Arcenture Science: the Birthing Pod Project (Inactive)

Game Master Seribro

Laboratory is closed!


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An elf is an elf and a dwarf is a dwarf, and any standard race is good enough for science. Not for Arcenture Science! Ladies and Gentleman I give you: Birthing Pods! Fully configurable. Infinitely variable. Completely safe. Arcenture Science birthing pods will grow your specimen to full adolescence in a mater of months!

For this adventure, you get to design a 30 RP being following the Race Builder rules.
You (the player) are an arcane scientist, who designed his/her own creature (the character) using the DNA of different creatures. With the powers of arcane magic, the beings original blueprints gaven by the parent-race(s) is warped into a new being, perfectly tailored for a specific purpose.
With dreams, nightmares and illusions the beings mind is shaped according to a rigid schedule. It is given all the knowledge it is required to possess in order to use its special abilities A personality is carefully shaped to fit the ideals of their creator.

But an experiment rarely goes entirely according to plan. A flaw in the infused soul, a variable they missed in the design, an unexpected mental development, a wrong reagent in the multitude of chemical cocktails.


Attention aquired, Doctor.


" creatures of incredible incapacitating capabilities" Lol
" Completely safe." Haha. Ya, right. I believe you XD
" and a cake in the end for those lucky bastards that manage to complete the course." Nice!

So you basically want is to create creatures then battle them against each other like pokemon? Then start all over again? Count me in!!!

One race I have built so far is a claptrap from borderlands, worth posting here =)

claptrap:
CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.

Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there... You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits

_________________________________________________________
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.

Master Tinker:
CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits

_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

_________________________________________________________

Favoured Class Options
Alchemist Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue The rogue gains +1/6 of a new rogue talent.
Wizard Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

.

Race Points: CL4P-TP

Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp +2 dex, +2 int, -2 str
Linguist: 1rp
Cornered Fury: 4rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 9rp


I'll shimmy off to the race builder and see what I can come up with ^-^


Well, yes and no. I do indeed want you to build your creature, but you are going to be a team with the creatures of other players. The scientist will not be present on the testing coarse. They will be viewing the progress from an observation room (discussion thread) while the characters run the maze (gameplay thread) together.
I as the DM will design the maze and unleash a bunch of creatures of my own making. In fact, I think it might be fun to allow you guys, as fellow scientists, to design some "random encounter" creatures yourself. See how you and your team stand up against your own creations.

And yes, I know your claptrap ;)


I'm kind of torn between a Plant or Abberation. They're both so appealing.


Ahhh!!! Your swiftstab! I didn't make that connection ;P
Well howdy partner :)

I am thinking of creating a greybeard tree, an earth elemental, a dragon and finally "the thing"...
The last one will be me attempting to build something truly horrendous and powerfull :)


Dotting for interest...


I think I'll attempt a Predator.


Devil Dog
This creature is a potent mix of an Outsider (from the elemental plane of Fire) and a human, created to be the ultimate warrior during the Klendathu Campaign two millennia ago.
Type
Outsider (Native) 3 RP
Size
Medium 0 RP
Base Speed
Normal 0 RP
Ability Score Modifiers
Specialized (+2 Str, +2 Con, –2 Cha) 1 RP
Languages
Standard 0 RP
Racial Traits
Defense Racial Traits
Defensive Training, Greater (4 RP)
Stubborn (2 RP)
Fast Healing (6 RP)
Feat and Skill Racial Traits
Camouflage (1 RP)
Silent Hunter (2 RP)
Stalker (1 RP)
Offense Racial Traits
Breath Weapon with Increased Damage (3 RP)
Weapon Familiarity (1 RP)
Elemental Weapons (6 RP)

Total=30 RP


Oh, this looks fun! I am definitely interested.

For the class levels, would Aberrant Aegis (From Psionics Expanded) be acceptable? Would be good for an Eldritch theme, and I have a fitting character concept in mind that would fit well with it.

Is the molding of the creature purely mental stimuli? Thinking about more cruel treatments, comparable to torture.


This sounds very good. I am definitely interested.


Dotting for great interest.

Work schedule means I shan't be able to develop anything for a few days.

For SCIENCE!


Some back story to peruse.

What class and levels are we also looking at? If any?


La Siréene wrote:

For the class levels, would Aberrant Aegis (From Psionics Expanded) be acceptable? Would be good for an Eldritch theme, and I have a fitting character concept in mind that would fit well with it.

Is the molding of the creature purely mental stimuli? Thinking about more cruel treatments, comparable to torture.

Yes, Aegis are allowed, and if you believe that torture is the best method of instruction for your experiment then no-one will object. For Science!

I was going level 4 (as posted in this threads title) but I decided to make it 5 because certain class abilities start kicking in then. See campaign info for more detail on character creation.
Classes: all core + advanced & anything else on a case by case evaluation. (default says yes (for science!) but I retain a veto)

Edit: also, makes me happy to see players are already contributing creatures for the testing chambers. Saves me some work. And it always fun to say "Hey I made that one! .... why is it tearing apart my party?"


Ooh. I'm certainly interested in this. Few things I find more fun than creature design. I will work something up once I have a chance to think about it and look over the campaign info tab. Do our creatures have to be "PC like", or is it okay if they are more like traditional animals/monsters?


Ooooooh. Definitely interested. Now I just need to decide what type of thing I want to build...


Anything goes really, with the exception of undead and constructs. However traditional rules don't allow animals because their intelligence scores are too low. A modified animal would become a magical beast. Vermin are mindless and thus cant be a playable race. Creature types or subtypes not listed in the racial builder can be used with no problem. They are merely not mentioned because they have no traits that are universal for all creatures of that type.

I am thinking of adding some home-brew traits to the list

Weakness: Armless (–3 RP): Prerequisite: must be magical beast, aberrant, dragon or outsider (native);
Weakness: You have no arms. You may use take the prehensile tail trait as a hand to manipulate objects but take a -2 for any dex-based skill with it, but still cant wield weapons with it. If you take the quadruped trait, you are not required to be large.

If anyone else know a particular trait he believes should be added to the list, just place 'm here and I'll consider it.


I have gotten 2 creatures done so far! The Forest Guardian and the Terran Titan! You can find them here under their respective headings. I next have to make my silent killer (name pending) who is an exercise in power creep using the race builder rules. The next one will be me squeezing out what power I can, so dont expect it to be nice :) After that I intend to try and build some more balanced races (20-25rp, mix of combat and out of combat abilities, aka lay off the power pedal :)) and see where I go from there. I also have not built any classes for any of these, just the races so far.
To build list:
Sneaky Killer
The Unkillable poison thing
an animal of some sort (no hands, 4 legs and a tail)
A dragon something would be nice :)
Im thinking some sort of quicksilver pixy or something.
Figure out more ideas XD


Expressing interest, I'll be back with a sheet in just a bit.


So interested

and At 30 RP it'll be sweet.

So we play as the creature, or the scientist?
I think The GM is GLADOS, and the Players/Creatures are Chell.


Keeping this in line with my original thought - an intelligent dog-like creature designed to stalk / hunt / kill prey...


Ohh, I know! I'll build a 6 armed, 4 winged, 10 legged, 2 headed... thing... just because I can ^Δ^
A powerful charger focusing on its gore attack.
Just brainstorming here :)


Here is DM Jelani's submission. Hope you like it! Let me know if anything could be better, or is wrong.

Edit:I just remembered your armless trait. Guess I could go full quadruped, but I don't really see the benefit. So I think I'll stay with my original concept that's in the profile.


Here is APersonAmI's submission, which is still slightly unfinished, for which I apologize; I still need to add Skills, another Trait, some more gear and a background and personality breakdown.

Also, what Karnicore said: If anything is wrong, wonky, or could be better, be it mechanics or formatting, I would love to know.

That is an excellent image, Karnicore.


I didn't draw it, but I've been wanting to make a character or a monster out of it for ages. That guy draws lots of cool critters.

Edit:Damn Keriann, that's a lot of attacks! I guess aegis are the synthesists of psionics?


Exactly. The Aberrant is the closest to the Synthesists, though - Normal Aegis abilities are more humanoid in nature, and function like the armor version of the soulknife. There is an Aegis variant, the Ectopic Artisian, that is basically the Eidolon of the typical summoner, but it is a construct, with a weapon instead of natural attacks.


I considered going synthesist summoner. But I play them a lot, and I wanted to try something a little different. That is if I even get picked ~_~

Edit:The one thing that was really tempting me towards synthesist is pounce. It's almost impossible to get that before 10th level otherwise. Having hands is cool though. So is charging, doing sneak and going invisible on the same turn. Watch everything we fight have true seeing or something.


Feels like someone always pick Synthesist Summoner. Always fun to try something new.

But, to respond to the many attacks thing - Keriann is going to be grappling and tripping a lot, especially once she gets 10-15 ft reach. Since she has the grab ability, she'll be able to grab multiple enemies as AoO's, which she will then trip, for a total of -6 AC, possibly setting up a flank. She is intended to become quite a Zone Controller, in short.

Or, that is the idea, anyway. We will see how it works out. And, as you said, that all depends on whether she is picked or not.


Karnicore: The way I read the ki-pool rogue talent, it is less useful then the ninja version and is based on wisdom, not charisma. May I know your source?

Gobo Horde: ehm... I take it you are joking? As far as I know 4 arms is max and I dont seem to come across a two-heads option...

Azure Zero: your playing as the creature. I cant deny that I played that game indeed, and it will indeed return in the test-chambers puzzles. ;)

To all: when I'm going through the admissions, I will check all creature and class traits. PLEASE make it easy for me by being clear and complete in your notations.

I as DM will be using the same rules for some of my creatures, but certain beings you encounter will be true monsters. Unlike you however, most will have npc stats. After all the +x racial bonus is in the dna, but the base scores with 25 point buy is training, steroids and personal development. Now, they will have a certain level of training, but not like that of a scientist personal pet-project.


Ah, I clicked the wrong link on the SRD. Would you allow the scout archetype to be applied to the Ninja class? If not I'll switch his Wis and Cha around and lower the ki pool accordingly.


The great leafy sorcerer Lacuna 6!
10 rp – Plant
7 rp – Large
-1 rp – Slow Speed
4 rp – Advanced (+4 Cha, -2 Int, +2 Str, +2 Con, +2 Dex)
0 rp - Standard Language (Common, Sylvan)
4 rp – Flight 30 feet
4 rp – Natural Armor +2
2 rp – Fertile Soil


Heya Swiftstab,

I am sure you know my Imkandis, I would like to submit that as an alteration to catfolk DNA. I will up the RP points as the Imakandi are only at 15 currently. I take it PF classes only so I am tempted to play a Ranger or Alchemist. Will have something up later.


Posting to show still here and interested.

Will adjust the race up to the 30 points and work the class etc up to level 5 as soon as possible.

Very much cheers to all.


If you're trying to decide between archery and bombs with the Explosive Projectile discovery you can fire bomb arrows. I wonder if there's a way to use the Preservationist archetype to fire snake arrows?


I have a few Ideas, one being that this was one guy's hidden project that he worked on by himself.


Here is bite, he has a description and crunch so far. In the morning I will put up the backstory I have planned. Too tired to write it coherently.

I have only got one piece of equipment at the minute, I will update all the other tidbits of items if I get chosen.

Dark Archive

Okay, look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster.


Requesting some variation of this-

Weakness: Poor Intelligence (–3 RP):
Weakness: You take a -4 racial penalty to intelligence. You must not gain a racial bonus to intelligence.


Lol I was not joking about the mass of limbs monstrosity, you could actually build it ^-^
Going alchemist 5.
4 racial arms, 2 vestigial arms, wings, vestigial wings, parasetic twin discovery gives you a second head (albet always helpless) and you could add 10 legs for 7rp. Heck, at level 6 you could take the wings discovery for 6 wings total :)
Now, you could build it, but would you want to?

Now I plan on making multiple creatures so feel free to use them as you see fit :)
After I have created a few I will then choose 1 and build up a class for him.


Sorry, no low-intellegence flaw. That would create retarded monstrousities. Great to unleash random havoc, but not for spceial missions, super-soldiers and the like. Its already possible to make a creature with only 4 int, which is just barely sentient. Any lower and all you can do with it is teach it "guard", "play catch" & "roll over"


I was intending to make a super-soldier turned wrong who's flaw is his pathetic intelligence. Like Hulk compared with Captain America.

Should our race's flaw/weakness be something not actually built with race traits?


"Welcome to my mad emporium! Here we create massive monstrosities and cute kittens that can rip your face off, quirks of nature and flukes of science that would be adhored in general society, yet here we love them and cuddle them. With cattle prods and pain stimulants from behind reinforced plexiglass of course...
Nothing is to extravagant that we cannot build it, nothing in creation is out of our reach or cannot be created by us! All we ask is some grant money to continue our research. If you are able to keep the Government watchdogs off us we would appreciate it greatly."
"All Kill PETA!
"

Forest Guardians:
Forest Guardians have long been extinct. Back in ages when even the elves were young and the world was wild, where forests spread out among the lands. It was here that the Forest Guardians walked among the trees, conversing with them and tending to them like giant gardeners. Large and strong, and immensely old, these kind spirits would care for large plots of land, only a few in each continent. They were fiercely protective of their lands and were known to be able to defend the lands from giant beasts and demons, yet they could not stop the flood of humans. As the forests got cut back and the land became ever more civilized, they slowly disappeared, unneeded and forgotten.

Well we here at Arcenture Science Industries believe that such a magnificent creature should not be lost to the legends and lore! In fact we have even managed to recreate one! We are just putting the finishing touches onto its memory uplinks and the first Forest Guardian to walk the earth in millennia with be available for poking and prodding! We even intend to let it loose into the Biodome and see how well it fares!

Description Forest Guardians are tall plants that look like trees, and can often be mistaken for such, yet they have their differences. First and formost is the lack of leaves, for Forest Guardians have sparse leaves, looking like a willow that shed all is leaves in the middle of winter despite the heat of summer. Next distinguishing feature is its face, a giant knot in the middle of one side of the tree bears a pattern remarkably similar to a gnomish or dwarvish face, big burly eyebrows, giant nose, small closely centered eyes and big fat lips. Forest Guardians do not seem to need this mouth to eat, for they suck up all the nutrients they need from the ground through their extensive root systems. When they need to move, they uproot their roots and drag their bulk across the ground with them and when threatened they will lash out with their long, powerful branches, smashing anything within reach. These seem to be especially destructive against buildings and objects and have been known to demolish such structures in short order.

Standard Racial Traits

Ability Score Racial Traits: Forest Guardians are large and durable, if a little slow. They are usually ancient beyond reckoning, even eclipsing the long lived elves. This makes it hard to empathize with the shorter lived races that disappear in the blink of an eye. They gain +6 Strength and +2 Constitution, -2 Dexterity and -2 Charisma.
Type: Forest Guardians are Plants.
Size: Forest Guardians are large creatures and thus gain a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed: Forest Guardians are slow and pondering. They have a base speed of 20 feet.
Languages: Forest Guardians begin play speaking Common and Sylvian. Forest Guardians with high Intelligence scores can choose from the following languages; Aklo, Auran, Draconic, Elven, Gnome, Halfling or Treant. See the Linguistics skill page for more information about these languages. Forest Guardians also have the ability to converse with plants as if subject to a continual speak with plants spell.

Defence racial Traits
_________________________________________________________
Stability: Forest Guardians receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Vulnerability to Fire Forest Guardians are Vulnerable to Fire.

Feat and Skill Racial Traits
_________________________________________________________
Durability: Forest Guardians receive toughness as a bonus feat at first level.

Movement Racial Traits
_________________________________________________________
Terrain Stride Forest Guardians can move through natural difficult terrain at their normal speed while within forests (as the Ranger favoured terrain).

Offense Racial Traits
_________________________________________________________
Gatecrasher Forest Guardians gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

Natural Weapons (Ex) Forest Guardians have 2 slam attacks that deal 1d6 points of damage each.

Senses Racial Traits
_________________________________________________________
Low-light Vision: Tree Guardians can see twice as far as humans in conditions of dim light.

_________________________________________________________

Race Points: Forest Guardian

Plant Type: 10rp
Large: 7rp
Slow: -1rp
Specialized Stats: +2str, +2con, -2cha: 1rp
Standard Languages: +0rp
Advanced Strength: +4rp
Stability: +1rp
Static Bonus Feat: +2rp
Terrain Stride: +1rp
Gatecrasher: +2rp
Natural Attack, Slam, X2: +2rp
Low-Light Vision: +1rp
Vulnerability to Fire: -2rp
Tree Speach: +2rp
Total: 30rp
Note: I gave him vulnerability to fire despite not being an outsider because trees are vulnerable to fire...

Shadowlings:
Assassins-R-Us commissioned us to create for them a natural addition to their forces that could be created quickly and could execute their missions efficiently. The fact that we KNOW that our creations are going to be used for unethical purposes is no determent to us here at Arcenture Science Industries! To that end we created the Shadowling. We took the very essence of the plane of Shadow and infused it within a goblin, enhanced its strength 6 fold and fostered within it a great distrust and resentment, that can never be a bad idea! We then severed it from its own shadow (a tricky process indeed!) and stuffed that shadow inside our now almost imperceivable ball of love and cuteness. We tasered it multiple times, just to be sure...

Description Shadowlings hardly seem there, even when you look at them directly they can seem indistinct and hard to focus on, almost as if they weren't all within the martial plane. This doesnt stop them from seeing you however, and their clawed hands are very much real. Standing just over a foot and a half tall, with a wide head and a ferocious snarl on their face, these creatures are pitch black and even under focused bright light leave no shadow yet the bright light seems painful to their specially augmented eyes. They are so adapt at hiding that even magical means can struggle to locate them and they have been known to sneak right through magically warded areas without triggering any sensor or their presence known.

Standard Racial Traits

Ability Score Racial Traits: Shadowlings are very strong and swift, yet unnerve most races. They gain +4 Strength, +2 Dexterity and -2 Charisma.
Type: Shadowlings are Aberrations.
Size: Shadowlings are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Base Speed: Shadowlings have a base speed of 40 feet.
Languages: Shadowlings begin play speaking Terran. Shadowlings with high Intelligence scores can choose from the following languages; Common, Draconic, Dwarven, Giant, Sylvan or Undercommon. See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Mistchild: Whenever a Shadowling has concealment or total concealment, the miss chance of attacks against her increases by 5%.

Shadow Blending Attacks made against Shadowlings while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability.

Shadow Resistance Shadowlings gain cold resistance 5 and electricity resistance 5.

Feat and Skill Racial Traits
_________________________________________________________
Enclave Protector Shadowlings add +1 to the caster level of any abjuration spells they cast. Shadowlings also gain the following spell-like abilities (the caster level is equal to the user's character level):

Constant—nondetection;
1/day—faerie fire, obscure object, sanctuary

Silent Hunter: Shadowlings 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 trait).

Sneaky: Shadowlings gain a +4 racial bonus on Stealth checks.

Stalker Perception and Stealth are always class skills for Shadowlings

Magical Racial Traits
_________________________________________________________
Shadow Phasing Shadowlings can use Vanish at will as a spell-like ability.

Movement Race Traits
_________________________________________________________
Fleet Footed Shadowlings receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Senses Racial Traits
_________________________________________________________
Darkvision: Shadowlings can see perfectly in the dark up to 60 feet.

See In Darkness Shadowlings can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Light BlindnessAbrupt exposure to bright light blinds Shadowlings for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

_________________________________________________________

Race Points: Shadowlings

Aberration Type: 3rp
Specialized Stats: +2str, +2dex, -2cha: 1rp
Xenophobic Languages: +0rp
Advanced Strength: +4rp
Mistchild: +1rp
Shadow Resistance: +2rp
Shadow Blending: +1rp
Silent Hunter: +2rp
Sneaky: +5rp
Stalker: +1rp
Enclave Protector: +2rp
SLA at will, Vanish: +2rp
Fleet Footed: +3rp
Fast: +1rp
See In Darkness: +4rp
Light blindness: -2rp
Darkvision: Free
Total: 30rp
Note: This is my attempt to create something very powerful using the race builder. Invisibility at will as a SLA for only 2rp? Tack on it 55% miss chance whenever I have concealment, ability to see in darkness, +9 stealth out the gate and its speed and you have a very fast assassin type even before you add in any classes.

Terran Titan:
Terran Titans or Earth Titans as they are also known are a cross between an earth elemental and an orc. Orcs have thrus far proven to be the only widespread race capable of handling the splicing processes and even they are largely overtaken by the earth elementals natural power with very little remaining of them aside from their size and general shape. An interesting turn of events has reversed the Orcs poor cognitive abilities and boosted them considerably. Who knew that adding rocks and Orcs together made them smarter?

Description Earth Titans stand just over 9 feet tall and look like a cross between an Orc and a chunk of slate. They have fully articulated limbs and are capable of wielding tools in their oversized hands yet those hands work just as well unarmed due to the sheer mass of them. They retain the Orcs hunched appearance as well as their brutish looks save that they are slate grey in colour. Despite being created for their brute size they have been proven to be remarkably cunning and quick of wit, even showing sorcerous powers that were unexpected. Why such dull creatures could create such intelligent offspring is beyond us here at the Arcenture Science Industries yet we intend to find out! Our next experiment will be to combine a goblin and a rock to see what happens. Isnt science fascinating!

Standard Racial Traits

Ability Score Racial Traits: Earth Titans are very strong and durable, yet quite slow. They also have advanced mental capabilities. They gain +6 Strength, +2 Constitution, -4 Dexterity, +2 Intelligence, Wisdom and Charisma.
Type: Earth Titans are Outsiders with the Native subtype.
Size: Earth Titans are large creatures and thus gain a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed: Earth Titans have a base speed of 30 feet.
Languages: Earth Titans begin play speaking Terran. Earth Titans with high Intelligence scores can choose from the following languages; Common, Draconic, Dwarven, Giant, Sylvan or Undercommon. See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Natural Armour: Earth Titans have +3 natural armor.

Immune to Acid Earth Titans take no damage from acid attacks.

Feat and Skill Racial Traits
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Earth Affinity: Earth Titan sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Earth Titans with the Earth domain use their domain powers and spells at +1 caster level.

Stone Singer:Earth Titans are treated as 1 level higher when casting spells with the earth descriptor, bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery.

Offense Racial Traits
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Natural Weapons (Ex) Earth Titans have 2 slam attacks that deal 1d6 points of damage each.

Senses Racial Traits
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Darkvision: Earth Titans can see perfectly in the dark up to 60 feet.

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Race Points: Terran Titans

Outsider Type: 3rp
Large: 7rp
Advanced Stats: +4str, -2dex, +2cha, +2int, +2wis: 4rp
Xenophobic Languages: +0rp
Advanced Constitution: +4rp
Natural Armour: +2rp
Improved Natural Armour x2: +3
Energy Immunity: +4rp
Elemental Affinity: +1rp
Stonesinger: +2rp
Natural Attack, Slam, X2: +2rp
Darkvision: Free
Total: 30rp
Note: It was intended to be a melee class with strong ties to earth and earth elementals but it actually looks like it would make an overpowered and very durable sorcerer :P I wanted to add in burrowing but I just couldn't fit it in sadly.

This is Gobo Hordes alter ego ^-^ From here I intend to create many races to be used and abused at your leisure. As I create more, they will be in my profile so check often and enjoy!


Somehow, no matter how many points I have to spend, I always want more. Here's a 30-point version of a 15-point race I did for another game:

Solvyn:

Type: Fey (2 points)
Size: Tiny (4 points)
Speed: Slow (-1 point)
Languages: Standard (0 points)
Racial Language: Sylvan

Ability Scores: Advanced (4 points) -> +2 Str, +2 Dex, +2 Con, +4 Int (+6 overall), -2 Wis

Traits:
Advanced Intelligence (4 points)
Flight (x4) (4+2+2+2 = 10 points) -> 60' fly speed (good maneuverability)
Low-Light Vision (Innate to fey)
Master Tinker (2 points)
Silent Hunter (2 points)
Greater Spell Resistance (3 points)

Description:
Typically standing just over a foot tall, the Solvyn are a race of tiny flying geniuses. They have pale blue skin, hair in the purple end of the spectrum, and translucent wings of the same color as their hair.

Notes:
It'd be trivial to swap the Int bonuses for either Wisdom or Charisma, if you wanted to focus on another mental stat.

Also, here's a strength-focused creature:

Juggernaut:

Type: Humanoid (giant) (0 points)
Size: Large (7 points)
Speed: Normal (0 points)
Languages: Standard (0 points)
Racial Language: Giant

Ability Scores: Paragon (1 point) -> +4 Strength (+8 overall), -2 Int, -2 Wis, -2 Cha

Traits:
Advanced Strength (x2) (4+5 = 9 points)
Gatecrasher (2 points)
Natural Armor (x2) (2+1 = 3 points)
Greater Lucky (4 points)
Greater Spell Resistance (3 points)
Reach (1 point)

Description:
Standing around 10 feet tall and heavily muscled, a Juggernaut is designed to be the shock trooper in any group. Strong, tough, and resilient, and with a penchant for breaking things, these grey-skinned, hairless giants can be found in the forefront of any battle. Although they superficially resemble stone giants, their skin is much smoother, almost metallic rather than rocky.


Okay, with 13 people stating to have interest and thus giving me enough specimen to compose 2 or even 3 teams, I think this is the point where I have to say WE ARE FULL

Those who have already posted in this threat, go ahead and tinker on your designs, I will be doing a more thorough assessment on Tuesday. Don't worry, I wish to keep a steady but relaxed pace so don't feel rushed or anything, take your time. I'll do the same.

On the campaign info page I'll keep a list which I'll update from time to time.
And yes, I do indeed consider making 2 balanced teams and have them run separate from each other. That way if there are a lot of drop-outs, I can bring the survivors together to regroup. Or if all stay alive and active, I can pitch the two teams against each other for the final run for the cake-room.

Just like to repeat WERE FULL


You never answered my question about the Scout archetype and Ninja. Ninja still has all the class features that Scout replaces, so is it cool if I use it?

If not I might change things up quite a bit and do a synthesist version so that I can get rake, and pounce. My build is looking a little weak comepared to some of these others.


Ninja with scout archtype is allowed, havent found any good reason not to.

Sorry Arkwright, still no to the weak intelligence flaw. There are plenty ability arrays to choose from that let you put a penalty to int and with the point buy rules your already allowed to lower it further to free up some extra points for other ability scores

Also, does anyone know if it is possible to add threads to a campaign beyond the basic six? Would be handy, if we do end up with two full teams, if I could create a second gameplay thread


Awesome about Ninja, I'll switch him over soon.

You have to create a second campaign. Though I've found it useful to actually create three campaigns, one for shared interactions and the other two for the separate groups with links in the campaign info tab to the other threads. When running in a shared world though, be aware that differing posting rates and amount of in-game rest time can create some very paradoxical situations with the timeline. I actually had to put one group on hold for a month in half and lost most of the players because both groups were in the same place at different times.


Hmm... problematic indeed. Lucky for me, the two teams can have separate testing chambers and don't necessarily have to start on the same in game date. Also, seeing how this is a controlled testing environment, I can always ensue some "encouragement protocols" to stimulate a higher in-game pace.


I like the juggernaut you posted there, just 1 quick thing. You should have +10 str, large gives you +2 as well.


After having a look at how awesome a synthesist version of the Karnicore would be I've decided to build it and stick it in the alias as Karnircore Mk II.

Edit: Can I be an armless fey?

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