Changes to OP races


Homebrew and House Rules

Liberty's Edge

Pathfinder Lost Omens Subscriber

me and a friend are making a homebrew campaign and we've decided to balance some of the races so that they would replace the core races. heres what we've done, tell us what you think.

Aasimar: changed electricity resistance to sonic

Tiefling: changed cold and electricity resistance to acid and sonic

oakling: see first D20pfsrd third party treant race.
changed STR bonus to CON bonus (because we dont beleve in a str bonus AND other bonuses, nothing like it is found in the core races for a reason, just too OP.), sun heal prevokes AOO, removed "protective sap" cuz it replaces an 8k magic item at first level.


meeko wrote:

me and a friend are making a homebrew campaign and we've decided to balance some of the races so that they would replace the core races. heres what we've done, tell us what you think.

Aasimar: changed electricity resistance to sonic

Tiefling: changed cold and electricity resistance to acid and sonic

oakling: see first D20pfsrd third party treant race.
changed STR bonus to CON bonus (because we dont beleve in a str bonus AND other bonuses, nothing like it is found in the core races for a reason, just too OP.), sun heal prevokes AOO, removed "protective sap" cuz it replaces an 8k magic item at first level.

Sonic resistance is rarer than others for a reason. Very few things have sonic resistance, and few things should. These two races (aasimar and tiefling) do not have any reason to have it.

The oakling changes are fine, but as in the other thread, there's no reason to remove Str bonuses. That mind set closes doors and reduces your options. Also, there is a precedent for a 0 HD race with a bonus to Strength and Wisdom, in the Bestiary 2. And their penalty is in what you would call a "dump stat." When this race first came up, lots of folks on this forum were disappointed - the race is rather underwhelming, but it is balanced.

Oread - Bestiary II:
+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
Darkvision: Oreads can see in the dark up to 60 feet.
Spell-Like Ability: Magic stone 1/day (caster level equals the oread’s total Hit Dice).
Elemental Resistance: Oreads have acid resistance 5.
Elemental Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

Protective Sap only kicks in when the oakling drops to LESS than half of his total hit points, so it really doesn't mimic the amulet of natural armor in the strictest sense, but taking that out doesn't hurt the race terribly. Sun heal is an awesome ability, so I agree with the AoO nerf; it likely won't be used in combat anyway.


Don't forget that Oread has 20 ft movement speed only.

Liberty's Edge

What?

*checks SRD*

Oread

*sees comment*

wow. okay then. Did not know that.

Liberty's Edge

Pathfinder Lost Omens Subscriber

yea we didn't realize it either, but in that case, we would give them the dwarven encumbrance effect. and as posted early my mind is begining to change about the str bonus.

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