Hello all,
Over time I've made numerous changes to the listed archetypes,
making them more comparative, more logical, more realistic, and in a
few cases, more playable. Of course, all this is merely the view of
myself and my players...
I guess most of us have done this to a greater or lesser extent, but
here is the first installment of my changes.
Who knows. You may think of changes I've should have made/missed
or vice versa. The changes are extensive so if you're the kind of
rules lawyer who runs around screaming 'NOT CHANGE! NOT CHANGE!'
while clutching your rulebook, read no further.
If you disagree with a change for any reason other than 'just
because', or 'cos you've weakened me favourite race', don't bother to
write. If you agree, need extra clarification, agree to a point
but implemented a different change, or thought of changes I haven't
made, let's discuss.
All changes are based on the 3rd Ed.
- Firstly, all characters with a mount receive Ride at no extra cost, as do all characters with Mounted Combat.
Cymrilian Magician
Allow choice of two fields of magick instead of enchantment plus one
choice. I don't think all Cymrilian Magicians would desire to study
Enchantment.
Lower CON to -1 (they tend to be very studious, spending most of
their time in study. As a result they receive little exercise).
Increase DEX to 0. Why should they be less than average coordination?
They do perform the intricate gestures needed to cast some spells.
Cymrilian Rogue Magician
Increase CHA to 0. I don't think they would necessarily be unlikeable
or foul sorts, given that many rogues have to rely on a certain amount of
persuasion.
Change Sec.Cbt to Rudimentary Cbt. They rely on guile, magic, and
stealth rather than force of arms. They certainly wouldn't be as
highly trained or effective as a Warrior-Mage.
Cymrilian Warrior Mage
Lower SPD to 0, but increase DEX to +1.
Their training heavily favours the slightly more agile and
coordinated individual, as they rely upon dexterity above speed.
Change their Arcane Longsword to Longsword +1.
Gnomekin Crystalomancer
Lower initial HP to 8.
Their high tolerance should be due to their greater CON.
Base HP is based primarily upon size and mass, with Gnomekin being
short and light. Even with this reduction they still end up with more
HP than humans twice their size and weight, (14 HP, compared to the
humanoid average of 12). They certainly shouldn't have the same base
HP as a Thrall, let alone more!
Gnomekin Warrior
Lower initial HP to 10. See reasons above.
Kasmir (all)
Lower CHA to -1. They are suspicious, sour and ugly indiviuals who
rely on their cunning, rather than charm for dealing.
Muse Telempath
A SPD on the ground of -4 seems excessive for these lithe creatures.
I increased their SPD to -2 on the ground (slow, but not tortoise
like). However, they are stongly averse to toil so I suggest lowering
their CON to -1 (they are frail and easily exhausted).
Sindaran Collector
I removed Secondary Combat. They are scholars not warriors, perhaps
even looking down on such martial pursuits. At the most I wouldn't
give them more than Rudimentary Combat. This also balances this
career slightly and makes them more playable.
Investigator Option - this seemed very weak compared to the other
options so I think Rudimentary Combat and a choice of 2 Thieving
talents should be added.
Tanasian Wizard
Lower CHA to -1. They are often haughty, arrogant and condescending.
Araq Warrior Lower CHA to -3. They are murderous, sadistic and cruel, having little time, desire or experience of the niceties of communication.
Callidian Crytomancer
Lower CON to 0. They're studious types who spend all their time
reading etc. Hardly conducive to physical fitness.
lower initial HP to 12. They are tall and slender. Why should they
have more HP than Cyrmrilians or Sindarans?
Danalek Hunter
Lower CHA to -2. They are grim, cruel, suspicious, xenophobic,
untrusting, and have little sense of humour. They certainly shouldn't
have a positive score!
Ferran Thief
Increase initial HP to 8. Although small and slight, they are tough,
living in a harsh climate. They certainly shouldn't have less HP than
a Greenman or Darkling!
Hadjin Aristocrat
Lower STR and CON to -1. They shun all hard physical work, suing
slaves, and are therefore probably physically unconditioned.
Increase INT to +1. They receive extensive tutoring from an early
age.
Kharakhan Warrior
Their CHA should be -3, not +3. A misprint, as they are gruff and
quiet.
Increase initial HP to 22. They are 10'-15' tall and 1000lbs +
remember! 18 was barely more than a Thrall of 6'8" and 300lbs!
This gives them a starting total of 31HP compared to the Thralls of
20 HP. Reasonable considering they are 4 times the weight and twice
the height! They are giants after all!
Change SPD to -4 generally, but only -1 for walking/running etc. They
may be slow, but imagine their strides!
Monad Servitor
Lower initial HP to 18. They are larger than a Thrall, but they don't
even begin to approach the size and mass of a Kharakhan Giant!
Marukan Talismancer
Lower CON to -1. They tend to unhealthy as a result of lead
poisoning. Increase INT to +1 as they follow arcane ways and study.
Rahastran Cartomancer
Lower CHA to -1 as they are moody, introspective loners.
Increase CON to +1 as they perform extensive travels through harsh
areas and terrain.
Xambrian Wizard Hunter
Increase CON to +1, as they travel tirelessly and extensively, wether
to and from Omen, or in pursuit of quarry. They are the kind that
know no rest...
increase CHA to -2. Although regarded with suspicion, and driven,
moody and grim types, they certainly aren't as uncharismatic as
an Imrian or Na-Ku!
Za Raider
Lower CHA to -2. Extensive persuasion and other such concepts are
regarded as weak. They are also nasty, ugly, curt pieces of work
who would sooner stab you than look at you. Put it this way: do you
really think they'd be as persuasive, without resorting to a threat
or torture, as the average person? Didn't think so...
Increase PER to +1. Their lifestyle demands alertness form the onset,
especially in such a harsh, dangerous and unforgiving land.
Aamanian Inquisitor
Increase INT to +1. Their work does require a keen mind, especially when they engage in
such acts as espionage, subtly steering and extracting information.
Reduce STR to 0. They don't need to be strong to inflict maximum pain
or fear.
Aamanian Witch Hunter
Increase PER to +2. They have to be very alert to track their quarry.
Add Rudimentary Combat. Magic isn't always the answer, and they
should know basic defense if all else fails.
Aamanian Warrior-Priest
Increase STR to +3. They must train in their heavy armour in order to
offset it's encumbrance.
Arimite Knife-Fighter
Reduce CHA to -1. They are a dour, moody and grim race.
Arimite Revenant
Reduce CHA to -1. see Knife-fighter above.
Increase DEX to +3. Their work requires they be at least as agile and
coordinated as a knife-fighter.
Reduce CON to +1. They aren't toe-to-toe warriors, and don't need
to be as hardy as a knife-fighter.
Dhuna Witch/Warlock
Reduce SPD to 0. Why should they be swift runners?
Increase PER to +1. You need to be alert to survive in the dangerous
Werewood.
Reduce base HP to 12. They are human spell-casters who don't endure
great hardship.
Drukh Hillman
Reduce CHA to -2. A cruel, nasty, despicable and violent folk.
Drukh Shamen
Reduce CHA (see above).
Add Torture skill. It seems ludicrous that they lack the skill others
see vital to worship.
Gnorl Rhabdomancer
Reduce CHA to -1.Crabby, foul tempered, demanding and ugly.
Reduce SPD to -1.Short with squat physique and short legs.
Sarista Gypsy
Change secondary Combat to Rudimentary Combat. they are rogues, not
warriors, with guards and hunters to defend their caravans. They
would rely on cunning, stealth, and a glib tongue.
(I'm unsure about this change. It seems logical but more feedback
needed. All of my players are undecided as well.)
Zandir Swordsmage (Certament)
Reduce SPD to +1. They wouldn't be noticably faster than a Swordsman.
Remove Mounted Combat. They are duellists, and the archetype doesn't
even possess a mount anyway!
Chana Witch
Reduce CHA to -2. While more charismatic than the warriors they
ceratinly don't warrant anything higher.
Harakin Warrior
Reduce CHA to -1. Grim survivalists without the time for niceties.
Kang Tracker
Reduce CHA to -1. Aggressive, foul tempered and very arrogant.
Increase WIL to +1. They are exceedingly tenacious and stubborn.
Add Strider Mount to Equipment.
Kang Warrior
Reduce CHA to -1. See above.
Make certain the requirements for Elite Dragon Troops are included.
Change steed to Strider.
Kang Warrior-Priest
Increase Secondary Combat to Primary. they worship through battle
prowess and war. They probably spend even more time training than the
typical warrior.
Reduce CHA to -1. See above.
Mondre Khan Warrior
Increase PER to +1. They are constantly alert from an early age,
watching their environment for dangers such as Kang patrols.
Nagra (all)
Reduce CHA to -2. They are aggressive, eerie, distracted and sullen.
Djaffir Merchant/Bandit
Reduce INT to +2. They certainly wouldn't be more intelligent than
their wizards, or the Kasmir!
Djaffir Wizard
Increase INT to +3. They should be that little bit more cerebral than
the bandits and merchants.
Reduce CHA to 0. Why should they have higher?
Reduce DEX to +1. They may have good manual dexterity but they aren't
physical.
Dracartan Thaumaturge
Reduce PER to 0. Why are they so observant and alert?
Increase INT to +3. They need it for their work.
Rajan Assassin
Increase PER to +2. They need to be ever vigilant for tracking,
stalking, enemy guards, and bodyguard duty.
Reduce CHA to -2. Mindless, nasty fanatics.
Rajan Desert Warrior
Increase STR to +2. They wear heavy armour and should be stronger
than an assassin.
Rajan Necromancer-Priest
Reduce CHA to -1.
Increase INT to +3.
Shadinn Executioner
Reduce CHA to -2.
Increase initial HP to 16 (they're 7' 375lbs of muscle).
Vird Infantry
Increase CON to +1. They live a harsh life.
Reduce INT to -2. Why should they be more intelligent than Shadinn or
Rajan warriors?
Yitek Tomb-Robber
Increase CHA to -2.They may be morbid, but -3 is excessive.
Mirin Alchemist
Reduce CON to +1. Higher than Priests but lower than Tundra Scouts.
Increase STR and SPD to 0. Why should they have below average, or lower than
the Priesthood?
Mirin Priest
Increase WIL to +2. Their will also represents their faith.
Rasmirin Anarchist
Increase WIL to +1. Their faith in the entities they serve, and the
will to deal with such.
Beastman
Increase CON to +2. They live brutal lives in a harsh environment
where only the tough survive.
Increase DEX to 0. Why would they have lower?
Darkling Warrior
Increase INT to -1. They may not be capable theorists but they are
very cunning, sly and conniving.
Increase CHA to -2. Quite why they would be so much lower than just
about any other race is beyond me.
Increase DEX to +1. They strike me as small, slightly agile,
creatures, used to ducking and diving, spying and thieving.
Increase SPD to 0. They are larger than Gnomekin and Greenmen.
Sauran Dragon Priestess
Reduce CHA to -1. Although aggressive, warlike and direct they are
the spiritual leaders of their species.
Reduce SPD to -2. Why should they be any swifter on their feet than
the more physical warriors of their race?
Sauran Dragon Rider
Reduce CHA to -2. They are aggressive, warlike and direct.
Stryx Necromancer
Reduce CHA to -4. These morbid carrion eaters are more reviled than
just about any other Talislantan race, reeking of decaying flesh.
Even more than the warriors, they emdoby the very ideals other races
find the most repugnant.
Stryx Warrior
Increase DEX to 0. Why should they have a lower DEX than their
priests?
Reduce CHA to -3. See above.
Ur Shaman
Reduce CHA to -2. They are cruel, brutish, and crude with the manners
of swine.
Increase INT to 0. As the magicians and spiritual leaders of their
people they should have at least average Intelligence and cunning.
Reduce SPD to -2. Why should they be faster than the warriors?
Reduce WIL to +2. I agree that they would be stronger willed than the
warlords but not by a margin of 4!
Ur Warlord
Reduce CHA to -2. See above
Ahazu Warrior
Reduce CHA to -2. A strange, moody and savage race.
Batrean Concubine
Increase DEX to +1. They are supposedly graceful, elegant.
Batrean Warrior
Reduce CHA to -3. They are boorish, ugly, crude, slovenly and
brutish.
Farad Wizard
Increase WIL to +2. They would need to be just as tenacious and
stubborn as the merchants.
Reduce CHA to 0. Why should they be more charismatic than the
merchants?
Jhangaran (all)
Reduce CHA to -2. They are gruff, sullen and boorish.
Mogroth Amber Trader
Reduce initial HP to 18. They are comparative to a Monad.
note - Monad has been modified.
Mud People Shaman
Reduce CHA to -2. Belligerent, aggressive and crude. They are
slightly better than their warriors because they are the spiritual
leaders.
Mud People Swamp Warrior
Reduce CHA to -3. See above.
Mangar Corsair
Reduce HP to 12. They are still only human.
Phantasian Astromancer
Increase WIL to -1. They aren't quite as weak-willed or hedonistic as
the Thaecians.
Thaecian Enchanter
Reduce CON to -2 and STR to -1. They are devout hedonists who shun
all hard work and exercise.
Thiasian Performer
Reduce STR to 0. Their strength should vary greatly depending on
their performing focus.