Talk:Crickori (3.5e Race)

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Balance[edit]

So whats your opinion of my race? I have much more to give if anyone is interested. And not just races but Campaigns, NPC's, and maps. I will also for free make a map of a place, continent, world, or universe. Just give me some specifics (or none at all) and I should have it published on my Deviantart in a day or so.(Depending on when I get the message.) My deviantart is Swordplayer by the way. —The preceding unsigned comment was added by PhantomMilkMan (talkcontribs) 14:41, 9 April 2007 (MDT). Please sign your posts.

Cool concept, but let me help you on what I can --> the rules.
-2 Dexterity, +2 Bonus to Armor Class and a +1 Addition every 4 levels. Crickori are naturally plated with armor leading attacks to bounce off, they have limited mobility for this though.
What type of bonus to armor class? I'd suspect you meant a natural armor bonus to AC, which seems overly good. Take a look at kobolds for example. They have +3 AC from natural, size, and a +2 dex. This is offset by -4 str and -2 con. This class gets +3 AC at level 8 and just gets better from there.
A Crickori's base land speed is 20ft. Fly 10ft (poor)*A Crickori cannot fly up with it's wings.
Seems fair. I haven't seen many creatures with 20ft move that are medium size though. Maybe you should set the land speed to 30ft or reduce the size to small.
Crickori gain a +1 to armor class every 4 levels. They are considered wearing medium armor at all times. Standard armor penalties apply.(ex. Spell-failure, swim and climb skills...) Crickori can never wear Heavy armor and any armor they wear will negate their flying ability.
They physically cannot wear heavy armor? Why not? And there is no need to repeat the +1 AC/4 levels here (though I'd remove it entirely).
25% immunity to critical hits and death spells.
What does 25% immunity mean? Does it mean you take 0 damage on a critical hit 25% of the time? What about other effects from death spells? As far as balance goes -- this is VERY good. An innate chance for things to fail rivals high level spells. A better way for death spells is perhaps: +1 or +2 racial bonus to saving throws against death spells and effects (though you may want to also better define a death spell).
Darkvision 60ft.
K
Immune to sleep, electricity, and fear.
  • Immune to sleep = ok (elves)
  • Immune to electricity = too good (this is a powerful ability that can be abused -- players can only get it when they go epic. Consider a resistance to electricity if anything)
  • Immune to fear = questionable (it sort of negates certain beneficial class abilities and that isn't really all that cool)
Weak to Fire and cold.
Ouch -- big offset, but still not equal to some of the other abilities. Mini-maxers like big bonuses and big penalties rather than small bonuses and penalties.
+2 Racial bonus to Hide skill +10 Racial bonus to Jump skill.
+1 on attack rolls against animals and vermin. Crickori often fight these creatures and know their anatomy well.
Automatic Languages: Crick and Cricket. Bonus Languages: Common, Undercommon, Sylvan, and Terran.
Favored class: Druid.
Sure :-)
Hope this gives you some more to refine with. Also make sure to hit the signature button at the top. That way we know who said the message :-). --Aarnott 15:26, 10 April 2007 (MDT)
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