Post by Talathel Norovir on May 14, 2013 4:18:32 GMT -5
An Introduction___________________________________________
So, I feel like the Ifrit, Oread, Sylph, and Undine are underpowered races. Or perhaps, not underpowered necessarily, but lacking in interesting, flavorful abilities. As it stands now, they come in at an average of 6 rp each, and get energy resistance, one spell-like ability (of dubious utility in the case of the Oread and Sylph), and an edge with certain elemental class features. Undines get a swim speed, putting them up to 7 RP, but that’s only very rarely useful; Oreads actually have a 20 ft land speed, dropping them down to 5 RP, and on top of that, do not have a dwarf-style “slow and steady” ability, so in medium or heavy armor, they drop to 15 ft (Though, in the race builder section, it says that a medium creature with the Slow (20 ft) speed is never reduced by weight or armor, so it could be meant to be implied. In the Dwarf entry, however, it’s actually spelled out). By contrast, the other two Planetouched races, Aasimar and Tiefling, have better resistances, skill bonuses, more powerful SLAs, ext. They just make a more interesting character, all around. They also come in at 15 and 13 RP respectively. So I wanted to add to the elemental Planetouched a bit, to both bring them more in line with the power level of the others, and to make them feel a bit more unique and diverse from one another. The result leaves them each at 12 RP, and I like to think makes each one feel a bit less like pouring the appropriate element into a mold and having done. I hope they’re more or less in balance; based on the Race Points system, they should be. I know they are now good at different things, instead of all good at the same types of things; Ifrits are more offensive, Oreads are more defensive, Sylphs and Undines tend more toward utility. But I feel that this is natural, and right, based on the elements involved, so I haven’t really tried to “fix” it. Below I’m presenting the total stats, not just the changes I’m making (I can do that, because of OGL :-P), so here is my proposal for how the Ifrit, Oread, Sylph, and Undine should be.
Ifrit______________________________________________________
Standard Racial Traits
Ability Scores: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Type: Ifrits are outsiders with the native subtype.
Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Ifrits have a base speed of 30 feet.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Energy Resistance: Ifrits have fire resistance 5.
Fiery Assault: Once per day as a swift action, an Ifrit can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The Ifrit may end the effects of its elemental assault early as a free action.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Pyromaniac: Ifrits are treated as +1 level higher when casting spells with the fire descriptor, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Ifrit early access to level-based powers; it only affects powers that they could already use without this trait. If an Ifrit has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the Ifrit's character level.
Spell-Like Ability (Sp): Ifrits can use flare burst 1/day as a spell-like ability (caster level equals the ifrit's level).
Quick Reactions: Ifrits receive Improved Initiative as a bonus feat.
Oreads__________________________________________________
Standard Racial Traits
Ability Scores: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
Type: Oreads are outsiders with the native subtype.
Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Oreads have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon. See the Linguistics skill page for more information about these languages.
Darkvision: Oreads can see perfectly in the dark up to 60 feet.
Earth 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 use their domain powers and spells at +1 caster level.
Energy Resistance: Oreads have acid resistance 5.
Natural Armor: Oreads have a +2 Natural Armor bonus to AC.
Natural Attack: Oreads have a natural slam attack that deals 1d6 points of damage. This is a primary natural attack.
Stability: Oreads receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Spell-Like Ability: Oread can use expeditious excavation 1/day (caster level equals the oread's total level).
Stoneseer: Oreads add +1 to the caster level of any spells with the earth descriptor they cast. Members of this race also gain the following spell-like abilities: constant—nondetection; 1/day—magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the user's character level.
Sylph___________________________________________________
Standard Racial Traits
Ability Scores: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Breathless: Sylphs do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation.
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Energy Resistance: Sylphs have electricity resistance 5.
Light as a Feather: Sylphs take no damage from falling (as if subject to a constant nonmagical feather fall spell). Further, while in midair, they can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A Sylph cannot gain height with this ability; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes it to rise, it can take advantage of the updraft to increase the distance it can glide. This ability does not affect the Sylph’s actual weight.
Spell-Like Ability: Sylphs can use air bubble 1/day (caster level equals the sylph's total level).
Undine__________________________________________________
Standard Racial Traits
Ability Scores: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Type: Undines are outsiders with the native subtype.
Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Amphibious: Undines are amphibious and can breathe both air and water.
Energy Resistance: Undines have cold resistance 5.
Hydrated Vitality: Undines gain fast healing 2 for 1 round anytime they submerge completely within a body of natural saltwater, freshwater, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine's level).
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Water Sense: Undines can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
An accounting of changes made:
Ifrit: Added Elemental Assault (fire) (1 rp), Pyromaniac (3 rp) and Quick Reactions (2 rp), and changed the spell-like ability from burning hands to flare burst. (I don’t know why, but I feel like racial SLAs shouldn’t deal damage, and flare burst fits in with the rest of the race just fine). Also removed the Fire Domain from the list of things improved by the Pyromaniac ability, as I didn't want it to stack with Fire Affinity and I felt the ability could withstand a small bit of toning down without losing its potency.
Oread: Added Improved Natural Armor (3 rp), Natural Attack (slam) (1 rp), Stability (1 rp) and Stoneseer (2 rp), changed the spell like ability from magic stone to expeditious excavation (mostly because I find it to me more utilitarian, and also more flavorful than “bam, now this stone hurts more if I throw it or something...” plus magic stone already comes as part of Stoneseer, so...), and added the (presumably previously implied) line in the speed entry about not being slowed by armor or encumbrance.
Sylph: Added Breathless (3 rp1) and Gliding Wings (reflavored/renamed to Light as a Feather) (3 rp), and changed spell-like ability from feather fall to air bubble (once again, mostly because I find it to be a bit more interesting/useful).
Undine: Added Amphibious (2 rp), Hydraulic Vitality (2 rp) and Water Sense (1 rp). I left their spell-like ability hydraulic push alone, because I think it’s both useful and flavorful, and I try not to fix what isn't broken (most of the time... :-P).
1 an ad-hoc cost, as this ability is not in the ARG, but I figured if Amphibious is worth 2 rp, not breathing at all works at 3 rp. If you disagree, please let me know
So, I feel like the Ifrit, Oread, Sylph, and Undine are underpowered races. Or perhaps, not underpowered necessarily, but lacking in interesting, flavorful abilities. As it stands now, they come in at an average of 6 rp each, and get energy resistance, one spell-like ability (of dubious utility in the case of the Oread and Sylph), and an edge with certain elemental class features. Undines get a swim speed, putting them up to 7 RP, but that’s only very rarely useful; Oreads actually have a 20 ft land speed, dropping them down to 5 RP, and on top of that, do not have a dwarf-style “slow and steady” ability, so in medium or heavy armor, they drop to 15 ft (Though, in the race builder section, it says that a medium creature with the Slow (20 ft) speed is never reduced by weight or armor, so it could be meant to be implied. In the Dwarf entry, however, it’s actually spelled out). By contrast, the other two Planetouched races, Aasimar and Tiefling, have better resistances, skill bonuses, more powerful SLAs, ext. They just make a more interesting character, all around. They also come in at 15 and 13 RP respectively. So I wanted to add to the elemental Planetouched a bit, to both bring them more in line with the power level of the others, and to make them feel a bit more unique and diverse from one another. The result leaves them each at 12 RP, and I like to think makes each one feel a bit less like pouring the appropriate element into a mold and having done. I hope they’re more or less in balance; based on the Race Points system, they should be. I know they are now good at different things, instead of all good at the same types of things; Ifrits are more offensive, Oreads are more defensive, Sylphs and Undines tend more toward utility. But I feel that this is natural, and right, based on the elements involved, so I haven’t really tried to “fix” it. Below I’m presenting the total stats, not just the changes I’m making (I can do that, because of OGL :-P), so here is my proposal for how the Ifrit, Oread, Sylph, and Undine should be.
Ifrit______________________________________________________
Standard Racial Traits
Ability Scores: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Type: Ifrits are outsiders with the native subtype.
Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Ifrits have a base speed of 30 feet.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Energy Resistance: Ifrits have fire resistance 5.
Fiery Assault: Once per day as a swift action, an Ifrit can call on the elemental power lurking in its veins to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The Ifrit may end the effects of its elemental assault early as a free action.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Pyromaniac: Ifrits are treated as +1 level higher when casting spells with the fire descriptor, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Ifrit early access to level-based powers; it only affects powers that they could already use without this trait. If an Ifrit has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the Ifrit's character level.
Spell-Like Ability (Sp): Ifrits can use flare burst 1/day as a spell-like ability (caster level equals the ifrit's level).
Quick Reactions: Ifrits receive Improved Initiative as a bonus feat.
Oreads__________________________________________________
Standard Racial Traits
Ability Scores: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
Type: Oreads are outsiders with the native subtype.
Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Oreads have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon. See the Linguistics skill page for more information about these languages.
Darkvision: Oreads can see perfectly in the dark up to 60 feet.
Earth 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 use their domain powers and spells at +1 caster level.
Energy Resistance: Oreads have acid resistance 5.
Natural Armor: Oreads have a +2 Natural Armor bonus to AC.
Natural Attack: Oreads have a natural slam attack that deals 1d6 points of damage. This is a primary natural attack.
Stability: Oreads receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Spell-Like Ability: Oread can use expeditious excavation 1/day (caster level equals the oread's total level).
Stoneseer: Oreads add +1 to the caster level of any spells with the earth descriptor they cast. Members of this race also gain the following spell-like abilities: constant—nondetection; 1/day—magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the user's character level.
Sylph___________________________________________________
Standard Racial Traits
Ability Scores: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Breathless: Sylphs do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation.
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Energy Resistance: Sylphs have electricity resistance 5.
Light as a Feather: Sylphs take no damage from falling (as if subject to a constant nonmagical feather fall spell). Further, while in midair, they can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A Sylph cannot gain height with this ability; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes it to rise, it can take advantage of the updraft to increase the distance it can glide. This ability does not affect the Sylph’s actual weight.
Spell-Like Ability: Sylphs can use air bubble 1/day (caster level equals the sylph's total level).
Undine__________________________________________________
Standard Racial Traits
Ability Scores: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Type: Undines are outsiders with the native subtype.
Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Amphibious: Undines are amphibious and can breathe both air and water.
Energy Resistance: Undines have cold resistance 5.
Hydrated Vitality: Undines gain fast healing 2 for 1 round anytime they submerge completely within a body of natural saltwater, freshwater, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine's level).
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Water Sense: Undines can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
An accounting of changes made:
Ifrit: Added Elemental Assault (fire) (1 rp), Pyromaniac (3 rp) and Quick Reactions (2 rp), and changed the spell-like ability from burning hands to flare burst. (I don’t know why, but I feel like racial SLAs shouldn’t deal damage, and flare burst fits in with the rest of the race just fine). Also removed the Fire Domain from the list of things improved by the Pyromaniac ability, as I didn't want it to stack with Fire Affinity and I felt the ability could withstand a small bit of toning down without losing its potency.
Oread: Added Improved Natural Armor (3 rp), Natural Attack (slam) (1 rp), Stability (1 rp) and Stoneseer (2 rp), changed the spell like ability from magic stone to expeditious excavation (mostly because I find it to me more utilitarian, and also more flavorful than “bam, now this stone hurts more if I throw it or something...” plus magic stone already comes as part of Stoneseer, so...), and added the (presumably previously implied) line in the speed entry about not being slowed by armor or encumbrance.
Sylph: Added Breathless (3 rp1) and Gliding Wings (reflavored/renamed to Light as a Feather) (3 rp), and changed spell-like ability from feather fall to air bubble (once again, mostly because I find it to be a bit more interesting/useful).
Undine: Added Amphibious (2 rp), Hydraulic Vitality (2 rp) and Water Sense (1 rp). I left their spell-like ability hydraulic push alone, because I think it’s both useful and flavorful, and I try not to fix what isn't broken (most of the time... :-P).
1 an ad-hoc cost, as this ability is not in the ARG, but I figured if Amphibious is worth 2 rp, not breathing at all works at 3 rp. If you disagree, please let me know