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HeroiclyNotDead
2011-12-28, 05:43 PM
Originally Posted by Serpentine View Post
I have a homebrew/houserule Planetouched... more customisation template than race variant:

Planetouched
Aasimar, tieflings and other planetouched are custom-made according to the ancestor creature. The following is a guide, rather than hard rules.
• +2 ancestor creature’s best ability, -2 ancestor creature’s worst ability.
• Resistance 5 to one energy the ancestor creature is immune or resistant to.
• +2 to the ancestor creature’s two best skills.
• Darkvision 60ft or low-light vision, if the ancestor creature had it.
• +4 to saves against one supernatural effect the ancestor creature is immune to (e.g. petrification).
• Possibly a penalty to reflect a vulnerability of the ancestor creature.
• 1d4 distinctive physical features.

I stumbled upon this while looking at this http://www.giantitp.com/forums/showthread.php?t=217975 dead thread, and I thought I could refine it for LA +0 play for the core races.

Lesser Outsider Humans
• +2 ancestor creature’s best ability, -2 ancestor creature’s worst ability.
• +2 to ancestor creature’s two best skills
• Resistance 5 to one energy the ancestor creature is immune or reistant to.
• Darkvision/Low-light vision of ancestor if available.
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• +4 to saves against a single effect the ancestor creature is immune to (e.g. petrification)
• Human base land speed is 30 feet.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• 1d4 distinctive physical features.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Lesser Outsider Dwarves
• +2 Constitution, -2 Charisma, +2 ancestor’s best ability, -2 to ancestor’s worst ability
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Or Ancestor’s darkvision, whichever is higher.
• Resistance 5 to one energy the ancestor creature is immune or resistant to.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• 1d4 distinctive physical features.
• +2 racial bonus on saving throws against poison.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing


Lesser Outsider Elves
• +2 Dexterity, -2 Constitution, +2 ancestor’s best ability, -2 to ancestor’s worst ability
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. And half-Darkvision of ancestor, add half low-light vision of ancestor to base Elven low-light vision.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• 1d4 distinctive physical features.
• Resistance 5 to one energy the ancestor creature is immune or resistant to.
• +4 to saves against a single effect the ancestor creature is immune to (e.g. petrification)
• Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Lesser Outsider Gnomes
• +2 Constitution, -2 Strength, +2 ancestor’s best ability, -2 to ancestor’s worst ability
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. And half-Darkvision of ancestor, add half low-light vision of ancestor to base low-light vision.
• +2 racial bonus on saving throws against illusions.
• +1 racial bonus on attack rolls against kobolds and goblinoids.
• +2 racial bonus on Listen checks.
• +2 racial bonus on Craft (alchemy) checks.
• 1d4 distinctive physical features.
• Resistance 5 to one energy the ancestor creature is immune or resistant to.
• +4 to saves against a single effect the ancestor creature is immune to (e.g. petrification)
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

Lesser Outsider Half-Elves
• +2 ancestor’s best ability, -2 to ancestor’s worst ability
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. And half-Darkvision of ancestor, add half low-light vision of ancestor to base Elven low-light vision.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• 1d4 distinctive physical features.
• Resistance 5 to one energy the ancestor creature is immune or resistant to.
• +4 to saves against a single effect the ancestor creature is immune to (e.g. petrification)
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

Lesser Outsider Half-Orcs
• +2 Strength, -2 Intelligence, -2 Charisma. +2 ancestor’s best ability, -2 to ancestor’s worst ability
A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
• Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. Or Ancestor’s darkvision, whichever is higher.
• 1d4 distinctive physical features.
• Resistance 5 to one energy the ancestor creature is immune or resistant to.
• +4 to saves against a single effect the ancestor creature is immune to (e.g. petrification.)
• Orc Blood: For all effects related to race, a half-orc is considered an orc.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.

Lesser Outsider Halflings
• +2 Dexterity, -2 Strength, +2 ancestor’s best ability, -2 to ancestor’s worst ability
• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• Resistance 5 to one energy the ancestor creature is immune or resistant to.
• +2 to the ancestor creature’s two best skills.
• 1d4 distinctive physical features.
• +4 to saves against a single effect the ancestor creature is immune to (e.g. petrification.)
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

Thoughts and criticism appreciated, and hoped for!

Serpentine
2012-01-01, 06:56 AM
Yay, I'm useful! :smallbiggrin:

That all looks about right to me.

Zale
2012-01-01, 10:37 AM
This does kinda run into problems.

Lillend-descended would have a strength bonus and an int penalty, and not a single bonus to Preform..

Which would be a bit odd, flavor-wise.

HeroiclyNotDead
2012-01-02, 12:01 AM
It's not perfect, and similar to Serpentine's template, it is a guide rather than hard rules, and the DM should always be the final arbitrator of the game, and he may well decide it would work a little better, this way. Or simply disallow it.