Enhanced Dhampirs - self-built Player Race - balanced?


Homebrew and House Rules

Liberty's Edge

Hey there!
For my player I built three enhanced Dhampir Subraces. These should be decendants of more powerful vampires and so are probably better than common races or normal Dhampirs.
So I'm interested in your opinion how balanced they are compared to each other.

--------That's what all of them have:--------

All Enhanced Dhampirs:

- Humanoids with dhampir subtype
- Medium sized
- 30 ft. base speed

- Undead Resistance (+2 racial bonus on saving throws vs. disease/mind-affecting)

- Carrion Sense (scent for corpses and badly wounded creatures)
- Darkvision 60 ft.
- Low-light vision

- Negative Energy Affinity (reacts to positive/negative energy as if undead)

--------Then they chose one out of three Heritages:--------

Brute Heritage (+2 STR, +2 WIS):

- Frenzy 1/day (+2 racial bonus to STR/CON for 1 min after taking damage)
- Natural Armor (+1 natural armor bonus to AC)
- Improved Natural Armor (+1 additional natural armor bonus to AC)
- Skill Training (Intimidate and Sense Motive are always class skills)
- Skill Bonus (+2 racial bonus on Intimidate and Sense Motive checks)
- Static Bonus Feat (Intimidating Prowess)
- Spell-like ability 1/day (Enlarge Person)
- Stability (+4 racial bonus to CMD vs. bull rush/trip while standing)

Charmer Heritage (+2 CON, +2 CHA):

- Emissary 1/day (roll twice on Bluff/Diplomacy check, take better result)
- Eternal Hope (+2 racial bonus on saving throws vs. fear/despair)
- Eternal Hope 1/day (reroll after natural 1, take second result)
- Lucky, lesser (+1 racial bonus on saving throws)
- Resist Level Drain (no penalties from energy drain, auto-remove of neg. levels after 24 hours)
- Skill Training (Bluff and Diplomacy are always class skills)
- Skill Bonus (+2 racial bonus on Bluff and Diplomacy checks)
- Spell-like abilities each 1/day (Charm Person, Disguise Self, Undetectable Alignment)

Stalker Heritage (+2 DEX, +2 INT):

- Cat's Luck 1/day (roll twice on Reflex saving throw, take better result)
- Defensive Training, greater (+2 dodge bonus to AC)
- Silent Hunter (+5 penalty reduce to Stealth while moving, -20 Stealth while running)
- Skill Training (Acrobatics and Stealth are always class skills)
- Skill Bonus (+2 racial bonus on Acrobatics and Stealth checks)
- Spell-like abilities each 1/day (Blend, Vanish)

These "races" are created with 20 Race Points.

Thanks in advance and greetings!
Naz

Sczarni

They are slightly too good for my taste. Tone them down a bit. Some examples:

- Add a -2 racial Stat penalty to a single ability score in all heritages.
- Frenzy should provide +2 morale bonus to Str/Con and -2 to AC.
- Immunity to neg. drain is brutally unfair. Change it to last for 1 minute as 1/day activation, then it's okay.
- Too many level 1 Spell-Like Abilities per day. Remove few and add some cantrips.

I suggest comparing these heritages with core races to get a better picture of how to build a balanced PC race.

Adam

Liberty's Edge

Malag wrote:

They are slightly too good for my taste. Tone them down a bit. Some examples:

- Add a -2 racial Stat penalty to a single ability score in all heritages.
- Frenzy should provide +2 morale bonus to Str/Con and -2 to AC.
- Immunity to neg. drain is brutally unfair. Change it to last for 1 minute as 1/day activation, then it's okay.
- Too many level 1 Spell-Like Abilities per day. Remove few and add some cantrips.

I suggest comparing these heritages with core races to get a better picture of how to build a balanced PC race.

Adam

Maybe I expressed myself not good enough.

I meant the comparison between those 3 Heritages only. That they are (too) good is fully intended.
They will have a hard time anyhow :D

And yes, I forgot, that there's a -2 AC penalty for Frenzy.


These "races" are all in the CR +1 territory.

If Level Adjustment were still a thing they'd all have LA +1.


He's stated he doesn't care about that, and wants them to be balanced against each other.


I think they're pretty balanced with one another, each designed with a purpose. Its hard to tell if one is more powerful than the other since they aren't meant for the same jobs but they all do fit the vampire motiff similar to Vampire the Masquerade.

As for being powerful, they are only RP 20. They're strong but not something another player couldn't handle 1v1 if stats were the same.

Liberty's Edge

Yes, each is designed for a special purpose. Often my PCs won't have straight combat encounters.

With thas design, I give them cheap option to be good in stealth or social stuff for example. Even the Brute has some non-combat things to do.
Playing as four PCs, every Heritage will be used I guess.

Sometimes player focus so much on combat, that they suck in other things, which will be important for that campaign. Giving them qualities in those things for free, is a fair compromise.

Still, if you have different approaches, I'd like to hear about them :D

Greetings.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Enhanced Dhampirs - self-built Player Race - balanced? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules