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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 02-08-2012, 01:51 AM   Top  -  End  -  #1
Jeff the Green
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Join Date: Feb 2010
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Default [3.5]Races of Adem: A few tweaks (PEACH)

I'm working on a setting (tentatively called Adem, though that will likely change) where most of the common races have very different fluff and at least slightly different crunch. (Exceptions are Kobolds, Shifters, and Raptorans) For example, dwarves are scholarly builders of elegant above-ground metropolises with something of a tendency toward OCD, while gnomes are (or at least are reputed to be) avaricious merchants and slave owners. There are also five "templates" that can be applied to any humanoid. They lose most of the traits of their base race, like dragonborn, and gain new ones.

But... I'm very new to homebrew, so I wanted to get some feedback on the tweaked crunch to make sure I didn't break anything without realizing it. Any comments would be much appreciated!

Dwarves
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Elves
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Gnomes
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Half-Elves
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Half-Orcs
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Halflings
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Humans
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Wild-Seed Creatures
Creating an Wild-Seed Creature
Wild seed creatures are quite different from their parents. They lose many racial traits and gain new ones. As a rule, the elemental seed creatures loses any racial traits other than ability modifiers, languages, favored class, and speed. It retains any racial hit dice as well as level adjustment. It still qualifies as its base race, e.g. for feats or prestige classes.

Fire-Seed
Fire-Seed creatures were affected in some way by elemental fire prior to their birth.
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Water-Seed
Water-Seed creatures were affected in some way by elemental water prior to their birth.
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Earth-Seed
Earth-Seed creatures were affected in some way by elemental water prior to their birth.
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Air-Seed
Air-Seed creatures were affected in some way by elemental air prior to their birth.
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Shadow-Seed
Shadow-Seed creatures were affected in some way by elemental shadow prior to their birth.
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Last edited by Jeff the Green : 02-09-2012 at 02:47 PM.
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Old 02-08-2012, 02:05 AM   Top  -  End  -  #2
Othesemo
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Default Re: [3.5]Races of Adem: A few tweaks (PEACH)

I really like this. Elves and half-elves have suddenly because meaningful, and there're hypothetical reasons to not be a human or dwarf. The skill bonuses are flavorful, and (apart from the elf's) probably won't come up much. Still, it's a nice touch.

I haven't looked at the templates yet (I'll try to look back here tomorrow), but I see no balance issues with the first races. They're definitely better than core. One question, though. What's up with the aquatic gnomes? I'm sure there's a good explanation, but it makes little sense to me for a non-aquatic subtype race to have Speak With (Marine) Animals or Aquan as a bonus language.
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Old 02-08-2012, 02:11 AM   Top  -  End  -  #3
Jeff the Green
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Default Re: [3.5]Races of Adem: A few tweaks (PEACH)

Quote:
Originally Posted by Othesemo View Post
What's up with the aquatic gnomes? I'm sure there's a good explanation, but it makes little sense to me for a non-aquatic subtype race to have Speak With (Marine) Animals or Aquan as a bonus language.
Oh, yeah, that. Gnomes are basically merchant marines. They're originally from an island about the size of California, and in between that and the main continent is a very dangerous strait. They were the first to map it well enough to navigate through and their navy has prevented anyone else from mapping it. They have very few natural resources other than timber, but they make a killing shipping goods from one side of the continent to the other.

'Course, if the halfling pirates ever get their hands on a chart of the strait...
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Old 02-09-2012, 10:40 AM   Top  -  End  -  #4
Cieyrin
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Default Re: [3.5]Races of Adem: A few tweaks (PEACH)

The base races look fine, if perhaps a bit skill-happy and a copypasta error in Human.

Now, where the it comes to the templates it gets...unbalanced. Fire seems like it'd be fine, Water seems to be a return of the Water Orcs, though you pay for it somewhat by losing darkvision.

Then we get to Earth. Dear gods, Earth is probably the most powerful, as you have Earth Orcs losing effectively nothing for better stats, powerful build and burrowing.

Air and Shadow are definitely on the weak side of things. They could use a definite balance of stats, among other things.
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Old 02-09-2012, 02:20 PM   Top  -  End  -  #5
Jeff the Green
Ogre in the Playground
 
 
Join Date: Feb 2010
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Gender: Male
Default Re: [3.5]Races of Adem: A few tweaks (PEACH)

I was worried about the templates. So what if we...
  1. Get rid of Earth-Seed's +2 STR, so they're just -2 DEX -2 CHA.
  2. Get rid of Earth-Seed's DR.
  3. Give Shadow-Seed +2 DEX.
  4. Give Shadow-Seed a +1 CL on all [Shadow] spells.

I'm hesitant to improve Air-Seed too much because Slight Build is pretty good. Effectively +1 attack, +1 AC, +4 hide, without the penalties to bull rush etc.
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