| Post/Author/DateTime | Post |
|---|---|
| ChimericPhase09-05-05, 12:58 AM | The Gry'falkyrie are commonly refered to as "Gryfolk" by other races as a distortion of their racial name, or a nickname for their appearance: they resemble nothing moreso than bipedal griffon-like humanoids. Typically ranging between 5 to 7 feet tall, avian heads, humanoid bodies, large feathered wings, feline feet and tail. Individual traits vary, and there seems to be distinct castes within the species, but the general appearance is consistant. In my homebrew, this race plays a significant role in the history of the world (think Egyptian-type empire), and still have heavily influence the main continent. Okay, so I really really really suck at creating monster stats. Seriously, they should just slap a restraining order on me preventing me from coming within reading distance of the Monster creation section in the back of the MM. I want to create monster stats, but I also want to make this an option for my players to play at higher levels, hopefull not TOO high though. Anyways, here are my current mangled interpretation of the playable side: Racial Hit Dice: Gryfolk start with four levels monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial Abilities: +2 Str, +2 Dex, -2 Int Racial Skills: A gryfolk's monstrous humanoid levels give it skill points equal to 7x(2+Int mod). Its class skills are Listen, Move Silently, Spot, and Survival. Racial Feats: A gryfolk's monstrous humanoid levels give it two feats. +2 natural armor bonus. Darkvision out to 60 feet. Scent (ex) Keen vision: +2 to Spot Automatic Languages: Gryfonic, Common. Bonus Languages: Elven, Sylvan, Orc, Giant, Draconic Base land speed 40ft, fly 50ft (average) Level Adjustment: +?????? I had a monster block stats around here somewhere, but I can't seem to find the file. Still, any suggestions/feedback on this? I would REALLY appreciate it. |
| ChimericPhase09-07-05, 01:17 AM | :bump: Anyone? |
| MythMage09-07-05, 03:30 PM | I think a LA of +0 is excellent for this race. In fact, I think you may want to give it more benefits to outweigh the four racial hit dice. |
| ChimericPhase09-08-05, 02:23 AM | That sounds great to me so with a LA of +0 that makes an ECL of 4 right? Players could bring a 1st lvl char with an ECL 5. I was thinking of giving them a racial weapon proficiency, I'm thinking on stats for an exotic polearm they'd use for battling in flight. Also, I mentioned they have different castes, kinda like the Dromite Castes. So I was considering, instead of resistances like the Dromites (which are fairly strong and warrent their +1 LA), they just have a different appearance and their caste grants a couple of minor skill bonuses, like +2 Diplomancy & Intimidate bonuses for the Eira caste (the top caste). What say you? |
| ChimericPhase09-08-05, 02:53 AM | Dug up the lists of Castes for the Gryfolk. Suggestions would be welcome for racial bonuses per caste types. Eira Caste - Noble Elden caste, leaders, scholars. Very proud and vain. They deserve to be at the top, and they make sure everyone knows it. Osk Caste - Noble Warrior caste, dexterious, swift and quick to act, quick to anger. Vulk Caste - Middle Elden caste, enduring, strong, can fly long distances tirelessly, vicious fighters, also proud. Coruja Caste - Middle Warrior caste, enduring, steady, contemplative and typically humble. (this caste are often monks) Hyph - Low Elden caste, strong proud fighters, steady though sometimes rebellious. History says this caste was once a high caste that was cast down by the gods. Shyk - Low Warrior caste, small vicious fighters, rebellious and tempermental. Ziard - Untouchable caste, small weak laborers. Wingless. |
| Norhg09-08-05, 03:12 AM | How about different racial paragons for the different castes? You might have a 'warrior paragon'. The lower warrior castes would be restricted to taking a few levels of it while the higher may take all. Either that or you go for different stat modifiers. Whatever, may things be as you want. |
| ChimericPhase09-08-05, 03:37 AM | I'm not using the paragon rules in my campaign, but thanks for the suggestion. There is an idea I'm working on for a way that a gryfolk might elevate their caste. Something along the lines that they meet X-requirements, but basically the character has become so much greater than the average gryfolk, their caste changes to "Honored" and this elevates them above others of their same caste. Still hammering out the details on that one. |
| Rhomphaia09-08-05, 04:54 PM | One thing you may want to consider is a short level (3 or 5 levels) prestige class for the race with prerequisites that entail certain aspects of their physiology and/or culture, and with benefits primarily pertaining to their culture, such as a bonus to Charisma based skills when used on other members of that race. This will give the proper heroic edge to the race and make it almost exclusive to that race, but not impossible for others of a different race to suitably impress them. I will put some example requisites and abilities below. Gryf'Falkyrie Champion Requirements Must have a bite/claw attack form Must have a proficiency with polearms (maybe even a weapon focus) Must have performed a great service to someone of a higher caste Skills, base attack and base saves and feats would all be at your discression, though I would suggest a base attack of +05 or higher, and ranks in skills important to gryf'falkyries Class features Gains no proficiency in weapons or armor Heroic Visage (Ex)- When dealing with other Gryfolk, the Champion recieves a +02 bonus on Bluff, Diplomacy, Gather Information and Intimidate skills. This bonus may or may not increase with level. Leadership (ex)- At first level, the Champion gains the Leadership feat for free, but all followers and henchmen must be gryfolk Fearless (ex)- The Champion radiates an aura of fearlessness, giving both himself and all Gryfolk within a 20 ft radius a +04 on saves vs fear. Savage Attack (ex)- At the highest level the Champion can attain, they gain the ability to enter a savage fury, which grants a +04 bonus to strength and dexterity, and lasts for a number of rounds equal to 03+ their constitution modifier. They can use this once per day and the penalties suffered when the fury ends are same as the barbarian's rage ability. This is just an example, and I am sure you can draw better from it. Also, I had an idea for the polearm for the race as well. Gryfolk Grit'nibbr Two handed exotic double weapon Damage- 1d10/1d10 Critical- x3 Weight- 15 lbs Cost- 100 gp The Grit'nibbr is best used by creatures who can fly, but can also be used by land bound beings as well. The Grit'nibbr has a 20 foot long haft, with each end ending in a blade not unlike a saber halberd. The blades on either end are sturdy and broad, with a slight wavy pattern to the edge to make use of a 'sawing' action when a flying user slices by an opponent while in flight. For similar reasons, the haft is somewhat flexible, allowing it to bend upon striking then releasing that extra force when the tension becomes to much, cutting even deeper. The reverse side of each blade has a large hook, which can be used for both tripping and disarming opponents, as per normal rules (with the usual +02 bonus on the check for using a weeapon designed for the purpose). because of the length of the weapon, it has reach, but can also be used against adjacent opponents. Both ends can also be used against the same opponent when trying to deal damage. However, using the weapon in either of these two ways imposes a -2 to attack rolls due to the size of the weapon. I hope this helps. |
| MythMage09-09-05, 11:54 PM | That sounds great to me so with a LA of +0 that makes an ECL of 4 right? Players could bring a 1st lvl char with an ECL 5. I was thinking of giving them a racial weapon proficiency, I'm thinking on stats for an exotic polearm they'd use for battling in flight. Also, I mentioned they have different castes, kinda like the Dromite Castes. So I was considering, instead of resistances like the Dromites (which are fairly strong and warrent their +1 LA), they just have a different appearance and their caste grants a couple of minor skill bonuses, like +2 Diplomancy & Intimidate bonuses for the Eira caste (the top caste). What say you? Yes, you have the ECL stuff right. I think you can safely add a few skill bonuses without needing to raise the LA. Seems like a good way to subtly diversify the castes. |