SnowleopardVK
First Post
Well now that I've made decent progress into creating the setting, backstory, and relationships of the races in the world of Gamislore that a friend and I have been cooking up, it's time to specifically look at our two homebrewed races, automatons and lycans. Now at the moment my friend is still working on the lycans (they're more complicated due to having three forms to shift between) so I'm going to start with the race I was in charge of. The automatons are living-suit-of-armour men, and because Gamislore is a very water-filled world, I designed them with the intention of creating a race that is not inconvenienced by water, and also not inconvenienced by being out of water.
I've never homebrewed a race before though, so I'm hoping others could tell me where the automatons might be in need of adjustment balance-wise, and maybe give me some tips on how to do that. (And once I get my friend's finished results with the lycans I plan to ask the same about that race. Automatons for now though.)
Racial Traits:
+2 Str, +2 Int, -2 Dex
Medium sized
Base speed 30ft
Natural Armour +1
Breathless: Automatons do not breathe so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
Fearless: Automatons receive a +2 racial bonus on all saving throws against fear.
Sleepless: Automatons are immune to the effects of magic sleep, and may stay awake constantly without penalty if they choose to. An automaton is still capable of going dormant in the same way other races would sleep however, and automaton spellcasters must go dormant as if they were sleeping to regain spells. Dormant automatons follow the same rules any other races would follow for sleeping, including regaining health, as they unconsciously repair themselves while dormant.
Heavy: Automatons are too heavy to swim, and cannot put skill ranks into swim. They will always sink to the bottom of any liquid they are in, and act as though they are still on dry land even underwater. (This does not mean that automatons ignore any bonuses given to other creatures as a result of being underwater.
Stability: Automatons receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Languages: Automatons begin play speaking Common. They are incapable of learning any other languages and may not put skill ranks into linguistics.
Age: Automatons do not age in the same way as other races, because automatons are considered to be adults the moment they are built. By about 200 years old an automaton has reached a state of use similar to middle age, and an automaton is considered old at around 500 years of age. The maximum age of all automatons, assuming they aren`t destroyed before reaching it, is 700 years. An automaton that reaches 700 years shuts down permanently, resisting all attempts to reactivate it and becoming, essentially, a hollow suit of very old armor.
Height and Weight: Automatons generally stand anywhere from 6 to 7-and-a-half feet tall, occasionally reaching heights as great as 8 feet. They can weigh anywhere from 400 to 800 pounds depending on their size and the amount and types of metal that their bodies are composed of.
I've never homebrewed a race before though, so I'm hoping others could tell me where the automatons might be in need of adjustment balance-wise, and maybe give me some tips on how to do that. (And once I get my friend's finished results with the lycans I plan to ask the same about that race. Automatons for now though.)
Racial Traits:
+2 Str, +2 Int, -2 Dex
Medium sized
Base speed 30ft
Natural Armour +1
Breathless: Automatons do not breathe so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
Fearless: Automatons receive a +2 racial bonus on all saving throws against fear.
Sleepless: Automatons are immune to the effects of magic sleep, and may stay awake constantly without penalty if they choose to. An automaton is still capable of going dormant in the same way other races would sleep however, and automaton spellcasters must go dormant as if they were sleeping to regain spells. Dormant automatons follow the same rules any other races would follow for sleeping, including regaining health, as they unconsciously repair themselves while dormant.
Heavy: Automatons are too heavy to swim, and cannot put skill ranks into swim. They will always sink to the bottom of any liquid they are in, and act as though they are still on dry land even underwater. (This does not mean that automatons ignore any bonuses given to other creatures as a result of being underwater.
Stability: Automatons receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Languages: Automatons begin play speaking Common. They are incapable of learning any other languages and may not put skill ranks into linguistics.
Age: Automatons do not age in the same way as other races, because automatons are considered to be adults the moment they are built. By about 200 years old an automaton has reached a state of use similar to middle age, and an automaton is considered old at around 500 years of age. The maximum age of all automatons, assuming they aren`t destroyed before reaching it, is 700 years. An automaton that reaches 700 years shuts down permanently, resisting all attempts to reactivate it and becoming, essentially, a hollow suit of very old armor.
Height and Weight: Automatons generally stand anywhere from 6 to 7-and-a-half feet tall, occasionally reaching heights as great as 8 feet. They can weigh anywhere from 400 to 800 pounds depending on their size and the amount and types of metal that their bodies are composed of.