My Race Compendium (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
ShadowGuard

04-12-08, 02:40 AM
Hello Race board:

I may be new to the race making game but I have allot of ideas that I want to try and see if it they will work. So this is going to be my compendium of races so that I don't have to start a new thread every time I make a new one.

I hope to make unique races that could bring new and exciting player choices. I am mainly going to try and convert classical dungeons and dragons monsters into playable and flavorful races. They will range from hopefully 0 LA to 2 LA so that they can be used commonly. This Post Will list the Races and their status, like if they are complete or not. Also this is a warning, because my English skills are atrocious. This post will also include my Ferrun race and will continue from there.

Ferrun: (Rust Monster) Post 1, Status: Balancing.
? (Hydra) Post 2, Status: Has not been created.
? (Destrachan) Post 3, Status: Has not been created.
? (Bulette) Post 4, Status: Has not been created.
? (Beholder) Post 5, Status: Has not been created.
? (Blink Dog) Post 6, Status: Has not been created.
? (Purple Worm) Post 7, Status: Has not been created.
? (Manticore) Post 8, Status: Balancing.
? (Ooze) Post 9, Status: Has not been created.

I also except requests from people depending on the work load. I have Monster Manuals 1,2, and 3 so I mainly stick to that.
ShadowGuard

04-12-08, 02:41 AM
Ferrun (Rust Monster)

”You see a sword, I see a meal.”

Ferruns are the originators of rust monsters, and have many of the same aspects. They are ancient aberrations that have stood the test of time and have produced many new creatures with their magic. At first glance they seem like a normal humanoid, but if they have their feelers out, they can be quite intimidating. They are known for their ability to eat metals for sustenance and their exploration into the mastery of the arcane.

Personality: Ferruns take after humans. They are flexible, and adaptable. While they don’t encourage conflict, they can definitely end one. They can be kind or bitter, and their personalities vary just as much as a human would. They are secretive about their feelers, and try to keep that information away from other races. At home, Ferruns are a very community driven race. Family is important, as well as maintaining a stable environment around them, so that future Ferruns may grow and prosper.

They have a love for the arcane and enjoy exploring the depths of knowledge. Thanks to their diet, Ferruns have a mastery over spells that involve electricity and metal. Mastering metal control is essential for Ferrun wizards, for metal is not only a means of nutrition, but a way of life. Being an aberration themselves, they have great interests in transmutation spells. Some of the most fearsome creatures have been concocted from Ferrun labs. They created rust monsters as an experiment to replicate themselves. Ferruns widely regard standard rust monsters as failures. From the creation of rust monsters, Ferruns have created other creatures as well. Ferrugons, which are the successful versions of their rust monster cousins, are primarily used as mounts and creatures of labor. Rust mites are swarms of termite-like bugs that devour enemies’ metal items and feast on the iron in the blood of their victims.

They see Blacksmithing as a form of cooking rather than making weapons. While other races enjoy fine dining, Ferruns love to eat alloys and rare metals. They consider the rarer the metal, the greater the delicacy. Because they can’t normally touch metal, they use special gloves that allow them to wield and make it. A lot of the metal work that is produced by Ferruns have been said to rival that of the dwarves. Metal is woven into the lives of all Ferrun, so that crafting it is second nature. Usually Ferruns turn the rarer metals into works of art, to enjoy the beauty of it, and it allows them to store it for a later meal. Because of their ability to corrode metal on contact, they have taken up masonry and stone working to build their homes.

Physical Description: Ferruns typically stand just less than 6 feet tall and weigh around 190 pounds, with males generally taller and heavier than females. They have light tan to dark tan skin, and their hair ranges from Onyx black to a rusty red. The eyes of a Ferrun ranges from steel blue, to golden yellow and can change color depending on their diet. For the most part they look much like humans; the only major difference is the feelers that jut from their shoulders. These are long and can extend far past arms length, but they do not grant extra reach. They have one feeler on each shoulder, and are easily controlled by the Ferrun’s mind. The feelers are flexible and can easily be hidden under garments. If they are away from their homeland, they dress to match the local region (to better pass themselves off as human), so they can vary in looks depending on the location. When in the privacy of their own homes, they often wear special clothing to allow their feelers to be free. They enjoy earth colors such as brown and green, but because of their nature, they often lack any jewelry.

Thanks to their aberrant physiology, they maintain long life spans and if left with enough food, they could last as long as they need to. While they do age a lot slower than most races, older Ferruns gain steel streaks in their hair, while others gain a full head of silver hair. Ferruns do not sleep as other races do. Instead, a Ferrun meditates in a deep trance for 4 hours a day. A Ferrun resting in this fashion gains the same benefit that a human does from 8 hours of sleep. In such a trance, a Ferrun focuses on the inborn chemical reactions to change and repair any damage to the mind or the body.
Relations: Ferruns can get along with almost anyone, mainly blending in with the local society and passing themselves off as humans. If the secret of their true nature is revealed, there is a good chance that they could be exiled or persecuted. It’s their aberrant mind set that often makes them seem odd or out of place. In their homelands they most often come in contact with dwarves, and thus have a great relationship with them. They share similar ideas about family and metal working, so trade is common and life is prosperous when they work together. Ferruns get exquisite meals from dwarven metal working and dwarves gain powerful arcane knowledge and lasting allies. While most dwarves can be seen as dour to other races, they often accept Ferruns for who they are and are least likely to exile them from the community. They may get a little annoyed that their fine dwarven craftsmanship is being eaten, but business is business. They see elves as equals at the art of the arcane, and since they have long life spans, they can often relate to Elvin views.

Alignment: Ferruns, like humans, can be of any alignment but because of having a strong family lifestyle and Lineage system, they most often lean towards the lawful.

Ferrun Lands: Ferruns can be found in the same places as dwarves and humans. The main Ferrun settlements are in mountains and underground, to maintain their food supply. Thanks to dark vision, Ferruns are natural underground dwellers and thus often share spaces with dwarves. It is not uncommon to see a Ferrun community merge with a dwarven one.

Religion: Ferruns at home often accept deities of dwarfs, or that of metal gods. In other communities they often lean towards the main religion of their surroundings.

Language: Ferruns mainly speak Common. Being so connected with dwarves allows them to pick up their language as well. Living within the earth also exposes them to Terran and Undercommon.

Names: For the most part Ferruns like to keep their names down to earth. Since Ferruns have connections with Dwarves and Humans, the names can probably be a mixture of the two. Because of strong family ties, Last names are passed down and something to treasure.

(Ferrun) RACIAL TRAITS
-2 Cha
Medium: As Medium creatures, Ferruns have no special bonuses or penalties due to their size.
Aberration
Base speed is 30 feet
Dark Vision 60 feet
Pulse Field (Ex): Due to the pulses that their feelers send out, Ferruns can detect metal objects of any size up to 60. This ability can detect the presence or absence of metal. It can detect the total amount of metal in the area and what it is made of. Then it details the shape and size of the metal in the area. This feature acts like blindsense but only for metal.

Corrosive Skin (Ex): A Ferrun can take a standard action to make a successful touch attack that provokes no Aoo, with its feeler causes to cause one target metal to corrode, warp, and crack. Any metal weapons, armor, and shields carried by a creature struck are weakened by this effect, but can only be affected once at a time. A Ferrun may use this ability once every 1d4 rounds. The bonus to AC provided by an armor or shield drops by 2 and an additional 2 every time the Feeler hits to a minimum of 0. Weapons suffer a –2 penalty on attacks and damage, and an additional 2 every time the Feeler hits with a maximum penalty of -8. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save equal to 10 + ½ Ferrun HD + Con modifier to resist this effect.
These penalties last for a number of minutes equal to 3 + ½ HD. A Ferrun that spends 2 minutes devouring a metal object (whether magical or mundane) transforms it into rust, destroying it permanently. A metal weapon that deals damage to a rust monster also suffers this warping and corroding effect. Wooden, stone, and other nonmetallic weapons are unaffected.

At 8 HD the corrosive acid that the Ferrun secrets gets stronger and a Ferrun can take a standard action to make a successful touch attack that provokes no Aoo, with its feeler which causes one target metal to corrode, falling to pieces and become useless immediately. The touch can destroy up to a 10-foot cube of metal instantly per touch attack. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save equal to 10 + ½ Ferrun HD + Con modifier or be dissolved. A Ferrun may do this ability once every 1d4 rounds once. Since the skin is corrosive as well, a metal weapon that deals damage to a Ferrun corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected

+2 racial bonuses to Craft checks that are related to Metal
Automatic languages: Common.
Bonus languages: Dwarven, Terran, Undercommon
Favored Class: Wizard

STARTING AGE
Adulthood: 19
Barbarian, Rogue, Sorcerer: + 1d4
Bard, Fighter, Paladin, Ranger: + 2d4
Cleric, Druid, Monk, Wizard: + 3d4

AGING EFFECTS
Middle Age: 200 years
Old: 400 years
Venerable: 1000 years
Maximum Age: As long as there is a steady food supply, a Ferran can maintain its body forever.

LA 1?
ShadowGuard

04-12-08, 02:42 AM
Reserved for Hydra Race
ShadowGuard

04-12-08, 02:43 AM
Reserved for Destrachan Race
ShadowGuard

04-12-08, 02:45 AM
Reserved for Bullette Race
ShadowGuard

04-12-08, 02:46 AM
Reserved for Beholder Race
ShadowGuard

04-12-08, 02:47 AM
Reserved for Blink Dog Race
ShadowGuard

04-12-08, 02:51 AM
Reserved for Purple Worm Race
ShadowGuard

04-12-08, 02:51 AM
Acujin (Manticore)

“Unarmed? I’m never unarmed.”

Acujins are a militant race, masters of archery, and devastating combatants. They have unique relations with Manitcores, who are mounts or fellow partners in battle. Thanks to their cunning and swift thinking skills they have lasted as a race, and when in battle can turn the tide of any fight.

Personality: Calm and patient, Acujins keep cool under pressure. Sometimes they can be described as cold and calculating, and that is most often true. Acujins often bury their emotions so that they may get along with others; they hide their true personality to allow them to get the upper hand. Acujins rarely rush into battle, preferring to read the situation and then act. While they may not start fights, Acujins will always be the first to end it. When provoked the Acujins are powerful combatants. They are cunning, often swindling other races of goods or their lives. They are smart, always searching to make something easier to use, or deadlier. Acujins try to improve whenever they can, adapting and shifting for the current surroundings.

The Military life is common for many Acujins, who practice strict regimens to hone their skills. Strength in battle is something praised in Acujin society, and mastering the skills of their spike weaponry is crucial to life. The Chief of the town is usually the commander of the army, and thus makes the practice of combat something of everyday life. They often have Manticore breeding pens so that they may train Manticore mounts, and use them in their warfare. Manticores are treated with respect, and are given good homes making the Acujins lasting allies. Even wild Manticores find talking to and relating with Acujins easier than that of other races, often sharing cunning minds and similar interests of conquest.

Ranged weaponry is incorporated into all aspects of Acujin life. They mainly hunt using archery, and wage wars on craggy mountains to make use of ranged weapons. When Acujins celebrate holidays, they often incorporate Archery contests and other games that promote ranged skills. This key ability is often taught by the parents, and then honed in a military academy. Thanks to their racial abilities, Acujins are never with out a ranged weapon and thus are always deadly.

Physical Description: Acujins typically stand just less than 6 feet tall and weigh around 170 pounds, with males generally taller and heavier than females. They have light yellow skin to dark tan skin, and their hair ranges from black to different shades of brown. The eyes of an Acujin ranges from steel blue, to onyx black and other dark shades of hues, making them seem cold or evil. For the most part they look much like humans; and have hair on their heads as well as facial hair, but they have no body hair. Instead of body hair, Acujins have tiny spikes that slightly jut from their skin, and can be found on the body anywhere from neck down, and even sometimes on the face. The spikes do not protrude much and thus do not affect the fitting of clothing or armor. As per the Acujins racial ability they can grow out a spike from their body and determine the length of it, and then pluck it out of their skin to use it for combat. Because of the spikes, they can naturally create pitons to make them expert climbers, and thus have a climb speed. When a spike is fully pulled out of the skin, it can then be treated as a weapon and be used by other races.

Relations: Because of their locations Acujins often interact with the common races. Because of their skills with the bow, Acujins feel a connection with the Elf race, and try to hold archery and ranged competitions with them. While they do like elves for their skills and source of bows, they often find the lack of motivation and whimsical attitude annoying, and not very efficient. Acujins appreciate the militaristic life style of dwarves and in that aspect get along with them. Since the dwarves are a little closed minded and not willing to adapt too much they can easily rub an Acujin the wrong way. Sometimes Acujins and Dwarves go to war to determine who gets what part of the mountain. Usually the dwarves are forced to go underground, and the Acujin will live on the surface and higher up. Acujin relate the closest to Halflings and Humans. They love the fact that both races adapt and can come up with wonderful inventions. Acujins enjoy the fact that Humans can be just as militaristic as they are, and somewhat scorn Halflings for their peaceful ways. Other times Acujins see Halflings as equal thieves and just as skillful with thrown weapons as they are, and find the Humans over consumption as unnecessary.

Alignment: While Acujins do live in a Military society, their alignments are not always lawful. They may lean towards the lawful side of the spectrum, but they can also be neutral or chaotic as well. Usually chaotic Acujins form groups of bandits, putting their higher intelligence to use to swindle lower races. Acujins can be either bad or good, with none leaning to one side more than the other.

Acujin Lands: They live in the mountains, high on peaks so that may use their natural climbing skills to the fullest. Being high up gives them the advantage when it comes to archery. They often hunt in the forests below, and strike from above upon Manticore mounts. While they mainly live in the mountains, many Acujins explore the world to increase their skill in ranged weaponry. Because they live in the mountains they mainly come in contact with dwarves and when they go hunting the forests they often meet with elves and humans.

Religion: Acujins often believe in lawful or war deities, praying for power to defeat their enemies. While some do pray to archery deities, most Acujins rely on their own archery skills rather than praying to the deities for a better shot.

Language: Acujins primarily speak common, or any dialect that is common in the area. Often they mix common dialect with military shorthand, because war is woven into Acujin life.

Names: Acujin names are short, so that it is not too much of a hassle to call out in the midst of battle. They prefer to have names that roll of the tongue, and sound pleasing to the ears, but still are practical. Examples are Sazaraa, Ezrick, etc.

Acujin Racial Traits
+2 Dex +2 Int, Acujin are athletic and quick and very cunning.

Medium: As medium creatures, Acujin have no special bonuses or penalties due to their size
Monstrous Humanoid: Unlike other monstrous humanoids Acujin do not have dark vision
Base speed is 30 feet Climb 15ft

Spikes: As a move action Acujin can generate different types of spikes from their body. An Acujin can only generate one spike per move action. Depending on the type of spike determines its use. All Acujin are proficient with all the spikes and treat them as martial weapons, Non Acujin treat the spike weapons as exotic weapons. Weapon descriptions are located below. All Spikes are treated as steel for hp and durability, but do not count as metal, and can not be enhanced magically or sold.

Short spikes: They are small and arrow dynamic, thus making them throwing weapons or light melee weapons. Damage 1d6, Critical 19-20/ x2, Range Increment 20ft, Type Piercing.

Medium spikes: Longer than Short spikes, they are mainly used as arrow ammunition for bows or as a one handed melee weapon/ Damage 1d8, Critical 19-20/ x2, Type Piercing. Medium spikes count as normal arrows with the use of a bow.

Long spikes: The Longest of the spikes, they are mainly used as two handed weapons or as a ranged thrown weapon, like a spear. If you use a ready action to set a long spike against a charge, you deal double damage on a successful hit against a charging character. Damage 1d10, Critical 19-20/ x2, Range Increment 20ft, Type Piercing.

Standard Spike: These spikes are not made for weaponry but for mundane uses. They can act as stakes or piton, or like a crowbar and other mundane uses/

+2 to spot checks and +2 to sense motive Acujin have keen eyes which lends well to spotting things at a distance and spotting when someone is lying to them.
Favored Class: Rogue
LA +1

STARTING AGE
Adulthood: 19
Barbarian, Rogue, Sorcerer: + 1d4
Bard, Fighter, Paladin, Ranger: + 2d4
Cleric, Druid, Monk, Wizard: + 3d4

AGING EFFECTS
Middle Age: 50 years
Old: 100 years
Venerable: 150 years
Maximum Age: +2d10
ShadowGuard

04-12-08, 02:54 AM
Reserved for Ooze Race
UnderworldLord

04-12-08, 12:31 PM
There actually was an ooze race somewhere out there. I forget the name.

I did do a hydra based race. Large, ten foot reach, two heads and bite attacks, some natural armor. Doing too much more would make it too high of an ECL to be worthwwhile
Krusk

04-12-08, 12:34 PM
I would consider letting the ferruns ability to disolve metal be useable once every 1d4 rounds like a dragons breath weapon. Otherwise that is a very strong ability, and even with the -2 cha and no bonuses I would say the race is better than LA 1.

Definatly not twice a round.
ShadowGuard

04-12-08, 07:15 PM
There actually was an ooze race somewhere out there. I forget the name.

I did do a hydra based race. Large, ten foot reach, two heads and bite attacks, some natural armor. Doing too much more would make it too high of an ECL to be worthwwhile

Oh, I didn't know that there was a playable Ooze race, In that case I might do a diffrent monster in its place.
For my Hydra race im going to go for Medium size, normal reach and Three Heads, with one main head, and the arms replaced with Heads. But thanks for the info, and I hope that your Hydra races does well.

I would consider letting the ferruns ability to disolve metal be useable once every 1d4 rounds like a dragons breath weapon. Otherwise that is a very strong ability, and even with the -2 cha and no bonuses I would say the race is better than LA 1.

Definatly not twice a round.

Okay, so I will drop the two uses, and make it every one 1d4 rounds. I will do what I can to make this class balanced.

Just to update, I will be posting Acujins (Manticore) and Harazu (Destrachan) soon.
UnderworldLord

04-12-08, 07:21 PM
The reason I kept it to two was that I was basing it out of the multi headed template, and the hydra is a huge sized quadruped. So I downed it a size and made it bipedal, as well as giving it actual hands and arms.
ShadowGuard

04-12-08, 07:58 PM
The reason I kept it to two was that I was basing it out of the multi headed template, and the hydra is a huge sized quadruped. So I downed it a size and made it bipedal, as well as giving it actual hands and arms.

Oh, Thats cool, I just wanted to try giving them Heads for arms, I think it would be an intresting idea to roleplay.
ShadowGuard

04-12-08, 10:15 PM
Okay I have posted the Manticore race. Soon I will post the Destrachan race, and maybe the Blink dog if I can get it done.
UnderworldLord

04-12-08, 11:35 PM
I'd probably go with 2hd 1la on your manticore people.
Viktor_Von_Doom

04-12-08, 11:41 PM
No Racial Hit Dice, please god.
ShadowGuard

04-12-08, 11:56 PM
I'd probably go with 2hd 1la on your manticore people.

Im going to try and steer away from the use of Racial Hit dice. So maybe some suggestions on how to make them just a 1 LA race. Maybe I should cut out the Int bonus, for the most part i'm open to any ideas on how to balance them.

I would like to keep all my races within the low LA range so that they can be used commonly by any player, without taking away from the classes they take. With Racial HD you lose alot of Class levels and comprimise the character. Thanks for all the reply's so far.
UnderworldLord

04-13-08, 01:20 AM
Acujin (Manticore)
Acujin Racial Traits
+2 Dex +2 Int, Acujin are athletic and quick and very cunning.
Medium: As medium creatures, Acujin have no special bonuses or penalties due to their size
Monstrous Humanoid
Dark Vision 60ft
Base speed is 30 feet Climb 30ft


Up to this point, I agree to +1LA. They have a climb speed equal to their base speed, two stat bonuses, and darkvision. Thats a solid +1.

Acujin (Manticore)
Spikes: As a free action Acujin can generate different types of spikes from their body. An Acujin can only generate one spike per free action. Depending on the type of spike determines its use. All Acujin are proficient with all the spikes and treat them as martial weapons, Non Acujin treat the spike weapons as exotic weapons. Weapon descriptions are located below. All Spikes are treated as steel for hp and durability, but do not count as metal, and can be enhanced magically.

Emphasis mine.

The problem starst here. You have unlimited free action, to start with, and growing a spike should probably be a move or standard action. EDIT: Forgot to add that these things are, unlike manufactured weapons, not capable of being masterwork, and therefore, should not be capable of being magically enhanced.

Acujin (Manticore)
Short spikes: They are small and arrow dynamic, thus making them throwing weapons or light melee weapons. Damage 1d6, Critical 19-20/ x2, Range Increment 30ft, Type Piercing.


Effectively a shortsword that they can throw? Thats an exotic weapon already, and this has a longer range. And you can grow this for as many times as you want, or even stockpile these things, and sell them.

Acujin (Manticore)
Medium spikes: Longer than Short spikes, they are mainly used as arrow ammunition for bows or as a one handed melee weapon/ Damage 1d8, Critical 19-20/ x2, Type Piercing.
When used as bow used as an arrow, it increases the critical threat range by one.


So 18-20 Threat range? with longsword damage? in a bow?

Acujin (Manticore)
Long spikes: The Longest of the spikes, they are mainly used as two handed weapons or as a ranged thrown weapon, like a spear. If you use a ready action to set a long spike against a charge, you deal double damage on a successful hit against a charging character. Damage 1d10, Critical 19-20/ x2, Range Increment 20ft, Type Piercing.


And this one is even bigger than the last, does bastard sword damage, and had the range of a shortspear?

Acujin (Manticore)
Standard Spike: These spikes are not made for weaponry but for mundane uses. They can act as stakes or piton, or like a crowbar and other mundane uses.


No... I'm sure it sounds nice fluffically, but thats way too easy to take advantage of. But, i wouldn't call it a +1.

Acujin (Manticore)
+2 to spot checks and ranged attack rolls, Acujin have keen eyes which lends well to attacking at range.


+2 to ranged attacks... with something that mainly engages in ranged attacking, and has unlimited ammo? Spot checks I was okay with. This? Not so much. Thats a +1, easily

Acujin (Manticore)
Spike Mastery (Ex): While others can learn to utilize spike weapons, Acujin are masters of bringing out their full potential. When an Acujin wields spike as weapon as a ranged weapon, the range increment is increased by 30ft.
Because ranged weapons are used by all Acujins, they have learned to utilize the spikes to overcome a ranged weapons main weakness. When a spike is used as a ranged weapon by an Acujin, it can ignore wind effects or magical effects that would throw the spike off course, like high winds or wind wall.


And the final part... a thrown weapon with a range increase BY 30ft? So a player could throw a shortsword at 3x the 20ft increment of a dagger or drow long knife? With a +2 to ranged attack checks? Thats +1, at least.

And the complete ability to ignore a ranged attack defense? That alone is worth +1.

So we've got +4 already, and the versatility of being able to grow whatever size and use of spike you want as a free action? I'd say this thing is at +7ish total. My original estimate was wrong. Even using HD you'd have to go with at least 4LA, and 2 or 3 HD.
UnderworldLord

04-13-08, 01:57 AM
Since I'm here evaluating... I thought I'd check out your rust monster people. I am heavily dissapointed.

Ferrun (Rust Monster)
(Ferrun) RACIAL TRAITS
-2 Cha
Medium: As Medium creatures, Ferruns have no special bonuses or penalties due to their size.
Aberration
Base speed is 30 feet
Dark Vision 60 feet


Workable. The -2 LA buys off being immune to all spells that target humanoids, and all afflictions (lycanthropy, vampirism) that affect humanoids and giants.

Ferrun (Rust Monster)
(Ferrun) RACIAL TRAITS
Pulse Field (Ex): Due to the pulses that their feelers send out, Ferruns can detect metal objects of any size up to 60. This ability can detect the presence or absence of metal. It can detect the total amount of metal in the area and what it is made of. Then it details the shape and size of the metal in the area. This feature acts like blindsense but only for metal.


This isn't horrid, if it didn't mean you could effectively detect an assassins dagger anywhere on his body, making many slight of hand or hide checks pointless.

Ferrun (Rust Monster)
(Ferrun) RACIAL TRAITS
This ability also acts as a way of communication for the Ferruns. In order for two Ferruns to communicate they must have their Pulse Fields touching to allow them to trade signals. In this way Ferruns can communicate to other Ferruns with out talking. If there are multiple Ferruns then only one has to have a connecting field in order to talk to all the other Ferruns. (For example Ferruns A, B, and C are all communicating with their fields, A is connected to B and B is connected to C, and this allows A to transmit to C as well. If Ferrun D comes into the conversation, having his pulse field connect to A, then he can communicate with both B and C without his fields actually having to touch theirs.) Like talking, this ability is used as a free action. As long as the pulse field connects, they can communicate, even around corners.


So tihs one effectively gives you a free always on telepathy. At least its not as bad as the Oriental Naga Shinomen that can't be flanked when others of their kind are nearby.

Ferrun (Rust Monster)
(Ferrun) RACIAL TRAITS
Corrosive Skin (Ex): A Ferrun that makes a successful touch attack with its feeler causes the target metal to corrode, warp, and crack. Any metal weapons, armor, and shields carried by a creature struck are weakened by this effect. A Ferrun may use this ability once every 1d4 rounds. The bonus to AC provided by an armor or shield drops by 2 and an additional 2 every time the Feeler hits to a minimum of 0. Weapons suffer a –2 penalty on attacks and damage, and an additional 2 every time the Feeler hits with a maximum penalty of -8. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save equal to 10 + ½ Ferrun HD + Con modifier to resist this effect.


So... no Aoo to use this ability. Does it require an actual attack? What kind of action is it? Standard I hope? And it hits all of the opponents gear at once?

Ferrun (Rust Monster)
(Ferrun) RACIAL TRAITS
These penalties last for a number of minutes equal to 10 + ½ HD. A Ferrun that spends 2 minutes devouring a metal object (whether magical or mundane) transforms it into rust, destroying it permanently. A metal weapon that deals damage to a rust monster also suffers this warping and corroding effect. Wooden, stone, and other nonmetallic weapons are unaffected.


Your kidding me. 10 minutes+.5hd? Metal weapons that touch YOU get this effect? No.

Ferrun (Rust Monster)
(Ferrun) RACIAL TRAITS
At 8 HD the corrosive acid that the Ferrun secrets gets stronger and a Ferrun that makes a successful touch attack with its feelers causes the target metal to corrode, falling to pieces and become useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save equal to 12 + ½ Ferrun HD + Con modifier or be dissolved. A Ferrun may do this ability once every 1d4 rounds once. Since the skin is corrosive as well, a metal weapon that deals damage to a Ferrun corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected


So an eighth level fighter than can disarm the foe just by being hit by him? Or hitting him?

Ferrun (Rust Monster)
(Ferrun) RACIAL TRAITS
+2 racial bonuses to Craft checks that are related to Metal
Automatic languages: Common.
Bonus languages: Dwarven, Terran, Undercommon
Favored Class: Wizard


And the final bit... these guys can't even work metal, because it even touching their bodies disolves it. Dwarves probably see them as a menace, as do every other subterranean or non-subterranean creature.

And why are these favored class wizard? Yea, this isn't even playable as a race right now. You need to re-evaluate how you understand the power curves of each level of advancement.
Lappy9000

04-13-08, 09:41 AM
Well, when you're ready for the ooze-like race, there's an excellent homb-brew race called the Globbles (http://www.giantitp.com/forums/showthread.php?t=62986&highlight=Globble) that you can take inspiration from.
ShadowGuard

04-13-08, 03:34 PM
Up to this point, I agree to +1LA. They have a climb speed equal to their base speed, two stat bonuses, and darkvision. Thats a solid +1.

Okay, I think I will remove the Dark vision, It dosen't have much place for it anyway, and I will probbly drop the climb speed to 15ft.

Emphasis mine.

The problem starst here. You have unlimited free action, to start with, and growing a spike should probably be a move or standard action. EDIT: Forgot to add that these things are, unlike manufactured weapons, not capable of being masterwork, and therefore, should not be capable of being magically enhanced.

Okay I understand completely and I will change a lot and hopefully bring them to a LA +1 level
ShadowGuard

04-13-08, 04:03 PM
The last part of the Pulse Field is something that I added later, and it seems that I should have left it out. The first part is something I am willing to find out how to balance, because I see it as a defining feature for the race.

As for the Metal working, the ferrun have access to clothing, which would prevent the corrosive skin from dissolving the metal. That’s why they can handle metal; they wear protective gear in the forge to allow them to handle metal, which you couldn't handle with out protection anyway. Since metal is their food source, it makes sense to me that the race would have extensive knowledge on how to treat and care for their meal.

As for the favored class wizard, it was explained in the fluff that The Ferrun race naturally leans towards the arcane arts.

I’m not sure how to balance the Corrosive skin ability, Ill make it a standard action that does not provoke aoo's since it is the feelers making the touch. I will have the touch only affect one target per use of the ability, but beyond that I'm not sure what to do.

I do realize by now that I’m not the best at balance, and that is why I have came here to learn on how to balance, and get critique for the race. I apologize if my balancing skills are not what you expect them to be, but I will try to do my best to fix the problems that get addressed. It may not be balanced the second time I fix it, but I am willing to try my best to tone and scale down, so that the races could be playable for many people.

I thank all of those that have made a reply.

On the note of Ooze race, I think I might put that one on hold for now until I can get my other races on some reasonable scale of balance. Once again I am sorry if my grammar is horrible.

On a later note I think I might make the Spike options into racial feats, and allowing the Acujin at first level to have one bonus racial feat to start them out. Also this has been a huge broadening of my horizon and I will take more time to cut back on power level of my races, so posting them might take longer.
ShadowGuard

04-15-08, 05:01 PM
Hello this is just an update on the current thought processes on the races I am going to make.

The Hydra race will have 3 heads, with two of them being where the arms are and will act as hands for the most part. All it will do really mechanically is give two more bite attacks instead of two claw attacks. I might add a little bit of fast healing like one or two, and a bonus to spot and listen because they have more heads to I will also look at the multi headed template to get ideas as well, but for the most part that should be it. So probably +1 LA

The Destrachan race, which is called the Harazu, is a unique aberration which can eat voices of their foes and use powerful harmonics to defeat opponents. The harmonics will be given out in feats, so that they may improve with level. I would say the Harazu favored race will be bards.

The Bullete race will be homage to the land shark. It will have a burrow speed and tremor sense and I think some natural attacks. It will be a race of assassins and a very forward race, territorial and protective of its lands. I can just envision a character of the race jumping out of the ground and making an attack, and then burrowing back into the ground to strike again. I think I will make their favorite class the ranger.

The Cyclopes race should be fun. With only one eye instead of two, they will be aberrations just like the beholder. They will have one eye effect and some bonuses to spot and I'll defiantly let them keep their dark vision. I think the eye abilities should upgrade depending on the feats you take and the level you are so things should scale I hope.

The blink dog race will be the Jaunter race, born to travel and explore the open lands. Instead of walking, Jaunters dimension step to the location. So it has its advantages versus walking, but its still relatively short distance, only going up 5ft per level. That’s the main point for the race, I think just that ability warrants a LA +1, so maybe a few minor bonuses to some other things and I will call it good.

The purple worm race is going to be fun to make. I see it as a humanoid in shape but with the lower half like the armor plated worm. I will give them burrow and climb, and the ability to constrict grappled foes of equal or lesser size, and maybe improved grapple as a bonus feat. I think Monk might be fun for a favored class or maybe swordsage if they have the ToB hand.

The Acujin is already posted but I still have to make the feats for the class. I think limiting the amount the spikes they know is a good thing to do. Medium spikes will no longer be arrow ammunition; the standard spikes will now be the arrow ammunition to give the player more incentive to take the standard spike feat.

The ooze race will be replaced with another monster, but I am not sure which one I will do, so any suggestion on that would be great.