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View Full Version : Races of Thordain [PEACH]



Sonofaspectre
2007-11-07, 02:43 AM
Thordain is the world that my gaming group plays in, after about eight hours of strenuous creation. Figured I would share our three new races with you other Playgrounders, see what you all think.


The Qrill

The Qrill are a race of sturdy tradesmen from the deserts. They are a generally personality-less bunch, and have become master craftsmen and traders, known throughout the world of Thordain for their abilities, not only in the creation of wares, but in the protecting of their own way of life. Protective of both their culture - which is hidden away in the Sandy Veil, a secret to all by the most veteran of travelers, even to this day - and their own wares, they are known to be remarkably sure minded and perceptive, able to size up their "marks" with uncanny skill. While many people do not like their humorless way of business, they are never rejected from setting up shop or selling in a bazaar on their travels.

They stand taller than the average human, with a carapace that covers most of their head and back, most prominently from their ridge-like foreheads down onto their backs. Male Qrill's carapaces are connected to the spine, while female Qrill's carapaces are thinner and longer, detaching from the back of their necks and coming down in a ponytail-like protrusion. They range in skin tone from a brilliant white and light pinkish to blood red and cooled blues.

Racial Traits

-2 Dexterity, +2 Wisdom: Qrill are a perceptive people, able to read the slightest changes on people's faces, but their bulky body carapaces make some fine work more difficult than humans.
Carapace: The Qrill's body armor keeps them safe from the sheet blasts of sand, as well as many weapon blows. Because of their carapace, they receive a +1 natural armor bonus. It does not stack with other Natural Armor bonuses.
Movement Speed: 30 ft.
No One's Fool: The Qrill have an unnatural ability to keep from falling to trickery and deception. They get a racial +2 to Spot and Listen when determining another person's Hide and Move Silent checks, and a racial +4 to Sense Motive when used to determine another person's Bluff check.
Inner Resolve: All Qrill my cast discern lies once per day per wisdom modifier (a minimum of once) as a standard action with no components and the following changes:
- Instead of Concentration up to 1 rd/level, the duration is one round. The target is also only 1 target per use.
- Range: Close (25 ft. + 5 ft./2 ECL levels)
- There are no components.
- The Will DC is 10 + WIS modifier + 1/2 ECL.
Racial Weapons: All Qrill are profiecent with bolas and Halberds.
Languages: Common and Qill. Bonus languages: Kitsune, Artician, Dwarven, and Ignan.
Favored Class: Artificer.

Sonofaspectre
2007-11-07, 02:44 AM
The Zai

The Zai are a race of amphibious creatures, excellent swimmers, and cunning sorcerers. They are a jovial race, slow to anger and always looking for a good time. They are welcome just about anywhere within Thordain, as their presence seems to lighten the mood and serts the stage for good times all around.

They are a thin and wiry, built for speed underwater. They stand between five and five and a half feet tall, and weigh between 90 and 110 pounds on average. They are covered in glossy wet skin, usually blue or green, though some range to red and very deep purple. They have no body hair, and their head are very similarly shaped to that of a frog or toad. Their toes are webbed, much like a frogs, and they have both lungs and gills.

Racial Traits

-2 Constitution, +2 Charisma: Zai are naturally attuned to others socially as well as the arcane power left behind by the ascension of the One-God, but they are not as hardy as other medium sized races.
Breath Underwater: Zai are able to breathe underwater, as long as they can move freely.
Movement Speed: 20 ft.
Webbed Feet: Zai move at an accelerated 30 ft while underwater, thus receiving a +8 racial bonus to Swim checks. This allows all Zai to take a 10 on swim checks under any condition, and they may "run" underwater. However, any footwear they use must be custom made, costing 5 gold in addition to any outfit or armor. Their strong leg muscles, though, also offer a racial bonus of +4 to Jump Checks.
Translucent Lids: Zai get a +4 racial bonus to Spot checks underwater.
Moist Skin: Because of their moist skin, Zai get a +4 to resist and escape grapples.
Sticky Tongues: All Zai, like their amphibian cousins, have the ability to make trip attempts and disarm attempts with their prehensile tongues. Their tongues have a range of 15' that cannot be extended. When making either of these checks, Zai add their Dexterity bonus to the roll. Using this ability is a standard action that does not provoke an attack of opportunity. Zai do not lose their tongues on a failed disarm check.
Languages: Zai (written Zai uses Aquun as a basis) and Common. Bonus Languages: Qill, Artician, Aquun, Kitsune, Draconic, and Dwarven.
Weapon Proficiency: All Zai are martially proficient with Tridents and Nets.
Favored Class: Sorcerer. Magic flows through the Zai freely, like water in the ocean. While many do train to become great wizards, all Zai are said to be able to command that arcane energy left behind by the One-God.

Sonofaspectre
2007-11-07, 02:45 AM
The Kitsune

http://images.quizilla.com/R/ravensweetwater/1036520008_irdidymus2.jpg

Dynamic and unforgettable, Kitsune travel the world of Thordain for as myriad of reasons as humans do. They have a flair for the dramatic and for exaggeration, twisting and turning most life experiences into life or death moments of pure valor and courage! And then they normally turn these experiences INTO life or death situations! This may be a mark of their very quick maturity, as they reach adulthood around the age of 2, then slow their aging to on average 40 years. They are passionate and caring, cunning and perceptive, but are also known to care deeply for one ideal, person, or family, always mating for life.

Standing on average just over a yard, Kitsune are a small canine-like covered in fur. Generally, they are an reddish orange, though over the years, breeding has brought out a few other traits in the Kitsune bloodline. They most interesting aspect is their tails, which grow over time and are the most precious possession a Kitsune will ever have.

Racial Traits

-2 STR, +2 INT: Kitsune are nimble, cunning, and perceptive, however they physically are weaker, forcing them to relying more on finesse than brute strength.
Small Size: The Kitsune race is small sized, gaining all benefits and negatives of it.
Movement: 20'.
Sneaky and Deceptive: Kitsune are innately sneaky and deceptive. They receive a +2 racial bonus to Bluff and Move Silently.
Keen Hearing: Due to their large ears, the Kitsune receive a +4 competence bonus to Listen checks. Kitsune also use their keen minds to distinguish between sounds, allowing them to use Intelligence instead of Wisdom when determining Listen checks.
Low-Light Vision: Kitsune see twice as far as a human in starlight, moonlight, or torchlight.
Quick: Kitsune receive a +2 racial bonus on initiative and reflex saves.
Tails: Kitsune have fluffy tails. They are born with only 1 tail, but as they experience things in life, their tails grow more and more. Whenever a PC or NPC Kitsune gains a level, they have a 10% chance of growing a new tail. Each tail gives a Kitsune a competence bonus of +1 to Balance, ER 1 to Fire, and a racial bonus of +1 to all CHAR based checks when dealing with other Kitsune. For example, if a Kitsune had 5 tails, they would have a total of +5 Balance, ER 5/fire, and a +5 to all CHAR checks with other Kitsune.
SPECIAL NOTE: These tails are prized in all of Thordain by the darker and more sinister of peoples, making Kitsunes a target to bounty hunters and fur collecters. The tails provide these magical bonuses to anyone with the tail, regardless of race. So a hunter who killed the above kitsune and took his tails would gain all the same benefits.
Automatic Languages: Kitsune (uses the Sylvan alphabet) and Common. Bonus Languages: Celestial, Ignan, Aquun, Terran, Avian, Abyssal, Artician and Fey.
Favored Class: Swashbuckler. Flamboyant and brave, Kitsune have been known to do amazing feats of legend, and have been integral to the storytelling of bards around all Thordain.

SUB-RACES

Tanuki: Tanuki, much like their fire-based cousins, are earth based, and more resemble a raccoon than a fox. Their tails are ringed instead of capped, and provide a slightly different bonus. Instead of ER/Fire, Tanuki gain ER/Earth, as well as a bonus to all saves dealing with petrification or similar affects.

Swamp Fox: A dark black, to help them hunt in the swamps and the banshee riddled Doldrums, the Swamp Fox has evolved into a more effective hunter. Instead of ER/Fire and a plus to Balance, the Swamp fox gains ER/Negative Energy.

Artician or Minks: In the frozen lands of Articia, the Kitsune developed white fur, helping them hide in the snow. Instead of ER/Fire, Artician Kitsune gain ER/Cold, as well as a bonus to hide equal to their number of tails, but only in the snow or other similarly white areas.

Cerdo: A lost race of Kitsune, they left to search the seas. These hardy grey foxes with red markings are much more violent, much more passionate, and much more deceptive than their cousins. They have a slightly shorter snout, and their ears are more streamline, similar to an otter, but still a fox-like race. Instead of pluses to Balance, these Kitsune receive a bonus to Swim checks at the rate of +1 per tail. They also lose their ER to fire to be able to once per round per tail per day act as if under the effects of a Freedom of Movement spell.

There could possibly be more sub-races to the Kitsune, on the other side of the world, but the Cerdo are the only Kitsune who have left the large continent of Thordain.

Sonofaspectre
2007-11-11, 10:39 PM
The not-quite-so-new-races

Humans: The dominant race of Thordain, Humans have created two large empires - Articia and Thordain. Articia is a frozen tundra surrounded by a strange crystal forest where the God of Death and his three children helped establish the civilization. Artician humans are generally dark skinned and more barbaric in action, but there are no changes to mechanics. Thordainesse humans represent the rest of the races, with every real world counterpart that you can think of spread throughout the united Empire.

Elves: Elves are no longer a playable race. They are part of a large kingdom of Fey, hidden within a mysterious forest created by the God of Fey and Trickery. Elves, Redcaps, Fey, Brownies, all of these are part of the same mysterious race, the Fey. They are entirely mistrusted, and have do not like to correspond with humans and the other races directly. Their racial archetype is replaced by the Qrill.

Changelings: Because of the magical nature of the Fey, instead of Half-Elves there are Changelings, children who were swapped at birth by the Fey to play tricks on the humans, or who tricked a human into mating, creating a morphed and distorted child. Changelings in Thordain represent the same personality archetype that Half-Elves used to: Fitting in neither society, trying to find a way to make their lives work, secretive and reserved, but not distrustful or sneaky. To further represent this, the Changeling's favored class is Fighter, and not Rogue.

Hengeyokai:Hengeyokai have started appearing on the outskirts of the great forest of Thordain, as well as in a few of the larger cities. The probably cause is magical radiation left by the fallen star landing somewhere in the Forest. Hengeyokai in Thordain represent the archetype that Half-Orcs represented: A culture of monsters, trying to fit in to human life with little problem, for whatever reasons they see. They are skitterish and more weak-willed than humans, which sometimes tends to give them away. As of the Errata stated by Wizards, Hengeyokai are no longer a LA +1 race, but LA +0. They are also considered fey within this world, adding the fey subtype. [Hengeyokai are found in the 3.0 Oriental Adventures campaign book.]

Kenku: Originally a monster from way back in DnD history, they have returned in Thordain. Living in simple villages, high mountain monasteries, and big urban settlements, Kenku have quickly come to make a life in Thordain. They are adept with language, making them expert travelers and guides. In Thordain, Kenku are changed slightly from that of those found in the Monster Manual. The changes are:
- No more natural attack
- Kenku add Speak Language and Decipher Script to their Class Skills, and are considered trained in them.
- Kenku receive a +2 racial bonus to saving throws against spells/supernatural abilities with the Sonic or Mind-Affecting Descriptor.
- Kenku treat Crescent Knives and Moonblades as martial weapons instead of exotic weapons.

Moonblade, exotic weapon, medium sized, 1d6/1d4, x3 critical, 3 lbs., Slashing/Piercing
- Moonblades can used as a slashing weapon, cutting into a foe with the circular blade, or a piercing weapon from the two dagger points on the ends of the circular blades. Because of the fluidity of motion allowed with the Moonblade, when making an attack, a wielder may add 1.5 their Strength modifier to damage when wielding the Moonblade in one-hand and attacking with the piercing edge. Moonblades can be finessed.

[Crescent Knives are published in Dragon Magazine #275.]

Dwarves: Dwarves of Thordain worship the Blood-God, who split the continent in half. They live along the cliffs of the Rift, and make their ways throughout the world. They are known for their competitive spirit, and the Blood-God created them after the distaste he saw in humans after their first war. Dwarves are normally live short lives, as they throw everything they have and are at life and at any chance for competition, going so far as to have a tally-stick where they count every great achievement they believe they have accomplished in their lives.
Gameplay changes:
- No more stonecunning: Dwarves now receive Endurance as a free feat at character creation.
- No more specialized work: Instead of receiving pluses to Craft (metal), Dwarven characters may pick any craft and any profession. The chosen Craft and Profession gain a +2 racial bonus.

Halflings/Gnomes:
Both of these small races never existed in the world of Thordain. Their racial archtypes are replaced by the Zai and the Kitsune.

Half-Orc:
The God's look down unfavorably on mixing the races, making it impossible to create any of these half-races. Their racial archetypes are replaced by the Hengeyokai, from Oriental Adventures.

Also, two other players have made two other races, but neither of those are my intellectual property, so I will not include them here.

Sonofaspectre
2007-11-11, 10:43 PM
reserved for racial feats

Lord Tataraus
2007-11-11, 11:34 PM
I assume you are not using standard races, if you are, you need to specify that each race is LA +2, otherwise if all the races are on the same power level, its not nesecary except you need to keep in mind that these are more powerful races so you might want to use higher CRs.

A few nitpicks:
Gills: Zai are able to breathe underwater, as long as they can move freely.
The keyword you're looking for is amphibious. The gills keyword means they can breath underwater, but only have a limited number of hours on land, standard of con mod hours (I think).

Wet Skin: Because of their moist zkin, Zai get a +4 to all opposed grapple checks.
I think you mean to resist and escape grapples, not all opposed grapples, it could be confusing because technically to start a grapple you roll an opposed grapple check. And I think they get this ability due to their moist skin, not zkin :smalltongue:

Otherwise, these are solid LA +2 races. I made a whole bunch of LA +1s for a game once so the power was upped a bit but it wasn't too noticeable, I don't know how different this will be with +2s. Also, be sure to compare power level only amongst available races, not core races, though it doesn't seem like you have that problem. Good job!

Sonofaspectre
2007-11-12, 01:37 AM
Do these really need to be LA +2? I've been playing them through the current game I am in at LA +0, and haven't really occurred any problems. What do you believe makes the LA +2?

And, Editted and fixed!:smallwink:

Lord Tataraus
2007-11-12, 10:45 AM
Do these really need to be LA +2? I've been playing them through the current game I am in at LA +0, and haven't really occurred any problems. What do you believe makes the LA +2?

And, Editted and fixed!:smallwink:

Well, have you been with standard races? I not and they all are these races, it doesn't really matter but I'll tell you why they get LA +2...

The Qrill

-2 Dexterity, +2 Wisdom:Qrill are a perceptive people, able to read the slightest changes on people's faces, but their bulky body carapaces make some fine work more difficult than humans.
Carapace: The Qrill's body armor keeps them safe from the sheet blasts of sand, as well as many weapon blows. They get a +1 natural armor bonus that stacks with other natural armor bonuses.
Movement Speed: 30 ft.
No One's Fool: The Qrill have an unnatural ability to keep from falling to trickery and deception. They get a racial +2 to Spot and Listen when determining another person's Hide and Move Silent checks, and a racial +4 to Sense Motive when used to determine another person's Bluff check.
Inner Resolve: All Qrill my cast discern lies once per day per wisdom modifier (a minimum of once) as a free action with no components.
Shielded Minds: No one, not even exceedingly high level priests, psions, and wizards, can discern a Qrill's purpose unless the Qrill in question allows it. They are immune to all forms of detecting their thoughts and alignment. This does not mean that priests, psions, and wizards are deceived. The Qrill read to them as null spots within their abilities. This does not protect a Qrill from mental draining abilities or attacks, like a Mindflayer's eating, merely the accessing of their thoughts and personality.
Racial Weapons: All Qrill are profiecent with bolas and Halberds.
Alright, the racial bonuses aren't much so I'll skip that. The nat armor on a LA+0 requires decent drawbacks, as it is, the Qrill have no drawbacks, and the stackable ability makes it much higher. Discern Lies wis mod/day is powerful, but not for a LA +1 or +2. Shielded Mind is what bumps the LA from a high +1 due to the nat armor and discern lies to +2. Then the weapons are icing on the cake.

I've got class, but I'll do more critiquing later.

Sonofaspectre
2007-11-12, 11:33 AM
Gotcha, the stackable AC and the mind ward. Cool, cool. I can easily change stackability of the Natural Armor, as enhancement bonuses SHOULDN'T stack, I just thought they needed more kick, since the +1 NA is out right refuted by the -1 DEX AC any other race would receive with the same stats. Discern Lies, while a very powerful spell ... kinda sucks.


Discern Lies
Divination
Level: Clr 4, Pal 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No

Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different subject.

This is what the spell does. What I need to do is further clarify how the Qrill's ability is similar but different. Instead of Concentration up to a rd/level, they get it for one round and one target per Wisdom modifier. I also need to change it back to Standard Action, for turn balancing - even though our Qrill character never used this ability ... ::shrug::

Cool, off to fix, maybe get things back down to LA +0.

Lord Tataraus
2007-11-12, 12:37 PM
Alright, those changes will drop the Qrill to LA +1, but the undetectable stuff is very powerful.

So, the Zai

-2 Constitution, +2 Charisma: Zai are naturally attuned to others socially as well as the arcane power left behind by the ascension of the One-God, but they are not as hardy as other medium sized races.
Breath Underwater: Zai are able to breathe underwater, as long as they can move freely.
Movement Speed: 20 ft.
Webbed Feet: Zai move at an accelerated 50 ft while underwater, thus receiving a +5 racial bonus to Swim checks. However, any footwear they use must be custom made, costing 5 gold in addition to any outfit or armor. Their strong leg muscles, though, also offer a racial bonus of +4 to Jump Checks.
Translucent Lids: Zai get a +4 racial bonus to Spot checks underwater.
Moist Skin: Because of their moist skin, Zai get a +4 to resist and escape grapples.
Sticky Tongues: All Zai, like their amphibian cousins, have the ability to make trip attempts and disarm attempts with their prehensile tongues. Their tongues have a range of 15' that cannot be extended. When making either of these checks, Zai add their Dexterity bonus to the roll. Using this ability is a standard action that does not provoke an attack of opportunity. Zai do not lose their tongues on a failed disarm check.
Bellowing Tones: The Zai have a very strange language made by vibrations from their large neck cavities that extend and echo. A Zai may speak to any other Zai with 60' as if they were both using telepathy. Other races are unable to hear these tones, but know they are speaking if the Zai can be seen.
Weapon Proficiency: All Zai are martially proficient with Tridents and Nets.Emphasis mine.
Well, the swim speed is a little odd, normally its a +8 bonus to swim checks, can always take 10 and can "run" while swimming. Because of their fast swim speed, the tongue thing and the telepathy, thewy would get LA +2, drop the telepathy and make it just longer ranged communication and they'll be LA +1, drop the swim speed to 30ft as well, I'd give it LA +0 but on the high side.

Sonofaspectre
2007-11-13, 03:04 AM
Ok. The Nondetection was something to try and pump them a little more, as they seemed a little weak to me. But I can easily remove it, reducing them to Base Race material!


Emphasis mine.
Well, the swim speed is a little odd, normally its a +8 bonus to swim checks, can always take 10 and can "run" while swimming. Because of their fast swim speed, the tongue thing and the telepathy, thewy would get LA +2, drop the telepathy and make it just longer ranged communication and they'll be LA +1, drop the swim speed to 30ft as well, I'd give it LA +0 but on the high side.

I see where you are coming from with the Zai. Some of these mistakes were me not knowing any better (I just realized the +8 was just the DnD standard for it) while others were trying to take just a little fluff and give it some substance, which really isn't needed, like the Bellowing Tones. And as for the Swim speed ... well, sure. I mean, it doesn't bother me at all to drop the speed a little, so that rocks, another now reading plainly at Base Race LA +0!

Oh, and I am editing, editing, editing!

Lord Tataraus
2007-11-13, 10:48 AM
Kitsune....(not at all like my kitsune!)


-2 STR, +2 INT: Kitsune are nimble, cunning, and perceptive, however they physically are weaker, forcing them to relying more on finesse than brute strength.
Small Size: The Kitsune race is small sized, gaining all benefits and negatives of it.
Movement: 20'.
Sneaky and Deceptive: Kitsune are innately sneaky and deceptive. They receive a +2 racial bonus to Bluff and Move Silently.
Keen Hearing: Due to their large ears, the Kitsune receive a +4 competence bonus to Listen checks. Kitsune also use their keen minds to distinguish between sounds, allowing them to use Intelligence instead of Wisdom when determining Listen checks.
Low-Light Vision: Kitsune see twice as far as a human in starlight, moonlight, or torchlight.
Quick: Kitsune receive a +2 racial bonus on initiative and reflex saves.
Tails: Kitsune have fluffy tails. They are born with only 1 tail, but as they experience things in life, their tails grow more and more. Whenever a PC or NPC Kitsune gains a level, they have a 10% chance of growing a new tail. Each tail gives a Kitsune a competence bonus of +1 to Balance, ER 1 to Fire, and a racial bonus of +1 to all CHAR based checks when dealing with other Kitsune. For example, if a Kitsune had 5 tails, they would have a total of +5 Balance, ER 5/fire, and a +5 to all CHAR checks with other Kitsune.
SPECIAL NOTE: These tails are prized in all of Thordain by the darker and more sinister of peoples, making Kitsunes a target to bounty hunters and fur collecters. The tails provide these magical bonuses to anyone with the tail, regardless of race. So a hunter who killed the above kitsune and took his tails would gain all the same benefits.
Automatic Languages: Kitsune (uses the Sylvan alphabet) and Common. Bonus Languages: Celestial, Ignan, Aquun, Terran, Avian, Abyssal, Artician and Fey.
Favored Class: Swashbuckler. Flamboyant and brave, Kitsune have been known to do amazing feats of legend, and have been integral to the storytelling of bards around all Thordain.
Emphasis mine. Well, completely different from Chinese Kitsune, but I see you drew from the Labyrinth (*shudder* vile movie, don't ever show it to 6 year olds, it will scar them!). Any way, to the actual complete destruction fixing of your race:

+2 int off of only a -2 str is a little unstable, but requires more to bump up to LA +1, so...random skill boost blahblahblah...Aha! +2 initiative and reflex save?! Someone else thought they could stick an initiative boost on a LA +0 noooooo, way too powerful and also, the reflex save boost doesn't help. If you notice all races (I might have missed something) who have a boost to a save are against specific types of spells and abilities, however, based off the dwarf with +1 to all spell saves, this isn't really overpowered, more unusual (that's a good thing!). However, the init boost brings you up to LA +1. So the tails....hm, I don't no about this one. It is scaling so not as powerful...well I guess I was wrong with my initial reaction of LA +2, its LA +1.

Suggestions: REMOVE INIT BOOST!!! There is no way to get an LA +0 with an init boost (aside from a dex boost) its just too powerful. Other than that, it would be a high LA +0, but still only +0, just the slight unbalance of the ability score adjustments. Actually, you might want to stick in a minor drawback (two -2 skill penalties, or a -4) to make it sit better at LA +0.

So, there you go! I encourage you to get second opinions. I am far better at balancing races than other 'brews but you should alwas get second opinions, even if its "that guy's right" just to be sure. Overall, good job and keep up the good work!

Sonofaspectre
2007-11-13, 05:40 PM
Thanks for all the work. It seems that even though I'm getting lots of views, I'm getting no feedback. And, just because I figured I should mention it, you are my second opinion, as my players have made me nerf and nerf and nerf again.

Also, I want to point out that I built Kitsune to match the Halfling, taking each Halfling ability and making it match with what I wanted Kitsune to do. Halflings receive a +2 to DEX (an effective +1 to Int and to Reflex saves) and a +1 to all saving throws. While I know a +2 is more powerful than multiple +1's, I believe that when comparing Kitsune to Halfling, you find Halfling might actually be a little more powerful than Kitsune.

And yeah, while I like the idea and mythology behind the Chinese Kitsune, I wanted to westernize it to fit better with the other High Fantasy elements. They still have the flavor of the Orient a little (Kitsune warriors being Samurais and using small sized katanas at their main temple, where Alura Ten-Tails ascended - she was a 20th level monk and grew her tenth tail.)

Anyway, what do you think about the other races? The small fixes and changes to the withstanding races that are not completely new, just slightly homebrewed?

Lord Tataraus
2007-11-13, 05:54 PM
Anyway, what do you think about the other races? The small fixes and changes to the withstanding races that are not completely new, just slightly homebrewed?

Ah, didn't notice the others so much but here we go:
Kitsune sub-races: all are balanced since the only change is the energy type except the Cerdo. The skill change is fine, but the ER change is way too overpowering. You're giving them a 4th level spell X/day that progresses with level. The earliest that spell can normally be cast is 7th level! And by 7th level they can cast it 7/day (if lucky) though more likely 2/day, though that's still a lot. No 1st level character should be able to cast a 4th level spell. I don't know exactly what to suggest to replace it, why FoM?

The rest are fine.

Sonofaspectre
2007-11-13, 10:06 PM
Actually, the earliest it can be cast is at level 1 by a cleric with whatever domain that is. I just took that domain ability and put it on the Kitsune.

Funny story, actually. I saw the Damned Crab, with its CR 3, and I felt challenged. Can I make a Kitsune subrace that a party of four could kill one? Hence the Freedom of Movement tails.

And I actually was refering to my Changeling, Dwarf, human, fey, etc. More specifically the Dwarf fix and the new flavor on Changelings. It is the fourth post on this particular thread.

Sonofaspectre
2008-01-04, 05:57 PM
Added Kenku and Hengeyokai. Fun!