Towa
2011-04-23, 11:36 PM
I've been elected to DM my group's next campaign, and since I have a fair amount of time to prepare (should be a few months at least), I thought it might be a bit more fun for me to brew up my own world instead of playing in someone else's.
My first step was to rework the races. I've booted Gnomes (I might bring em' back later, but for now, they're gone), and made some minor changes to the base classes (namely, consolidating the Human, Half Elf, and Half Orc races into one, and just poking around the others). I've also totally reworked the Kobold to make it a more viable PC race.
I'm just looking to make sure all this seems balanced so far. I've never really DMed before, so I wanted to get a second opinion. Thanks in advance. :smallsmile:
Races:
Kobolds
+2 Dexterity, +2 Intelligence, -2 Strength | Kobolds are crafty and nimble, but physically weak.
Small | Kobolds are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB, and CMD, and a +4 size bonus on stealth checks.
Normal Speed | Kobolds have a base speed of 30 feet.
Armor | Kobolds have a +1 natural armor bonus.
Crafty | Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Darkvision 60ft | Kobolds can see in the dark up to 60ft away.
Light Sensitivity | Kobolds are dazzled as long as they remain in an area of bright light.
Weapon Familiarity | Kobolds are proficient with crossbows (light and heavy), all picks, and treat all repeating crossbows as well as any weapon with the word “kobold” in its name as martial weapons.
Languages | Kobolds begin play speaking Draconic. Kobolds with high intelligence scores can choose from the following: Common, Dwarven, Infernal, and Undercommon.
Dwarves
Dwarves have the same abilities as listed in the Pathfinder core rulebook, except for the following.: Dwarves replace the target of their Hatred ability to all humanoids of the kobold subtype, their +2 Wisdom bonus to a +2 Intelligence bonus, and lose their Defensive Training ability.
Elves
+2 Dexterity, +2 Wisdom, -2 Constitution | Elves are agile and wise, but frail.
Medium | Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed | Elves have a base speed of 30 feet.
Low-Light Vision | Elves can see twice as far as humans in conditions of dim light.
Nimble | Elves receive a +2 racial bonus on Reflex saving throws.
Elven Woodcraft | Elves receive a +2 racial bonus to Knowledge (Nature) and Survival.
Keen Senses | Elves receive a +2 racial bonus on Perception skill checks.
Hatred | Elves receive a +1 bonus on attack rolls against humanoid creatures of the fey and gnoll subtypes due to special training against these hated foes.
Weapon Familiarity | Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages | Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, and Orc.
Gnomes
Gnomes do not exist, at least for now.
Water Matkuh
Water Matkuh have the same abilities as Humans in the Pathfinder Core Rulebook.
Earth Matkuh
Earth Matkuh have the same abilities as Half Orcs in the Pathfinder Core Rulebook.
Air Matkuh
Air Matkuh have the same abilities as Half Elves in the Pathfinder Core Rulebook.
Halflings
Halfings have the same abilities as listed in the Pathfinder Core Rulebook, except for the following: Halfings lose their Sure-footed ability, and instead gain the following: Halfing Rider | Halflings gain a +2 racial bonus on Handle Animal and Ride checks.
Thoughts?
My first step was to rework the races. I've booted Gnomes (I might bring em' back later, but for now, they're gone), and made some minor changes to the base classes (namely, consolidating the Human, Half Elf, and Half Orc races into one, and just poking around the others). I've also totally reworked the Kobold to make it a more viable PC race.
I'm just looking to make sure all this seems balanced so far. I've never really DMed before, so I wanted to get a second opinion. Thanks in advance. :smallsmile:
Races:
Kobolds
+2 Dexterity, +2 Intelligence, -2 Strength | Kobolds are crafty and nimble, but physically weak.
Small | Kobolds are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB, and CMD, and a +4 size bonus on stealth checks.
Normal Speed | Kobolds have a base speed of 30 feet.
Armor | Kobolds have a +1 natural armor bonus.
Crafty | Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Darkvision 60ft | Kobolds can see in the dark up to 60ft away.
Light Sensitivity | Kobolds are dazzled as long as they remain in an area of bright light.
Weapon Familiarity | Kobolds are proficient with crossbows (light and heavy), all picks, and treat all repeating crossbows as well as any weapon with the word “kobold” in its name as martial weapons.
Languages | Kobolds begin play speaking Draconic. Kobolds with high intelligence scores can choose from the following: Common, Dwarven, Infernal, and Undercommon.
Dwarves
Dwarves have the same abilities as listed in the Pathfinder core rulebook, except for the following.: Dwarves replace the target of their Hatred ability to all humanoids of the kobold subtype, their +2 Wisdom bonus to a +2 Intelligence bonus, and lose their Defensive Training ability.
Elves
+2 Dexterity, +2 Wisdom, -2 Constitution | Elves are agile and wise, but frail.
Medium | Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed | Elves have a base speed of 30 feet.
Low-Light Vision | Elves can see twice as far as humans in conditions of dim light.
Nimble | Elves receive a +2 racial bonus on Reflex saving throws.
Elven Woodcraft | Elves receive a +2 racial bonus to Knowledge (Nature) and Survival.
Keen Senses | Elves receive a +2 racial bonus on Perception skill checks.
Hatred | Elves receive a +1 bonus on attack rolls against humanoid creatures of the fey and gnoll subtypes due to special training against these hated foes.
Weapon Familiarity | Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages | Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, and Orc.
Gnomes
Gnomes do not exist, at least for now.
Water Matkuh
Water Matkuh have the same abilities as Humans in the Pathfinder Core Rulebook.
Earth Matkuh
Earth Matkuh have the same abilities as Half Orcs in the Pathfinder Core Rulebook.
Air Matkuh
Air Matkuh have the same abilities as Half Elves in the Pathfinder Core Rulebook.
Halflings
Halfings have the same abilities as listed in the Pathfinder Core Rulebook, except for the following: Halfings lose their Sure-footed ability, and instead gain the following: Halfing Rider | Halflings gain a +2 racial bonus on Handle Animal and Ride checks.
Thoughts?