| Post/Author/DateTime | Post |
|---|---|
| Khatoblepas06-11-07, 06:48 AM | Here are a couple of races made for my campaign setting. They are to accompany Humans, Dwarves, Halflings, Kobolds, Azcatian Gnolls (as described in an earlier thread), and a race I haven't made fully yet. The Trollkin seem to be more than LA+0, so I think I need to give them more negatives. They can still die, because they don't heal damage instantly, but are incredibly tough (an enemy could simply take the limp body and throw it in a river, thereby drowning him). Orcs I'm more sure of the balance, since they're marginally weaker than Water Orcs. Fluff comes after the races are deemed okay to use :) Trollkin - Medium Humanoid (Trollkin) - +2 Con, -2 Wis, -2 Cha: Trollkin are smarter than their ancestors, but less perceptive (due to their regeneration, they often become arrogant) and weaker. - Regeneration (Ex): Being descended from trolls have made Trollkin extraordinarily resistant to abuse, though their adaptation to dead magic zones have weakened their immunities. Trollkin take normal damage from magical (not magical weapons), force or energy based attacks. If a limb is severed or destroyed, it grows back within 2d12 hours. If a severed limb is held to the stump, it instantly reattaches, so long as it has been reattached within one hour of being removed. This makes Trollkin resistant to vorpal weapons - so long as they can get someone to put their head back on. - Low-light Vision. - +2 racial bonus on Intimidate checks. The prospect of a trollkin is frightening, and they know how to exploit that. - +2 racial bonus on Heal checks. The culture of the Trollkin teaches their children the importance of knowing how to staunch wounds in case of magical attack, and being able to experiment on yourself without having to worry about dying horribly helps, too. - Magic Sensitivity (Ex): Trollkin, having adapted to dead magic, find the presence of a lot of magic disturbing. In areas of wild magic, Trollkin take a -1 morale penalty to all attack roll, skill rolls, and ability checks. - Metabolism (Ex): Trollkin must consume twice as much more food as a human to maintain their health, and can only go without food for 2 days, rather than 3. A trollkin dying of starvation (http://www.d20srd.org/srd/environment.htm#starvationandthirst) loses their Regeneration ability for the duration of their starvation. - Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Gnoll, Goblin, Undercommon - Favored Class: Warblade Orc - Medium Humanoid (Orc) - +4 Str, +2 Con, -2 Int, -2 Wis, -2 Cha: Orcs are strong and tough, but are simpler in every respect mentally compared to humans. - Darkvision out to 60ft. - Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. - +1 racial bonus on Intensify Focus* checks. Orcs, while crude and without mental discipline, have an instinctive reflex when it comes to guiding blows in the midst of anger. - +2 racial bonus on Survival checks. Orcs live out in the wilderness, and are natural hunter gatherers. - An Orc treats the Orc Double-Axe as a martial weapon, not an exotic weapon. - Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon. - Favored Class: Barbarian *Iajutsu Focus renamed so it's not oriental flavored. Still the same mechanics, but ties in with anger, being able to act on your emotion before you have doubts. |
| Khatoblepas06-12-07, 07:42 AM | So.... nothing? Are they balanced? Are they horribly out of whack? Are they dumb? Are they anything? Please don't be all silent on me! ;_; |
| Hellsbells06-12-07, 09:06 AM | OK i won't be silent |
| Knute06-12-07, 02:05 PM | How does a trollkin regeneration affect its healing rate in combat? Knute |
| Khatoblepas06-12-07, 02:40 PM | Knute: Trollkin effectively have Regeneration 0, meaning that they take nonlethal damage from physical attacks, but don't heal the damage instantly. Hellsbells: Real mature :P |
| Khatoblepas06-14-07, 02:47 AM | Anyone else wanna comment? |
| Hellsbells06-14-07, 10:43 AM | Ok i'll be serius. What is dead magic zones and wild magic zones? Warblade, interesting choice for favored class, what would it be if you want to use the trollkin but dont have the book of nine swords? all in all good race and i hope you dont mind if i use it in my campain. Can you add some fluff? |
| Khatoblepas06-14-07, 11:50 AM | It's Fighter without Bo9S, I guess. A Dead Magic Area is an area of effective antimagic, and a wild magic area is an area of heightened magical effectiveness, but at the cost of stability. They are described in both the DMG and the FR Campaign setting, I think. And as for fluff.... I'll copy-paste it when I can find it :P |