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  1. #41
    Senior Member RaspK_FOG's Avatar
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    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

  2. #42
    Senior Member teloft's Avatar
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    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.

  3. #43
    Site Moderator kgauck's Avatar
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    ----- Original Message -----

    From: "Osprey" <brnetboard@BIRTHRIGHT.NET>

    Sent: Saturday, November 01, 2003 12:47 PM





    > Gather Information not important?&#33;? 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

  4. #44
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    anyone have any ideas for orogs or goblins. It would be useful to include them in this section since they are playable regents.
    Build 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.

  5. #45
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    don&#39;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: fighter
    Build 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.

  6. #46
    Senior Member Osprey's Avatar
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    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&#39;t orogs taken over the world yet? They don&#39;t lack for numbers/reproduction, that&#39;s for sure...

    Here&#39;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&#39; Darkvision
    Light Sensitivity: -1 to attack rolls in bright light (such as a daylight spell) or sunlight

  7. #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: fighter
    Build 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.

  8. #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.
    Ludicrously weak? It has two levels and a +1 level adjustment. For that, you get a +6 bonus on Strength and +2 on Constitution. Not really what I&#39;d consider &#39;weak&#39; and definitely not &#39;ludicrously&#39; so.

    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 &#39;weak?&#39; The only reason it&#39;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 &#39;interesting&#39; part, that is another aspect entirely - they do lack flavor, just like any other &#39;standard&#39; 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.

  9. #49
    Administrator Green Knight's Avatar
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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.
    Cheers
    Bjørn
    DM of Ruins of Empire II PbeM

  10. #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.
    Yes - and dolphins would do better if they had hands, and cats and monkies would do better if they could speak like humans. Whether they would &#39;do better&#39; like that is really irrelevant as to determining what they actually are and can do.

    Races of Faerun doesn&#39;t &#39;stay away from racial hit dice&#39; - it&#39;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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