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Post by fusa on Dec 17, 2005 13:43:32 GMT
Goliath: +4 str, -2 dex, +2 con
Chaos Gnome: +2 dex, +2 con, +2 char, -2 str +4 dodge to ac +2 listen immune to confusion
Dream Dwarf: +2 con, -2 dex darksvision
Faral Gargun +4 str, +2 dex, +4 con, -2 int, -2 char darkvision +3 reflex, +3 will +2 base attack +2d8 HP cold resist 5/ +2 ac
Whisper Gnome: +2 dex, +2 con, -2 str, -2 char darkvision +4 hide, +4 move silently, +2 listen, +2 spot
Catfolk: +4 dex, +2 char fast +2 listen, +2 move silently +1 natural ac
Doppelganger: +2 str, +2 dex, +2 con, +2 int, +4 wis, +2 char Darkvision +4d8 HD +4 base attack +1 fort, +4 reflex, +4 will +4 natural ac +4 bluff immune to sleep, charm
Mongrelfolk: +4 con, -2 int, -4 char +4 UMD, +1/lvl immune sleep +1 enchantment and illusion spell saves +1 to poison saves +1 appraise, +1 listen, +1 move silently, +1 search, +1 spot, +4 hide
Sharakim: +2 str, -2 dex, +2 int, -2 char darkvision +1 natural ac +2 hide, +2 move silently, +2 search, +2 spot
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Post by FunkySwerve on Feb 16, 2006 23:19:18 GMT
I'd like to stir up more discussion of these and other subraces again, as I plan to add some UR subrace items next week. They can be powerful, since they are UR, but should [edit] NOT [/edit] break much from the current mold of secret subraces. Especially useful would be niche subraces for certain classes, like Rahkshasa for Sorcerors and Illithid for Wizzies. Funky
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Post by hiryuu on Feb 17, 2006 4:04:50 GMT
Can bonuses be progressive? Specifically, things like regen, damage reduction, immunities, etc. Many of them are too powerful at the beginning, but would be fine if tacked on later.
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Post by Lord FlashHeart on Feb 17, 2006 9:29:06 GMT
How about:
Vampire:
+2 Str, +2 Wis, +2 Int, -2 Con, neg energy 50% immunity, pos energy 50% vulnerability Wild Shape 1x per day (perhaps this can be scripted to wolf, bat etc) Immune Death magic, Takes damage in sunlight (dont know if this can be done) Spell Focus Necromancy, Spell Focus Enchantment. Spell Penetration Greater Sanctuary 1 per day (for ethereal)
Werewolf: As per normal base class except can morph into wolf form (again not sure if poss):
Str +4, Dex +4, Con +4, Int -4, Wis, -2, Char -4 Regeneration +6 DR 10/-
Yeti: str+4, Con +4, Dex-2, Int-2, Wis-2, Char-2 Large size Cold 50% immune
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Post by Xcercs on Feb 17, 2006 13:08:37 GMT
it is possible to add things like take damage in sunlight and maybe its worth looking at the shayans subrace system for some ideas and thoughts although from what i understand the stat changes are considered magical not perm (ie +2 con is listed green and affects the +12 max to con)
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Post by FunkySwerve on Feb 17, 2006 15:46:15 GMT
Can bonuses be progressive? Specifically, things like regen, damage reduction, immunities, etc. Many of them are too powerful at the beginning, but would be fine if tacked on later. Yup we could do that without too much trouble I think. As for sunlight/moonlight changes, they involve a heartbeat script, something I generally try to avoid. Funky
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Post by s0n0va on Feb 19, 2006 4:05:20 GMT
Base Race - Halfling Name - "Brownie" STR -2 DEX +4 CON -2 Hide +5 Move Silently +5 Listen +5 Spot +5 Weapon Finesse Low-Light Vision Alertness Appearance - 1002 (for male or female, bioware default model)
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Post by Delfestra Ruinvorn on Feb 21, 2006 20:15:25 GMT
My god doppleganger is absurd.
All bonuses. Perfect for clerics. Perfect for DEXERS who take a level of monk. Way way way too powerful. No reason to be anything other than that race for any class grouping you want.
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Post by Xcercs on Feb 22, 2006 16:44:24 GMT
Can bonuses be progressive? Specifically, things like regen, damage reduction, immunities, etc. Many of them are too powerful at the beginning, but would be fine if tacked on later. Yup we could do that without too much trouble I think. As for sunlight/moonlight changes, they involve a heartbeat script, something I generally try to avoid. Funky indeed i have experianced many problems with using heartbeat and all generally occur after the first cycle (ie day to night then day then error) things like drow ab and dmg drop in sunlight or vampire taking divine dmg ... but its always good to talk these things through on forums
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Post by FunkySwerve on Feb 23, 2006 1:32:18 GMT
Just wanted to point out the edit to the pos above, indicating that these should NOT deviate too much from the current mold. All of those listed so far aree too powerful. As to adding HD and natural ac, cant be done. Funky
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Post by hfb on Feb 23, 2006 13:07:27 GMT
Greetings,
I offer for consideration:
Planes Walker: Any race (like Aasimar)
Generation upon generation of traveling the multi-verse has resulted in a racial enclaves particularly suited to the visitation of new and potentially hostile lands. The Planes Walkers instinctively adjust their body composition, density, and anatomy to optimally suit the environments in which their uncontrolable wander lust thrusts them.
Con +2 Freedom DR 5/- Acid, Cold, Electrical, Fire, Negative, Positive, and Sonic Adaptation (like the necklace from pnp): Levitation / Strider ability; Breathes Water; and immunity to other such environmental hinderances.
The Dancer
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Post by FunkySwerve on Feb 23, 2006 15:39:17 GMT
Planewalker looks about right. I plan to make this set of additions ultra-rares. I mention this because I'm not certain whether Planewalker should get MORE abilities. It's very close to the mark, however, nice work! Funky
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Post by archmage on Feb 23, 2006 17:26:26 GMT
PLanewalker looks good, but the 5 resist to elements would be useless, except pre-tower levels. I recommend a 5-10% immunity across the board perhaps instead.
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Post by Ironfang on Feb 23, 2006 17:57:29 GMT
Yes, the extra ring slot in those areas will be a big boon, If you are still looking to boost a little perhaps a +2 CHR to represent learning to deal with all the different planar beings they meet. Adding Archmages suggestion and this one may be too much though.
Perhaps Ultravison?
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Post by hiryuu on Feb 26, 2006 23:54:36 GMT
Dwarf - Cairn +2 str, -2 dex, +4 con, -2 cha Feats: Luck of Heroes, Damage Reduction II
Human: PT - Negative +4 str, -2 con Imm: death, Imm: level/ability drain
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