[Pathfinder] Oakling Monk Level Adjustment
r/rpg, someone in a campaign of mine wants to play a 3rd party race called an Oakling http://www.d20pfsrd.com/races/3rd-party-races/alluria-publishing/oakling . It is way more powerful than standard races so I was wondering how you guys would handle this. I don't want to squash her character concept but I also dont want her being way more powerful than the rest of the party. I was thinking a 1 or 2 level adjustment or modifying the racial abilities to be in line with other standard races. What do you guys think? Oh and she wants to play a monk, which conjures images in my head of treantmonklvl20 :O which just screams min maxing to me (not that im opposed to effective PC's)
oh and sorry for my grammar
Posted Oct 22, 2011, 2:12 PM UTC
Download the advanced monsters module from the Pazio website, recreate the idea using the scheme, as an example you could do this:
They seem to want to be a plant so first lets give them the plant subtype, break the rules a little and spend 8 of 10 racial points to achieve this. Being medium spends 0 points this leaves us 2 points to achieve anything else we like so.
To save some point lets go ahead and go with a Greater paragon modifier. Their from a race of wise plant people, thoughtful and long term thinking, but their not too smart and their limbs are stiff given them: -2 dex, -2 int, +4 wisdom, that also gives us another 1 RP to use.
Lets make the race xenophobic in its language selection: Their normally isolated and are just now appearing amid the general population, this costs us 0 points and she would just need an intelligence score of 12 or some skill points in linguistics to speak to the party.
We will also add a fire vulnerability giving us another +2 points
Racial abilities:
Lets give this race Stability for 1 point (+4 racial bonus to this CBM score to resist bull rush or trip attempts on the ground)
Camouflage for 1 point: Racial +4 stealth in marshes or forested areas.
Silent Hunter 2 RP: Members of this race reduce the penalty for using Stealth while moving by –5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this ability).
Improved natural armor 1 RP: +1 to natural armor
So what you get is:
Hedgeling
Type: Plant
Base stats: -2 dex, +4 wisdom, -2 intelligence
Languages: Hedgeling
Racial traits:
Fire vulnerability: Hedgelings take double damage from fire or full damage if they make their savings throw
Stability: Rooted hard into the ground when they want to Hedgelings receive a +4 racital bonus to resist bull rush or trip attempts while standing on earth.
Camouflage: Hedgelings blend into swamp and forest areas almost perfectly and receive a +4 bonus to stealth checks while in such terrain.
Silent hunter: Hedgelings move with barely a sound and only take a -5 penalty to stealth while moving (-20 while running)
Bark armor: Hedgelings are covered in a thin but tough layer of bark giving them +1 to their natural armor.
Hows that?
That sounds like a lot of fun! Nice work.
Oh well thank you and happy cake day
Why, thank you, yourself!
I'm having trouble tracking this down. Can you provide a link?
Here you go...http://paizo.com/store/downloads/v5748btpy8osf&source=search
NOW GIVE ME MORE KARMA! IT FEEDS ME!
Sorry for the late reply, left town for a few days. This is amazing, thank you very much.