KoD Race - The Tahismet [Archive] - Wizards Community

Post/Author/DateTimePost
mdag

05-27-07, 12:31 PM
The following is a race I made on a different forum. It refers to conversation on the other forum but i tried to make it as understandable as possible for all youse guys (and goils).

Picture a howler/pygmy from the mummy (1 or 2, wtv). They are halfling sized and can extend and retract their spines at will.

--Enjoy :D

(P.s - please excuse the typos)

Tahismet

The Tahismet are a race that inhabit the great forests of Ahmun. They are very similar to halfling and gnomes except for the spines that cover their body. These spines act as a defence mechanism to ward off foes. The Tahismet are seen as savages but they are actully more civilised than one would think.

Tahismet are rather skittish. They are used to living in the massive forests surrounded by larger and stronger beasts than themselves. They are always on their toes but will not back down from a fight. When they sense danger they extend the many spines that cover their body and whip their tail menacingly. They are known to be brave in every sense of the word and defend themselves to the best of their abilities.

Physical Desrciption: Tahismet are small and thin. They have skin in varying shades of brown and some have tints of green. They all have monkey-like tails which they use to keep their balance in the trees and csan perform minor tasks with it, spines also extend at the end of their tail. They weigh, on average, 30 pounds and females tend to be somewhat smaller. Their eyes are large and most often green to brown. Tahismet reach adulthood at 40 years. They have been known to live to 200 and above but no higher than 300.


Clothing: Tahismet wear simple clothing but most of the time this may consist of a simple pair of shorts made of woven wood fibers. They find clothing restricts their spines, which is true. They often paint their bodies with reds and other vibrant colors to ward off foes and to accentuate their spines when they are extended.

Personality: Tahismet are rather skittish. They are used to living in the massive forests surrounded by larger and stronger beasts than themselves. They are always on their toes but will not back down from a fight. When they sense danger they extend the many spines that cover their body and whip their tail menacingly. They are known to be brave in every sense of the word and defend themselves to the best of their abilities. Most Tahismet tend to be forest savvy and know how to treat the woods. They know that if they treat the Great Forest properly it will continue to supply them with food and shelter.

Arts and Crafts: The Tahismet carve wood as it is the most common material in the great forest. They also build extraordinary tree houses which are built for safety and the ability to defend them effectively. Tahismet spell casters cast spells upon the homes and carve runes around them that ward off evil and harm. While inhabitants rest they are protected by runes of warding that deter evil creatures and other malevolent forces. Many houses have spells built into their walls such as: Zone of Truth, Glyphs of Warding, Alarm, protection from evil, and in some cases Sanctuary.

Technology and Magic: Tahismet use magic for protection more than destruction. They have very limited technology but make up for it's lack by developing their magic to fit their needs. They can light homes, start fires and other tasks using simple magic. The most influential individuals in the Tahismet villages are Magic Users since they protect the people and are a big help in making most tasks easier.

Love: Somebody can help with this...

Tahismet at War: Though the Tahismet are generally a peaceful race if there is no way to avoid violence they are a force to be reckoned with. They swarm a foe and drown them with numbers. They use their spines to the best of their capabilities and have been known extend them for the whole battle. They act bravely and with honor. They sometimes call upon the help of the elves and even the less savage animals of the forest.

Death: The Tahismet see death as a normal part of life. If someone dies they say that they're going back to the Great Forest. They believe in rebirth and that is why they are so respectful of the forest and most of its inhabitants.

Society and Culture: To come....

Rules and Tradition: Rules are very important in Tahismet communities. If one member of a home does not obey the usual curfews or community boundaries they could lead dangerous creatures to the village. The punishment for breaking curfew, which is usually determined by shamans using some long-forgotten ritual each day, is soltary confinement in the lower levels of the trees in a sturdy wooden cage. This tends to frighten the captor so much, the fear of whatever is lurking in the shadows being the main reason, that they will think twice about breaking their curfew. Traditions are very important to the Tahismet. Since they don't hold any special ceremonies for death the most common traditions are work-related. Every month a community will band together to gather food and rapair homes. They will set up better defences on the forest floor and prepare goods for trade. This one week of each month is called Miriri Day (Miriri is the literal translation of Happy Work from Old Ahm to Common tongue.)

Government: Tahismet society runs very well on the principal of the Ruling Council. A group of individuals in the community (communities can vary from 10 to 60 tree houses) are elected from the village. One member of each family represents the voice of the family. It is their job to tell the rest of the council what is needed in the community. The council members vote and agree or disagree on the proposed idea. During times of war the most experienced warriors in the communities form their own council and are given the ability to overrule the decisions of the lesser council for everyone's sake and wellbeing.

Social Structure: The more powerful or important Tahismet Families are older, larger and have more influence on a village than many of the other villagers. More powerful houses are built higher in the trees and are often much brighter and larger than the lower houses. The homes are usually made of better quality wood (harder, darker, etc...) and take up much more space than the smaller homes.

Family Unit: Families grow fast. The gestation period for a Tahismet is 5 months. As a family expands the whole community will pitch in something to make their home better living for an extra family member. Examples of such help are: House expansion, gifts of spells, food, or other materials. The birth of a new Tahismet is looked upon as a good thing as the Tahismet gain new numbers. They feel that the more of them there are the safer they will be and such saying are quite true. The smallest of villages often fall prey to large beasts invading the home. The more Tahismet there are in a community the more resources they all have access to.

Religion: Tahismet don't have their own gods so tend to adopt the gods of other races. Mostly nature oriented but sometimes others depending on who they adopt the religion from. They favor the gods of elves for their ideals and they admire the gods of the Halflings for their care for their race.

History and Folklore: ...

Language: Tahismet speak common. They sometimes pick up the languages of the Halflings and the Gnomes due to the closeness that the three Races are related. Many Tahismet learn Elven as they all live close to one another in the forests.

Cities and Settlements: Tahismet villages are complexes of tree houses built many feet up in the air. These tree houses are magically protected from evil. The tree houses may have catwalks or rope bridges going from one home to another. This permits easy travel and is much safer than going to the forest floor and climbing back up the tree's trunk. Tahismet communities can be between 10 (being very small) to over 80 tree houses (being very large). All houses look out for each other and there tends to be close-knit friendships between most, if not, all of a village.

Economy: Tahismet do not deal in gold and silver as the races of the cities do, instead they barter good that they make or find. They trade furs, foods, and some art. The most common form of payment is magic. Every Tahismet house has at least one member trained in the elvish arcane arts. Payment through magic may mean additions to the other family's home or perhaps simple enchantments made out directly to the person to whom the family owes. Enchantments are expected to be made permanent. If the payment is not as big a deal they may only need to provide a spell for a few hours, sometimes a week, maybe even a few days or so. Tahismet who trade with other races understand that they may not want magic for their services or goods. However, they offer anyway. If the seller does not want magic the Tahismet will offer goods such as wood carvings, bows, or anything they have that they think the seller would like. Some houses have gold stores but this money is often reserved for emergencies or if a member of their house leaves to explore the world outside of the forest.
Once outside the confines of the trees many Tahismet find the buy and sell lifestyle too difficult to cope with and return home.

New Equipment: This'll come last I suppose...

Relations: Tahismet are wary of visitors in the forest and do not take kindly to intruders in their villages. They allow animals to wander through but if the animal appears hostile they will defend their homes and their kin. Tahismet enjoy the company of elves because of their shared love for the forests.
The Tahismet cannot stand Orc-kin since the Tahismet find they resemble too much like the wild hogs they hunt for in the forests.
They also find humans very uptight and unforgiving. If they could only relax and live simpler lives perhaps there would not be so much trouble between one another.


Alignment: Tahismet tend to be more Chaotic. They are usually CN or CG but come of the more destructive Tahismet are CE. The latter being a rarity amongst this race. Tahismet are taught from an early age to be respectful of others, friend or foe. They are also told that Nature is a force to be respected.

Religion: Tahismet don't have as many gods as the other races. They commonly adopt the gods of other races if they like their beliefs and views. The gods they chose are mostly nature oriented such as Obad'Hai and Tewa'Lin. They admire the Elven Gods for their beauty and grace.

Language: Tahismet speak common. Some follow the roots of their race and learn halfling or gnome. Some spend enough time with elves they pick up their language too.

Names: Tahismet names are often given by the village elders and are usually related to Halfling and gnome names.

First Names: Fel, Eli, Nate, Sam.

Second Names: Farleaper, Silentstalker, etc... (reflecting the Tahismet's personality or strengths)

Adventurer: Tahismet usually refrain from throwing the first stone in a battle but some of the more malevolent Tahismet like stirring up a situation and try to aggravate the people involved. The Tahismet prefer to play a subtle role in battle and enjoy helping allies where they can. Some Tahismet prefer to run into a combat situation and try and do as much damage and create as much chaos as possible. Most of the race will extend the spines that cover their body and try to look menacing if put into a situation where violence might erupt. They will often give the opponent time to turn tail and run.


Thats it for the background, now on to the race's stats...
Peregrine_Wolf

05-27-07, 01:04 PM
I like this. I'm going to ask my DM if I can try it out some time.
mdag

05-29-07, 06:43 PM
Tahismet
+2 dex, -2 cha [0 FP]
+2 to climb and jump [2 FP]
Prehensile Tail: The tail of a Tahismet is not strong enough or nimble enough to wield weaponary, but provides a +4 bonus on balance checks. Additionally, a Tahismet can climb with one hand free, assuming they use their tail to balance and aid their other hand. [3 FP]
Prickly Skinned: When caught in a grapple the Tahismet can choose to extend the many spines that cover their body. These spines deal 1d4 damage to the opposing grappler for each round that they stay grappled. [2 FP]
Speed 20' [0 FP]
Armor Difficulty: Because of their spines, Tahismet have a difficult time wearing medium and heavy armor. The maximum Dexterity bonus of the armor is reduced by 1, and the armor check penalty is worsened by 2. For instance, a suit of full playe worn by a Tahismet has a maximum Dexterity bonus of +0 (instead of +1) and an armor check penalty of -8 (rather than -6). These changes don't affect the armor's arcane spell failure chance, nor do they apply to shields used by the Tahismet. These penalties only apply when the Tahismet extend their spines. Whilst wearing the armor without the spines extended, the armor is treated with the usual penalties and modifiers. [-3 FP]
Low-Light Vision: (As the elf) [1 FP]
Swift Climber: Tahismet can move up to their speed with a move action whilst climbing, provided a successful climb check is made. They may also take double move actions whilst climbing (although they may not charge or run whilst climbing). Tahismet who gain a climb speed through templates or class abilities may increase this speed by 10ft. [8 FP]

(Total of 13 FP)

I really like my idea here, but i feel that the forum it is in now isn't getting enough traffic to get this finished.
I'm open to ALL advice, anything to make it better.

If somebody can check the Feature Points I'd appreciate especially if an edit is needed.
mdag

06-03-07, 11:11 AM
okay, so nobody's biting on this race? :confused:
I mean, don't read the really long first post if you don't want to. I just want some imput into the race itself.