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| Kalva02-25-07, 04:32 PM | Fait is a world my friend made up, however he cannot get the resources to play DnD himself, I do play however. This friend's name is Anf, and he's got quite a few plots and such which I may post into this thread at a later time. For now however, I wish for helps with stat making for the races of this planet. First up is the Faluni, the only one I've started, this race I made up myself, and Anf offered to have them inhabit Fait... I loved the idea, and so off they went. http://i5.photobucket.com/albums/y171/Kalva/ofmg.jpg Faluni(Like sheep, and deer, the uhhh... The word is the same weather single or multiple...) are tall, 8'5"-9'8". They're large creatures for obvious reasons. They live in forest/swamp areas. Depending on wether the area is more forested or swampish, they'll either have paws(Forest) or hooves(Swamp) as feet. Of course one with hooves can be born in the forest, and visa versa, but such cases aren't usual. They have horns, the picture above does not show this because the horns vary quite alot from Faluni to Faluni. 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, the ears in the above picture are the featherish tuffs, they aren't featherish though. They're furred, and quite useful. I think that's it for looks, I'm going to post up the stats now... Maybe I'll go into the social life later on, for now, I've rambled enough. Age: 0-9 is Child, 10-17 is Adolescent, 18-52 is Adult, 53-79 Middle Aged, 80-110 Old Age, 111-150 Venerable Age, 150 is not death, though it's really, really close... Faluni die usually between 148-162. Traits Abilites: +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom Size: Large Hit die if they have no class(commoner); 2d6 the first level, 1d8 additional levels Racial Skills: +5 Fortitude, +5 to Listen checks, + 2 Search and Spot Checks in forests, swamps, or similar areas. Racial Feats: Proficiency with Faluniun Axes Racial Abilities: Elemental Magic(Only one element.), its the player's choice to use this ability or not, if not used replace with skill points in something like Craft. The skill points may not be used in, Search, Bluff, Diplomacy, or skills that you would not be trained for. Automatic Languages: Faluniun, Fait-Common Learnable Languages: Lurflin Skittaron, Orkazin, Outworlder(Dwarf, Elf, anything not native to Fait is conisdered and 'outworlder), Outworlder-Common.(Adjust languages to setting.) Speed: 35 ft. Preferred Class: Fighter LA: +3(Had my DM do it for me... I'm acutally pretty new to DnD) Extra bits: When a Adult-Old Aged Faluni dies in combat, after 1d6 + 4 rounds, it will transform into a gargantuam beast, this creature is DM controlled, but will not attack allies or creatures which haven't done anything hostile at all. Foes it will remember as targets. If an ally tries to do anything that can be conceived as threatening(Even trying to touch it, aiming a bow in it's direction.) That old ally will become a target. The beast dies after 48 hours, and will not follow the party. The beast can do two claw attacks, and a bite attack at once, dealing 3d4+1d6 damage per claw, the 1d6 being the Faluni's element(Even if it gave up the ability, it had an element.), and 1d8+1d4 for the bite. It can also do an attack using it's horns, this attack has a wider range, which depends on the horns, it does 2d6+2d4 damage to those in it's path(They will not hold back if an old ally is in the way.). It has a AC of 28, and movement of 50 ft. All equip on the Faluni is destroyed durring 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 1d4 per every 5 levels. So yep.. The Faluni, please tell me what you think... I'd accept advice, and helpful crit-i-sizm(Dumb moment for spelling.). Also, I've not gotten any other race 'done' yet, I need more info from Anf! |
| AMGriffin02-25-07, 04:45 PM | LA+3 is outrageously high. I mean, it has no Natural armor it's strength bonus is +4 plus the whole large thing means a penalty to AC and attack bonus is going to leave this creature at a serious disadvantage. I'd consider giving it an LA of only +1 or maybe +2. The elemental magic ability is also very vague. Explain it more elaborately |
| Kalva02-25-07, 04:56 PM | Ah well, he did that before I changed alot of the things, before it was +4 strength, +2 wisdom, - 1 intelligence, -2 Constitution... I did the majority of it at 1 AM mind you... Heh. Uhhh... Faluni are not capable of most magics, the majority of them anyways. Each Faluni is born with an affinaty to an element, and is usually trained how to use it. If they aren't, they lose the ability, and would instead be taught something else... Like Carpentry, blacksmithing, or hunting. With good training, they may, if Earth element, cause a stone copy of themselves, this copy would be capable of movement, and changing form, though the Faluni would have to make saves every round to see if they're capable of continuing this. It's easier for them to keep doing so when they're standing still, and not able to be attacked, if moving or able to be hit, they have a harder time... Each round it will get harder and harder for them to keep it up anyways. They may stop it at anytime, though the copy will still be in the same shape since it's solid stone, if a water element did the same, the water would of course drop and splash... |
| AMGriffin02-25-07, 05:02 PM | You see, the problem with describing magic like that in DND is the fact that magic isn't elemental/not elemental and spells are pretty much set in stone. There are spells that can be considered elemental however. The abilities you described sound vaguely like the summon elemental abilities of druids. In general DND magic is divided into two categories. Divine magic, which is magic used by clerics and druids that is as the title implies...divine from the gods or from nature depending on if a cleric or druid is using it. Arcane magic is magic used by wizards and sorcerers. Arcane magic is further divided into a variety of schools that emphasize certain types of spells. Go here to read more about the specific types of spells and components and all that junk (I'm not very knowledgeable on magic, I rarely play casters) http://www.d20srd.org That site has a ton of information that can be used to play a DND campaign. |
| Kalva02-25-07, 05:05 PM | I was actually looking at druid spells... Ha... I was planning on setting specific spells later on anyways, and I've only played fighters honestly. XD;;; Everyone else in my damn party ends up being casters. |