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Old 09-06-2007, 05:16 AM
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Help With Spiderfolk Race

I am interested in creating a new race for my homebrew setting. I want them to be based on spiders. However I have never created a race for 3e or 3.5 e, so I could use some help in this. There is only one unchangable rule: I need them to be LA 0, so that I can use them as a base race.

I've been thinking about racial traits, and here are some ideas I have come up with, but as I said these are only ideas. Nothing is written in stone yet.

Spider Climb as spell (possibly either constant or limited uses per day)
Paralytic poison bite
4 arms (2nd set half strength)
Possible visual bonuses because of multiple eyes (bonuses spotting secret doors like elves or spotting illusions like gnomes)
Web as spell (limited uses per day)

I'd love to hear your thoughts/ideas on this.
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Old 09-06-2007, 05:34 AM
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Interesting idea...

For stats, perhaps giving the race penalty to charisma? Also, I would suggest limiting the Spider Climb to "per day", as that would make the race less "overpowered".

Most important in my opinion is when creating new race is to try to keep it rather balanced. So, if you have bonuses, definately there should be penalties to overcome the bonuses.

I'll throw more ideas later...
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Old 09-06-2007, 11:59 AM
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Thanks for the suggestions. In my homebrew world, the world is shattered into sky islands called shards. The only way to get from shard to shard is via air ships called windriggers. My thought was that spiderfolk would make excellent windsailors with their natural climbing ability, and an extra set of hands would help them in working the rigging. I would love to use an official race, but right now I have limited resources as far as sourcebooks, and limited funds for buying them. So unless it's in one of the few books I already have, or can be found on the internet, I have to homebrew it.
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Old 09-06-2007, 03:29 PM
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At the bare minimum of your options, the LA will still be at least +1

My suggestions-
Immunity or Resistance to adhesive based spells or effects (Web, Tanglefoot Bags, etc), Resistance would probably be better, like a +4 to saves against these effects and no hindered speed when still in the radius.

4 arms wouldn't work at all, the Thri-Kreen's main feature is the four arm capabilities and they have a starting level of five (2 racial hit dice, 2 LA).

Multiple eyes could be something like a reduced flanking bonus for those flanking you, but vulnerability to gaze spells. More eyes = more of a chance to stare into a gaze.

Parlytic poison bite, easy enough to do and a balanced enough idea in its own right. Just a DC 10 + constitution modifier, nothing more.
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