Dear all,
I got this idea of introducing racial levels implicitly in C&C. That is, the demihumans get their bonuses as they progress in their classes. This gives something more to "look forward", and embodies the idea that not all demihumans have the same abilities. Since this progression makes demihumans weaker than humans at the start, I would give them 3 Primes, too. Also, I would give humans a +1 to all SIEGE checks, to re-balance the long term benefits of demihumans.
OR, instead of the additional Prime to demihumans, I would grant them a +2 to an ability of their choice (much like the half-elf). With this option, humans would not be modified.
Oh, and with these rules variants, all demihumans abilities which replicate class abilities (e.g. the elven "move silently") DO add class level (actually, how it is supposed to work by the RAW is not clear, and subject to some debate).
For example, consider the dwarf:
[quote]Code:
Ideas, comments, rotten tomatoes?
Racial levels
- DangerDwarf
- Maukling
- Posts: 5284
- Joined: Sat May 27, 2006 7:00 am
- Location: East Texas
-
rabindranath72
- Lore Drake
- Posts: 1102
- Joined: Wed May 17, 2006 7:00 am
DangerDwarf wrote:
I like the idea, I'm curious as to how much demihuman level advances would cost though. Neither me or my group have ever been too much into mutli-classing so for us personally it might be a hard-sell for us to use. Though, using them as CZ: Skills might work for us.
Thanks!
Actually, I have not been clear. Advancement is free. Whatever class you choose, you advance ALSO as a race. It is not multiclassing. It also means that non-classed demihumans are simply considered at the first level of ability. So, characters who advance in a class ALSO become "better" demihumans (or paragons).
Cheers,
Antonio
- DangerDwarf
- Maukling
- Posts: 5284
- Joined: Sat May 27, 2006 7:00 am
- Location: East Texas
-
rabindranath72
- Lore Drake
- Posts: 1102
- Joined: Wed May 17, 2006 7:00 am
So, these are the complete writeups for all races:
Racial Levels
Dwarf
Level Racial ability
1 Deepvision, Determine depth and direction, Defensive Expertise +1, Enmity, Animosity, Resistant to arcane magic +1, Resistant to fear +1, Resistant to poison +1, Stonecraft +1 (+2)
2 Defensive Expertise +2, Resistant to arcane magic +2, Resistant to fear +2, Resistant to poison +2, Stonecraft +2 (+4)
3 Defensive Expertise +3, Resistant to arcane magic +3
4 Defensive Expertise +4
Rogue and Assassin modifier (2 levels): find traps in structures only.
Elves
Level Racial abilities
1 Twilight vision, Enhanced senses +1, Move silently (+1 per level), Spell resistance +2, Spot hidden doors +1, Weapon training
2 Enhanced senses +2, Spell resistance +4, Spot hidden doors +2
3 Spell resistance +6
4 Spell resistance +8
5 Spell resistance +10
Ranger modifier (2 levels): move silent, find traps
Rogue and Assassin modifier (2 levels): listen, move silent, find traps
Gnome
Level Racial abilities
1 Animal empathy, Combat expertise, Darkvision, Enhanced hearing +1, 1 0th level spell
2 Enhanced hearing +2, 2 0th level spells
3 Enhanced hearing +3, 3 0th level spells
At each level a new spell is added from the following list: dancing lights, ghost sound, prestidigitation.
Rogue and Assassin modifier (3 levels): listen
Half-elf
Level Racial abilities
1 Empathy +1, Move silently (+1 per level), Spot hidden doors
Human lineage: Attribute check modification +1, Spell resistance +1
Elven lineage: Enhanced senses +1, Spell resistance +1
2 Empathy +2
Human lineage: Attribute check modification +2, Spell resistance +2
Elven lineage: Enhanced senses +2, Spell resistance +2
3 Elven lineage: Spell resistance +3
4 Elven lineage: Spell resistance +4
Ranger modifier (2 levels): move silent, find traps
Rogue and Assassin modifier (2 levels): listen (elf lineage), move silent, find traps
Halfling
Level Racial abilities
1 Duskvision, Hide (+1 per level), Move silently (+1 per level), Fearless +1, Resistant +1
2 Fearless +2
Ranger modifier (2 levels): conceal, move silent
Rogue and Assassin modifier (2 levels): hide, move silent
Half-orc
Level Racial abilities
1 Darkvision, Enhanced sense of smell, Martial prowess, Resistant +1
2 Resistant +2
Ranger modifier (2 levels): track
Racial Levels
Dwarf
Level Racial ability
1 Deepvision, Determine depth and direction, Defensive Expertise +1, Enmity, Animosity, Resistant to arcane magic +1, Resistant to fear +1, Resistant to poison +1, Stonecraft +1 (+2)
2 Defensive Expertise +2, Resistant to arcane magic +2, Resistant to fear +2, Resistant to poison +2, Stonecraft +2 (+4)
3 Defensive Expertise +3, Resistant to arcane magic +3
4 Defensive Expertise +4
Rogue and Assassin modifier (2 levels): find traps in structures only.
Elves
Level Racial abilities
1 Twilight vision, Enhanced senses +1, Move silently (+1 per level), Spell resistance +2, Spot hidden doors +1, Weapon training
2 Enhanced senses +2, Spell resistance +4, Spot hidden doors +2
3 Spell resistance +6
4 Spell resistance +8
5 Spell resistance +10
Ranger modifier (2 levels): move silent, find traps
Rogue and Assassin modifier (2 levels): listen, move silent, find traps
Gnome
Level Racial abilities
1 Animal empathy, Combat expertise, Darkvision, Enhanced hearing +1, 1 0th level spell
2 Enhanced hearing +2, 2 0th level spells
3 Enhanced hearing +3, 3 0th level spells
At each level a new spell is added from the following list: dancing lights, ghost sound, prestidigitation.
Rogue and Assassin modifier (3 levels): listen
Half-elf
Level Racial abilities
1 Empathy +1, Move silently (+1 per level), Spot hidden doors
Human lineage: Attribute check modification +1, Spell resistance +1
Elven lineage: Enhanced senses +1, Spell resistance +1
2 Empathy +2
Human lineage: Attribute check modification +2, Spell resistance +2
Elven lineage: Enhanced senses +2, Spell resistance +2
3 Elven lineage: Spell resistance +3
4 Elven lineage: Spell resistance +4
Ranger modifier (2 levels): move silent, find traps
Rogue and Assassin modifier (2 levels): listen (elf lineage), move silent, find traps
Halfling
Level Racial abilities
1 Duskvision, Hide (+1 per level), Move silently (+1 per level), Fearless +1, Resistant +1
2 Fearless +2
Ranger modifier (2 levels): conceal, move silent
Rogue and Assassin modifier (2 levels): hide, move silent
Half-orc
Level Racial abilities
1 Darkvision, Enhanced sense of smell, Martial prowess, Resistant +1
2 Resistant +2
Ranger modifier (2 levels): track
You know breaking it down this way just shows me that demi humans are substantially "better" than humans and that the 3rd Prime does offset it pretty decently, except maybe in the case of dwarves and elves.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.