User Tools

Site Tools


joneirik:rpg:race

D20 Race LA+0 Guide

<Back>

Things like Fast Healing and Regeneration fall exactly nowhere on the point scale. The guide is about creating ECL0 races, ultimately, and not about making another bad mistake like Savage Species. -VoodooMike, d20

Pick one of the stat setups, then add abilities together for 10 points max.

Stats
+0 +2 to a stat of choice if the race is at least half human.
+0 +2 to a predetermined stat and +2 to a stat of the other category, balanced with a subtraction from the same stat category.
Advantages
+10 Improve a racial stat bonus from +2 to +4
+8 Add a new +2 bonus to a stat that lacks it in a category that already has a bonus
+6 A feat of the player's choice
+4 up to 30 foot fly, burrow, climb speed or up to 50' swim speed
+4 negate -2 worth of racial stat penalty.
+4 switch a racial stat bonus to the other category.
+4 +2 to a stat in a category with no stat bonuses yet.
+4 +1 bonus to all saving throws
+4 +1 AC bonus (armor, natural armor, etc)
+4 spell resistance of 6+class levels
+4 One natural attack that deals 1d6 or two (ie claws) that deal 1d4
+4 anything that resembles an existing feat (ie, gnome magic's +1 DC is identical to spell focus, scent, dash)
+4 1 bonus skill point per class level
+3 Darkvision 120 feet
+2 +2 save bonus vs. small set of specific things (ie, fear, poison, disease… up to 3)
+2 +2 racial bonus to two different skills.
+2 Immunity to one type of effect (ie fear, sleep, poison)
+2 +5 spell resistance if the race already has it.
+2 One natural attack that deals 1d3 points
+2 Amphibious (breath both air and water)
+2 Darkvision 60'
+2 speed not reduced by heavy armor
+2 anything that resembles an existing feat but with half the bonus
+1 +4 dodge bonus vs. a specific creature type.
+1 +4 CMD bonus vs. one type of combat maneuver.
+1 +2 save vs one very specific thing
+1 +2 racial bonus to a skill.
+1 +1 attack bonus vs. specific creature types (one type - for humanoid and outsider must select up to two subtypes)
+1 Low-Light vision
+1 Weapon familiarity (up to 4 martial weapons - if only exotics for the race, costs 0)
+1 anything that is fairly trivial or minor
+1 Hold Breath
Disadvantages
-4 -2 penalty to a stat that lacks a penalty in a category that has no existing penalties.
-4 -10 foot movement speed (a 5 foot penalty is worth nothing)
-4 Vulnerability to fire or cold.
-2 -2 penalty to a stat that already has an adjustment (positive or negative).
-2 Negate racial bonus to one stat
-2 Vulnerability to electricity, acid or sonic.
-2 Double price armor
-1 -2 penalty to a stat in a category where additional penalties have already been applied.
-1 Light sensitivity
-1 Very situational penalty (ie, merfolk not liking to be out of water for long)
joneirik/rpg/race.txt · Last modified: 2015/04/29 01:37 by 127.0.0.1