New Race: "Secret Thotath" creepy cultist wizards with bad judgment [Archive] - Wizards Community

Post/Author/DateTimePost
FatMonkey13

04-15-07, 10:26 PM
While looking over the various WotC races I thought it was interesting how there were few races with intelligence bonuses (Deep Imaskari, Dark Elf, Fire Elf, Ghost Elf, Gray Elf, and Umbragen Elf), and even fewer with low LA (Deep Imaskari, Fire Elf, and Gray Elf). These races had no negative mental stats though and I had long wanted to make a rather messed up but smart race.



Secret Thotath
"Some times as a human grows up they go through changes. Not like the normal changes, stranger changes. They have compulsions to study bad magic, wear dark robes, and go about having rituals to gods that just don't exists. 9 times out of 10 the kid just is strange, 9 out of another 10 times the kid gets killed, but that 1 out of 100 that doesn't get killed and is more than just strange... He a Secret Thotath. The Secret Thotath is a cult, but its only open to people who are born a member. The cultist don't often congregate together, and seldom meet each other but they all have read the same book... "The book of dead names" or so its called. But the book, it just doesn't exist." -Professor J. D. Mortlake (on the disappearance of Master William Cardano, who had taken up unusual arcane study after finding a journal of "Secret Thotath" during the renovations of his parents home.)

Physical description: Secret Thotath look like other humans. In fact they are indistinguishable from normal humans. But Secret Thotath do often share many physical traits. They are usually slim, with dark hair, and pale skin. Their eyes are often large and blue or black, with darker pigment beneath it. Their skin is dry, their palms and brow prematurely wrinkled, their hands small, their fingers long and spidery. And their joints seem to fit looser granting them unusual flexibility.

Relations: Secret Thotath often let relations from earlier in their life fade away. They form new relations with those who can aid there study, and ultimately with Demons they summon, and the Undead they create. Should they be locked up they come to befriend, or at least appear to befriend, other captives, and possibly captors as they appear to be certain no walls can hold them.

Alignments: Any but progressively approach Chaotic Evil. Secret Thotath often were among the best and brightest, but as they descend into deeper madness they begin to loose respect for morality and law and begin to come to the conclusion that anything is justifiable and that the only laws are those which can not be broken, and those need to be proven.

Type Medium Humanoid (Human)

Ability Modifiers +2 Dex, +2 Con, +6 Int, -4 Wis, +2 Cha

Movement Secret Thotath base land speed is 30'

Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a Secret Thotath for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Thotath Magic: Secret Thotath Wizards and Soccers have access to additional spells relating to Evil, Chaos, and Necromancy. They add the following spells to the Sorcerer/Wizard, Bard, Druid, and Cleric spell list, and to spells known. Secret Thotath Wizards do not need their spellbook to prepare these spells.
1st level spells: Inflict Light Wounds
2nd level spells:Undetectable Alignment
3rd level spells: Animate Dead, Inflict Serious Wounds
4th level spells: Lesser Planar Ally (to call Demons, irregardless your own alignment), Unholy Blight
5th level spells: Dispel Good
6th level spells: Planar Ally (to call Demons, irregardless your own alignment)
8th level spells: Greater Planar Ally (to call Demons, irregardless your own alignment)

Demon Friend: Secret Thotath have a special connection with Demons. Demons just seem to like them. Unfortunately the forces of heaven do not take kindly to this. As a result Secret Thotath receive a +12 racial bonus on Diplomacy checks with Demons, and a -6 penalty to all Charisma based skill checks involving Good Outsiders.

Racial Skill Bonus: Secret Thotath receive a +2 racial bonus to all Escape Artist checks and a +1 bonus to resist or escape Grapple checks.

Automatic Languages: Common Bonus Languages: Any

Favored Class Wizard


Note:
Edits:
2007/04/16/01:52
Stats: Str +0, Dex +2, Con +2, Int +6, Wis -4, Cha +2
Added: Level Adjustment +1

2007/04/15/23:22
Stats have been edited multiple times. The following have been up here (I think):
Str +0, Dex +0, Con -0, Int +4, Wis -4, Cha -2
Str +0, Dex +0, Con -2, Int +4, Wis -4, Cha -2
Str +0, Dex +0, Con -2, Int +4, Wis -4, Cha -4
Str -2, Dex +2, Con -2, Int +4, Wis -4, Cha -4
Also the bonus to escape grapple and to escape artist were not always up here
Crimson_Concerto

04-15-07, 10:31 PM
Okay, major complaint:
LA +0 races are not supposed to be built with a class in mind. What class would these be good at besides Wizards? And they're really TOO good at being wizards; I mean, +4 INT? You really just aren't allowed to give an LA+0 race more than +2 to a stat, and INT is a tricky one anyways, considering that it gives more benifits than any other stat (bonus skill points).

I'm just gonna say no... Maybe it would work better as a template (obtained from this tome you speak of?) that can be applied to humanoids for +1 LA or so?

EDIT: Let me clarify, it's okay to have mental stat boosts (even INT) on a LA+0 race, but NOT a +4 bonus on a LA+0 race, and my complaint that it's built for a single class stands.
FatMonkey13

04-15-07, 11:32 PM
+4 Int w/ 0 LA is central to the races idea. Orcs did it with Str...

Having the race be good at wizardry is primary because that is part of the race. I could have done sorcery instead but the Wizard class is arguably weaker and fits the idea of study better. A Deep Imaskari also seems built to be a wizard.

Making the race more versatile would be nice but if the race gains an ability that helps a combat oriented class that also helps the wizard (making it an even more powerful wizard). The Int helps a skill based Rogue, and a Monk if he selects the correct feat. Also it helps a Psion.
bobothechimp

04-15-07, 11:47 PM
Overpowered.
FatMonkey13

04-15-07, 11:51 PM
can you be more specific?
Crimson_Concerto

04-15-07, 11:54 PM
+4 Int w/ 0 LA is central to the races idea. Orcs did it with Str...A) From your introduction, it seemed that the central idea was an INT bonus period with no LA. Bonuses higher than +2 to a stat with no LA are seldom in good form, and this definitely isn't one of the exceptions.
B) I had never noticed that with orcs before, actually. I could have sworn they has either a low LA or had some HD... awkward... but still. I can't say I agree, and INT is still certainly a more powerful stat than STR, with its tie to skill points.

Having the race be good at wizardry is primary because that is part of the race.No, wizardry is part of this particular character concept. Being a race is more than just a bunch of numbers. You need a concept to go with it, and yours is just a human. This again brings up the question of why this isn't a tamplate, or how it's NOT just a human with Wizard levels. An elf's concept is more often than not to be a wizard as well, but it has the option to be other things and be just as good at it. Building a race with one class in mind is just bad form.

I could have done sorcery instead but the Wizard class is arguably weaker and fits the idea of study better.You are the first person in a while I've ever head say sorcerers are more powerful than wizards. The general concensus is is definitely that wizards are more powerful.

A Deep Imaskari also seems built to be a wizard.Deep Imaskari aren't just built to be Wizards, if I recall correctly. Their racial ability to regain a first-level spell can be used with spells of any class. Being built to be a spellcaster in general is different than being built for a single class, and even in the case of the Deep Imaskari, it has the okay option to be another class and still gain racial benefits, while the racial benifits of being your race with a class other than wizard is practically nonexistant and much too situational.

Making the race more versatile would be nice but if the race gains an ability that helps a combat oriented class that also helps the wizard (making it an even more powerful wizard).Not really. It's something that another class would get much more use out of than a wizard. You really think halfling wizards care about the +1 bonus to throwing weapons? They never use throwing weapons, so no, they don't. It doesn't make them better wizards.

The Int helps a skill based Rogue, and a Monk if he selects the correct feat. Also it helps a Psion.No, these classes would get a benefit from the racial stat modifiers, not from the race's features. There is a difference. Gnomes having a CON bonus doesn't mean they make good Barbarians.

This isnt' a race, it's a character concept best described by a human wizard who happened to find this book you speak of. If your goal was to create an LA+0 race with a bonus to INT, as you've stated, making a race that's practically a human wizard isn't the way to do it.
FatMonkey13

04-16-07, 02:01 AM
Changed Stats (Now Dex +2, Con +2, Int +6, Wis -4, Cha +2) and gave it LA +1.

Altered Thotath Magic to apply to more spell lists.