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| Rerecros05-28-07, 05:52 PM | (note. this is my first attempt at creating a race, and it is a work in progress.) Nilthucians are the descendants of a forgotten human empire. Long ago, a strange magical disease killed off most of their population. Those that died became undead, those that survived were drastically altered. Nilthucians esentualy possesses all the traits that make other races lova and/or hate humans. They stive to adapt and conqure all circumstances. However their immortality has driven at least them somewhat mad. They have never known hunger, thirst, fatigue, sickness or fear of death and old age. Charity and empathy as a concepts are difficult to understand. And possessing these "superior" qualities, they tend to be more arrogant than elves and more xenophobic than dwarves. Nilthucians being descendants of humans, are nearly identical to them, though somewhat more pallid. In fact, most creatures can't tell the difference between the two. However, when Nilthucian become developed enough to form a true national identity, other races learn to tell the difference. Nilthucians come about age, when they stop aging (usually early twenties to late thirties). Nilthucians are immortal, they will never die of natural causes, disease or starvation. However, their minds are too similar to humans, and given such an excess of time, they are most likely to develop some sort of madness before a violent death befalls them. Unlike most undead, Nilthucian have souls and can be of any alignment. Their distance from suffing make them less caring than other races, and evil alignments are more common. However good Nilthucians do exsist, often driven by the apathy and borderline cruelty of their homeland. However their bodies are filled with necromantic energies, which causes them to detect as evil regardless of alignment. Nilthucian land tend to boarder, or even meld with human lands, though they are capable of surviving in much harsher climates. In areas where Nilthucians are a minority to humans: They live in isolationist villages or communes, passing themselves off as human. Because a Nilthucian labour force requires no food or sleep, they are able to be more profitable than human villages. But these villages are very careful who enters who leaves and who has learned to much. And it is because of these labor practices that many Nilthucian commoners try to escape to human society, where they are paid more for less effort. However, passing themselves off as human is difficult, and them must travel often so nobody notices how they never seem to age. And they also must be weary of any positive channeling clerics and paladins, as they would likely kill them believing them to be possessed by evil spirit, or having sold their souls. In areas where Nilthucians are a majority to humans: Nilthucians build more open cities, and freely distinguish themselves from humans. They tend to abuse the natural resources around them. Since eating isn't a necessity, food products farmed solely for export and consumption by the nobility. Nilthucian society is by it's vary nature stagnant. Monarchs and nobles typically ruling for centuries, until they are murdered by an competitor for the throne, or are are removed from power by the alienists. As they are effectively immortal, a wise noble is careful as to produce as few heirs as possible so that his offspring don't simply overpower him. While it is also wise not to produce too few as to make too easy to wipe out an entire line. To prevent a 300 year old mad king from being replaced by a 280 year old mad king, it is Nilthucian tradition for the youngest heir to inherit the throne. This however does increases the number of fratricides. The Nobility is typically in charge of stately matters, such as relations with other nations. The Ideal scenario for the Nilthucian nobility is for a human empire to believe they are an ally human empire. They make sure that no one figures out their people's true nature by keeping tight boarders. As soon as they are able to rival neighbors in power, they take on a more aggressive strategy. Typically not worrying about keeping their nature a secret. Any land they do gain control of is abused immediately. After all, Nilthucian are perfectly comfortable inhabiting a desolate wasteland. As a society that lacks many of the problems that more mortal creatures possess, they have a more streamlined civil service. In fact most civil services are controlled by a governmental organization known as the alienists. Nilthucians commonly have very little need for conventional medical attention, any health problems they do develop are usually psychosomatic. So Nilthucian society is usually far more developed in the psychological fields than other quasi-medieval societies. Though their methods are still crude and experimental by are standards. Solitary confinement, deprivation, lobotomies and electroshock are not uncommon attempts to cure the sick. As are various powerful enchantments. It is the job of the alienists to remove from society dangerous individuals, namely nobles whose long years have effected their judgments. However it's not uncommon that an alienist is bribed into committing a noble by a political rival. The Alienists hold sway over the courts as well, individuals deemed threats to society are are typically thought to be mentally ill. After all, nilthucian don't really need anything other than some clothes and shelter, why would they steal or murder? They would have to be crazy to attack the civilization that protects them so well. The Alienists and the church of Nul'cet are not on the best of terms. They see the cult as a source of disturbance to society. Especially ones who partake strange rituals to bring out their undead essence, mutating themselves into beings authorities cannot easily handle. The common Nul'cet devotee will refuse the services of alienists for themselves and their families, and any peculiarity they develop is is seen as a step on their journey. The Nobles are typically neutral in this conflict. Seeing the rational and religious as equally exploitable. The primary faith of the Nilthucians is church of Nul'cet. It's core mythos relate to the constant ending of the universe. The church of Nul'cet puts no emphasis on a afterlife or worship, death itself being an illusion. They believe that their transformation from humans was wholly positive and is a step to survive the ending of this world and the beginning of the next. They veiw "mortals" as weak and temporary, and true undead as shadows of their former selves. In relation to outsiders, their texts tend to favor the efforts of the Slaadi against the inevitables. They are an esoteric group, and seem to have little if any interest in things that go on around them. However they have a long history of undead creation for the Nilthucian government, especially in the feilds of warfare. This cooperation has transformed the view of church of Nul'cet from a dangerous fringe cult into the dominant Nilthucian faith. It's domains are chaos, death, decay, necromancy and protection. Rogues and fighters make up the bulk of the Nilthucian forces as well as adventurers. Because of their innate magical nature, sorcerers and wizard are more common in Nilthucian societies than in human ones, and are given more free rein to conduct dangerous experiments due to the fact that only mortal races would tend to be affected negatively by these forces. Due to their distance from nature, druids, rangers and barbarians are less than common. Nilthucian Clerics tend to be of the Nul'cet church. Any Nilthucian that learns to channel positive energy is seen a permanent outsider, however a few Nilthucians gain this ability to act as a special agent of the government to be able to handle Nilthucian criminals and true undead menaces. Nilthucian society in itself has no monastic traditions, however a Nilthucian may join a monastery on his own. Favored PrCs are the blackguard, the ghostfaced killer and the dirgesinger. Nilthucians unlike most other races can be sure of one thing, they are not going to die peacefully in their sleep. Most Nilthucian gravely fear their deaths, and seek the safety of the drudgery of Nilthucian society for centuries until their minds are long gone. Many younger Nilthucians fear this fate worse then death, and try to find some worth in the time they have. Most do this vicariously through the efforts of the Nilthucian military and nul'cet clergy, but some become adventurers. -2 wisdom: Nilthucians live free of many causes of human suffering, and have therefore become somewhat detached from reality. Undead with the Living Dead Subtype (see details below) Medium: As Medium creatures, nilthucians have no special bonuses or penalties due to their size. Nilthucians base land speed is 30 feet. Light Fortification (ex): When a critical hit or sneak attack is scored on a Nilthucian, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Automatic Language: Common. Bonus Languages: none. Favored Class: Rogue. A multiclass nilthucian's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Living Dead Subtype: Living dead are partially-living creatures animated both by spiritual or supernatural forces and something resembling a metabolism. Living dead with 1 Hit Die exchange the features of their living dead Hit Die for the class features of a PC or NPC class. Living dead with more than 1 Hit Die are the only living dead who make use of the features of the living dead type. Features: A living dead creature has the following features. - 12-sided Hit Dice, or by character class. - Base attack bonus equal to 1/2 total Hit Dice (as wizard). - Good Will saves. - Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Traits: A living dead possesses the following traits (unless otherwise noted in a creature's entry). - Unlike other undead, a living dead has a Constitution score and gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. - Unlike other undead, a living dead does not have darkvision. - Unlike other undead, a living dead is not immune to mind-influencing effects. - Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain and death from massive damage. - Negative energy (such as an inflict spell) can heal living dead. - Positive energy (such as an cure spell) can injure living dead. - Living dead react to injury and death the same way living creatures do. - Unlike other undead, living dead are subject to critical hits, effects requiring a Fort save, nonlethal damage, stunning, ability damage, ability drain, and death and necromancy effects. - Unlike other undead, a living dead can use the run action. - Living dead can be affected by spells that target living humanoids as well as by those that target undead. If either a living creature or an undead would be damaged more than the other by the same spell, then a living dead takes the worst damage of the two. Detect undead and deathwatch reveal living dead and allow the caster to distinguish living dead from undead and the living. The turning/rebuking power of clerics work as normal, except that living dead can never be destroyed or commanded in this fashion. - Proficient with all simple weapons, or by character class. - Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a Living dead does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Living dead not indicated as wearing armor are not proficient with armor. Living dead are proficient with shields if they are proficient with any form of armor. - Can be raised or resurrected. - Does not need to sleep, but must rest for 8 hours before preparing spells. - Does not need to eat, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. - Does not need to breathe. - For all other instances, treat as undead. The Church of Nul'cet has developed many strange and unusual rights that somehow tap into the essence of undeath. With the help of a Nul'cet clergyman or at least a copy of the ancient doctrines, any Nilthucian can come closer to a state of undeath. Prerequisites are adaptive, there is no set way to receive these feats other than with the aid of a cleric of Nul'cet, who may make any demand to show you devotion to the faith. Sight of the dead Like undead, the Nilthucian no longer needs their eyes to see nor their ears to hear. Prerequisites: Nilthucian Benefit: The Nilthucian becomes immune to blindness/deafness, and gains darkvision out to 60'. Their eyes turn blank white, making it more difficult to blend in with humans. Exoskeleton The Nilthucian develops an redundant skeletal system covering their flesh. Prerequisites: Nilthucian. Benefit: The Nilthucian gains a +2 armor bonus, that doesn't stack with other bonuses, but does count for the purposes of armor enhancing spells, DR 2/bludgeoning and a slam attack that deals 1d3 damage. They can no longer disguise themselves as humans without completely covering clothing or magical assistance. Spiderclimb The Nilthucian can climb like a spider Prerequisites: Nilthucian, 8 ranks in climb. Benefit: The Nilthucian gains a climb speed of 20 feet and they can always choose to take 10 on Climb checks, even if rushed or threatened. Channel Negativity Nilthucian, are for more connected to the negative planes than to the positive ones. Prerequisites: Nilthucian. Benefit: If a Nilthucian has a spellcasting list that includes cure spells, they may add inflict spells to those lists. Gaining the ability to cast them the same time they can cast their cure equivilants. Nilthucian spontaneous casters that can cast cure, like bards, can add both a cure and inflict spells, but they each take up their own space on their spells known list. Additionally, if a Nilthucian cleric gains this feet, he may choose to channel negative energy (rebuke undead, spontaneously cast inflict spells) regardless of alighment Bloodshifter- a Nilthucian PrC (http://boards1.wizards.com/showthread.php?t=856993) (more coming soon) |
| JarionSilverblades05-29-07, 04:20 PM | How are they affected by spell, spell-like ability, or effects that restores the dead to life (this includes, but is not limited to, Miracle, Raise dead, Reincarnate, Resurrection, or Wish spells)? |
| Rerecros05-29-07, 11:49 PM | That is already covered in the living dead type "Can be raised or resurrected." They do have souls, so for any effect you mentioned they would be treated as humanoids. |
| Wanderingmound06-03-07, 05:33 AM | If they have a neg to their wisdom then how do you describe their good Will saves. seems like these would be hardy but distant people. I don't disagree with the neg, but it seems like they would have a good Fort. |
| Rerecros06-03-07, 02:27 PM | Those good will saves only apply to living dead with racial hitdie, which apparently don't exist, yet :P They just use character levels. :) |
| Khatoblepas06-03-07, 04:12 PM | Wouldn't it be better to make Living Dead a subtype, rather than a type of it's own? Like warforged: Undead (Living Dead) This way, you won't have to jump through hoops to make it fit with RAW, and you won't have a lot of confusion with the type similarities (Deathless, I'm looking at you.) |
| Rerecros06-03-07, 06:25 PM | Wouldn't it be better to make Living Dead a subtype done :) Added Society. |
| Rerecros06-14-07, 12:24 AM | Questions? Comments? |
| MDosantos06-14-07, 01:25 AM | First I've got to say nice work, loved the fluff, what really caught my attention was the "living dead subtype"... Just one question they can be healed by inflict spells but are they damaged by positive energy or they get healing from it as well?? |
| Rerecros06-14-07, 03:38 AM | First I've got to say nice work, loved the fluff, what really caught my attention was the "living dead subtype" :D Just one question they can be healed by inflict spells but are they damaged by positive energy or they get healing from it as well?? Like undead, they are negative beings, inflict spells heal them, and cure spells harm them. |
| Mai_ariti06-14-07, 10:03 AM | Would you support another racial feat, something like Deathless Nithucian, which would change them to being anamated by positive energy? I know a lot of the people I have in my games would love this race but hate having to be detected as evil and wounded by positive energy. (Their devotion to the light and happy puppies sickens me) Alternatively, would you allow Nithucians who worship Good gods to spontaniously cast inflict spells? It seems like it would be an awful draw back if you could spontaniously cast spells that cured everyone else but hurt you. . . Also, the Good Clerics could never heal the common Nithucian only the evil ones could.:confused: Just a thought. As a question (another) do Living Dead characters 'die' at 0 hp or become incapacitated? Overall though I love this race. |
| Rerecros06-14-07, 01:37 PM | Would you support another racial feat, something like Deathless Nithucian, which would change them to being anamated by positive energy? I know a lot of the people I have in my games would love this race but hate having to be detected as evil and wounded by positive energy. (Their devotion to the light and happy puppies sickens me) :( Sorry, but I really wouldn't want to make these guys deathless, making them detect as evil and are treated as undead for cure spells is a balance issue, like the warforged and their repair spells. And also a lot of people hate the deathless. On the plus side, a good Nithucian cleric would detect as both good and evil. Alternatively, would you allow Nithucians who worship Good gods to spontaniously cast inflict spells? It seems like it would be an awful draw back if you could spontaniously cast spells that cured everyone else but hurt you. . . Also, the Good Clerics could never heal the common Nithucian only the evil ones could.:confused: I made the adjustments to the "channel negativity" feat. As a question (another) do Living Dead characters 'die' at 0 hp or become incapacitated? They react they same way humans do to death and injury. Disolving into dust like undead would be annoying for low level PCs. And giving them auto stabilization like warforged would be unbalancing since they can heal naturally. Overall though I love this race. :D |
| Nagusto99908-08-07, 04:32 AM | Very interesting race..........Is it right they have light fortification and immunity to fatigue? I'm just thinking for balance issues if someone wanted to play Nilthucian Barbarian. This class seems to be a borderline level adjustment. Could you think of adding human skill points and a feat and slapping on a level adjustment? Would that be balanced? I guess it doesn't matter that much. By the way, I really liked the story behind them. Could you go deeper into the story? I'm curious now. |
| Lawlicron08-08-07, 08:24 AM | Very interesting race..........Is it right they have light fortification and immunity to fatigue? I'm just thinking for balance issues if someone wanted to play Nilthucian Barbarian. This class seems to be a borderline level adjustment There is already a race that can be barbarian and not be fatigued after a rage, warforged. Now to my point. I like this race. But what exactly really makes it undead mechanically? All I see is light fortification and a negative to an ability score. The living dead subtype kind of eliminates the purpose of them being undead. They pretty much aren't undead at this point, they are a copy of the warforged but they don't have anything the warforged does. Like its armor, racial feats, and other abilities. And since your only using the Living Dead subtype you've made for this race you might want to rework it to just explain how it will effect the PC. Unless you plan on taking this to the monster forum and writing up a bunch of dudes with the subtype. |
| Rerecros08-08-07, 01:25 PM | Very interesting race..........Is it right they have light fortification and immunity to fatigue? I'm just thinking for balance issues if someone wanted to play Nilthucian Barbarian. This class seems to be a borderline level adjustment. There is already a race that can be barbarian and not be fatigued after a rage, warforged. Now to my point. I like this race. But what exactly really makes it undead mechanically? All I see is light fortification and a negative to an ability score. The living dead subtype kind of eliminates the purpose of them being undead. They pretty much aren't undead at this point, they are a copy of the warforged but they don't have anything the warforged does. Like its armor, racial feats, and other abilities. And since your only using the Living Dead subtype you've made for this race you might want to rework it to just explain how it will effect the PC. Unless you plan on taking this to the monster forum and writing up a bunch of dudes with the subtype. They are mostly modeled after the living construct subtype, the type possessed by the warforged, a legal LA+0 race. this was partly an attempt to make the warforged more playable, those armor feats are way broken. And also, vulnerability to spells affecting constructs and rust is not really much of a balancing factor. There are a lot more undead damaging spells then anti-construct spells, these guys take double damage from most fire spells too. I'm not sure where you are getting at that they aren't undead, because they mostly are. It's just that they are more chemically complex than undead. They do have organs that serves a function, they do see with their eyes (can change with a feat). I didn't really get to how these guys reproduce, which apears to be the same way humanoids do, but they don't so much as create new life, as revive a soul from the after life (I think you can now see why there is a prophesied conflict between them and the marut). Could you think of adding human skill points and a feat and slapping on a level adjustment? Would that be balanced? I guess it doesn't matter that much. Well the point of this was to to create a undead race without a level adjustment, simply slapping on the undead type on a human would get the effects you want. By the way, I really liked the story behind them. Could you go deeper into the story? I'm curious now. Yeah I know I've kinda negrected this post lately, If anyone feels there are any general holes I left in their fluff, please point them out. |
| Lawlicron08-09-07, 08:06 AM | They are mostly modeled after the living construct subtype, the type possessed by the warforged, a legal LA+0 race. this was partly an attempt to make the warforged more playable, those armor feats are way broken. And also, vulnerability to spells affecting constructs and rust is not really much of a balancing factor. There are a lot more undead damaging spells then anti-construct spells, these guys take double damage from most fire spells too. I'm not sure where you are getting at that they aren't undead, because they mostly are. It's just that they are more chemically complex than undead. They do have organs that serves a function, they do see with their eyes (can change with a feat). I didn't really get to how these guys reproduce, which apears to be the same way humanoids do, but they don't so much as create new life, as revive a soul from the after life (I think you can now see why there is a prophesied conflict between them and the marut). No, I'm pretty sure you just aren't really reading into what I'm saying. Mechanically they pretty much aren't undead. They have none of the advantages of being undead only disadvantages (They get hosed by undead targeting spells). I mean I know it says on the Living Dead subtype side-not "treat as undead" but everything above that patently makes them not undead. All the race is is a laundry list of restrictions and "you don't get this" things, oh yeah, and a -2 to an ability score. There is actually nothing I can see thats positive about this race except light fortification (which isn't that good and stolen from warforged). The warforged are pretty well balanced. They get a bonus to con and a -2 Wis and -2 Cha. The armor feats aren't "way broken" they are good options but burn your first level feat. This isn't a discussion about them though, its about your race I was just using the warforged as a comparison as you are obviously basing your "living dead" subtype off of living construct. |
| Rerecros08-09-07, 10:56 AM | They are basically to undead what warforged are to constructs, I'm not claiming mechanical originality, it's nigh impossible to create anything original within the preexisting mechanics anyways. An undead that is playable at LA+0, without the problems of being destroyed instantly by a cleric level check and revive dead not working for you, it's a niche I found necessarily filling. If your just going to say a$$hat things like "your ripping off the warforged, teh warforged is uber 1337" you can just go !@#$ yourself. Constructive criticism only please. |
| Lawlicron08-09-07, 02:54 PM | If your just going to say a$$hat things like "your ripping off the warforged, teh warforged is uber 1337" you can just go !@#$ yourself. Constructive criticism only please. Constructive posting only please. Now lets not flame one another anymore. All I'm saying is that your race needs something to make it more original. Maybe another negative to an ability score and a bonus somewhere some skill bonuses or something uniquely special about them. Maybe they all have some kind of minor spell-like ability. You could give them darkvision. Maybe taking away their con score and making them more like undead could help but I think that will pose too many problems to begin with though. I think the main way you could make them more like your own is to change up the Living Dead subtype a little more. I'll break it down a little. - Unlike other undead, a living dead has a Constitution score and gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. [I think you could do away with their con score and still keep them vulnerable in the places they need to be, but giving them D12 HD all the time could be problematic balance wise, its an either way on this one] - Unlike other undead, a living dead does not have darkvision. [I don't see why they shouldn't have darkvision like all other undead do] - Unlike other undead, a living dead is not immune to mind-influencing effects. [This is good] - Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. [Also good] - Negative energy (such as an inflict spell) can heal living dead. - Positive energy (such as an cure spell) can injure living dead. [These work perfectly aswell] - Living dead react to injury and death the same way living creatures do. [Maybe they should auto-stablize like the warforged do] - Unlike other undead, living dead are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. [Maybe remove the massive damage. It doesn't come into play alot early on but it could be a good benefit and reward for playing the race through to later levels] - Unlike other undead, a living dead can use the run action. [I don't see why these guys get to run like all us living people. Maybe this small limitation could begin to help up with all their immunities.] - Living dead can be affected by spells that target living humanoids as well as by those that target undead (except for control undead). If either a living creature or an undead would be damaged more than the other by the same spell, then a living dead takes the worst damage of the two. Detect undead and deathwatch reveal living dead and allow the caster to distinguish living dead from undead and the living. The turning/rebuking power of clerics work as normal, except that living dead can never be destroyed or commanded in this fashion. [This is perfect although I don't really understand why you exclude control undead from effecting them. It gives a will save and its a 7th level spell. Its no worse than command except that it hits alot more targets.] |
| Rerecros08-10-07, 04:20 PM | I apologize for my rudeness, as interpreted your previous post to be flaming. I know on their own they are a bit bland, but adding more racial abilities (darkvision even) would overpower them, what with all there immunities. That's why I included racial feats, to give them more uniqueness, if you have more suggestions for new racial feats I would appreciate it. Honestly removing their con score would cause more problems than it would solve. Auto stabilization works for the warforged because the don't heal naturaly, but these guys do, so it would be overpowering. I think I agree about the control undead and massive damage parts. I might remove their run action if you think of any specific abilities to counter it. |
| Rerecros08-11-07, 04:58 PM | I've been thinking about taking away their con score. And giving them unholy toughness as either a racial ability or racial feat, as well as something that grants their cha bonus to fort saves (does not stack with divine grace and the like). What do you think? |
| monkofcuthbert468408-11-07, 09:10 PM | Keep the con score. You even said that Nilthucians are to undead as warforged are to constructs, and the warforged have a bonus to their con! Overall, this race is freakin' awesome. I'm actually going to ask my DM if I can replace my warforged character with a Nilthucian. The only thing I don't like is being able to be turned. I don't really like the idea of having to flee a battle just cause the enchanter dominated a cleric. |
| Callix08-12-07, 08:35 AM | This is a very fun race (Forsaken anyone?), but it wants a little something to make it truly unique, which needs to be offset. 1. Darkvision isn't overpowering in almost any context. 2. Maybe a bonus to Heal checks? They wouldn't have any sort of squeamishness about dissection etc, and so might make very good physicians. Also, being a zombie can be a very good career move for a lawyer (Terry Pratchett FTW). 3. As something completely different, they can suppress all their life signs and play dead. They make a Bluff check (or some such) opposed by either a Spot check at -5 (free, reactive) or a Heal check (full-round, draws AoO?). Failure by the spotter means the Nithucian is thought to be dead. New bluff checks must be made each round, but they use the round's roll against all opponents. Pick one if you want. Very good work regardless. |
| monkofcuthbert468408-13-07, 08:14 PM | Hmmm... Well, darkvision isn't really all that overpowering, but the race is already borderline LA, so if Rerecros keeps adding everything then the race may end up broken. Heal checks...that makes a lot of sense. What bonus type would it be, though? Racial or competence? In the case of playing dead, isn't there a (tactical) feat in the PHB2 that lets you play dead? |
| monkofcuthbert468408-13-07, 08:24 PM | I just thought of a couple more questions: First, does the sight of the dead feat make you immune to gaze attacks if you close your eyes, since you "no longer need...eyes to see"? If so, maybe a character level prequisite should be including, considering that basilisks, medusas, etc. are signifigantly less powerful to them. Second, how does the Nilthucian church react to divine spellcasters outside th hiearchy, such as favored souls and spirit shamans? And the Nilthucian people as a whole? |
| locustechpriest08-13-07, 08:39 PM | A bunch of folk have suggested adding Darkvision, and I concur. There is something about the simple state of being partially dead that brings one closer to darkness. - Living dead react to injury and death the same way living creatures do. [Maybe they should auto-stablize like the warforged do] - Unlike other undead, living dead are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. [Maybe remove the massive damage. It doesn't come into play alot early on but it could be a good benefit and reward for playing the race through to later levels] - Unlike other undead, a living dead can use the run action. [I don't see why these guys get to run like all us living people. Maybe this small limitation could begin to help up with all their immunities.] I think the idea is that they have a partial metabolism. They thus need to have a constitution score. Running makes sense, since they have constitution. (Undead just have increased base speed, when appropriate, since they cannot tire...) Auto stabilizing seems like a good idea, and while massive damage would likely be less effective, it wouldn't be negated. I would give them a +4 on the fortitude save, or some such. 3. As something completely different, they can suppress all their life signs and play dead. They make a Bluff check (or some such) opposed by either a Spot check at -5 (free, reactive) or a Heal check (full-round, draws AoO?). Failure by the spotter means the Nithucian is thought to be dead. New bluff checks must be made each round, but they use the round's roll against all opponents. That's excellent! I second this motion. Having a gargoyle-esque ability to "play possum" would flesh them out nicely. |
| monkofcuthbert468408-13-07, 08:55 PM | - Unlike other undead, a living dead can use the run action. [I don't see why these guys get to run like all us living people. Maybe this small limitation could begin to help up with all their immunities.] Umm...they can't die. They don't need to sleep. They can't RUN!?! |
| ToastedAmphibian08-13-07, 09:52 PM | Umm...they can't die. They don't need to sleep. They can't RUN!?! ??? ...... .... ? I think Monko Fcut waaaas trying to make a point, but .. can anyone tell me what it is? |
| Lawlicron08-13-07, 10:07 PM | ??? ...... .... ? I think Monko Fcut waaaas trying to make a point, but .. can anyone tell me what it is? I think he is saying it doesn't make a lot of sense for them not being able to run. I really don't see why they can't run either. |
| Rerecros08-13-07, 11:00 PM | Okay, this is a racial ability I will be adding. Play Possum (ex): Because Nilthucian's have few lifesigns already, they can can easily disguise themselves as corpses. While prone, a Nilthucian can make a disguise check +5 opposed by the onlooker's spot check. The Nilthucian gain's a +5 bonus if his hitpoints are reduced to at least half and an additional +5 bonus if he is among other "real" dead bodies. If the onlooker is awear of the Nilthucian's undead nature he gains a +10 bonus on spot checks against him for the purposes of play possum. A heal check can be made against the Nilthucian to make sure it is dead. The heal check is oppossed by the Nilthucian's concentration check, the healer gains a +10 bonus on the check if he is awear of the Nilthucian's undead nature. This heal check does provoke an attack of oportunity from the prone Nilthucian, but attacking automatically ends the disguise. It is usually impossible to retry this disguise against the same creature twice in one day, and will never work twice if the opponent recognizes you. About darkvision, since it is already available as a rather stong racial feat, I don't see what some of you are griping about. Edit: I will also include this new racial feat. Graveheart The Nilthucian can cling onto life even in the most extreme circumstances. Benefit: When reduced to between –1 and –9 hit points, the Nilthucian automatically become stable, they don’t have to roll d% to see if you lose 1 hit point each round. They do however still go unconcious when reduced to negative hitpoints. Also They become immune to death from massive damage. |
| copperwood08-14-07, 04:54 AM | I was gonna make a living dead race. I even jotted down some notes. Except...you beat me :weep: |
| ServanWolf08-14-07, 04:57 AM | post your own also...there is no reason why there could nto exist two differect living dead races ;) |
| monkofcuthbert468408-14-07, 02:53 PM | ??? ...... .... ? I think Monko Fcut waaaas trying to make a point, but .. can anyone tell me what it is? MONKO FCUT!?! That is the worst excuse for an abreviation of my username. And Rerecros, do you have a reason for them being able to be turned? As I mentioned before, it is a signifigant drawback that could potentially ruin an encounter (if not the whole adventure). |