I've been creating my own D&D setting for quite some time now and to do so I've altered the stats of some races and at the same time invented a few new ones. I would like to have some feedback on feasibility and balance. Will these races and subraces work in-game.
Since I have little DM experience I could use the help presented. So please don't hold back. Thanks.
Shared ancestry:
Dwarves and Goliath (Creator: the Wurm)
Elves and Katori (Creator: Roc)
Humans and Lizardfolk (Creator: Leviathan)
Goblins and Orc (Creator: Phoenix)
Elves, Goliath, Goblins, Lizardfolk and the Dragons (Co-Creator: Kadri)
Kaetra (crossbreed Orc-Katori)
DWARVES
Rock Dwarves
Rock dwarves live in giant cities and buildings made of rock above ground. These cities or settlements are often found near other dwarven cities such as those in a mountain, a mine or even a sheer cliffside. These dwarves do not have the same vision in total darkness as the other dwarves but do have Low-Light Vision.Their legs are longer and on a whole are about a foot taller then other dwarves.
+2 Con +2 Str -2 Dex -2 Cha
Medium (4 ½ to 5 ft tall)
Base Speed 25 ft (no penalty with medium and heavy loads or medium and heavy armor)
Low Light Vision
+1 on Saves
Stonecunning (as PHB)
Weapon Familiarity
Stability (as PHB)
+1 to hit Goblinoids
+4 Dogde vs Giants
+2 Appraise relating to stone items
+2 Craft relating to stone
+4 Knowledge Architect and Engineer, A Rock Dwarf may use this skill untrained and the skill is a class skill for all Rock Dwarves, regardless of the chose class.
Mountain Dwarves
The mountain dwarves are the archetypal dwarf living underneath a mountain which they have delved and excavated. The rock they cut free from a mountain’s heart is usually transported outside where rock dwarves take them and use them to build there own city. This often results in rock dwarf and mountain dwarf cities in near proximity of eachother, if not simply adjoined with the mountain’s outer shell as a sort of barrier between the two species.
+2 Con -2 Cha
Medium
Base Speed 20 ft (no penalty with medium and heavy loads or medium and heavy armor)
Darkvision
Stonecunning
Weapon Familiarity
Stability
+2 vs Poison, Spells and Spell-like effects
+1 to hit Goblinoids
+4 AC Dodge to Giants
+2 Appraise and Craft relating to stone or metal
Night Dwarves
Like the human offshoot, the Aqabals, the night dwarf only shows his face at night. Also like Aqabals, the night dwarves suffer a bit of a stigma from their dwarf-brethren, yet are not completely hated. They worship both Noral (moongod) as the great Wurm. Their cities are primarily found in vast underground tunnel complexes, either natural or delved, usually both. They seem to have a preference to a flat land with a rocky soil. Again, it is not unusual for rock dwarves to have a settlement of their own nearby.
+4 Con -2 Cha -2 Int
Medium (4 to 4 ½ ft tall)
Base Speed 20 ft (no penalty with heavy loads or heavy armor)
Darkvision, Blindsense 30 ft (Using non-visual senses, such as acute smell or hearing, a Night Dwarf notices things he cannot see. He does not need to make Spot or Listen checks to pinpoint the location of a creature within range of it’s blindsense ability, provided that he has a line of effect to that creature. Any opponent the Night Dwarf cannot see still has total concealment against the Night Dwarf, and the Night Dwarf still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a Night Dwarf and he is still denied his Dex bonus to AC against attacks from creatures it cannot see.
Light sensitive (Night Dwarves become Dazzled for 1D4 Rounds in bright sunlight or within the range of a Daylight spell. In case of true sunlight he reverts into a Mountain Dwarf, since he’s no longer under Noral’s veil. A Night Dwarf reverts back into a Night Dwarf as soon as the moon shines on him.)
Stonecunning
Weapon Familiarity
Stability
+1 to hit Goblinoids
+4 Dogde vs Giants
+2 Appraise relating to stone or metal items
+2 Craft relating to stone or metal
+3 vs spell and spell-like effects
ELVES
High Elves
The elves are amongst the best loved of all races, noted for their beauty and wisdom, elves are usually found to be amongst the most respected member of any traveling party. They are hard to avoid, due to their stature and appearance. Elves have green skin and have made their home among the great forests of Tago. The prime species of high elves does it’s name credit, by making it’s home among the tree-tops. Many could have wandered for hours on end through a foresthome to the high elves without ever seeing their city. Even if they have walked right underneath it several times. High elves value their privacy and rarely allow any visitors in their cities. High elves have a long prehensile tail, much like a primate, with which they can hold themselves on branches. Their fingers are long and elongated with sharp nails suited for climbing.
+2 Int -2 Con
Medium
Base Speed 30 ft, Climb Speed 20 ft.
Low Light Vision
+2 Spot, Listen, Move Silently and Hide
+1 to hit with Ranged Weapons
Weapon Familiarity
Weapon Proficiency (Longbows, Shortbows or Crossbows(light and heavy only). Choose one. When the characters class would allow proficiency of these weapons this translates into a Weapon Focus of that weapon)
+2 AC against ranged attacks
Earth Elves
Their close relatives, the earth elves, often live on the same territory. These elves have build their homes among the shrubs and the roots of trees. Earth elves hardly ever climb in the tree, preferring to stay on the ground, hidden amongst the underbrush. Their skin is of a darker hue, to provide a natural camouflage on the forest floor. An earth elf who makes an effort of hiding in his native environment wouldn’t be noticed by even high elves if they stood ten foot away. Earth elves are the only elves who don’t have climbing hands or a tail.
+4 Wis +2 Dex -2 Con +1lvl
Medium
Base Speed 30 ft
Low Light Vision
+2 craft Trapmaking (Earthelves can use this skill untrained and is considered a class-skill regardless of class)
+2 Spot, Listen, Move Silently, Hide
spell-like abilities: 2/day – Speak with Animals (only ground-living forestanimals)
Stability (as the Dwarves)
Jungle Elves
The jungle elves have made their homes in the jungles of the world, sometimes even sharing their home with the lizarro. They, however prefer to travel through the trees, rather then through the water and often make daring leaps to other trees. The jungle elves however, have not made their homes high up in the trees but deep in the jungle on impenetrable places. Often their settlements are unreachable by land, only to be found when travel ling amongst the trees.
+4 Dex +2 Str -2 Int +1 lvl
Medium
Base Speed 30 ft, climb 30 ft
+2 vs Poisons
+2 Jump and Balance
+2 Survival
Bonus Feat: Brachiation (Complete Adventurer) This Feat comes to effect as soon as the prerequisites (4 ranks of climb and jump) are met.
GOBLINS
The Goblins are like bunnies. They are simply everywhere and in great numbers too. They claim that all the land belongs to them, but are just not capable of getting rid of the rest of the races. This is why they are often heard boasting their good nature in allowing the others on his land. In truth though, Goblins try to bite off more than they can chew, even with their cunning and dishonourable ways. Their link with the Orc are only evident in their territorial ways, but unlike the Orcs, Goblins didn’t succeed.
+4 Dex -2 Str -2 Cha
Small
Base Speed 20 ft
Low Light Vision
+2 vs Poisons
+4 Move Silently and Listen.
+2 Ride
Special Mount: Worg
Backstabber: Any Goblin can use the Sneak Attack ability like a first level Rogue could. If their current class gives them access to this ability their damage is enlarged by 1D6 damage.
Weapon Familiarity
GOLIATHS
Like Dwarves, the Goliath traveled north to find their new homes in the mountainous terrain. Less stuck to law and tradition and more in love with freedom however, the Goliath did not build any cities. Instead they fanned out across the continent in small families or tribes. The big and powerful Goliath revel in any competition sport.
+4 Str +2 Con -2 Dex +1 lvl
Base Speed 30ft
Medium
Monstrous Humanoid: As monstrous humanoids, Goliaths are proficient with all simple weapons, but they have no proficiency with any kind of armor or shields.
Powerful Build: The physical stature of a Goliath lets him function in many ways as if he were one size category larger. Whenever a Goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts and trip attempts), the Goliath is treated as one size larger if doing so is advantageous to him. A Goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Mountain Movement: Because Goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps. A Goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.
Acclimated: Goliaths are automatically acclimated to life at high altitude. They don’t take penalties for altitude described in the mountain travel section on page 90 of the Dungeon Master’s Guide. Unlike other denizens of the mountains, Goliaths don’t lose their acclimation to high altitude even if they spend a long time at a lower elevation.
+2 Sense Motive
HUMANS
Humans
The first of the races that we must absolutely discuss are the humans, being the center of the entire world. The humans live everywhere and do everything. If a person can imagine it to be done, it is a human. Ambitious folk to say the least, humans are responsible for many scientific or technological breakthroughs. They are versatile, reckless and – at least species-wise – balanced. Humans can be pious or evil, good-hearted or selfish, it doesn’t matter. Few of the other species have a preconceived notion of the human race and never really know what to expect. Because of this they usually look upon humans with a slight discomfort if only just to size them up before greeting them heartily, or if that be the case, throw him in a bottomless pit.
Medium
Base Speed 30 ft
Bonus Feat at first lvl
4 bonus skill points at first lvl
1 bonus skill point each lvl after the first
+2 on any one chosen skill
Aqabals
An Aqabal looks exactly like any other human due to the fact he was born as one. Once any human reaches adulthood (s)he can (if willing) perform a series of rites to the moon God Noral. Once these rites of passage are complete the human becomes an Aqabal. He feeds on blood (though most Aqabal prefer blood of their livestock), becomes immortal and gains Darkvision. However, when sunlight touches an Aqabal the enchantment is broken. For example, when a 200 year old Aqabal touches the light of the sun, he will revert back to a normal human and continue aging as if his age were that when he did his initiation rites. When an Aqabal mates with another Aqabal the result is a normal human baby, which will be in need of normal food untill it can go through it’s own initiation rites upon reaches adulthood. When an Aqabal mates with a human, the result is a Nubaror (as described later) and when an Aqabal mates with a Nubaror there is no result
Medium
Base Speed 30 ft
Darkvision
Bonus Feat at first lvl
4 Bonus skill points at first lvl
1 bonus skill point each lvl after the first
+2 on any one chosen skill
+2 Listen and Spot
-2 On any skill checks in dealing with humans
Light sensitive (Aqabal become Dazzled for 1D4 Rounds in bright sunlight or within he range of a Daylight spell. In case of true sunlight he reverts into a human, since he’s no longer under Noral’s veil. An Aqabal reverts back into a human when he performs the initiation rites.)
Immortality (An Aqabal receives no penalties due to aging. Any age penalties in place prior to the initiation rites remain. The Aqabal do not die of old age.)
Drifters
The drifters, are second off-shoot of human life. These men and women took to the oceans long ago on great floating cities. They revere the Leviathan and Pati, letting the Oceanic currents decide their path before them. Drifters take this approach with everything life throws at them and are thus inherently chaotic. They are usually extremely pious but have no love for governments. There are several great cities floating over the oceans, and nobody really knows where any of them are at any given time. Drifters never go far from their own city so they can find it back within a few days. They have instinctual knowledge of the currents and are often capable of tracking their city’s path back up to a week after they have left it behind to fish for food. Centuries of living on water has changed them slightly, they are obviously slimmer and better streamlined then normal humans, and have webbed fingers and toes. Most of the drifters are completely bald.
Medium
Low Light Vision
Base Speed 30 ft
Weapon Proficiency: Short Spears and Hand Crossbows.
Waterhome: A Drifter that takes the Track feat can use this to track prey in the sea as if affected by the scent special ability detailed in the Monster Manual Pg. 314.
Bonus Feat: Endurance
+4 Swim
4 bonus skill points at first lvl
1 bonus skill point each lvl after the first
KAETRA
The Kaetra are the result of interbreeding between the Orc and the Katori but were soon ostracized by the Katori. Soon after a bloody war between them ensued, and with the help of the Orcs the Kaetra were able to drive the Katori back. The Kaetra attempted to completely destroy the Katori, and as far as they know they’ve been nearly successful. However, to this day, Kaetran warriors sail the waters near Kaor searching for Katori survivors while Kaetran Diplomats and spies go to foreign nations to search for any indication of their asylum. Kaetran’s are passionate people and quick to anger.
+4 Dex +2 Str -2 Con +1 lvl
Medium
Base Speed 40 ft
Low Light Vision
+2 Survival, Move Silently, Listen and Spot
+1 Natural Armor Bonus
Weapon Familiarity
Chosen Weapon (Choose one. This translates into a Proficiency if the character’s class doesn’t give it and into a Weapon Focus if the character’s class gives proficiency for the weapon of choice. )
KATORI
The Katori lived on the same continent as the Orc for many years but were eventually killed during a war. Not many of the Katori survive, but there are some survivors to be found on small islands near Kaor. They are secretive and proud of themselves. They have vowed to regain their place in the world and to take their revenge upon the Kaetra.
+4 Dex +2 Wis -2 Con +1 lvl
Medium
Base Speed 40 ft
Low Light Vision
+4 Move Silently and Listen
+2 vs Spells and Spell-like Effects
Weapon Familiarity
Chosen Weapon (Choose one. This translates into a Proficiency if the character’s class doesn’t give it and into a Weapon Focus if the character’s class gives proficiency for the weapon of choice.)
LIZARDFOLK
Lizarro
The great Jungles of the world, and the island chain at the centre of the world are home to various species of a race know as the Lizardfolk. The standard variation of Lizardfolk call themselves Lizarro and are mostly found on the island chain. They worship Leviathan and Kadri, the Dragon God. They have myths that tell their race was created through a mating between Leviathan and Kadri. They are big and strong and are capable of holding their breath for extended lenghts of time, up to the point in which a lot of the other races claim they can breathe water as fish do. This primary specie builds most of it’s buildings on the land, but always close to or even partially in a body of water, whether it is a lake or an ocean. They live in tribal societies that are one with nature. Hard to predict and hard to beat, these stalwart creatures prefer to live in isolation since the early days.
+2 Con +2 Str -2 Dex -2 Int
Medium
Base Speed: 30 ft
Hold Breath: Lizarro can hold their breath for a number of rounds equal to four times their con score before it risks drowning.
+4 Swim, Jump and Balance
+2 Natural Armor
+2 Survival
Isarro
On the small islands that cover the Tagoan oceans a subspecies of the lizarro, called the isarro have made their homes. The isarro are fully amphibious and usually have their homes on both land and water. This kind and friendly offshoot of the lizardfolk are among the biggest species known today, and are on friendly terms with the human drifters. The isarro are without law or government, an individual can virtually do what it wants as long as it is within the nature of Leviathan, their patron God. They often trade what they find on the ocean floors with the drifters who continue to sell it to humans or any of the other races.
+ 2 Con +2 Dex -2 Str -2 Int
Medium
Base Speed: 30 ft, Swim Speed 30 ft
Low Light Vision
Amphibious: The Isarro can breathe underwater just as easily as above water.
+4 Natural Armor
Bonus Feat: Endurance
Waterhome: As described under ‘Drifters’
Crosarro
The crosarro are the swamp living lizardfolk. They resemble alligators and crocodiles but are bipeds. They have build their homes in airpockets underneath the watersurface but are not capable of breathing water. Like the lizarro, they breathe air, but hold their breath for so long the other races claim they are amphibious. The crosarro are the only lizardfolk who have forgone their worship of Leviathan, yet remain chaotic. Their tribal society usually has one leader, but his rule is not without question. Any crosarro can opt to disobey his leader, without penalty. Though the crosarro have a law, it’s a small one and not well minded. The only thing that keeps a crosarro from committing an act against the law is the social stigma with which it will have to live. Tribes are usually small, and a social mark will often be enough punishment for any crosarro.
+4 Con -2 Dex -2 Int
Medium
Base Speed 30 ft
Hold Breath: Lizarro can hold their breath for a number of rounds equal to four times their con score before it risks drowning.
+4 vs Poison
+4 Swim and Survival
+2 Spot and Listen
Natural Attack: The Crosarro have one additional Bite attack with the same modifier as their primary base attack bonus. They do not get extra bite attacks at higher level, nor can they use their bite attack with an attack of opportunity. A bite deals 1D6 + str damage.
NUBAROR
The Nubaror are a relatively young race compared to most others. They are the unexpected outcome from a human and Aqabal mating. Only a handful of the Nubaror walk Tago today, for only a small amount of humans would ever work with a Aqabal, let alone mate. As a result, the first Nubaror were offspring from evil Aqabals who had raped a human girl. For centuries, the small amount of human women who had to go through these ordeals took their own lives afterward, not being able to bear their fate and stigma. However, a few did not take their lives and gave birth to the Nubaror. Nubaror are fully capable of breeding with eachother but share a part of their patriarchal blood curse and seldom have the desire. Nubaror are bent under social stigma from both the humans and the Aqabals but are easily accepted amongst the other races. Their small numbers have not yet known are truly evil individual though there are many self-centered and selfish. Nubaror walk in the light, are true carnivores and are powerfully build. They are considered to be the most powerful of all human species. The Nubaror have not yet build or claimed themselves a home and are usually found wandering across Tago individually, and rarely in groups. However, there are reports that they’ve been gathering at the northern woods of the eastern continent.
+4 Str -2 Cha -2 Int
Medium
Base Speed 30 ft
Darkvision
-2 On any skill checks in dealing with either humans or Aqabals
Extraordinary Endurance: Nubaror can go long times with little sleep, in general an individual can perform hard work (such as adventuring) for ten hours per day and light activity for the remaining 12 hours of the day (such as guarding camp, reading, praying etc.) for six days straight without sleeping. Afterwards however the Nubaror has to sleep for at least 20 hours straight or suffer fatigue as if sleeping in armor (pg 308 PHB).
Nubaror Rage: When reduced to half hitpoints a Nubaror goes into a magical rage. When the Nubaror Rage is in effect, the Nubaror can’t back down or stop fighting. He gains +1 attack bonus and remains standing even when his hitpoints drop below 0. Roll a D20 once to determine a random magical effect to occur:
1 Invisibility (self only)
2 Ray of Enfeeblement (random target)
3 Produce Flame
4 Summon Monster I
5 Colour Spray (random target)
6 Reduce Person (random target)
7 Obscuring Mist
8 Magic Weapon (own weapon only)
9 Magic Missile (random target)
10 Barkskin (self only)
11 Hold Person (random target)
12 Enlarge Person (self only)
13 Grease
14 Bear’s Endurance (self only)
15 Summon Nature’s Ally I
16 Shocking Grasp
17 Gust of Wind
18 Cause Fear (random target)
19 True Strike (self only)
20 Roll twice on the same table.
Any effects that require a caster lvl to determine a variable are determined as if the spell was cast by a first level caster, even if this spell normally couldn’t be cast by a first lvl caster.
ORC
Orc
The Orc have claimed the southern continent of Kaor as their own a long time ago. Though fiercely territorial they allowed the catlike Katori on their continent to found their own nation. However, political relations between the two races was balanced on the edge of a knife. When the Katori began their execution of Kaetrans the Orc opposed and granted asylum to the Kaetrans. Not soon after, a war between the factions ensued which the powerful Orc won, though the price for victory was high. The Kaetrans, both quick and powerful, kept up their hunt on Katori without the aid of the Orcs and quickly drove the Katori of the continent. Since then the Shamanistic Orc tribes have lived in peace and good relations with their new neighbours, the Kaetran.
+4 Str +2 Con -2 Cha +1 lvl
Medium
Base Speed 30 ft
Low Light Vision
+2 Survival, Jump and Climb
+2 vs Poison
Weapon Proficiency: all martial weapons
Weapon Familiarity
Damage Reduction 1/- (this stacks with any other sources that give a character Damage Reduction, such as the Barbarian’s ability)
Dark Orc
The Dark Orc are a specialty sect of Orcs that have been chosen on the day of their birth by Noral. All Orc children are checked at birth for a birthmark that denotes them as one of the Dark Orc. The Dark Orc will then take care of the child and teach it in the ways of magic. All Dark Orc are either Druids or Sorcerers. The Dark Orc revere Noral to the highest degree, yet are fully respected members of Orc society.
+2 Cha +2 Wis +1 lvl
Medium
Base Speed 30 ft
Darkvision
+4 vs spells and spell-like effects
Damage Reduction 1/magic
Bonus Feat: Combat Casting
Light Sensitive: Dark Orc become Dazzled for 1D4 Rounds in bright sunlight or within the range of a Daylight spell. In case of true sunlight he reverts into a normal Orc since he’s no longer under Noral’s veil. This change is permanent and occurs in a time period of 1D4 days. The Orc does not receive proficiency for Martial weapons due to this change.
D&D New Racial Stats
D&D New Racial Stats
It's the pacing mate.... PACING!!!
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Havoc - Site Regular

- Posts: 274
- Joined: Thu May 19, 2005 11:17 am
- Location: Netherlands
So these are more choices if Talon agrees with them....and one other thing....' 1 lvl' means you get an extra level already?
"They are a curious thing, these emotions. How they fly in the face of logic, how they overrule the most basic instincts. Because, in the measure of time, in the measure of humanity, we sense those self-indulgent instincts to be a weakness, we sense that the needs of the community must outweight the desires of the one. Only when we admit to our failures and recognize our weaknesses can we rise above them. Together." -Drizzt Do'Urden
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Dr_Love - True Visionary

- Posts: 1555
- Joined: Thu Jun 16, 2005 7:49 am
- Location: United States
I noticed that the Dark Orcs have no apparent negatives to offset their bonuses. Sunlight will remove their abilities as Dark Orcs, but only after several (apparently) consecutive days in sunlight, they can apparently wear whatever types of armors that humans of the same classes can wear, and they have the bonuses to Charisma and Wisdom as well as the bonus level. What gives humanity any chance at all against them?? Regular orcs have +4 to Strength, +2 to Constitution and +1 Level, with a -2 Charisma (which really is one of the most useless of stats if the character isn't using the Bard or Sorcerer class, so it's not much of a hindrance). Thus, a race like that of Orcs, with its benefits in strength and toughness for most of them, and for the specialty Orcs (DO's) have such a benefit in their key stats for those classes. If you have a maximum number of days that they can be outside PERIOD rather than just consecutive, then it might make things a bit more equitable.
"It is better to keep your mouth shut and to appear stupid than
to open it and remove all doubt."
---Mark Twain
to open it and remove all doubt."
---Mark Twain
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aldan - Artisan Wordsmith

- Posts: 3886
- Joined: Sat Apr 09, 2005 11:46 am
- Location: Ohio, right now...
What.....I'm lost again, nvm i don't need the orc stuff anyways..
"They are a curious thing, these emotions. How they fly in the face of logic, how they overrule the most basic instincts. Because, in the measure of time, in the measure of humanity, we sense those self-indulgent instincts to be a weakness, we sense that the needs of the community must outweight the desires of the one. Only when we admit to our failures and recognize our weaknesses can we rise above them. Together." -Drizzt Do'Urden
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Dr_Love - True Visionary

- Posts: 1555
- Joined: Thu Jun 16, 2005 7:49 am
- Location: United States
DD well this game is old school uset be a board game it seems hard to believe there are few people out there who actually still know of this game or play it wierd......try ultima online its a rpg game for computer strictly online and well it like diablo u can play it for free on uo gate way website it more fun than DD but its alot better than guild wars i think plus its been around for about 9years its good millions play guild wars was simply another rip off of the orignal oldschool game like ever quest and uo
♥†♥ OwNaGe ♥†♥
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dustbow - New User

- Posts: 39
- Joined: Wed Aug 24, 2005 8:35 am
- Location: BFE
First thing's first:
Dustbow. Try to use these characters to construct a sentence: . ,
No seriously, try it.
Ok first off, a +1 lvl is an offset. +1 level adjustment means that these races are so good at what they do that they lose a class level. So when you have a second level Orc, he'll be a first level fighter. While a human fighter would already be on second level fighter.
Basically you have to different levels for each character:
- Character level: the max amount of levels and Hit Dice the character has.
- Class level: the amount of levels a character has for a particular class.
So in this case a human can have character level 5 and fighter lvl 5. While an Orc would have character level 5 and fighter lvl 4. But since his amount of experience points is determined by character level, the Orc will always be behind the human. This offsets his racial advantages.
And these stats were created for my own world.... not the world of Talon (whoever he might be....).
Dustbow. Try to use these characters to construct a sentence: . ,
No seriously, try it.
Ok first off, a +1 lvl is an offset. +1 level adjustment means that these races are so good at what they do that they lose a class level. So when you have a second level Orc, he'll be a first level fighter. While a human fighter would already be on second level fighter.
Basically you have to different levels for each character:
- Character level: the max amount of levels and Hit Dice the character has.
- Class level: the amount of levels a character has for a particular class.
So in this case a human can have character level 5 and fighter lvl 5. While an Orc would have character level 5 and fighter lvl 4. But since his amount of experience points is determined by character level, the Orc will always be behind the human. This offsets his racial advantages.
And these stats were created for my own world.... not the world of Talon (whoever he might be....).
It's the pacing mate.... PACING!!!
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Havoc - Site Regular

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- Joined: Thu May 19, 2005 11:17 am
- Location: Netherlands
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