make it easier to take other feats, but are not really useful past the first level by themselves.

Perhaps adjust the stats to have the -2 Str penalty and no bonuses? That would definitely balance things.

The Description reminds me of FFXI's Taru Taru.

final_fantasy_xi_minis.jpg
 

Mostly because it's just wasteful, I mean you could be using the design space you free up for more features.

Furthermore the description is that they're influenced by the area they grew up in and unless there a bunch of places where all four forms were empowered it would make sense for them to have the ability based on whichever one was in ascendance in their area.
 

Mostly because it's just wasteful, I mean you could be using the design space you free up for more features.

Furthermore the description is that they're influenced by the area they grew up in and unless there a bunch of places where all four forms were empowered it would make sense for them to have the ability based on whichever one was in ascendance in their area.
I do see what you're getting at again, but I still also want to keep the prospect of a multitude of classes to be attractive for this race.

Yes, maybe the fighter might be more detrimental here in terms of being a physical powerhouse, but choosing this race for a Fighter might still open up some unique options, like a feel you can support your sword with psionics, or incarnum, or a little of both. Of course, you could also ignore it, and use its higher intellect for expertise.

But back to your point, do you have any other features in mind for this race that I should know of?
 

I don't see a problem with this race getting a slight boost to psionics, Incarnum, Divine and Arcane magic, simply because it would be a detriment for a character to try to capitalize on to many of these at the same time.

This is like having 3 Feats/racial traits: Wild Talent, Essentia Pool, and the bonus spell. Since this is really their only shtick, it's a bit powerful, but not incredibly so. These abilities do make it easier to take other feats, but are not really useful past the first level by themselves.

Perhaps adjust the stats to have the -2 Str penalty and no bonuses? That would definitely balance things.

The Description reminds me of FFXI's Taru Taru.

final_fantasy_xi_minis.jpg
Well part of the reason I made this race was to provide a race that had an Intellect Bonus. What if I got rid of its skill bonuses instead?
 

Are you trying to encourage multi-classing? if not then having all four at once is a bit over the top, especially since the wording on the spell abilities could be taken to mean that they get no benefit unless they take a casting class... is that how it's supposed to work?

I'd set the skill bonus to rotate with the feature as well, Arcane for the arcane spell slot, religion for the divine spell slot, etc. Or set it on a separate rotation (any one knowledge skill maybe?).

As for extra features, how about +1 on attacks / DCs vs Vermin and animals. (Cats are hunters)

Other than that I need more physiological/historical data. I mean these guys have two options when it comes to weapon combat, either don't or steal Tucker's guide to kobold warfare. Which is it?
 

Are you trying to encourage multi-classing? if not then having all four at once is a bit over the top, especially since the wording on the spell abilities could be taken to mean that they get no benefit unless they take a casting class... is that how it's supposed to work?

I'd set the skill bonus to rotate with the feature as well, Arcane for the arcane spell slot, religion for the divine spell slot, etc. Or set it on a separate rotation (any one knowledge skill maybe?).

As for extra features, how about +1 on attacks / DCs vs Vermin and animals. (Cats are hunters)

Other than that I need more physiological/historical data. I mean these guys have two options when it comes to weapon combat, either don't or steal Tucker's guide to kobold warfare. Which is it?
Though you bring up an interesting suggestion with the racials, I think I want to keep this race's options completely open to a wide variety of external forces.

Even though it would be more on the lines of detrimental to try and benefit from every last one of their racials, the few racials that get chosen to be benefitted from at any one time is still quite powerful. I mean, you can take Psionic Feats with this guy without being of a Psionic Class. Or if you take up an Incarnum feat, they get an extra boost on their Essentia.

Am I saying you have to Multiclass? No, but I am saying that this race gets lots more options for improving themselves. If this is stealing Tucker's Guide to Kobold Warfare, then thats what it is.
 

Psionics and Incarnum have very surprising synergy. There is a feat combo that make both the psychic strike and sneak attack look utterly annoying to try to execute while still netting decent additional die damage and you only need one level of soulknife. Plus there is also azure talent which fuels more power points. I say have them choose which one of the four they want.
 

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