SorenKnight's page

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Weirdo wrote:
However you gain the ability to use a shield, or use the Deflect Arrows feat, or anything else that requires you to have a physical hand.

For instance a magus would be able to use the double weapon to TWF and still use spell combat.


I would not to stop them. If you let them play such overpowered races then they'll expect a higher power game, artificially decreasing their power by canceling out all their cool abilities just takes the fun out of the game.

Instead of that just increase the number of opponents or their CR. For races with thirty points the Race Builder advises increasing CR by +2 in levels 1-5, +1 in levels 6-10, and by nothing after that. Take note of the template they took and add its CR to the CR of encounters as well. This formula won't be perfect, but you can fiddle around with the CRs until you find something appropriately challenging for your group.

I'd also advise making all the templates have equal CR adjustments, but if the game's already started the players will not like you taking away their stuff.


I would note Elves' bonus to penetrate Spell Resistance, which is a better selling point then +2 Dex imo. After all all of your blasts allow spell resistance and Pure-Flame Infusion won't be available until level 14.