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Month Index: November, 2000


From:     Graf <thegraf@???????.com>
Date:     Thu, 2 Nov 2000 16:29:10 +0900
Subject:  Re: SJ races --> 3e (Part II)
(this is the second part. I'll see if I can get something like a web page set up....)

*****SJ RACES (translated by Richard Gant)*****
***************************************************************************
I think its fair to say that some of these fellows were not completely
balanced in the Complete. I'm really interested in making
this "balanced". We should also think about adding some skills bonuses
and so forth to the races that would have them. Stuff that
wasn't in 2e but would be in 3e. Suggestions?
********************************************************************************************8

DRACONS 7 (or 7.5 with bashing) (0 CR)
     Dracon Racial Traits
     *+2 Strength, -2 Dexterity.  The Dracon are able to use their sheer
size to their benefit in anything which requires raw power.  However, that
size makes them less agile and slows their reaction speed.
1 pts
     *Large size.  Dracon are large, nonhumanoid creatures with a reach
of 5 feet and a face of 5 ft. x 10 ft.  Their carrying capacity is
doubled, but they must pay 4 times as much for armor and some equipment
(this armor and equipment weighs twice as much as standard). [As large
creatures they are -1 to hit and -1 to AC]
1/2 pts? The carrying capacity thing is covered on page10 of the MM and
should actually be x3 for large creatures. Which I think we
should adhere to.
     *Dracon base speed is 45 feet.
1.5 pt
     *+4 Natural Armor Bonus. (net +3 with size)
4 pts
     *Dracons possess thumb claws which may be used as weapons (1d4
damage, x2 crit).  These claws are subject to the penalties associated
with two weapon combat, but a Dracon does not suffer an attack of
opportunity for using them [neither does any creature using natural weaponry].
1/2pt
     *+4 bonus to any Strength-related check in which the Dracon may use
size or mass to his advantage (smashing doors, dragging loads, and so
forth).
[Mr. Lucier mentioned there already being a bonus to bashing doors
related to size. I haven't found it. Given that size is basically
equivalent to str (why do dragons have strengths in the 30s and 40s? and
I expect that this kind of thing is simply part of
strength. I'd leave this power out or keep it. Its worth a half a point at most.]
     *Automatic Languages:  Common and Dracon.  Bonus Languages:  Any.
     *Favored Class:  Ranger.
***************************************************************************
Though they appeared powerful upon first appearance I don't think
Dracons would merit an extra level. Even if my point system is way
off - saving their armour bonus they don't seem to have anything
-particularly- potent. Given that armour is more expensive for
them, they have the penalty for being large and their Dex bonus I don't
see this as being a killer. They fall pretty solidly into PC
range.

Also natural armor seems to combine with regular armor in the MM, ex:
Ogre Mage, Yaun-ti Half and Pure Blood, Sample Lich, Sample
Vampire. However this contradicts the DMG pg 176-177 where it states
that Armour bonuses do not stack (anybody see a Sage advise
about this?). The only other race with a bonus to Str (the Half-Orc) is
a bit weak so despite the Dracons lack of other powerful
bonus I could see it going either way, but so many races have a bonus to
armor if we whack it here we should remove the rest too.
*****************************************************************************

GIFF 13 points (+1 CR but see below for a way to have first level characters)
     Giff Racial Traits
     *+4 Strength, -2 Intelligence, -2 Wisdom
4 points
     *Large size.  Giff are large humanoid creatures with a reach of 10
feet and a face of 5 ft. x 5 ft.  Their carrying capacity is doubled, but
they must pay twice as much for armor and some equipment (the weight of
this armor and equipment is doubled). [-1 ac and to hit]
2 pts for the reach.
     *Giff base speed is 20 feet.
-1
     *+2 racial bonus on all saving throws versus spells;  this save must
be made against any spell, whether the Giff wishes to be affected or not.
3 (actually 4-1 for not being able to turn it off wouldn't this be more
like a SR of 8 since many spells you'd want to resist but
not be able to don't have?)
     *Base 10% Arcane spell failure.
0 or -1/2 I don't know that this would be worth much to the Giff
     *Giff may make a head butt attack, which inflicts 2d6 damage with a x2
crit.  This attack invites an attack of opportunity when used, and
replaces one of the Giff's normal attacks in a round.
1 pt (powerful but attack of op makes a lot of sense)
     *+4 Natural Armor Bonus [net +3 with large size]
4
     *Automatic Languages:  Common and Giff.  Bonus Languages:  Draconic,
Dwarven, Elven.
     *Favored Class:  Fighter.

****************************************************************************
As Sebastian stated the Giff do seem a -lot- more powerful than even the
elves (above). The bonus to strength not being blocked off
by any other physical attributes hurts a lot but (frankly) with the
strength, the reach and the natural armor they seem to be rather
devastating as combatants compared to a first level character. This
would be my first recommendation for a +1CR. I thought about
making this the first race with a "No arcane spell casting classes at
all" provision but I'm not sure that that would really affect
the balance problem. Likewise Sebastian suggested knocking their Cha
down (for another -2) but I don't see Giff as being
particularly dislikeable to put it another way....

"If Half orcs are 0 CR characters I'm not sure how Giff can be and the system could still be balanced"

Who would play a Half-orc fighter if they could play a Giff fighter
instead (roleplaying reasons aside). Of course SJ isn't exactly
overflowing with Half Orcs either but....
As a solution so that there could be 1st level Giff: We could have Giff
"multi-class" per the DMG pg 40-41 but with only one class -
their favored class fighter  and hold back the
additional fighter feat until they reach second character level. At
second level they would get the rest of the fighter bonuses, but
no new hitpoints or skills. After that they would advance normally.
It’s a bit weird but it would allow PC Giff at first level while
still giving PCs a more balanced choice.
Comments?
****************************************************************************

GROMMAM Male 11.75 Female .75 (+1 CR or 0 with mods below)
     Grommam Racial Traits
     *Male Attribute Modifiers:  +4 Strength, +4 Dexterity, -2
Intelligence, -2 Wisdom.  Female Attribute Modifiers:  +4 Intelligence, +4
Wisdom, -2 Strength, -2 Dexterity.
Male 12
Female 1
     *Medium.  As Medium size creatures, Grommam gain no special benefits
or penalties.
     *Grommam base speed is 20 feet, but they may move at 45 feet in trees
or other areas where they may brachiate.
-.75 (-1 + .25)
     *+5 racial bonus on Climb checks.
2.5
     *-8 racial penalty on Use Magic Device checks.
-4
     *Grommam automatically receive the Ambidexterity feat.
2
     *Automatic Languages:  Grommish, Common.  Bonus Languages:  Elven,
Sylvan.
     *Favored Class:  Fighter (male) or Cleric (female).
*************************************************************************
As Sebastian said as these guys are written in 2e:
> These guys definitely look like they would add a level.

Some general points:
1. A medium size creature that's as strong as a Giff and stronger than a
large quadruped creature with a special bonus for strength
and mass (Dracon)? I just don't see it. I'm really for knocking their
strength back down to (a still impressive) +2.
2. A +4 to dex is also hard for me to see. Its also stunningly powerful.
Of all the races in the DMG which are applicable as PCs
races (and even then only if you're really on full munchkin mode) only
Half-Fiends, and Mind Flayers (no idea why) have +4, not even
Drow or Tieflings. I'd make that +2 as well.
My basic reasoning is that Gromman don't seem like they'd be so much
better than a 0 CR class. They’re not the supercharged
descendants of some alien race. Nor are they super-focused (quasi-
suicidal) warriors respected (feared) throughout known space
(GIff). As it would stand their +2 str and +2 dex and lack of penalties
to con make them just about the best warriors around.
3. Given that they have very similar penalties to Half-orcs (-2 to two
different non-physicals) I can't see them being -that- much
better.

NB at +2 str +2 dex their cost would be a 3.25 (and you could have
another small bonus like jump or listen) which would help out the
females. (assuming, of course, you buy into my system)
************************************************************************************************

HADOZEE 7 pts (0 CR)
     Hadozee Racial Traits
     *+2 Dexterity, -2 Charisma.
2 pts
     *Medium.  As Medium size creatures, Hadozee gain no special benefits
or penalties.
     *Hadozee base speed is 30 feet.  They may also glide (if unencumbered
and in no heavier than Light armor) at a 1:2 ratio (moving forward 2 feet
for every 1 foot lost);  this gliding has an effective speed of 45 feet.
1 pt
     *+4 racial bonus on Climb checks.
2
     *Hadozee receive the Ambidexterity feat for free.
2
     *Hadozee may use their feet as hands.
[game effects? I assume that they have to keep a hand empty for each foot they use....]
1/2
     *Hadozee must pay twice as much for armor and clothing, in order to
accommodate their gliding membranes.
     *Automatic Languages:  Hadozee and Common.  Bonus Languages:
Dwarven, Elven, Gnome, Goblin, Orc.
     *Favored Class:  Barbarian.

***************************************************************************************************
I tend to agree with Sebastian, when he questioned their being favored
class Barbarian. Lots of races aren't all that developed in
terms of what we'd call culture but aren't prone to becoming aggressive
warriors. I'd make prefered class Rogues.

They are a bit powerful but like Sebastian said I don't see them adding
a level. He recommended knocking one off their AC because of
their wing vulnerability which would make them 6 pts. Comments?
*************************************************************************************************

HURWAETI 9.25 (0 CR?)
     Hurwaeti Racial Traits
     *+2 Wisdom, -2 Constitution.
-1
     *Medium.  as Medium size creatures, Hurwaeti receive no bonuses or
penalties.
     *Hurwaet base speed is 20 feet, but they may swim at 30 feet.
-1/2
     *+4 racial bonus on Swim and Jump checks.
4
     *Hurwaeti may cast Fog Cloud once per day as a 0 level caster.
1 pt (If this is a cantrip  - still don't own PH)
     *+5 Natural Armor Bonus.
5 pt
     *+1 racial bonus to hit when fighting neogi, illithid, or beholders.
call it 3/4 [most racial bonuses come with +4 vs. large]
     *Automatic Languages:  Hurwaeti and Common.  Bonus Languages:  Any.
     *Favored Class:  Fighter.

*****************************************************************************************************
I ahh, don't remember anything about the Hurwaeti.... at all. So I'll confine myself to point based comments.
Sebastian felt they looked balanced - I could see it going either way.
What really kills them is their bonuses to Swim and Jump and
the Armor. I'd like to knock the armor down a bit (are they really better armored than Dracons?)

*****************************************************************************************************

LIZARD MAN (now called LIZARD FOLK) (see below I think they need modification)
     Lizard Man Racial Traits
     *No attribute modifiers.
     *Medium.  As Medium size creatures, Lizard Men receive no bonuses or
penalties.
     *Lizard Man base speed is 30 feet, but they may swim at 20 feet.
1/2
     *+2 racial bonus on Swim checks.
2
     *+5 Natural Armor Bonus.
5
     *Low-light Vision:  Lizard Men can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of illumination.
1/2
     *Lizard Men may use their tails to attack with (1d6 damage, x2 crit),
but this counts as an attack and invites an attack of opportunity.  They
may also use their claws to inflict 1d2 (x2 crit) damage, but this also
invites an attack of opportunity.

     *Automatic Languages:  Draconic, Common.  Bonus Languages:  Any.
     *Favored Class:  Any.
********************************************************************************************************
If I get any say Monte Cook is getting some serious coal in his stocking
(he wrote the new DMG) for Christmas. To put it another way
WOTC obviously doesn't have much in the way of proof readers.

Sebastian commented that the MM would have stats for Lizard Folk, but,
as Richard pointed out, the SJ Lizard Men are really
different than their barbaric kin because of the way their eggs are
incubated in Wildspace. So they should probably have any bonuses
coming from their physical appearance but not from their aggressiveness (so nix the +2 str and +2 con).

This is where things get complicated. Though the DMG lists them as
either +2 CR (pg 22) OR +1 CR (58) it gives them bonuses that
they don't seem to have in the MM (like weapon prof. and +6 jump, +8
swim, +4 balance) without any explanation of anything. Their
supposed to be the alternate humans of space so basically I'm for
editing them to work as below and keeping them CR 0 (my point
system still rewards skill points a bit highly so I think they could squeak through).
Of course I still want the Gromman knocked down. I guess I just see more
potential for abuse with stat bonuses. And I see someone
choosing a human or elves over these guys so they could be comparable.

LIZARD FOLK pts 10.5 (0 cr?)
No attributes
Swim 20 ft and hold breath for twice the time humans do
1/2
Tail grants +4 to swim/balance/jump (I don't see it helping jump but it
seems to be there). In the MM it seems to be more like a
third leg (i.e. body support and not combat). IMHO treat it like a kick
(they already have claws and a bite...)
6 pts
+ 3 armor [OK this is just me but I could see their scales having been
incubated differently being more like studded leather instead
of chain mail.]
3
Claws and Bite (with Multi attack) from the MM. All attacks are at -2 to hit. No attacks of op.
claws 1d4 (+ str) subdual damage/1d4 bite [like some of the other claw
races, their different incubation and social system means
that their claws are under developed].
1
Favored class: any

Since neither the MM nor the DMG mentions Low Light (and there is not
comment from their Type: Humanoid (Reptilian)) I say leave it
out for our spacefarers.

*********************************************************************************************************

RASTIPEDE 13 (+1 CR)
     Rastipede Racial Traits
     *+2 Constitution, -2 Dexterity.
-1
     *Medium.  Rastipedes are Medium size non-humanoids.  They gain no
bonuses or penalties for their size, but must pay twice normal for their
armor and some equipment.
[Quadruped bonus-medium size means carry 1.5/bonus to resist being
tripped but gear costs makes it equal I figure]
     *Rastipede base speed is 45 feet.
1.5
     *+2 racial bonus on Appraise, Bluff, and Sense Motive checks.
3
     *+7 Natural Armor Bonus.
7
     *Rastipedes may use their claws to inflict 1d2 damage per attack (x2
crit).  The damage increases to 1d4 at 4th level and 1d6 at 7th level.
Attacking with their claws invites an attack of opportunity.
1/2
     *Burrowing:  Rastipedes are natural tunnelers.  This aptitude grants
them a +2 racial bonus on any check to determine approximate depth
underground.  After 3rd level, they receive the same bonus on any check to
detect sloping passageways and unsafe construction.
1 [(similar to Dwarves)]
     *Spelljamming Affinity.  Rastipede spell casters may operate a
spelljamming helm as if they were 2 levels higher.
1 pt
     *Automatic Languages:  Rastipede and Common.  Bonus Languages:  Any.
     *Favored Class:  Rogue.

*******************************************************************************************************
I'm also not totally up on rastipides. Sebastian suggested that the AC
and the other bonuses required that they be a +1 level. I
tend to agree.

The armor is what really does it for me. That's what? Split mail?. A
natural armor class higher than the best a starting fighter
could buy is just too much.

One comment (which Sebastian echoed as well, I think, when he suggested
that they be Wizards or Sorcs because of their Jammer bonus)
can a race with Dex penalties really be inclined to be a rogue?

***************************************************************************************************

SCRO 9 pts (0 CR)
     Scro Racial Traits
     *+2 Strength
4
     *Medium size.  As Medium size creatures, Scro have no special bonuses
or penalties.
     *Scro base speed is 30 feet.
     *Low-light Vision:  Scro can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination.
1/2
     *Bite.  Scro may bite for 1d3 damage (x2 crit) instead of making a
standard attack.  Biting invites an attack of opportunity.
1/2, if that
     *+2 racial bonus on Fortitude saves.
4
     *Automatic Languages:  Scro and Common.  Bonus Languages:  Elven,
Goblin, Orc.
     *Favored Class:  Fighter.
******************************************************************************************************
OK this is a judgment call on my part but I think you could get away
with Scro as a 0 CR race in SJ. They don't have anything really
awesome which would push them over the limit IMHO.

Holding them up to humans I could see it being a pretty even toss up
between the extra feat and skills points and +2 str, lowlight
vision and the fort save. Likewise with the elves.

**************************************************************************************************



XIXCHIL 20+ points (+2 CR)
     Xixchil Racial Traits
     *+2 Dexterity, +2 Constitution, -4 Charisma
3 pts
     *Medium size.  As Medium size nonhumanoid creatures, Xixchil have no
special bonuses or penalties due to their size.  Their nonhuman build
means that they must pay twice as much for armor and some equipment.
     *Xixchil base speed is 30 feet.
     *+5 Natural Armor Bonus
5 points
     *Forearm Blades.  The front two arms of a Xixchil are preying
mantis-like blades, which may be used to inflict 2d4 damage (crit x2,
19-20).  If these natural weapons are used exclusively, the Xixchil
attacks as if she has the Ambidexterity, Two-Weapon Fighting, and Improved
Unarmed Strike feats.  If another weapon is used, these benefits are
lost.
5 points 2 points + 3 points (3 set feats x2 /1 natural weapons only but good weapons)
     *Enhancement.  Xixchil are masters of bodily augmentation.  A Xixchil
may go to a Xixchil Body Artist to improve her natural Armor bonus and to
graft new limbs on.  Armor bonus enhancement costs 1000 gp for an
additional +1 bonus, and doubles for each +1 thereafter (200 gp, 4000 gp,
and so on) to a maximum total Armor bonus of +14.
     A Xixchil may add up to two new limbs.  A manipulatory arm (one with
a hand) costs 200 gp.  A weapon arm costs five times as much as the weapon
type, but may be used one-handed regardless of the original weapon.  Using
these additional limbs along with the forearm blades penalizes the Xixchil
as if she were using two weapons.
     *No manipulators.  Xixchil do not naturally have hands, causing them
a -5 racial penalty with any tool designed for hands.  Furthermore,
Xixchil cannot wield weapons with their natural limbs.
5 points, minimum
     *Poison.  Xixchil may secrete 1 + CON bonus doses of paralytic and
anesthetic poison each day.  The poison is resisted with a Fortitude save
(DC 10 + CON bonus + Level), inflicts an initial damage of 1d6 + CON bonus
Intelligence and a secondary damage of 1d6 + CON bonus Intelligence
3 points!
damage.
     *Automatic Languages:  Xixchil, Common.  Bonus Languages:  Any.
     *Preferred Class:  Rogue
*********************************************************************************
Between their two physical bonuses, armor, combat feats up the @$$,
poison and so forth they come down solidly outside of PC range.
********************************************************************************

*****NPC MONSTERS*****
NEOGI (by Marizhavashti Kali)
> Small Aberration
> Hit Dice: 5d8 (22 hp)
> Initiative: +7 (Dex +3, Improved Initiative +4)
> Speed: 30'
> AC: 17 (+1 size,+3 Dex, +3 natural)
> Attacks: bite +4, 2 claws +2
> Damage: bite 1d6 + poison, claws 1d3
> Face/Reach: 5 ft by 5 ft/5 ft
> Special Qualities:
> Saves: Fort +1, Ref +4, Will +5
> Abilities: Str 10, Dex 16, Con 10, Int 14, Wis 13, Cha 8
> Skills: 32
> Feats: Dodge, Improved Initiative, Mobility, Multiattack
> And Darkvision (60') as all Aberrations have
>
> Climate/Terrain: Any space
> Organization: Brood (1-8)
> Challenge Rating: 2
> Treasure: Standard
> Alignment: Usually Lawful Evil
> Advancement: By character class
>
> Combat:
>
> Poison (Ex): Bite, Fortitude Save (DC 12), defender is Slowed (as per
> the Spell) for 1d8 rounds. There is no secondary effect, but multiple
> bites are cumulative.
in duration, right?
>
> Bodyguards: Neogi typically have umber hulk slaves to serve as
> bodyguards.
>

**************************************************************************
I'm wondering about the CR.

CR 2 creatures are Bugbears (hit dice 3d8, one feat, one attack at +4 to hit)
But they aren't quiet CR 3 either like Mummies or Doppelgangers....
Their combat stats are comparable to a bugbear and they have the
poison and additional attacks (and they're cunning) so I'd almost have
to say they go to CR3.... Didn't they have some spell like
abilities which could push them up a bit? The skills are pretty killer too...
**************************************************************************


Anyway sorry this is so long (anybody sick of me saying that?)

Anybody read down this far?

Graf


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Month Index: November, 2000

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