Browman |
Age 1, Turn 7
Sheher 1d20 ⇒ 7 Power 2d6 + 1 + 2 + 2 ⇒ (2, 3) + 1 + 2 + 2 = 10
Zanthreair 1d20 ⇒ 12 Power 2d6 + 1 + 2 + 1 ⇒ (1, 6) + 1 + 2 + 1 = 11
Shelayyen 1d20 ⇒ 5 Power 2d6 + 0 + 0 + 11 ⇒ (5, 6) + 0 + 0 + 11 = 22
Ryazan 1d20 ⇒ 20 Power 2d6 + 0 + 1 + 2 ⇒ (1, 4) + 0 + 1 + 2 = 8
Shylar Power 2d6 + 0 + 0 + 31 ⇒ (4, 2) + 0 + 0 + 31 = 37
Kelnet 1d20 ⇒ 4 1d10 ⇒ 6 Power 2d6 + 0 + 0 + 26 ⇒ (3, 3) + 0 + 0 + 26 = 32
Fenii 1d20 ⇒ 1 Power 2d6 + 0 + 0 + 15 ⇒ (3, 3) + 0 + 0 + 15 = 21
Kawliga Power 2d6 + 0 + 0 + 23 ⇒ (5, 3) + 0 + 0 + 23 = 31
Aninga 1d20 ⇒ 9 Power 2d6 + 1 + 3 + 2 ⇒ (5, 4) + 1 + 3 + 2 = 15
Orregr 1d20 ⇒ 4 1d1 ⇒ 1 Power 2d6 + 0 + 3 + 3 ⇒ (1, 3) + 0 + 3 + 3 = 10
Turn 8 order
Ryazan
Zanthreair
Aninga
Sheher
Shelayyen
Kelnet
Orregr
Fenii
Aninga |
Someone Aka not me needs to stat out the Primal.
Also can everyone check in, we seem to be losing people and I want to see who is still around.
Unleashes his fury at the GM. By way of saying "Present"
Sheher |
If no one else is I can have a go at statting the Primal. The race will look pretty different depending on who does it though.
Sheher |
Ok, like I said the Primal will look very different depending on who stats him up as there are a ton of different directions it could go.
Primals
Type
Monstrous Humanoid (3 RP)
Monstrous humanoids are similar to humanoids, but have monstrous or animalistic features. They often have magical abilities as well.
A monstrous humanoid race has the following features:
Monstrous humanoids have the darkvision 60 feet racial trait.
Monstrous humanoids breathe, eat, and sleep.
Darkvision for the large shining eyes, plus the Primals are supposed to be pretty strong according to Shellyn's initial comment 'This early in the development it would be a powerful race.' I would have gone more caveman like myself but hey this is collaborative:D
Size
Medium 0 rp
Base Speed
Normal 0 rp
Ability Score Modifiers
Specialized (1 RP)
Modifiers: Members of this race gain a +2 bonus to Charisma and Will, and a –2 penalty to Dexterity.
The Will reflects the 12 points that went to glory and hunger while the Cha reflects the 10 points that went to Jovial, Humility, and Community, the Dex is a toss up between Physical scores, it could be -2 to Str or Con if that is better. But it has to be a Physical score according to the Racebuilder rules
Languages
Xenophobic (0 RP)
Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the Darklands). Members of this race with high Intelligence scores can choose from any of these additional languages.
Makes sense to me since they only speak their own language for the longest time. Common don't exist yet
Racial Traits
Defensive Traits
Fearless (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.
Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.
Makes sense with their Glory and Hunger gifts
Standard Traits
Greed (1 RP)
Benefit: Members of this race gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
Hunger gift
Gregarious (1 RP)
Prerequisites: The race has at least a +2 racial bonus to Charisma.
Benefit: When members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours.
Jovial, Communal gift
Offensive Traits
Bite (2 RP)
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.
Slapping Tail (3 RP)
Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach
Takes care of the gaping maw and the tail. The text of Bite doesn't quite make sense to me but the maw is gaping so I put in 2 points for the stronger bite
None of the other traits quite fit but could be put in to make the race stronger. Right now it's at 12 RP which is pretty good I think. Could drop it down to 11 by going with the weaker bite.
Thoughts?
Sheher |
Large is pretty expensive. It costs 7 RP. Even Going with the Weaker Bite will make it an 18 RP race.
Sheher |
Well. I guess we've got an interesting world built at the very least. I think the whole map is filled in with a lot of variety of landscapes.
Browman |
Age 2, Turn 1
Sheher 1d20 ⇒ 16 Power 2d6 + 0 + 3 + 1 ⇒ (5, 5) + 0 + 3 + 1 = 14
Zanthreair 1d20 ⇒ 5 Power 2d6 + 0 + 0 + 11 ⇒ (4, 2) + 0 + 0 + 11 = 17
Shelayyen 1d20 ⇒ 18 Power 2d6 + 0 + 0 + 1 ⇒ (1, 6) + 0 + 0 + 1 = 8
Ryazan 1d20 ⇒ 17 Power 2d6 + 0 + 0 + 5 ⇒ (2, 4) + 0 + 0 + 5 = 11
Shylar Power 2d6 + 0 + 0 + 28 ⇒ (4, 4) + 0 + 0 + 28 = 36
Kelnet 1d20 ⇒ 4 Power 2d6 + 0 + 0 + 8 ⇒ (1, 3) + 0 + 0 + 8 = 12
Fenii 1d20 ⇒ 12 Power 2d6 + 0 + 0 + 21 ⇒ (5, 6) + 0 + 0 + 21 = 32
Kawliga Power 2d6 + 0 + 0 + 31 ⇒ (2, 3) + 0 + 0 + 31 = 36
Aninga 1d20 ⇒ 3 Power 2d6 + 0 + 0 + 15 ⇒ (3, 3) + 0 + 0 + 15 = 21
Orregr 1d20 ⇒ 14 Power 2d6 + 0 + 0 + 8 ⇒ (3, 4) + 0 + 0 + 8 = 15
Turn 1 order
Shelayyen
Ryazan
Sheher
Orregr
Fenii
Zanthreair
Kelnet
Aninga
Sheher |
Hey Browman, do you think a 13 RP race would be hit with the slow progression nerf? It's far less than Aasimar's :). Let me know as I have an idea for a race and I don't want to keep it within the appropriate level.
Sheher |
Ok so here are the stats for the three races.
Buldar
Type
Humanoid (human)0 rp
Size
Medium 0 rp
Base Speed
Slow -1 rp
Ability Score Modifiers
Standard 0 rp
+2 WIS +2 STR -2 CHA
Languages
Standard 0rp
Racial Traits
Feat and Skill Racial Traits
Flexible bonus feat 4 rp
Natural Armor 2 rp
Stubborn 2 rp
Skill Training 1 rp
Choice of (Bascially alternate racial trait):
Craftsman 1 rp
Or
Relentless 1 rp
Total 9 rp
I think I've built a good race for PC fighters, clerics, monks, and even druids. Cha based classes would be harder to pull of but I think that fits them well.
***
Intki
Type
Humanoid (human)0 rp
Size
Small 0 rp
Base Speed
Normal 0 rp
Ability Score Modifiers
Standard 0 rp
+2 INT +2 DEX -2 STR
Languages
Standard 0rp
Racial Traits
Feat and Skill Racial Traits
Cat's Luck 1 rp
Skilled 4 rp
Master Tinker 2 rp
Urbanite 1 rp
Burrower 3 rp
DarkVision 2rp
Total 13 rp
Really aiming for Skill Monkey here basically but I also had the concept of a race that could go underground and so create a flip on underground races being evil. Meerkats are cool in any case. This is the highest RP race I've created I hope that it doesn't get hit with a nerf bat though as I think the bonuses are well spread out among different categories and Master Tinker and Urbanite are very situational in any case. Skill Monkeys, casters, and ranged characters should do well being Intki I think.
***
Gilem
Type
Humanoid (human)0 rp
Size
Medium 0 rp
Base Speed
Normal 0 rp
Ability Score Modifiers
Specialized 1 rp
+2 WIS +2 CHA -2 CON
Languages
Linguist 1 rp
Racial Traits
Feat and Skill Racial Traits
Skilled 4 rp
Emissary 1 rp
Silvered Tongue 3rp
Total 10 rp
Party faces and good at reading other people to boot I made these guys to be uber diplomats. Should make for great bards and oracles, a bit harder to make paladins out of them because of the Con bonus but should be do-able.
What do you guys think? Also.. uh, am I the only one still playing?
Sheher |
We're up to Kelnet now. I know it was the weekend but still there's been one post in six days.
Hate to be pushy but maybe in a few days we could say that people who can't continue faded away as deities as Act 1 ended and we can recruit some more 'younger' gods for Act 2?
What does everyone else (who is even looking at this) think?
Aninga |
I hate to say it, but I think it might be just down to the three of us now.
I would suggest that in future we skip initiative. Let people post their turn whenever they can, and then when everyone's posted a turn, move on. As it is, I've been sitting on my hands for several weeks.
Sheher |
Yeah it's too bad. Maybe the person who wants to go next can call out on the Discussion tab that they're ready to go next and then get a day to do so.