
FraterEAO |

Some background first: I'm the GM for a group of very casual gamers. They're great once things get started, but they also have a tendency to treat the game as (1) little more than a glorified board game and (2) a reason for hanging out with everyone. So, it takes a lot for them to really get involved in the adventures and actually roleplay without a LOT of prompting on my part. One of the players has stepped up and has been chatting with me about his character's background (he's the only one who has ever voluntarily come up with a back-story) and how that will mesh well with the adventure path I'm going to start running. Because he's been so proactive before the adventure has begun and the fact that the ARG playtest has begun, I wanted to reward him. I told him he could build a Standard Race of his choosing with 10 RP as long as he created a somewhat believable story for his race. I know that the race maker is for GMs only, but this guy has been playing for quite awhile and is more than willing to edit the race if it's deemed too overpowered.
So, with that being said, would you mind critiquing his race for me? I've looked it over and it FEELS slightly overpowered, but I'm also fairly new to GMing. Anyway, here it is:
Lyon-Thai are not, on their own, especially infused with magic. Despite this, it is not uncommon for them to choose crafts or professions that are rich with the arcane. Though often irreligious, the Lyon-Thai are deeply spiritual, and believe that they descended from a powerfully magical people who resided within a sentient plane. They believe that when they die, their souls return there, but the plane chooses to block most other travel there, making it a sort of holy place that the Lyon-Thai aspire to reach as a final resting place for their souls. Tall and dark-skinned, they tend to stand out (literally!) in crowds, but their peaceful and flexible nature enables them to integrate into any reasonably friendly society. Though they are happy to mingle, they do place the importance of family above nearly all else, so when a Lyon-Thai travels alone, it is typically a sign that he is a great adventurer--or, more likely, in exile.
Lyon-Thai - 10 RP
Outsider (native) (2 RP)
The only thing this gives me is Darkvision.
Medium size (0 RP) (for flavor, I'm saying I'm about 7 feet tall.)
Normal speed (0 RP)
Standard Language Array (1 RP)
Common, Draconic? (I haven't decided on my other language yet.)
Standard Modifiers (0 RP)
+2 Cha, +2 Dex, -2 Con
Outsider-y Resistance (2 RP) (modeled off of Fiendish/Celestial Resistance)
Resistance: Acid 5, Fire 5, Earth 5
Shadow Resistance (2 RP)
Resistance: Cold 5, Electricity 5
Adaptability (1 RP)
I get Skill Focus as a bonus feat at 1st level. I chose Stealth, so I have a +3 to it
Spell Resistance, Lesser (2 RP)
I get SR 6 + level, so I start out at SR 7.
The first thing that immediately comes to mind is the Acid and "Earth" resistances. As far as I know, those are one in the same. Also, for the "Outsider-y resistance," I told him he could take the Fiendish/Celestial resistances and re-flavor it. I didn't think it would be too game-breaking, but what do you think?
Thanks!

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I'm not familiar with the build points thing, but Acid and "Earth" are indeed the same. Comparred with the Aasimar/Tiefling, who get 3 Resistances, but without much of the other stuff, I'd simply give them Colf and Fire Resistance.
I would suggest dropping the language, though allowing Abyssal, Celestial, and Infernal as bonus language options, (Draconic, why?).
Also, two things. Native Outsider makes them immune to some really nice spells (Hold Person, or infact any "Person" spells), so it is a very good little thing sort of a side affect, effect.
Spell Resistance is a big mixed bag, especially for players. It does also work against beneficial spells being cast at you, like healing spells, and is a Standard Action to lower it for one round. Might honestly just be better to give them a +1 or +2 to saves against (Arcane) magic effects.