Karnagan2008-04-17 20:03:21
QUOTE(B_a_L_i @ Apr 17 2008, 04:29 PM) 503233
Ohhh nice Karnagan. Orclach could definitely use some love. I would say it currently fits in the dwarf/viscanti/trill/dracnari group. Cool Ur'Lord idea. Would balance out nicely.
Thanks. They're still disadvantaged hideously on mana, but not so bad that they're unplayable. Nerf some of the resists if you have to, but generally you don't want a race with such weak mana that surge literally becomes unfeasible to EVER use.
Ildaudid2008-04-17 20:05:35
Dwarf:
14 Strength
11 Dexterity
14 Constitution
12 Intelligence
9 Charisma
8 Size
Have a racial language.
level 1 Resistance to cutting damage.
level 1 Resistance to blunt damage.
level 1 Resistance to magical damage.
level 1 Resistance to cold.
level 1 Recover equilibrium slower.
level 1 Suscept to fire
(Just a basic change in stats, and ditching the whole balance problem and removing some advantages to compensate. I am sure I am being light on the needed change, but its a start)
14 Strength
11 Dexterity
14 Constitution
12 Intelligence
9 Charisma
8 Size
Have a racial language.
level 1 Resistance to cutting damage.
level 1 Resistance to blunt damage.
level 1 Resistance to magical damage.
level 1 Resistance to cold.
level 1 Recover equilibrium slower.
level 1 Suscept to fire
(Just a basic change in stats, and ditching the whole balance problem and removing some advantages to compensate. I am sure I am being light on the needed change, but its a start)
Karnagan2008-04-17 20:09:52
Keep them as strong Axelords, and it would be a pretty good deal there.
Silvanus2008-04-17 21:34:32
Master Viscanti:
Str: 11
Cha: 12
Int: 15
Dex: 9 (only -1)
Con: 14
Size: 13
Advantages:
Regenerate Health, Mana, and Ego, level 3.
Disadvantages: Heal more slowly from elixirs level 1
Brood Viscanti:
Str: 16
Cha: 10 (no - by specing)
Int: 10 (only -2)
Dex: 12
Con: 16
Size: 15
(Advantages/Disadvantages same as above).
Str: 11
Cha: 12
Int: 15
Dex: 9 (only -1)
Con: 14
Size: 13
Advantages:
Regenerate Health, Mana, and Ego, level 3.
Disadvantages: Heal more slowly from elixirs level 1
Brood Viscanti:
Str: 16
Cha: 10 (no - by specing)
Int: 10 (only -2)
Dex: 12
Con: 16
Size: 15
(Advantages/Disadvantages same as above).
Revan2008-04-17 21:48:26
Viscanti (non-specced)
STATISTICS:
Strength : 13 Dexterity : 13 Constitution: 13
Intelligence: 14 Charisma : 14 Size : 13
ADVANTAGES:
o Can breathe poison gas upon reaching level 50.
o Regenerate health and mana while in Tainted land, level 2.
o Immune from poison gas.
o Resistance to poison damage, level 2.
o Resistance to blunt damage, level 1.
o Resistance to cutting damage, level 1.
DISADVANTAGES:
o Weakness to magic damage, level 1
o Weakness to psychic damage, level 1
Master Viscanti: -3 strength, -2 dexterity, +3 intelligence and +2 charisma, +1 equilibrium bonus.
Brood Viscanti: -3 intelligence, -3 charisma, +3 strength, +2 dexterity, +2 constitution and +2 size, +1 balance bonus, -1 equlibrium bonus.
This makes Viscanti WAY more balanced and playable
Edit: here's the current Viscani for comparison:
STATISTICS:
Strength : 13 Dexterity : 10 Constitution: 14
Intelligence: 12 Charisma : 10 Size : 13
ADVANTAGES:
o Can breathe poison gas upon reaching level 50.
o Regenerate health and mana while in Tainted land, level 3.
o Immune from poison gas.
o Resistance to poison damage, level 1.
o Resistance to blunt damage, level 1.
o Resistance to cutting damage, level 1.
o Special: Upon gaining the Geomancy specialization or Nihilist
specialization, a viscanti becomes a Master Viscanti with statistics
changing by -2 strength, -2 dexterity, +3 intelligence and +2
charisma. Viscanti warriors who choose the necromancy path, upon
gaining the necromancy specialization become a Brood Viscanti with
statistics changing by -3 intelligence, -1 charisma, +3 strength,
+2 dexterity, +2 constitution and +2 size.
DISADVANTAGES:
o Heal more slowly from elixirs, level 2.
STATISTICS:
Strength : 13 Dexterity : 13 Constitution: 13
Intelligence: 14 Charisma : 14 Size : 13
ADVANTAGES:
o Can breathe poison gas upon reaching level 50.
o Regenerate health and mana while in Tainted land, level 2.
o Immune from poison gas.
o Resistance to poison damage, level 2.
o Resistance to blunt damage, level 1.
o Resistance to cutting damage, level 1.
DISADVANTAGES:
o Weakness to magic damage, level 1
o Weakness to psychic damage, level 1
Master Viscanti: -3 strength, -2 dexterity, +3 intelligence and +2 charisma, +1 equilibrium bonus.
Brood Viscanti: -3 intelligence, -3 charisma, +3 strength, +2 dexterity, +2 constitution and +2 size, +1 balance bonus, -1 equlibrium bonus.
This makes Viscanti WAY more balanced and playable
Edit: here's the current Viscani for comparison:
STATISTICS:
Strength : 13 Dexterity : 10 Constitution: 14
Intelligence: 12 Charisma : 10 Size : 13
ADVANTAGES:
o Can breathe poison gas upon reaching level 50.
o Regenerate health and mana while in Tainted land, level 3.
o Immune from poison gas.
o Resistance to poison damage, level 1.
o Resistance to blunt damage, level 1.
o Resistance to cutting damage, level 1.
o Special: Upon gaining the Geomancy specialization or Nihilist
specialization, a viscanti becomes a Master Viscanti with statistics
changing by -2 strength, -2 dexterity, +3 intelligence and +2
charisma. Viscanti warriors who choose the necromancy path, upon
gaining the necromancy specialization become a Brood Viscanti with
statistics changing by -3 intelligence, -1 charisma, +3 strength,
+2 dexterity, +2 constitution and +2 size.
DISADVANTAGES:
o Heal more slowly from elixirs, level 2.
Ildaudid2008-04-17 21:51:08
QUOTE(Karnagan @ Apr 17 2008, 04:09 PM) 503238
Keep them as strong Axelords, and it would be a pretty good deal there.
Yeah I forgot to put that part in.... having them the spec AL race with that lil chance of hitting bonus ya get as a specced warrior race thingie.
Shaddus2008-04-17 22:02:02
QUOTE(Karnagan @ Apr 17 2008, 02:57 PM) 503232
Ur'Lord Orclach
Say THAT three times fast
Unknown2008-04-17 22:21:26
QUOTE(Karnagan @ Apr 17 2008, 03:57 PM) 503232
Orclach stuff
Good idea. I like, although I think that they should receive +1 strength as well.
One thing I think would help all races is if every race had a small natural health, mana and ego regeneration that is drastically inferior to any race that has it in a natural area. IE: Viscanti have it in Tainted areas.
This would work simply, such that no matter where you are, you regenerate a portion of your health, mana and ego. If your race has a natural affinity, then they just gaine that much faster.
An idea that I have also is for the races that get a weapon friendly trait. That being Dwarves, Orclach, Krokani and Igasho.
For each race, if they take their specific weapon-specialization they get a racial specialization:
Axlord (or lady) Dwarf
Pureblade Orclach
Bonecrusher Krokani
and
Blademaster Igasho
Combined with this, they would get +2 strength and the player's choice of +1 Dexterity or +1 Constitution, and they go through their specilization 20% faster. So putting 15 lessons in Axelord for a Dwarf is the same as putting in 18 lessons, a little more bang for the buck, as well as they being more accurate with them.
I think that would get more people playing those races.
Karnagan2008-04-17 22:42:26
Actually, Fireweaver, that was deliberate. I don't want every warrior class to have 15 STR / 12 INT with minor changes, so I wanted to give a little on STR in order to gain something on INT and CHA, which cripple orclach brutally right now.
When the races are all balanced for omnitrans, and demigod as a lesser concern, people don't want to find that things like 20 STR or level 2 health regen become worthless. When that happens, they start looking to get races which cover that (low strength races with balance advantages), at the expense of traditional warrior races.
EDIT: One more thing. We have to decide what stats mean. A warrior is typically a high STR, low INT race while a mage is low STR, high INT, right? So what does that mean? Well, for the warrior, low INT means lower health granted by the Surge ability, as well as a much easier time being wracked. Low CHA means that certain Psionics users can drop you nigh instantly, not to mention screw over your chance to influence denizens in increasingly crucial revolts.
For a "mage oriented" race, low STR simply means you will be a poor warrior. Low DEX simply means your race will never be a monk. Low STR/DEX isn't half the concern to mages/guardians that low INT/CHA will be to just about everyone. If your race has INT or CHA under 10, you'd better have some mighty good stuff to compensate. And increasingly, the value of health regeneration, whether limited by environment or not, just won't cut it.
When the races are all balanced for omnitrans, and demigod as a lesser concern, people don't want to find that things like 20 STR or level 2 health regen become worthless. When that happens, they start looking to get races which cover that (low strength races with balance advantages), at the expense of traditional warrior races.
EDIT: One more thing. We have to decide what stats mean. A warrior is typically a high STR, low INT race while a mage is low STR, high INT, right? So what does that mean? Well, for the warrior, low INT means lower health granted by the Surge ability, as well as a much easier time being wracked. Low CHA means that certain Psionics users can drop you nigh instantly, not to mention screw over your chance to influence denizens in increasingly crucial revolts.
For a "mage oriented" race, low STR simply means you will be a poor warrior. Low DEX simply means your race will never be a monk. Low STR/DEX isn't half the concern to mages/guardians that low INT/CHA will be to just about everyone. If your race has INT or CHA under 10, you'd better have some mighty good stuff to compensate. And increasingly, the value of health regeneration, whether limited by environment or not, just won't cut it.
Unknown2008-04-17 23:15:51
I hope the rebalancing focuses on buffing the lesser races, not just "nerfing" the more common ones. (Like mugwump, aslaran, faeling) Personally I think Mugwump is just fine right now. Thats just me though.
The biggest complaints about races these days involve speed stun. Whether its aslaran bc's or ninjakari faelings, any race/guild combination that has access to abilities that can leave someone near perma-stunned needs a look at.
Why certain races suck? Lets put the cards out on the table and state the obvious!
Orclach:
Guardian/Wiccan bait. Crappy dexterity/low int. The current advantages dont make up for this. Why be Orclach when you can be human, krokani, taurian, igasho, loboshigaru, or even tae'dae!
Trill:
Crappy stats all around. Useless advantages.
Dwarf:
With the coded-in axelord bonus dwarves were meant to be warriors. But oddly, the stats and disadvantages dont mirror this. They have low strength and low dexterity (more strength would be ideal, since dwarves are supposed to be strong and stout little buggers - hell, a mugwump has almost as much strength as a dwarf. Does this sound right?) The level 1 disadvantage to balance/equilibrium is crippling in pvp. It would be much better if dwarfs had some sort of psychic disadvantage, or a herb balance disadvantage.
Dracnari:
Pretty stout stat-wise, they dont need any help in that department. The key here is the sip penalty. Level 2 is just too much. They dont have a speed advantage to make up for that penalty. Same goes for Viscanti.
Some random thoughts.
The biggest complaints about races these days involve speed stun. Whether its aslaran bc's or ninjakari faelings, any race/guild combination that has access to abilities that can leave someone near perma-stunned needs a look at.
Why certain races suck? Lets put the cards out on the table and state the obvious!
Orclach:
Guardian/Wiccan bait. Crappy dexterity/low int. The current advantages dont make up for this. Why be Orclach when you can be human, krokani, taurian, igasho, loboshigaru, or even tae'dae!
Trill:
Crappy stats all around. Useless advantages.
Dwarf:
With the coded-in axelord bonus dwarves were meant to be warriors. But oddly, the stats and disadvantages dont mirror this. They have low strength and low dexterity (more strength would be ideal, since dwarves are supposed to be strong and stout little buggers - hell, a mugwump has almost as much strength as a dwarf. Does this sound right?) The level 1 disadvantage to balance/equilibrium is crippling in pvp. It would be much better if dwarfs had some sort of psychic disadvantage, or a herb balance disadvantage.
Dracnari:
Pretty stout stat-wise, they dont need any help in that department. The key here is the sip penalty. Level 2 is just too much. They dont have a speed advantage to make up for that penalty. Same goes for Viscanti.
Some random thoughts.
Tekora2008-04-17 23:24:17
QUOTE(B_a_L_i @ Apr 17 2008, 03:53 PM) 503228
Kephera and Illithoid guys? They are actually viable. How about we take a look at some of the most unviable, unplayable races first eh (the ones that are just depressingly bad, combat-wise).
Trill
Strength: 12
Dexterity: 14
Constitution: 11
Intelligence: 14
Charisma: 13
Size: 10
Advantages
*Can fly.
*Lvl 1 Equilibrium bonus
*Lvl 2 Magic resistance
*Lvl 2 Health/Mana regen while flying
*Special: Upon reaching level 50, Trill have the option of either becoming a Trill Lord, with stats of -2 Intelligence, -3 Charisma, +3 Strength, +4 Consitution, +3 size. Or a Noble Trill, with statistics changing by -2 Strength, -2 Dexterity, +3 Intelligence, +2 Charisma.
Disadvantages
*Lvl 1 Susceptibility to electricity
*Lvl 3 Susceptibility to fire
Trill
Strength: 12
Dexterity: 14
Constitution: 11
Intelligence: 14
Charisma: 13
Size: 10
Advantages
*Can fly.
*Lvl 1 Equilibrium bonus
*Lvl 2 Magic resistance
*Lvl 2 Health/Mana regen while flying
*Special: Upon reaching level 50, Trill have the option of either becoming a Trill Lord, with stats of -2 Intelligence, -3 Charisma, +3 Strength, +4 Consitution, +3 size. Or a Noble Trill, with statistics changing by -2 Strength, -2 Dexterity, +3 Intelligence, +2 Charisma.
Disadvantages
*Lvl 1 Susceptibility to electricity
*Lvl 3 Susceptibility to fire
Playing as a Trill for over a year has given me a very clear idea of what they really need to become a viable race. Namely, a little more CON, a racial language, and a reason to use flight in combat.
Trill
Statistics
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 14
Charisma: 13
Size: 12 (Yes, this is an intended nerf)
Advantages
- Racial Language: Trill
- Level 2 resistance to Electric
- Level 1 Balance Bonus
- Level 1 Equilibrium Bonus
- Can FLY naturally.
- Level 2 Regeneration while flying
- Advanced Flying: At Level 50, Trill gains advanced flying techniques.
*TAKEOFF
*EVASION ON/OFF - Your grace and skill allows you to dodge hazards from the ground. (For a constant endurance and mana drain (200 each/3 sec), can evade attempts to knock you out of the air) (Geyser, Hexagram, etc)*
*SOAR - While flying, your affinity for heights allows you to soar higher than any other. (1 elevation higher than normal flying height)*
*CURRENT
Disadvantages
- Level 3 weakness to Fire
- Level 1 weakness to Cold
Everiine2008-04-17 23:45:11
QUOTE(Tekora @ Apr 17 2008, 07:24 PM) 503329
Playing as a Trill for over a year has given me a very clear idea of what they really need to become a viable race. Namely, a little more CON, a racial language, and a reason to use flight in combat.
Trill
Statistics
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 14
Charisma: 13
Size: 12 (Yes, this is an intended nerf)
Advantages
- Racial Language: Trill
- Level 2 resistance to Electric
- Level 1 Balance Bonus
- Level 1 Equilibrium Bonus
- Can FLY naturally.
- Level 2 Regeneration while flying
- Advanced Flying: At Level 50, Trill gains advanced flying techniques.
*TAKEOFF - You can get a running start to launch yourself into the air in the direction of your destination. (Like TUMBLE, only you end up in an adjacent room at air elevation)*
*EVASION ON/OFF - Your grace and skill allows you to dodge hazards from the ground. (For a constant endurance and mana drain (200 each/3 sec), can evade attempts to knock you out of the air) (Geyser, Hexagram, etc)*
*SOAR - While flying, your affinity for heights allows you to soar higher than any other. (1 elevation higher than normal flying height)*
*CURRENT - You can glide on air currents to fly with little effort. (Like SPRINTING, only in the air)*
Disadvantages
- Level 3 weakness to Fire
- Level 1 weakness to Cold
Trill
Statistics
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 14
Charisma: 13
Size: 12 (Yes, this is an intended nerf)
Advantages
- Racial Language: Trill
- Level 2 resistance to Electric
- Level 1 Balance Bonus
- Level 1 Equilibrium Bonus
- Can FLY naturally.
- Level 2 Regeneration while flying
- Advanced Flying: At Level 50, Trill gains advanced flying techniques.
*TAKEOFF
*EVASION ON/OFF - Your grace and skill allows you to dodge hazards from the ground. (For a constant endurance and mana drain (200 each/3 sec), can evade attempts to knock you out of the air) (Geyser, Hexagram, etc)*
*SOAR - While flying, your affinity for heights allows you to soar higher than any other. (1 elevation higher than normal flying height)*
*CURRENT
Disadvantages
- Level 3 weakness to Fire
- Level 1 weakness to Cold
You and I think alike! Woot Trill players. Check out Ashteru's post for some other suggestions, though we both thought of Takeoff .
Unknown2008-04-17 23:53:01
Make that three, you guys just beat me to the post
I see more of an emphasis on the agility and charisma of trill (recall what Trillillial was like), with lucidian and trill complementing each other (again referring to the god histories). Perhaps they could... even share the same language?
I see more of an emphasis on the agility and charisma of trill (recall what Trillillial was like), with lucidian and trill complementing each other (again referring to the god histories). Perhaps they could... even share the same language?
Estarra2008-04-18 00:02:32
I'm finding the trill ideas to be a little over the top, especially "advanced flying". Races aren't really supposed to come complete with their own skillsets! So-called "flavor" skills shouldn't help with combat (for the most part).
Tekora2008-04-18 00:04:45
Why not? ILLDRAIN and MINDSENSE help me in combat plenty. ILLDRAIN protects me from nasty telepaths and I always use MINDSENSE in lieu of SCAN.
Like I said, Trill need a reason to use flying in combat. That's what will make people choose to play as them. Plus, think. If people can use flying in combat, maybe they'll want to buy that neat little Brooch of the Tempest artifact!
Buffing flying is smart business!
Like I said, Trill need a reason to use flying in combat. That's what will make people choose to play as them. Plus, think. If people can use flying in combat, maybe they'll want to buy that neat little Brooch of the Tempest artifact!
Buffing flying is smart business!
Unknown2008-04-18 00:15:26
QUOTE
Trill
Statistics
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 14
Charisma: 13
Size: 12 (Yes, this is an intended nerf)
Advantages
- Racial Language: Trill
- Level 2 resistance to Electric
- Level 1 Balance Bonus
- Level 1 Equilibrium Bonus
- Can FLY naturally.
- Level 2 Regeneration while flying
- Advanced Flying: At Level 50, Trill gains advanced flying techniques.
*TAKEOFF - You can get a running start to launch yourself into the air in the direction of your destination. (Like TUMBLE, only you end up in an adjacent room at air elevation)*
*EVASION ON/OFF - Your grace and skill allows you to dodge hazards from the ground. (For a constant endurance and mana drain (200 each/3 sec), can evade attempts to knock you out of the air) (Geyser, Hexagram, etc)*
*SOAR - While flying, your affinity for heights allows you to soar higher than any other. (1 elevation higher than normal flying height)*
*CURRENT - You can glide on air currents to fly with little effort. (Like SPRINTING, only in the air)*
Disadvantages
- Level 3 weakness to Fire
- Level 1 weakness to Cold
Statistics
Strength: 10
Dexterity: 16
Constitution: 12
Intelligence: 14
Charisma: 13
Size: 12 (Yes, this is an intended nerf)
Advantages
- Racial Language: Trill
- Level 2 resistance to Electric
- Level 1 Balance Bonus
- Level 1 Equilibrium Bonus
- Can FLY naturally.
- Level 2 Regeneration while flying
- Advanced Flying: At Level 50, Trill gains advanced flying techniques.
*TAKEOFF
*EVASION ON/OFF - Your grace and skill allows you to dodge hazards from the ground. (For a constant endurance and mana drain (200 each/3 sec), can evade attempts to knock you out of the air) (Geyser, Hexagram, etc)*
*SOAR - While flying, your affinity for heights allows you to soar higher than any other. (1 elevation higher than normal flying height)*
*CURRENT
Disadvantages
- Level 3 weakness to Fire
- Level 1 weakness to Cold
I like this too! X_X
Since the independent specialization I suggested is unlikely to happen, this sounds really good... Although I would argue that Trill dont need extra con if they are going to be furrikin-esq (which has proven to be a very solid race for several reasons, the level 3 magic resistance, the quick balance/eq making up for the constitution and size...it just works) Maybe a decent level 3 resistance too, not something useless, like COLD. Magic or electricity!
Estarra2008-04-18 00:16:33
QUOTE(Tekora @ Apr 17 2008, 05:04 PM) 503355
Buffing flying is smart business!
Okay, let me just point blank say no buffing flying for what should be obvious reasons.
Xenthos2008-04-18 00:20:05
QUOTE(Kromsh @ Apr 17 2008, 08:19 PM) 503359
I'd think they wouldn't have suggested it if your reasons were obvious...
Stop infringing on my Crow!
Desitrus2008-04-18 00:39:29
Merian Lord
STATISTICS:
Strength : 15 (-1 from 16 Original)
Dexterity : 14 (Same)
Constitution: 15 (Same)
Intelligence: 13 (Same)
Charisma : 12 (+1 from 11 Original)
Size : 14 (Same)
ADVANTAGES:
o Have a racial language, merian.
o Regain equilibrium faster, level 1 if Imperial Merian; Regain balance faster, level 1 if Merian Lord. (Trade the equi for balance if Knight)
o Regenerate health and mana while in water, level 2.
o Can automatically swim and tread water without taking damage.
o Can breathe underwater.
o Can DIVE into the ocean depths (RISE to come up).
o Resist asphyxiation damage, level 0. (Removed)
o Special: Already Weighted
DISADVANTAGES:
o Are susceptible to fire, level 1. (Down one)
o Are susceptible to electricity, level 1. (Down one)
STATISTICS:
Strength : 15 (-1 from 16 Original)
Dexterity : 14 (Same)
Constitution: 15 (Same)
Intelligence: 13 (Same)
Charisma : 12 (+1 from 11 Original)
Size : 14 (Same)
ADVANTAGES:
o Have a racial language, merian.
o Regain equilibrium faster, level 1 if Imperial Merian; Regain balance faster, level 1 if Merian Lord. (Trade the equi for balance if Knight)
o Regenerate health and mana while in water, level 2.
o Can automatically swim and tread water without taking damage.
o Can breathe underwater.
o Can DIVE into the ocean depths (RISE to come up).
o Resist asphyxiation damage, level 0. (Removed)
o Special: Already Weighted
DISADVANTAGES:
o Are susceptible to fire, level 1. (Down one)
o Are susceptible to electricity, level 1. (Down one)
Revan2008-04-18 01:14:23
here'smy idea for illithoid!
ILLITHOID STATISTICS:
Strength : 13 (+2) Dexterity : 15 Constitution: 16 (+1)
Intelligence: 13 Charisma : 8 (+1) Size : 10
ADVANTAGES:
o Can psychically understand any spoken language.
o Regeneration while underground, level 2
o Have a level 3 resistance to psychic damage. (+1)
o Have a lvl 1 balance bonus. (New)
o MINDSENSE: Can sense others in the immediate area (level 50).
o Inner Worm: A unique racial ability. All illithoid contain an
inner worm. Upon reaching level 50, they may use this to drain the
psychic residue from corpses, artificially inflating their maximum
ego. They may ILLDRAIN corpses to inflate their ego, which
deteriorates to its original levels over time at a rate of 1 max
ego per minute. Their ego may be inflated 50 ego per level of the
illithoid player.
DISADVANTAGES:
o Are susceptible to magic, level 1. (-1)
o Are susceptable to cutting damage, level 1. (new)
o Have a level 1 equilibrium penalty (new)
Illithoid Monk Specs!!
Stat changes: -2 int, +1 size, +2 dex, +1 str
Illithoid monks are more accurate with nekotai/ninjakari weapons.
Thoughts?
ILLITHOID STATISTICS:
Strength : 13 (+2) Dexterity : 15 Constitution: 16 (+1)
Intelligence: 13 Charisma : 8 (+1) Size : 10
ADVANTAGES:
o Can psychically understand any spoken language.
o Regeneration while underground, level 2
o Have a level 3 resistance to psychic damage. (+1)
o Have a lvl 1 balance bonus. (New)
o MINDSENSE: Can sense others in the immediate area (level 50).
o Inner Worm: A unique racial ability. All illithoid contain an
inner worm. Upon reaching level 50, they may use this to drain the
psychic residue from corpses, artificially inflating their maximum
ego. They may ILLDRAIN corpses to inflate their ego, which
deteriorates to its original levels over time at a rate of 1 max
ego per minute. Their ego may be inflated 50 ego per level of the
illithoid player.
DISADVANTAGES:
o Are susceptible to magic, level 1. (-1)
o Are susceptable to cutting damage, level 1. (new)
o Have a level 1 equilibrium penalty (new)
Illithoid Monk Specs!!
Stat changes: -2 int, +1 size, +2 dex, +1 str
Illithoid monks are more accurate with nekotai/ninjakari weapons.
Thoughts?