Here is one Racial template I'm having a bit of issue. But where I'm debating is: Should I give it +1 or +2 level adjustmenr or not?
Background: About 60 years ago, a evil Sorceror started to experiment and created a race of Beastman (kind of like ape-man) by magically altering Atlantian. Most went feral but a few retain some of their intelligence and tried to control their more feral kin.
Now The original Beastman is a template added to the Atlantian Racial modifier (+2Str, +2Con, -2Int, -2Cha) for a total of +4Str, +6Dex, +4Con -6Int, -2Wis, -6Cha.
Also the original template would give:
- Low-light vision,
- Improve grapple,
- 3 natural attack (1d6 fist, 1d6 fist, 1d8 bite)
- AC 15 and Damage reduction of 3 (tough hide).
- +4d8 (eg 4 humanoid level)
But recently 1st and 2nd generation born Beastmen are starting to show up and the Intelligent Beastman would be available as a (rare) PC race on Atlantis:
Stat modifier: +4Str, +6Dex, +4Con, +4Int, +2Wis, +4Cha
Level wise: 4 level of humanoid
Racial benefit: Low-light vision; 3 natural attacks; AC15 and DR3; +2 to climb, -1 additional pernalty to social skill with non-beastman; +2 Circumstance bonus to all hide, Listen, move silently, survival and Spot check made in Jungles.
Racial skill: climb, hide, listen, spot, survival.
Low-tech culture (stone and wooden simple weapon only)
I'm aware it's physically over the top and more powerful that all other racial template present, but I'm also trying to balance it with a slower progression and social penalty.
Go ahead and Rip in and help me improve it (in other world CC and suggestion please)