Seth86 |
3 people marked this as a favorite. |
Okay here goes
This is an idea that i had a few months ago.
I want to try a RP heavy, so a lot less Roll Play. Stats will be there, but i want to avoid using it as much as possible
Premises :
A lost ARK ship (Advance Race Keys) has crashed on a planet. The species inside are dying. And in the hope to salvage what remains, the ship's AI awakens them. Without any knowledge of the planet, the few who were awakened needs to now survive and carve a living into this new world
Character Creation:
Build a race up to 40RP. The race needs to be plausable in the sense, that if someone wants them to be a fighter, and someone else wants to build wizard with same race it needs to mesh. Like an elf as an example. So no race that was made for fighter type only. Well rounded races
No class... yet. No money either.
So who would like to try a game like this?
Seth86 |
I know 40 is a lot. Only thing i want to see is a balanced race. Basicly a race you can put out there and anyone can pick the race and still put a few classes onto the race and still think its fine.
Another reason 40... if your first "level" is a racial HD you need to be able to survive without a class level
Seth86 |
The ARK Ship, is one of a few ships. The races are genetic keys of other races. Transported to an undisclosed location for "reasons"
You do not know about these reasons. You are woken up by the ship AI to avoid that the race dies.
Yup. Hence 40rp. To cover you for not having a class level. The Race is your first class =^^=
Also why i want RP heavy. Less dice rolling. Or thats the plan
Fallen_Mage |
Okay, so by that answer, it sounds like we did not volunteer to board the ship. Even better, bunch of 'people' abducted for whatever reason, not knowing a thing about each other, having to work together to survive on an unknown planet. Loving it even more.
Already have a few ideas in my head. At the moment, leaning towards a plant-like creature, I'm thinking quadruped for some reason.
Philo Pharynx |
I have an idea for a race, but it requires a change to a power. Change shape, lesser allows somebody to turn into a single humanoid of the same size. It's like alter self, and gives the usual +10 disguise bonus. Change shape, greater allows the race to turn into any small or medium humanoid.
What I'd like is for the race to turn into themselves at size small or medium. (the race is default at tiny) No disguise bonus, as they are obviously the same individual. It's more a size change than a shape change.
As for the sci-fi explanation, they simply move mass in and out of a personal pocket dimension, thus shrinking and growing. It sort of like this article.
I have the whole writeup, including art.
Errelleth
Errelleth are a semi-reptilian race primarily defined by their ability to shunt their mass in and out of a personal pocket dimension. They can change their height from 15cm to 3m. (Standard galactic size classification: Diminutive to Large) However, the extremes are unstable and require occasional concentration to maintain.
Their dimensional ability can be used to provide an adhesive force to stick to surfaces, or a repelling force to project themselves away. They can slightly alter their dimensions in one aspect to flatten and glide. They can even use this to protect themselves.
Physical Description Errelleth tend to have long limbs and a slender build for their size. This makes them less physically durable than most races. They do tend to be physically and mentally nimble. Their physical power varies with size, but is generally not remarkable compared to other races. They are hairless, with skin tones that range from brown to green.
Society Errelleth naturally tend to from small clusters of four to nine. These groups live and work together, learning each other's ways. While almost all time is spent with the cluster, they make sure to spend time each day in something solitary. This time to themselves is kept secret from anyone else. Inquiring about it is the height of rudeness.
Clusters also become lovers in any combination of people and genders. There is no jealousy within a cluster. However, mating is always outside of a cluster. Sex with a clustermate does not trigger the changes required for mating. Only someone you are not familiar with triggers this.
Standard Racial Traits
Ability Score Racial Traits: Errelleth are agile and mentally well balanced. But they are not hardy. They get +4 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma. Advanced (4 RP)
Size: Errelleth are Tiny creatures (See below) Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy. (4 RP)
Type: Errelleth are Monstrous Humanoids They get darkvision 60' (3 RP)
Base Speed: Errelleth have a base speed of 40 feet and a spider climb speed of 40 feet. Normal (0 RP) Fast (1x base move, 2x climb) (3 RP)
Languages: Errelleth begin play speaking Galactic Common and Errelleth. Errelleth with high intelligence scores can choose from the following languages (to be determined)
Defensive Racial Traits
Defensive Training, Greater: Members of this race gain a +2 dodge bonus to Armor Class.
Feat and Skill Racial Traits
Nimble attacks: Members of this race gain Weapon Finesse as a bonus feat.
Magical Racial Traits
Change Shape, special: Errelleth can change shape as per the Alter Self spell, but only into a small or medium version of their normal selves. They get no disguise bonus and only get the normal size modifiers on ability scores.
Spell like Abilities:
- Enlarge Person (self only) At Will
- Reduce Person (self only) At Will
- Windy Escape At Will
Movement Racial Traits
Climb, Expert climber: Errelleth climb as per spider climb. +16 racial bonus to climb (6 RP)
Jumper: Errelleth always jump as if they have a running start. (2 RP)
Gliding wings: Constant feather fall and can glide 5 feet per foot dropped (up to 60'/round) Cannot gain height without external lift. (3 RP)
Philo Pharynx |
Thats just like enlarge person then?
As you described, im thinking since becoming their larger selves, its a taxing thing. Maybe make the enlarge/reduce person spell 3+wis mod per day. CL=character level?
If i misinterpreted it incorrectly. Appologies
Actually, I was also going to have enlarge person and reduce person. so they could be tiny through medium normally, and then they could push to be diminutive or large.
Philo Pharynx |
*sigh* That kind of limit really changes the feel of the race. (as well as makes it work funny with the race builder. (it's designed for 1/day or at-will abilities)
Limiting the time as large or diminutive works, but the core size change is sort of essential to the concept.
Back to the drawing board.
Seth86 |
@Nakrum
You can be CE if you want, but i do t see you surviving long if you play a blood thirsty killer. This is an unknown world to all aboard the ARK Ship. But in short. NO. No alignment restrictions
@Philo
I did say it is just a suggestion. We can still work on the race if you still want to. Its suppose to be a fun race building experience too =^^=
@Fnord
Since this is still just an interest check, i have time to alter a few things. So for now. Make your race story how you feel it should be. And we can work on details together.
Korak The Boisterous |
A consumate hunter the Trellur evolved from a highly successful ambush predator. The species tends to live in tribal society and family units with adults hunting throughout the underground for the tribes next meal. The surface of it's home planet is hellish due to being tidal locked. It is only in a very small bands that the surface is livable and the deep caves are the home of the bulk of the wildlife on the planet.
Physical Description: The Trellur are gray skinned humanoids with sharp teeth and claws that remain from it's primitive stages. While not the only hunter in the dark core of it's home planet it is one of the most successful due to it's gravelly textured skin, speed, it's ability to look like a target species and a shadowy haze that emits from it in the darkness. It's arms and legs tend towards being thin and moss like patches are a secondary sex characteristic for the female of the species.
Standard Racial Traits
Ability Score Racial Traits: Trellur gain +2 Str, +2 Dex, +2 Con, -2 Int, +4 Wis, and +2 Cha. Advanced +4 Advanced Charisma +4
Type: Trellur are Monstrous Humanoids. +3
Size: Trellur are Medium creatures and thus receive no bonuses or penalties due to their size. 0
Speed: Trellur have a base speed of 30 feet.They also have a climb speed of 30 feet, which also grants them a +8 racial bonus on Climb checks. +2
Languages: Trellur begin play speaking Common and their racial language. Trellur with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). +1
Defense Racial Traits
Damage Reduction: Trellur have DR5/magic. +4
Shadow Resistance: Trellur have cold resistance 5 and electricity resistance 5. +2
Shadow Blending (Su): Attacks made against a trell while she is 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. +1
Defensive Training: Trellur have a +2 dodge bonus to Armor Class.
Feat and Skill Racial Traits +4
Cave Dweller: Trellur have a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. +1
Camouflage: Trellur gain a +4 racial bonus on Stealth checks while in caves and dungeons. +1
Silent Hunter: Trellur 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). +2
Magical Racial Traits
Change Shape (Su): A trell can assume the appearance of a Small or Medium humanoid as the alter self spell, save that she does not adjust its ability scores. +6
Offense Racial Traits
Natural Weapons: Trellur have a bite primary natural attack that deals 1d3 damage. +1
Natural Weapons: Trellur have two claw attacks that deal 1d4 damage. These are primary natural attacks. +2
Senses Racial Traits
Darkvision: Trellur can see in the dark up to 120 feet.
Low-Light Vision: Trellur can see twice as far as a race with normal vision in conditions of dim light. +3
Weakness Racial Traits
Light Blindness: Abrupt exposure to bright light blinds a trell for 1 round; on subsequent rounds, she is dazzled as long as she remains in the affected area.
Brought to you by Bobby Llama's Pathfinder race builder program
Wei Ji the Learner |
Bab +1
HD either 8 or 10.
I am very interested in this and offer the following for consideration...
The crowlike Urtienko are known as a race of scavengers and irrepressible thieves. Covetous creatures predominantly motivated by greed, they are vain and easily won over with flattery. Deceptive, duplicitous, and cunning, urtienkos seek circumstances in which they can take advantage of the situation, often at the expense of others, including their own kind. They can be highly competitive, but impulsive and rash. Some claim their behavior is innate, while others believe their selfish mannerisms are cultural and developed as a learned adaptation that has enabled their people to endure through centuries of oppression.
Physical Description: Urtienko are avian humanoids whose features strongly resemble crows. They have broad beaks and both their arms and their legs end in powerful talons. Urtienkos who wish to be more easily identified by other humanoids may bleach certain feathers or decorate their beaks with dyes, paint, or tiny glued ornaments. Though they are about the same height as humans, they have slight builds and tend to hunch over. An urtienko's eyes sit slightly back and to the sides of his head, giving him binocular vision with a slightly more panoramic field of view than other humanoids. Like many avians, urtienkos have modest musculature and reproduce by laying eggs.
Ability Scores: Urtienkos gain -2 Str, +4 Dex, +2 Int, +2 Wis, and +2 Cha.
Type: Urtienkos are Monstrous Humanoids.
Size: Urtienkos are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Urtienkos have a base speed of 30 feet.They also have a fly speed of 60 feet with good maneuverability.
Languages: Urtienkos begin play speaking Auran, Common, and Urtienken. Urtienkos with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Damage Reduction: Urtienkos have DR5/magic.
Fast Healing: Urtienkos regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a urtienko to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a urtienko dies, at which point the effects of fast healing immediately end.
Gifted Linguist: Urtienkos have a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Skill Bonus: Urtienkos have a +2 racial bonus on Perception and Stealth checks.
Natural Weapons: Urtienkos have a bite primary natural attack that deals 1d4 damage. They also have two claw attacks that deal 1d4 damage. These are primary natural attacks.
Weapon Familiarity: Urtienkos are proficient with guisarmes and scythes.
Darkvision: Urtienkos can see in the dark up to 60 feet.
Low-Light Vision: Urtienkos can see twice as far as a race with normal vision in conditions of dim light.
I'm envisioning this race as being the 'predecessor'/'ancestral paragon' for tengu -- ie, what they may have BEEN at one point, but have since devolved from over time.
Wei Ji the Learner |
Wei Ji the Learner wrote:Looks fine. Fast healing might be a bit out of sync with the normal tengu. But otherwise looks good
Thank you. I hope this isn't too far over the board?
I was looking at it more from the perspective of 'advanced racial development'/nanotech/primitive regeneration/etc that had been lost over time (exposure to radiation/fell magic/outsider influence?) and also tied into why the descendant 'tengu' race would have a -2 Con in the future removed from such?