DarkLightHitomi |
I am recruiting a few players to play a homebrew game. I have a few players already set and they will start whenever ready. This group will start then meet up the other players when this group is ready to go (hopefully a dozen or so days from now).
Character creation guidelines
Level 3
2 traits
20 point buy
You work for the government of the Free Clans Confederacy. (Military, police, etc)
Info about the world
This world has some electronic technology (such as radios and electrics motors), but not guns or mundane explosives (which means no combustion engines either).
Any race is acceptable (some may require being a lower level, or some other tweaking) including making something in the ARG (10pt and lvl3, 20pt and lvl 2, can purchase a trait one step above your races rank by adding 1 to the cost. IE a 10pt race can buy an advanced trait by paying 1 point more)
The common races are,
Catfolk (called Fealin)
Minotaurs
Orcs
Elves
Kindaur (custom race, basically oversized awakened tigars, an attempt to make super war mounts in 456 but they freed themselves some time ago and took refuge with the FCC. Note they do not have hands, they use magic to manipulate small things but can't wield weapons, shields, etc)
Uncommon races
Dwarves
Halflings (a slimmer, shorter and less hairy version of dwarves, came from that world)
Drow
Human (came from the Fealin world)
All other races are rare, at least around here.
Note, all planer spells will malfunction and all history agrees that every race was on some other world almost 1000 years ago, but suddenly found themselves here. For some, magic completely changed from what it was before, for others magic didn't exist prior, for the elves magic is similar but planer spells no longer work.
Summoning works very differently. If any one plans one summoning anything I'll fill you in what you need to know, beware the the levels of the spells and such are much different.
The unusual races have entries in the campaign notes or otherwise taken from the ARG. Kindaur will be posted there tommorrow.
Money
Standard WBL = 3000g
However as a magic heavy world any magic item with a caster level of 1 is 25% cheaper, CL 7 or less is 15% cheaper, and CL 15 is or less is 5% cheaper. Beware of items, like Bracers of Armor, that say the caster level must be two or three times the bonus provided, the listing at top is just the minimum, use that or the caster level needed to make the item at that bonus, whichever is higher.
Also because you are in a sponsered force you may have a, +1 or mithral, weapon or armor free.
You can use enchanted wraps to get weapon enchantments on your unarmed strikes. Pay for the enchantment as normal plus 1gp for weapon and 300gp for masterwork. Each wrap covors one fist, knee, foot (which takes the foot slot), elbow, etc
EntropyRules |
interesting. I'm in. but like Loup has said, what roles are we looking for in a group. are we thinking standard group tank, arcane, divine, face? or is this pretty open to what we submit? I'm looking at a large character that may have a hard time hitting (as he is large), but when he does hit its devastating.
Also I assume that the reduction to lvl 2 also limits the starting wealth to lvl 2 as well right?
Let me know if this would work as a racial type:
20 pt (so lvl 2)
Humanoid(Giant)
Size: Large
Speed: Normal
Ability Modifier Advanced(+2 STR, Dex, Con, +4 Int, -2 Cha)
Weapon Familiarity: Dwarven Longaxe, and probably grappling hook
Static Bonus Feat
Lvl 1 spell-like-ability 2/day
Greater SR
I'm thinking some kind of large mountain dwelling race (which works well with the fact that Longaxes are common mountain dwelling dwarf weapons and the grappling hook then makes sense as they don't have an innate climb ability. I would say that they are one of the races from a very limited magic plane (the Spell-Like-Ability would be lead blades or something like that that would emphasize the brute strength they naturally have) Anyways let me know what you think about the race. I can always switch if need be.
Songdragon |
I would like to express my interest as well. I am thinking a Fealin Bard (no archetype). I will put something together for tomorrow.
Question: To craft/repair any of the electronic devices, would that be Craft (Electronic Device)? Would that cover them all in a general way?
Also considering, to flesh out the concept, is to be a noble and/or a daughter of a high ranking government official. How does the government work, in general terms. A democracy, monarchy, that sort of thing?
InVinoVeritas |
This sounds interesting! With the basics of the campaign world, would this make for a potential race?
Monitor
The monitors are rarely seen, but have appeared from time to time to help communities in their time of need. Reptilian in nature, their smooth iridescent scales are reminiscent of both lizards and snakes, leading to an indeterminate middle appearance between the two.
Although rumors swirl about the origin of the monitors and where they inhabit, from a bizarre pocket dimension to masquerading as the locals with magical disguises, the most accepted theory is that they inhabit monastic-style enclaves in the wilderness, often in areas inhospitable to other races. Studies of their culture suggest that they believe that couatls are responsible for the barring of other planes of existence, and that they are tasked with maintaining the barrier for the protection of everyone from horrors too egregious to contemplate. The monitors believe that they are servants of the couatls.
Monitor Racial Traits:
+2 Con, +2 Wis, -2 Dex: The monitors maintain a stoic resolve under most circumstances, although their coldblooded nature causes their movements to be more languid.
Medium: Monitors are of Medium size.
Normal Speed: Monitors have a speed of 30 feet.
Reptilian: Monitors are humanoids with the reptilian subtype.
Low-Light Vision: Monitors can see twice as far as humans in conditions of dim light.
Thick Hide: Monitors receive a +1 natural armor bonus to AC and can cast endure elements once per day as a spell-like ability.
Bite attack: Monitors can bite as a natural attack with a base damage of 1d3.
Venom: A number of times a day equal to the monitor's Constitution modifier (minimum 1), a monitor can envenom a weapon or bite attack with weakening venom: Injury; save Fort DC 10+1/2 HD+Con; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Monitor Immunities: Monitors are immune to light-based blindness and dazzle effects. They are considered to be constantly under the effects of a nondetection spell.
Monitor Magic: Monitors add +1 to the caster level of any abjuration spells and light-based spells, supernatural abilities, and spell-like abilities they cast. In addition, monitors receive the following spell-like abilities: 1/day--faerie fire, obscure object, sanctuary. A monitor with an Intelligence of 10 or greater can cast light at will as a spell-like ability.
Languages: Monitors begin play speaking Common and Draconic. Monitors with high Intelligence scores can choose from the following languages: Celestial, Elven, Orc, Aklo, Sylvan.
(Medium Humanoid, Normal Speed, Standard Ability Scores, Bite (1RP), Toxic (1RP), Low-Light Vision (1RP), Natural Armor (2RP), Spell-Like Ability: Endure Elements (1RP), Lightbringer (2RP), Enclave Protector (2RP). Total: 10RP.)
DarkLightHitomi |
I am a spontaneous gm, as such group composition isn't as important as for APs. I will work with the capabilities of the group (I won't put a bunch of traps if no one plays a rogue for example, however the rare, bypassable trap might still be there and findable by the group)
I should mention that I lack an actual computer, therefore no maps. Don't worry about AOOs, if something like that is a danger I will state so before your action. Also combat has all the PCs post their actions and once they have I will post a response that states what happened, so posting order won't matter.
@Mug
The round robin group we started never really said, but I would like at least a post every 2-3 days. Right now things are going slow, but I think (read hope) that it's just due to the holidays.
@EntropyRules
Doesn't sound too bad, though would like a better idea of your race and culture, the greater SR however makes no sense in this setting (if anything, low magic worlders are more vulnerable. Only high magic worlders have SR, such as drow), the SLA would only fit if masked as non-magical, but keep in mind it can't be anything damaging.
The starting wealth stays at lvl 3, the extra points count as a lvl (if the game lasts long enough you be compensated later when the power difference wanes)
And if you would please post the rp costs.
@misterlurch
Those stats are in the campaign tab, under races.
@songdragon
For the skills such as craft, I usually adjust the DCs by how specific you get. I.E. Craft (Electronics) has a higher DC to fix a radio then Craft (Radios), of course versatility is a consideration.
In the FCC, each clan is limited to a small size, and social rank is democraticly given to those who earn it based on merit. The clan leaders of an area elect one representative to meet with those from other areas and deliver votes/concerns to the elected council.
There are 3 ranks in each area (warrior (red), scholar(gold), leader (black, includes the clan leader), and craftsmanship (blue), only the leader catagory has a limit on number) but no one is born to any group. They all start as "whites" and must earn their way up, and their rank is shown by wearing a band of the color of their ranks catagory. (Adding to campaign tab)
You could say its a democratic meritocracy.
@InVinoVeritas
Very interesting, but whatever outsiders think, the coutls admit, to their servents, that they have no knowledge of how planer access is being blocked, but they suspect divine intervention, or something greater. And considering the size of this world, they could hide in the middle of a field if they were far enough away as it will take centuries of travel for an individual to reach the other side of the world, much less civilization.
InVinoVeritas |
@InVinoVeritas
Very interesting, but whatever outsiders think, the coutls admit, to their servents, that they have no knowledge of how planer access is being blocked, but they suspect divine intervention, or something greater. And considering the size of this world, they could hide in the middle of a field if they were far enough away as it will take centuries of travel for an individual to reach the other side of the world, much less civilization.
Then we can add the following ideas to the monitors:
* They don't actually get the couatls' version of the story; they just venerate them and believe that the couatls are behind the closing of the planes, and that it's for the world's protection. Couatls may have told them that they aren't responsible, but it hasn't changed how the monitors look up to them.
* Whether the monitors actually are protectors of reality or not (they aren't, they just believe they are and shoulder the burden), their rarity and ability to evade magical detection has helped to build their mystique.
In the end, the monitors don't actually have any extra-special back-door access to campaign information, they just have their beliefs.
If you like the race, I'll submit a PC with this background. Thanks, and let me know!
HandyCam |
I am def. interested. Sounds... unusual.
I'll prolly submit a depressed, slightly alcoholic minotaur fighter in a little. Fighter cuz I'm new to PF or D&D, the rest cuz it seems interesting. Surly, angry, grumpy. -Not- antagonistic, however, just unhappy and looking for more, coping with teh booze. I think its hilarious picturing a Minotaur passed out at the bar.
InVinoVeritas |
I like the race so go ahead and use it, but note that I don't generally tie culture to race, so you you have a slim chance of meeting another and their enclave might not believe as your enclave does.
And with your permission I might use this race elsewhere, in other games.
Sure, please go ahead! I'll develop a character.
EntropyRules |
Alright so I went through and changed some of the stuff up and wrote out a little bit about them let me know what you think.
The Daitya enjoy life at a higher altitude and as such tend to live in mountains and platues. Their natural abitliy to climb has given rise to many Daitya making their homes in the faces of cliffs. Daitya have a natural skin tone similar to the rocks and mountains they live in. The most common shades being of rust and coal. Before the shift, the Daitya were as peaceful as a race of giants can be. They had their wars amongst themselves but generally left others alone. However, after the shift and the surge of magic, they lived in a fairly magical world to begin with, many Daitya found themselves slaves to wizards keen on taking advantage of their unatural size and strength. Thanks to the treaties that resulted in the Free Clans Confederacy, these enslaved Daitya were freed in exchange for their loyalty. Though pretty much moving from one master to another, The Confderacy offered a taste of freedom that had been denied the Daitya for so long. Due to their time as slaves, Daitya are generally distrust most magic users though enjoy the benifits that magic provides.
Racial Qualities
Type: Humanoid
Subtype: Giant
Size: Large (7)
Base Speed: 30 ft
Ability Mod: Advanced (+2 STR, Dex, Con, +4 Int, -2 Cha) (4)
Languages: Standard (0)
Racial Traits:
Reach (1)
Climb (2)
Bonus Feat: Endurance (2)
Greater SR (3)
Weapon Familiarity: Shotel, Fauchard (1)
Total Points: 20
DM Mathpro |
Would it be okay if I modified the Centaur out of the ARG(page 218). They have it as a 28 rp race and I shaved it down to a 20 rp race. The modifications are found in the spoiler below.
Type-Monstrous Humanoid(2 rp)
Size-Large(7 rp)
Base Speed-Normal(0 rp)
Ability Score mods- Paragon(+4 str, -2 int, -2 wis, -2 cha)(1 rp)
Languages- Standard(0 rp)
Ratial Traits:
Ability score racial traits: Advanced con(+2), Advanced dex(+2) (8 rp)
Dark vision 60 ft (free from monstrous humanoid)
Other ratial traits- Quadruped(2 rp)
Let me know if that works and I'll get a character sheet up shortly.
Songdragon |
Here is most of my submission. The crunch anyhow. I am working on Inerri's background and such and will add it when complete.
The basics of what I am considering is that Inerri has always been interested in the art of storytelling and enjoys being in the public domain where she can speak. She was raised by one of the more wealthy clans which has allowed her to attend one of the more prestigious schools. There she was able to excel an become quite knowledgeable. She took after her grandfather in her bardic pursuits, but like all of her family had to serve within the military. Upon the end of her formal schooling, Inerri entered a military life and she was able to do well at many aspects, but her martial skills while adequate, never excelled. It was the young Fealin's other abilities that aided her. She has just completed her obligation to the military when she was approached by those in the government to work on a special task force where she could combine and use all her skills for their special tasks.
Inerri of Clan Dahuol
Fealin, Bard 3rd level
Chaotic Good, Medium Humanoid (Fealin)
Initiative +5; Senses Perception +9, low-light vision
Languages: Common, Fealin, Orcish, Elven, Minotaur, (on more language)
Hit Points: 24 (1d8)
Armor Class: 18 = 10 +3 dex +4 armor + 1 shield
Armor Class Touch: 12 = +10 +3 dex
Armor Class Flatfooted: 15 = +10 +4 armor +1
Fortitude: +1 = +1 class +0 con
Reflex: +6 = +3 class +3 dex
Will: +4 = +3 class +1 wis
Damage Reduction: none
Spell Resistance: none
----------------------- Combat -----------------------
Speed 30 ft (30 ft base, light load)
BAB: +2 = +2 bard
CMB: -1 = +2 BAB +0 str
CMD: 11 = 10 +0 BAB -1 str +2 dex
Melee
mithral longsword +3 (1d8 /19-20, x2, silver weapon)
dagger +2 (1d4 /19-20, x2)
Ranged
darkwood compostite short bow +6 (1d6 /x3)
dagger +3 (1d4 /19-20, x2)
Other Abilities
Spell Slots 0-level Unlimited, 1st level 4
Bardic Peformance 11 rounds
----------------------- Ability Score -----------------------
Strength 10 (+0) (0 pts)
Dexterity 16 (+2) (5 pts) +2 racial
Constitution 10 (+0) (0 pts)
Intelligence 14 (+2) (5 pts)
Wisdom 12 (+1) (5 pts) -2 racial
Charisma 16 (+3) (5 pts) +2 racial
----------------------- Skills -----------------------
Skill points 27 = (+6 class +2 int +1 favored class) x2 bard
Skills Total Rank CS Ability ACP Misc
Appraise +0 = +0 rank +2 ability
Bluff +9 = +3 rank +3 ability +3 cs
Climb +0 = +0 rank +0 ability
Diplomacy +9 = +9 Versatile Performance
Disguise +3 = +0 rank +3 ability
Escape Artist 3 = +0 rank +3 ability
Heal +1 = +0 rank +1 ability
Intimidate +7 = +1 rank +3 ability +3 cs
Knowledge (Arcana) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Dungeoneering) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Engineering) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Geography) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (History) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Local) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Nature) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Nobility) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Planes) +7 = +1 rank +3 cs +2 ability +2 bard
Knowledge (Religion) +7 = +1 rank +3 cs +2 ability +1 bard
Linguistics +7 = +2 rank +1 ability +3 cs
Perform (dance) +7 = +1 rank +3 ability +3 cs
Perform (oratory) +9 = 3 ranks +3 ability +3 cs
Perception +9 = +3 rank +1 ability +3 cs +2 racial
Ride +3 = +0 rank +3 ability
Sense Motive +9 = +9 Versatile Performance
Spellcraft +6 = +1 rank +2 ability +3 cs
Stealth +9 = +1 rank +3 ability +3 cs +2 racial
Survival +9 = +1 rank +1 ability +3 cs +2 racial +2 trait
Swim +0 = +0 rank +0 ability
Use Magical Device +7 = 1 rank +3 ability +3 cs
----------------------- Feats -----------------------
• Catfolk Exemplar: Your feline traits are more defined and prominent than those of other members of your race. You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. Enhanced Senses (Ex): If you have low-light vision, you gain the scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision.
• Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
----------------------- Traits -----------------------
• Reactionary: You have became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on Initiative checks.
• Militia Veteran: Your first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Benefit: You gain a +2 trait bonus on Survival checks, and it is always a class skill for you.
----------------------- Racial Abilities -----------------------
• Ability Score Racial Traits: Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
• Type: Catfolk are humanoids with the catfolk subtype.
• Size: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
• Base Speed: Catfolk have a base speed of 30 feet.
• Languages: Catfolk begin play speaking Common and Catfolk.
• Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
• Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
• Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.
• Scent Some catfolk favor a keen sense of smell over sensitive sight. catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.
----------------------- Class Abilities -----------------------
• Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.
• Spells: 0-Level (DC 13) (6): Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Read magic
1st-level (DC 14) (4): Cure Light Wounds, Grease, Silent Image, Vanish
• Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
• Bardic Performance: ( 11 rounds = 4 +3 cha +4 level)
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound
~ Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the
~ Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
~ Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
~ Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
• Versatile Performance (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
----------------------- Equipment -----------------------
Starting gold 3000 gp
mithral chain shirt (1100g) 10 lbs
darkwood buckler (203g) 2.5 lbs
mithral longsword (free-2310g) 2 lbs
darkwood shortbow (395g) 1 lbs
- arrows 20 (1g) 3 lbs
dagger (2g) 1 lbs
wodden holy symbol (1g) ---
spell component pouch (5g) 2 lbs
Ioun torch (75g) ---
backpack (2g) 2 lbs
Pouch, belt (1g) 0.5 lbs
waterskin (1g) 4 lbs
chalk (10) (1sp) ---
flint and steel (1g) ---
silk rope (50 ft) (10g) 5lbs
expoerer's Outfit -- --
wand of cure light wounds (50 charges) (637.5g)
scroll of Detect Secret Doors x2(40g)
scroll of Expeditious Retreat x2 (40g)
scroll of Undetectable Alignment (20g)
scroll of Sleep x2 (40g)
scroll of Abundant Ammunition x2 (40g)
Coins 382 gp
4 sp
Current load: light (33)
Encumbrance
33 lbs. / 66 lbs. / 100 lbs.
----------------------- Description -----------------------
Race: Fealin
Gender: Female
Age: 21
Height: 4'8 ft
Weight: 102
Eye Color: Green
Fur Color: Orange, with black and white highlights
Personality:
----------------------- Background -----------------------
Working on...
----------------------- Other -----------------------
Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
DarkLightHitomi |
@ DM Mathpro
Sounds alright, though you are far from home. Centaurs come from south of the vast Tauren Empire.
@EntropyRules
I like this, though minor changes to the racial history,
The FCC(which wasn't made by treaties and is 1 of only 4 empires that predate coming to this world) had fought those enslaving wizards (the same ones who made the Kindaur, the Grejule) and after the war the FCC helped the Daitya get established in the mountains to the west. There are lots of magic users in the FCC (basic spellcasting is a required class in high school, to keep kids from wrecking electronics all the time) and the FCC is a warrior culture, so the Daitya were happy to have some distance from the FCC.
EntropyRules |
sounds good. I may also switch out the standard language choice to xenophobic to represent their seclusion. And while they would initially distrust wizards, that doesn't mean that its impossible to work with them. I figure it would be kind of cool to have a Friday Night Lights moment and have the Daitya realize that just because you use magic doesnt mean you are evil.
EntropyRules |
Spring for the 20pts and you should be ok with it, you may not have tons of magical abilities, but if you go 7pts large 3pts monstrous humanoid, 3pts for claws and bite, that still leaves you with 7 pts to flesh things out with (maybe 2 for flexible ability score, 1 for fast +10 ft speed, and 4 for scent). Its not the best for giant wolves but its an idea if you want it
EntropyRules |
Ériu Mahabali, Phalanx 2nd level
Chaotic Good, Large Humanoid (Giant)
Initiative +2; Senses: Perception +0
Languages: Common
Hit Points: 22 (2d10) assumed max first, half +1 after)
Armor Class: 22 = 10 +2 Dex +8 Armor +3 Shield -1 Size
Armor Class Touch: 12 = +10 +2 Dex -1 Size
Armor Class Flatfooted: 20 = +10 +8Armor +3 Shield -1 Size
Fortitude: +6 = +3 Class +3 Con
Reflex: +2 = +0 Class +2 Dex
Will: +4 = +0 Class +0 Wis
Damage Reduction: none
Spell Resistance: 13
----------------------- Combat -----------------------
Speed 20 ft (30 ft base, light load, heavy armor)
Climb 20 ft
BAB: +2 = +2 Fighter
CMB: +8 = +2 BAB +5 Str +1 Size Modifier
CMD: 11 = 10 +2 BAB +5 Str +2 Dex
Melee
Masterwork Shotel +8 (2d6+7 /20x3, +1 to hit vs bucklers, light, and heavy shields)
Masterwork Fauchard +8 (2d8 /18-20x2, Reach, Trip)
Masterwork Spiked Heavy Steel Shield +8 (2d6+7 /20x2)
Ranged
Composite Longbow (+4 Str) +4 (1d6+4 /x3)
----------------------- Ability Score -----------------------
Strength 20 (10 pts) +2 Racial +2 Size
Dexterity 14 (5 pts) +2 Racial -2 Size
Constitution 17 (7 pts) +2 Racial
Intelligence 12 (-4 pts) +4 Racial
Wisdom 10 (0 pts)
Charisma -8 (0 pts) 2- racial
----------------------- Skills -----------------------
Skill points 6 = (+2 class +1 int) x2 Fighter
Skills Total Rank CS Ability ACP Misc
Climb +18 = +2 Rank +3 CS +5 Ability +8 Climb Speed -1 Armor Check
Intimidate +10 = +2 Rank +3 CS -1 Ability +2 Trait +4 Size
Survival +5 = +2 Rank +0 Ability +3 CS
----------------------- Feats -----------------------
• Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
• Shield Focus: Increase the AC bonus granted by any shield you are using by 1.
• Saving Shield: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
• Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
----------------------- Traits -----------------------
• Sargavan Guard: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.
• Steel Skin: You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armor, you gain a +2 trait bonus on Intimidate checks.
----------------------- Racial Abilities -----------------------
• Ability Score Racial Traits: Daitya are strong and intelligent, but still carry the unappealing figures of their unappealing ancestors. They gain +2 Strength, +2 Dexterity, +2 Constitution, +4 Intelligence, –2 Charisma.
• Type: Daitya are humanoids with the Giant subtype.
• Size: Daitya are Large creatures and have no bonuses or penalties due to their size.
• Base Speed: Daitya have a base speed of 30 feet.
• Languages: Daitya begin play speaking Common.
• Obscure Weapons (Ex) Daitya use weapons uncommonly found in most societies. Daitya are proficient with Fauchard and Shotel
• Dead Magic: Daitya have a natural SR of 11+Character Level
• Huge Reach: the Daitya’s naturally tall figure and long arms give them a reach of 10 ft
• Mountain Home: Daitya live in the mountains climbing sheer cliffs as a child climbs a tree. They have a Climb speed of 20 ft and a bonus of +8 to Climb
----------------------- Class Abilities -----------------------
• Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
• Stand Firm (Ex): At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.
----------------------- Equipment -----------------------
lbs item
20 Mwk Fauchard
6 Mwk Shotel
35 Mwk Heavy Steel Shield w/ Spikes
55 Mithril Agile Half-Plate
6 Mwk Composite Longbow (+4 Str)
16 Explorer's Outfit
30 Medium Tent
10 Bedroll
0.5 Compass
10 Silk Rope
2 Signal Horn
8 Mwk Backpack
16 Waterskin
7 Rations
2 Miners Lantern
5 Lamp Oil (net 30 hrs)
2 Efficient Quiver (60 Arrows)
5 Holy Water x 5
1 Belt Pouch
Potion CLW x 2
1 Scabbard
Total Weight 237.5
Money: 658 sp
Current load: light (239.5)
Base Encumbrance vs. With Master Work Backpack
266 /532 /800 vs. 306/612/920
----------------------- Description -----------------------
Race: Daitya
Gender: Male
Age: 60
Height: 12'6 ft
Weight: 420
Eye Color: Golden
Skin: Dark Red
Personality: Ériu is not the kindest of sorts, though not particularly mean either. He’s not fond of magic users though finds the skills needed to use it of notable recognition. When Ériu makes a deal he’ll hold to it even if afterward he knows he’s been con-ed.
----------------------- Background -----------------------
For the past 20 years. Ériu Mahabali has carried on his family’s tradition of serving in the Free Clans Confederacy as per their bond forged so long ago. Ériu has seen some dark days and darker wizards still. As far as he’s seen, you can’t trust a user of the Arcane Arts farther than you can throw them (Which really isn’t saying much if you’ve ever seen a 12 foot tall beast of a man hurl a 90 lb wizard). Although most of his kin think him crazy for even thinking about trusting a magic user, his affinity for protecting others has led him to respect clerics and others of divine focus with similar ideals, in spite of the fact that they use magic. As a soldier, Ériu has learned that when push comes to shove, you better have some armor on lest the sword in the other guys hand gets shoved up your gut.
MisterLurch |
So I went ahead and made the Canim.
The Canim are a race of wolf-like humanoids standing nine to twelve feet tall (though they would reach 11 to 14 feet if they stood fully erect. their usual hunched posture makes them seem shorter than they are) and weigh between 2750 and 3500 pounds.
Almost unheard of and very xenophobic, what little is known of the Canim comes from those few who refuse to live in the rigid caste structure of the Canim homelands. After the shift, there have been more of these lone-wolves, but any incursions into canim territory other than to the city of Naurash simply vanish.
Racial Qualities
Type: Monstrous Humanoid (3)
Subtype: Canim
Size: Large (7)
Base Speed: 30 ft
Ability Mod: Basic (+2 STR, +2 Con, -2 Cha)
Languages: Xenophobic (Common, Elven, Gnoll, Dwarven) (0)
Racial Traits:
Reach (1)
Scent (4)
Claws (2)
Bite x2 (2)
Fast (1)
Total Points: 20
MisterLurch |
ah bugger .. i misread standard ..
and this is already somewhat of a pale imitation ..
oh well .. i will have to make up for it by being awesome!
Racial Qualities
Type: Monstrous Humanoid (3)
Subtype: Canim
Size: Large (7)
Base Speed: 30 ft
Ability Mod: Basic (+2 STR, +2 Wis, -2 Cha)
Languages: Xenophobic (Common, Elven, Gnoll, Dwarven) (0)
Racial Traits:
Reach (1)
Scent (4)
Claws (2)
Bite x2 (2)
Fast (1)
Total Points: 20
DarkLightHitomi |
A suggestion, but not a requirement, would be to spoiler different sections of your sheet to make looking through it easier.
@MisterLurch
Seems good to me, but the weight is on the heavy side, take a human and double height would equate to octuple weight, human 100 to 300lbs octupled = 800 to 2400lbs with the avg of 1600 lbs (so if they are on the heavy side, they would on average be about 2000 lbs, not that it's all that important but it might make the difference between your allies dragging you out of harm's way)
newlehi |
i'd like to join if that is okay as a:
level 2 Cleric of any you have a different neutral deity with death and plant domains available. [if not then negative energy, and a crusader, so i lose the death(undead) domain for Gozreh deity]
alignment nuetral positive eneregy; domains plant(growth), death(undead)
16(+2) 14 10 8(-2) 16(+2) 14; open volley/first feat fly by atk; hp d8
humanoid-plant 10RP
Plants have the low-light vision racial trait.
Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
-1RP 20ft land speed
-2(-1 advanced?[3]?)RP fire elemental vulnerability +5 dmg on fire atk's
-1RP Resurrection venerability: A raise dead spell cast on a member of this race can destroy it (Will negates). Using the spell in this way does not require a material component.
10(+1 advanced[11])RP Flight 60 ft good maneuverability(+4 fly skill)
1RPweapon proficiency: tower shield?[if not then hooked lances and bows
2RP Static bonus feat: Death from above
1RP Skill Training: two skill are always class skills(fly & nature)
{20 points if advance traits are valued at both 1 higher penalty and cost}
secondary traits
[1]wisdom in the flesh: wisdom mod is used instead of dex on fly checks and is a class skill
[2]savanna child +1 to nature checks, and it is a class skill
newlehi |
my story for them got erased for them here's a summery.
The Vivirre are believed to be elves that were able to join the forests, or natives to the land, but they don't even know for they do not keep records of the passing of time beyond a life another theory is the elves experiment with drow magic, and human tech. had gone wrong either way. they stay in forests in localized area's for about a decade protecting it until before they move move. trying to find vivirre is not an easy task as they use a decorated large(tower) shield to camofluage high into the tree's or in the under brush and foilage. they never miss their mark. they sometimes can be found with curious folk like druids, giants, elfs, and hamadryads if they can be found. Although little is know other then the above.
although i have more knowlage as the crafter of the race.
MisterLurch |
A suggestion, but not a requirement, would be to spoiler different sections of your sheet to make looking through it easier.
@MisterLurch
Seems good to me, but the weight is on the heavy side, take a human and double height would equate to octuple weight, human 100 to 300lbs octupled = 800 to 2400lbs with the avg of 1600 lbs (so if they are on the heavy side, they would on average be about 2000 lbs, not that it's all that important but it might make the difference between your allies dragging you out of harm's way)
Good point. I didn't think about a comparison to humans, I just played percentages with the size and weight for large creatures. Since they are not especially dense, and are roughly 2.4 times the size of a human, I think I will bring their weight range down to 1800 to 2750 pounds.
DarkLightHitomi |
@ newlehi
This is not Galorian, the dieties are silent, and everyone came from different worlds, so make whatever diety you like.
First, advanced traits only cost extra for a 10 pt races.
Second, you haven't stated what the stats are after changing them,
Third, there is a lot about your race that doesn't make sense and doesn't fit thematically.
Plant's don't fly, (earth and air are opposites), you have a vulnerability that belongs to negative energy races without making your race based on negative energy, and a lopsided arm on one side. You can do these things, but they don't fit together very well, and should have something compelling and should include things that really tie them into the race (except the flying and being asymmetrical thing, I just can't allow something the ability to fly lopsided except by magic, it is too much a departure from the world's "physics").
I really couldn't get a good feel for what your race is like or about.
Anumil Rythen |
Briefly, Anumil is a former Captain of the Guard in a realm outside of the Clans. Ordered to commit a foul deed of mass murder by his supposedly honorable Lord, he fled rather than do it.
Now working as a guard in the Clans under an assumed name, he tries to rebuild his life.
Unbeknownst to him, the order was a calculated deception by The Conspiracy. The Ruler thinks that he was betrayed by Anumil and sent out bounty hunters to bring him back. Now agents of the Conspiracy seek to find and permanently eliminate his loose end.
Exact details are left as a plot hook for the GM.
DarkLightHitomi |
The closest options (where history is most likely to find you) is the Tauren Empire, LN, or across the sea, NG, (mostly dwarves, but there are other races)
If it really must be LG, you can be from the the northern deserts, there are many nomads up there with the occasional oasis stronghold, each under it's own ruler. This is a less filled out area.
The PCs will be dealing with the Tauren Empire in play, and perhaps some people from Undermountain Freeholds, so you can pick just how close to home you want to delve.
Ehad Tsur |
So a random thought that I don't think anyone has looked at: are there particular roles you want/need filled. For example a creature with a poison obsession would make a great assassin but might be a less than ideal soldier. I think most submissions have kept with the military mind set, but I just wanted to see what type if group you are looking for. I ask because, if its allowed to submit a second idea, I thought about submitting a small ranged poison master as we have lots of large tanks already submitted.
DarkLightHitomi |
Mostly the military/police aspect is to get the players in aposition of taking orders from on high and to be expected to partake in combat, otherwise the players don't need to focus on being warriors, you can be a scout or a poison master if you wish (though clanners don't look to kindly on poison use, they have a particular hatred of backstabbers, but you can still find individuals who use it in straight up combat and even a few assassins, after all, it's never dishonorable to use an enemy's tactics against them)