Author Topic: Fixing "Powerful" Races  (Read 3897 times)

Offline Stratovarius

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Fixing "Powerful" Races
« on: August 30, 2017, 08:23:37 AM »
So after my little rant, I decided to go ahead and start fixing a few of the races. I've finished the primary playable races from Unapproachable East, but there's a few more (Uthraki, Ice Troll, Mur-Zhagul, Nilshai) that have an LA adjustment. For the moment, I think I'll leave those alone.

Unapproachable EastMonster Manual IVTome of Battle
« Last Edit: June 02, 2021, 09:37:11 AM by Stratovarius »

Offline Stratovarius

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Re: Fixing "Powerful" Races
« Reply #1 on: August 30, 2017, 08:23:58 AM »
Volodni Racial Traits
As book, except reduce LA by 1.

Volodni

This is a one level racial class that lets players start as a Lesser Volodni.

Table 1: The Volodni

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0    +2    +0    Natural Power, Half Damage from Piercing, Sustenance, Woodland Born


Game Rule Information
Volodni have the following game statistics.

Alignment: Any
Race: Lesser Volodni
Hit Die: d8
Starting Gold: As Druid
Starting Age: As Druid

Class skills
Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All the following are class features of the Volodni.
  • Weapon and Armour Proficiency: Volodni are proficient with all simple weapons, and light and medium armour.
  • Natural Power (Ex): At 1st level, the Volodni increases his Constitution by +2 and his Wisdom by +2.
  • Half Damage from Piercing (Ex): Piercing weapons deal only half damage to volodnis, with a minimum of 1 point of damage.
  • Sustenance (Ex): Volodnis require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep (although arcane spellcasters must still have 8 hours of rest to prepare spells). Volodnis only require one-quarter the food and water a human requires, as they absorb nutrients from their environment.
  • Woodland Born (Ex): Due to their coloration and ability to remain motionless, volodnis receive a +4 racial bonus on Hide checks in wooded terrain. They also have low-light vision, giving them the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Finally, they get cold resistance 5.
Lesser Volodni Racial Traits
-2 Intelligence, -2 Charisma
Plant: Volodnis are immune to poison, sleep, paralysis, stunning, and polymorphing. They are not subject to critical hits or mind-affecting effects. Volodni are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium
Volodni base land speed is 30 feet.
Automatic Languages: Common, Sylvan. Bonus Languages: By character region
Favored Class: Druid
« Last Edit: September 14, 2017, 03:21:44 PM by Stratovarius »

Offline Stratovarius

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Re: Fixing "Powerful" Races
« Reply #2 on: August 30, 2017, 08:24:07 AM »
See Unapproachable East p10 for flavor text.

Yup, I just dropped the RHD and LA. Fuck WotC.

Gnoll Racial Traits
+4 Strength, +2 Constitution, –2 Intelligence, –2 Charisma: Gnolls are tough and strong, but are not especially bright or personable.
Medium-size.
Land speed 30 feet.
Darkvision: Gnolls can see in the dark up to 60 feet.
Natural Armor: +1 natural armor bonus.
Weapon Familiarity: Gnolls treat battleaxes and shortbows as simple weapons. No gnoll grows to adulthood without learning something about fighting.
Automatic Languages: Common, Gnoll. Bonus Languages: By region.
Favored Class: Ranger. A multiclassed gnoll’s racial Hit Dice and ranger class do not count when determining whether he suffers an XP penalty.

Offline Stratovarius

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Re: Fixing "Powerful" Races
« Reply #3 on: August 30, 2017, 08:24:17 AM »
See Unapproachable East p14 for flavor text.

Taer Racial Traits
+4 Strength, +2 Constitution, –4 Intelligence (to a minimum of 3), –2 Charisma: Taers are tough and tremendously strong, but are insular and do not have the reasoning capacities of other races.
Giant: Taers are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.
Medium-size.
Land speed 30 feet, climb speed 30 feet. Taers gain a +8 racial bonus on all Climb checks. A taer must make a Climb check to climb a wall or slope with a DC of more than 0 but can always choose to take 10, even if rushed or threatened while climbing. A taer who chooses an accelerated climb moves at double the listed climb speed and makes a single Climb check at a –5 penalty. Taers cannot use the run action while climbing. They retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against climbing taers.
Racial Hit Dice: A taer begins with one level of giant. This provides 1d8 Hit Dice, a base attack bonus of +0, and base saving throws of Fort +2, Ref +0, and Will +0. When he takes a level in a class, he does not replace his racial hit dice. Thus a Taer with a level in Barbarian would be a Taer 1/Barbarian 1 for an ECL of 2. Alternately, this racial hit dice can be swapped for a level adjustment of +1
Racial Skills: A taer character’s giant levels give him skill points equal to 4 × (2 + Intelligence modifier). Taer class skills are Climb, Hide, and Spot. A taer’s pelt blends in with snowy backgrounds, conferring a +4 racial bonus on Hide checks in snow-covered locales.
Racial Feats: A taer’s giant levels give him one feat.
Weapon Familiarity: Taers treat greatclubs and longspears as simple weapons.
Darkvision: Taers can see in the dark up to 60 feet.
Natural Armor: +2 natural armor bonus.
Natural Attacks: An unarmed taer can make two slam attacks at his normal attack bonus and a bite attack at a –5 penalty on his normal attack bonus. The taer’s slam attacks deal 1d3 points of damage, and the bite deals 1d4 points of damage.
Cold Subtype (Ex):Taers are immune to cold damage but are vulnerable to fire attacks. They take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Automatic Languages: Common, Giant. Bonus Languages: By character region.
Favored Class: Barbarian.

Taer

This is a one level racial class that lets players start as a Lesser Taer.

Table 1: The Taer

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0    +2    +0    Natural Power, Natural Armor, Natural Attacks


Game Rule Information
Taer have the following game statistics.

Alignment: Any
Race: Lesser Taer
Hit Die: d8
Starting Gold: As Barbarian
Starting Age: As Barbarian

Class skills
Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All the following are class features of the Taer.
  • Weapon and Armour Proficiency: Taer are proficient with all simple weapons and light armour.
  • Natural Power (Ex): At 1st level, the Taer increases his Constitution by +2 and his Strength by +2.
  • Natural Armor (Ex): A Taer gains a +2 natural armor bonus.
  • Natural Attacks (Ex): An unarmed taer can make two slam attacks at his normal attack bonus and a bite attack at a –5 penalty on his normal attack bonus. The taer’s slam attacks deal 1d3 points of damage, and the bite deals 1d4 points of damage.
Lesser Taer Racial Traits
+2 Strength, –4 Intelligence (to a minimum of 3), –2 Charisma: Taers are tough and tremendously strong, but are insular and do not have the reasoning capacities of other races.
Giant: Taers are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.
Medium-size.
Land speed 30 feet, climb speed 30 feet. Taers gain a +8 racial bonus on all Climb checks. A taer must make a Climb check to climb a wall or slope with a DC of more than 0 but can always choose to take 10, even if rushed or threatened while climbing. A taer who chooses an accelerated climb moves at double the listed climb speed and makes a single Climb check at a –5 penalty. Taers cannot use the run action while climbing. They retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against climbing taers.
Weapon Familiarity: Taers treat greatclubs and longspears as simple weapons.
Darkvision: Taers can see in the dark up to 60 feet.
Cold Subtype (Ex): Taers are immune to cold damage but are vulnerable to fire attacks. They take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Automatic Languages: Common, Giant. Bonus Languages: By character region.
Favored Class: Barbarian.

Offline RobbyPants

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Re: Fixing "Powerful" Races
« Reply #4 on: August 30, 2017, 01:48:28 PM »
See Unapproachable East p10 for flavor text.

Yup, I just dropped the RHD and LA. Fuck WotC.

Gnoll Racial Traits
+4 Strength, +2 Constitution, –2 Intelligence, –2 Charisma: Gnolls are tough and strong, but are not especially bright or personable.
Medium-size.
Land speed 30 feet.
Darkvision: Gnolls can see in the dark up to 60 feet.
Natural Armor: +1 natural armor bonus.
Weapon Familiarity: Gnolls treat battleaxes and shortbows as simple weapons. No gnoll grows to adulthood without learning something about fighting.
Automatic Languages: Common, Gnoll. Bonus Languages: By region.
Favored Class: Ranger. A multiclassed gnoll’s racial Hit Dice and ranger class do not count when determining whether he suffers an XP penalty.
I don't feel this is too powerful if a thing to have at level 1, if people are allowed to play orcs straight out of the MM. Sure, this gets more, but the thing that makes writing "orc" on your character sheet worth it is the +4 Str.

That being said, what this does is highlight how crappy most PHB races are. You're going to have to start another thread for fixing the weaker races, next! :P
(Personally, I think that's really the way to go. The stronger normal races are, the easier it is to bring in other ones. That's a different topic and I won't further derail this one.)
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Offline Stratovarius

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Re: Fixing "Powerful" Races
« Reply #5 on: August 30, 2017, 02:50:05 PM »
That being said, what this does is highlight how crappy most PHB races are. You're going to have to start another thread for fixing the weaker races, next! :P
(Personally, I think that's really the way to go. The stronger normal races are, the easier it is to bring in other ones. That's a different topic and I won't further derail this one.)

I did that... sort of. If you're curious how that collection matches up to the PHB races, let me know.

I don't feel this is too powerful if a thing to have at level 1, if people are allowed to play orcs straight out of the MM. Sure, this gets more, but the thing that makes writing "orc" on your character sheet worth it is the +4 Str.

And while +4 Str is a nice to have, it actually fades pretty quickly when compared against the attack/damage boosts from class features.

Offline RobbyPants

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Re: Fixing "Powerful" Races
« Reply #6 on: August 31, 2017, 09:08:11 AM »
And while +4 Str is a nice to have, it actually fades pretty quickly when compared against the attack/damage boosts from class features.
It's the biggest it will be right at level 1, and 1st level behaves quite differently than all the other ones.
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Offline Samwise

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Re: Fixing "Powerful" Races
« Reply #7 on: August 31, 2017, 04:08:47 PM »
I'd be inclined to give the gnoll +2 Str, no Con bonus, then add "flavor" with a bite attack, +2 Handle Animal (hyenas and such only), and flails (including nunchuks) as racial weapon proficiencies, and the rest the same.

Offline Stratovarius

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Re: Fixing "Powerful" Races
« Reply #8 on: September 02, 2017, 03:03:07 AM »
And while +4 Str is a nice to have, it actually fades pretty quickly when compared against the attack/damage boosts from class features.
It's the biggest it will be right at level 1, and 1st level behaves quite differently than all the other ones.

It does, which is why I'm not too worried about it there. Very fragile at that level when the average roll on a weapon (Great Sword, for ex) is higher than a lot of PC's total hit points.

Offline Stratovarius

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Re: Fixing "Powerful" Races
« Reply #9 on: September 14, 2017, 03:27:16 PM »
Hagspawn Racial Traits
As book, except reduce LA by 1.

Hagspawn

This is a one level racial class that lets players start as a Lesser Hagspawn.

Table 1: The Hagspawn

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +0    +2    +0    Natural Power, Spell Resistance, Sustenance, Woodland Born


Game Rule Information
Hagspawn have the following game statistics.

Alignment: Any
Race: Lesser Hagspawn
Hit Die: d12
Starting Gold: As Barbarian
Starting Age: As Barbarian

Class skills
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st level: (4 + Int modifier) x 4

Class Features
All the following are class features of the Hagspawn.
  • Weapon and Armour Proficiency: Hagspawn are proficient with all simple and martial weapons, and light and medium armour.
  • Natural Power (Ex): At 1st level, the Hagspawn increases his Constitution by +2, and gains a +2 Natural Armour bonus.
  • Spell Resistance (Ex): The hagspawn gains spell resistance of 11 + character level
Lesser Hagspawn Racial Traits
+2 Strength, –2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered.
Medium-size.
Land speed 30 feet.
Monstrous Humanoid: Hagspawn are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.
Darkvision: Hagspawn can see in the dark up to 60 feet
Favored Class: Barbarian. A multiclassed hagspawn’s barbarian class does not count when determining whether he suffers an XP penalty.

Offline Stratovarius

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Re: Fixing "Powerful" Races
« Reply #10 on: April 05, 2021, 07:48:17 AM »
See MM IV p168 for flavor text.

Varag Racial Traits
+4 Strength, +4 Dexterity, +2 Constitution, –4 Intelligence (to a minimum of 3): Varags are tough and tremendously strong, but are insular and do not have the reasoning capacities of other races.
Humanoid (Goblinoid)
Medium-size.
Land speed 60 feet
Racial Hit Dice: A Varag begins with two levels of humanoid. This provides 2d8 Hit Dice, a base attack bonus of +1, and base saving throws of Fort +0, Ref +3, and Will +0. When he takes a level in a class, he does not replace his racial hit dice. Thus a Varag with a level in Barbarian would be a Varag 2/Barbarian 1 for an ECL of 3.
Racial Skills: A varag's humanoid levels give it skill points equal to 5 × (6 + Int modifier, minimum 1). Its class skills are Hide, Jump, Move Silently, and Survival. Varags gain a +8 racial bonus on Move Silently checks and a +4 racial bonus on Survival checks when tracking by scent. A varag can always choose to take 10 on Move Silently checks, even if rushed or threatened.
Racial Feats: A Varag’s humanoid levels give him one feat.
Darkvision: Varags can see in the dark up to 60 feet.
Racial Feats: A varag's humanoid levels give it two feats. A varag gains Run and Spring Attack as bonus feats.
Weapon and Armor Proficiency: A varag is automatically proficient with simple weapons, martial weapons, light armor, and shields.
+3 natural armor.
Scent.
Automatic Languages: Goblin. Bonus Languages: Common, Draconic, Dwarven, Infernal, Giant, Orc.
Favored Class: Scout.

Varag

This is a two level racial class that lets players start as a Lesser Varag.

Table 1: The Varag

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0    +2    +0    Natural Power, Natural Armor, Scent, Run
2      +0    +0    +3    +0    Natural Power, Natural Armor, Natural Speed, Stealth, Spring Attack


Game Rule Information
Varag have the following game statistics.

Alignment: Any
Race: Lesser Varag
Hit Die: d8
Starting Gold: As Scout
Starting Age: As Scout

Class skills
Hide, Jump, Move Silently, and Survival
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
All the following are class features of the Varag.
  • Weapon and Armour Proficiency: A varag is automatically proficient with simple weapons, martial weapons, light armor, and shields.
  • Natural Power (Ex): At 1st level, the Varag increases his Constitution by +2. At 2nd level, his Dexterity and his Strength by +2.
  • Natural Armor (Ex): At 1st level, the Varag gains a +1 natural armor bonus. At 2nd level, the Varag gains a +2 natural armor bonus, for a total of +3.
  • Scent (Ex): The Varag gains the scent special quality, with a +4 racial bonus on Survival checks when tracking by scent.
  • Run (Ex): The Varag gains Run as a bonus feat
  • Natural Speed (Ex): The Varag's movement speed increases by +20 ft to 60 ft total.
  • Stealth (Ex): Varags gain a +8 racial bonus on Move Silently checks.
  • Spring Attack (Ex): The Varag gains Spring Attack as a bonus feat
Lesser Varag Racial Traits
+2 Strength, +2 Dexterity, –4 Intelligence (to a minimum of 3): Varags are tough and tremendously strong, but are insular and do not have the reasoning capacities of other races.
Humanoid (Goblinoid)
Medium-size.
Land speed 40 feet
Darkvision: Varags can see in the dark up to 60 feet.
Automatic Languages: Goblin. Bonus Languages: Common, Draconic, Dwarven, Infernal, Giant, Orc.
Favored Class: Scout.

Offline Stratovarius

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Re: Fixing "Powerful" Races
« Reply #11 on: June 02, 2021, 09:35:57 AM »
See ToB p154 for flavor text.

Reth Dekala Racial Traits
+8 Strength, +4 Dexterity, +6 Constitution, +4 Wisdom, +4 Charisma.
Outsider
Medium-size.
Land speed 30 feet
Racial Hit Dice: A Reth Dekala begins with five levels of outsider. This provides 5d8 Hit Dice, a base attack bonus of +5, and base saving throws of Fort +4, Ref +4, and Will +4. When he takes a level in a class, he does not replace his racial hit dice. Thus a Reth Dekala with a level in Barbarian would be a Reth Dekala 5/Barbarian 1.
Racial Skills: A Reth Dekala's outsider levels give it skill points equal to 8 × (6 + Int modifier, minimum 1). Its class skills are Balance, Concentration, Diplomacy, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spellcraft, and Spot. Reth Dekalas gain a +4 racial bonus on Balance and Jump checks.
Racial Feats: A Reth Dekala’s outsider levels give him two feats.
Darkvision: Reth Dekalas can see in the dark up to 60 feet.
Air Walk (Ex): A reth dekala cannot truly fly, but it naturally remains aloft. It moves as if constantly under the effects of an air walk spell.
Aligned Strike (Su): A reth dekala’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.
Fortification (Ex): Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Martial Maneuvers A reth dekala knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. Stances Known - martial spirit (1st), thicket of blades (3rd). Strikes Known - daunting strike (5th), death from above (4th), disarming strike (2nd), entangling blade (4th). Counters Known - wall of blades (2nd)
Vilefire Aura (Su): The corrupt fire that comprises a reth dekala’s body burns and sickens those who close with it. Each round at the beginning of the reth dekala’s turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
Vilefire Blast (Su): A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save or become sickened for 1 round. The save DC is Constitution-based.
Weapon and Armor Proficiency: A Reth Dekala is automatically proficient with simple weapons, martial weapons, light armor, and medium armor.
Resists: A Reth Dekala has acid and fire resist 15.
Armor: +2 natural armor.
Automatic Languages: Infernal. Bonus Languages: Common, Abyssal, Ignan.
Favored Class: Warblade.
Level Adjustment: +1.

Reth Dekala

This is a five level racial class that lets players start as a Lesser Reth Dekala.

Table 1: The Reth Dekala

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2    +2    +2    Natural Power, Natural Armor, Resists, Martial Maneuvers
2      +2    +3    +3    +3    Natural Power, Martial Maneuvers, Vilefire Blast
3      +3    +3    +3    +3    Natural Power, Natural Armor, Resists, Martial Maneuvers, Aligned Strike
4      +4    +4    +4    +4    Natural Power, Martial Maneuvers, Vilefire Aura
5      +5    +4    +4    +4    Natural Power, Resists, Martial Maneuvers, Air Walk


Game Rule Information
Reth Dekala have the following game statistics.

Alignment: Any
Race: Lesser Reth Dekala
Hit Die: d8
Starting Gold: As Warblade
Starting Age: As Warblade

Class skills
Balance, Concentration, Diplomacy, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spellcraft, and Spot
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
All the following are class features of the Reth Dekala.
  • Weapon and Armour Proficiency: A Reth Dekala is automatically proficient with simple weapons, martial weapons, light armor, and medium armor.
  • Natural Power (Ex): At 1st level, the Reth Dekala increases his Dexterity and his Wisdom by +2. At 2nd level, his Charisma and his Strength by +2. At 3rd level, his Constitution and his Wisdom by +2. At 4th level, his Charisma and his Strength by +2. At 5th level, his Constitution, his Dexterity, and his Strength by +2.
  • Natural Armor (Ex): At 1st level, the Reth Dekala gains a +1 natural armor bonus. At 3rd level, the Reth Dekala gains a +1 natural armor bonus, for a total of +2.
  • Resists: A Reth Dekala has acid and fire resist 5. At 3rd level, this increase to 10, and at 5th level to 15.
  • Martial Maneuvers A reth dekala knows several martial maneuvers and stances (initiator level equal to class level). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. At 1st level it learns Martial Spirit. At 2nd level, it learns Disarming Strike and Wall of Blades. At 3rd level it learns Thicket of Blades. At 4th level it learns Entangling Blade and Death From Above. At 5th level it learns Daunting Strike.
  • Vilefire Blast (Su): A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save or become sickened for 1 round. The save DC is Constitution-based.
  • Aligned Strike (Su): A reth dekala’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.
  • Vilefire Aura (Su): The corrupt fire that comprises a reth dekala’s body burns and sickens those who close with it. Each round at the beginning of the reth dekala’s turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
  • Air Walk (Ex): A reth dekala cannot truly fly, but it naturally remains aloft. It moves as if constantly under the effects of an air walk spell.
Lesser Reth Dekala Racial Traits
+2 Strength, +2 Constitution
Outsider
Medium-size
Land speed 30 feet
Fortification (Ex): Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Racial Skills: Reth Dekalas gain a +4 racial bonus on Balance and Jump checks.
Darkvision: Reth Dekalas can see in the dark up to 60 feet.
Automatic Languages: Infernal. Bonus Languages: Common, Abyssal, Ignan.
Favored Class: Warblade.
Level Adjustment: +1.

Offline Stratovarius

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Re: Fixing "Powerful" Races
« Reply #12 on: June 02, 2021, 09:36:10 AM »
See ToB p151 for flavor text.

Naityan Rakshasa Racial Traits
+6 Strength, +2 Dexterity, +6 Constitution, +6 Wisdom, +8 Charisma
Outsider
Medium-size
Land speed 40 feet
Racial Hit Dice: A Naityan Rakshasa begins with seven levels of outsider. This provides 7d8 Hit Dice, a base attack bonus of +7, and base saving throws of Fort +5, Ref +5, and Will +5. When he takes a level in a class, he does not replace his racial hit dice. Thus a Naityan Rakshasa with a level in Barbarian would be a Naityan Rakshasa 7/Barbarian 1.
Racial Skills: A Naityan Rakshasa's outsider levels give it skill points equal to 10 × (8 + Int modifier, minimum 1). Its class skills are Balance, Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Martial Lore, Move Silently, Sense Motive, Spot, and Tumble. A rakshasa has a +4 racial bonus on Bluff and Disguise checks. When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
Racial Feats: A Naityan Rakshasa’s outsider levels give him three feats.
Darkvision: Naityan Rakshasas can see in the dark up to 60 feet.
Detect Thoughts (Su): A naityan rakshasa can continuously use detect thoughts as the spell (caster level equal to twice character level). It can suppress or resume the ability as a free action. The save DC is Charisma-based (DC 10 + 1/2 hit dice + Charisma modifier).
Change Shape (Su): A naityan rakshasa can assume the form of any Medium humanoid.
Style Shapes (Su) A naityan rakshasa gains the maneuvers of particular martial disciplines and other abilities by adopting specific shapes using its change shape ability. When changing into one of these shapes, the rakshasa retains its claw and bite attacks and automatically adopts the stance listed for the shape. If the rakshasa cannot maintain the stance for some reason, it reverts to its natural form and loses access to the martial maneuvers the style shape grants. A naityan rakshasa can use only one maneuver per turn. It does not need to ready the maneuver, and can use it every turn if desired. Thus, if it uses a strike maneuver on its turn, it cannot then use a counter against an opponent while waiting for its turn to come up again. In any of these shapes, a naityan rakshasa has the backward hands typical of the rakshasa race.
Earth Serpent: In this shape, a naityan rakshasa has a snakelike head, a snake’s tail instead of legs, and gray stony scales. While it is in earth serpent shape, it gains a +2 bonus to natural armor and can use the strength of stone stance and the mountain hammer (strike) and charging minotaur (strike) maneuvers.
Hellfire Hunter: In this shape, a naityan rakshasa looks like a hell hound in humanoid form. While it is in hellfire hunter shape, it gains scent and can use the flame’s blessing stance and the fire riposte (counter) and flashing sun (strike) maneuvers.
Night Creeper: In this shape, the naityan rakshasa looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed of 30 feet, sneak attack +1d6, and can use the island of blades stance and the ghost blade (strike) and shadow garrote (strike) maneuvers.
Elusive Adversary: In this shape, the naityan rakshasa has a head and fur like a displacer beast, and its arms take the form of displacer beast tentacles with hands coated in hooks. While it is in elusive adversary shape, it gains a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) and feigned opening (counter) maneuvers.
Weapon and Armor Proficiency: A Naityan Rakshasa is automatically proficient with simple and martial weapons.
Resists: A Naityan Rakshasa has DR 15/good and piercing.
Spell Resistance: A Naityan Rakshasa has SR equal to 8 + its hit dice.
Natural Attacks: A Naityan Rakshasa has two 1d4 claw attacks as a primary natural attack, and a 1d6 bite as a secondary natural attack.
Natural Armor: +9 natural armor.
Automatic Languages: Common, Infernal. Bonus Languages: Undercommon, Abyssal.
Favored Class: Swordsage.
Level Adjustment: +1.

Lesser Naityan Rakshasa Racial Traits
+4 Strength, +2 Dexterity, +2 Constitution
Outsider
Medium-size
Land speed 40 feet
Racial Hit Dice: A Naityan Rakshasa begins with three levels of outsider. This provides 3d8 Hit Dice, a base attack bonus of +3, and base saving throws of Fort +3, Ref +3, and Will +3. When he takes a level in a class, he does not replace his racial hit dice. Thus a Naityan Rakshasa with a level in Barbarian would be a Naityan Rakshasa 3/Barbarian 1.
Racial Skills: A Naityan Rakshasa's outsider levels give it skill points equal to 6 × (8 + Int modifier, minimum 1). Its class skills are Balance, Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Martial Lore, Move Silently, Sense Motive, Spot, and Tumble. A rakshasa has a +4 racial bonus on Bluff and Disguise checks.
Racial Feats: A Naityan Rakshasa’s outsider levels give him two feats.
Darkvision: Naityan Rakshasas can see in the dark up to 60 feet.
Style Shapes (Su) A naityan rakshasa gains the maneuvers of particular martial disciplines and other abilities by adopting specific shapes as a standard action. When changing into one of these shapes, the rakshasa automatically adopts the stance listed for the shape. If the rakshasa cannot maintain the stance for some reason, it reverts to its natural form and loses access to the martial maneuvers the style shape grants. A naityan rakshasa can use only one maneuver per turn. It does not need to ready the maneuver, and can use it every turn if desired. Thus, if it uses a strike maneuver on its turn, it cannot then use a counter against an opponent while waiting for its turn to come up again. In any of these shapes, a naityan rakshasa has the backward hands typical of the rakshasa race. His racial hit dice provide full initiator levels. Other levels operate normally.
Earth Serpent: In this shape, a naityan rakshasa has a snakelike head, a snake’s tail instead of legs, and gray stony scales. While it is in earth serpent shape, it gains a +2 bonus to natural armor and can use the strength of stone stance and the mountain hammer (strike) and charging minotaur (strike) maneuvers.
Hellfire Hunter: In this shape, a naityan rakshasa looks like a hell hound in humanoid form. While it is in hellfire hunter shape, it gains scent and can use the flame’s blessing stance and the fire riposte (counter) and flashing sun (strike) maneuvers.
Night Creeper: In this shape, the naityan rakshasa looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed of 30 feet, sneak attack +1d6, and can use the island of blades stance and the ghost blade (strike) and shadow garrote (strike) maneuvers.
Elusive Adversary: In this shape, the naityan rakshasa has a head and fur like a displacer beast, and its arms take the form of displacer beast tentacles with hands coated in hooks. While it is in elusive adversary shape, it gains a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) and feigned opening (counter) maneuvers.
Weapon and Armor Proficiency: A Naityan Rakshasa is automatically proficient with simple and martial weapons, and light armor.
Automatic Languages: Common, Infernal. Bonus Languages: Undercommon, Abyssal.
Favored Class: Swordsage.