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| Ornaru8603-04-08, 03:31 AM | This is a race i cooked up for my home-brew setting, and thought id get an opinion. Daori-nemedni The ancestors of the Daori were raised to intelligence by a species known as Spellgaunts, who used them as slaves in underground cities. The Spellgaunt's addiction to magic made them physically weak, so they used the Daori's forefathers - Kao'a - to do the manual labour. Forbidden to carry weapons, the Kao'a devised methods of unarmed combat and eventually rebelled, led by a charismatic and powerful monk who called himself Nemed (saviour). Nemed became their leader, but not long after Nemed's hatred and distrust of magic drove him to lead a purge of his own people. Those with magic who survived the purge fled to the surface world, integrated themselves into the cities of the surfacers. They established a new culture and called themselves the Daori-nemedni (Rejectors of Nemed). Other races call them the Dao, or Runts, depending on circumstance. Dao have a chaotic streak and a penchant for mischief, living in large family groups on the fringes of towns and travelling frequently. Paradoxically, many become monks, and are responsible for exposing that class to other cultures. Others become Sorcerers or Rogues. They build strong community and familial ties, and work best in teams. A typical dao stands 4 ft tall, with black or brown hair and wide slanted eyes. Males sometimes have small chin-beards. Dao have two sets of limbs: the upper primary limbs are used for physical labour, with the lower secondary limbs typically reserved for more delicate work, like crafting, spellcasting and stealing. Both sets are used for climbing. Racial traits: - +2 Dex, -2 Str. Dao are agile but not too strong. - Small size - Base land speed 20ft, climb 20ft. +8 to climb checks and can take 10 on climb checks even when rushed or threatened. Their ancestors lived in underground caverns, and would escape predators by climbing. The Dao havent quite rid themselves of that instinct. - Low-light vision. They used to have darkvision, but they dont need it any more. - Stonecunning: as the dwarf in PH - +2 racial bonus on Listen and Balance checks - +2 to Craft checks. The instinct for making things is ingrained in their racial memory - +2 racial bonus against aberrations. They still hate the Spellgaunts and all their kin - Multiweapon fighting(ex): a dao’s extra arms give them extra options for carrying weapons. Their mains arms can carry the normal range of weapons and shield, but their secondary arms can only wield light, one-handed weapons. Carrying a shield leaves only one of the secondary arms free. Dao do not normally use their secondary arms for unarmed attacks, unless they have monk levels. - Favoured class: Sorcerer (This last feature is one that may up its LA, but i hoped that restricting its use would cover that.) So any thoughts? this race is meant to fill a similar niche to halflings and gnomes for my campaign world. |
| Inlad_The_Dashing_Paladin03-08-08, 08:53 PM | First off, I like the back story you came up with. I'm not sure if Stone Cunning fits in. Could you explain why you included it? I like what you've done with the arms. It's a good way to balance the extra limbs. Also, the secondary arms should do damage as a Tiny creature. This reflects the fact that they seem to be weaker than the normal arms. One last thing; What type are they? Humanoid? Monstrous Humanoid? This is important, as it decides what spells can affect them. Over all; Nice work. |
| Crimson_Concerto03-09-08, 01:26 AM | - +2 racial bonus against aberrations. They still hate the Spellgaunts and all their kinWhat is this a bonus to? Attack rolls? Damage rolls? Saving throws versus? Also, this is a cultural feature, not a feature inherent to the race, so I would honestly remove it, but if you really want to keep it in there, then you need to specify what exactly this bonus it to... |