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View Full Version : HELP! I need to fix some races! Non-Gambling thread! (WIP, PEACH))



Ninjadeadbeard
2012-03-30, 01:14 AM
Alright, so I've been preparing a campaign setting for a while now (first DM in a few years). I've got a lot of the history/mythology/sociopolitical background all laid out. While I'm also streamlining a few classes (3.5 with much homebrew like vitality points and such), I realized that I still needed to stat the various races. While some are similar enough to their 3.5 counterparts for me to crib some notes, most of these are somewhat whole-cloth.

Anyway, my point. I've never been good at Crunch. I like messing with it, but I just can't wrap my head around it in a practical sense. So I've written up the various races of the campaign (think Rome at its height for reference) and I hope someone can look at these and tell me what needs to be done to balance the setting. Thank you so much in advance.

The Races:


Humans

Taloran Based off the Roman Empire. Defining trait is stubbornness.
Racial Traits
+2 Con
-2 Dex
Land Speed 20 ft. Unaffected by armor weight or load weight
Stability +4 against being tripped or bull rushed
Skill Points add 4 at Lvl 1, and 1 extra at each Lvl Up
Weapon Prof Short Swords as Simple Weapons, Proficiency with all shield, including tower shield

Dannic Gaelic Warriors, as the Romans saw them. Sneaky cutthroats and ambushers
Racial Traits
+2 Dex
-2 Cha
Land Speed 30 ft
+2 to AC while fighting without armor
+2 to Move Silently, Listen
Darkvision Can see in the dark up to 60 ft. Black and White only

Bannorn Vikings/Native Americans. Proud Warrior Race, lovers of stone and sea
Racial Traits
+2 Str
-2 Int
Land Speed 30 ft
+2 Balance, Use Rope and Profession (Sailor)
Low-light vision can see twice as far in low light situations as Talorans
Weapon Prof One Exotic Weapon treated as Martial or one Martial treated as Simple

Elves

Akhamari/Sharakor Persian/Egyptian/Jewish Zealots. Slight magic, quickness
Racial Traits
+2 Int
-2 Con
Land Speed 30 ft
Spell-like Ability Can cast Charm Person as the spell 1/day without cost
Weapon Prof Longswords and Bows
+2 Listen, Search, Spot. If within 5 ft of secret door, auto search check

Xeloric Hindu Vedic Monks (peripheral). Wise men limited by mortal bodies
Racial Traits
+2 Wis
-2 Con
Land Speed 30 ft
Spell-like Ability Can cast Sanctuary as the spell 1/day without cost
+2 Climb, Move Silently, Listen
+2 save against illusions

Halhvannen

Halhvannen Greek Half-Elves. The Magic race. Half-breed and proud of it
Racial Traits
+2 Cha
+2 Dex
-2 Con
-2 Wis
Land Speed 30 ft
+2 save against Sleep spells
+2 Listen, Search, Spot. If within 5 ft of secret door, auto search check
1 additional Feat at Lvl 1 (must still qualify)

Beastmen

Brutum Dog/Wolf themed Half-Orcs. Similar to Loyal Germans in Roman Legion
Racial Traits
+2 Str
-2 Dex
+2 Cha
-2 Wis
Land Speed 40 ft
+4 against Enchantments
Cannot take Caster Levels

Canids Same race, but Mongolian/Hun in culture. Savage Barbarians
Racial Traits
+2 Con
-2 Int
Land Speed 40 ft
+4 against Enchantments
Cannot take Caster Levels

Hesh

Errgiansk Mesopotamian Lizardmen meet Eastern Orthodox
Racial Traits
+2 Int
-2 Cha
Land Speed 20 ft
Swim Speed 40 ft
+ 2 Move Silently, Spot
+2 save against poison
Weapon Prof Tridents, Nets, and Spears are treated as Martial Weapons

Huitzelopotal Mesoamerican Lizardmen.
Racial Traits
+2 Dex
-2 Str
Land Speed 20 ft
Swim Speed 40 ft
+2 Diplomacy, Sense Motive, Appraise
Weapon Prof Bows

Thomar_of_Uointer
2012-03-30, 09:05 AM
Odd ability score changes (all those -1 and +1 modifiers) are generally considered a bad idea. Because of the math behind ability score modifiers, half the time they don't matter.

Other than that, these look pretty good to me.

Ninjadeadbeard
2012-03-30, 12:36 PM
Odd ability score changes (all those -1 and +1 modifiers) are generally considered a bad idea. Because of the math behind ability score modifiers, half the time they don't matter.

Yeah, looking back at the PHB I should have remembered those races all used (+/-2) for stat changes. Is there anything you could add about the various extra abilities? Do some not fit? Do some synergize too well?

togapika
2012-03-30, 05:34 PM
Halhvannen win. Bonus feat and other abilities? No brainer which race to take...

Ninjadeadbeard
2012-03-30, 05:48 PM
Halhvannen win. Bonus feat and other abilities? No brainer which race to take...

I removed the bonus to resist enchantments and Weapon proficiency. I really want to keep the bonus feat at level 1, seeing as how I removed that from the Humans. Should I remove Sleep Immunity entirely for balance?

EDIT: Instead, I've gone ahead and given them a Con hit. I wanted to make them a good Sorcerer/Rogue race originally. I hope adding this makes them squishier and a little less likely to be used for every other class. Does anyone think this is a good move? Should I go back to a Strength hit?

Landis963
2012-04-01, 06:20 PM
I removed the bonus to resist enchantments and Weapon proficiency. I really want to keep the bonus feat at level 1, seeing as how I removed that from the Humans. Should I remove Sleep Immunity entirely for balance?

EDIT: Instead, I've gone ahead and given them a Con hit. I wanted to make them a good Sorcerer/Rogue race originally. I hope adding this makes them squishier and a little less likely to be used for every other class. Does anyone think this is a good move? Should I go back to a Strength hit?

Even with the CON hit, Halhvannen are still really good. I would change the Sleep Immunity to something like "+x to save against Sleep spells" with x being 1 or 2. Everything else seems good in terms of balance.

...Except for one or two flavor issues: Why are the half-elf beings more magical than the full-elf beings, and why don't the Akhamari get an INT boost to contrast the Xeloric WIS boost?

Ninjadeadbeard
2012-04-01, 06:56 PM
Even with the CON hit, Halhvannen are still really good. I would change the Sleep Immunity to something like "+x to save against Sleep spells" with x being 1 or 2. Everything else seems good in terms of balance.

...Except for one or two flavor issues: Why are the half-elf beings more magical than the full-elf beings, and why don't the Akhamari get an INT boost to contrast the Xeloric WIS boost?

I can't believe I didn't see the Sleep answer before. I basically did the same for the Beastmen before I posted, turning a Total Magic Immunity (good or bad) into a smaller bonus. I feel silly missing that here. You'll notice I also switched the Akhamari bonus from Dex to Int. I was awfully torn by that one, but I can see how the change might be better.

As to why I made the Half-elfs the Magic Race, that's a complicated answer. This was an idea in my head for a while so please bear with me: What do you get when you go out and buy a Dog? Mutt or Pure-bred. For the longest time, I thought, "Naturally the Pure-bred. People make such a big deal about it, they must be better." The thing is though, Pure-breds are not better. In fact, a Pure-bred dog is generally less intelligent and more prone to health issues than a Mutt.

Mutts, as I've seen after owning many dogs and observing many others, are usually smarter, quicker to pick up skills, and healthier than their Pure-bred cousins. So when I think of Half-Elves, I don't see a race of people who have half the power of each parent (I think PHB Half-Elves are notorious for being fairly useless) I see a character who is a synthesis of the best qualities of each. For the Halhvannen I merely extended the metaphor to a more spiritual, magical plane.

TLDR: Halhvannen are best of both Parent races

Omeganaut
2012-04-02, 12:30 AM
I like what you have so far except for the humans. Taloran are too powerful, I'd say weapon proficiency should work like the Bannorns. I feel like the Dannic could use a small flavor boost. Perhaps +1 to will saves vs. mind affecting spells or +10 speed or +1 ac when wearing no armor. Finally, give the Bannorn Cold resistance 3 or 5, or you could say they get +2 to Balance, Profession (Sailor), and Use Rope to reflect their sailing heritage.

Ninjadeadbeard
2012-04-02, 12:53 AM
I like what you have so far except for the humans. Taloran are too powerful, I'd say weapon proficiency should work like the Bannorns. I feel like the Dannic could use a small flavor boost. Perhaps +1 to will saves vs. mind affecting spells or +10 speed or +1 ac when wearing no armor. Finally, give the Bannorn Cold resistance 3 or 5, or you could say they get +2 to Balance, Profession (Sailor), and Use Rope to reflect their sailing heritage.

Those...are seriously good suggestions. I think I'll give the Talorans Short swords as simple weapons and proficiency with all shields (based on Romans after all). Dannicans should get a +2 AC while fighting without armor. And I totally forgot about Cold Resistance, so Cold Resist 5 for the Bannorn, in addition to a +2 to Balance, Profession (Sailor) and Use Rope as you suggested, thank you. Anything else, you think?