Fallen_Mage |
1 person marked this as a favorite. |
Sorry for my delay in posting this. I was having some issues with the ability choices.
Let me know what you think.
Arborix
The Arborix of the far off world of Kyzon, evolved from a form of life that most sentient beings do not, plant life. Their origin can be traced back to a unique swamp flower that absorbed a special radiation from a passing meteorite, causing a mutation that eventually led to intelligence. While not predatory by nature, the Arborix do hunt and eat meat. However, not being the biggest lifeform on their world, they have developed several defense mechanisms to ward off creatures that would eat them. While still a tribal society, these beings have developed some technologies that border on the mystical. This is primarily seen in their crystalline technology, which has allowed them some limited access to their three moons as well as the nearby planets of their system. Although they do not travel beyond the comforts of their own system, the Arborix are familiar with other beings that have had the misfortune to crash on Kyzon. Being naturally gifted healers, they have saved several such beings from meeting an abrupt end. As such, they have open trade with several species that stop by for various supplies and respite on Kyzon.
Type: Plant (10 RP)
Size: Medium (0)
Speed: Slow (-1 RP) (Speed not modified by armor or encumbrance.)
Ability Score Mod: Standard (0 RP) +2 Dex, +2 Wis, -2 Con
Language: Standard (0 RP) Common, Arborix Bonus Languages - Aquan, Auran, Sylvan and Terran
Racial Traits:
Low-Light Vision (Free with Type)
Immune to Mind-affecting (Free with Type)
Immune to Paralysis, Poison, Polymorph, Sleep Effects, and Stunning (Free with Type)
Breathe and eat, but do not require sleep unless benefit is gained. (I.e. regain spells) (Free with Type)
Hydrated Vitality: Gains fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Can heal up to 2 HP/level/day. (3 RP)
Natural Armor: +2 Natural Armor Bonus to AC (3 RP)
Camouflage (Swamp): Gain a +4 Stealth in Swamps.
Gifted Healer: Arborix gain a +2 to Heal checks and Heal is always a Class skill. (3 RP)
Natural Intuition: Arborix gain a +2 to Knowledge (Nature) checks and always have Knowledge (Nature) as a Class skill. (3 RP)
Concealing Spores: Once a day, an Arborix can produce a cloud of spores to allow it to escape from predators. This functions like Obscuring Mist with a Caster Level equal to Character Level. (1 RP)
Blinding Ichor: In extreme circumstances, the Arborix can produce a sticky ichor that can blind an enemy temporarily, allowing them to escape. This substance is produced in gland on the neck just behind the jaw and holds enough for one blast. Once expended, it takes a day to refill. This functions like Mudball with a Caster Level equal to Character Level. (1 RP)
Curative Spores: In addition to the concealing spores, Arborix produce another kind. These spores sooth and treat almost any wound they come in contact with. Unlike the Arborix other abilities, these spores are not limited in use. This functions like Cure Light Wounds with a Caster Level equal to Character Level. (2 RP)
Poisonous: Another defense mechanism the Arborix have evolved is a blood consistency that is toxic to most living beings. If a creature that can be affected by poisons is exposed to Arborix blood, it must make a Fortitude Save to a DC equal to 10 + ½ HD + Arborix Con Modifier or take 1d2 Dex damage. An Arborix can use this offensively, but is tiring to do so. As such, they can only use this ability offensively a number of times per day equal to their Con Modifier (Minimun 1/day) (1 RP)
Scaffold Kane |
I present the Tennak, a race of brilliant engineers whose populace has largely been reduced to criminals and mercenaries by a war they didn't want and an unforgiving world they couldn't help.
Let me know if you have any questions or issues. I'd be happy to go into more depth if need be.
Physical Description
The Tennak are a lithe humanoid race, though are somewhat smaller than humans. Their skin is often a dark purple color, though some blue and brown shades have been observed in minority. The hair on their body is similarly distributed as humans, though the Tennak tend to have less body hair. The hair on their head is very thick and usually straight or wavy. Most of the Tennak dreadlock or otherwise braid their hair because of how difficult it is for them to maintain and, over the years, many have taken to decorating their hair with various trinkets. The Tennak also wear jewelry on their forehead usually to denote social status but sometimes simply for decoration.
Society: The Tennak are an inherently knowledgeable race. Even after having their home world conquered, most of the race is still more capable of rigging ships and solving complex problems than other races in the galaxy. While this certainly drives their way of life, most preferring logic over intuition, the biggest impact was the loss and liberation of their homeworld. Their government is one step away from anarchy as the race is still in reconstruction and many of the people turn to crime to solve their problems. While crime on their homeworld itself is about average, the Tennak make up an extraordinarily large proportion of the space pirates present in the galaxy. Since the Tennak make up some of the most brilliant engineers and scientists in the galaxy, it's no wonder they have such a bad reputation as a race.
Relations: The Tennak are officially allied with many other intelligent races, but are actually trusted by no one. Their only true enemy is the race responsible for the conquering of their homeworld and many Tennak pirates specifically target the ships of that race. Otherwise, the galaxy's official position on the Tennak is vastly different than its true position.
Alignment and Religion: The Tennak have little use for the squabbles many races have over morality or religion. Religion is something only practiced by the mighty few among the Tennak and they are often ridiculed for any such beliefs. On the same token, the Tennak are not particularly prone to following rules or being disciplined but see the value in the structure of things from time to time. Most Tennak are true neutral.
Adventurers: Tennak mercenaries and pirates are almost as common as their citizens and soldiers. The homeworld of the Tennak is an unforgiving place that forces many Tennak to feel as though there's more to be gained throughout space and on other planets. Few of these Tennak become soldiers because there is little honor in being a Tennak, but many other races respect what they are capable of doing.
Standard Racial Traits
Ability Score Racial Traits: The Tennak are analytical and quick on their feet. They gain +2 Dexterity, +4 Intelligence, +2 Constitution. (Flexible + Advanced Constitution = 6 RP)
Size: Tennak are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Tennak are humanoids with the Tennak subtype.
Base Speed: Tennak have a base speed of 40 feet (1 RP)
Languages: Tennak begin play with Common and Tennak. Tennak with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages. (1 RP)
Defense Racial Traits
Greater Defensive Training: Tennak gain a +2 Dodge Bonus to AC. (4 RP)
Greater Lucky: Tennak gain a +2 racial bonus on all saving throws. (4 RP)
Greater Spell Resistance: Tennak gain spell resistance equal to 11 + their character level. (3 RP)
Feat and Skill Racial Traits
Flexible Bonus Feat: Tennak select one extra feat at 1st level. (4 RP)
Master Tinkerer: Tennak gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Tennak are also treated as proficient with any weapon they have personally crafted. (2 RP)
Skill Bonus x2 (Craft and Intimidate): Tennak gain a +2 racial bonus on Craft and Intimidate checks. (4 RP)
Breadth of Experience: Tennak gain Breadth of Experience as a bonus feat at level 1. (2 RP)
Skill Training: Tennak always treat Knowledge (Engineering) and Intimidate as class skills. (1 RP)
Movement Racial Traits:
Fleet-Footed: Tennak receive Run as a bonus feat and a +2 racial bonus on initiative checks. (2 RP)
Swift as Shadows: Tennak reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. (3 RP)
Senses Racial Traits
Darkvision: Tennak can see perfectly in the dark up to 60 feet. (2 RP)
Other Racial Traits
Hold Breath: Tennak can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Wei Ji the Learner |
I present the Tennak, a race of brilliant engineers whose populace has largely been reduced to criminals and mercenaries by a war they didn't want and an unforgiving world they couldn't help.
Let me know if you have any questions or issues. I'd be happy to go into more depth if need be.
** spoiler omitted **...
Maybe something like Proficiency: All guns or Proficiency: All energy weapons or the like? Even as engineers that have been stomped on, they should have some way they've managed to at least partially earn their freedom, right? Maybe something like Stubborn (Refuse to recognize religion)?
Seth86 |
No you counted right, I just can't think of anything other traits to add that makes sense for the race.
No worries. As I said. Max of 40. Nothing stopping you from using less. I simply wanted to make sure that that was your intention
@SD
Since we wont be doing random races, stick with 1 race each. Best that way
Scaffold Kane |
Scaffold Kane wrote:Maybe something like Proficiency: All guns or Proficiency: All energy weapons or the like? Even as engineers that have been stomped on, they should have some way they've managed to at least partially earn their freedom, right? Maybe something like Stubborn (Refuse to recognize religion)?I present the Tennak, a race of brilliant engineers whose populace has largely been reduced to criminals and mercenaries by a war they didn't want and an unforgiving world they couldn't help.
Let me know if you have any questions or issues. I'd be happy to go into more depth if need be.
** spoiler omitted **...
I heavily considered that, actually. I just wasn't sure what weapons we'd be working with exactly. If guns work as is, the race would definitely get proficiency with firearms.
Thanks for the feedback!
Wei Ji the Learner |
I heavily considered that, actually. I just wasn't sure what weapons we'd be working with exactly. If guns work as is, the race would definitely get proficiency with firearms.
Thanks for the feedback!
You're welcome!
And it'd make for an interesting change-up, I'd imagine?
Korak The Boisterous |
The Machinae were not originally a constructed race, they were instead constructed by and of a humanoi race known as the Recuun, a curious race who always pushed the limites of their knowledge but didn't always like the results, as their technology increased tinkerers and surgeons alike began to implant devices into themselves, shunned by even their inquisitive bretheren they migrated away, slowly they congregated together and formed their own society, but the stress of their implants caused a low birth rate, being themselves they decided to make machines to help, As the people slowly died the machines had become smart enough to repair them with new parts, it wasn't long before the society evolved into one that used dead flesh from animals and machines to craft new members of their fledgling race. Now ruled by a technotheocracy they've come a long way from their early days as mere helpers and become the dominate "life"form on their planet. Far enough even for their minds to give birth to their own god, Mechus, god of machines and the forge
Physical Description: Depending on the type of beasts used in their construction The Machinae can have a variety of appearances. They all have a somewhat patchwork design created from metals and stitched together flesh, A Machinae Player character decides what they look like.
Standard Racial Traits
Ability Score Racial Traits: Machinae gain -2 Str, -2 Dex, -2 Con, and +4 Int.
Type: Machinae are humanoids with the half-construct subtype.
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the half-construct to survive or stay in good health.
Size: Machinae are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Machinae have a base speed of 30 feet.
Languages: Machinae begin play speaking Common and their racial language. Machinae with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Defense Racial Traits
Damage Reduction: Machinae have DR5/magic.
Natural Armor: Machinae have a +1 natural armor bonus to their Armor Class.
Defensive Training: Machinae have a +2 dodge bonus to Armor Class.
Dual-Minded: Machinae have a +2 bonus on all Will saving throws.
Feat and Skill Racial Traits
Bonus Feat: Machinae select one extra feat at 1st level.
Craftsman: Machinae have a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Master Tinker: Machinae have a +1 bonus on Disable Device and Knowledge (engineering) checks. Machinae are also treated as proficient with any weapon they have personally crafted.
Skill Training: Disable Device and Knowledge (Engineering) are always considered class skills for machinae.
Bonus Feat Machinae receive Toughness as a bonus feat.
Quick Reactions Machinae receive Improved Initiative as a bonus feat.
Focused Study: At 1st, 8th, and 16th level, a machina gains Skill Focus in a skill of her choice as a bonus feat.
Offense Racial Traits
SwordTrained: Machinae are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
SunstonePhoenix |
Oh, I feel bad that I didn't see this earlier. It sounds like an awesome concept, and if you ever have room in something like this again, I'd love to join. If I have the time, I'll try to get something cooked up for this thread.
Hmm; the replies here have sparked a bit of interest in race building, something that I don't have a lot of experience in. I suppose I'll be off in a secluded corner for a bit, scribbling notes in a book and maniacally laughing as a new beast of a creature takes form both in my head and on paper...
Hey, even if I can't join, I think that I have just discovered my new creative outlet for the next few weeks. You may have created a monster, Seth. Just warning you.
SunstonePhoenix |
A quick note to Warhawk. I read his post on Venisai after writing my post and immediately noticed the similarities between our created races. The ability scores and plant types were both the same, though I was relieved to find that the similarities ended there. I wish to propose that the two races are native to the same forgotten jungle planet that he described in his post, and would love to get his opinion on the matter.
Without further ado...
[siss-OLES]
With two legs that look like masses of tangled roots and hands that look similar to flower pods when clenched and carnivorous fly traps when opened, these small green plant creatures are a sight to behold if a traveler can only find them. Sisels' backs are covered with a fuzzy mosslike fungus, allowing them to grip onto trees and rocks and not be noticed. They will sometimes cultivate grasses and tiny, leafy plants on their backs to further blend in with their specific surroundings. Their sticky, sappy feet also allow them to cling to almost any surface. Sisels are very curious creatures, always trying to test the limits of what they can achieve with their cunning. They have learned to mimic the languages of other species to a T, and love to confuse larger intelligent species by calling out to them in their native tongues. Their love of trickery can cause them to be hazards to themselves, however, as sisels can accidentally reveal their location in the act. Particularly humorless victims of a sisel's prank will simply end up crushing them. Many sisels develop a healthy respect for their victims after watching another of their kind suffer this unpleasant fate.
Sisels are typically found solitary or in pairs, and only form an emotional bond with one other creature, their own species or otherwise. Exceptions to this rule of thumb are exceedingly rare, and have only been documented in one or two cases. It is unknown why sisels prefer to seclude themselves, though some have speculated that their highly forceful wills and devotion to independence lead sisels to turn on one another if they begin to grate on each other's nerves. Peaceful conversations between these creatures are uttered in quick, low pitched whistles.
Sisels hail from hot, humid, highly forested climates.
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STANDARD RACIAL TRAITS
Ability Scores (4 RP): Sisels are weak but fast, and rely on their mental agility rather than physical prowess. +4 Dex; +2 Wis, Cha, Int; -2 Str
Type (10 RP): Sisels are plants.
Size (0 RP): Sisels 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.
Speed (0 RP): Sisels have a base speed of 30 ft
Languages (1 RP) : Sisels begin play speaking sisel and common. Sisels with high Intelligence scores can choose any language as a bonus language, except secret languages such as Druidic.
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Low Light Vision (plant): Sisels can see twice as far as a race with normal vision in conditions of dim light.
Plant's Immunities (plant): I wasn't sure what all of these were called individually, so I'm putting them all here. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. They do not need to sleep to survive, only sleeping to regain spells.
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Camouflage (1 RP): Sisels gain a +4 racial bonus to stealth while in a forest.
Climb (2 RP): Sisels have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Curiosity (4 RP): Sisels are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Gifted Linguist (2 RP): Sisels gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Darkvision (2 RP): Sisels can see in the dark up to 60 feet.
Expert Climber (4 RP): Sisels can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, members of this race are treated as being constantly under the effects of a nonmagical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).
Hatred (1 RP): Sisels gain a +1 racial bonus on attack rolls against creatures with the cold or fire subtypes.
Hydrated Vitality (3 RP): Sisels gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Natural Armor (2 RP): Sisels gain a +1 natural armor bonus to their Armor Class.
Static Bonus Feat (2 RP): Sisels gain the Iron Will feat as a bonus feat at the first level.
Treespeech (2 RP): Sisels have the ability to converse with plants as if subject to a continual speak with plants spell.
Edit: Skilled was a mistake. Replaced with Climb and Static Bonus Feat. I copy pasted the wrong version of the document on here.
Seth86 |
Well guys, it was very close, all of you, really ALL of you did amazing things with the points. The races were well thought out, designed really well. But in the end I can only run a game for so many people.
The following races were awaken on the ARK Ship
Wei Ji = Urtienko
jab III = The Mantisicari
Battlespy = Lyss
Fallen Mage = Arborix
Scaffoldking = Tennak
Souldragon = Bladeborn
Those of you that did not make the cut, I thank you for the interest and the effort you put into your races. Keep them, expand, write stories. Enjoy them =^^=
Those who are chosen, I will open the discussion and the gameplay so you can dot.
This weekend I'm at a LARP, will try to start the game Monday evening