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MysticTheurge
05-31-2008, 08:39 AM
Racial Substitution Levels are interesting quirks on known classes that allow specific race/class combinations to get slightly improved or altered abilities based on their race/class synergy. Most should be relatively easy to implement using existing game technology. They should mostly work as simple 1 AP enhancements that require a class and race (of a certain level) to get.

Elf Paladin

Ranged Smite Evil - Requires Elf 1, Paladin 1 - An elf paladin can deliver his smite evil attacks using a longbow or shortbow (and composite varieties of each).

Aura of Freedom - Requires Elf 3, Paladin 3 - An elf paladin radiates an aura that helps his allies resist effects that would influence their minds. Each ally within range gains a +4 morale bonus on saving throws against enchantment effects. This replaces his Aura of Courage.

Elf Ranger

Elven Enemies - Requires Elf 1, Ranger 1 - An elven ranger gains additional bonuses against the ancient enemies of her people. If she has Favored Enemy (Humanoid - Orc) or Undead, the bonus from her favored enemy ability increases from +2 to +3. It also increases to +3 when used against the ancient betrayers of her people, including Drow, Drow Scorpions, Scorrow and Scorpions. She must have the favored enemy of the appropriate type (Humanoid Elf for Drow; Aberration for Drow Scorpions or Scorrow; Vermin for Scorpions) in order to gain this benefit.

Strongheart Slayer - Requires Elf 10, Ranger 10 - An elven ranger gains a +4 morale bonus on Will saves against the spells and spell-like abilities of Drow, Drow Scorpions and Scorrow. In addition, she gains a +4 morale bonus on Fortitude saves against the poison of Drow Scorpions, Scorrow and Scorpions. She must have the favored enemy of the appropriate type (Humanoid Elf for Drow; Aberration for Drow Scorpions or Scorrow; Vermin for Scorpions) in order to gain this benefit.

Halfling Monk

Skirmish I - Requires Halfling 1, Monk 1 - A halfling monk relies on mobility to deal extra damage and improve his defenses. A halfling monk with this ability deals 1d6 extra damage on any attacks made while moving. This damage only applies to targets who are vulnerable to sneak attacks. A halfling monk loses this ability if not centered.

Skirmish II - Requires Halfling 5, Monk 5 - 2 AP - A halfling monk can improve his skirmish ability at fifth level. He gains a +1 bonus to AC while moving. A halfling monk loses this ability if not centered.

Size Matters Not - Requires Halfling 7, Monk 7 - A halfling monk learns to neutralize some of the natural advantage gained by particularly large opponents. A halfling monk gains a +4 bonus to the DC of the following special attacks: trip, stunning blow, stunning fist.

Halfling Rogue

Ranged Sneak Attack - Halfling 1, Rogue 1 - A halfling rogue is particularly talented at delivering sneak attacks with thrown weapons. Any time she successfully sneak attacks with a thrown weapon she deals an extra 1d6 damage. Her melee sneak attacks are weaker than average though. Sneak attacks with melee damage are reduced by 1d6 damage.

Sniping Mastery - Halfling 10, Rogue 10 - A halfling who is hidden at least 10 feet away from her target, can make a ranged attack and attempt to remain hidden. She takes a -10 penalty to hide for 6 seconds, but is not automatically removed from hiding.

Dwarf Cleric

Smite Giants - Dwarf 1, Cleric 1 - A dwarf cleric can expend a turn attempt to make a smite attack against a giant. She adds her constitution bonus to her attack roll and deals 1 extra point of damage per cleric level.

Hammer Specialist - Dwarf 4, Cleric 4 - A dwarven cleric gains proficiency with the warhammer and deals +2 damage when wielding it in melee.

Dwarf Sorcerer

Arcane Earthbond - Dwarf 1, Sorcerer 1 - Dwarven Sorcerers draw power from an arcane bond with the earth. He gains +2 bonus to listen and spot checks as well as DR 1/adamantine.

Earth Meditation - Dwarf 9, Sorcerer 9 - A dwarven sorcerer leanrs to focus his meditations on the quiet power of the earth. He adds his constitution bonus to his charisma score when determining bonus spell points.

Warforged Fighter

Battle Hardened - Warforged 1, Fighter 1 - A warforged fighter is crafted for battle and hardened against terror. he gains a +3 bonus on saves against fear effects.

Body as a Weapon - Warforged 4, Fighter 4 - A warforged fighter gains a +2 bonus when unarmed or when using any weapon attached as a warforged component.

Warforged Paladin

Smite Construct - Warforged 1, Paladin 1 - A warfrorged paladin can use her smite evil ability against a construct as normal, regardless of the construct's alignment.

Durable Will - Warforged 3, Paladin 3 - A warforged paladin gains a bonus equal to her constitution bonus on her will saves and is immune to stunning.

Griphon
05-31-2008, 08:50 AM
K?

What about the other races?

Need more input MT :)

MysticTheurge
05-31-2008, 10:17 AM
What about the other races?

You mean Humans and Drow?

Races of Destiny says that Humans don't have Racial Substitution levels because they're "too generalized" which seems to sort of be D&D designers difficulty with humans in general. You could, I'm sure, make some up, but I didn't have a source to draw from. Any suggestions?

Drow have substitution levels in Drow of the Underdark, but I still don't have that book. Maybe someone who does can tell us what sort of stuff they've got?

Jondallar
05-31-2008, 10:50 AM
Neat concepts MT, however all we will ever see is Halfling monks and Dwarven Sorcs...


Seriously can u imagine a Dwarven Sorc with added CON score to CHA for SP. The racial synergy of CON bonus for dwarfs would make all other sorcs but drow pale in comparison. Min/Max Con 32(+2 tome) Cha 34(+3 tome) with 2 Shroud weapons and all the Dwarven Toughness Enhancements = game breaking imo

"Size Matters Not" = awesome SW reference:D

Turial
05-31-2008, 11:13 AM
Neat concepts MT, however all we will ever see is Halfling monks and Dwarven Sorcs...


Seriously can u imagine a Dwarven Sorc with added CON score to CHA for SP. The racial synergy of CON bonus for dwarfs would make all other sorcs but drow pale in comparison. Min/Max Con 32(+2 tome) Cha 34(+3 tome) with 2 Shroud weapons and all the Dwarven Toughness Enhancements = game breaking imo

"Size Matters Not" = awesome SW reference:D

Remember though that it just gives more spell points. Those same dwarfs will be slightly behind the typical drow sorc for spell DC's. The ability says to add the con bonus to your cha score so a con of 20 would take a 32 cha to 37 for purposes of sp.

Samadhi
05-31-2008, 11:18 AM
Ranged Smite Evil - Requires Elf 1, Paladin 1 - An elf paladin can deliver his smite evil attacks using a longbow or shortbow (and composite varieties of each).

.

I really think they should implement ranged smiting without even including the elf requirement. Ranged combat has enough challenges as is; and I would hardly speculate that making smites work with ranged weapons is going to cause a massive influx of pali-archers :P

Gadget2775
05-31-2008, 11:20 AM
You are one dead sexy beast MT. That being said I'm thinking the Elf save bonuses would need a small alteration from Morale to racial. Otherwise Greater Heroism would override greatly reducing the functionality of those enhancements.



Neat concepts MT, however all we will ever see is Halfling monks and Dwarven Sorcs...


Seriously can u imagine a Dwarven Sorc with added CON score to CHA for SP. The racial synergy of CON bonus for dwarfs would make all other sorcs but drow pale in comparison. Min/Max Con 32(+2 tome) Cha 34(+3 tome) with 2 Shroud weapons and all the Dwarven Toughness Enhancements = game breaking imo

"Size Matters Not" = awesome SW reference:D

Nah, would just mean more Dwarf firebugs, not a complete lack of other races. It's painful giving up 2 DC on a caster. Yes, the Con bonus would let you cast the spells extra times offsetting (to some degree) the lower DC. However, being able to cast the spell again doesn't do you any good if the failures result in being beaten to a bloody pulp by the angry horde.

VonBek
05-31-2008, 11:47 AM
Would any restriction prohibit taking more than one when multi-classed?

Griphon
05-31-2008, 02:08 PM
You mean Humans and Drow?

Races of Destiny says that Humans don't have Racial Substitution levels because they're "too generalized" which seems to sort of be D&D designers difficulty with humans in general. You could, I'm sure, make some up, but I didn't have a source to draw from. Any suggestions?

Drow have substitution levels in Drow of the Underdark, but I still don't have that book. Maybe someone who does can tell us what sort of stuff they've got?

Yes.. They've had a bad time with Humans...

'They're gneralized'. They can do anything.... blahblah. That means their 'Generic'. The -only- reason to play a human in PnP was the extra feat and the skill points... Not much of a reason compared to the other advantages, huh? I always thought it was laziness on the WotC crew. And -thankfully- they put more effort into the humans in the next edition.

Dariuss
05-31-2008, 02:45 PM
As a Dorf Sorc, obviously I'd like an SP boost.... not that I'm lacking per se, but it would help close the sp gap between us dorfs and hoomans or drows

It wouldn't help spell DCs so it wouldn't be gamebreaking, but specced correctly there she be many things making saves anyway...

dragnmoon
05-31-2008, 02:53 PM
Racial Substitution levels was always on of my most disliked optional rules in 3.5, it did not fit and made the game a Power game IMO...

Thats is for the PnP game..

For DDO I may think differently, since the power creep has gone all awack anyway :D

Like you said would work well as enhancement, and give more to the race/class thing... but all races should get something, even if it is not in the 'Rules"

Also something similar to this will be part of the "Core" rules in 4.0, so if DDO ever goes 4.0 *Most likely in the format of DDO 2* you can get this to your hearts content.. :D

Edit: Though about it... and the 4.0 Rules where Races get abilities as they level, I believe will not be linked to classes.