beforemath
2013-12-26, 09:42 PM
I'm modifying racial bonuses and such for the world I'm working on (PF) and I'm trying to eyeball balance. I'm kind of using "Human" as the measuring stick and trying to balance upward. The most significant change I'm making, I think, is getting rid of attribute penalties (which seemed to make certain race/class combinations impossible).
Here are the races I decided that should be in the "Races of Man" subtype. Humans are unchanged. Orcs are repurposed Half-Orcs with a set ability bonus and extended darkvision, low light vision. Halflings are changed to horse-nomads or forest-runners.
How do they stack up? Where do you think I should add/remove? Am I underestimating the Feat/skill bonus for humans?
Human
+2 any attribute: Humans gain a +2 bonus to any ability score due to their varied nature
Size: Medium
Bonus Feat: +1 Feat at first level
Skilled: +1 skill point per level
Speed: 30
Halfling (plains)
+2 Dex +2 Cha: Halflings are nimble and strong-willed
Size: Small
Horseman: May choose to be treated as a “medium” creature for the purpose of the ride skill and gain a +2 racial bonus on Ride checks
Weapon Familiarity: Halflings are proficient with the shortbow and treat any weapon with the word “halfling” in it as a martial weapon
Keen Senses: Halflings receive a +2 racial bonus on Perception checks
Speed: 30
Halfling (forest)
+2 Dex +2 Cha: Halflings are nimble and strong-willed
Size: Small
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks
Weapon Familiarity: Halflings are proficient with the sling and treat any weapon with the word “halfling” in it as a martial weapon
Keen Senses: Halflings receive a +2 racial bonus on Perception checks
Speed: 30
Orc
+2 Str +2 Cha: Orcs are physically large and spiritual
Size: Medium
Darkvision: Orcs can see in the dark up to 90 feet
Intimidating stature: Orcs receive a +2 racial bonus on Intimidate checks due to their size
Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light
Strong Soul: Once per day, when an orc is brough below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Orcs are proficient with atl-atls, terbutjes (and the great terbutje as a two-handed weapon) and treat any weapon with the word “Orc” in it as a martial weapon
Here are the races I decided that should be in the "Races of Man" subtype. Humans are unchanged. Orcs are repurposed Half-Orcs with a set ability bonus and extended darkvision, low light vision. Halflings are changed to horse-nomads or forest-runners.
How do they stack up? Where do you think I should add/remove? Am I underestimating the Feat/skill bonus for humans?
Human
+2 any attribute: Humans gain a +2 bonus to any ability score due to their varied nature
Size: Medium
Bonus Feat: +1 Feat at first level
Skilled: +1 skill point per level
Speed: 30
Halfling (plains)
+2 Dex +2 Cha: Halflings are nimble and strong-willed
Size: Small
Horseman: May choose to be treated as a “medium” creature for the purpose of the ride skill and gain a +2 racial bonus on Ride checks
Weapon Familiarity: Halflings are proficient with the shortbow and treat any weapon with the word “halfling” in it as a martial weapon
Keen Senses: Halflings receive a +2 racial bonus on Perception checks
Speed: 30
Halfling (forest)
+2 Dex +2 Cha: Halflings are nimble and strong-willed
Size: Small
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks
Weapon Familiarity: Halflings are proficient with the sling and treat any weapon with the word “halfling” in it as a martial weapon
Keen Senses: Halflings receive a +2 racial bonus on Perception checks
Speed: 30
Orc
+2 Str +2 Cha: Orcs are physically large and spiritual
Size: Medium
Darkvision: Orcs can see in the dark up to 90 feet
Intimidating stature: Orcs receive a +2 racial bonus on Intimidate checks due to their size
Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light
Strong Soul: Once per day, when an orc is brough below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Orcs are proficient with atl-atls, terbutjes (and the great terbutje as a two-handed weapon) and treat any weapon with the word “Orc” in it as a martial weapon