Completely sane, low-LA race from the Far Realms. [Archive] - Wizards Community

Post/Author/DateTimePost
Mithral Icesilver

04-24-04, 03:53 PM
Without further ado, ladies, gentlemen, and/or others, I present to you:
Galgiton
Medium Monstrous Humanoid (Extraplanar)
HD: 2d8
Initiative: +2 (Dex)
Speed: 40 feet.
AC: 15 (+2 Dex, +2 natural, +1 galgit leather armor)
Attacks: Tail +2 melee or gythka +0/-2 melee
Damage: Tail 1d6 +1d4 (slashing) x2/18-20, gythka 2d6 x2/20 and 2d6 x2/20 (both slashing)
Face/Reach: 5x5 ft./5 ft.
Special Attacks: Spell-like abilities, tail of the galgit scimitar
Special Qualities: Existential strain, galgit armor
Saves: Fort -2, Ref +5, Will +1
Abilities: Str 11, Dex 15, Con 8, Int 12, Wis 10, Cha 8
Skills: 2 x Int Score*
Feats: Ambidexterity, Exotic Weapon Proficiency (Gythka), Two-Weapon Fighting
________________________________________ _____________________
Climate/Terrain: Temperate or cold land
Organization: Solitary, pair, hunting party (3-6 plus 2-5 pseudonatural dogs), expedition (10-20 plus 20% noncombatants plus 9-12 pseudonatural dogs plus 1 leader of 4th - 6th level per 10 combatants plus 1 pseudonatural wolf per 6 dogs), village (50-150 plus 100% noncombatants plus 50-150 pseudonatural dogs plus 1 council member of 4th - 6th level per 20 inhabitants plus 1 council head of 7th - 10th level plus 1 pseudonatural wolf per 6 dogs), or city (200-2000 plus 100% noncombatants plus 200-2000 pseudonatural dogs plus one lower council member of 4th - 6th level per 20 inhabitants plus 1 upper council member of 7th - 10th level per 2 lower council members plus 1 city head of 11th - 15th level plus 1 pseudonatural wolf per 5 dogs plus 1 pseudonatural dire wolf per 10 wolves plus 10-200 pseudonatural weasels plus 1 pseudonatural dire weasel per 20 weasels).
Challenge Rating: 2
Treasure: Standard plus 1 galgit crystal scimitar.
Alignment: Often chaotic good
Advancement: By character class.
Level Adjustment: +1
A humanoid creature about 5 feet high that appears to be made of purple crystal stands before you. Its legs bend backward at the knees and it leans on a staff with a crescent-shaped blade at each end. It has a wickedly sharp-looking tail.
Galgitons are humanoids from the Far Realm with a love for exploration and a fascination with the material known as Galgit Crystal.
Galgitons appear to be made of galgit crystal, with legs that bend backward at the knees and a tail that actually is a galgit crystal scimitar. This tail can be removed after death.
Galgitons often mount expeditions to far-off places, or to discover hidden puddles of galgit crystal, which is liquid in its natural state (if it spends any time in the common multiverse, galgit crystal becomes tough as steel, solid, yet pliable and silky). They have a love of exploration of all kinds, and are intensely curious about the common multiverse.
Galgitons are uncomfortable in hot conditions, and don't like water much.
Some sages suggest that galgitons are related to the psionic beings called thri-kreen, because of their preference for the strange double weapons called gythka. Like most such claims, these are simply the idle speculation of people with too much time on their hands, but everyone's entitled to their opinion.
Galgiton speak Blink Dog, Common, Elven, and their own language which sounds vaguely like Undercommon.
Combat:
Galgitons avoid combat when possible, but when forced, they attack with the galgit crystal scmitars that serve as their tails or with gythka. They avoid fire and water, though they take no real harm from them.
Existential Strain (su): When a galgiton first leaves the Far Realm, it takes 1d10 subdual damage per day for 4 years, then 1d6 subdual damage per week for another 2 years. After that, it takes 1d8 subdual damage per week it stays in the Far Realm. Galgitons, however, need not make saves against insanity in the Far Realm (it still needs to save against insanity in other cases, such as an insanity spell or Pandemonium’s maddening winds). A galgiton must make a level check (DC 10) to return when resurrected.
Galgit Armor: Most galgitons wear leather armor made from galgit crystal that has been taken once to the normal multiverse. Galgit crystal armor has the following qualities: Armor Check Penalty reduced by 1 (minimum 0), Maximum Dex bonus increased by 2, Arcane Failure Chance reduced by 10%, cost increased by 8,000 gp.
Spell-Like Abilities (sp): 1/day - prestidigitation, willwarp. As wizard of the galgiton’s HD -1.
Tail of the Galgit Scimitar (ex): A galgiton's tail is the same as a galgit crystal scimitar: it deals 1d6+1d4 slashing damage, threatens a critical hit on a natural attack roll of 18 through 20, deals double damage on a critical hit, and bypasses 2 points of the target's natural armor bonus.
Skills: Galgitons have a love of exploration, granting them a +2 racial bonus to Knowledge (geography) checks.
Galgiton Society:
When not exploring, galgitons live in villages of 100-300 people or cities of 400-4000 people. About half of a given village or city will fight if pressed. Galgitons love animals, and often keep pseudonatural dogs, wolves, dire wolves, weasels, or dire weasels as pets, which will visciously attack if their friends are threatened. The "crystal runners," as they are called, often farm the land for food or trade with other sentient beings, although they refuse to associate with kaorti, whom they dispise. These and the Baatezu are the only creatures crystal runners have no pity on. In the normal multiverse, they enjoy good relations with kender, gnomes, elves, and eladrins. Their unsettling appearance means that unless a race sees kindred spirits in the galgiton, relations are slightly strained. Galgiton as a whole worship no specific diety.
Galgiton Charaters:
Galgiton have few clerics, druids, paladins, or rangers, and even fewer sorcerors, bards, and hexblades. Most galgitons are rogues or wizards, and a few become rangers. Many crystal runners become arcane tricksters. A galgiton’s ECL is equal to its character level +2.
Galgiton Racial Traits:
- +4 Dexterity, -2 Con, +2 Int, -2 Cha: Crystal runners are quick and agile in both mind and body, but are frail and as a whole suffer from a mild discomfort in social settings.
- Medium-size: As Medium creatures, galgiton have no special bonuses or penalties due to their size.
- Galgiton base speed is 40 feet.
- Monstrous Humanoid: As monstrous humanoids, galgiton have darkvision to 60 ft.
- +2 racial bonus to Knowledge (Geography) checks: Crystal Runners have a passion for exploration.
- Existential Strain (su): When a galgiton first leaves the Far Realm, it takes 1d10 subdual damage per day for 4 years, then 1d6 subdual damage per week for another 2 years. After that, it takes 1d8 subdual damage per week it stays in the Far Realm. Galgitons, however, need not make saves against insanity in the Far Realm (it still needs to save against insanity in other cases, such as an insanity spell or Pandemonium’s maddening winds). A galgiton must make a level check (DC 10) to return when resurrected.
- Spell-Like Abilities (sp): 1/day - prestidigitation, willwarp. As wizard of the galgiton’s HD -1.
- Tail of the Galgit Scimitar (ex): A galgiton's tail is the same as a galgit crystal scimitar: it deals 1d6+1d4 slashing damage, threatens a critical hit on a natural attack roll of 18 through 20, deals double damage on a critical hit, and bypasses 2 points of the target's natural armor bonus.
- Automatic Languages: Blink Dog, Common, Elven, Galgiton. Bonus Languages: Any (other than secret languages such as Druidic). In addition to being passionate explorers, crystal runners are remarkable linguists.
- Favored Class: Rogue or Wizard. A multiclassed galgiton’s rouge or wizard class (whichever is higher) doesn’t count when determining whether he suffers an XP penalty. If the galgiton has levels in arcane trickster, those don’t count either.
- Level Adjustment: +1.

With thanks to RMGCLF for starting the "So says the lord, gather your chickens" thread, Tevish Szat for the Willwarp spell, and Reklin Hace for Galgit Crystal.
R.M.G.C.L.F.

04-26-04, 06:49 PM
Nice work. I have a far realm humanoid race on the back-boiler but it's no where near as fleshed-out or well-done as this.

However
1. You forgot to give them their dexterity bonus to AC
2. About the galgit leather armor, technically since leather is the hide of an animal one shouldn't be able to make leather armor out of inorganic substance. Also the normal bonus for leather armor is +2, unless galgit armor has a lower AC bonus. Maybe you should call it galgit armor rather than leather armor and state that it has all the properties of leather armor with the mentioned exceptions.
3. I think that given the similarness and low amount of abilities you could get away with putting these as humanoids.
4. Also, you should not give them a penalty to charisma for being physical appearance. I know it's mentioned once under what charisma represents, but all the other qualities of charisma go against it.
Melles, Lord of Badgers

04-26-04, 06:50 PM
the whole point of far realms is to be insane, perfectly sane shoudn't happen!
R.M.G.C.L.F.

04-26-04, 06:53 PM
No, the far realms generally cause people to go insane, and that is simply because most berks can't comprehend the vastness of anything outside their home multiverse.
Mithral Icesilver

04-27-04, 04:29 PM
Originally posted by R.M.G.C.L.F.
Nice work. I have a far realm humanoid race on the back-boiler but it's no where near as fleshed-out or well-done as this.

However
1. You forgot to give them their dexterity bonus to AC
2. About the galgit leather armor, technically since leather is the hide of an animal one shouldn't be able to make leather armor out of inorganic substance. Also the normal bonus for leather armor is +2, unless galgit armor has a lower AC bonus. Maybe you should call it galgit armor rather than leather armor and state that it has all the properties of leather armor with the mentioned exceptions.
3. I think that given the similarness and low amount of abilities you could get away with putting these as humanoids.
4. Also, you should not give them a penalty to charisma for being physical appearance. I know it's mentioned once under what charisma represents, but all the other qualities of charisma go against it.
1. Thanks. Error rectified.
2. According to Reklin Hace's description (he was the creator), galgit crystal can be made into any nonmetallic kind of armor. Apparently, it doesn't mix well with steel.
3. They have flexible purple crystal scimitars for tails and their legs bend backwards. They don't fit too well as humanoids.
4. I should probably have mentioned that they are also slightly reclusive and uncomfortable in social settings.
R.M.G.C.L.F.

04-27-04, 05:12 PM
2. I realize that, but you still shouldn't call it leather armor unless they rip it off of a galgit-skinned creature, because that by definition would require it to be made from the skin of some animal.
3. Look at merfolk. The breath water and have the body of a fish from the waist down. I think we can excuse a tail and a knee-reversal.