| Post/Author/DateTime | Post |
|---|---|
| Spikes01k08-01-07, 01:45 PM | I am a little board so I thought I'd just post this up. I am willing to try and write up a new custom race for you. All I need is the concept. I only do LA 0 races. So post up your concept, I will probably only do the first 3-4, first come first serve. |
| HermitIX08-01-07, 01:53 PM | A race made of sentient force. Magic Missile, Bigbys hand, Tensers floating disk force. |
| TheCarrionCrawler08-01-07, 01:53 PM | I am a little board so I thought I'd just post this up. I am willing to try and write up a new custom race for you. All I need is the concept. I only do LA 0 races. So post up your concept, I will probably only do the first 3-4, first come first serve. Awesome! How generous. How about a race adapted to a swamp/wetland environment. Something non-reptilian with darkvision, please! |
| Spikes01k08-01-07, 01:56 PM | A race made of sentient force. Magic Missile, Bigbys hand, Tensers floating disk force. Are those the abilities you want it to have? |
| HermitIX08-01-07, 02:06 PM | No, the word “force” could mean a lot of things. I just wanted to make sure you got what kind of force I was talking about. |
| Spikes01k08-01-07, 02:47 PM | Darolight These beings are the creation of a liches accident while experimenting with doppelgangers. A darolight's body is hazy but not invisible like most light effects. Life Span: Same as humans. Their force that keeps them alive eventually get used up and they disappear into nothingness. Type: Living Construct (as per warforged) Racial Traits: -2 str; your force like body uses a lot of its strength just to keep it's self into existing. -5 disguise +2 to hide +4 circumstance bonus to hide in dark and shadowy areas. A darolight's body is slightly transparent. * Force Specialty (Ex): All force spells that requir a roll to hit get a +1 racial bonus to hit with those spell. Force Spells that deal damage deal a racial bonus of +1 damage with those spells. * Greater Deflection (Ex): The super dense body of a darolight's body grants it this unique racial bonus to AC. This gives them a +1 Deflection bonus to AC but this stacks with all other bonuses to deflection they obtain. * Force Blast (Su): As a dying act they can opt let their force of their body explode in a burst of force energy. This does 1d4 per hit die they have to a 1ft diameter area per hit die. There is no spell resistance to this effect. * +1 Caster Level on all force effect spells. * Magic Heal-able (Su): A darolight has adapted to be able to be healed by normal healing spells, however this has made them equally vulnerable to inflict wounds spells. * Resurrection requires a wish or miracle spell. |
| Spikes01k08-01-07, 02:59 PM | Awesome! How generous. How about a race adapted to a swamp/wetland environment. Something non-reptilian with darkvision, please! Ok will think of something. _________________________ Muck Goblin Goblins that have been made or become adapted to the life in the swamps. Racial Traits Size: Small -2 Str +2 Dex +2 Con -2 Int +2 racial bonus to Swim, Survival, and Climb Darkvision of 30ft ________________________ Hows that? |
| Hanzo18708-01-07, 03:37 PM | Hey, this is a pretty cool idea. How 'bout this: Some kind of race involving a colony of worms that combine to form a human. |
| vegetalss408-01-07, 04:40 PM | Awesome idea some kind of intelleligent plant plzz |
| Spikes01k08-01-07, 05:21 PM | Hey, this is a pretty cool idea. How 'bout this: Some kind of race involving a colony of worms that combine to form a human. Wow this could be extremely complicated... I can't do this with LA 0... Sorry. Your faced with ability damage for normal damage sense it would have a hive mind and with each death of a worm you would lose some knowledge or thought process, INT and WIS damage. Plus how you would deal with a section of worms leaving the colony? Wow just wow. I can't at this moment think of how to do this, but I guess I'll give it a try.... Also you would probably need to suffer from the swarm rules. Maybe I'll think of something later on. |
| Artist912008-01-07, 05:27 PM | OO! Could you make me something? Something that is demon like or outsider, but good not evil by nature? I usually play a succubus, but something new would be super fun!! |
| Vadin08-01-07, 05:27 PM | A race (some new one, anything, really) to fit into the revised races set-up provided in my profile. Some homebrewed, non PHB races in that layout would be pretty cool. A note: in this setup, races have a few common archetypes they generally adhere to, some racial abilities common among all archetypes, and a racial stat-penalty. Bonuses are independent of races and are reflected by a characters background. It'd be totally awesome if you could do this. |
| Hanzo18708-01-07, 05:41 PM | Wow this could be extremely complicated... I can't do this with LA 0... Sorry. Your faced with ability damage for normal damage sense it would have a hive mind and with each death of a worm you would lose some knowledge or thought process, INT and WIS damage. Plus how you would deal with a section of worms leaving the colony? Wow just wow. I can't at this moment think of how to do this, but I guess I'll give it a try.... Also you would probably need to suffer from the swarm rules. Maybe I'll think of something later on. I had an inkling this would be too hard when I put it up. For some reason, I was thinking about The Shredder when I came up with that, and had little regard for simplicity. Sorry. How about something a little easier. Let's go TMNT: one of the TMNT. |
| IdleAltruism08-01-07, 06:54 PM | Darolight Type: Construct (as per war forged) Racial Traits: -2 str; your force like body uses a lot of its strength just to keep it's self into existing. -5 disguise +2 to hide +4 circumstance bonus to hide in dark and shadowy areas. A darolight's body is dark and slightly transparent. * Telekinesis: 1/day as per the spell, with an additional use every 4 character levels or racial hit die. The caster level equal to 1, plus 1/3 your racial or class hit die rounded down. Force Blast: As a dying act they can opt let their force of their body explode in a burst of force energy. This does 1d4 per hit die they have to a 1ft diameter area per hit die. Living construct should be their type, but they don't seem to much like constructs to me. I don't understand the -5 disguise could you explain? Their force blast ability should allow a reflex save 10+1/2hd+con or something. Anyways this is a very awkward race, and I don't think they are worth playing. The telekinesis ability is to powerful and two weak for the race(some of the simple uses of this spell would be to abusable, despite the low CL). Look at githyanki for some decent scaling of SLA, although you aren't going to find many LA+0 with SLA higher then cantrips(other then something like a whisper gnome, but thats a whole different topic). [ |
| Spikes01k08-01-07, 07:20 PM | Awesome idea some kind of intelleligent plant plzz Black Lotus This race is a distant cousin of elves. Where elves have a more minor affiliation with the fey, these have gain a long line of connection to the forests. Although they appear humanoid they are in actuality a sentient plant. Racial Traits: * -2 Str * +2 Dex * -2 Con * Type: Plant (With the following exceptions) * Racial +2 saves bonus to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). * Racial +2 saves bonus to poison, sleep effects, paralysis, polymorph, and stunning. * They are required to eat and drink equal to that of a human * As long as they receive 3 hours of natural, non-magical, day light and are able to consume about 5 lbs. of dirt suitable for growing some sort of plants, or eat two additional meals of human food, they do not need to sleep. Otherwise they are required to sleep for at least 10 hours or are fatigued till they have finished this requirement of sleep. * preparing spells still requires the normal length of time to that of a human. It just requires and equal amount of meditation as they need rest. * Not subject to critical hits or other precision attacks that normally do not effect plants. * Favorite Class: Wizard or Druid. They must chose one or the other when they start at level one character. Once this has been chosen it can not be changed |
| Spikes01k08-01-07, 07:31 PM | Living construct should be their type, but they don't seem to much like constructs to me. I don't understand the -5 disguise could you explain? Their force blast ability should allow a reflex save 10+1/2hd+con or something. Anyways this is a very awkward race, and I don't think they are worth playing. The telekinesis ability is to powerful and two weak for the race(some of the simple uses of this spell would be to abusable, despite the low CL). Look at githyanki for some decent scaling of SLA, although you aren't going to find many LA+0 with SLA higher then cantrips(other then something like a whisper gnome, but thats a whole different topic). [ Ok I removed telekinesis in favor of something force specialty. Force Blast is supposed to be the same sort of effect of magic missile. No save, no roll to hit. I am also going to put in no spell resistance, a character is just about permanently dying here. |
| IdleAltruism08-01-07, 07:48 PM | If you want them to be that way make it so only a wish/miracle can bring them back from the dead. As is their abilities aren't very good, they are tailored to be evocationist and they really aren't that great at it. I would suggest redoing the race and focus more on your theme of them being shadow beings(although the force aspect really won't come into it, the two don't really mix well). |
| Horus_Sungod08-01-07, 08:13 PM | About the worm that combine to makea larger creature; you mean like the "Worm that Walks" template from Epic Level Handbook? Ultimatly, it would go alongs these lines Wormfolk (k3lw n4m3!) Medium Ooze +2 con, -2 cha Collectively, the worms are hard to injure, as no part of the body is essential to the whole, a chopped-off arm is painful to the collective but it does not bleed to death like us humanoids. However, such a repulsive creature creates a malaise arounf it and does not proprely fonction in society. Speed: 30ft, burrow 10ft Tremorsense: 60ft Wormfolk use their multiple bodies to sense the world around them. However, it also means they fail every spot check and take a -4 penalty on listen checks. Fortunatly, Wormfolk can use their fine-tuned sense of touch to read books by feeling the texture of ink. Wormfolk have a hard time carrying heavy loads, as their body is not as balanced and supported by a bony strucure (skeleton or exoskeleton) Halve the amont of load a Wormfolk can carry. *add earth or vermin related spell like abilities* LA: +0 What do you think? Depending on the SLA they get, it would make an interesting character! |
| Spikes01k08-01-07, 10:45 PM | OO! Could you make me something? Something that is demon like or outsider, but good not evil by nature? I usually play a succubus, but something new would be super fun!! _____________________ Purified Lesser Demon A number of lesser demons do not go unnoticed by deities and other people off good alignment trying to work toward a greater good. Through magic rituals and a willing participant these lesser demons have their supernatural nature turned away at least from the negative energies. These redeemed creatures tend to be the a sort of shock trooper for good forces that purified them usually being more willing to do some of the more drastic measures in a fight. Alignment: Any non-evil Type: Outsider (As Per lesser assimar: Player's Guide to Faerun, except where noted below) Backgrounds: These provide a lesser purified demon stat bonus and give him a +2 bonus to a combat oriented Profession checks. You may only pick one back ground. The list here is just the most common backgrounds for this race. * Physical Jobs Front liner or pack mule, your pre-adventuring profession has granted you a +2 bonus to strength. * Skilled Jobs Before you became an adventurer, you were an archer, a message carrier, or a professional spy and thusly have +2 dexterity. * Tough Jobs Some time ago, you worked as a blacksmith in a forge, body guard, or a cannon-pusher in the fields, and have been gifted with +2 constitution. For some strange reason they also seem to be smarter than most purified demons granting them an additional +2 intelligence. Racial Traits: * A purified demons receive a -2 to Int * Natural Weapons Claws: 1D6 Bite: 1D8 At 1 Hit Die they may attack with two claws, one being the primary and the other being secondary at -5 hit and half strength. This does not increase in attacks with a higher base attack bonus. They may also at any time attack with a claw as a secondary off hand weapon at -5 to hit as part of a full round action attack. At 3 Hit Die a purified demon may attack with two claws at full base attack bonus and strength. This does not increase in attacks with a higher base attack bonus. At 6 Hit Die they may ether attack as two claws being primary and a bite as secondary with -5 to hit and 1/2 strength bonus; or as if each natural weapon is a weapon with the normal feat requirements. They may also at any time attack with a claw as a secondary off hand weapon at -5 to hit, or a bite at -5 to hit and 1/2 strength to damage. This does not increase in attacks with a higher base attack bonus. |
| Spikes01k08-02-07, 08:02 AM | If you want them to be that way make it so only a wish/miracle can bring them back from the dead. As is their abilities aren't very good, they are tailored to be evocationist and they really aren't that great at it. I would suggest redoing the race and focus more on your theme of them being shadow beings(although the force aspect really won't come into it, the two don't really mix well). I gave them a little more, I was thinking about giving them a spell resistance to force type spells as well. Now as to the -5 disguise. They are faced with two very big problems, one they have a static like field around them at all times! If they try and mimic some one, they don't have any way of mimicing one of their own kind unless they are very heavily dressed. Then there is also the fact that their appearance apears something simular to incomporial. Trying to cover that up and look like some one else is extremely difficult. As for the living construct. Their body is pure force energy, they don't have organs. Thus they don't have a living body as we know it. |
| Spikes01k08-02-07, 08:14 AM | About the worm that combine to makea larger creature; you mean like the "Worm that Walks" template from Epic Level Handbook? Ultimatly, it would go alongs these lines Wormfolk (k3lw n4m3!) Medium Ooze +2 con, -2 cha Collectively, the worms are hard to injure, as no part of the body is essential to the whole, a chopped-off arm is painful to the collective but it does not bleed to death like us humanoids. However, such a repulsive creature creates a malaise arounf it and does not proprely fonction in society. Speed: 30ft, burrow 10ft Tremorsense: 60ft Wormfolk use their multiple bodies to sense the world around them. However, it also means they fail every spot check and take a -4 penalty on listen checks. Fortunatly, Wormfolk can use their fine-tuned sense of touch to read books by feeling the texture of ink. Wormfolk have a hard time carrying heavy loads, as their body is not as balanced and supported by a bony strucure (skeleton or exoskeleton) Halve the amont of load a Wormfolk can carry. *add earth or vermin related spell like abilities* LA: +0 What do you think? Depending on the SLA they get, it would make an interesting character! Oh thank you. So glad they came up with that already. |
| Spikes01k08-02-07, 08:50 AM | A race (some new one, anything, really) to fit into the revised races set-up provided in my profile. Some homebrewed, non PHB races in that layout would be pretty cool. A note: in this setup, races have a few common archetypes they generally adhere to, some racial abilities common among all archetypes, and a racial stat-penalty. Bonuses are independent of races and are reflected by a characters background. It'd be totally awesome if you could do this. There you go, a twofer. |
| TheCarrionCrawler08-02-07, 01:32 PM | Ok will think of something. _________________________ Muck Goblin Goblins that have been made or become adapted to the life in the swamps. Racial Traits Size: Small -2 Str +2 Dex +2 Con -2 Int +2 racial bonus to Swim, Survival, and Climb Darkvision of 30ft ________________________ Hows that? Boffo! Good job and thank you. |
| Vadin08-02-07, 01:40 PM | Its a good start, but races don't have their own background jobs. Those are up for use by anybody, and are an attempt to get away from 'almost all members of a race act like this'. And the race should have general racial traits and also (hopefully at least) three racial archetypes, with abilities that stack on top of the general commoner of the species. For example, elves all have low-light vision, 30ft. movement, and immunity to sleep. Only some of the elves have the secret door thing, though, and others have magic enhancers. Perhaps a race that's a tad less complicated than purified lesser demons and more adventurer friendly than 'shock-troopers'? |
| Spikes01k08-03-07, 12:48 PM | I had an inkling this would be too hard when I put it up. For some reason, I was thinking about The Shredder when I came up with that, and had little regard for simplicity. Sorry. How about something a little easier. Let's go TMNT: one of the TMNT. Turtle People Type: Monstrous Humanoid (Aquatic)(Amphibious) Racial Traits: -2 Str +2 Dex +2 Con +2 Wis -4 Cha May buy "Improved Natural Armor" with out meeting the prerequisites Speed: 30 Favorite Class: Ninja |
| Spikes01k08-03-07, 01:36 PM | Its a good start, but races don't have their own background jobs. Those are up for use by anybody, and are an attempt to get away from 'almost all members of a race act like this'. And the race should have general racial traits and also (hopefully at least) three racial archetypes, with abilities that stack on top of the general commoner of the species. For example, elves all have low-light vision, 30ft. movement, and immunity to sleep. Only some of the elves have the secret door thing, though, and others have magic enhancers. Perhaps a race that's a tad less complicated than purified lesser demons and more adventurer friendly than 'shock-troopers'? OOOK.... ________________________ Relic Fused Relic fused was modified by an ancient society of wondrous power. They were able to combine living humanoids with the magical devices. For the most part they appear human but have a number of small gems almost completely randomly implanted in their body that seem to glow on command, but do not produce enough light to be of any help with vision in dark areas. Also a large portions of a relic fused body is covered in mechanical looking metal. Some times up to three howl limbs to as little as 10% of the body can be covered. Racial Traits: * -2 to Int * -2 to any one stat of choice * One Background of choice * Darkvision: 30ft * Favorite Class: Sorcerer Speed: 30ft * A Relic Fused Gains access to one of the following special traits. Transmutation Master When leveling into a class that gains specifically access to sorcerer/wizard spells they gain and additional spell added to their spell book of the transmutation type of any level; however they may not cast this spell till they become capable to cast it. They also may cast one additional 0 level spell of the transmutation type. Gifted Thug This relic fused is more suited to a harder life than most. They receive the endurance feat as a bonus racial feat. They also can hold their breath three times longer than a normal human, and gain a +1 fort save bonus. Shielded At least two limbs, or equivalent amount, of their body is covered with metal. The magical aspect of their body has provided them a great deal more protection than most. These relic fused have an innate natural armor class of +1, however this is also applied to touch attacks. This ability can not be enhanced or duplicated in any way, and all other bonuses to natural armor applies as they would normally apply to others. |
| Vadin08-03-07, 01:42 PM | Awesome, I'll be posting that one the custom revised races for sure. I'll do some minor editing (spelling and stuff, naming some abilities), but again, very awesome. |
| Spikes01k08-03-07, 01:47 PM | Awesome, I'll be posting that one the custom revised races for sure. I'll do some minor editing (spelling and stuff, naming some abilities), but again, very awesome. Ok thanks. Spelling is always a problem. With more time I probably would have thought of better names for the abilities. |
| Yeti994408-03-07, 05:22 PM | These are some wonderful ideas you are making. Could you make a race that has a type of magic(Arcane or Divine) in their blood but can't use that same type of magic even if they have levels in a magic casting class, like wizards for arcane or cleric for divine. I hope my thinking process is understandable. |
| Spikes01k08-03-07, 06:02 PM | These are some wonderful ideas you are making. Could you make a race that has a type of magic(Arcane or Divine) in their blood but can't use that same type of magic even if they have levels in a magic casting class, like wizards for arcane or cleric for divine. I hope my thinking process is understandable. I have no Idea what your talking about..:confused: sorry... Please re-state. |
| IronFistMonkCerberlain08-03-07, 06:02 PM | an LA +0 race that starts out at medium size but can grow to large size(indefinately) as a special ability(and be able to go back to meduim size when wanted). I dont care what the penalties have to be!! |
| Spikes01k08-03-07, 06:07 PM | an LA +0 race that starts out at medium size but can grow to large size(indefinately) as a special ability(and be able to go back to meduim size when wanted). I dont care what the penalties have to be!! Very interesting, your #2 on my list of things I need to do, plus the weekend is here so it may take a while. P.S. I will work on yours till I get a better statement from Yeti9944. |
| stargate52508-03-07, 06:09 PM | I'd like to see an electrovore. Something that needs raw power to survive. Preferably something akin to the lantern archon, but more suited for a PC race. |
| Yeti994408-03-07, 09:59 PM | I have no Idea what your talking about..:confused: sorry... Please re-state. I figured, I was thinking of something like the Karsite from the ToM but with the ability to cast spells or spell-like abilities that are in them from birth. |
| Spikes01k08-03-07, 10:08 PM | I figured, I was thinking of something like the Karsite from the ToM but with the ability to cast spells or spell-like abilities that are in them from birth. There are feats in the Complete Mage book that grants you some spell like abilities. That should suit your purposes. [Edit:] I was wrong complete Arcane has the feats. Things like the feats Necropolis Born, Night Haunt, Insightful, communicator, spell hand. |
| Vadin08-03-07, 11:47 PM | I posted your race and standardized it so it fits in with the way the other races are set up and changed some abilities a little bit for the sake of simplicity (hope thats ok). Also, I made sure to give you credit. If there's any others you've got a hankerin' to develop, I'd be more than happy to standarize 'em and plug 'em into my races setup. There were FAR too many apostrophes in that sentence... |
| Spikes01k08-05-07, 11:22 AM | an LA +0 race that starts out at medium size but can grow to large size(indefinately) as a special ability(and be able to go back to meduim size when wanted). I dont care what the penalties have to be!! _____________________________ Fay Giants As a playful joke, occasionally some fay like to imitate their giant associates. This has on a rare occasion produced a Fay Giant. In some area's this has happened so often that they have started up a culture of their own. Racial Trait * -2 Dex * -2 Int * Alternate Form: True Giant(Su) It takes 2 standard action to change into and out of their alternate form. Doing so does provoke an attack of opportunity, and you are considered flat footed while you do so. At 1 hit die a fay giant is considered size large in all possible way with the following exceptions. They do not yet get a 10ft reach. At 3 hit die they receive a +1 bonus to strength while in their true giant form. Once pure encounter they may make a lung attack that allows them to effectively have a reach of 10ft. At 5 hit die they receive a total bonus of +2 bonus to strength while in their true giant form; as well as receive a a reach of 10ft permanently replacing the ability to parshally gain a 10ft reach that you obtained at 3 hit die. * Cold Iron Vulnerability (Ex): Due to the fay heritage in their blood, fay giants suffer a negative reaction to the presence of cold iron. A fay giant who carries a cold iron item (such as weapons) is sickened (-2 penalty to attack and weapon damage rolls, saving throws, and skill and ability checks) until that item is dropped. A fay giant who is struck by a cold iron weapon suffers 2 additional points of damage and is dazzled (-1 to attack rolls, and Search and Spot checks) for 1 round as it burns their flesh on contact. If being struck forces a lycan spawn to make a Concentration check, the damage dealt by a silver weapon counts double. * Weight and Size: As per half orc while in medium size. Double everything while large, but may not exceed the size large limitations. * Life Span: Same has human * Speed: 30ft * Favorite Class: Barbarian ________________________________________ DONE. |
| Spikes01k08-06-07, 12:36 PM | I'd like to see an electrovore. Something that needs raw power to survive. Preferably something akin to the lantern archon, but more suited for a PC race. Theres no way I can do this with out giving a more normal body. Sorry, its just too strange for me... I have no way of thinking of a balancing factor for the abilities it would need to have... |
| Johnny_Angel08-06-07, 12:54 PM | Evil Kangaroo People |
| EvilVegan08-06-07, 01:07 PM | Waffles. I want a race that is made of stacks of waffles. They must have delicious syrupy powers. |
| Spikes01k08-06-07, 01:09 PM | Evil Kangaroo People ....OH come on!.... _______________________ "Evil Kangaroo Person" Size: Medium Alignment: Any Evil, but usually chaotic or neutral. Racial Traits. +2 Dex -2 Int -2 Con * Natural Weapon Feint Attack: An "Evil Kangaroo Person" has a number of natural attacks that do limited damage but are hard to defend against. Each natural weapon does the same damage and has the effect, but only may perform one natural attack per every two bonus attack granted by the increase of you base attack bonus, rounded down but a minimum of one. As a free action before making an attack roll with this attack, you may first roll a feint attempt. This attack has a -5 to hit with 1/2 strength to damage, but may only be used as a secondary attack. No extra damage other than strength and magical means can be added to this damage. The natural attack can be performed by any part of their body from the following list: head butt, punch, kick, body slam, and tail slap. Damage: 1D4 Special: +4 to feint attempts. * Speed: 40ft * Favorite Class: Ranger Or Scout, one or the other, not both. _______________ Not done still working. |
| Spikes01k08-06-07, 02:10 PM | Waffles. I want a race that is made of stacks of waffles. They must have delicious syrupy powers. OK I made your race, but they all died as soon as they were created because everyone ate them..... |
| EvilVegan08-06-07, 02:19 PM | I was thinking they'd have special powers that only activated when "Swallowed Whole". |
| Vadin08-06-07, 03:04 PM | Special powers like "Buttery Wonder" (to stop further swallowing) and "Syrup Bomb!" (for easy exit). |
| EvilVegan08-06-07, 04:02 PM | I was thinking something like they have to make a will save to swallow you whole, because you're so delicious they want to dismember you and eat you slowly. . . |
| ewancummins08-06-07, 04:21 PM | I'm sure you are already too busy with everyone else's suggestions, but here goes mine: A race of medium sized creatures that walk about on all fours, but stand up to manipulate objects with their forelimbs. Somewhat like bears with hands. Probably somewhat beastlike. |
| tantric08-06-07, 06:24 PM | (this is a race from my GURPS world. i made a few changes in the text to make it more DnD. ware bad grammar and misspelling. this is meant as a challenge - i'm of the opinion that DnD can't handle many things, mental disadvantages, like insanity, included.) Fu!suliashi - the Savage Elves Fu!suliashi are the Savage Elves of the Mistflower Jungles. They are tall and thin with yellow-green skin and a variety of pastel hair colors. Their eyes are the same color as the individual's hair, only metallic. Females tattoo their skins with black ink, whereas males use multicolored inks. The tattoos are often in abstract, jagged patterns like that of shadows on the jungle floor. They file their teeth into points, a sign of good grooming amongst them. Savage Elves are masters of Necromancy in all its forms, but Lichdom is not favored, as the Undead do not experience Orgone energy or sexual pleasure. Vampires, especially strange sexual Vampires, are common. Other forms of corporeal undead are frequently found in their cities, but they have little use for spirit-only times. Savages elves can innately Rebuke undead. Savage Elves are of the Iron Alliance, and further more are Cannibals and Necromancers. Specifically, they torture and bleed Faeries and Fey and kill and reanimate Human-types (and animals), but reserve their greatest horror for other Elves - a process by which Seelie and Aseelie Elves can be turned into Savage Elves. There are few other races who inhabit their cities, notably Whippersnaps and FlowerMantids, but most other Unseelie avoid them. There are, of course, many kinds of Undead. They power and their civilization with Necromantic Technology, from Zombi Slavelabour to TalkingHead computers. The mania of the Fu!suliashi is unlike that of the sadistic Drow or the inhuman Ice Elves. The Savage Elves are positively gleeful, rather like perverse ultra powerful children. Even their obsessive focus on sex, in every disgusting permutation, seems childish. Their major form of entertainment involves dressing their Zombis in elaborate costumes and staging plays. Of all the Iron Alliance elves, only the Savage Elves have a sense of humor, for what it's worth. Savages Elves are born insane, and are thus immune to most mind affecting magics and powers. Interacting with them mentally, via telepathy or any form of mind control, is very dangerous for the initiator, who may realize that at times insanity is contagious. Savage Elves are not evil - they are ultimately and only Chaotic. They are immune to all alignment restrictions, regardless of their actions and thoughts, due to insanity. A Savage Elf whose particular form of insanity is Honor and Chivalry might be a paladin, but will still register as Chaotic and only that to detect alignment spells. The Savages do not (often) hate their victims. For the most part, the Savages love and admire the Good Sports among the Junglefolk. The Raids are fun, and the victims put up a lovely fight. Fusuliashi have no concern of death at all. Attackers may wear Televoyance headbands for viewers back home. They have been know to leave presents in the raided villages, to send "get well" cards and even reparations. And Audience Appreciations Gifts. Just as often the send suicide bombers and trojan horses full of WTF. Savages are *mad* - they will walk directly into a JungleFolk village, sit at the bar and ask for tea - *they* expect to be held in friendly regard. A Human coming into a Savage city might be safe, for a while, or not, but he would not be treated rudely. Lots of visitors come for the Big Shows, and no one would dare harm or annoy an audience member/critic! The goings-on of the Fu!suliashi are called Events by the Natives. There are Fetes, Galas, Shows, Tourneys and worse besides. The majority of Fu!suliashi culture exists in the form of Literature, in the form of Thatch books, which are performed. There are thousands of works, hundreds of Classics, and every single Savage Elf is either a writer, an actor or a director (or some combination) and an informed critic. These Performances, which use large numbers of Zombis (controlled by the Directors), are called Shows. Tourneys, on the other hand, are improvisational and often feature fights, torture and/or copulation involving Chonchons, Jujus and Inaminals. Fetes, which also take place in the same structures, are parties in honor of someone or something, whereas Galas are Carnival style street parties which venture out into the Jungles beyond the city. The ultimate expression of Savage Elf performance art is the traveling Circus, which, on occasion, will take a tour of the world. The Circus is tolerated, provided no locals are involuntarily molested, but not especially welcomed. On the other hand, the Circus performers truly outdo themselves while on tour, with shows the exceed anything performed in their homeland. Fu!suliashi have no concept of family. It seems they raise their children for the sole purpose of warping and humiliating them. When babies are born, their Spirits are drain into Token, usually by the mother. The children then mature unnaturally quickly. Younger Fu!suliashi are not given the knowledge of Necromancy, and thus must beg and serve the Necromancers. The Savage Elves are reasonably Fecund, for Elves, and each Necromancer has several Assistants. When a Savage regains his Spirit, he gets the adult tattoos, which are done with Tisane Inks and serve as a barrier and protection for their Spirits. Their groups are more like gangs than tribes, dominated by whoever has the most Undead (and thus artistic license). Any spark will throw the gang into high drama, and the continued existence of the Race is mostly due to a kind of universal aversion towards physically harming each other. Indeed, the Fu!suliashi cherish and adore one another - they especially love having Stylistic Foes, who do their combat in the form of Farces and Mockeries. |
| Spikes01k08-07-07, 10:28 AM | (this is a race from my GURPS world. i made a few changes in the text to make it more DnD. ware bad grammar and misspelling. this is meant as a challenge - i'm of the opinion that DnD can't handle many things, mental disadvantages, like insanity, included.) Fu!suliashi - the Savage Elves Fu!suliashi are the Savage Elves of the Mistflower Jungles. They are tall and thin with yellow-green skin and a variety of pastel hair colors. Their eyes are the same color as the individual's hair, only metallic. Females tattoo their skins with black ink, whereas males use multicolored inks. The tattoos are often in abstract, jagged patterns like that of shadows on the jungle floor. They file their teeth into points, a sign of good grooming amongst them. Savage Elves are masters of Necromancy in all its forms, but Lichdom is not favored, as the Undead do not experience Orgone energy or sexual pleasure. Vampires, especially strange sexual Vampires, are common. Other forms of corporeal undead are frequently found in their cities, but they have little use for spirit-only times. Savages elves can innately Rebuke undead. Savage Elves are of the Iron Alliance, and further more are Cannibals and Necromancers. Specifically, they torture and bleed Faeries and Fey and kill and reanimate Human-types (and animals), but reserve their greatest horror for other Elves - a process by which Seelie and Aseelie Elves can be turned into Savage Elves. There are few other races who inhabit their cities, notably Whippersnaps and FlowerMantids, but most other Unseelie avoid them. There are, of course, many kinds of Undead. They power and their civilization with Necromantic Technology, from Zombi Slavelabour to TalkingHead computers. The mania of the Fu!suliashi is unlike that of the sadistic Drow or the inhuman Ice Elves. The Savage Elves are positively gleeful, rather like perverse ultra powerful children. Even their obsessive focus on sex, in every disgusting permutation, seems childish. Their major form of entertainment involves dressing their Zombis in elaborate costumes and staging plays. Of all the Iron Alliance elves, only the Savage Elves have a sense of humor, for what it's worth. Savages Elves are born insane, and are thus immune to most mind affecting magics and powers. Interacting with them mentally, via telepathy or any form of mind control, is very dangerous for the initiator, who may realize that at times insanity is contagious. Savage Elves are not evil - they are ultimately and only Chaotic. They are immune to all alignment restrictions, regardless of their actions and thoughts, due to insanity. A Savage Elf whose particular form of insanity is Honor and Chivalry might be a paladin, but will still register as Chaotic and only that to detect alignment spells. The Savages do not (often) hate their victims. For the most part, the Savages love and admire the Good Sports among the Junglefolk. The Raids are fun, and the victims put up a lovely fight. Fusuliashi have no concern of death at all. Attackers may wear Televoyance headbands for viewers back home. They have been know to leave presents in the raided villages, to send "get well" cards and even reparations. And Audience Appreciations Gifts. Just as often the send suicide bombers and trojan horses full of WTF. Savages are *mad* - they will walk directly into a JungleFolk village, sit at the bar and ask for tea - *they* expect to be held in friendly regard. A Human coming into a Savage city might be safe, for a while, or not, but he would not be treated rudely. Lots of visitors come for the Big Shows, and no one would dare harm or annoy an audience member/critic! The goings-on of the Fu!suliashi are called Events by the Natives. There are Fetes, Galas, Shows, Tourneys and worse besides. The majority of Fu!suliashi culture exists in the form of Literature, in the form of Thatch books, which are performed. There are thousands of works, hundreds of Classics, and every single Savage Elf is either a writer, an actor or a director (or some combination) and an informed critic. These Performances, which use large numbers of Zombis (controlled by the Directors), are called Shows. Tourneys, on the other hand, are improvisational and often feature fights, torture and/or copulation involving Chonchons, Jujus and Inaminals. Fetes, which also take place in the same structures, are parties in honor of someone or something, whereas Galas are Carnival style street parties which venture out into the Jungles beyond the city. The ultimate expression of Savage Elf performance art is the traveling Circus, which, on occasion, will take a tour of the world. The Circus is tolerated, provided no locals are involuntarily molested, but not especially welcomed. On the other hand, the Circus performers truly outdo themselves while on tour, with shows the exceed anything performed in their homeland. Fu!suliashi have no concept of family. It seems they raise their children for the sole purpose of warping and humiliating them. When babies are born, their Spirits are drain into Token, usually by the mother. The children then mature unnaturally quickly. Younger Fu!suliashi are not given the knowledge of Necromancy, and thus must beg and serve the Necromancers. The Savage Elves are reasonably Fecund, for Elves, and each Necromancer has several Assistants. When a Savage regains his Spirit, he gets the adult tattoos, which are done with Tisane Inks and serve as a barrier and protection for their Spirits. Their groups are more like gangs than tribes, dominated by whoever has the most Undead (and thus artistic license). Any spark will throw the gang into high drama, and the continued existence of the Race is mostly due to a kind of universal aversion towards physically harming each other. Indeed, the Fu!suliashi cherish and adore one another - they especially love having Stylistic Foes, who do their combat in the form of Farces and Mockeries. This is looking to be more powerful than a normal LA 0 race so I wont do this. Nothing here really all that too fantastic that can't be reasonably accommodated with the DnD system. Anyway I will still give it a try. As for their insanity.... its more of just plan fluff. As for converting other elves into Fu!suliashi, that would need to be a new high level curse. Fu!suliashi - the Savage Elves Alignment: Chaotic Neutral Only Racial Traits * +2 Strength * +2 Dexterity * -2 Intellegance * +2 Charisma * Immunity: Mind affecting magics and powers * Telepathic Backlash: Anyone telepathically contacting, or contacting them through a similar mental ability, a Fu!suliashi will find their mind insane, and must make a DC 14 will save +1/2 the Fu!suliashi hit die. Failing this save deals 1D2 ability to inelegance, wisdom, and charisma. The telepathic backlash does not enable the ability being used to not be accomplished, effect the difficulty of the ability, or the damage is dealt after the telepathic effect has already been activated. * +1 DC to resist all Necromantic Spells * Favorite Class: Sorcerer * LA: +1? |
| Spikes01k08-07-07, 10:30 AM | I'm sure you are already too busy with everyone else's suggestions, but here goes mine: A race of medium sized creatures that walk about on all fours, but stand up to manipulate objects with their forelimbs. Somewhat like bears with hands. Probably somewhat beastlike. Sorry I skipped you, but I'll do yours next. __________________ Well there is always a the awakened animals. I need to learn more about them to finish this. |
| tantric08-07-07, 11:54 AM | This is looking to be more powerful than a normal LA 0 race so I wont do this. Nothing here really all that too fantastic that can't be reasonably accommodated with the DnD system. Anyway I will still give it a try. As for their insanity.... its more of just plan fluff. As for converting other elves into Fu!suliashi, that would need to be a new high level curse. what you call "fluff" is what we call "characterization". the fact that each and every one of them is insane (in GURPS, 40pts worth of combined mental disadvantages from a list) is what makes them available for starting players. in DnD terms, it's the offset that makes them LA 0. * +2 Strength * +2 Dexterity * -2 Intellegance * +2 Charisma +2 INT, -2 WIS, -2 STR (decadent), +4 CHA - this guy's car drops a wheel right outside the fence of the asylum. it seems all the lugnuts have been lost. he's staring at it, wondering what to do. the lunatic watching him says "take one from each of the other tires, and drive it to the station." the guys says, "wow, you're smart, why are you in the asylum?" the lunatic replies, "i'm crazy, not stupid." also, crazy people don't play by alignment rules. a Savage Elf has no more conception of right and wrong than does a gnat or man-eating tiger. if he has, say, a hero complex, he can be a paladin, but he's still crazy. |
| Spikes01k08-07-07, 12:06 PM | what you call "fluff" is what we call "characterization". the fact that each and every one of them is insane (in GURPS, 40pts worth of combined mental disadvantages from a list) is what makes them available for starting players. in DnD terms, it's the offset that makes them LA 0. +2 INT, -2 WIS, -2 STR (decadent), +4 CHA - this guy's car drops a wheel right outside the fence of the asylum. it seems all the lugnuts have been lost. he's staring at it, wondering what to do. the lunatic watching him says "take one from each of the other tires, and drive it to the station." the guys says, "wow, you're smart, why are you in the asylum?" the lunatic replies, "i'm crazy, not stupid." also, crazy people don't play by alignment rules. a Savage Elf has no more conception of right and wrong than does a gnat or man-eating tiger. if he has, say, a hero complex, he can be a paladin, but he's still crazy. Fluff is not a derogatory term in my book, just wanted to make sure you know that first. What I meant by fluff is that it is how the race is played, which has no real power relevance in game system play. The system in DnD is about dealing with the mechanics, not the role playing. Sense its LA 1 I think I forgot some other things, but you just seem to hate the system so I don't think I should even try. |
| tantric08-07-07, 02:39 PM | Fluff is not a derogatory term in my book, just wanted to make sure you know that first. What I meant by fluff is that it is how the race is played, which has no real power relevance in game system play. The system in DnD is about dealing with the mechanics, not the role playing. Sense its LA 1 I think I forgot some other things, but you just seem to hate the system so I don't think I should even try. i play and enjoy DnD. however, i keep choking on making my own world, because there seem to be so many things i just can't do. like this race - being crazy isn't fluff. it's a very serious disadvantage that can greatly handicap your character. if you treat it as "just roleplaying" then the player can ignore it whenever it's not convenient. this from a game system were *alignment* is an inherent part of the game mechanics. this is a race where instead of the alignment mechanic, you have a sanity mechanic. if alignment isn't fluff, sanity certainly shouldn't be. i think you might be able to use the Flaws system for this - like Delusions, Phobias, Megalomania, Paranoia, Intolerance/Bigotry, Messiah Complex, Anorexia, Masochism, etc. requiring a few of these would balance something like Rebuke Undead as a racial ability. it would just be, well, a challenge. |
| Spikes01k08-07-07, 04:28 PM | i play and enjoy DnD. however, i keep choking on making my own world, because there seem to be so many things i just can't do. like this race - being crazy isn't fluff. it's a very serious disadvantage that can greatly handicap your character. if you treat it as "just roleplaying" then the player can ignore it whenever it's not convenient. this from a game system were *alignment* is an inherent part of the game mechanics. this is a race where instead of the alignment mechanic, you have a sanity mechanic. if alignment isn't fluff, sanity certainly shouldn't be. i think you might be able to use the Flaws system for this - like Delusions, Phobias, Megalomania, Paranoia, Intolerance/Bigotry, Messiah Complex, Anorexia, Masochism, etc. requiring a few of these would balance something like Rebuke Undead as a racial ability. it would just be, well, a challenge. You probably could create your own character traits and flaws (pg. 86 UA), from the low sanity you have using the rules from pg. 194 in the Unearthed Arcana book. |