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
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