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Thread: Birthright "demihuman" Races:
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11-01-2003, 10:41 PM #41
Well, seeing as what Osprey has proposed so far, I will stick with his opinion (which is mine as well): make the Sidhelien more powerful - ECL +1 at least (odd racial ability adjustments are not a good idea, though; they can be nullified by applying penalties to numbers that will not thus give lower modifiers, and by applying bonuses to numbers that will thus give higher modifiers).
As for half-elves, I have an interesting idea in mind: seeing as they have so many negatives, I believe that giving them the following ability adjustment wouldn't be half bad: +2 Dexterity, +2 Charisma, -2 Constitution. It seems fine to me...
As for the Nature Magic Affinity racial trait, here it is (this is quoted, but I can't remember whom do I quote):
After working on this I've come up with the following using the 3.5 PHB as a basis.
Elven racial abilities:
Variant: Elven nature magic familiarity - Due to their strong ties to the land of Cerilia elves add the following spells to any arcane spellcaster list they may have at the equivalent spell level listed. Elves follow the rules for learning and casting these spells for the spellcasting class that they apply. These spells would be cast as arcane spells.
0-Level
Create Water
1st-Level
Calm Animals -
Charm Animal -
Detect Snares and Pits -
Entangle -
Goodberry -
Hide from Animals -
Longstrider – I’d add it even though it doesn’t really have a nature theme, it does fit in with the elven descriptions
Magic Fang -
Magic Stone -
Pass without Trace -
Shillelagh -
2nd-Level
Animal Messenger -
Barkskin -
Hold Animal -
Reduce Animal -
Soften Earth and Stone -
Tree Shape -
Warp Wood -
Wood Shape -
3rd-Level
Diminish Plants -
Dominate Animal -
Magic Fang, Greater -
Meld into Stone -
Plant Growth -
Quench -
Snare -
Spike Growth –
Wind Walk -
4th-Level
Air Walk
Antiplant Shell -
Command Plants -
Giant Vermin -
Spike Stones -
5th-Level
Awaken -
Commune with Nature -
Control Winds -
Tree Stride -
Wall of Thorns -
6th-Level
Ironwood -
Liveoak -
Repel Wood
Spellstaff -
Stone Tell -
Transport via Plants -
7th-Level
Animate Plants -
Changestaff -
Transmute Metal to Wood -
Wind Walk -
8th-Level
Animal Shapes -
Control Plants -
Repel Metal or Stone -
9th-Level
Shambler -
Druid spells not added to the list of elven racial familiarity (and why)
0-Level
Cure Minor Wounds – Don’t include, it doesn’t really have a nature theme
Detect Magic – Don’t include, it’s on the Brd and Sor/Wiz lists already
Detect Poison – Don’t include, it’s on the Brd and Sor/Wiz lists already
Flare – Don’t include, it’s on the Brd and Sor/Wiz lists already
Guidance – Don’t include, it doesn’t really have a nature theme
Know Direction – Don’t include, it’s already on the Brd list
Light - Don’t include, it’s on the Brd and Sor/Wiz lists already
Mending - Don’t include, it’s on the Brd and Sor/Wiz lists already
Purify Food and Drink – Don’t include, it doesn’t really have a nature theme
Read Magic - Don’t include, it’s on the Brd and Sor/Wiz lists already
Resistance - Don’t include, it’s on the Brd and Sor/Wiz lists already
Virtue – Don’t include, it doesn’t really have a nature theme
1st-Level
Cure Light Wounds – Don’t include, it doesn’t really have a nature theme
Endure Elements – Don’t include, it’s already on the Sor/Wiz list already
Faerie Fire – Don’t include, it’s an evocation spell
Jump - Don’t include, it’s on the Sor/Wiz list already
Obscuring Mist - Don’t include, it’s on the Sor/Wiz list already
Produce Flame – Don’t include, it’s an evocation spell and a fire one
Speak with Animals - Don’t include, it’s on the Brd list already
Summon Nature’s Ally I – Don’t include, it’s a summoning spell
2nd-Level
Animal Trance - Don’t include, it’s on the Brd list already
Bear’s Endurance - Don’t include, it’s on the Sor/Wiz list already
Cat’s Grace - Don’t include, it’s on the Brd and Sor/Wiz lists already
Delay Poison - Don’t include, it’s on the Brd list already
Fire Trap - Don’t include, it’s on the Sor/Wiz list already and a fire spell
Flame Blade – Don’t include it’s an evocation and fire spell
Flaming Sphere - Don’t include, it’s on the Sor/Wiz list already, is an evocation and fire spell
Fog Cloud - Don’t include, it’s on the Sor/Wiz list already
Gust of Wind - Don’t include, it’s on the Sor/Wiz list already and is an evocation
Heat Metal – Don’t add it’s a fire spell
Owl’s Wisdom - Don’t include, it’s on the Sor/Wiz list already
Resist Energy - Don’t include, it’s on the Sor/Wiz list already
Restoration, Lesser – Don’t include it’s not really a nature theme
Spider Climb - Don’t include, it’s on the Sor/Wiz list already
Summon Nature’s Ally II – Don’t include it’s a summoning spell
Summon Swarm – Don’t include it’s a summoning spell
3rd-Level
Call Lightning – Don’t include it’s an evocation spell
Contagion - Don’t include, it’s on the Sor/Wiz list already and is a necromancy spell
Cure Moderate Wounds – Don’t include it’s not really a nature theme
Daylight - Don’t include, it’s on the Sor/Wiz list already and is an evocation spell
Neutralize Poison - Don’t include, it’s on the Brd list already
Poison – Don’t include it’s a necromancy spell
Protection from Energy - Don’t include, it’s on the Sor/Wiz list already
Remove Disease – Don’t include it’s not really a nature theme
Sleet Storm - Don’t include, it’s on the Sor/Wiz list already
Speak with Plants - Don’t include, it’s on the Brd list already
Stone Shape - Don’t include, it’s on the Sor/Wiz list already
Summon Nature’s Ally III – Don’t include it’s a summoning spell
Water Breathing - Don’t include, it’s on the Sor/Wiz list already
4th-Level
Blight - Don’t include, it’s on the Sor/Wiz list already
Control Water - Don’t include, it’s on the Sor/Wiz list already
Cure Serious Wounds – Don’t include it’s not really a nature theme
Dispel Magic - Don’t include, it’s on the Brd and Sor/Wiz lists already
Flame Strike – Don’t include it’s an evocation and fire spell
Freedom of Movement - Don’t include, it’s on the Brd list already
Ice Storm - Don’t include, it’s on the Sor/Wiz list already and is an evocation spell
Reincarnate – Don’t include it’s not really a nature theme
Repel Vermin - Don’t include, it’s on the Brd list already
Rusting Grasp – Don’t include it’s not really a nature theme
Scrying - Don’t include, it’s on the Brd and Sor/Wiz lists already
Summon Nature’s Ally IV - Don’t include it’s a summoning spell
5th-Level
Animal Growth - Don’t include, it’s on the Sor/Wiz list already
Atonement – Don’t add it doesn’t really have a nature theme
Baleful Polymorph - Don’t include, it’s on the Sor/Wiz list already
Call Lightning Storm – Don’t include it’s an evocation spell
Cure Critical Wounds – Don’t include it’s not really a nature theme
Death Ward – Don’t add it’s a necromancy spell
Hallow – Don’t add it doesn’t have a nature theme and is an evocation spell
Insect Plague – Don’t add it’s a summoning spell
Stoneskin - Don’t include, it’s on the Sor/Wiz list already
Summon Nature’s Ally V - Don’t include it’s a summoning spell
Transmute Mud to Rock - Don’t include, it’s on the Sor/Wiz list already
Transmute Rock to Mud - Don’t include, it’s on the Sor/Wiz list already
Unhallow – Don’t add it doesn’t have a nature theme and is an evocation spell
Wall of Fire - Don’t include, it’s on the Sor/Wiz list already and is an evocation and fire spell
6th-Level
Antilife Shell – Don’t add it’s not really a nature theme
Bear’s Endurance, Mass - Don’t include, it’s on the Sor/Wiz list already
Bull’s Strength, Mass - Don’t include, it’s on the Sor/Wiz list already
Cat’s Grace, Mass - Don’t include, it’s on the Sor/Wiz list already
Cure Light Wounds, Mass – Don’t include it’s not really a nature theme
Dispel Magic, Greater - Don’t include, it’s on the Brd and Sor/Wiz lists already
Find the Path - Don’t include, it’s on the Brd list already
Fire Seeds – Don’t add it’s not really a nature theme and is a fire spell
Move Earth - Don’t include, it’s on the Sor/Wiz list already
Owl’s Wisdom, Mass - Don’t include, it’s on the Sor/Wiz list already
Summon Nature’s Ally VI - Don’t include it’s a summoning spell
Wall of Stone - Don’t include, it’s on the Sor/Wiz list already
7th-Level
Control Weather - Don’t include, it’s on the Sor/Wiz list already
Creeping Doom – Don’t add it’s a summoning spell
Cure Moderate Wounds, Mass – Don’t include it’s not really a nature theme
Fire Storm – Don’t add it’s an evocation and fire spell
Heal – Don’t include it not really a nature theme
Scrying, Greater - Don’t include, it’s on the Brd and Sor/Wiz lists already
Summon Nature’s Ally VII - Don’t include it’s a summoning spell
Sunbeam – Don’t add it’s an evocation spell
True Seeing - Don’t include, it’s on the Sor/Wiz list already
8th-Level
Cure Serious Wounds, Mass – Don’t include it’s not really a nature theme
Earthquake – Don’t add it’s an evocation spell
Finger of Death - Don’t include, it’s on the Sor/Wiz list already and is a necromancy spell
Reverse Gravity - Don’t include, it’s on the Sor/Wiz list already
Summon Nature’s Ally VIII - Don’t include it’s a summoning spell
Sunburst – Don’t add it’s an evocation spell
Whirlwind – Don’t add it’s an evocation spell
Word of Recall – Don’t add it’s not really a nature spell
9th-Level
Antipathy - Don’t include, it’s on the Sor/Wiz list already
Cure Critical Wounds, Mass – Don’t include it’s not really a nature theme
Elemental Swarm – Don’t add it’s a summoning spell
Foresight - Don’t include, it’s on the Sor/Wiz list already
Regenerate – Don’t add it’s not really a nature spell
Shapechange – Don’t add it’s not really a nature theme
Storm of Vengeance – Don’t add it’s a summoning spell
Summon Nature’s Ally IX - Don’t include it’s a summoning spell
Sympathy – Don’t add it’s not really a nature theme
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11-01-2003, 11:36 PM #42
the modifyer sould stikk.
also you can earn this modifyer if you have a untastefull rule, even your court could gain the infamus rep, and all thet speak in its name.
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11-02-2003, 03:24 AM #43
----- Original Message -----
From: "Osprey" <brnetboard@BIRTHRIGHT.NET>
Sent: Saturday, November 01, 2003 12:47 PM
> Gather Information not important?!? It`s the key skill for
> Espionage domain actions for one thing. That`s important for regents
> and lieutenant spies or spymasters. Plus I use it all the time on an
> adventure level - that`s often how the PC`s begin investigations, gather
> rumors in court settings, etc., etc. I find it a preeminent skill if
you`re
> playing with any sort of intrigue, mystery, political framework, or social
> at all.
I agree, it is a critical skill. Without Gather Information, no one knows
anything. Any information someone managed to figure out on their own would
die with them. Because we can use Gather Information untrained, we can
actually know a lot about stuff that is neither esoteric nor secret. To
learn the poorly remembered or the intentionally hidden, we need Gather
Information.
Kenneth Gauck
kgauck@mchsi.com
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11-03-2003, 12:11 AM #44
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11-03-2003, 03:37 AM #45
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don't be too harsh, I just made it up over the last 15 minutes.
Orogs
*+2 Strength, +2 Intelligence, -2 Dexterity, -2 Charisma
*Darkvision 60 ft.
*Medium Size, base speed 30. Armour counted as one category lighter for movement penalties.
*+2 racial bonus against fear or fear-like effects.
*+2 racial damage bonus against dwarves.
*+2 racial bonus for warcraft, always considered a class skill.
*Highly structured society, united in service to their god and their drive to destroy all dwarves. Orogs must follow a non-chaotic alignment.
*favored class: fighterBuild a man a fire and he will be warm for a night. Set a man on fire and he will be warm for the rest of his life.
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11-03-2003, 06:48 AM #46
So, um, were you planning on this being a +ECL template or something?
Personally, I have a number of hangups...+2 Intelligence, +2 Warcraft? Why haven't orogs taken over the world yet? They don't lack for numbers/reproduction, that's for sure...
Here's the stats straight out of the BRCS, with only a few minor adjustments to conform to standard race templates. This is assuming the BRCS stats are for a 1st level warrior orog, whereas these are for a 2 HD humanoid.
Orogs, a +3 ECL template:
Medium-sized Humanoids
Base 2d8 HD (+1 Base Attack, +3 Fortitude)
+6 Str, +2 Con, -2 Cha
+2 racial bonus to Warcraft checks
60' Darkvision
Light Sensitivity: -1 to attack rolls in bright light (such as a daylight spell) or sunlight
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11-03-2003, 06:24 PM #47
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The Orogs racial characteristics in the BRCS are ludriciusly weak for a +3 ECL and not that interesting. Taking into consideration what you said Ospery and the BRCS version, here is an update on my creation.
Orogs
+1 ECL
*+4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma
*Darkvision 60 ft.
*Medium Size, base speed 30. Armour counted as one category lighter for movement penalties.
*+2 racial bonus against fear or fear-like effects.
*+2 racial damage bonus against dwarves.
*+2 racial bonus for warcraft, always considered a class skill.
*-2 racial penalty to all checks while in sunlight
*Usually of an evil alignment
*favored class: fighterBuild a man a fire and he will be warm for a night. Set a man on fire and he will be warm for the rest of his life.
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11-03-2003, 07:28 PM #48
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The Orogs racial characteristics in the BRCS are ludriciusly[sic] weak for a +3 ECL and not that interesting. Taking into consideration what you said Ospery[sic] and the BRCS version, here is an update on my creation.
Put it another way - human fighter 4 vs orog fighter 1
HD 4d10, melee attack +4 base
HD 2d8+1d10+3, melee attack +2 base +3 strength, +3 damage bonus over the human given equal ability scores
Is that 'weak?' The only reason it's just a +1 level adjustment, and not more, is that the two orog levels by themselves are weaker than standard character class levels.
As for the 'interesting' part, that is another aspect entirely - they do lack flavor, just like any other 'standard' humanoid. Adding one or two appropriate and flavorful bonuses might be a good idea, but that would probably push their level adjustment up a bit.Jan E. Juvstad.
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11-03-2003, 07:59 PM #49
What is the reason for limiting non-standard races by giving them racial
hit dice? I don`t see the point. Both bugbeard, gnolls, and orogs would
do better starting at 1st level classed characters. For once FR has
produced something worthwile in the Races of Faerun - here they stay
away from racial hit dice to a certain degree. I like it better that
way.
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11-03-2003, 08:13 PM #50
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What is the reason for limiting non-standard races by giving them racial
hit dice? I don`t see the point. Both bugbeard, gnolls, and orogs would
do better starting at 1st level classed characters. For once FR has
produced something worthwile in the Races of Faerun - here they stay
away from racial hit dice to a certain degree. I like it better that
way.
Races of Faerun doesn't 'stay away from racial hit dice' - it's just that the great majority of races detailed therein do not have racial hit dice, generally because it deals with umpteen subraces of the standard races. When it comes to races like aaracokra, or tanarukks or bugbears (hmmm - might bugbears be somewhat similar to ... orogs?), they use racial hit dice as liberally as anyone.Jan E. Juvstad.
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