Atra- P.E.A.C.H. [Archive] - Wizards Community

Post/Author/DateTimePost
thenomadofkirintor

07-30-07, 01:49 AM
Several decades ago the Atraian material plane was host to a clash between two viscious, alien gods that yielded no quarter to those around them. Consumed by wanton destruction for the other, both gods fought with a murderous reckless abandon tearing the plane asunder.

Entire land masses were strewn about and left filled with craters akin to swiss cheese. Ominous blue lights danced like fireflies in the night, that would then hiss and erupt forth randomly and engulf entire sections of reality. Only to retract and leave nothing behind, and begin again their haunting dance.

With each slash delivered and yaulp of pain over the comming days in the sky from the ravenous gods, the rivers and stream collected the blood of the gods. Only to turn a poisinous glowing viridian that corrupted any life it would touch.

In a final bid for suvival, the Atraian pantheon and what remained of the sentient races of the plane attempted to make a final stand against the warring gods. Yet, the collective might of these elder gods was too much, and they struck back and obliterated the resistance. In a final act of desperation and compassion to save a bit of their world the greater dark god of death and father of the Atra flung open a portal to the multiverse. Thus, allowing the remaining Atra and three unknown gods to escape to other material planes.

It is unknown what became of Infusco Pullus, the god of death. But it is widely assumed through divinations that he, the remainder of the pantheon, and the rest of the inhabitants of the Atraian material plane were destroyed in the planar shattering.

Without a home, the few remaining Atra try to eek out an existance on other worlds and search for others of their kind. Although searching for their fallen surviving gods, the Atra remain realistic. The escaped gods remain silent, and it is assumed that they have either since died or recouperating their divine might and reestablishing themselves in other worlds.

Personality: A highly adaptive race that seeks new oppertunities, with an insatiable appetite for new experiances. Varied in morality, habits, and customs they can equally be good, evil or chaotic as well as lawful.

Physical Description: Atraians are typically between 4 feet to 6 feet tall and between 90 lbs. to 215 lbs. Considered by most a unisex race at first glance, they do have males and females. With the females being the larger of the genders. However, most Atraians will reference themselves and others of their kind in the neuter. Gender is considered an "Atraian issue" mostly being pragmatically dealt with when one feels the need to seek a mate.

Most skin tones range from dark to light grey with a smooth, shiney sheen to it and hairless. Their hards are large with a big cranium and egg shaped. Their bulbous eyes glow either a pale cerulean, indigo, yellow, or rarely a dark jade or pure black. Atra have a small slit for a mouth with two small holes where the typical nasal passage is. Atraians posses small holes on the side of their heads used for hearing.

Their bodies are spindly and not well musculatured with typical humanoid proportions. Atraian feet have 3 toes, and their long, sinuous hands have three fingers and a thumb.

Age: Atra live for 250+ 3d10 years to a maximum of 280 years.

Weight: Males weigh 60+3d8 lbs. Females weigh 150+6d10 lbs.

Heighth: Males are 4 feet+1d12 inches. Females stand at a heighth of 5 feet+1d12 inches.

Relations: Most treat their alien apperance with a bit of suspician at best or bigotry at worst, however in short order Atra are willing to mix company with any other race. With little history with other sentient races outside of their home plane, the Atra are fairly neutrally aligned. However, as a collective race they are as varied as snowflakes in a blizzard and will be functioning in any capacity.

Alignment: They tend to not gravitate to any alignment in particular. Anything can be found amoungst this race.

Atra Lands: With the Atraian material plane destroyed and the race scattered, they posses no homeland.

Religion: With the death of their gods, and a surviving trinity that has yet to speak to the Atra. They do not gravitate towards any patron god, and will most likely be influenced by their foster community if any.

Language: Atra speak Common, however in order to better survive or even because certain words sound alluring or peculiar they will pick up other languages. Atra habitually will try to assimilate any word into their venacular that rings well to the ear.

Names: There are no particular names, however commonly will end in a "k" for males and a "g" for females. However, this is not always used. Especially in the more recent generation, where "foreign" names of the other races have become more popular.

Adventurers: Most are prone to seek out others of their kind, find if any remainder of their home still exists, or find their fallen gods. However, they equally will seek treasure and wealth for the benefits that it brings for power and prestige to fuel individual advancement.
thenomadofkirintor

07-30-07, 02:16 AM
Atra Racial Traits

- -2 Strength, +2 Constitution, -2 Charisma,+2 Intelligence. Atra are not built for strength, but rather for survival and hardiness. Being an alien race, their apperance often unsettles those of other races.

-Mediun size. As Medium size creatures, atra have no special bonuses or penalties due to their size.

-Atra base speed is 30 feet.

-Low-light Vision:Atra can see twice as far as a human in starlight, moonlight, tourchlight, and similar conditions of poor illumination, They retain the ability to distinguish color and detail under these conditions.

-1 extra feat at 1st level, because in their bid to survive in new harsh realms the atra have been quick to master various abilties and talents.

-Atraian Regeneration: With a touch of your hand you can boost the healing regeneration of any living target 3 times per day. This supernatural ability will cure 1 hit point per round and will last until the ability's duration or until the subject's wounds are totally healed.. The healing will not restore lost limbs. Nor does it restore hit points lost from starvation, thirst or suffocation.

Cast Time: 1 action
Range: Touch
Target: Living creature touched
Duration:10 rounds+1 round/level(Maximum 20)
Saving through:Will negates(harmless)
Spell Resistance: Yes(Harmless)

-Timeless Body: Because of their extreme health and physical builds, Atra do not suffer from penalties from aging.


-Favored Class: Any. When deteremining whether a multiclass Atra suffers an XP penalty his highest-level class does not count.
Mai_ariti

07-30-07, 11:07 AM
I don't think that the race should have such a powerful ability at Lvl 20 and a fairly weak one at lower levels.

I was thinking that a -/+4 is really a lot, what about:
-2 Str, +2 Con, -2 Cha, +2 Int: Atra are not built for strength, but rather for survival and hardiness. Being an alien race, their apperance often unsettles those of other races, but their large skulls allow for more brain mass.

This makes the overall + and - equal 0.
thenomadofkirintor

07-30-07, 02:27 PM
It's designed after "greys," but with a more fantasy flair, so the stat adjustments seem to fit that theme better thanks.

I tried to balance this off of a human's skill points ability and trade it off for something unique, yet viable without an LA. The theme here is to have the ability to draw upon deathly energy and convert it to life energy. I wanted to have a scaling heal ability to have a regeneration theme that could be passed onto others temporarily. Any ideas?
thenomadofkirintor

07-31-07, 12:21 AM
To improve Physical Rejuvination, I'm thinking of remodulating it to:

Physical Rejuvination: Once per day an Atra can at excrete a special enzyme that will cure himself a total number of hit points equal to his constituition bonus (if any) times his level.

Or project a healing vomit onto a target at a range of 5 feet, will negates. Constructs and undead are immune to the benefits.
Mai_ariti

07-31-07, 09:33 AM
This seems a lot more ballanced as the character progresses.

As an alternate idea, if you want something that can be used a bit more, give them a staggared Fast Healing that they can pass on to another person for a set amount of time with a touch. Less one shot power, but more in the long run. . .
thenomadofkirintor

08-02-07, 02:21 AM
This seems a lot more ballanced as the character progresses.

As an alternate idea, if you want something that can be used a bit more, give them a staggared Fast Healing that they can pass on to another person for a set amount of time with a touch. Less one shot power, but more in the long run. . .

Hrm, decent idea. Been trying to balance it more off of paladin LoHs though. I'll muse over it.
thenomadofkirintor

08-03-07, 02:44 AM
-Fast Healing 2

-Bestow healing, three times per day for 10 rounds with a touch an Atra may grant his Fast Healing 2 to any living being. The Atra loses Fast Healing 2 for the 10 rounds, and then at the end of the 10th round it is restored to the Atra.

Added that and made the suggested racial stat adjustments.

Thoughts on the changed racial?
Mai_ariti

08-03-07, 09:42 AM
I think it works well, I just wish there was someone here besides the two of us for another opinion. . .
Lawlicron

08-03-07, 09:42 AM
-Fast Healing 2


The fast healing 2 is worth atleast an LA+1. Fast Healing is just an incredibly strong ability that you can't get around. I think the flavor for the race would still work if they just didn't have the fast healing or racially they healed twice the normal rate with rest.
Mai_ariti

08-03-07, 09:45 AM
This is why I wanted that second opinion. What would you recomend?
Ogreman

08-03-07, 03:57 PM
How about fast healing that's only usable a certain number of rounds/day? Or lesser vigor as an SLA usable 3/day? Lesser Vigor is in the Spell Compendium, or maybe Complete Divine. It grants fast healing 1 for an absurd amount of time, like fifteen minutes or something.
thenomadofkirintor

08-04-07, 03:28 AM
Made some edits to the lore section, mostly dealing with some grammar mistakes. I might rewrite a few sections, but anyway I found the spell and adapted it for the ability that was suggested.

Although for the vigor line, I've decided to let them stack since this is a super natural ability. I've also added in Timeless Body to further represent their high constituition build. That sound about even?

I'm not happy with some of the descriptions, so probably will edit those some more. Toss in a few racial feats as well, so if anyone has any suggestions would be great.