Help needed in revising old campaign setting


Homebrew and House Rules

Dark Archive

i'm looking to revive an old game of mine, infact the first game i ever ran, so its full of holes, and i was hoping someone could help me balance the player races and make sure the setting makes sense

setting:

Spoiler:
Beginning:
In the beginning there was nothing, or at least nothing of the world that we are talking about. All that anyone can tell there was coldness, darkness and empty space. Then the light came, it brought the world, and with it he created them. They would serve as guidance to all those that were to live in this new land, and he prophesised that when he returned only one race would be in the world, that race would be only the pure and with that he left. The world now in the hands of those secret ones, so far they have ruled just, and just like us they too were left in ignorance as to what their task was to be…

The elementars are those who were left behind, they are what some may consider deities, but if truth is to be told they are nothing more than concentrated energy in a physical representation of their being. For there is only one supreme ruler, and he is not yet here. For an elementar to maintain its physical body they most receive holy energy, this can only be in the form of prayer, for any other form would be to weak to sustain them. As of yet the theory has not been able to explain why some elementars for which no mortal creature would pray to still exist, there for some have come to the conclusion that those how do not have no followers, may be prayed by other forms of beings, maybe to the extent of inanimate objects praying for them.

Elementars may only create one body per incarnation of the world, so if their living body is killed they shall remain a spirit until the world is re-incarnated. The world has gone through already 4 incarnations and as such this is the fifth world. Each time the world is to come to an end the Prophet arrives and in exactly 1000 years later the End arrives. Unfortunately none know what these beings are in truth nor do they know their form but the ritual of the prophecy must start when the Prophet arrives.

Form the great kilk archives.

The founding years:
We the great empire of the true race, the kilk were to start as simple race. We were taking care of by the might ancestors, a set of benevolent elementars which have brought to us great wealth and knowledge. They have cared for us, since the beginning and as of yet have prevented us form failure.

It was them that gifted the great kilk race with the virtue of curiosity, to give us our beloved wander lust and our amazing ability to seek the truth of our world and beyond. It was them who appointed the royal family which to this day have governed our mighty race with much wisdom and care.

As our culture grew and the number of our settlements grew in number, we began encountering many a wonderful creature which to this day has served the kilk with loyalty and honour. But to name a few, the mighty elepheety a giant and peaceful herbivore, the loculog our mighty companions that guard our homes and keep us company and alphow a simple and small beast that has provided our homes with food for many centuries.

The first encounter:
We went west, for we were naïve back then and we wanted to meet the sun, who provided us with the light and the warmth of our land. We went past the Great Plains, and into the mighty forest of the ormanguchins. They were the first that we meet that believed in honour and had any form of civilisation of sorts. They at the moment are still basically primitive, compared to our knowledge of the universe.

They are completely honour bound, and in our first years our great monarch in his infinite wisdom made them take an oath to be our everlasting allies. And with that we first expanded the empire of the kilk to the domain in the west.

Our travels east:
Our curiosity took us east, were the great ocean lies. There we decided to go, in the hope that we may find even more fabioulos creatures as our primitive brethren. In our hopes we build ships, that could travel the seas, but we under estimated the power of the ocean.

The Great War that followed, all started from a misunderstanding, when we first arrived at the sea, we meat the managules. Our first encounter was of a great female devouring one of its own kin. We tried to save the creature, only to be attacked ourselves. We took no notice of this but the more we went in to the ocean, the more of these creatures we meet. In one occasion we found three females, we tried to bring understanding to these creatures, but when we spoke they attacked the crew. They would deviser the sailors, until we drove them. Then the war started.

We fought for many years, no one could gain the advantage, for on land we were the masters, but on air and sea, those managules were the true rulers. The elementars were displeased with this war, and they inspired another race, the mighty flunards, and wielders of magic. They brought peace, to our empire, and the great alliance was formed between all of us.

The coming of the knugrants:
After a century of peace to the ocean in the south we saw a massive collection of vessels. Some looked like actual ships, but most were of such poor quality that they could barely be described as rafts. We were preoccupied exploring further north to have realised that there were lands further south.

The knugrants are a funny race, in their vain attempt to out do us by overcomplicating every aspect of our civilisation they have severely failed in all aspects. For they neither know how to construct, how to maintain honour or even how to wield magic. As far as we know they do not have a concept of scripture, or some have even speculated an actual uniform language impossible to them. On the other hand they have an amazing ability to build contraptions, of poor quality and the ability to carry on growing without the fear of old age, if they can live that long.

The carnotant of the north:
After the arrival of the some what disoriented knugrants, we encountered the greatest pearl of our time. The greatest gathering of these massive creatures with the power of metal that has ever been seen moved from the north waste lands.

They attacked by land and by sea. Our armies were massacred against the will of steel that they carried, our fleets were decimated by the metal dreadnaughts they had. Even the might flunards were incapable of fighting them, for the magic they wield could not penetrate their thick armour.

Such destruction was not unnoticed, and the elementars themselves came to our rescue. Mighty beings made of things that no mortal is made of, fought gallantly against the enemy. Even with the might technology of the carnotants could not defeat the power of these beings. The war ended and the foul creatures returned to their homeland. The mighty beings left never to intervene again.

But the alliance was weakened and much strife between our four nations began. We fought each other for many years, skirmishes between even ourselves, yet our anger failed and peace returned for a thousand years. This peace would be the longest we have ever had. In these years we even began to forgive the carnotant race, and in a few memorable occasions trade with them.

The coming of the yarra:
The newest race that we encountered was the yarra. Apparently the mighty ones had once long ago been benevolent to these humble creatures. We first encountered them in the forest to the North West. They were bewildered at the sight of light, and they fell in love with the woods were they came from. For they had always lived underground until the coming of the curios one, who lead an entire nation out of darkness, and into the light.

But these are truly and odd folk, they do not eat, or sleep or even defecate. They grow, on excrement or decay of the ones long dead. They care deeply for all that is alive, but more in particular plants. Their nature is not aggressive, but instead compassionate. Although they are merciless for however invades their lands or destroys that which they love.

Of all the civilisations that we have met they are the strangest and the most secretive of creatures. They care not for other lands and have no curiosity as a race. They are even more primitive than the ormanguchins. They shall forever live in the forest and the swamps they grow on.

The genaren:
From across the south sea, from the land which the knugrats came from, came their masters. Many centuries had passed, and the race the colonising knugrats knew as the genaren was now long gone. They were a cures race. Their elementars had forsaken them for their greed. And they came to our land because of their greed.

The genaren are large bird like creatures, born into endless pain, their only relief being death. These creatures are truly resilient. Wounds that would incapacitate any other creature, they ignore completely. They fear not pain or death or hunger or disease. Their lives are but a constant punishment, yet the genaren still sin the sin that makes them suffer, their love for power, their greed.

For many centuries the genaren traded in peace with the great alliance, and we did profit from their great knowledge. They gained power with in our societies yet they grew hatred for us. They hated us for our lack of pain. They betrayed us and attacked us. They burned our villages and killed our kin. They did rampage for many years.

The war was all but lost, yet hope did came when the genaren went north west, for they encounter the yarra, and they fought the yarra, but could not best them, with the great force vanquished we retaliated, decimating all of the remaining genaren forces.

The present:
With the genaren gone from our shores and peace for the last five hundred years, the elementars came to us. They said that there would be eight chosen races, which would eventually destroy all of them selves but one, and that remaining race would be the race that would fulfil the prophesy of the elementar supreme. Each of these races was to be gifted with a weapon of great power and two guardian beasts, a benevolent creature and a wicked monster.

The chosen races, comprised of; us the kilk, the ormanguchins, the managuls, the flunards, the knugrats, the carnotants, the yarra and the cursed grenaren. We were told that within one thousand years the prophecy would be fulfilled. And so we come to the present day, a year after the revelation made by the elementars, and the world stands on the brink of the greatest war that it will ever see, the alliance stands at the brink of its destruction and our nations stand vigilant to see who shall strike first.

the playable races

Spoiler:
Race: Flunard
Stat changes: -2 CON, -2 STR, +2 INT, +2 WIS, +2 CHA
Abilities: +2 to resist social interaction, +1 Equivalent Level in Spellcasting (in each of the flunards classes), can see magic (can be blinded by magic), float 1 feet above ground, don’t need to eat or drink but can’t drink or eat either, must meditate instead for sustenance and will suffer the effects of starvation in an anti-magic field, Soul stone and also Flunards are automatically sickened when within 6 feet of any necromantic, demonic or evil magic. +Charisma Bonus to AC (deflection), Native Outsider
Free skills: +2 on Concentration, Knowlege (arcana) and Spellcraft
Role playing limitations: must be lawful, can’t kill other Flunards, must keep the god’s will
Race description: Flunards are the children of the gods, the favoured ones. They learnt all the great mysteries of the world, and they are the only race that knows of the worlds that have gone before. Flunards have purely magical bodies which are grey, hairless and without any face. Flunards are the keepers of the world as it should be and so they will do everything in their power to prevent it from falling into chaos. Flunards live in small cities crafted out of pure magic, ever changing in their unnatural beauty, they are the most wondrous places on the world.
Starting free equipment: soul stone, backpack with waterskin, bedroll, sack, flint and steel, hooded lantern, 5 pints of oil, spell component pouch, notebook, map case, 3 pages of parchment, ink, inkpen, spellbook, 2d4 gp
Role playing hints: Flunards are very polite beings, they will always do the best they can to help others, especially the other chosen races, not because they are inferior and are subject to the Flunard’s pity but because they are equals and should be respected. Flunards respect the course of events and the will of the gods so they are unlikely to do things like resurrection and any spell that may alter the world they will be very cautious to cast.
Favoured class: All arcane classes
Disallowed advantages: No feats which grant bonus hitpoints
Disallowed classes: Barbarian, Samurai, Warmage, Knight
Disallowed abilities/skills: Death Attack, Rage

Race: Ormanguchin
Stat changes: +2 STR, +2 DEX, -2 WIS
Abilities: Armour Costs 1.5 times as much +2 to all spot, listen and search tests, dark vision 60 feet, Cold Resistance 5, initiation (tail, wings or horns), +1 Natual AC
Tail = +2 Dex, +4 on Balance, Climb, Jump, Tumble
Horns = +2 Strength, +2 Con, Gore attack D6 dmg
Wings = 40 Ft fly speed (average)
Free skills: +4 Climb, +2 Jump
Role playing limitations: must up hold honour, must protect allies,
Level adjustment: +2
Race description: Ormanguchins are large ape-men who live in the great forest to the east. They are the greatest and oldest allies of the Kilk, and part of the large alliance made between them, the Kilk, the Managuls and the Flunards. Ormanguchins are proud warriors, if a little technologically retarded, not because they can’t make it, but because they refuse to, and keep to the ancient ways of life. To others they seem primitive but they are incredible creatures not to be messed with. All Ormanguchins follow one of three temples and each has a distinct initiation that will give a physical appearance as well as a moral backdrop to the Ormanguchin. The Tail temple is disciples of cunning, they are taught to hold the honour of self control. The Horned temple is dedicated to the disciplines of war and holds the honour of pride. The Winged temple is dedicated to the disciplines of recognisance and holds the honour of justice.
Starting free equipment: best craftsmanship short sword, backpack with waterskin, one day’s trail rations, bedroll, sack, fling and steel, 2d4 gp
Role playing hints: Ormanguchin’s have a very strong moral code which is very harsh, basically a combination of the moral code of all the medieval knights, samurai and Greek codes of honour. Also Ormanguchin’s are very proud people and will not take to petty insults about their lack of technology.
Favoured class: Tail - Swashbuckler, Horns - Knight, Wings - Scout
Disallowed advantages:
Disallowed classes: Wizard, Bard
Disallowed abilities/skills:

Race: Kilk
Stat changes: +4 CON, -2 STR, +2 WIS,
Abilities: 4 arms, can produce silk, +3 Natural AC, exoskeleton, Immune to Fatigue, Exhaustion -> Fatigue, Bite D4 Dmg, Armour Costs 1.5 times as much, Quadruped, Speed 40, Monstrous Humanoid
Free skills: +3 craft, +3 knowledge (local)
Role playing limitations: wander lust, curiosity, friendly,
Race description: the Kilk are the chosen race at the centre of the world, they love to travel and no other race has explored more of the world than they have. Kilk are humanoids that look like a combination between a human, an ant and a spider. Kilk love knowledge, love to explore and love to build things. Kilk have a strong ancestor cult with many of them becoming clerics to it, revering the ancestors, the wanderlust and good health. All Kilk are friendly and xenophiles. They also have some very strong traditions built around the inn, a central feature in their society which usually doubles up as a temple to the Kilk wanderlust.
Starting free equipment: backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, tent, maps and charts, mapcase, 10 candles, 5 pages of parchment, ink, inkpen, wooden holy symbol, 3 torches 1d4gp
Role playing hints: all Kilk are friendly, love anything new and have a great desire for trinkets, souvenir and the like. All Kilk also have a good tendency to work hard and be polite, they are harmonious and always respect their elders and the elders of other chosen races and all who have supposedly higher status than they do. Kilk are wise but not very bright, and their simplicity sometimes makes them a little dull to talk to.
Favoured class: Cleric with Travel and Healing Domains
Disallowed advantages:
Disallowed classes: Barbarian, Rogue
Disallowed abilities/skills:

Race: Knugrat
Stat changes: +4 CON, -6 WIS, +6 INT, -2 CHA
Abilities: 2 rerolls per day, Knugrat craft, -2 to any save against confusion, insanity or fear effects, Start tiny +1 Size Category at lvl 4, 10, 18, 28, 40, 54, 68, Fey
Free skills: +2 Craft (any 3)
Role playing limitations: confusion...
Level adjustment: 0
Race description: Knugrats are the underdogs of the world, they are crazy beings, full of inspiration, curiosity and an incredible lack of common sense. They have no word or a close meaning to anything remotely close or related to safety. Knugrats are kind of goblinoid fey who love to invent incredibly unreliable and extremely dangerous, totally outrageous and rather impractical and useless machines. Knugrats carry on growing all their lives, most die before they get very big, but the biggest has lived for several centuries, his name is Paw-Pa and he is the god of all Knugrats.
Starting free equipment: backpack with waterskin, one day’s trail rations, bedroll, sack, flint and stell, thieves’ tools or inventor’s tools, hooded lantern, three pints of oil, 4d4 gp
Role playing hints: all Knugrats are crazy, gremlin like creatures with a very strong sense of mischievousness and humour-full malice. Knugrats have no sense for safety; their own or others. They care nothing for most things, and they are very easily distracted... especially for anything shiny
Favoured class: Inventor
Disallowed advantages:
Disallowed classes: Cleric, Druid, Paladin, Knight
Disallowed abilities/skills:

Race: Genaren
Stat changes: -4 CHA, +2 STR +2 CON, +2 WIS
Abilities: DR 1/-, On taking more than 30 Dmg, make fort save DC dmg -30 or paralyzed for D4 rounds, Bite D4 dmg, Lay on hands/Harm Touch (int based), Monstrous Humanoid
Free skills: +4 Intimidate, +2 Heal
Role playing limitations: being black mailed by their own parasite
Race description: Genaren huge very tough corpse-like vulture-men, they are a cursed race and they resent it. Genaren are the only race who is mad enough to use necromancy, and they are masters of the flesh for they contest their might against their curse every day. Genaren have been peaceful so far, but with each growing year they become more and more aggressive, soon they’re preparations for war will be complete and the world will suffer the wrath of the Genaren for the first time.
Starting free equipment: healing kit, backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, 3 torches
Role playing hints: Genaren are cruel, heartless and greedy by nature, they don’t trust anyone more than they have to, they don’t like anyone more than they need to show and they definitely are too proud to care what others think. Genaren are the best healers of the land, but their services always come at a cost...
Favoured class: Cleric
Disallowed advantages:
Disallowed classes: Paladin, Knight
Disallowed abilities/skills:

Race: Yarra
Stat changes: +4 CON, +2 STR, -4 INT
Abilities: Talk to Plants and Fungi, Monstrous Humanoid, Darkvision 120
Alternate Form - Golem: +8 Str, -2 Dex, Construct, Magic Immunity (as stone golem), DR 10/Magic and Bludgeoning, Requires Rocks
Alternate Form - Treant: +4 Str, -2 Dex, +2 Con, Plant, DR 10/Magic and Slashing, Vulnerable to Fire Requires Trees
Free skills: +6 knowledge (nature),
Role playing limitations: they may never act against nature in any way
Level adjustment: +3
Race description: Yarra are the plant (well fungus) men of the world, they are the guardians of nature. They came from the darkest depths of the world, and once they say the world of the surface and all its beauty they swore never to allow such beauty to be destroyed ever. They have since grown closer to the world and now a kindred spirit to that of the very world.
Starting free equipment: backpack with waterskin, sack, pouch with 10 sling bullets, holly and mistletoe, 2d6 gp worth of precious stones, 2d6 gp
Role playing hints: Yarra are un-inquisitive by nature, they are forbidden to use or wear anything that harms nature but they can easily be misguided to have weapons or wear armour that “doesn’t harm nature”
Favoured class: druid
Disallowed advantages:
Disallowed classes: paladin, samurai and swashbuckler
Disallowed abilities/skills: craft (metal)

Race: Carnotant
Stat changes: +18 STR, + 18 CON, +4 INT, +2 WIS,
Abilities: Huge Giant, SR 18+HD, all armour proficiencies
Free skills: +3 craft (metal) +3 intimidate
Role playing limitations:
Level adjustment: +8
Race description: Carnotants are the lords of metal, rulers of the far north a land as cold and unforgiving as they are. They were forgotten by the gods, and in their wrath they took on the entire world, challenging the gods to acknowledge them. In the end of that brutal war even the gods were forced to intervene to prevent the Carnotants from destroying creation, and so it was that they were forgiven, but in their hearts they remember that they alone have a chance to topple the gods.
Starting free equipment: heavy armour, backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, one weapon worth 10gc or less and 4d4gp
Role playing hints: Carnotants are fascinated by technology, but because they have such a high technology most of the other races don’t have a technological achievement that would trigger their curiosity. Also Carnotants are extremely proud and if they ever have to accept defeat... well they will probably die fighting instead...
Favoured class: Fighter
Disallowed advantages:
Disallowed classes: All arcane classes, Druid
Disallowed abilities/skills:

Race: Managul
Stat changes: +4 DEX, +2 CON, + 2 WIS, -4 INT,
Abilities: Large Abberation (aquatic), Breathe underwater, Fly 60ft (poor), 4 Tentacles D6 dmg, 2 Claws D10 Dmg, DR 5/Slashing or Piercing
Free skills: +6 swim
Role playing limitations: no hands...
Level adjustment: +4
Race description: Managuls look like horrible amalgam of sea creatures, they rule a very strange society for the male Managuls are nothing like the females, small, stupid and pretty much slaves of the much larger females. Managul females are the only playable Managul.
Starting free equipment: large sack, 3 day’s trail rations, large coral spear, 3d10 pearls, 4d4 gp
Role playing hints: Managuls are incredibly sexists, seeing the males of all species inferior to their female equivalent, which is usually seen as unfair or even insulting. Also Managuls need a constant supply of water, and will become terrified of any environment, situation or even suggestion that lacks water in abundance. Managuls are terrified of deserts.
Favoured class: Sorceror
Disallowed advantages:
Disallowed classes: Knight, Paladin
Disallowed abilities/skills:

No race may be necromancers other than Genaren. Only Knugrats and Carnotants may be Inventors. No race may be psyonics and the standard gods of DnD don’t exist so all who want to play with clerics please inform me so I can give you the list of religions. Everyone starts with the free equipment in addition to their class’s starting pack. Also given that the game starts at level 10 (including level adjustments) everyone will start with an additional 5d6 gp and up to 50gp worth of additional equipment in addition to everything else (if your starting pack gives you some additional equipment you don’t wish to have doubled you may sell any doubles to some more gold or some other piece of equipment). You may only choose from the chosen races described above... and think that no other type of being exists in the world for the moment (definitely no humans, elves, dwarfs, orcs, gnomes, Halflings and everything inbred in-between)

yea its a mad setting...

Dark Archive

huh... no one?

The Exchange RPG Superstar 2010 Top 16

Quote:
The chosen races, comprised of; us the kilk,

So, everybody's playing a friendly spider person?

Dark Archive

not necessarily, they could play any one of the races, the Kilk though are the chroniclers of the world

The Exchange RPG Superstar 2010 Top 16

And this is for what gaming system? 3rd Edition, 3.5?

Dark Archive

originally it was for 3.5, i'm hoping to upgrade it to pathfinder...

The Exchange RPG Superstar 2010 Top 16

Pathfinder doesn't support level adjustments for races. Some of those races are awfully powerful. You'll want to trim them down to match with the others.

Dark Archive

I'm guessing your on about Carnotants and Managuls right? maybe also the Yarra...

The Exchange RPG Superstar 2010 Top 16

Well, Carnotants are powerful under specific circumstances, but their huge size works against their favored class (fighters with a substantial size penalty to attack bonus and armor class aren't terribly effective fighters) and they sit outside and wait when the rest of the party goes exploring in caves or walks through doorways to meet with the City Council. They're also the only humanoids, and therefore the only race subject to spells like Hold Person, Charm Person, Reduce, etc.

Managuls have no hands and the NPCs are terrified of almost every environment. I don't imagine why you'd think them powerful, other than the way they begin play with a moderate fortune. (3d10 pearls? That's, on average, 16,500 gp. Oh, plus the 5d6 gol pieces for being 10th level.)

The Yarra are immune to magic, as a stone golem. Holy cow. If one's in the blast radius of a meteor swarm, it just comes out undamaged. It's a plant creature, but control plants is useless against it. It has DR 10. All that, as often as it likes.

The Knugrats are extraordinarily powerful. They get a +6 adjustment to Intelligence, which could give a Knugrat Wizard an Int of 24 at first level, or 26 when the campaign begins. Moreover, they're tiny, which gives them a terrific bonus to AC, and makes it almost impossible for opponents to notice them.

Genaren are actually worse than baseline humans in almost all respects. In particular, since the campaign starts play at 10th Level, most opponents will be doing about 30 hit points of damage every time a blow hits, and so these guys will be attempting saving throws every time they get struck in combat to avoid being paralyzed. You say that they are "being black-mailed by their own parasite", but I don't know what that means. Are they like the Gouauld from Stargate? Or does the race itself have a headquarters somewhere with one big terror-causing ruler?

--+--

In general, my friend, you are trying to impose role-playing limitations on PCs by means of racial stereotypes. Most Knugrats are flighty ... but not PC Knugrats, who might well be very careful and interested in using their remarkable advantages in combat. Yarra don't oppose nature, but it's up to the player what that means for her Yarra. (And it's either no limitation -- if the party wants to be all for nature -- or it's an absolute barrier -- if the party decides to help protect the trade caravans which keep disturbing the plains and deserts they pass through.)

--+--

In Pathfinder, nobody's "within 6' of" something else. They're "adjacent".

--+--+--

I'm curious to see what you expect out of this campaign.

Dark Archive

updated races, i hope these make more sense (and are better balanced)
Race: Flunard
Medium Native Outsider
Speed 30ft
Stat changes: -2 CON, -2 STR, +2 INT, +2 WIS, +2 CHA
Abilities: immune to gaze attacks, don’t eat or drink, immune to sleep (but must meditate for 8 hours to get spells), constant detect magic (Ex), Flunards get a +2 bonus to caster level checks to penetrate spell resistance and gain a +2 bonus to spell craft checks for identifying magic items
Favoured class: Wizard or Oracle

Race: Ormanguchin
Medium Humanoid (Ormanguchin)
Speed 40ft
Stat changes: +2 STR, +2 DEX, -2 WIS
Abilities: pick one of the following:
Tail = +2 Dex, +4 on Balance, Climb, Jump, Tumble
Horns = +2 Strength, +2 Con, Gore attack D6 dmg
Wings = 40 Ft fly speed (average)
Favoured class: ranger or rogue

Race: Kilk
Medium Monstrous Humanoid
Speed 40ft
Stat changes: +4 CON, -2 STR, +2 WIS,
Abilities: 4 arms, quadruped, +3 natural armour, immune to fatigue, produce silk; Kilks can produce 1 foot of silk a round, which has the same properties as a silk rope
Favoured class: Cleric or Monk

Race: Knugrat
Small Humanoid (Knugrat)
Speed 20ft
Stat changes: +4 CON, -4 WIS, +4 INT, -2 CHA
Abilities: lucky; Knugrats gain a single re-roll once a day which they can use at any time, -2 against confusion, insanity or fear effects
Favoured class: Alchemist or Rogue

Race: Genaren
Medium Monstrous Humanoid
Speed 30ft
Stat changes: -4 CHA, +2 STR +2 CON, +2 WIS
Abilities: DR1/-, immunity to nauseated and sickened, -4 against saves for disease, Parasite curse; if a Genaren takes more than his CON score in a single attack, he gains a -2 on all attack rolls and skill checks for the next round
Favoured class: Cleric or Fighter

Race: Yarra
Medium Humanoid
Speed 40ft
Stat changes: +4 CON, +2 STR, -4 INT
Abilities: constant talk to plants (Ex), darkvision 120 feet, +2 to climb and survival checks
Favoured class: Druid or Ranger

Race: Carnotant
Huge humanoid (giant)
Speed 40ft
Stat changes: +18 STR, + 18 CON, +4 INT, +2 WIS,
Abilities: SR 18+HD, proficient with all armours, +2 to craft checks working with metal
Favoured class: Fighter or Cavalier
Level adjustment: +8 (recommended)

Race: Managul
Large Aberration (aquatic)
Speed: 40ft swim, 20ft fly (poor)
Stat changes: +4 DEX, +2 CON, + 2 WIS, -4 INT,
Abilities: breathe water but not air, 4 tentacles D6 bludgeoning, DR5/slashing or piercing, +6 to swim checks, no hand
Favoured class: Sorcerer or Monk
Level adjustment: +4 (recommended)

The Exchange RPG Superstar 2010 Top 16

That looks a lot better. Really nice job.

In Pathfinder, races don't have particular favored classes. The Flunard's detect magic and the Yarra's talk to plants should perhaps be "at will" rather than "constant".

I think the +8 recommended Level Adjustment for Carnotants is drastically severe. A 10th Level Yarra Ranger would have a Base Attack Bonus of +10, and probably +6 from Strength. It would have two attacks per round, and it will soon have a third iterative attack. A Carnotant fighter would be 2nd Level (+2 BAB) have a -2 Size penalty to attack, and then maybe a +12 from Strength.

The Yarra Ranger will also have (3rd level) spells, feats, skill ranks in Acrobatics, favored enemies and terrains, etc.

And, perhaps most importantly, three decent saving throws and 10d10 plus a Con bonus of maybe 50 hit points. The Carnotant fighter, with 2d10 plus 24 CON bonus hit points, isn't going to last long against, say, the CR 10 taiga giant when it uses Power Attack and Vital Strike. Or else, the fighter just can't make Reflex saves against the demonic knight's 10d6 fireball or Strength-damaging Breath of Unlife, or Will saves against its symbol of pain.

Dark Archive

+5 adjustment then?

The Exchange RPG Superstar 2010 Top 16

Well, I'd take a 10th-Level Yarra Ranger, stat it out according to the point-buy of your campaign, and then start with a 1st-Level Carnotant Fighter, Barbarian, and maybe Paladin. Calculate all relevant numbers (attack bonus, hit points, saving throws, feats, skill points, and so on) Progress the Carnotants level-by-level until it looks like a toss-up as to which is better: the Yarra Ranger or the giant.

It might make sense to also compare them to a 10th-Level Horn Ormanguchin Barbarian.

Let's presume that, from your perspective, it is indeed the case that a 10th-Level Yarra Ranger is comparable to a 5th-Level Carnotant fighter. It might also be the case that a 10th-Level Ormanguchin Barbarian, raging, is just as cool as a 5th-Level Carnotant Barbarian. (Be careful, though; a 5th-Level character doesn't get as many rage hit points as a 10th-Level character does.)

If you wanted to solicit more feedback, you could post the 4th, 5th, and 6th Level builds and ask friends, or fellow board posters here, which we think is the best match to the 10th-Level characters.

By the way, you'd first suggested that Carnotants make good Cavaliers. What kind of animals do they ride?

Dark Archive

mammoths, T-rexs and Rocs...(well the setting equivalent of each)

and constructs...

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