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Races of Ralum

Started by Polycarp, April 17, 2006, 04:07:14 AM

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Polycarp

I've got a pretty good idea of all the races I want in at this point.  The idea is to have all of them be LA 0, except for the Bharim, who are deserving of a +1.  The problem is that it's hard for me to really tell what an LA should be, so I need help with balance - not just with the Bharim, but with all the creatures here (except the humans and halflings, who - except for minor tweaks - remain core).  This is all crunch, somewhat of a first for me on this board.

Shadan
+2 Intelligence, -2 Strength
Medium Size
Base Speed: 30 feet
Low-light vision
Limited Telepathy: Shadan can mentally communicate with any creature within 50 feet, though the creature will only understand them if they share a language.  This telepathy is only one-way, and can be exercised only if the Shadan has a line of sight to the creature contacted.
+2 racial bonus to Spellcraft checks.
+2 racial bonus to saving throws against spells and effects from the Enchantment school.
Spell-like abilities: 1/day â,¬' mage hand, prestidigitation.  The caster level for these is the Shadanâ,¬,,¢s character level, and the DC is 10 + character level + charisma bonus.
Automatic Languages: Shadan and one standard human language (Low Ayan, High Ayan, or Augeidhan).
Favored Class: Wizard

Bharim
+2 Constitution, +2 Charisma, -2 Dexterity
Medium Size
Base Speed: 30 feet
Powerful Build: Bharim are considered to be a size larger than they actually are for purposes of combat (bull rush, etc.) and carrying capacity.
Color Eyes: The eyes of a Bharim constantly swirl with color, reflecting their mood and thoughts.  They gain a +4 racial bonus to Spot and Search skills, and can see in the dark as well as they can during the day, even in total darkness or magical darkness.  There are drawbacks to this; Bharim have a -4 penalty to save against gaze attacks, a -4 penalty to Bluff checks against creatures that can see their eyes, a -4 penalty to Hide checks made when their eyes are showing, and automatically fail their saving throws against the detect thoughts spell.
+2 racial bonus to saving throws against spells and effects from the enchantment school.
Spell-like abilities: At will â,¬' read magic.  3/day â,¬' hypnotic gaze.  Their hypnotic gaze ability functions as the hypnotism spell, but functions as a gaze attack targeting a single creature within the effectâ,¬,,¢s range.  There is no HD limit to this effect.  Because the attack is made merely by gaze, the ability has no verbal or somatic component, though the Bharimâ,¬,,¢s eyes must be exposed and visible.  A blind Bharim cannot make this attack.  Unless they can detect magic, creatures subject to this attack are unaware it has taken place, even if they make their saving throws.  It functions otherwise as the hypnotism spell.  The caster level for both these abilities is the Bharimâ,¬,,¢s character level, and the DC is 10 + character level + charisma bonus.
Automatic Language: Ghendun
Favored Class: Sorcerer
LA: +1

Human
No ability modifiers
Medium Size
Base Speed: 30 feet
Quick Learner: Humans gain 1 extra feat and 4 extra skill points at first level, and one free skill point at each level thereafter.
Telepathically Sensitive: Humans can sense telepathy going on near their position.  If a human is within a creatureâ,¬,,¢s telepathic range, and that creature is communicating telepathically (even if itâ,¬,,¢s not with the human), the human can immediately detect that telepathy and the approximate location of that creature.  If the human can see the creature communicating telepathically, he can identify that creature as the telepath.  The human only knows that telepathy is occurring, not what is being said.
Automatic Language: One standard human language (High Ayan, Low Ayan, Augeidhan, Pharalura, Vashulera, Yanisarkha, Ulabrian, Narsuran, or Bashauran)
Favored Class: Any

Saulzarel
+2 Constitution, -2 Charisma
Medium Size
Base Speed: 30 feet
Low-light Vision
+2 racial bonus on Spot, Listen, and Search checks, as well as Survival checks made in desert environments.
Second Eyelids: Saulzarel have a second, filmy pair of eyelids that protect their eyes from many dangers.  They have a +2 bonus to saving throws against any blinding effects, magical or otherwise.
Camel Riders: Saulzarel have Ride (camel) as a class skill, no matter what their class is.  No other races, regardless of class, have Ride as a class skill (chariots and carts are the principle mode of transportation, and they use the Handle Animal skill).
Hardy: A Saulzarel can survive without food, water, or air for twice as long as a human, and heals naturally at twice the rate of a human.  They automatically stabilize when below 0 hit points, though magical wounding effects still function normally.
Spell-like Abilities: 1/day - detect magic.  The caster level for this is the Saulzarelâ,¬,,¢s character level.
Automatic Language: Saulzaresha
Favored Class: Ranger

Sarfeir
+2 Strength, -2 Wisdom, -2 Charisma
Medium Size
Base Speed: 30 feet
Low-light Vision
Thick fur: Sarfeir have dense fur that grants them a +2 bonus to saving throws against cold effects, whether natural or magical.
Natural weapon: Sarfeir can rely on a vicious bite when they are without weapons.  This deals 1d3 points of normal damage, modified for their strength score.  Using this bite does not provoke an attack of opportunity; the Sarfeir is considered armed when using this attack.  For purposes of feat requirements, a Sarfeir is considered to have the Improved Unarmed Strike feat for free, but only for his bite.
Automatic Language: Sheinemar
Favored Class: Warrior

Aludan
+2 Dexterity, -2 Constitution, -2 Intelligence
Medium Size
Base Speed: 40 feet
Quadraped: Aludani have four feet, and gain the corresponding advantage to trip checks, carrying capacity, and all other relevant checks and abilities.  Aludani cannot ride camels or other mounts, and may not take the Ride skill.  They might be able to use a chariot if one was made specifically for them.
Charge: An Aludan is considered to be â,¬Å"ridingâ,¬Â for the purposes of weapons that deal double damage when used to charge from chariot or other mount.
Wild Empathy: An Aludan has the Animal Empathy skill of a ranger of the Aludanâ,¬,,¢s character level.  It is applicable only to horses and related creatures.
+2 racial bonus to Search and Spot checks.
Spirit Souls: Unlike all other intelligent mortal races, Aludan are Spirit Souls, not Shade Souls, and are unaffected by effects targeting Shade Souls.
Automatic Language: Aludane
Favored Class: Redbinder
LA: +1 (in progress)

Sabasslian
+2 Dexterity, -2 Charisma
Medium Size
Base Speed: 20 feet, Swim 20 feet (only in light or no armor)
Darkvision 60 feet
Great Lungs: A Sabasslian can hold their breath for ten times his constitution score before he begins to suffocate.
+2 racial bonus to Listen checks, as well as Hide checks made in darkness.
+2 racial bonus to saving throws against charm and compulsion effects and spells
Automatic Language: Sabasslian
Favored Class: Zealot

Halfling
+2 Dexterity, -2 Strength
Small Size
Base Speed: 20 feet
+2 racial bonus on Climb, Jump, Move Silenty, and Spellcraft checks.
+1 bonus on all saving throws, as well as an additional +2 bonus to saves against fear effects.
Automatic Lanuage: Shadan, or any human language
Favored Class: Rogue
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Xathan

QuoteI've got a pretty good idea of all the races I want in at this point.  The idea is to have all of them be LA 0, except for the Bharim, who are deserving of a +1.  The problem is that it's hard for me to really tell what an LA should be, so I need help with balance - not just with the Bharim, but with all the creatures here (except the humans and halflings, who - except for minor tweaks - remain core).  This is all crunch, somewhat of a first for me on this board.
Shadan
+2 Intelligence, -2 Strength
Medium Size
Base Speed: 30 feet
Low-light vision
Limited Telepathy: Shadan can mentally communicate with any creature within 50 feet, though the creature will only understand them if they share a language.  This telepathy is only one-way.
+2 racial bonus to Spellcraft checks.
+2 racial bonus to saving throws against spells and effects from the Enchantment school.
Spell-like abilities: 1/day â,¬' mage hand, prestidigitation.  The caster level for these is the Shadanâ,¬,,¢s character level, and the DC is 10 + character level + charisma bonus.
Automatic Languages: Shadan and one standard human language (Low Ayan, High Ayan, or Augeidhan).
Favored Class: Wizard[/quote]Bharim
+2 Constitution, +2 Charisma, -2 Dexterity
Medium Size
Base Speed: 30 feet
Powerful Build: Bharim are considered to be a size larger than they actually are for purposes of combat (bull rush, etc.) and carrying capacity.
Color Eyes: The eyes of a Bharim constantly swirl with color, reflecting their mood and thoughts.  They gain a +4 racial bonus to Spot and Search skills, and can see in the dark as well as they can during the day, even in total darkness or magical darkness.  There are drawbacks to this; Bharim have a -4 penalty to save against gaze attacks, a -4 penalty to Bluff checks against creatures that can see their eyes, a -4 penalty to Hide checks made when their eyes are showing, and automatically fail their saving throws against the detect thoughts spell.
+2 natural armor bonus
+2 racial bonus to saving throws against spells and effects from the enchantment school.
Spell-like abilities: At will â,¬' read magic.  3/day â,¬' hypnotic gaze.  Their hypnotic gaze ability functions as the hypnotism spell, but functions as a gaze attack targeting a single creature within the effectâ,¬,,¢s range.  There is no HD limit to this effect.  Because the attack is made merely by gaze, the ability has no verbal or somatic component, though the Bharimâ,¬,,¢s eyes must be exposed and visible.  A blind Bharim cannot make this attack.  Unless they can detect magic, creatures subject to this attack are unaware it has taken place, even if they make their saving throws.  It functions otherwise as the hypnotism spell.  The caster level for both these abilities is the Bharimâ,¬,,¢s character level, and the DC is 10 + character level + charisma bonus.
Automatic Language: Ghendun
Favored Class: Sorcerer
LA: +1[/quote]Human
No ability modifiers
Medium Size
Base Speed: 30 feet
Quick Learner: Humans gain 1 extra feat and 4 extra skill points at first level, and one free skill point at each level thereafter.
Telepathically Sensitive: Humans can sense telepathy going on near their position.  If a human is within a creatureâ,¬,,¢s telepathic range, and that creature is communicating telepathically (even if itâ,¬,,¢s not with the human), the human can immediately detect that telepathy and the approximate location of that creature.  If the human can see the creature communicating telepathically, he can identify that creature as the telepath.  The human only knows that telepathy is occurring, not what is being said.
Automatic Language: One standard human language (High Ayan, Low Ayan, Augeidhan, Pharalura, Vashulera, Yanisarkha, Ulabrian, Narsuran, or Bashauran)
Favored Class: Any[/quote]Saulzarel
+2 Constitution, -2 Charisma
Medium Size
Base Speed: 30 feet
Low-light Vision
+2 racial bonus on Spot, Listen, and Search, Heal, and Survival checks.
Second Eyelids: Saulzarel have a second, filmy pair of eyelids that protect their eyes from many dangers.  They have a +2 bonus to saving throws against any blinding effects, magical or otherwise.
Camel Riders: Saulzarel have Ride (camel) as a class skill, no matter what their class is.  No other races, regardless of class, have Ride as a class skill (chariots and carts are the principle mode of transportation, and they use the Handle Animal skill).
Hardy: A Saulzarel can survive without food, water, or air for twice as long as a human, and heals naturally at twice the rate of a human.  They automatically stabilize when below 0 hit points, though magical wounding effects still function normally.
Spell-like Abilities: 1/day - detect magic.  The caster level for this is the Saulzarelâ,¬,,¢s character level.
Automatic Language: Saulzaresha
Favored Class: Ranger[/quote]Sarfeir
+2 Strength, -2 Wisdom, -2 Charisma
Medium Size
Base Speed: 30 feet
Low-light Vision
Thick fur: Sarfeir have dense fur that grants them a +2 bonus to saving throws against cold effects, whether natural or magical.
Natural weapon: Sarfeir can rely on a vicious bite when they are without weapons.  This deals 1d6 points of normal piercing damage, modified for their strength score.  Using this bite does not provoke an attack of opportunity; the Sarfeir is considered armed when using this attack.  For purposes of feat requirements, a Sarfeir is considered to have the Improved Unarmed Strike feat for free, but only for his bite.
Automatic Language: Sheinemar
Favored Class: Warrior[/quote]Aludan
+2 Dexterity, -2 Constitution, -2 Intelligence
Medium Size
Base Speed: 50 feet
Quadraped: Aludani have four feet, and gain the corresponding advantage to trip checks, carrying capacity, and all other relevant checks and abilities.  Aludani cannot ride camels or other mounts, and may not take the Ride skill.  They might be able to use a chariot if one was made specifically for them.
Charge: An Aludan is considered to be â,¬Å"ridingâ,¬Â for the purposes of weapons that deal double damage when used to charge from chariot or other mount.
Wild Empathy: An Aludan has the Animal Empathy skill of a ranger of the Aludanâ,¬,,¢s character level.  It is applicable only to horses and related creatures.
+2 racial bonus to Search, Spot, and Jump checks.
Spirit Souls: Unlike all other intelligent mortal races, Aludan are Spirit Souls, not Shade Souls, and are unaffected by effects targeting Shade Souls.
Automatic Language: Aludane
Favored Class: Redbinder[/quote]Sabasslian
+2 Dexterity, -2 Charisma
Medium Size
Base Speed: 20 feet, Swim 20 feet (only in light or no armor)
Darkvision 60 feet
Great Lungs: A Sabasslian can hold their breath for ten times his constitution score before he begins to suffocate.
+2 racial bonus to Listen checks, as well as Hide checks made in darkness.
+2 racial bonus to saving throws against charm and compulsion effects and spells
Automatic Language: Sabasslian
Favored Class: Zealot[/quote]Halfling
+2 Dexterity, -2 Strength
Small Size
Base Speed: 20 feet
+2 racial bonus on Climb, Jump, Move Silenty, Listen, and Spellcraft checks.
+1 bonus on all saving throws, as well as an additional +2 bonus to saves against fear effects.
Automatic Lanuage: Shadan, or any human language
Favored Class: Rogue[/quote]
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Polycarp

Thanks for your comments, very helpful.  I didn't know there were actual rules on what does or does not constitute LA, so that's good to know as well.

QuoteI pronounce this balanced, though I would add to the Telepathy that the Shadan must have line of sight, or clearly state thta the Shadan doesn't need it: the former is more balanced, however.
At the high end of LA+1, and pushing LA+2. I'd drop the natural armor bonus, and that would make this a very solid LA+![/quote]Humans loose bonus feat for telepathic sense? That weakens the race considerably. Also, from a design standpoint, why are humans more sensitive to telepathy? [/quote]LA+1, though on the low end of it. It has a bonus to Con, which is only negated by a penalty to charisma - the weakest, in DnD, of the ability scores. According to some sources, a +2 to three skills is a +1 LA - which I think is stupid. However, a +2 to five skills is questionable, IMO. Second eyelids is balanced, as is camel riders, though the line about other classes not having it as a skill is redundant: anyone who is creating a character will see their class doesn't have that on their skill list. Detect magic is the most useful of the 0 level spells, and while not worthy of  a +1 LA on its own, with everything else it pushes the Saulzarel into the LA +1 range. Adding a penalty to another ability score and/or dropping a skill or two from the bonus list would push them down to LA+0. If you don't want to drop anything, add a couple more "padding" bonuses to make them on par with other LA +1[/quote]A bite attack at La+0 for 1d6? Doesn't balance. the Warforged, who are considered very high end for LA +0, have a slam attack for 1d4. Slam attacks deal only bludgeoning damage, and the warforged deal less of it. Meanwhile, bites (arguably the most powerful of the natural attacks) deal all three types of physical damage, meaning it bypasses physical based DR, and 1d6 damage for a natural attack is too powerful for LA +0 anyway: Natural attacks tend to be very powerful. Dropping the damage to 1d3, with a racial feat that boosts it up to 1d6, would be balanced.[/quote]Again, unbalanced. 50ft move speed is a huge bonus, especially if they pick up a level in a class that grants bonuses to movement speed: remember, this boost in speed also increases jump checks by a great deal, and makes them gods at bullrushing. Quadraped is a huge bonus as well, especially if there is a halfing in the party: the halfing can take cross-class ranks in ride, enough to balance well, and you have a deadly combination. On the skill bonuses, take off the bonus to jump checks: it is redundant with the speed bonus. I'd give them a +1 LA as is. To lower it, reduce the land speed to 40ft, drop the bonus to chargeing as if riding, and maybe add something like a moral penalty when a creature is on its back, then you're hitting a high end LA +0, even more balanced than the warforged.[/quote]Balanced, and interesting. I like.[/quote]High end for LA +0, but not powerful enough for LA +1. This is going to have to be your call. I'd keep them at LA +0 in my games, but I tend to run higher powered games, where a slightly unbalanced race won't upset everything. Alot of their LA depends on the DM's style, and when that happens, you need to take a second look. I'd consider dropping the bonus to two of the skills OR the bonus to all saving throws, and then it would be a very firm LA +0.[/quote]

Hmm, I hadn't considered really changing the core classes; their only tweak was a +2 spellcraft at the loss of their bonuses with certain weapons.  I think I will drop the listen bonus and consider them balanced.
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Xeviat

Quote from: MithridatesI've got a pretty good idea of all the races I want in at this point.  The idea is to have all of them be LA 0, except for the Bharim, who are deserving of a +1.  The problem is that it's hard for me to really tell what an LA should be, so I need help with balance - not just with the Bharim, but with all the creatures here (except the humans and halflings, who - except for minor tweaks - remain core).  This is all crunch, somewhat of a first for me on this board.

There's no flavor posted on these races, so I'll just comment on the mechanics. That is what you're looking for, right?

Quote from: MithridatesShadan
+2 Intelligence, -2 Strength
Medium Size
Base Speed: 30 feet
Low-light vision
Limited Telepathy: Shadan can mentally communicate with any creature within 50 feet, though the creature will only understand them if they share a language.  This telepathy is only one-way, and can be exercised only if the Shadan has a line of sight to the creature contacted.
+2 racial bonus to Spellcraft checks.
+2 racial bonus to saving throws against spells and effects from the Enchantment school.
Spell-like abilities: 1/day â,¬' mage hand, prestidigitation.  The caster level for these is the Shadanâ,¬,,¢s character level, and the DC is 10 + character level + charisma bonus.
Automatic Languages: Shadan and one standard human language (Low Ayan, High Ayan, or Augeidhan).
Favored Class: Wizard

They seem "reasonably" balanced against Gnomes. I'd like to see the ability penalty put on Con rather than Str; con is a more important stat to wizards than strength is (who don't wear armor so can easily stay in a light load), and an intelligence bonus will make them great wizards.

Are their spell-like abilities innate, or are they cantrips that they all learn no matter what? If they're cantrips, perhaps the DCs should be intelligence based. Do mage hand and prestidigitation even allow saves?

Quote from: MithridatesBharim
+2 Constitution, +2 Charisma, -2 Dexterity
Medium Size
Base Speed: 30 feet
Powerful Build: Bharim are considered to be a size larger than they actually are for purposes of combat (bull rush, etc.) and carrying capacity.
Color Eyes: The eyes of a Bharim constantly swirl with color, reflecting their mood and thoughts.  They gain a +4 racial bonus to Spot and Search skills, and can see in the dark as well as they can during the day, even in total darkness or magical darkness.  There are drawbacks to this; Bharim have a -4 penalty to save against gaze attacks, a -4 penalty to Bluff checks against creatures that can see their eyes, a -4 penalty to Hide checks made when their eyes are showing, and automatically fail their saving throws against the detect thoughts spell.
+2 racial bonus to saving throws against spells and effects from the enchantment school.
Spell-like abilities: At will â,¬' read magic.  3/day â,¬' hypnotic gaze.  Their hypnotic gaze ability functions as the hypnotism spell, but functions as a gaze attack targeting a single creature within the effectâ,¬,,¢s range.  There is no HD limit to this effect.  Because the attack is made merely by gaze, the ability has no verbal or somatic component, though the Bharimâ,¬,,¢s eyes must be exposed and visible.  A blind Bharim cannot make this attack.  Unless they can detect magic, creatures subject to this attack are unaware it has taken place, even if they make their saving throws.  It functions otherwise as the hypnotism spell.  The caster level for both these abilities is the Bharimâ,¬,,¢s character level, and the DC is 10 + character level + charisma bonus.
Automatic Language: Ghendun
Favored Class: Sorcerer
LA: +1

I'm not quite sure if they deserve the LA entirely. Their powerful build ability won't really benefit sorcerers, which is the only class that's really getting a whole extra lot out of the race's charisma bonus. I forsee many Bharim paladins actually, as the charisma bonus and powerful build will come in handy together. Your improved darkvision is balanced out by all the penalties they have; it's only the spell-like abilities which shift their level any. So, either give them +1 caster level to sorcerer levels (to balance out the level adjustment), or see about reducing the hypnotism ability to 1/day (and of course balance the ability scores) and take away their level adjustment. But then again, I always compare races against the Dwarf and Halfling, who have a lot going for them.

Quote from: MithridatesHuman
No ability modifiers
Medium Size
Base Speed: 30 feet
Quick Learner: Humans gain 1 extra feat and 4 extra skill points at first level, and one free skill point at each level thereafter.
Telepathically Sensitive: Humans can sense telepathy going on near their position.  If a human is within a creatureâ,¬,,¢s telepathic range, and that creature is communicating telepathically (even if itâ,¬,,¢s not with the human), the human can immediately detect that telepathy and the approximate location of that creature.  If the human can see the creature communicating telepathically, he can identify that creature as the telepath.  The human only knows that telepathy is occurring, not what is being said.
Automatic Language: One standard human language (High Ayan, Low Ayan, Augeidhan, Pharalura, Vashulera, Yanisarkha, Ulabrian, Narsuran, or Bashauran)
Favored Class: Any

Hmmm, put a saving throw on the telepathy ability, and that seems fine. For my humans, I gave them a +2 skill bonus to any two "related" skills (related is defined as anything a player can reasonably justify). This adds class skills too, since racial skills are treated as class skills for all classes in my games.

But yeah, give it a save and you're cool.

Quote from: MithridatesSaulzarel
+2 Constitution, -2 Charisma
Medium Size
Base Speed: 30 feet
Low-light Vision
+2 racial bonus on Spot, Listen, and Search checks, as well as Survival checks made in desert environments.
Second Eyelids: Saulzarel have a second, filmy pair of eyelids that protect their eyes from many dangers.  They have a +2 bonus to saving throws against any blinding effects, magical or otherwise.
Camel Riders: Saulzarel have Ride (camel) as a class skill, no matter what their class is.  No other races, regardless of class, have Ride as a class skill (chariots and carts are the principle mode of transportation, and they use the Handle Animal skill).
Hardy: A Saulzarel can survive without food, water, or air for twice as long as a human, and heals naturally at twice the rate of a human.  They automatically stabilize when below 0 hit points, though magical wounding effects still function normally.
Spell-like Abilities: 1/day - detect magic.  The caster level for this is the Saulzarelâ,¬,,¢s character level.
Automatic Language: Saulzaresha
Favored Class: Ranger

Seems fine. I see you're going for a very ancient feel for the animal technology.

Quote from: MithridatesSarfeir
+2 Strength, -2 Wisdom, -2 Charisma
Medium Size
Base Speed: 30 feet
Low-light Vision
Thick fur: Sarfeir have dense fur that grants them a +2 bonus to saving throws against cold effects, whether natural or magical.
Natural weapon: Sarfeir can rely on a vicious bite when they are without weapons.  This deals 1d3 points of normal damage, modified for their strength score.  Using this bite does not provoke an attack of opportunity; the Sarfeir is considered armed when using this attack.  For purposes of feat requirements, a Sarfeir is considered to have the Improved Unarmed Strike feat for free, but only for his bite.
Automatic Language: Sheinemar
Favored Class: Warrior

The bite should be 1 1/2 str when used alone, or 1/2 str when used as a secondary natural attack. But this is just precidence. Otherwise I think the class could use a little bit more; perhaps give them a survival bonus?

Quote from: MithridatesAludan
+2 Dexterity, -2 Constitution, -2 Intelligence
Medium Size
Base Speed: 40 feet
Quadraped: Aludani have four feet, and gain the corresponding advantage to trip checks, carrying capacity, and all other relevant checks and abilities.  Aludani cannot ride camels or other mounts, and may not take the Ride skill.  They might be able to use a chariot if one was made specifically for them.
Charge: An Aludan is considered to be â,¬Å"ridingâ,¬Â for the purposes of weapons that deal double damage when used to charge from chariot or other mount.
Wild Empathy: An Aludan has the Animal Empathy skill of a ranger of the Aludanâ,¬,,¢s character level.  It is applicable only to horses and related creatures.
+2 racial bonus to Search and Spot checks.
Spirit Souls: Unlike all other intelligent mortal races, Aludan are Spirit Souls, not Shade Souls, and are unaffected by effects targeting Shade Souls.
Automatic Language: Aludane
Favored Class: Redbinder
LA: +1 (in progress)

A horse with -2 Con? Maybe you meant +2. Right now this is a balanced LA +0 race, considering the negative ability score adjustments.

Quote from: MithridatesSabasslian
+2 Dexterity, -2 Charisma
Medium Size
Base Speed: 20 feet, Swim 20 feet (only in light or no armor)
Darkvision 60 feet
Great Lungs: A Sabasslian can hold their breath for ten times his constitution score before he begins to suffocate.
+2 racial bonus to Listen checks, as well as Hide checks made in darkness.
+2 racial bonus to saving throws against charm and compulsion effects and spells
Automatic Language: Sabasslian
Favored Class: Zealot

Great Lungs; is this in rounds or minutes? This class is fine either way.

Quote from: MithridatesHalfling
+2 Dexterity, -2 Strength
Small Size
Base Speed: 20 feet
+2 racial bonus on Climb, Jump, Move Silenty, and Spellcraft checks.
+1 bonus on all saving throws, as well as an additional +2 bonus to saves against fear effects.
Automatic Lanuage: Shadan, or any human language
Favored Class: Rogue

Where did their throwing weapon bonus go?

All and all, I think these are reasonably balanced, aside from what I already noted. Good job; where can I read more about them?
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Polycarp

Quote from: Xeviat TranionThere's no flavor posted on these races, so I'll just comment on the mechanics. That is what you're looking for, right?
They seem "reasonably" balanced against Gnomes. I'd like to see the ability penalty put on Con rather than Str; con is a more important stat to wizards than strength is (who don't wear armor so can easily stay in a light load), and an intelligence bonus will make them great wizards.

Are their spell-like abilities innate, or are they cantrips that they all learn no matter what? If they're cantrips, perhaps the DCs should be intelligence based. Do mage hand and prestidigitation even allow saves?[/quote]I'm not quite sure if they deserve the LA entirely. Their powerful build ability won't really benefit sorcerers, which is the only class that's really getting a whole extra lot out of the race's charisma bonus. I forsee many Bharim paladins actually, as the charisma bonus and powerful build will come in handy together. Your improved darkvision is balanced out by all the penalties they have; it's only the spell-like abilities which shift their level any. So, either give them +1 caster level to sorcerer levels (to balance out the level adjustment), or see about reducing the hypnotism ability to 1/day (and of course balance the ability scores) and take away their level adjustment. But then again, I always compare races against the Dwarf and Halfling, who have a lot going for them.[/quote]Hmmm, put a saving throw on the telepathy ability, and that seems fine. For my humans, I gave them a +2 skill bonus to any two "related" skills (related is defined as anything a player can reasonably justify). This adds class skills too, since racial skills are treated as class skills for all classes in my games.

But yeah, give it a save and you're cool.[/quote]The bite should be 1 1/2 str when used alone, or 1/2 str when used as a secondary natural attack. But this is just precidence. Otherwise I think the class could use a little bit more; perhaps give them a survival bonus?[/quote]A horse with -2 Con? Maybe you meant +2. Right now this is a balanced LA +0 race, considering the negative ability score adjustments.[/quote]Great Lungs; is this in rounds or minutes? This class is fine either way.[/quote]Where did their throwing weapon bonus go?[/quote]All and all, I think these are reasonably balanced, aside from what I already noted. Good job; where can I read more about them?[/quote]

Well, I'm glad I'm approaching being done with their crunch attributes.  The world they're in is the "The World of Ralum," in the Homebrews section, but I don't have much in the way of racial description up there yet.  I hope to remedy that soon, however.  Thanks for your help!
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