Delta Nu Delta
2007-11-27, 12:22 PM
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I'm DMing my first game soon and wanted to tweak a few things and add some new races to get away from Tolkeinishness. I just want to make sure I haven't stepped too far out of line. I left out most of the fluff - and just put in the crunchy bits. Without further ado...
Class:
Sorcerers get eschew materials free and 4 skill points/level. They also get use magic device, sense motive, and intimidate as part of their skill list.
Druids use the PHBII variant but retain their animal companion.
Feats:
Short-Haft: Allows players to treat a specific reach weapon as a spiked chain – ie they threaten 5 and 10 foot squares at the same time.
Toughness: grants 3 hp or 1 extra hp/level, whichever is greater.
Dodge: Is a static +1 AC bonus.
Resurrection will be handled differently than RAW. Upon being resurrected, characters lose ½ of an experience level. This may drop them down a level, it may not. Also, in addition to the costly materiel component, the caster must pay 200 XP per level of the character. This may be shared by up to 5 people in a resurrection ritual. Coming back from the dead is very rare – only truly exceptional people can make it back from beyond, and even they must be uniquely motivated to return to an imperfect world.
Newer Races: these are largely taken from one race with some minor tweaks - do I need to buff or nerf any of them?
Dhemell:. (halflings that look like dromites)
+ 2 Dex, -2 Str Dhemell are quick, agile, and coordinated, but not nearly as strong as the larger races.
Small: 3-4ft. +1 to attack rolls, +4 to hide. Small weapons. 3/4 carrying capacity.
+2 climb, jump, move silently. Dhemell are natural sneaks and extremely athletic.
+1 all saving throws. Dhemell have survived this long, they’ll probably keep doing so.
+2 vs fear. Living lives amongst people much larger than themselves gives Dhemell an inoculation against frightening things and being intimidated.
Compound eyes: Dhemeell’s compound eyes give them keen vision. They get low light vision and a +2 racial bonus on spot checks. Man, them peepers is pimp!
Thaoch: (basically half-giants)
+2 Str, +2 Con, -2 Dex. Thaoch are larger, tougher, and a bit clumsier than Humans.
Focused mind: a long history of contemplation and psychic energy have infused the Thaoch with preternatural clarity. They are immune to charm and dominate.
Medium, 30 ft. 6 – 7 ft tall.
Powerful build: Exceptionally large and strong, Thaoch may use weapons one size larger than their size. Additionally, for opposed rolls in which a size modifier is used, Thaoch are counted as large. This ability stacks with other abilites that increase the Thaoch’s size modifier.
Naturally Psionic: 2 power points at first level.
Mind over matter: Long periods of meditation allow Thaoch to keep their bodies comfortable in extreme temperatures. By spending one power point, she can activate the Endure Elements ability (as spell) for 2 hrs/level. Alternatively, she may spend a power point to gain a +2 to a saving throw vs elemental damage of any kind.
+ 1 level adjustment
Jotun: (basically dwarves)
+2 Con, -2 Charisma. Jotun have been hardened by their harsh life in the mountains, but their inclination for social grace has been blunted as well.
Medium. 4ft-5ft.
Base land speed: 20ft. Can move this speed in heavy armor.
Jotun climb at full speed, not half. Additionally, they have a +4 modifier to climb checks. Jotun spend their lives in the mountains and are natural climbers.
Darkvision: 60ft
Weapon Familiarity: Jotun Brand (1D10 1h exotic bludgeon weapon treated as martial)
Stability: +4 vs trip or bull-rush, but only when standing on the ground.
+4 AC vs Giant types – Jotun aren’t the only denizens of the mountains and grow up dodging boulders.
+2 racial bonus on appraise stone and jewels.
+2 vs poison.
Thoughts?
I'm DMing my first game soon and wanted to tweak a few things and add some new races to get away from Tolkeinishness. I just want to make sure I haven't stepped too far out of line. I left out most of the fluff - and just put in the crunchy bits. Without further ado...
Class:
Sorcerers get eschew materials free and 4 skill points/level. They also get use magic device, sense motive, and intimidate as part of their skill list.
Druids use the PHBII variant but retain their animal companion.
Feats:
Short-Haft: Allows players to treat a specific reach weapon as a spiked chain – ie they threaten 5 and 10 foot squares at the same time.
Toughness: grants 3 hp or 1 extra hp/level, whichever is greater.
Dodge: Is a static +1 AC bonus.
Resurrection will be handled differently than RAW. Upon being resurrected, characters lose ½ of an experience level. This may drop them down a level, it may not. Also, in addition to the costly materiel component, the caster must pay 200 XP per level of the character. This may be shared by up to 5 people in a resurrection ritual. Coming back from the dead is very rare – only truly exceptional people can make it back from beyond, and even they must be uniquely motivated to return to an imperfect world.
Newer Races: these are largely taken from one race with some minor tweaks - do I need to buff or nerf any of them?
Dhemell:. (halflings that look like dromites)
+ 2 Dex, -2 Str Dhemell are quick, agile, and coordinated, but not nearly as strong as the larger races.
Small: 3-4ft. +1 to attack rolls, +4 to hide. Small weapons. 3/4 carrying capacity.
+2 climb, jump, move silently. Dhemell are natural sneaks and extremely athletic.
+1 all saving throws. Dhemell have survived this long, they’ll probably keep doing so.
+2 vs fear. Living lives amongst people much larger than themselves gives Dhemell an inoculation against frightening things and being intimidated.
Compound eyes: Dhemeell’s compound eyes give them keen vision. They get low light vision and a +2 racial bonus on spot checks. Man, them peepers is pimp!
Thaoch: (basically half-giants)
+2 Str, +2 Con, -2 Dex. Thaoch are larger, tougher, and a bit clumsier than Humans.
Focused mind: a long history of contemplation and psychic energy have infused the Thaoch with preternatural clarity. They are immune to charm and dominate.
Medium, 30 ft. 6 – 7 ft tall.
Powerful build: Exceptionally large and strong, Thaoch may use weapons one size larger than their size. Additionally, for opposed rolls in which a size modifier is used, Thaoch are counted as large. This ability stacks with other abilites that increase the Thaoch’s size modifier.
Naturally Psionic: 2 power points at first level.
Mind over matter: Long periods of meditation allow Thaoch to keep their bodies comfortable in extreme temperatures. By spending one power point, she can activate the Endure Elements ability (as spell) for 2 hrs/level. Alternatively, she may spend a power point to gain a +2 to a saving throw vs elemental damage of any kind.
+ 1 level adjustment
Jotun: (basically dwarves)
+2 Con, -2 Charisma. Jotun have been hardened by their harsh life in the mountains, but their inclination for social grace has been blunted as well.
Medium. 4ft-5ft.
Base land speed: 20ft. Can move this speed in heavy armor.
Jotun climb at full speed, not half. Additionally, they have a +4 modifier to climb checks. Jotun spend their lives in the mountains and are natural climbers.
Darkvision: 60ft
Weapon Familiarity: Jotun Brand (1D10 1h exotic bludgeon weapon treated as martial)
Stability: +4 vs trip or bull-rush, but only when standing on the ground.
+4 AC vs Giant types – Jotun aren’t the only denizens of the mountains and grow up dodging boulders.
+2 racial bonus on appraise stone and jewels.
+2 vs poison.
Thoughts?