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Topic: D&D Campaign... Test to Destruction. (MUNCHKIN DUEL!)
Drakkenmaw
Crunchy, tastes good with ketchup
posted 01-30-2003 06:28:33 PM
Alright, here's the general set-up. As some of you may know, I am making a D&D campaign to run on the boards. One part of this involves the creation of a bunch of new races, to add a sense of bustling liveliness to the land.

Below are their current racial traits. Consider this version 1.32 (as they've already been through some revision [including just within the time they've been posted in here {multiple times now - I feel like Microsoft}]).

What I'd like anyone who is interested, and perhaps with some free time, to do is - min/max them. I've purposefully avoided giving out description, because the things you make don't have to make relative sense. All they have to do is be the most utterly-powerful, unbalancing, game-breaking PC possible using the PHB classes and the races here (feel free to mix and match if you're doing cleric domains). After all, the best way to find where something is weak is to find out where it snaps.

The person who makes the most unearthly-effective munchkin will get a gargoyle statuette. Literally. I will mail you a gargoyle. Consider it a reward for your assistance.

The racial abilities are as follows:

RACE 1:
¤ +2 CON, -2 STR
¤ Small Size: +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 bonus on hide checks. Must use smaller weapons and armor than humans use, and their lifting and carrying limits are one-half of those of Medium-sized characters.
¤ Base speed 20 ft.
¤ Low-light Vision: Can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions.
¤ +1 attack bonus to goblinoids
¤ +4 dodge vs. giants
¤ +2 racial bonuses to Listen and Alchemy.
¤ May count all knowledge skills as class skills, even if their class would not have access to them. (One exception to this is local knowledge. The race will only have access for any areas they have had long-term residence in. Other exceptions will be listed at the DM's judgement.)
¤ May use knowledge skills untrained, except for those which they do not have access to as class skills.
¤ May use the skills "Craft: Device" and "Alchemy" untrained, and will have the skills as class skills - no matter what their class.
¤ Favored Class: Cleric. Cleric class does not count when determining whether he suffers an XP penalty for multiclassing.

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RACE 2:
¤ +2 Dexterity, +1 Charisma, -1 Strength, -1 Constitution
¤ Small Size: +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 bonus on hide checks. Must use smaller weapons and armor than humans use, and their lifting and carrying limits are one-half of those of Medium-sized characters.
¤ Base speed is 15 ft walking, or 40 ft in flight.
¤ Wings: May fly at an average maneuverability, or simply hover in one location. Their wings give them propulsion, but not lift - their ability to rise off the ground is an innate magical ability. Those without wings can only hover without alternate means of moving itself, and one which is under a dispell effect will slowly drift to the ground as long as it is in effect, at a rate of 60 feet a round.
¤ +2 racial bonus on move silently checks.
¤ +2 racial bonus on listen checks.
¤ Reduced Hit Points: Barbarians roll d10. Fighters, paladins, and rangers roll d8. Clerics, Druids, and Monks roll d6. Bards and Rogues roll d4. Sorcerors and Wizards roll d3 (d6 divide by 2, round up).
¤ Favored Class: Sorceror. Sorceror class does not count when determining whether one suffers an XP penalty for multiclassing.

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RACE 3:
¤ +2 Wisdom, -2 Charisma
¤ Medium size: No special bonuses or penalties for their size.
¤ Base speed is 30 ft.
¤ Alter Self: Can assume the shape of any Medium-size humanoid between 4 and 8 ft in height. This works like "alter self" as cast by an 18th-level sorceror, but the PC can remain in the chosen form for up to 48 hours (it has an innate sense of the duration of its transformative time limit, but must switch to an alternate form for at least one minute before resuming its previous one - though previous forms may be reattained without flaw, within limits of reason). It can assume a new form or return to its own natural form as a standard action. As a result of this ability, this race receives a +10 racial bonus on disguise checks. Disguise is considered a class skill regardless of actual class.
¤ Skill Penalty: Gain 4 less skill points at first level, and 1 less skill point at each subsequent level, than are allotted for its respective class.
¤ +2 racial bonus on hide, bluff, and intimidate checks.
¤ Natural AC +2: AC bonus does not stack with worn armor, but does stack with any AC bonus from shields.
¤ Favored Class: Rogue. Rogue class does not count when determining whether it suffers an XP penalty for multiclassing.

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RACE 4:
¤ +2 Dexterity, -2 Intelligence
¤ Medium size: No special bonuses or penalties for their size.
¤ Base speed is 40 ft.
¤ Low-light Vision: Can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions.
¤ +2 racial bonus on balance, hide, and move silently checks.
¤ All disguise checks except for magical ones, or ones made to make the PC look like another individual of the same race, fail. Even then, disguise checks are made with a -2 penalty.
¤ +2 racial bonus on listen and spot checks.
¤ +2 racial bonus to reflex saves.
¤ Natural Attacks: Claw 1d3. This attack may not be used while wearing gauntlets or wielding a weapon. Claw attacks are considered unarmed attacks that provoke attacks of opportunity.
¤ Favored Class: Ranger. Ranger class does not count when determining whether it suffers an XP penalty for multiclassing.

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RACE 5:
¤ +2 Constitution, -2 Wisdom, -2 Charisma
¤ Medium size: No special bonuses or penalties for their size.
¤ Base speed is 30 ft.
¤ +2 racial bonus on balance and jump checks.
¤ All disguise checks except for magical ones, or ones made to make the PC look like another individual of the same race, fail. Even then, disguise checks are made with a -2 penalty.
¤ Extraordinary swim: +4 racial bonus on swim checks. Swimming is considered a class skill, regardless of class. The race moves at the same speed when swimming as when walking.
¤ May hold a single breath for up to an hour when not participating in any strenuous action. This is reduced to 30 minutes when swimming at normal speed, and to only 10 minutes when engaged in something highly energetic such as battle.
¤ Bite: Bite attack dealing 1d4 damage. This natural attack is considered an unarmed attack, provoking attacks of opportunity, but dealing normal damage. It may be used in conjunction with any other attacks, at a -2 penalty to its attack roll (there is no penalty if biting is the only attack made in the round).
¤ Natural Armor: +4 armor bonus to AC. This bonus does not stack with worn armor, but does stack with any AC bonus from shields.
¤ Climate Sensitivity: When in an arid climate, the race suffers a -1 environmental penalty to all attack rolls, saving throws, and any skill checks based on strength or constitution. Under all circumstances, they suffer -2 penalty to saves against fire-based attacks (spells, breath weapons, etc.), and 10% additional damage (one added point for every ten) from such attacks on a failed save. On a failed save against any cold-based spell, they take a -2 temporary penalty to dexterity. This penalty lasts 1 round for every 6 points of cold damage taken (round up). Dexterity penalties from multiple cold spells stack for their respective durations.
¤ -2 penalty on saving throws for saves against extreme environments.
¤ Favored Class: Barbarian. Barbarian class does not count when determining whether it suffers an XP penalty for multiclassing.

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RACE 6:
¤ +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence
¤ Medium size: No special bonuses or penalties for their size.
¤ Base speed is 30 ft.
¤ Low-light Vision: Can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions.
¤ Scent: May take Scent as a feat. The prerequisite for this feat is a 12 Wisdom score.
¤ +2 racial bonus to Listen and Spot checks.
¤ +4 racial bonus to Wilderness Lore. May take Wilderness Lore as a class skill rather than a cross-class skill.
¤ All disguise checks except for magical ones, or ones made to make the PC look like another individual of the same race, fail. Even then, disguise checks are made with a -2 penalty.
¤ Favored Class: Barbarian or Ranger. Barbarian or Ranger class does not count when determining whether it suffers an XP penalty for multiclassing. Only one may be chosen, and it can not be changed once chosen.

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RACE 7:
¤ +2 Dexterity, +2 Charisma, -2 Strength
¤ Small Size: +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 bonus on hide checks. Must use smaller weapons and armor than humans use, and their lifting and carrying limits are one-half of those of Medium-sized characters.
¤ Base speed is 20 feet - which may be maintained while travelling through forest canopies or over rooftops, so long as appropriate jump-checks are made for gaps.
¤ Low-light Vision: Can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions.
¤ +2 racial bonus to Tumble. Tumble is a class skill for all of this race, regardless of actual class chosen. This skill may be used untrained.
¤ +4 racial bonus to Climb. Climb is a class skill for all of this race, regardless of actual class chosen.
¤ +2 racial bonus to Jump and Balance.
¤ Prehensile Tail: This race possesses a very flexible, prehensile tail which can be used much like a third hand (with only one finger). This tail can be used to hang from branches, aid in climbing, holding simple, light equipment, and for performing other simple actions. Anytime a check to avoid falling is allowed, they may make a second check automatically if the first failed. This indicates that the PC grabbed onto something with it's tail before it could fall.
¤ Favored Class: Bard. Bard class does not count when determining whether it suffers an XP penalty for multiclassing.

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RACE 8:
¤ +2 Constitution, -1 Intelligence, -1 Charisma
¤ Medium size: No special bonuses or penalties for their size.
¤ Base speed is 35 ft.
¤ Low-light Vision: Can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions.
¤ Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against Enchantment spells or effects.
¤ Proficient with Kukri and Scimitar; proficient with shortbow, longbow, and composite versions of each.
¤ +2 racial bonus to Wilderness Lore and Move Silently
¤ Pass Without Trace: Can move through outdoor environments with such careful movement that they leave no sign of their passage. Traveling in this manner lowers movement rate to 20 feet and requires a successful dexterity check, improved by Move Silently modifier and altered by Armor Check penalty, against DC 15. A successful check indicates that there are no tracks left to mark a passage.
¤ Favored Class: Ranger. Ranger class does not count when determining whether it suffers an XP penalty for multiclassing.

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RACE 9:
¤ +2 Intelligence, -2 Charisma
¤ Medium size: No special bonuses or penalties for their size.
¤ Base speed is 30 ft.
¤ +4 racial bonus on saving throws against spells and spell-like effects of a non-clerical source. Even if an arcane spell is willingly accepted they must roll a basic check - ignoring all but the +4 bonus to resists and any other "resist-all" effects that may be on them - to see if failure still results.
¤ -2 penalty on disguise rolls.
¤ Arcane Deformity: Upon creation of a PC, you may choose which single trait it has. Each comes with its own ability. Some are listed below, but any other reasonable submissions will be reviewed for acceptability by the DM.

§ Glowing Eyes= Darkvision to a range of 60ft. Darkvision is black and white only, but otherwise functions the same as normal vision - and requires no light to function. +2 to Spot and Search checks.

§ Third Eye= As long as the PC's third eye is opened and unobstructed, its sight acts as a limited "True Seeing" spell. Anything within 15 feet, which could ordinarily be seen except for magical concealment or disguise, is seen in its true form (if it fails a Will save, DC 15).

§ Cold Flames (any colour) for Hair= Unless covering its hair with an opaque object, the PC will cast light as if under the effects of a "Continual Flame" spell. By concentrating momentarily (a movement-equivalent action), the PC can also mimic the effects of a "Flare" spell 3 times a day on all those within 5 feet and in direct visual contact.

§ Unnatural Skin Type= AC +2 ehen unarmored. This AC bonus does not stack with worn armor, but does stack with any AC bonus from shields.

¤ +2 racial bonus on Hide and Move Silently checks.
¤ Favored Class: Any. When determining whether a multiclass PC of this race suffers an XP penalty, its highest-level class does not count.

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RACE 10:
¤ +2 Wisdom, -2 Charisma
¤ Medium size: No special bonuses or penalties for their size.
¤ Base speed is 20 ft.
¤ Unique Body Structure: Immune to critical hits and rogue sneak attacks. Only take half-damage from bludgeoning weapons. All slashing damage dealt inflicts wounding damage, which deals one point of extra HP-loss per turn for two turns after the initial attack landed. These bleeding effects last for two rounds irregardless of whether other wounds are present or not, but more than one wound may be caused even if the PC is already bleeding. Those new wounds then bleed for two rounds past their cause, and so on.
¤ Do not need sleep, and are never unconscious. They are immune to "Sleep" and similar effects, and will remain conscious even when dying. They may take actions while dying, even when not stabilized, though this does not stabilize them automatically or exempt them from the damage they take for making strenuous actions while in a serious condition. If they reach -10 HP, they will still die.
¤ Immune to normal poisons or disease. Magical poisons or diseases may affect them.
¤ Continuously glows at torchlight intensity. However, this effect runs *continuously* - with all the attendant problems of constant illumination - unless the individual focuses strongly on dimming itself for a round. If it them succeeds at a Concentration check (DC 15), it may stay unlit for one round - plus an additional round for each point over the minimum required to beat the DC. At the end of that period, another check must be made.
¤ All disguise checks except for magical ones, or ones made to make the PC look like another individual of the same race, fail. Even then, disguise checks are made with a -2 penalty.
¤ -10 to all Hide checks. This is reduced to -4 when they suppress their glow.
¤ May spontaneously cast certain spells through burning HP and/or CON. By taking a turn to concentrate and focus, you may cast any of the following spells (with restrictions and results listed):

§ Obscuring Mist= Cast as if from a 1st level sorceror. Causes one temporary point of Constitution damage to the caster. (Concentration DC 15)

§ Hypnotism= Cast as if from a 1st level sorceror. Causes 2 HP in damage for each creature the caster wishes to effect - targets can be chosen - and one temporary point of Constitution damage. Will only effect creatures up to one HD higher than the caster. (Concentration DC 15 + 2 for each creature above one)

§ Magic Missile= Can cast up to 3 missiles at once. 100 foot range. Each missile causes 3 temporary points of Constitution damage, and 2 points physical HP loss, to the caster. (Concentration DC 17 + 2 for each missile beyond the first)

§ Change Self= Effectively disguises the caster as another individual, though the caster still seems to glow. +10 on disguise checks during the day, with a negation of racial penalties. -4 on disguise checks in darkness, though it is now possible to disguise oneself, and all wary individuals may make Spot checks. Causes 1 HP in damage for every 10 minutes of time the effect is held, and one point temporary Constitution damage every hour, with a forced recheck on Concentration at ten-minute intervals. (Concentration DC 10)

§ Color Spray= Cast as if from a 1st level sorceror. Causes 2 temporary points of Constitution damage. (Concentration DC 17)

§ Shocking Grasp= Cast as if from a 1st level sorceror. Caster does not know of the spell's success or failure innately. Half of damage, rounded up, is also dealt to the caster upon touching the spell's target - as well as 2 points temporary Constitution damage at original casting. (Concentration DC 17)

Whether the spell succeeds or fails is based on the Concentration check. However, even if the spell fails, the damage from casting the spell is still applied (exceptions for Change Self and the physical damage of Shocking Grasp). Magic is still released on a spell failure, but it takes a generally harmless form (for exceptions see below). Constitution damage earned in casting returns at the rate of one point every day. Physical damage incurred from this ability cannot be healed by spells, and must be regained in a normal fashion.
A PC may cast Obscuring Mist, Hypnotism, or Change Self at any time. Shocking Grasp, Color Spray, and Magic Missile may only be cast once a day at their regular penalties. Any other castings of those effects within that day double the Constitution and HP damage normally recieved.
¤ Any arcane magic that interacts with the PC has a chance of creating awild-magic effect. This chance is 1% for all effects except those listed above. In the cases of those, the chance is 5% on a successful cast and 10% on a failed cast. Generally, results of a wild run of magic are innocuous - however, there is the potential for terrible damage resulting from one.
You may not voluntarily fail this roll.
¤ Upon death, the body of the PC dissipates. If it died from damage instead of an unstabilized serious wound or other non-violent conditions, it has a percentage chance (equal to the amount below -10 HP that the death-causing damage took it) of releasing a wild magical effect.
May not be raised, as there is no body to bring a spirit back into. Only greater spells have a chance of returning the PC to the game.
¤ Favored Class: Sorceror. Sorceror class does not count when determining whether it suffers an XP penalty for multiclassing.

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RACE 11:
¤ +2 Wisdom, +2 Intelligence, -2 Strength
¤ Medium size: No special bonuses or penalties for their size.
¤ Base speed is 30 ft, or 60 feet while swimming.
¤ May move at listed swimming rate without making any checks, and may double it (as in a run on land) with a single Swim check. +8 racial modifier on all Swim checks.
¤ Water Breathing: Can breathe both air and water with no difficulty.
¤ Darkvision: Can see in the dark up to 100 feet. Darkvision is black and white only, but is otherwise just like normal sight.
¤ Favored Class: Cleric. Cleric class does not count when determining whether it suffers an XP penalty for multiclassing.

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RACE 12:
¤ +2 Constitution, -2 Charisma
¤ Medium size: No special bonuses or penalties for their size.
¤ Base speed is 30 ft.
¤ Low-light Vision: Can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions.
¤ Proficient with bolas, javelins, and the flax.
¤ +2 racial bonus to saving throws against poison, disease, and illusions.
¤ +2 racial bonus on Intuit Direction, Listen, Spot, and Wilderness Lore checks.
¤ Fasting: Can function unimpaired without water for up to two days plus a number of hours equal to their Constitution score before they must make Constitution checks against subdual damage and fatigue. Can survive without food for five days, in growing discomfort, before they must make Constitution checks against subdual damage and fatigue.
¤ Favored Class: Ranger. Ranger class does not count when determining whether it suffers an XP penalty for multiclassing.

=+=

Good luck. I'll be working on this myself as well. It's just always nice to have an alternate viewpoint on things.

[ 01-30-2003: Message edited by: Drakkenmaw ]

Janus Krug
Pancake
posted 01-30-2003 10:28:16 PM
What level? What base stats? How much money for equipment? I need these to min/max properly!
"And so I says to him, 'Look Mr. Necromancer, I don't care HOW many undead you have, if you don't get at least one horde of orcs, you are NOT a D&D villan.'"
Drakkenmaw
Crunchy, tastes good with ketchup
posted 01-31-2003 12:36:04 AM
Level one, though you may freely extrapolate towards further level progression to demonstrate greater imbalancing as time progresses. The money is that listed for the class as far as equipment goes, though some small exceptions might be made for those PCs with craft or profession skills (not much of one, though - 5% of starting GP extra, at most). Ability scores should all be based at one unified number, for ease of comparison with normal PHB-race PCs. I'd go with 14 off the top of my head, though stat modifiers of course may change things.

Equipment, spells, skills, and feats may be taken from any published 3rd Ed. sources - except evil ones, or ones specific to certain races - though you must show the source to me in some manner (preferably the book in PDF form), and it must be out in some fashion in stores (either currently or in previous periods). The exceptions to this are the Forgotten Realms sources, whose modifications are in general too severe for effective adaption.

Janus Krug
Pancake
posted 01-31-2003 12:14:16 PM
No matter what you do at level 1, the character is 1 lucky crit away from oblivion.

I don't think I'll be taking part.

"And so I says to him, 'Look Mr. Necromancer, I don't care HOW many undead you have, if you don't get at least one horde of orcs, you are NOT a D&D villan.'"
Drakkenmaw
Crunchy, tastes good with ketchup
posted 01-31-2003 01:13:09 PM
*Shrug.*

The comparison procedure I am using compares the level one new-race PC to others created using the normal races in social challenges, a basic chase scene, physical battle, and battle against a magical foe. The new race should be able to be powerful in one to two of those those, but not excessively so, and should either be generally equal or defeated in the rest.

If they win them all easily in repeated testing, they're too powerful. If they lose them all repeatedly, they need more abilities to assist them in comparison.

Oh, and if you think it is impossible to make a character be min/max-ish at level one... the Shattered One druid I made to test is EVIL-powerful in both sorts of combat, as well as the chase. Which means it needs further revision.

`Doc
Cold in an Alley
posted 01-31-2003 02:48:09 PM
If you want to test the munchkin potential of a race, I would suggest a few adjustments in your testing parameters. First, you cannot properly munchkin a race without the appropriate flexibility in ability scores. Rather than making all abilities a score of 14, make that the average score.

For example, say a race gets a dex bonus, and a bonus to AC. You won't see the full impact of it unless the character is given max dex (20 after bonus). Following the PHB, a monk of this race could have 20 Dex, 18 Wis, and natural AC +4, to total 23 AC unarmored. Now, you don't have a race like that specifically, but it serves as an example. The same race with all ability scores at 14 before adjustment (dex goes to 16) would have 19 AC. The point of munchkining a race is to see if you can give them an advantage extreme enough that you can't beat it by munchkining another race.

I would also ask for characters not just at level 1, but at level 3, 6, 10, and 15, with level 3 being the best overall indicator of race imbalance. By level 10, race factors should have generally given way in significance to class abilities.

Base eight is just like base ten, really... if you're missing two fingers. - Tom Lehrer
There are people in this world who do not love their fellow human beings, and I hate people like that! - Tom Lehrer
I want to be a race car passenger; just a guy who bugs the driver. "Say man, can I turn on the radio? You should slow down. Why do we gotta keep going in circles? Can I put my feet out the window? Man, you really like Tide..." - Mitch Hedberg
Please keep your arms, legs, heads, tails, tentacles, pseudopods, wings, and/or other limb-like structures inside the ride at all times.
Please submit all questions, inquests, and/or inquiries, in triplicate, to the Department of Redundancy Department, Division for the Management of Division Management Divisions.

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