| Post/Author/DateTime | Post |
|---|---|
| R.M.G.C.L.F.11-25-06, 04:00 PM | Mangeur Medium Monsterous Humanoid Mangeurs are a human-like race with regenerative powers. They mostly look like normal humans, although their hair ranges in color from blond to sky blue. They tend to have slightly feral look and sharper, more leathal teeth but aside from that they can often blend in quite well. In order to sustein their regenerative powers Mangeurs must eat as much as a full grown horse, and some of them are willing to resort to somewhat "unorthodox" methods to nourish themselves. In order to regenerate a Mangeur's body is constantly producing growth hormones. As a result they tend to look behave like grossly exagerated teenagers. They are emotional and passionate but sometimes reckless and resentful of authority figures. Mangeurs tend to be independant and chaotic, not caring much about what others think of them. Mangeur racial traits Regeneration 2(ex):Mangeurs take normal damage from fire, acid, force, and electricity. If a Mangeur loses a body part, the lost portion regrows in 1d4 days. The creature can reattach the severed member instantly by holding it to the stump. A manguer that loses its head, heart, or lungs must reattach it within 6 minutes. For each minute after the sixth without one or more of the above vital organs it must make a fort save dc:21 or die, with the dc increasing by 5 every minute. A manguer that goes without it's head for more than 12 minutes dies instantly, no save. Increased metabolism(ex): In order to keep up their recuperative abilities mangeurs need a large amount of sustenance. They need to eat three times as much food as a normal human +2con,+2cha,-2wis Mangeurs are charming and hardy but somewhat reckless and flighty. Natural bite attack, 1d4 peircing damage, crit times 2. On a critical hit with the bite a manguer can rip off 1d8+1 ounces of flesh. +2 racial bonus to diplomacy and bluff checks. Mangeurs seem friendly and trustworthy. Unsyncronized Metabolism(ex):Ring of sunstenance and other items that allow a character to forgoe eating only takes has a partial effect on Mangeurs. Instead of removing the need for food completely, it reduces the amount they eat to a normal human rate. It takes two such items to allow a Mangeur to survive without food. -3 racial penalty to saving throws verses emotion effects. Manguers experience emotional sensations with far greater intensity, making them harder to resist. Rage Burst(ex): Once per day, a mangeur can enter a state of rage akin to that of a barbarian for 1d4 rounds. Alignment: Usually Chaotic(any) Favored Class:None LA:+1 |
| GreyEagle11-25-06, 04:06 PM | bite attack, rage, somewhat feral and a +2 to cha? |
| Grey_Mage11-25-06, 04:40 PM | *nods* Makes sense to me- people are often attracted to the vital youth of the young, and their headstrong and brashness lends itself to force of will as used under charisma. I think the -3 will saves with the -2 wisdom might be a bit much... one or the other Id say. |
| R.M.G.C.L.F.11-25-06, 04:55 PM | Well, it's only against emotion effects, so I thought it'd be okay. |
| Spiritwalker12-02-06, 04:40 PM | regeneration 2 sounds a little much with a +1 LA - don't troll only have regeneration 1? It would work better as fast healing, i'd say, but that's just my two cents. |
| TheAnthroDM12-02-06, 05:03 PM | regeneration 2 sounds a little much with a +1 LA - don't troll only have regeneration 1? It would work better as fast healing, i'd say, but that's just my two cents. No, Trolls have Regenation FIVE. |
| TheAnthroDM12-02-06, 05:05 PM | "Forever young, I want to be, forever young" Anyways, you kind of killed their will saves don't you think, especially since "Emotional" is such a loose term. |
| R.M.G.C.L.F.12-02-06, 06:48 PM | I think it's not too loose. There are fear effects, and things that specify filling with anger or hatred. They have a boost to saves against things pertaining to pain. I mean, most will saves are things like suggestion or charm person, which are not emotional. If you really think it's too broad, I could just restrict it the emotions spell and any supernatural ability or SLA based directly off it. |
| TheAnthroDM12-02-06, 08:42 PM | I think it's not too loose. There are fear effects, and things that specify filling with anger or hatred. They have a boost to saves against things pertaining to pain. I mean, most will saves are things like suggestion or charm person, which are not emotional. If you really think it's too broad, I could just restrict it the emotions spell and any supernatural ability or SLA based directly off it. Charm person would be considered emotional, since it make someone regard you as a friend/ally, do you not consider friendship an emotion? |
| Qube12-03-06, 07:52 AM | i would yust give a -2 on all will saves (yet an other reason to take iron will) or a -3 vs all spells of the enchantment school |
| R.M.G.C.L.F.12-03-06, 03:54 PM | Charm person would be considered emotional, since it make someone regard you as a friend/ally, do you not consider friendship an emotion? Not really. Being friends is a status, a disposition, a relationship. Emotion(hatred) or emotion(friendship) make people more or less friend-ly, but I wouldn't put it as that. I also don't consider Insanity an emotion, Dominate an emotion, or any sort of Suggestion or Command to be emotional. |
| R.M.G.C.L.F.04-25-07, 10:05 PM | bump >.> |
| Captain_Kobold04-26-07, 03:20 PM | Change Regeneration into Fast Healing. Fast healing means you heal within rounds and is a big bonus worth a LA by itself. Fast healing 2 might not seem much at level 10, but for lower levels it is huge. As long as you survive the encounter, you will be on full health for the next one, without requiring outside healing. Regeneration means that you are actively unkillable unless you are fighting a foe who can apply one of the damage types you are vulnerable to. If you want to keep the LA low, I would reccomend changing the healing to something closer to: Every hour of rest, regain health equal to your level. Rest requires no physical activity such as overland walking, riding or fighting, but can involve speaking and gentle activity. |
| the_great_mighty_nerd04-26-07, 03:55 PM | may your blessings keep you always. may your wishes all come true. may you always do for others. and have others do for you. may you build a ladder to the stars and climb on every rung may you stay forever young forever young forever young may you stay forever young may you grow up to be righteous may you grow up to be true may you always know the truth and see the lies surrounding you may you always be courageous stand upright and be strong and may you stay forever young forever young forever young may you stay forever young may your hands always be busy may your feet always be swift may you have a strong foundation when the winds are changing shift may your heart always be joyful may your song always be sung and may you stay forever young forever young forever young may you stay forever young |
| R.M.G.C.L.F.04-26-07, 10:18 PM | About the "unkillable" thing, I thought that the special exceptions for this regeneration apply. If they take out a vital organ (unconcious+coup de gras, which even a large insect can do) and you're friends don't retrive it in time or the organ is destroyed (say, eaten by a bear), you're dead. PS: Thank you for the lyric contribution. |
| Captain_Kobold04-27-07, 10:42 AM | No. Unless it is an attack form that you are vulnerable to, all damage against you counts as nonlethal. You have to be doing lethal damage in order to perform a coup-de-grace. Theoretically, a creature could knock you unconscious and then start to eat you. If it kept on doing enough nonlethal damage to counter your regeneration until it had completely devoured you, then most DMs would rule that you would be dead. Few creatures that would not just swallow you whole are going to devour you completely though. And unless the rest of your party are separated from you, or really don't like you, they are likely to intervene. Regeneration means you will regrow any vital organ, including your head. Fast healing means that whilst you will heal up from unconscious, an attack that takes you to -10 or below still kills you. |
| R.M.G.C.L.F.04-27-07, 04:28 PM | No, I mean there's a special condition added on to the regeneration ability for manguers. Maybe I should have listed that as a seperate special quality rather than part of the descriptive text? >.> |
| anas_thesy8404-27-07, 04:36 PM | In order to sustein their regenerative powers Mangeurs must eat as much as a full grown horse, and some of them are willing to resort to somewhat "unorthodox" methods to nourish themselves. ...loll thats funny...no wonder they are called mangeurs... (''mangeur'' means ''eater'' in french) |
| Captain_Kobold04-28-07, 08:08 AM | No, I mean there's a special condition added on to the regeneration ability for manguers. Maybe I should have listed that as a seperate special quality rather than part of the descriptive text? >.> There aren't any specific rules for vital organs being removed. If you can, try to word the condition in terms of the mechanics of the system. For example: "If an attack leaves the manguer with non-lethal damage in excess of its current hit points, it must make a fortitude save DC 10+(damage of that attack) or be disabled. Whilst disabled, it does not heal nonlethal damage and must continue to make saving throws each minute or die. The DC increases by +1 for each minute. If the Mangeuer suffers an attack in that time, use the new damage as the basis for the DC if it was higher than the original. The manguer remains disabled until he either dies, recieves a DC 15 heal check, or recieves magical healing that bring his current health to more than his nonlethal damage." This is a bit wordy and complicated, but I was trying to follow the ideas stated in the OP. |
| R.M.G.C.L.F.05-01-07, 01:23 AM | manguer that loses its head, heart, or lungs must reattach it within 6 minutes. For each minute after the sixth without one or more of the above vital organs it must make a fort save dc:21 or die, with the dc increasing by 5 every minute. A manguer that goes without it's head for more than 12 minutes dies instantly, no save. There is specific language. |