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| Ricros06-02-07, 04:39 PM | Hay guys. I'm toying with the idea of running a campaign where the players stumble upon/get banished to/get lost on some kind of second material plane (read: Planet), with inspiration taken from phantasy star IV :3. It is my intention to introduce extra races plus another human race that have adapted to that planet, giving them an alien flavour. First, a little background. As always I will do it from an NPC's point of view; "Humans have not always lived on this world with us; indeed, this was once one of three worlds. Countless ages ago, humans lived on their own planet - Huma. Some practiced an art called magick which could do impossible things which neither men nor machines of today could not. One of these things was transporting themselves across the deep darkness to and from our world. The humans' magick was powered by the slumbering god that was nestled in planet Huma's core who protected the humans. It is said that a great threat to mankind arose on Huma and its god rose to protect them. They both fought for days. Ultimately, the great threat won, for with each human it killed, the slumbering god grew weaker. With several thousand humans scrambling to our world Vires, and the other world, Sapientum, the god played one last gambit. He trapped the great threat in his own home in the core of the planet and detonated it, destroying it completely. The god, the threat and the planet were gone. The human race was nearly wiped out. Those that remained were choked by the loss of the magic they were so reliant upon and on alien worlds they were not welcome on. Human ingenuity and courage carried them forwards, eking out their own place in the world. Here on Vires, humans are growing in power. What they once relied on magic for is now being served by rudimentary machinery. They are on good terms with the Dwarves and acceptable terms with the Orcs. The elves, being elves, despise humans but will still treat them fairly as is their nature and will tolerate their presence when it is necessary. The arcane magic that the elves used was also fed to them by the slumbering god until he died. They blame the humans for the extinction of magic. Still, they are attempting to master the spiritual magic drawn from other sources, though it is weak (cleric/druid level 4, maybe 5 cap) compared to the glorious spells they once tossed about like peanuts. Mystics of both races have sensed a potential new source that can generate the magic of old times, though it is far too far out of reach for them to possibly study or make use of. As for us? We're still in contact with our ancient source of power; Gold!" -------------------- Planet Sapientum is a world that is slightly more humid and warm than Vires. It is overly fertile and there is never any problems with barren lands and so on, but there is often problem with overgrowth. There are four dominant races on the planet, but there other many other smaller ones. Sapienti Sapienti are the humans that landed on Sapientum during the battle with the great threat. They are ruled with an iron but fair fist by their king 'The Wise Man' and are all fanatically devoted to him of their own accord. Those that do not are never seen. Or at least, never seen again... • -2 Wisdom, +2 Intelligence - Contrary to their name, the inherent wisdom of the Sapienti race is dulled due to the bombardment of psionic power they recieve. The name is a reference to their sharp wits and fiery intellect. • Sapienti base land speed is 30 feet. • Free feat at 1st level. Sapienti are as adaptable as any human in most cases. • Nothing to fear: Sapienti are the descendants of those brave humans that settled Sapientum eons ago. They receive +1 to will saves and an additional +4 to save against fear. • All Sapienti can speak Sapien. If a listener can understand common, they will understand the absolute basics and any references to ancient historical or magical lore spoken in Sapien. Sapienti can learn any langauge. • Favoured Class: Any Yenärok Sapientum is a lush world covered in typical heavy forests and jungles, but also the legendary 'Blue Forest' at its south pole and 'Underjungle' said to be contained underneath Sapientum's largest mountain. And you can bet your bottom gold piece that wherever you find wooded land, there'll be a colony of Yenärok living in it. A Yenärok stands as tall as a human, but is much more lithe and toned. They have pointed ears like elves and their feet have opposable thumbs like a monkey's. They have ram horns on their heads and slightly elongated canine teeth. Their skin color is usually somewhat pallid because they rarely leave the shade of their forests, but can still tan nicely if they are out in the sun. Their eyes can be any color you can imagine, and their hair is often dyed a vibrant color. Yenärok are typically neutral good, but this can vary a lot. They are distrustful of any technology and somewhat skeptical about the practicality of using magic and psionics in battle. Their main religion is ancestor worship, so it is not uncommon to find an incarnum user among a group of Yenärok, a rarity in any other race. Their fighting style is typically ambush-based, using any feature of terrain or circumstance to get a leg up on the pile. Their favored weapon is crossbow, which they often fire at unsuspecting targets while hanging upside down from trees.[/b] • +2 Dexterity, -2 Intellect - Yenärok are agile and light-fingered but lack any kind of academic capacity. • Yenärok base land speed is 30 feet. They have a climb speed of 20 feet, have +8 to climb checks and can take 10 to climb even when rushed, but not on overly tricky maneuvers. • Arrow Time: Once per day, Yenärok can enter what is essentially an adrenaline rush state that slows time in their mind's eye. They gain a +2 dodge bonus to their AC and a further +2 dodge bonus to projectiles for five rounds. If the Yenärok is an incarnum user, this is an incarnum effect, and essentia can be invested into it. Each point of essentia increases the AC bonus granted against projectiles by 1. This is an immediate action. • Crossbow Bunny: All Yenärok are proficient with crossbows and have the rapid reload feat white using them. Repeating crossbows are a martial weapon for Yenärok. • All Yenärok speak Yenär. Adventuring ones also speak Sapienti. They can learn common and any Sapientum-based langauge. • Favoured class is ranger. Cerverau Sapientum as we know it is void of arcane magic, which ceased to exist once the slumbering god was killed. At this time, the Cerverau race flourished, gaining magical superiority with their previously inferior psychic powers. As humans began to tap into their source of near-magic, they began to lose power to the ever-ambitious humans. Cerverau tend to be about the same height as Elves. Their eyes are filled with a black void and their hair can be any shade of black and most wear it long in a variety of styles. Their skin is always pasty white. Their face and body shapes can vary as much as a human's. Cerverau always wear exquisite cloaks shrouding their entire body from the neck down. Tailoring is a prized artform in Cerverau society, and it is for this reason that clothing that would make even elves gawp are ten-a-penny. Cerverau worship a god called 'The collective conscience'. It is the source of all psychic powers both on and off Sapientum. It is said that it is not just one being, but the coalescence of the minds of anyone who has ever used psionics. Unlike other so-called gods, it resides with its people in the "Mind's eye temple" in the Cerverau capital. It is suspended in a special cerebral fluid and looks like a huge, pink brain. It talks directly to anyone who addresses it.[/i] Cerverau are a race of psions. If you do not run psionics in your game, they are a essentially a race of sorcerers dressed up as psions. • -2 Strength - Cerverau are phsyically weak and stiff-limbed. • Cerverau base land speed is 30 feet. • Mind's Eye: Once per week, a Cerverau can appeal to the collective conscience to divine a yes/no answer. He must concentrate for one minute while he communicates with the collective conscience. There is an 80% chance for it to be right with the remaining 20% being a don't know. If the the conscience deems the question to be against its interests to answer, there is an 80% chance of getting a withheld answer, and the remaining 20% chance being a complete lie. Regardless, when this power has been used for the week, the Cerverau's right eye turns a deep purple. • Evil Eye: Once per day, a Cerverau can either add +5 to the DC of an illusion spell they cast, or add +5 to the will save against one. Regardless, after using this ability, their left eye turns a deep purple for the rest of the day. This is an immediate action. • Mind Lance: Three times per day, a Cerverau can channel energy into any piercing weapon as a swift action. Their next attack that round with that weapon is made as normal, but has an additional 20 foot of reach if it is a melee weapon, and has a doubled range increment if it is ranged. • All Cerverau speak Sapienti. They can learn common and any other Sapientum-based language. They have their own language which they silently and psychicly transmit to any other cerevrau within 20 feet. Anyone from another race stumbling upon a Cerevrau marketplace can find it quite an eerie experience! • Cerverau favoured class is Psion. If you're not running true psionics, their favoured class is sorceror. Haukli Haukli are a halfling race of warriors from Sapientum. They are experts at war and teamwork. They are small and quick like halflings, but as strong and fierce as an orc, and it is for this reason that they are feared on the battlefields of Sapientum. Fortunately for everyone else, they are most likely to be fighting each other. Haukli have an extra pair of smaller, all-black eyes situated by their temples. Their skin color is any shade of grey and their hair is any shade of blue often worn long and tied back, but some use it to cover their eyes for vanity. Haukli communities are always clan-based. Some are nomadic and some found great citadels. Different clans often war against each other, make alliances, break alliances and so on. Alliances with communities of other races are often a lot longer lasting. The other races are often glad to take Haukli as allies as they are great warriors and their crafts are unsurpassed by any other. Their cities are full of grand, sturdy architecture and their armor and weapon smithing is surpassed only by the Dwarves. Haukli are hot blooded and always ready to fight, craft, build and do something.[/i] • +2 Dex, -2 Charisma, -2 Wisdom - Haukli are strong for their size and deft thanks to it. They often act hot-blooded and rash. • Haukli base land speed is 20 feet. • Small Size • Beserker/Defender: Once per day, a Haukli can enter a beserk rage as a swift action in which they lose all regard for their own safety, and anyone else's. They gain +4 strength and -4 AC for a number of rounds equal to their level. Afterwards, they are fatigued for as many rounds. Conversely, they can choose to add +4 to their ac and take -4 from their strength for the same number of rounds and fatigue. • Eyes on the side of my head: A Haukli's extra eyes grant them extraordinary bonuses. Haukli gain +4 to all spot checks, +1 to all reflex saves and have a 50% chance to avoid being caught flat-footed. In addition, their field of vision is all BUT the back 90 degrees. • Now THAT'S teamwork: A Haukli provides double the usual bonus for using Assist another. • Craft Bonus: Haukli gain +2 racial bonus to any craft skill they take. • All Haukli speak Haku and Sapienti. They can learn common or any other Sapientum-based language and Dwarven. • Haukli favoured class is Fighter. ------------------- So, that's it for now. I'm going for the alien feel. Any comments? |
| Rerecros06-02-07, 05:56 PM | Huma, that sounds dirty :P I don't get the Yenärok-cross bow thing, cross bows are typically suited for more technologically advanced cultures and bows being more common in simple cultures, due to the need for metal smithing and some mechanical knowledge. Despite the fact that crossbows are easier to use and bows are more difficult (represented by the martial vs simple proficiency). A lot of these abilities need specified as action types, are they free, swift, immediate, move, standard or full-round? Haukli a a small warrior race, you might want to change their specialization to ranged damage or give them a powerful build. So, that's it for now. I'm going for the alien feel. Any comments? I'm not getting the "alien feel", these races could easily walk into a more metropolitan center and at worst get the odd looks. they don't really feel alien in either appearance or mentality. |
| Ricros06-02-07, 06:12 PM | Huma, that sounds dirty :P I don't get the Yenärok-cross bow thing, cross bows are typically suited for more technologically advanced cultures and bows being more common in simple cultures, due to the need for metal smithing and some mechanical knowledge. Despite the fact that crossbows are easier to use and bows are more difficult (represented by the martial vs simple proficiency). I see what you mean. I really want them to use crossbows, because the idea of them wielding crossbows seems awesome to me. I'm thinking of a better way to flavour it in. A lot of these abilities need specified as action types, are they free, swift, immediate, move, standard or full-round? Done. Haukli are a small warrior race, you might want to change their specialization to ranged damage or give them a powerful build. I don't understand. I already gave them +2 strength and berserker for a more powerful build. I'm not getting the "alien feel", these races could easily walk into a more metropolitan center and at worst get the odd looks. They don't really feel alien in either appearance or mentality. I'm not exactly going for the aliens from 'Alien', but I do agree these are a bit too human. What do you suggest? |
| Rerecros06-02-07, 06:48 PM | The small type is horrible for fighters (without serious optimization). Even with a str bonus, small characters do much less damage than normal due to smaller weapons, which is fine for rogues. And they take a -4 penalty to intimidate and many str based acions. giving Haukli rage makes them give up AC which is the only useful small trait for melee types. make them small with a powerful built. Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Making creatures more alien yet playable is difficult. making them less physically humanoid usually means LA and alien mindsets are difficult to RP. but if thats what you're going for... expand on the Cerverau's racial telepathy. imagine a society without mental boarders. try committing a crime. Cerverau would be inherently be naive from coming from such a safe society. If you want to make them more physically alien, maybe take away their ability to speak and give them limited telepathy, like 30', psionics don't require verbal components do they? the protoss are a good example. Physically make them more insectoid what with the black extra eyes, maybe more arachnid. Haukli warrior culture could be based on killing enemies allows you to take their souls and grow stronger, no mechanic for this, just a philosophy. |
| Grizzled Gryphon06-02-07, 06:49 PM | It looks like you didn't add in the +2 to Str for the Huakli. I only see the +2 to dex, and the -2 to wis and cha. These are interesting, by the way. So are the worlds. |