My new races: The Nightlocks and others [Archive] - Wizards Community

Post/Author/DateTimePost
TwinStorms

04-18-07, 08:10 AM
Hey guys, I've been working on some new races for a campaign setting I am creating, and I wanted to know what you think. Right now, I am having balance issues I believe. I want them to be have no level adjustment, but they are overpowered I think, so they probably need to be nerfed. However, I still want to keep some of the flavor I have given them in their stats. The most fleshed out currently is the Nightlocks, the kappa is still sort of an afterthought that needs alot more work. I will be coming back later to edit and update.

The nightlock is basically to provide the player with a lawful evil player race. I also was thinking to myself most races with monstrous physical features are usually savage, stupid and chaotic (besides mindflayers of course), why not attempt one that is intelligent, organized and civilized? It is also to allow for a major lawful evil society in my campaign setting; most of the races of previous settings like Forgotten Realms and Greyhawk will still exist, but I am getting rid of Drow.

The swampling kappa is sort of my take on a "Westernized" version of the Japanese monster, the kappa. However, my kappa are more of a peaceable hunter-gatherer swamp people than the evil, trickster man-eating version in Japanese myth. Evil "river kappa" will also exist in my setting though. I think a little bit of their appearance in my mind was influenced by Warcraft's murloc race :P

So, here is what I have right now. Mind you its early so my mind wasn't fully working when i wrote some of this stuff, so some of it may not make sense. I'm pretty sure the whole "wet-dry" and the bowl and wet fur thing with the swampling kappa is still a little strange. And also I don't currently have my DMG or PHB. The Kappa still needs more work to be sure.


Nightlock

Physical description: Nightlocks stand about 6 feet to 6’6 and possess a very lithe but a forgivingly tough and muscular physique. Their lanky bodies are mostly hairless save lightly colored, scruff fur that some males might grow on their back, chins, and down the sides of their face, and also grows lightly around or on the ears in both sexes. They have gray-blue or indigo skin, and course black hair on their head, which the males often shave. Their facial features are sometimes described as being “bat-like” and are considered by some to be frightening. They have dull but pointy teeth, sometimes the canines or even more protrude over the lip, revealing themselves even when their maws are closed. Their blunt, snout-like noses have broad thin ridges going down the septum from the forehead and large pointed ears also have a series of ridges along the top. Prominent on their faces are their round amber eyes with dark red pupils.

Despite perhaps a bestial appearance, the Nightlocks are actually known for being dangerously intelligent and deceptive, one can easily tell of the Nightlock‘s intelligence by their piercing, calculating stare and a posture that exhibits a swollen confidence.

Nightlock society: The Nightlocks are a nocturnal people, and prefer going about their lives during the night, and sleeping during the day. However, adventurers will travel in the light of day if need be. They live mainly in the dark, tropical forests and wastelands of northern Krauzland, and it is here that their mighty kingdoms flourish. They are a dangerous people, cruel and militaristic, and show often unquestioning devotion to their leaders. They are a efficient and industrious race, well-versed in many trades, but their economy relies heavily on slave labor. They take special interest in the arcane arts, especially the dark ones, and many mysterious, ancient mage orders are deeply entrenched throughout their civilization in every level of society. They live in the mainly in the dark spire cities of the jungle continent, or as the supervisors and overseers of nightlock slave plantations. They are slightly shorter lived than humans.

Racial Abilities: Nightlocks have the following traits:
+2 Intelligence, -2 Wisdom. Nightlocks are known for their keen intellect, but have a tendency to make reckless decisions.
Medium-size.
Nightlocks base speed is 30ft.
Nightlocks get a +4 racial bonus on Listen checks, a +2 racial bonus on Bluff checks
Noise sensitivity (Ex): Nightlocks have sensitive ears which is a double-edged sword, while they can hear extremely well, loud and abrupt sounds, such as damaging magical or special attacks with the [sonic] descriptor deafens a Nightlock for 2 rounds. In addition, nightlocks suffer a -1 circumstance penalty to all attack rolls, saves and checks while operating in enclosed areas with loud noise.
Proficient with pike or glaive. The militaristic nightlocks reserve a special fondness for pole arms, and all nightlocks are trained to use one.
Darkvision 60 feet.
+4 racial bonus on Fortitude saves against natural poisons. The nightlocks are native to the rainforest and are naturally resistant to many types of organic toxins.
Automatic Languages: Nightlock, Common.
Bonus Languages: Pucki, Goblin, Undercommon, Kapa, Draconic, Infernal.
Favored class: Wizard.


Swampling Kappa

Physical description: Kappa are 4 to 5 feet, but are usually slightly hunched. These stout, amphibious humanoids are both reptilian and fish-like in appearance. Their bodies are slick, hairless, and covered in scales. Kappa’s who go venture outside their river and swamp homes can usually be seen carrying a large bowl-like object, usually a lilly pad or turtle shell, containing a pool of water, strapped to their head. Small grooves and slits within the bowl allow drips of water to flow out onto the kappa’s face and body over time. This is to retain constant moisture, as if a kappa’s body becomes dry for long, it can be fatal.

Their torso is shaped like an upside-down pear. Their limbs are thin but limber and forearms and shins bulk out, leading to large, webbed, paw-like hands and feet, with three fingers and a thumb and 3 toes, for hands and feet respectively. A pair of sharp, white poison barbs protrude just above each knuckle. The torso almost bulks out into a head, and an actual neck isn’t particularly visible, but the kappa still has the full-range of rotation of his head. Three gill flaps adorn each side of the kappa’s “neck”. Kappa facial features in include a long, wide, frowning mouth that would seem to go almost ear to ear, if he had ears that were apparent, nostrils sit on a beak-like shape which goes down to the mouth, large buggy eyes with a bright brilliant color that is sometimes amber or yellow, but usually compliments his skin color. A tall, colorful, fin-like crown sometimes adorns the back of the kappa, usually in adult males.

Most commonly the kappa’s skin is a some shade green or brown, and often have a yellow or white underside, usually with dark colored spots or horizontal stripes on the back, however many other color and pattern combinations of skin have been known to exist. Great genetic diversity can even occur within a tribe or even family in this regard. Some appearances worth mention include sky-blue with a white underside, white with red and golden splotches, and brownish-silver with a variety of chromatic hues and a orange-pink underbelly. However, many other variations of colors and pattern can exist, and great genetic variations.

Kapa society: Coming soon.

Racial Abilities: Kapas have the following traits:
+2 Dexterity, -2 Charisma. The kappa are a quick and agile hunter race, but are emotionally aloof.
Medium-size.
Kapa’s base land speed is 20ft, base swim speed is 40ft.
Kapa’s get a +12 racial bonus on swim checks.
Proficient with spear and net. All kappa’s learn to use the spear and net as a simple yet valuable hunting tools.
Poison attack
Low-light vision 20 feet..
Immunity to all natural poisons.
Scent (Ex)
Scent communication: more on this later, basically a unspoken communication between kapas through odour and scent
Poison attack: 1d4 poison damage on unarmed attacks.
Moisture-dependent (Ex)- The amphibious kappa can travel on land, but always need to be wet. In all aquatic places or in humid places like swamps and forests that are tropical and warm, this is not always a problem. Elsewhere it can be, and once the kappa leaves the necessary conditions, he will become dry after an hour, and after an additional hour of being dry, he will begin taking 1d4 subdual damage per round, and a temporary 1 con damage per hour. Upon kappa being immersed in water he will stop taking damage.

One way to deal with the problem is for the character to carry water skins and pour them over his body every other hour. The best way, however is a bowl with a breathing system, strapped over his head. If the kappa does this, it must be refilled every other day or after it is spilled, but otherwise the land bound kappa will be fine. In cold climes where the water might freeze, it is recommended the kappa adorn himself in a layer of wet furs underneath layers of dry ones.

Automatic Languages: Kapa, Common.
Bonus Languages: Draconic, Aquatic, Goblin, Halfling.
Favored class: Ranger
Phalse_One

04-18-07, 03:43 PM
Nightlocks seem to be fine, but there are some issues with the Khappa.

Typically a +8 racial bonus is granted to races with a natural swim speed, a +12 is ok, but it makes the race more powerful.

Scent is a powerful ability as it can be used to detect and pinpoint invisible creatures. Perhaps reduce the effectiveness by only allowing it to be used underwater.

Lowlight vision does not have a range. Darkvision does. If they live in shallow relatively sediment free water (like lakes and rivers), then lowlight vision would help them. If they live in muddy or deep water (even 10 feet of really muddy water would block out most light) then darkvision might be more appropriate.

Are they proficient with shortspears or longspears as well?
Poison generally deals ability damage, and has initial damage, secondary damage and allows a saving throw. Which ability score does khappa poison effect (is it lethal [Con], paralitic [Dex], or weakening [Str]? Does it have some sort of sensory effect [Wis] or mind-dulling property [Int]?) Poison that deals ability damage is always a very powerful ability and can easily unbalance a race.

Immunity to poison is too powerful an ability for this race, as they already have several other abilities. Consider making them immune to Khappa poison, and have a +1 or +2 bonus against other types of poison.

A round is 6 seconds. If the Khappa can survive 2 hours with no significant damage, and then take 1d4 damage every 6 seconds that's pretty crazy.

Human Wizard: You don't look so good, you feeling ok?
Khappa Rogue: I'm fine, just a little thirsty.
Human Wizard: <Digs through backpack> Here take my waterskin.
Khappa Rogue: ........
Human Wizard: Hey! What's wrong?
Khappa Rogue turns to dust and blows away.

That equals 10d4 in one minute and 50d4 in 5 minutes. How about they suffer 1d6 subdual damage per 10 minutes over the hour and are fatigued until they are able to rehydrate.
Phalse_One

04-18-07, 04:58 PM
One thing about nightlocks.

The sensitivity is a pretty major drawback.

I would either give them:

---- a -2 (or -4) on saves against sonic effects

or

----Fort save (at normal DC) when exposed to sonic effect or deafened for 2 rounds.

As you have it now, they are always deafened when exposed to a sonic effect. They are a race with high Int and favoured class wizard, but if you are deafened everytime you are exposed to a sonic effect (deafeness causes spell failure when you cast spells with verbal components), you are going to be a pretty frustrated wizard.

The other part about the loud noises in enclosed areas should be specified for player's benefit. As the DM you might know how load a noise and how enclosed an area, but the players won't (and they should, after all the characters are members of that race and have been all their lives).

Do two people dueling in an alley count? A drunken sing along in a bar? A typical kitchen during a lunch rush? Give one or two specific examples so that they know what to expect.