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| Kalva01-24-08, 03:06 AM | Faluni - Faluni(Plural and singular) are tall about, 8'5"-9'8". They're Large creatures. They live in forest/swamp areas. They have pawed feet. They have horns, the horns vary from Faluni to Faluni, some may have twisted ram-like horns, while another could have a singular Unicorn like on. They can have 1, 2, 4, or very rarely 3 horns. Fur color also varies plenty, from dark purple with black swirlish markings, to soft foresty green. The location also plays a part in that, lighter greens, browns, yellows, and whites are forest, and blacks, purples, dark reds, and darker greens are swamp. Horns of the forest types tend to be smooth, and brown or grey, swamp types tend to be a bit rougher, and black or deep red. Eye colors for the forest and swamp are pretty much the same, there's no set distinction. As for colors, they could be jewelish pink, to dull brown. Ears, a Faluni's ears look like that of a squirrel's, ending in a small furred tuff. Faluni are large, powerful creature. Their legs are double-bent, making it impossible for them to wear armor not made for them specifically. Their horns also make it near impossible for them to wear any sort of helm not made specifically for them indvisually. Their large, sturdy tails are segmented, Society notes go here. Picture(s) and society description to come. Age: 0-9 is Child, 10 is Adolescent, 18 is Adult, 53 Middle Aged, 80 Old Age, 111 Venerable Age, Maximum Age +1d20. Traits Abilites: +4 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom, Size: Large(Tall, they only take up 1 5-foot square) Hit die: 1d8 Racial Skills: +2 Fortitude, +2 to Listen checks, + 2 Search and Spot Checks in forests, swamps, or similar areas. Racial Abilities: Elemental Magic, Will To Live, Powerful Build, Magical Incapable Automatic Languages: Faluniun, Fait-Common Learnable Languages: Lurflin, Skittaron, Orkazin, Outworlder(Dwarf, Elf, anything not native to Fait is considered an 'outworlder'), Outworlder-Common. (Adjust languages to setting.) Speed: 35 ft. Preferred Class: Fighter LA: +2-3 Undecided(Suggestion welcomed.) Magical Incapability: Most Faluni can cast NO magic besides their elemental ones. Rarely there is born a Faluni who can become a Wizard, but they would only be able to use ONE school of magic. Faluni Druids are more common, but are still very rare. Clerics are the least likely, because most Faluni are not very religious, but if one did become a Cleric they would be incredibly religious, and could only take 1 domain. Sorcerers have never been reported amongst their ranks. Elemental Magic: When created a Faluni rolls a d8 for or chooses one(DM's Decision.) of the following domains for it's element. 1: Air 2: Earth 3: Plant 4: Light(Sun) 5: Fire 6: Water 7: Ice(Cold) 8: Dark(Darkness) You gain a spell every level out of that domain, going in order. To gain these spells you need to put in a certain amount(Amount undecided, suggest.) of skill points per level(Referred to as Rank). You cast the spells as a sorcerer level equal to your ranks in your Elemental Magic ability. Will To Live: When a Adult-Old Aged Faluni dies in combat, after 2d6 + 4 rounds, it will transform into a Large beast, this creature is an NPC, but will not attack allies or creatures which haven't threatened it. Foes it will remember as targets. If an ally threatens it in anyway(trying to touch it, aiming a bow at it)that old friend will become foe(The Faluni will never attempt to attack it's own children, or step child). The beast dies after 12 hours(For good.), and will not follow the party. The beast can do two claw attacks, and a bite attack at once, dealing 2d6+1d6 damage per claw, the 1d6 being the Faluni's element(Even if left untrained.), and 3d4+1d6 for the bite. It can make a gore attack using it's horns(Damage, range and type depend on the base Faluni's horns). It has natural armor of +10, DR 5/- and movement of 50 ft. All equip on the Faluni is destroyed during the transformation, Gold, papers, and other items which wouldn't be effected by the beast's weight and rapid growth will be fine... For the most part. The beasts HP is the Faluni's plus 1d6 per Constitution Bonus. Lurfles - Lurfles have the same height, weight, and age rate as humans. Appearance: http://baka-anthony.deviantart.com/art/Kurii-s-new-Dress-D-49274383 http://baka-anthony.deviantart.com/art/Un-named-Ally-40932756 http://baka-anthony.deviantart.com/art/CG-test-A-39556845 (Lurfles do not have horns... Just that one in particular.) I hope those pictures provide a good description of appearance for ya, I'm lazy. Also; Mr. Anthony made up the planet Fait along with every inhabitant on it... Besides the Faluni, which is my own handy work. Society and actually description to come soon. Abilities: --- Size: Medium Racial Skills: 4 extra skill point at first level, and 1 additional skill point at each level. Racial Abilities: Living Explosive, Vulnerable To Cold, Chadot Racial Feats: 1 bonus feat at first level Speed: 35 ft. L.A.: +2-3 Living Explosive: Lurfle's biological properties are quite complex, their entirely bodily fluid system is derived of flammable chemicals of some sort or another. A touch of flame to a lurfle's open wound will cause it to explode prematurely, and be reformed by the chadot. A lurfle can also mix chemicals in itself to cause itself to explode. The explosion deals 1d6+1/level points of fire damage to anything with in melee range, a DC 10 + 1/level+Con mod Reflex Save gets half damage. They reform after being completely destroyed by the chadot after 1d4 rounds. This will rid them of infections, parasites, and the like, but will not otherwise heal them. For ever 5 cups of an alcohalic beverage a lurfle consumes, his explosion grows 5 ft. in range, along with increasing the first 5 ft.'s damage by a d4, though he takes 2 damage for every additional 5 ft.. The Lurfle is unequipped of everything, and may have destroyed things he was carrying from the blast, and it is flat footed once it reforms. Lurfles can make themselves explode 6+1/3 levels times per day. Vulnerable To Cold: Lurfles are vulnerable to cold, taking double damage from it. Chadot: The Chadot allows them to reform their bodies if the entire body is anhiliated(IE: disintegrated, reduced to ash, etc. NOTE: this DOES NOT heal wounds, or energy, it simply remakes the body as it was before the disintegration) after 1d4 rounds. If a Lurfle's chadot is ever destroyed then the lurfle would exit this existence for all time against its will. NOTHING can resurrect a lurfle who has died in this manner, short of traveling to the relm in which they died, and battling whatever leaders there are too retreive the soul, and anchor it too the body. even then, it wouldnt live long, so it would be a pointless effort. The Chadot has 10+Character's HP for HP, Hardness 20, and Break DC 40, Spell Resistance 5+Character's level+any spell resistance the character has, and Spell Share. The Chadot is disinegrated along with the Lurfle if a disinigration spell is cast on it. The Chadot does not revive a dead lurfle. --Runts-- Lurfles WITHOUT magic (Runts) are usually dead soon after birth. Their affinity to Magic is what keeps them from dieing when they explode - And in what binds the Chadot around their existence. Those that do survive do so by two methods- 1: Surgery to remove their explosive organs, and even then they must avoid fire and overly hot tempetures at all costs 2: Having a TEMPORARY affinity with magic at birth, therefore binding the chadot - however spending the ability to use that affinity BY binding the Chadot. Runts cannot cast magic, and unless they are the 2nd type of runt, exploding equals death. Runts gain 8 extra skill points at first level, and 2 skill points each additional level. Runts gain 2 extra feats at first level. Runts are still vulnerable to cold, are still Living Explosive, and still have a natural claw attack. Type 1 runts do not have a Chadot, type 2 do. Type 2 runts are the rarer of the two, if you wanna be a runt, it's your DM's decision. Runt Favored Class: Any non-caster Runt L.A.: Suggestions please. --- Well, that's them. There's quite a few more to go. What do you grand people think so far? And as a note, I'm bad at deciding L.A.s, suggestions and such, please? |
| Avolakian01-26-08, 11:08 PM | So far "Fait" seems to be a low magic environment. I see a few things I would like to fix. Faluni: Magic Incapable is a major blow to this guys playability, most people like being wizards or clerics or something. The ability adjustments already restrict its use in those two classes and sorcerer would not take entire advantage of all there abilities so I don't think it needs to be enable to use magic. 1d10 Hit Dice is kind of useless for when they take a class level they would just be replaced with the class levels HD. 35 ft. speed is kind of weird you may want to make it just an even 30 ft. but thats not that important. Elemental Magic is very cool. I suggest that they just gain the different spell levels as a normal sorcerer would, each spell being usable once per day as a spell-like ability. The Faluni is able to invest one rank per level in this ability. Also maybe they could be able to choose to instead of using the skill rank to boost the caster level they could use it to bump up one of there spell-like abilities from one a day to three a day. That's just a possibility. Will to Live is pretty cool, however 1d6 extra darkness damage doesn't make much sense but whatever. Lurfles: Dude, this guy is awsome. I want to use these guys in my campaign, with a few tweakings. 35 ft. speed is again very weird but whatever floats your boat. Living Explosive is very cool, but 1d6 points of damage is not really worth it at higher levels where you can deal more damage with a dagger. I suggest the damage increases with level, maybe dealing a number of d6 dice equal to 1/4 or maybe even 1/2 the Lurfles' character level. Or maybe the damage dealt could be 1d6(or 1d8)+the total character level. I like how alcohol increases the area (I am going to make a Lurfle Drunken Master now) and the damage should follow the above guidelines except with d4 dice. The saving throw should probably be 10+1/2 character level+con modifier. The main complaint I have with these guys are the Chadot. I mean it is really cool but I think it is way to easy to destroy. If I was making a character I would not want one that is so easy to be entirely obliterated. It is not that overpowering of an ability so I personally think that the chadot should be totally immune to damage and cannot be destroyed. Also what exactly does the chadot look like? when I think of it I think of this black spike that magically rises from the corpse and the body reforms on it. That is just my idea. The chadot could also be supernatural in nature and therefore able to be negated with an anti-magic field. In that case if the chadot is unable to preform it's job within four rounds then the Lurfle takes a point constitution damage and so on every four rounds until ether death or the anti-magic field lets up, in which case the chadot reforms the body normally. That is just my idea of how it could work. I think the Lurfles should have an LA of +2 or +3, I don't know, I will check later. I will do the same with the Faluni. Ether way I really like your ideas, they are pretty cool. |
| Shadowfax701-27-08, 08:31 AM | Faluni(Plural and singular) are tall about, 8'5"-9'8". They're medium creatures for obvious reasons. They live in forest/swamp areas. Depending on if the area is more forested or swampish, they'll either have pawed(Forest) or hooved(Swamp) feet.Actually the reasons they are Medium creatures are not obvious. If you are trying to follow the rules, then they should be 6'5"-7'8" since Medium creatures are defined as being between 4'-8'. Also, hooves are inappropriate for swamp originating creatures. Swamp creatures have clawed (as in reptiles) or webbed (as in amphibians) feet. Animals with hooves, such as horses, cattle, goats, do not originate from swamps, nor can they live in them. Their feet are not made to travel through such terrain. Thus it doesn't make sense that Faluni living in the swamps would have hooves. Unless they are Magical Beasts, their racial HD should be d8, not d10. According to your description, they do not seem to be Magical Beasts. I would suggest making them Monstrous Humanoids. Here is the description of Monstrous Humanoid type: Monstrous Humanoid Type Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. Note that Powerful Build would not be required if they were Large size creatures, as their present height dictates. Making them Large size creatures is an option, rather than lowering their height to comply with the rules. |
| Kalva01-31-08, 06:40 PM | Actually the reasons they are Medium creatures are not obvious. If you are trying to follow the rules, then they should be 6'5"-7'8" since Medium creatures are defined as being between 4'-8'. Also, hooves are inappropriate for swamp originating creatures. Swamp creatures have clawed (as in reptiles) or webbed (as in amphibians) feet. Animals with hooves, such as horses, cattle, goats, do not originate from swamps, nor can they live in them. Their feet are not made to travel through such terrain. Thus it doesn't make sense that Faluni living in the swamps would have hooves. Unless they are Magical Beasts, their racial HD should be d8, not d10. According to your description, they do not seem to be Magical Beasts. I would suggest making them Monstrous Humanoids. Here is the description of Monstrous Humanoid type: Monstrous Humanoid Type Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. Note that Powerful Build would not be required if they were Large size creatures, as their present height dictates. Making them Large size creatures is an option, rather than lowering their height to comply with the rules. Right... Sorry, some of the info is over a year old, and I should have updated it. Some sentences were left idiotically, such as the medium for obvious reason... They used to be large, though they are not the wide. And they're Monstrous Humanoids, I didn't even think I denoted that. One of the things making me happy so far is that it seems the Elemental Magic part hasn't been questioned... A sign to me that it's sensible. I have much work to do on both I'm sure, thank you for taking the time to give some good criticism. I think I'll just remove the hooves part, it was just something to give a bit more variation. |
| Kalva01-31-08, 06:55 PM | So far "Fait" seems to be a low magic environment. I see a few things I would like to fix. Faluni: Magic Incapable is a major blow to this guys playability, most people like being wizards or clerics or something. The ability adjustments already restrict its use in those two classes and sorcerer would not take entire advantage of all there abilities so I don't think it needs to be enable to use magic. 1d10 Hit Dice is kind of useless for when they take a class level they would just be replaced with the class levels HD. 35 ft. speed is kind of weird you may want to make it just an even 30 ft. but thats not that important. Elemental Magic is very cool. I suggest that they just gain the different spell levels as a normal sorcerer would, each spell being usable once per day as a spell-like ability. The Faluni is able to invest one rank per level in this ability. Also maybe they could be able to choose to instead of using the skill rank to boost the caster level they could use it to bump up one of there spell-like abilities from one a day to three a day. That's just a possibility. Will to Live is pretty cool, however 1d6 extra darkness damage doesn't make much sense but whatever. Lurfles: Dude, this guy is awsome. I want to use these guys in my campaign, with a few tweakings. 35 ft. speed is again very weird but whatever floats your boat. Living Explosive is very cool, but 1d6 points of damage is not really worth it at higher levels where you can deal more damage with a dagger. I suggest the damage increases with level, maybe dealing a number of d6 dice equal to 1/4 or maybe even 1/2 the Lurfles' character level. Or maybe the damage dealt could be 1d6(or 1d8)+the total character level. I like how alcohol increases the area (I am going to make a Lurfle Drunken Master now) and the damage should follow the above guidelines except with d4 dice. The saving throw should probably be 10+1/2 character level+con modifier. The main complaint I have with these guys are the Chadot. I mean it is really cool but I think it is way to easy to destroy. If I was making a character I would not want one that is so easy to be entirely obliterated. It is not that overpowering of an ability so I personally think that the chadot should be totally immune to damage and cannot be destroyed. Also what exactly does the chadot look like? when I think of it I think of this black spike that magically rises from the corpse and the body reforms on it. That is just my idea. The chadot could also be supernatural in nature and therefore able to be negated with an anti-magic field. In that case if the chadot is unable to preform it's job within four rounds then the Lurfle takes a point constitution damage and so on every four rounds until ether death or the anti-magic field lets up, in which case the chadot reforms the body normally. That is just my idea of how it could work. I think the Lurfles should have an LA of +2 or +3, I don't know, I will check later. I will do the same with the Faluni. Ether way I really like your ideas, they are pretty cool. Thanks, the chadot actually looks like a fist-sized orb that is foam-like. Coloration varies between Lurfles, and it floats above their heads. And Fait isn't low magic... It's actually high. The Faluni are actually my own thing that he let me put on the planet... I'm in the works of thinking of an explanation why they're the only ones who can't really cast magic as a whole. The Chadot I still need to figure everything out with.. Not an easy idea to implement. |
| Shadowfax701-31-08, 08:42 PM | You are undecided between Medium w/Powerful Build or Large. Besides their height denoting them as Large creatures as per D&D guidelines, IMO you should go with Large. They need a LA to balance out their abilities anyway (I agree with the +2 to +3 sugested) and being Large normally requires a creature to have at least a +1 LA, thus there is no disadvantage from giving them a LA for being Large. It's not like you are choosing between +0 LA and +1 LA. |
| Kalva02-01-08, 04:47 PM | You are undecided between Medium w/Powerful Build or Large. Besides their height denoting them as Large creatures as per D&D guidelines, IMO you should go with Large. They need a LA to balance out their abilities anyway (I agree with the +2 to +3 sugested) and being Large normally requires a creature to have at least a +1 LA, thus there is no disadvantage from giving them a LA for being Large. It's not like you are choosing between +0 LA and +1 LA. In my opinion having Powerful Build in itself is a +1 LA. The reason I'm not sure I want to go with large is because they're not that big area-wise. They still only take up 1 square, not four. I know the Centaur is Large(Long), is it sensible to say they're Large(Tall)? And I knew from the start I wasn't going to get away with anything lower than a +2 LA for them.. I'm still very undecided for a few things. I'm hoping for more reviews, it's difficult to decide with so little opinions. I'll go with Large(Tall) for the time, since it's logical, though I'm not sure if many will understand what is meant by it. |
| Shadowfax702-01-08, 07:55 PM | MM p. 314, has Reach (tall) and reach (long). What is meant by that is reach for tall creatures and reach for long creatures. If you put it in those terms it should be understood by all that have read the MM p.314. |