Powerful, Flexable Races

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ubernoob
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Post by ubernoob »

Natural bond is too good as well. Druid animal companions are already pretty beastly.
fatmonkey13
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Post by fatmonkey13 »

Re: Rage. I think that the Tome version works better anyway.
Re: Wings. Fiendish feat wings comes in at 5th level plus. Next time most get a feat is 6th level. That being said, why should Wizards have all the fun? Also upped speed at 10th level.
But why does the Tiefling get +4 and -2 while the Aasimar gets +6 overall? I'd change the Aasimar to have +4 and -2 as well.
Because the Aasimar traditionally has better stats that the Tiefling, but the Tiefling has better fluff.

Elf's Ancient Arcana does not seem powerful to me. Maybe add spell resistance or some spell like abilities for other choices.

Halfling sorcerer spell bonus does seem out of place



I was already working on an orc based on what CatharzGodfoot, and combined with what you did:

Orc:
Type: Humanoid (Orc)
Senses: Darkvision 60'
Ability scores: +4 to STR, -2 to any one ability score. +2 to any other ability score.
Special Abilities/Qualities:
Light Sensitivity
Powerful Build
+2 to saves against poisons and disease
Choose two from the list below.
]Fast Healing 1
Rage (Ex): As the Barbarian of 1st level, or your Barbarian level if
that is higher, once every 5 minutes.
Natural Tracker (Ex) You gain Sent and the Track feat.
Pounce If you make a charge, it can follow with a full attack.
Gore You gain a Gore attack which does a base of 1d4 of piercing damage for a medium creature.
Blindsense You gain Blindsense with a range of 20'. At 5th level this improves to 30'. And at 10th level this improves to 60'.
No changes
Human:
Type Medium Humanoid (Human)
Senses: Standard
Ability scores: +2 to two different scores
Special Abilities/Qualities: Choose three from the list below.
Bonus Feat: You gain 1 bonus feat
Bonus Skill Points: You gain one addition skill point per level, multiplied by four at 1st level as normal.
Bonus Ability Score: You gain a bonus to an ability score you do not have a racial bonus to.
Trapfinding: As a Rogue.
Lore: As the Bard ability Bardic Lore, based on character level and intelligence.
Retain spell: once per day you can retain a spell slot or prepared spell that you just used in casting a spell.
Flight ability improved
Tiefling:
Type: Medium Outsider (Native)[Evil]
Senses: Darkvision 60'
Ability scores: +2 to two different scores, -2 to one other score.
Special Abilities/Qualities:
Resistance 5 to three elemental damage types.
Select three from list
See in Darkness (Su): You can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Damage Reduction (Su): DR [Character level]/Good
Wings: You gain a pair of demonic wings and can glide, falling 5ft for every 10ft travelled. At 3rd level you can fly, with poor maneuverability, at your base speed for up to CON bonus or CHA bonus rounds in a row. At 5th level this changes to flight at Good maneuverability with no limitations. At 10th level your speed improves to twice your base speed.
Rage (Ex): As the Barbarian of 1st level, or your Barbarian level if that is higher, once every 5 minutes.
Smite Good (Su): As Blackguard of character level, once every 10 minutes. Uses agaisnt non-good targets does not count against uses of this ability.
Large Size You are large instead of medium size. You gain a +2 bonus to Strength.
Darkness (Sp): As the spell, as a spell-like ability, useable at will. Caster level is equal to character level.
Flight ability improved. floating plus 2 no longer can go to WIS or CHA
Aasimar:
Type: Medium Outsider (Native)[Good]
Senses: Darkvision 60'
Ability scores: +2 to WIS, +2 to CHA, +2 to any other ability score.
Special Abilities/Qualities:
Resistance 5 to three elemental damage types.
Select three from list
Damage Reduction (Su): DR [Character level]/Evil
Wings: You gain a pair of angelic wings and can glide, falling 5ft for every 10ft travelled. At 3rd level you can fly, with poor maneuverability, at your base speed for up to CON bonus or CHA bonus rounds in a row. At 5th level this changes to flight at Good maneuverability with no limitations. At 10th level speed improved to twice your base speed.
Smite Evil (Su): As Paladin of character level, once every 10 minutes. Uses agaisnt non-evil targets does not count against uses of this ability.
Large Size You are large instead of medium size. You gain a +2 bonus to Strength.
Daylight (Sp): As the spell, as a spell-like ability, useable at will. Caster level is equal to character level.
Healer: You add the Cure series of spells to the spell list of any spell lists you have.
Ghost Killer: You ignore the miss chance of attacking incorporeal creatures with spells and magic weapons.
Last edited by fatmonkey13 on Thu Oct 21, 2010 6:10 pm, edited 1 time in total.
ubernoob
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Post by ubernoob »

Fiendish Sorcery is still just stupid number pushing.
fatmonkey13
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Post by fatmonkey13 »

Sorry, I thought I had removed that.
fatmonkey13
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Post by fatmonkey13 »

Hmm... hard to balance the Drow with the Elf...

Drow
Type: Humanoid (Elf)
Senses: Darkvision 120'
Ability scores: +2 Dex, +2 to any two other ability scores, -2 to any ability score.
Special Abilities/Qualities:
+2 racial saving throw bonus against enchantment spells or effects.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
+2 racial bonus on Will saves against spells and spell-like abilities.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword.
Spell Resistance (Su): You have spell resistance euqual to your character level + 11.
Choose two from the list below:
Poison Use (Ex): You are skilled in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade.
Faerie Fire (Sp): As the spell, as a spell like ability, at will.
Darkness (Sp): As the spell, as a spell like ability, at will.
Levitate (Sp): As the spell, as a spell like ability, personal range only, at will.

Elf
Type: Humanoid (Elf)
Senses: Lowlight Vision
Ability scores: +2 Dex, +2 to any other ability score, -2 to any ability score.
Special Abilities/Qualities:
Immunity to sleep spells and effects
+2 racial saving throw bonus against enchantment spells or effects.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Weapon proficiencies: longsword, rapier, longbow (including composite longbow), and shortbow.
Weapon familiarity: Greatbows, composite greatbows, and any weapon with 'elven' in the name are martial weapons, not exotic for elves.
Choose two from the list below:
Pass Without Trace (Ex): Self only.
Ancient Arcana: You get an extra spell slot of your second highest level, if you can cast spells.
Extreme Archery:You can make Sneak Attacks out to 60ft with a bow and Smite attacks with a bow within 60ft.
Speak With Animals (Sp): as the spell usable at will
Daylight(Sp): as the spell usable at will
Parthenon
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Post by Parthenon »

I'd personally make the Elf and Drow even more opposites of each other. Give them partly identical abilities and partly opposite abilities. I'd also add the limitations of forest/woodland back to the Elf's Speak to Animals and Pass without Trace- theres already some precedent with Gnomes only being able to talk to burrowing animals.

Something like:

Drow (alterations are in bold)
+2 Dex, +2 any other, -2 any [same as Elf]
Darkvision 120ft
Light Blindness
Poison Use (Ex): You never risk accidentally poisoning yourself when applying poison to a blade and get a +3 saving bonus against poisons. [moved to definite - trying to be opposite to immunity to sleep]
+2 racial saving throw bonus against enchantment spells or effects.
+2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, the whip and the short sword. [added the obvious weapon]

Choose two from the list below:
[*]Spell Resistance (Su): You have spell resistance equal to your character level + 11. [changed to optional ability- sort of opposite of Ancient Arcana]
[*]Pass without trace (Ex): Self only, limited to when underground. [addition, but opposite to Elf - add Elf's limitation back in]
[*]Faerie Fire (Sp): As the spell, as a spell like ability, at will.
[*]Darkness (Sp): As the spell, as a spell like ability, at will.
[*]Spider Climb (Sp): As the spell, as a spell like ability, personal range only, at will. [replacing Levitate]
[*]Ambush! (Ex):+2d6 Sneak Attack during the surprise round and can Smite Good with a ranged attack from within 60ft. [similar to extreme archery]
[*]Speak with Animals (Sp): self only, limited to underground animals. [again, opposite of Elf's options when talking to animals. Add the limitation back to the Elf]
So, you can compare the Elf and Drow like so:
Definite abilities:
AbilityElfDrow
Ability scores: +2 Dex, +2 other, -2 any✔✔
+2 senses and secret door sense✔✔
+2 against enchantment✔✔
Various weapon proficiencies✔✔
Extra visionLow light visionDarkvision & Light Blindness
Resistance/immunitySleep immunityPoison resistance and use

Ability choices:
AbilityElfDrow
Speak to animalWoodlandUnderground
Pass without traceWoodlandUnderground
Light based spellDaylightDarkness
Spell basedOffensive: Ancient ArcanaDefensive: Spell Resistance
ArcheryExtreme ArcheryAmbush
otherFaerie Fire, Spider Climb

This way its obvious that the Elf and Drow are very similar and have a few opposites along similar themes.
fatmonkey13
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Post by fatmonkey13 »

Those are good changes, I think I will use all of them.
fatmonkey13
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Post by fatmonkey13 »

Now the dwarf (and or Gnome).

Dwarf
Type: Humanoid (Dwarf)
Senses Darkvision 60'
Ability scores: +2 to CON, -2 to any one ability score. +2 to any other ability score.
Movement 20' (Not slowed when wearing medium or heavy armor or when carrying a medium or heavy load)
Special Abilities/Qualities:
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon familiarity: Any weapon with 'dwarven' in the name are martial weapons, not exotic for Dwarves.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Choose two from the list below:
Smite Giant (Su): As Paladin of character level, once every 10 minutes, but effecting creatures of the giant type rather than evil creatures. Uses agaisnt non-giant targets does not count against uses of this ability.
Rage (Ex): As the Barbarian of 1st level, or your Barbarian level if that is higher, once every 5 minutes.
Immunity to Poison (Ex): Dwarves with this ability are immune to poison.
Berserker(Ex): When a Dwarf is at half-health or lower its movement speed increases to 30', and it gets +4 bonus to strength.
Last edited by fatmonkey13 on Fri Oct 22, 2010 8:40 pm, edited 1 time in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

fatmonkey13 wrote: Special Abilities/Qualities:
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.

+2 racial bonus on saving throws.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

+4 bonus on skill checks dealing with stone or metal.
To me, combat immunity, rage, and berserker all seem like orc abilities rather than dwarf (and/or gnome) abilities. How about adding something like 'expert digger: gain burrow 5' when using an appropriate tool', 'steel grip: use a polearm one-handed when using a shield or great shield in your offhand', and perhaps 'armored caster: ignore all ASF from armor and shields'?

Oh, and weapon familiarity could make normally martial dwarven weapons into simple weapons.
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fatmonkey13
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Post by fatmonkey13 »

Sounds good so now:

Dwarf
Type: Humanoid (Dwarf)
Senses Darkvision 60'
Ability scores: +2 to CON, -2 to any one ability score. +2 to any other ability score.
Movement 20' (Not slowed when wearing medium or heavy armor or when carrying a medium or heavy load)
Special Abilities/Qualities:
+2 racial bonus on saving throws.
+4 bonus on skill checks dealing with stone or metal.
Weapon familiarity: Any weapon with 'dwarven' in the name are martial weapons, not exotic for Dwarves.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Choose two from the list below:
Smite Giant (Su): As Paladin of character level, once every 10 minutes, but effecting creatures of the giant type rather than evil creatures. Uses agaisnt non-giant targets does not count against uses of this ability.
Expert Digger When using the propper tools (pick and shovel) a dwarf gains Borrow 5', though only through dirt and loose rocks.
Armored Caster Dwarves ignore Arcane Spell Failure chance due to Armor.
Steel Grip A Dwarf can use a pole arm one handed while using a shield. Pole arms include the longspear, glaive, guisarme, halberd, and ranseur.
Any ideas for other abilities?
Parthenon
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Post by Parthenon »

I have to agree with CatharzGodfoot for the most part, except that I like the Stonecunninng allowing automatic search checks within 10ft and intuiting depth since its an ability rather than extra numbers.

Here are my suggestions for abilities:
  • Identify (Sp): spell-like ability, at will, but only with weapons, armour and stone items. This ability takes 10 minutes to cast rather than 1 hour.
  • Spell Resistance (Su): 11+HD SR [The Drow already has Spell resistance so letting the Dwarf have it isn't completely unreasonable]
  • Clad in Magic (Ex): Ignore 30% arcane spell failure and can make the somatic gestures needed for spells with a shield. [Encourages one handed weapons with shields rather than two handed weapons. Also as a personal preference I'd rather have a reduced (possibly to 0%) ASF than a negated one.]
  • Enduring like the Earth (Ex): Immune to Exhaustion, and has 50% chance to ignore Fatigue.

For Gnomes, you have to decide what exactly they are- are they curious and intelligent schemers who tinker with gadgets? Are they halfway between Halflings and Dwarfs, a shoddy mix that gets forgotten about? Are they infuriating and game-destroying amoral shitheads who piss off the party? Or something else entirely?

Just curious, but do you have a list of the races you want to create?
Last edited by Parthenon on Fri Oct 22, 2010 10:50 pm, edited 1 time in total.
fatmonkey13
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Post by fatmonkey13 »

Dwarf rev. 3:

Dwarf
Type: Humanoid (Dwarf)
Senses Darkvision 60'
Ability scores: +2 to CON, -2 to any one ability score. +2 to any other ability score.
Movement 20' (Not slowed when wearing medium or heavy armor or when carrying a medium or heavy load)
Special Abilities/Qualities:
+2 racial bonus on saving throws.
+4 bonus on skill checks dealing with stone or metal.
A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon familiarity: Any weapon with 'dwarven' in the name are martial weapons, not exotic for Dwarves.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Choose two from the list below:
Smite Giant (Su): As Paladin of character level, once every 10 minutes, but effecting creatures of the giant type rather than evil creatures. Uses agaisnt non-giant targets does not count against uses of this ability.
Identify (Sp): As spell-like ability, at will, but only with weapons, armour and stone items. This ability takes 10 minutes to cast rather than 1 hour.
Spell Resistance (Su): 11+HD SR
Clad in Magic (Ex): Ignore 30% arcane spell failure and can make the somatic gestures needed for spells with a shield. [Encourages one handed weapons with shields rather than two handed weapons. Also as a personal preference I'd rather have a reduced (possibly to 0%) ASF than a negated one.]
Enduring like the Earth (Ex): Immune to Exhaustion, and has 50% chance to ignore Fatigue
Gnomes, I always like the curious and intelligent schemers. Though I am open to other interpretations. There could always be more than one version of a race if the common variants do not fit together well. So we have Deep Gnomes, Rock Gnomes and Tinker Gnomes, or Mountain Dwarves and Derro Dwarves...

As per what races to make there is no list. But if I were putting one together, which I guess I am now, I would like to see Gnome, Bariaur, Genasi [Air, Earth, Fire, Water], Githzerai, Githyanki, and Rogue Mordon most. I would think that it would not be very nice to exclude half races while we are at it.
Gnomes, I always like the curious and intelligent schemers. Though I am open to other interpertations.
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Post by Parthenon »

More than one version of a race is stupid. You could possibly have subraces get an extra special ability to choose from, but having completely different Grey Elves, Wood Elves and River Elves is stupid.

For your other races: Bariaur? The goat centaurs? Hmmm... iffy. According to google search they have different stats for males and females? What the fuck? I'd steer clear of that as much as possible.

If you ask people you'll probably get a lot of different opinions on centaurs as a playable race. Some drawbacks of the Bariaur include:
  • Can't use the same forms of transport as rest of party- can't use carriages, trains or even chairs, much harder to use boats etc. This limits the whole party to a small extent.
  • Can't swim, ruling out underwater adventures and makes sea adventures even harder.
  • They find it much harder to get around dungeons- for example they can never use ladders. This is a fuckton of hassle and means that either the Bariaur is left behind or the whole party can't do various adventures. The Paladin and often the Druid/Ranger are held back by dungeons but at least the Paladin can teleport their mount in when needed.
  • Weird armour- the PC will never get random drops of armour meaning a lot of hassle in getting decent armour. Small races like halflings and gnomes have enough problems getting equipment - centaurs will be even worse,
  • Noone knows what Bariaur are - I'd never heard the name before and had to google them. You'd be better off just using Centaurs in general if you really want them, and state that Centaurs includes Bariaurs.
You really need to be sure about having Bariaurs since the drawbacks heavily outweigh what you get. Unless you have them magically able to transform back and forth at will to human shape I can't see it working, and even thats a stretch.

Mordons or Modrons? Because Modrons would be a very strange choice. First of all they're a bad joke- they look retarded, they're based on dice, and don't have enough real sentience and choice to be a PC. If your campaign setting specifically requires a race of Modrons then thats one thing, but its a really weird choice.

Is there a reason you don't want Halflings?



Heres what I'd personally choose as races, based on what has traction:
  • Humans. People will always want to play as the home team.
  • Elves. They're everywhere.
  • Dwarves. Because people love to fake a Scottish accent.
  • Orcs. The common bad guy, and people want a somewhat bestial and wild race.
  • Halflings. A some small sneaky race is good.
  • Drow. There are so many dark elves in so many games its almost expected.
  • Lizardmen. NOT dragonmen, but lizardmen. They're in a lot of sources and they are well known and obvious.
Seven is a nice number because it is easy to remember- too many races gets confusing. If half-races are really wanted I'd have the race be one of the two and be able to choose special abilities from either race. But not let halflings and lizardmen interbreed with anyone else. Period. Thats just weird, and I don't want people born from eggs.

I'd be tempted to have these, but they'd be unlikely:
  • Satyr/Minotaur- some sort of humanoid with an animal lower half and horns. Partly WoW, but minotaurs are very well known and satyrs are everywhere.
  • Troll, possibly made from rock. Discworld style troll.
I would rather not have these, but I would be willing to listen to reason:
  • Catfolk. Similarly no foxfolk, no werewolves, no shifters, nothing furry.
  • Angels, demons and half-angel/demons. No Tieflings or Aasimar.
  • Elemental creatures like mephits or genasi - one element is too constricting for a single PC and it requires options for each element which is a hassle.
  • Githyanki/Githzerai - I'm not even sure what these are! If I did have them I'd make them one race of Gith.
  • Kobolds- already have Lizardmen, kobolds don't have any more identity than trap making low level fodder, and making them linked to dragons is just more wanking over dragons which gets boring.
I would definitely not have these:
  • Centaurs- too fiddly and too unlike the rest of the party.
  • Fishmen- sahuagin and the like. Or other aquatic races. Too tied to water for most adventures.
Last edited by Parthenon on Sat Oct 23, 2010 2:30 am, edited 1 time in total.
fatmonkey13
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Post by fatmonkey13 »

OK, Bariaur are out.
Yes, Modrons.
We already have Halflings, no?

Satyr/Minotaur, are nice. Assuming you mean faun like Satyr.

Only 7? I was going for Core + Planescape races (which is where the tiefling, aassimar, genasi, and gith come in). That makes 13 (excluding half races and including orcs).

If I were making up my own list of races from scratch I would probobly do 14. Maybe:
High Men
Barbarians
Nomads
High Elves
Dark Elves
Lizardmen
Draconians/Dragonfolk
Halflings
Dwarves
Gnomes
Trolls
Goblins
Orcs
Minotours/Beastmen
Planetouched, if needed, could be tempaltes. Maybe one of:
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Post by fatmonkey13 »

Gnome
Type: Small Humanoid (Gnome)
Senses: Low Light Vision
Ability scores: +2 to INT, -2 to STR, +2 to any other ability score.
Movement: 20'
Special Abilities/Qualities:
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions
+1 racial bonus to DC of all Illusion spells cast by Gnomes.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft checks.
Choose two:
Size Does Not Matter: Against any enemy larger than the Gnome, the Gnome can try and enter their space (provoking an AoO). When inside their space the Gnome gets a +4 bonus to trips against that enemy, +2d6 Sneak Attack, a +2 dodge bonus to AC against them and if anyone else is attacking them in melee the Halfling is considered to be flanking that enemy.
Any ideas for abilities?
Last edited by fatmonkey13 on Sun Oct 24, 2010 6:07 pm, edited 1 time in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

fatmonkey13 wrote:+1 racial bonus to DC for all saving throws against illusion spells cast by gnomes.
:rofl:
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

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Quantumboost
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Post by Quantumboost »

CatharzGodfoot wrote:
fatmonkey13 wrote:+1 racial bonus to DC for all saving throws against illusion spells cast by gnomes.
:rofl:
Fortunately, it doesn't stack with itself (since it's not untyped or Dodge/circumstance), so you don't have "+<number of existing Gnomes anywhere> to your Illusion DCs". :P
fatmonkey13
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Post by fatmonkey13 »

I purposfully gave it a type and got rid of the line "This adjustment stacks with those from similar effects.", in an attempt to avoid that.
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