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| Tectorman03-19-07, 11:07 AM | If anyone is here simply because they recognized the name of the thread from the Fchan image boards, then ya'll are perverts and should get a life (I'm just kidding {don't lynch me}). Official Disclaimer: The Chakat race was originally created by Bernard Doove. All I've done is give the race the stats it might have if it were a D&D race. Appearance: Chakats are a tauric feline-looking race, looking like a cross between a big cat (lion, tiger, cougar, etc.) and a catfolk (hence, I used the Savage Species Tauric template as a basis for this race {and no, this is not simply a catfolk/lion Tauric race; I did add other things}). For the full description, please Google Chakat's Den and then look for the file "Welcome to the Wonderful World of the Chakats." Shi/Hir: Chakats use these pronouns in place of she and her because of their dual-sexed hermaphroditic nature. Because I don't want this to get moved to the Mature boards (though it probably will be anyway), I will not be saying anymore about that, and I hope everyone who responds will be mature enough not to either (though they probably won't be anyway). Origins: Because every campaign is different in the way species are introduced, I will not be suggesting any specific origins. For information about the original origins, please see the reference (Chakat's Den, etc.) that I mentioned in the Appearance. Roleplaying: The only thing I'm going to mention here is anything that might be important enough to consider, but doesn't warrent a full stat. First, in Bernard Doove's chakat universe, chakats are usually assigned to starships in pairs for the purposes of stress relief. While going into too much detail will probably result in this thread being moved, I will say that having any chakat characters prefer urban environments or being in the company of others or bringing along their mates (whether adventurers themselves or not) would not go amiss. My disclaimer: the following traits block was written by someone who does not own or have access to the Book of Erotic Fantasy (that's it, now this thread is definitely going to get moved). As such, there is probably a racial traits block out there that even more accurately describes what a chakat is, but I didn't want to go there. So, without any further ado, the chakat... Chakat Racial Traits • +6 Strength, +6 Dexterity, +4 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma: Chakats tend to be both very strong, nimble, and hardy; they are furthermore gifted with above average mental abilities. • Medium: As Medium creatures, chakats have no special bonuses or penalties due to their size. However, see the powerful build ability description below for more details. • Monstrous Humanoid: As monstrous humanoids, chakats are proficient with the longsword, short sword, and the longbow (and thus, the composite longbow) as well as all simple weapons, but they have no proficiency with any armor or shield. • A chakat’s base land speed is 50 feet. • Improved Low-Light Vision: A chakat can see three times as far as a human in starlight, moonlight, and similar conditions of poor illumination. Shi retains the ability to distinguish color and detail under these conditions. • Darkvision: Chakats can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and chakats can function just fine in no light at all. • Powerful Build: The physical stature of a chakat lets hir function in many ways as if shi were one size category larger. Whenever a chakat is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the chakat is treated as one size larger if doing so is advantageous to hir. A chakat is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect hir. A chakat can use weapons designed for a creature one size larger without penalty, and hir natural attacks (both natural weapons and unarmed attacks) deal damage as though shi were one size larger. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. • Quadruped: As quadrupeds, chakats have a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1-1/2 times greater than normal for their Strength. They must wear barding instead of normal armor and cannot wear boots designed for humanoids. • Racial Hit Dice: A chakat begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice; a base attack bonus of +6; and base saving throw bonuses of Fort +2, Ref +5, and Will +5. • Racial Skills: A chakat’s monstrous humanoid levels give hir skill points equal to 9 x (2 + Int modifier). Hir class skills are Balance, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, and Survival. A chakat has a +2 racial bonus on Listen checks, a +4 racial bonus on Balance, Hide, and Move Silently checks, and a further +8 bonus on Hide checks when in areas of tall grass or heavy undergrowth (for a total of +12). A chakat also has a +2 racial bonus on Heal checks, but only when Healing another chakat. • Racial Feats: A chakat’s monstrous humanoid levels give hir three feats. In addition, chakats get Faster Healing, Great Fortitude, and Prehensile Tail as bonus feats. • Natural Armor: A chakat’s thick fur protects hir from harm, giving hir a +3 natural armor bonus to Armor Class. • Natural Attacks: A chakat has two claw attacks and a tail slap attack. The claws deal (1d6 + chakat’s Strength modifier) points of piercing or slashing (chakat’s option) damage, and the tail slap is a secondary attack that deals (1d4 + half the chakat’s Strength modifier) points of bludgeoning damage. A chakat armed with a weapon may use hir weapon as hir primary attack and either a claw or tail slap attack as a secondary attack. • Constrict (Ex): On a successful grapple check, a chakat deals (1d4 + chakat’s Strength modifier) points of bludgeoning damage with hir tail. • Rake (Ex): A chakat gains two additional claw attacks that shi can use against a grappled foe. These attacks deal (1d6 + chakat’s Strength modifier) points of piercing or slashing (chakat’s option) damage. {Note: all natural attacks, unless otherwise indicated, have a critical threat range of 20 and a critical multiplier of x2} • Pounce (Ex): If a chakat charges a foe, shi can make a full attack, including two rake attacks. • Berserk Rage (Ex): A chakat that sees a family member killed or incapacitated enters a berserk rage. For a number of rounds equal to 3 + the chakat’s newly modified Constitution modifier (minimum 3), the chakat gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. After the berserk rage ends, the chakat is fatigued (-2 penalty to Strength, -2 penalty to Constitution, can’t charge or run) until the end of the encounter. • Nail-Claws (Ex): A chakat’s unarmed strikes may deal slashing or piercing damage at hir option. While using hir unarmed strikes in this way, shi deals no damage to targets with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. Gloves not specifically made to accommodate a chakat’s hands interfere with this ability. {A chakat’s unarmed strikes will still provoke attacks of opportunity as normal (assuming they don’t have Improved Unarmed Strike or a Monk’s unarmed strike) and still only do nonlethal damage (lethal damage with a -4 penalty to attack). If the chakat takes the Versatile Unarmed Strike feat, they gain the benefits of the feat, but may switch damage type as a free action, instead.} • Scent (Ex): A chakat can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a chakat detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The chakat can take a move action to note the direction of the scent. Whenever the chakat comes within 5 feet of the source, the chakat pinpoints the source’s location. • Hold Breath (Ex): A chakat can hold hir breath for a number of rounds equal to 3 x hir Constitution score before shi risks drowning. • Hermaphrodite (Ex): A chakat is simultaneously male and female and is therefore treated as both genders for any relevant effects (both beneficial and detrimental). • +2 racial bonus on saving throws against poison: Chakats are hardy and less affected by poisons than other races. • +2 racial bonus on saving throws against Compulsion effects: Chakats have a feline’s innate ability to ignore things that don’t suit them. • -2 racial penalty on saving throws against Charm effects: Chakats share a feline’s tendency for becoming overfascinated. • Psi-Like Abilities: At will - empathy; 3/day - telempathic projection. The telempathic projection power is limited to a 30-ft.-radius spread centered on the chakat. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is 11 + the chakat’s Charisma modifier. • Naturally Psionic: Chakats do not have any bonus power points by virtue of their monster class levels. They are, however, always treated as having 1 power point for the purpose of becoming psionically focused. • Automatic Languages: Common, Feline. Bonus Languages: Any (other than secret languages, such as Druidic). • Favored Class: Ranger or Scout. A chakat may only choose one of these two classes to be hir favored class and may not change this choice later. A multiclass chakat's ranger or scout class does not count when determining whether shi takes an experience point penalty for multiclassing. • Level Adjustment: +3. Race----Adulthood--Middle Age---Old-----Venerable--Maximum Age Chakat---25 yrs-----70 yrs------110 yrs--140 yrs----+3d10 yrs Race-----Base Height----Height Modifier----Base Weight-----Weight Modifier Chakat-----4’ 10”-----------+2d6-----------350 lb.-------------x (2d4) lb. |
| Skrillex03-19-07, 05:37 PM | The LA, has to be out of whack. |
| Neutronium_Dragon03-19-07, 05:40 PM | You might want to look at wemics in Races of Faerun. They're essentially "liontaurs". They've been around since at least early 2E (if not earlier). RoF was the main 3E writeup for them. Also... please don't use those mangled gender pronouns in your writeup. They just make it annoying to read. |
| Thomar_of_Uointer03-20-07, 12:38 AM | Chakat Racial Traits • +6 Strength, +6 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma: Chakats tend to be both very strong, nimble, and hardy; they are furthermore gifted with above average mental abilities. • Medium: As Medium creatures, chakats have no special bonuses or penalties due to their size. However, see the powerful build ability description below for more details. • Monstrous Humanoid: As monstrous humanoids, chakats are proficient with all simple weapons, but they have no proficiency with any armor or shield. • A chakat’s base land speed is 50 feet. • Improved Low-Light Vision: A chakat can see three times as far as a human in starlight, moonlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. • Darkvision: Chakats can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and chakats can function just fine in no light at all. • Powerful Build: The physical stature of a chakat lets hir function in many ways as if shi were one size category larger. Whenever a chakat is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the chakat is treated as one size larger if doing so is advantageous to hir. A chakat is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect hir. A chakat can use weapons designed for a creature one size larger without penalty, and hir natural attacks (both natural weapons and unarmed attacks) deal damage as though shi were one size larger. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. • Quadruped: As quadrupeds, chakats have a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1-1/2 times greater than normal for their Strength. They must wear barding instead of normal armor and cannot wear boots designed for humanoids. • Racial Hit Dice: A chakat begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice; a base attack bonus of +6; and base saving throw bonuses of Fort +2, Ref +5, and Will +5. • Racial Skills: A chakat’s monstrous humanoid levels give hir skill points equal to 9 x (2 + Int modifier). Hir class skills are Balance, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, and Survival. A chakat has a +2 racial bonus on Listen checks, a +4 racial bonus on Balance, Hide, and Move Silently checks, and a further +8 bonus on Hide checks when in areas of tall grass or heavy undergrowth (for a total of +12). • Racial Feats: A chakat’s monstrous humanoid levels give hir three feats. In addition, chakats get Prehensile Tail as a bonus feat. • Natural Armor: A chakat’s thick fur protects hir from harm, giving hir a +3 natural armor bonus to Armor Class. • Natural Attacks: A chakat has two claw attacks and a tail slap attack. The claws deal (1d6 + chakat’s Strength modifier) points of piercing or slashing (chakat’s option) damage, and the tail slap is a secondary attack that deals (1d4 + chakat’s Strength modifier) points of bludgeoning damage. A chakat armed with a weapon may use hir weapon as hir primary attack and either a claw or tail slap attack as a secondary attack. • Constrict (Ex): On a successful grapple check, a chakat deals (1d4 + chakat’s Strength modifier) points of bludgeoning damage with its tail. • Rake (Ex): A chakat gains two additional claw attacks that it can use against a grappled foe. These attacks deal (1d6 + half the chakat’s Strength modifier) points of piercing or slashing (chakat’s option) damage. {Note: all natural attacks, unless otherwise indicated, have a critical threat range of 20 and a critical multiplier of x2} • Pounce (Ex): If a chakat charges a foe, shi can make a full attack, including two rake attacks. • Berserk Rage (Ex): A chakat that sees a family member killed or incapacitated enters a berserk rage. For a number of rounds equal to 3 + the chakat’s newly modified Constitution modifier (minimum 3), the chakat gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. After the berserk rage ends, the chakat is fatigued (-2 penalty to Strength, -2 penalty to Constitution, can’t charge or run) until the end of the encounter. • Nail-Claws (Ex): A chakat’s unarmed strikes may deal slashing or piercing damage at their option. While using their unarmed strikes in this way, they deal no damage to targets with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. Gloves not specifically made to accommodate a chakat’s hands interfere with this ability. {A chakat’s unarmed strikes will still provoke attacks of opportunity as normal (assuming they don’t have Improved Unarmed Strike or a Monk’s unarmed strike) and still only do nonlethal damage (lethal damage with a -4 penalty to attack). If the chakat takes the Versatile Unarmed Strike feat, they gain the benefits of the feat, but may switch damage type as a free action, instead.} • Scent (Ex): A chakat can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a chakat detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The chakat can take a move action to note the direction of the scent. Whenever the chakat comes within 5 feet of the source, the chakat pinpoints the source’s location. • +2 racial bonus on saving throws against poison: Chakats are hardy and less affected by poisons than other races. • +2 racial bonus on saving throws against Enchantment (compulsion) spells and spell-like effects: Chakats have a feline’s innate ability to ignore things that don’t suit them. • -2 racial penalty on saving throws against Enchantment (charm) spells and spell-like effects: Chakats share a feline’s tendency for becoming overfascinated. {Note: chakats react normally to Enchantment spells and spell-like effects that do not have either the compulsion or charm descriptor.} • +8 racial bonus on saving throws against the Despair Supernatural ability (as used by mummies and mummy-like creatures). {Note: If Psionics are available in the campaign, then chakats use the following Psi-Like abilities instead of the Calming Empathy Spell-Like ability. If Psionics are not available, then chakats use the Calming Empathy instead of the Psi-Like abilities. The two are meant to be either/or alternatives to each other, with only one actually being present, depending on the campaign.} • Calming Empathy (Sp): Three times per day, a chakat can use a calm emotions effect, as the spell (caster level 6th), except the effect is limited to a 30 foot radius around the chakat. The save DC is 12 + the chakat’s Charisma modifier. • Psi-Like Abilities: At will - empathy; 3/day - telempathic projection. The telempathic projection power is limited to a 30-ft.-radius spread centered on the chakat. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is 11 + the chakat’s Charisma modifier. • Automatic Languages: Common, Feline. Bonus Languages: Any (other than secret languages, such as Druidic). • Favored Class: Ranger. A multiclass chakat’s ranger class does not count when determining whether shi takes an experience point penalty for multiclassing. • Level Adjustment: +3. Race----Adulthood--Middle Age---Old-----Venerable--Maximum Age Chakat---25 yrs-----70 yrs------110 yrs--140 yrs----+3d10 yrs Race-----Base Height----Height Modifier----Base Weight-----Weight Modifier Chakat-----4’ 10”-----------+2d6-----------350 lb.-------------x (2d4) lb. Okay, as a general rule of thumb, tauric creatures are long, having reach as though they are one size category smaller (essentially Large with the Medium penalties). You've used powerful build, which is almost the polar opposite of that (essentially Medium with the Large bonuses). Ignore Skrillex, he didn't notice the racial Hit Dice. It looks fine to me even with the size problem. |
| Finfreeze03-20-07, 04:14 AM | ...However, unlike most others, they were not created from just one type of creature, but are a hybrid of the most ideal characteristics of many species. They were designed to be an ideal blend of physical and mental abilities intended to produce a superior being in an attractive form... ... Due to an oversight during their original creation, fur color was never locked in. ...They have a slightly greater resistance to disease due to the benefits of hybrid vigor and have a limited ability to regenerate injuries and limbs. ...The tail is quite long, about 1.5 metres by age 20, and slightly bushy...It has enough strength to support the entire body weight for a short time and act as an anchor for an extended period. ...It wasn't the intention of their creators to make others inferior by comparison, but maximising the chakats' potential. Amusing. Reading that entry was like reading a list of Bulrog's powers. Bulrog has lots and lots of powers. Skunktaurs are just as weird, though. My disclaimer: the following traits block was written by someone who does not own or have access to the Book of Erotic Fantasy (that's it, now this thread is definitely going to get moved). As such, there is probably a racial traits block out there that even more accurately describes what a chakat is, but I didn't want to go there. What? No stats on their uber-milk, their pregnancy sense, or their "fortification" abilities? Sigh... Anyhow, medium size+quadruped+powerful build is like getting all the bonuses of large (long) size without any of the drawbacks (like 4 panel size or the penalty to ranged attacks and AC). Pounce could be a problem, too. ...Prehensile Tail feat? Doesn't that open up the multiweapon fighting chain? That could be very scary with pounce and extra damage dice (or even just wielding a weapon three-handed). Finally, do chakats count as mounted for the purposes of Mounted-chain feats and lances? If they have three hands and count as mounted, it might be a good idea to slap on fast healing (as per their description) and bump the LA to +4 or +5. Otherwise, 6 HD and +3 LA is probably about right. They are a lot better than minotaurs, though... |
| Tectorman03-20-07, 11:33 AM | What? No stats on their uber-milk, their pregnancy sense, or their "fortification" abilities? Sigh... Uber-milk: I'll think about it (maybe a bonus on Heal checks, but only when healing other chakats). Pregnancy sense: that ain't even a mechanic in D&D; as I said, I'm not going by Book of Erotic Fantasy. "Fortification" abilities: you're going to have to elaborate on that one. Anyhow, medium size+quadruped+powerful build is like getting all the bonuses of large (long) size without any of the drawbacks (like 4 panel size or the penalty to ranged attacks and AC). Pounce could be a problem, too. ...Prehensile Tail feat? Doesn't that open up the multiweapon fighting chain? That could be very scary with pounce and extra damage dice (or even just wielding a weapon three-handed). Finally, do chakats count as mounted for the purposes of Mounted-chain feats and lances? Yeah, it might be a problem, but I'm hoping that that trait stretched over 6HD and an LA +3 will cover it. Prehensile Tail multiweapon fighting: probably does; I'll have to reread the feat. But yeah, it could be very scary. And chakats are just as mounted as centaurs are (i.e., it all depends on the campaign and the DM in question {this is me, being a coward and avoiding that argument altogether}). If they have three hands and count as mounted, it might be a good idea to slap on fast healing (as per their description) and bump the LA to +4 or +5. Otherwise, 6 HD and +3 LA is probably about right. They are a lot better than minotaurs, though... I'll need to reread the fast healing description, but you're probably right on that. I'll get back to this later. |
| Finfreeze03-20-07, 03:32 PM | "Fortification" abilities: you're going to have to elaborate on that one. It has to do with the intricacies of their organs, particularly versus... ... Ahem. (Oh, how I hate euphemisms...) |
| Tectorman03-20-07, 03:44 PM | It has to do with the intricacies of their organs, particularly vs. sneak attacks and called shots. Ahem. Oh, then no. A creature with an anatomy has an anatomy has an anatomy. There's no mechanic for doing a sneak attack against a creature vulnerable to critical hits but aiming wrong instead by not being familiar with the creature's innards (such as an arrow impaling itself into a taur's neck/waist and hitting only muscle). A chakat would be no more invulnerable to sneak attacks or like attacks than, say, a centaur. As to their impressive regenerative abilities, I think I'll just add the feat in Complete Warrior (don't have it out in front of me right now) that improves a creature's natural healing. Fast healing seems a bit too much. All I gleaned from THAT SITE is that they heal faster than normal. The most impressive thing is that they can regenerate whole fingers (Ben Stein says, "wow."). The whole regenerating whole limbs requires modern technology (read "cure, restore, regenerate, etc." spells) and thus wouldn't be their own natural abilities. Anything else I'd really just stack up to the whole CON +4. |
| Mortavier Shadewalk03-22-07, 02:05 AM | This is interesting. The Chakat concept has always intrigued me and I've got a build of my own stuck away somewhere that I'll try to find. I'll look over the build and give you a full review later. |
| Tectorman03-22-07, 04:48 PM | Updates: Chakats get a +2 racial bonus on Heal checks when administered (that's a nice neutral term, isn't it?) to other chakats. They get Faster Healing as a bonus feat (although I'm still expecting an answer to my question concerning a discrepancy I saw in that feat's description). The fact that they get Prehensile Tail as a bonus feat does not automatically mean that they gain Two-Weapon Fighting as a bonus feat (ya'll can probably figure that out, but I like to be clear). Thus, they have one main hand and two off hands and fight with multiple weapons taking a -6 penalty to their primary hand and a -10 penalty to their off hand attack(s), unless they take (Two/Multi)Weapon Fighting. Oh and yeah, this is mostly a bump. |
| Mortavier Shadewalk03-22-07, 04:53 PM | Had time to look it over. First, I think that the race as a whole has been just a little overpowered. Their flavor says that they are greater in most respects than humans, but I would suggest the following changes- (these changes also reflect my own personal views on the subject, and aren't suposed to be the be all, end all. Just suggestions);) 6 hd seems to high. 4 would probably be enough. +6 Str, +2 Dex +4 Con, +2 Int, +6 Wis, +2 Cha. The strength is fine, they're very powerful. As are Int and Cha. Dex seems too high. I've never seen anything among the non- exceptional chakats that would make a racial bonus of +6 necesary. Con could stay the same, or even just be +2. They are invreadably tough, but some of that should come from special abilities. Wis should be higher. I remember hearing that their minds are "balanced" in some way, which would help in this department. Also, I just think it would fit the flavor I've seen of them. While avoiding anything explicit is a good idea, their dual nature should play a role, simply because it is too large a part of them to ignore. I suggest the following- Hermaphrodite: The Chakat is a true hermaphrodite. Shi is affected by any extraordinary, supernatural, spell or spell-like abilities as both genders. Any spell or power useable by the Chakat which only affects one gender will now work on the opposite with no penalty. makes the use of charms and the like more versitile. Their empathy ability works fine, but they should be able to detect other chakats at a greater distance (say a mile) I think I remember hearing something about that, but for the life of me I can't remember where. Another possibilty is to have any two chakats that cross their empathy radii should be able to sense each other, giving two chakats an effective range of two miles. I would also suggest other changes, but they would mainly be additions, not changes, for flavor reasons. Here's a sample of what I'm thinking of. (I've never heard of Prehensile Tail. What does it do?) Chakat Medium Monstrous Humanoid Hit Dice: 4d8+8 (23 hp) Speed: 40 ft. Initiative: +5 Armor Class: 13 (+1 Dex, +2 Natural) Base Attack/Grapple: +4/+14 Attack: Claw +8 melee (1d6+4 slashing) or Tail Slap +6 melee (1d4+2 bludgeoning) Full Attack: 2 Claws +8 melee (1d4+4 slashing) and Tail Slap +6 melee (1d2+2 bludgeoning) Space/Reach: 5 ft./5 ft. Special Abilities: Psi-like Abilities Special Qualities: Darkvision 60 ft., Felitaur, Hermaphrodite, Low-light Vision, Organ Redundancy, Regeneration, Scent Saves: Fort +5, Ref +5, Will +8 Abilities: Str 18, Dex 13, Con 15, Int 16, Wis 19, Cha 14 Skills: Climb +12, Hide +8, Jump +8, Knowledge (Any 1) +8, Listen +14, Move Silently +8, Sense Motive +8, Spot +7 Feats: Alertness, Faster Healer*, Great Fortitude*, Improved Grapple*, Improved Initiative *bonus feats Climate/Terrain: Any land or underground Alignment: Usually Neutral Good Challenge Rating: 3 Level Adjustment: +4 Constrict (Ex): On a successful grapple check, a chakat deals (1d4 + chakat’s Strength modifier) points of bludgeoning damage with its tail. Felitaur: A Chakat’s body combines the best of numerous species and resembles a feline centaur. The mind inside the body is equally diverse. Their unique personality body structure grants them the following abilities: -Improved Grapple as a bonus feat -+2 to saves on all checks to resist cold weather effects --2 to saves to resist warm weather effects -+2 racial bonus on saving throws against Enchantment (compulsion) spells and spell-like effects --2 on all saves against fear effects and illusions -Quadruped: As quadrupeds, chakats have a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1-1/2 times greater than normal for their Strength. They must wear barding instead of normal armor and cannot wear boots designed for humanoids. -While in a sitting position, a Chakat may use the forepaws on hir lower half to manipulate objects in the same manner as shi does with her upper set of hands. Any relevant checks or rolls made with these hands take a -2 penalty. -A chakats tail is prehensile and is very strong. It may be used to easily lift an amount of weight equal to 1/10 the chakat’s maximum load for a short period and anything less for longer periods. A Chakat’s tail may be used to lift up to ½ hir maximum load for 1 minute, but shi must rest an hour to do so again. It also may be used to lift hir maximum load for 4 rounds before shi must rest for an hour. Objects lifted must have a way to be gripped by the tail and may not have a slippery surface. Any relavent rolls made with the tail take a -6 penalty. Hermaphrodite: The Chakat is a true hermaphrodite. Shi is affected by any extraordinary, supernatural, spell or spell-like abilities as both sexes. Any spell or power useable by the Chakat which only affects one sex will now work on the opposite with no penalty. Organ Redundancy (Ex): A Chakat has a number of advantages over other creatures due to it’s unique internal body structure. This includes, but is not limited to, a dual heart system, dual lungs, and a dual digestive tract. In fact, all organs in a chakat’s body have a redundant backup in case of emergency. -+4 bonus on Fort saves to resist poisons -25% Fortification against critical hits -A Chakat may hold it’s breath for half again as many rounds as it’s Con score would indicate -Great Fortitude as a bonus feat. Powerful Build (Ex): The physical stature of a chakat lets hir function in many ways as if shi were one size category larger. Whenever a chakat is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the chakat is treated as one size larger if doing so is advantageous to hir. A chakat is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect hir. A chakat can use weapons designed for a creature one size larger without penalty, and hir natural attacks (both natural weapons and unarmed attacks) deal damage as though shi were one size larger. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Psi-like Ablities: Always active- empathy (detect other chakats at up to two miles); 3/day- telepathic projection (DC 13). The telempathic projection power is limited to a 30-ft.-radius spread centered on the chakat. Manifester level 2nd. Regeneration (Ex): A Chakat is capable of a minor form of regeneration. The chackat gains no actual hit point healing benefits from it, and does not convert any damage to non-lethal damage, but it does allow hir to regrow minor body parts. Shi may regrow a body part up to the size of a finger in a week, a hand in two weeks, and a limb in two months. Anything larger than this cannot be regenerated. Also, this ability gives a Chakat Faster Healer as a bonus feat and a 20% chance to become stable while dying. Should the Chakat die, the regeneration ability stops functioning. Skills: Chakats receive a +4 bonus on climb, listen and spot checks and on Survival checks when tracking by scent. They also receive a +8 bonus to hide checks in areas of tall grass. ________________________________________ __________________________________ Chakat Traits: - +6 Str, +2 Dex +4 Con, +2 Int, +6 Wis, +2 Cha. - Medium Size -A chakat’s base land speed is 40 ft. -Low-light vision. -Darkvision out to 60 ft. - Racial Hit Die: A chakat begins with 4 levels of monstrous humanoid, which provide 4d8 hit die, a BAB of +4, and base saving throws of Fort +1, Ref +4, Will +4 -Racial Skills: A chakat’s monstrous humanoid levels give it skill points equal to 7x(2+Int modifier). It’s class skills are balance, climb, hide, jump, knowledge, listen, move silently, sense motive, spot and survival. -Racial Feats: A chakat’s monstrous humanoid levels give it two feats. - +2 natural armor bonus. -Natural Weapons: 2 claws (1d6) and tail slap (1d4). -constrict (1d4) -Felitaur (see above) -Organ Redundancy (see above) -Hermaphrodite (see above) -Powerful Build (see above) -Regeneration (see above) -Psi-like abilities: Always active- empathy (detect other chakats at up to two miles); 3/day- telepathic projection. The telempathic projection power is limited to a 30-ft.-radius spread centered on the chakat.Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is 11 + the chakat’s Charisma modifier. -Automatic Languages: Common, Chakat. Bonus Languages: any (except for secret languages like druidic.) - Favored Class: Ranger -Level Adjustment: +4 Racial Characteristics: Adulthood Middle Age Old Venerable Maximum Age Chakat 25 yrs 70 yrs 110 yrs 140 yrs +3d10 yrs Base Height Height Modifier Base Weight Weight Modifier Chakat 4’ 10” +2d6 350 lb. x (2d4) lb. |
| Tectorman03-23-07, 01:15 PM | 6 hd seems to high. 4 would probably be enough. Part of that stems from the fact that I was using the Tauric template to make them. The other part comes from my (possibly inaccurate) interpretation of the YabbatheWhat feature point system. So, I've got one suggestion for 4HD + 4LA, and I've got one person agreeing with me on my own 6HD + 3LA. Dex seems too high. I've never seen anything among the non- exceptional chakats that would make a racial bonus of +6 necesary. ... Wis should be higher. I remember hearing that their minds are "balanced" in some way, which would help in this department. Also, I just think it would fit the flavor I've seen of them. They are coordinating two pairs of legs in addition to two arms. Two of their legs can be used as crude arms. They have a prehensile tail. And finally, they're part feline. I stand by my +6 Dex, and we'll have to agree to disagree here. Good point about the Wis, but I'm going to temper that down to +4 Wis. While avoiding anything explicit is a good idea, their dual nature should play a role, simply because it is too large a part of them to ignore. I suggest the following- Hermaphrodite: The Chakat is a true hermaphrodite. Shi is affected by any extraordinary, supernatural, spell or spell-like abilities as both genders. Any spell or power useable by the Chakat which only affects one gender will now work on the opposite with no penalty. makes the use of charms and the like more versitile. You're going to have to name some examples of that. As I see it, non-Book of Erotic Fantasy D&D pays attention to gender at three times. 1. Rolling randomly to determine a creature's height and weight (irrelevant in this case). 2. A drow's favored class (completely irrelevant in this case). 3. The disguise skill description (the chakat will probably have a hard time just looking like a human, let alone picking male or female {yes, I realize that's kind of an extreme example, but you get my point}). 4. If a nymph's blinding beauty, stunning glance, etc. abilities pay no attention to gender, I don't know what will (not to mention a succubus). But yeah, basing the chakat race in a Book of Erotic Fantasy D&D setting is more true to the original, but I'll go ahead and explicitly say that that's not what I'm going for. As it stands, I'm assuming that any situations directly referencing their hermaphroditic nature would be purely fluff and more in the roleplaying aspect of the game. I think at this point we just have to say that I'm making an apple race and you're making an orange race (which you did quite well, by the way). Their empathy ability works fine, but they should be able to detect other chakats at a greater distance (say a mile) I think I remember hearing something about that, but for the life of me I can't remember where. Another possibilty is to have any two chakats that cross their empathy radii should be able to sense each other, giving two chakats an effective range of two miles. There's no mechanic for any Psionic creature (which is how I think of them) to automatically be able to detect another; they can learn various powers, but that's a choice on the part of the player (I think). From what I've read, chakats are able to detect only other chakats that they've specifically made an emotional bond with (with a few exceptions). They can detect other chakats empathically as normal, but only the same as being able to detect anyone else (I'm putting the whole empathically projecting themselves as part of the telempathic projection power). There's a feat in one of the Faerun or Eberron games that allows you to detect your twin whenever he's/she's/shi's on the same plane as you. Now, you can certainly create a feat like that (lifemate instead of twin), but not all families are the same; therefore, I wouldn't put that as an automatic stat. (I've never heard of Prehensile Tail. What does it do?) Prehensile Tail from Savage Species allows you to use your tail (provided you have a tail and can do a tail attack with it) as a third hand for the purposes of holding a weapon. It is treated as an off-hand, and if you had at least two hands originally, then you now become eligible for the Multiweapon Fighting feat tree. You also get a bonus on Climb and Grapple checks (a very fitting bonus feat, wouldn't you agree?). Note: the feat has Two-Weapon Fighting as a prerequisite, which I do not have down as a bonus feat; therefore, just treat the tail off-hand as a normal non-TWF off-hand. Felitaur: A Chakat’s body combines the best of numerous species and resembles a feline centaur. The mind inside the body is equally diverse. Their unique personality body structure grants them the following abilities: -Improved Grapple as a bonus feat -+2 to saves on all checks to resist cold weather effects --2 to saves to resist warm weather effects -+2 racial bonus on saving throws against Enchantment (compulsion) spells and spell-like effects --2 on all saves against fear effects and illusions -Quadruped: As quadrupeds, chakats have a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1-1/2 times greater than normal for their Strength. They must wear barding instead of normal armor and cannot wear boots designed for humanoids. -While in a sitting position, a Chakat may use the forepaws on hir lower half to manipulate objects in the same manner as shi does with her upper set of hands. Any relevant checks or rolls made with these hands take a -2 penalty. -A chakats tail is prehensile and is very strong. It may be used to easily lift an amount of weight equal to 1/10 the chakat’s maximum load for a short period and anything less for longer periods. A Chakat’s tail may be used to lift up to ½ hir maximum load for 1 minute, but shi must rest an hour to do so again. It also may be used to lift hir maximum load for 4 rounds before shi must rest for an hour. Objects lifted must have a way to be gripped by the tail and may not have a slippery surface. Any relavent rolls made with the tail take a -6 penalty. I've already covered some of that, but that's a good way to group them. Some of those traits seem a bit nitpicky, though (just my opinion). Personally, the whole "sitting handpaw use" seems too vague for me. I assume the fear effect penalty comes from the whole "scaredy-cat" thing, right? And finally, none of the feline predators in the Monster Manual have Improved Grapple, but I'll just agree to disagree here. Hermaphrodite: The Chakat is a true hermaphrodite. Shi is affected by any extraordinary, supernatural, spell or spell-like abilities as both sexes. Any spell or power useable by the Chakat which only affects one sex will now work on the opposite with no penalty. Organ Redundancy (Ex): A Chakat has a number of advantages over other creatures due to it’s unique internal body structure. This includes, but is not limited to, a dual heart system, dual lungs, and a dual digestive tract. In fact, all organs in a chakat’s body have a redundant backup in case of emergency. -+4 bonus on Fort saves to resist poisons -25% Fortification against critical hits -A Chakat may hold it’s breath for half again as many rounds as it’s Con score would indicate -Great Fortitude as a bonus feat. I've already talked about the whole hermaphrodite as a roleplaying element versus a game stat, so I'll just move along to the organ redundancy. 1. Poisons: +2, +4, close enough. 2. Fortification: I disagree. A chakat may have an unusual anatomy, but if a human Rogue can sneak attack a centaur without any game mechanics in place for not being familiar with a centaur's anatomy, then a chakat will certainly be treated the same. Furthermore, I'd consider the whole dual organ system as a given for any tauric creature, but they don't make any extra stats for them (now, if we were making a Klingon race, then I'd consider it). You might be right, but I'll have to think it over before adding it to my own build. 3. Holding Breath: Good point, I'll add it in (at some point). 4. Great Fortitude: Good point, although the +4 Con does already cover this some. Very interesting though. Good job. :clap: |
| Tectorman03-23-07, 01:29 PM | I have rewritten my initial post according to suggestions and ideas. I have posted this post to draw attention to that, as simply assuming that people will reread the initial post every time they check the thread is a bad idea. Also, my estimations for their HD and LA are now no longer accurate. I will recheck this against my interpretation of the YabbatheWhat feature point system and possibly re-edit my initial post, but in the interrim, advice and suggestions are welcome. |
| Airos03-26-07, 07:44 AM | If anyone is here simply because they recognized the name of the thread from the Fchan image boards, then ya'll are perverts and should get a life (I'm just kidding {don't lynch me}). Well, uh... I guess I'm a pervert, then. :allalone: I love the idea so far. I'm a big fan of anthro/furry races and creatures, especially at this point in my current campaign since my players are currently exploring an island in which none of the standard races can be found. The island is inhabited by "monstrous" humanoids, (orcs, gnolls, ogres, etc...), and anthropomorphic animals. This would make a nice addition to broaden the variety a bit. Of course I may need to throw the winged template on there too, just for kicks. |
| Mortavier Shadewalk03-29-07, 10:56 AM | They are coordinating two pairs of legs in addition to two arms. Two of their legs can be used as crude arms. They have a prehensile tail. And finally, they're part feline. I stand by my +6 Dex, and we'll have to agree to disagree here. Good point about the Wis, but I'm going to temper that down to +4 Wis. Alright. I guess we'll just have to do that.;) But yeah, basing the chakat race in a Book of Erotic Fantasy D&D setting is more true to the original, but I'll go ahead and explicitly say that that's not what I'm going for. As it stands, I'm assuming that any situations directly referencing their hermaphroditic nature would be purely fluff and more in the roleplaying aspect of the game. I agree that most of it would just be fluff, but I think it's a big enough part of their physiology that there would be some things that result from it that would have to be expressed mechnically. Two examples- 1. In an older issue of Dragon, there was a "joke" spell that changed the target's gender, the lithe female into a brawny man and vice versa. Their hermaphrodite nature would make Chakats immune to spells like this, since there really isn't anything to change. (It could be argued that the spell wouldn't work on races that are hermaphroditic or reproduce a-sexually, but there might be other times this might need to be taken into account.) 2. Say the chakat is placed under a suggestion by the BBEG, who doesn't know that the Chakat isn't a female. For one reason or another, they suggest that the Chakat attack the next creature they see of the opposite gender (we'll assume that the BBEG would be that vauge and that the Chakat either fails all of it's saves, or is not acting against it's nature) The BBEG leaves, assuming the Chakat will attack the prince, who he knows is on his way to the room and is the only male nearby. However, this plan is ruined when the chambermaid enters the room. She is attacked, probably resulting in murder regardless, but not of the prince. -- That's just my reasoning on the subject. Sorry if it's a little long winded. There's no mechanic for any Psionic creature (which is how I think of them) to automatically be able to detect another; I don't think I said it very well, but they would only be able to detect each other if one was using the Telempathic Projection. I might just work up a lifemate feat too. Prehensile Tail ... Ah. much better than what I wrote, with about the same effect. I like it. (And really should pick up a copy of Savage Species eventually.) I've already covered some of that, but that's a good way to group them. Some of those traits seem a bit nitpicky, though (just my opinion). Personally, the whole "sitting handpaw use" seems too vague for me. I assume the fear effect penalty comes from the whole "scaredy-cat" thing, right? And finally, none of the feline predators in the Monster Manual have Improved Grapple, but I'll just agree to disagree here. 1. Yes they are a little nitpicky. And I wouldn't have it any other way.:D 2. It is pretty clunky. It might just work better to make them secondary hands with a -4 penalty to all relavent rolls without all of the other junk. 3. Correct. They have large amounts of cat in them (obviously) and I've seen my cat leap two feet into the air on many many occasions. It just seemed... thematic. 4. Well, other cats don't have humanoid arms and a prehensile tail. 1. Poisons: +2, +4, close enough. 2. Fortification: I disagree. A chakat may have an unusual anatomy, but if a human Rogue can sneak attack a centaur without any game mechanics in place for not being familiar with a centaur's anatomy, then a chakat will certainly be treated the same. Furthermore, I'd consider the whole dual organ system as a given for any tauric creature, but they don't make any extra stats for them (now, if we were making a Klingon race, then I'd consider it). You might be right, but I'll have to think it over before adding it to my own build. 3. Holding Breath: Good point, I'll add it in (at some point). 4. Great Fortitude: Good point, although the +4 Con does already cover this some. 1. True. 2. I counter. It seems to me that since it's stated specifically that the Chakat has redundant organs (I won't bring other Taurics into this) that while a rouge might hit a vital organ, they would have the backup, reducing the damage. How about this, they take sneak attack damage normally, but are immune to the effects of a crippling strike. 3.,4. Cool. I don't know if I mentioned it (it's probably obvious) but this was just a "from scratch" build, no templates or base creatures. |
| Tectorman03-29-07, 11:35 AM | 1. In an older issue of Dragon, there was a "joke" spell that changed the target's gender, the lithe female into a brawny man and vice versa. Their hermaphrodite nature would make Chakats immune to spells like this, since there really isn't anything to change. (It could be argued that the spell wouldn't work on races that are hermaphroditic or reproduce a-sexually, but there might be other times this might need to be taken into account.) Granted; since I don't have any Dragon magazines, I wasn't aware of that. On the other hand, you said "joke" spell. Personally, I'd just put that under the same mechanic as the part of a Centaur's description that says they can't Climb (no actual stat for it, this penalty is instead imposed {or not} by the DM's judgment). 2. Say the chakat is placed under a suggestion by the BBEG, who doesn't know that the Chakat isn't a female. For one reason or another, they suggest that the Chakat attack the next creature they see of the opposite gender (we'll assume that the BBEG would be that vauge and that the Chakat either fails all of it's saves, or is not acting against it's nature) The BBEG leaves, assuming the Chakat will attack the prince, who he knows is on his way to the room and is the only male nearby. However, this plan is ruined when the chambermaid enters the room. She is attacked, probably resulting in murder regardless, but not of the prince. Not knowing what BBEG stands for, I'm going to have to table my response to that for the time being. 2. I counter. It seems to me that since it's stated specifically that the Chakat has redundant organs (I won't bring other Taurics into this) that while a rouge might hit a vital organ, they would have the backup, reducing the damage. How about this, they take sneak attack damage normally, but are immune to the effects of a crippling strike. Nah, the fortification ability seems more in line than immunity to a crippling strike. I just have to wonder whether adding that would bump up the LA or not (or I could just add another HD; same thing, but with better benefits). So, next question: how much fortification? 25% is light, but even that might be too much. Also, your version didn't feature the berserk rage (a racial trait from the Loxo race in Savage Species {you see, you really do need to buy that book}). If you've read either the story where Ketta kidnaps Goldfur's kid or the story where Ketta is in danger in the diner (where Stargrey fights the badger), then you know that that's an easy racial trait to define. Replace the Loxo's "clan member" with a chakat's "family member", and you're set. |
| Mortavier Shadewalk03-29-07, 02:39 PM | "Joke" as in, the wizard who used it was a prankster, not that the spell was a joke. BBEG means "Big Bad Evil Guy." Also, your version didn't feature the berserk rage (a racial trait from the Loxo race in Savage Species {you see, you really do need to buy that book}). If you've read either the story where Ketta kidnaps Goldfur's kid or the story where Ketta is in danger in the diner (where Stargrey fights the badger), then you know that that's an easy racial trait to define. Replace the Loxo's "clan member" with a chakat's "family member", and you're set. Haven't read thosse. What I don't know is, is it said to be a racial trait, or does it just happen? If it's a racial trait, then go for it. I had only heard it mentioned in passing before, and it just sounded like a supremely pi***d parent going to save their kid Nah, the fortification ability seems more in line than immunity to a crippling strike. I just have to wonder whether adding that would bump up the LA or not (or I could just add another HD; same thing, but with better benefits). Yeah, fortification sounds better. Just an idea I threw out. I think light fortification is fine. 25% is enough to make a difference, but not gimp a rogue against them or anything. I still think 6 HD is to high for the base creature. They're big and tough, but remember, the typical human usualy only has 1-2 HD, so it really doesn't take much. By dropping two HD, and raising the LA by +1, I think it balances out pretty well. |
| snakeman83003-29-07, 03:12 PM | You might want to look at wemics in Races of Faerun. They're essentially "liontaurs". They've been around since at least early 2E (if not earlier). RoF was the main 3E writeup for them. Also... please don't use those mangled gender pronouns in your writeup. They just make it annoying to read. Hey, you try applying either "him" or "her" to a species that are always hermaphrodites (look it up if you don't know what it means). Shi and hir are indeed the proper pronouns for them. Oh yeah, a few of the stories do mention Wemics on a world called Amazonia, so they are not, in any sense, the same thing. I tried and failed to create D&D stats for chakats as well. Mine were so horribly broken, though, that I threw them away. But, the empathy can be expanded a little. 1. A chakat can sense the attitude of a creature (hostile, unfriendly, neutral, friendly, helpful, and fanatic). 2. A chakat has a racial bonus on sense motive and diplomacy checks (and Wild Empathy checks if nesscesary) I also thought that they could treat the target of a diplomacy check as one starting category higher for the "to achieve" DC. Glad to know I'm not the only one who plays that's heard of them, though. (I may post my stats for a race I'm creating to fit in that universe, the homangui. Check the link in my sig and read Riko Larnos's character profile as well as the start of the roleplay "An unexpected sidetrip". You may find some familliar things in there, but give me some time to put it back up.) |
| Tectorman03-29-07, 04:08 PM | But, the empathy can be expanded a little. 1. A chakat can sense the attitude of a creature (hostile, unfriendly, neutral, friendly, helpful, and fanatic). 2. A chakat has a racial bonus on sense motive and diplomacy checks (and Wild Empathy checks if nesscesary) I also thought that they could treat the target of a diplomacy check as one starting category higher for the "to achieve" DC. For the first, I'd turn that into a racial feat, reflecting the fact that, say, both Goldfur and Forestwalker are empaths, but Forest's abilities are higher. (Note: this really should go in the Feat section, but ain't a single person over there going to know what it's about {someone correct my grammar, I dare them}) Higher Empathy (Racial Feat) Your empathic abilities are atypically more honed than the average member of your race. Pre: Chakat, Cha 15. Ben: In addition to being able to sense a creature's emotions with your racial psi-like ability empathy, you can also ascertain how they stand in difference to you, i.e., their attitude (hostile, unfriendly, neutral, friendly, helpful, fanatic). Special: This feat is unavailable in a campaign where the chakat race is not psionic and instead has the Calming Empathy spell-like ability. I'm also beginning to think I might as well just get rid of the Calming Empathy variant altogether. To the second, they already get a racial bonus to Charisma. To the third, um, no. Sorry, but by that logic, even the most fanatical Humans Firster would be "merely unfriendly" to a chakat (for those unfamiliar with the reference, Humans First is basically the Chakats Universe version of the Ku Klux Klan {the analogy may or may not be entirely accurate}). |
| JulesCARV03-29-07, 07:41 PM | You know, I've never really understood elf-hatred until now. Now I think I do, because the complaints about elves apply to chakats about 10-fold. I.e., they're a morally, physically, and intellectually superior species with no depth that exists solely as a static wish-fulfillment fantasy without any potential for development, progress, or conflict. |
| Kresalak03-29-07, 08:28 PM | You know, I've never really understood elf-hatred until now. Now I think I do, because the complaints about elves apply to chakats about 10-fold. I.e., they're a morally, physically, and intellectually superior species with no depth that exists solely as a static wish-fulfillment fantasy without any potential for development, progress, or conflict. We also hate elves because they're lame, but you pretty much hit the nail on the head. But this race also has the creepy furry masturbatory element to it. |
| snakeman83003-29-07, 09:07 PM | We also hate elves because they're lame, but you pretty much hit the nail on the head. But this race also has the creepy furry masturbatory element to it. :twitch: Okay, see your point with the HF types. (I told you my version was terribly broken). yeah, that doesn't make much sense. What I meant was that they are only considered one category higher for diplomacy checks, not in actuallity. Besides, the DM can rule when diplomacy has no chance of working. But you were extremely accurate with the comparison to the KKK. Another way to look at them is Nazis. Either way, they aren't pleasant to be around. |
| snakeman83003-29-07, 09:58 PM | Okay, I said these may get put up. (sorry, no real race description, just stats). I don't want to take anything away from this thread so far, but this is actually related. Homangui -humanoid (reptilian) -2 Strength, +4 Dexterity: homangui are lean, but incredebly quick and agile. -base land speed 40 ft, swim 40 ft, climb 40 ft -+2 Natural Armor -medium size -amphibious(Ex): homangui have gills as well as lungs and can switch between them at will. -blindsense 30 ft(Ex): homangui have a sort of electric sonar -blindsight 30ft(Ex): (though not effective against elementals, constructs, oozes, undead, objects or plants unless they have either the fire or cold subtypes (flaming and frost weapons are also detected)) Homangui have heat-sensing pits much like that of a viper. -low-light vision(Ex) -Darkvision 60ft (Ex) -Quickness 1/minute(Ex): Homangui get an additional standard or move action once per minute. -scent/keen scent(Ex): when out of the water, Homangui pick up scents like a snake does, giving them the scent quality. When in the water, they have the keen scent ability (se the shark enteriy in the MM) -Disarm: Disarm is a dexterity-governed class skill for homangui. A homangui attempting a disarm may use the skill check in place of an attack roll. In addition, homangui recieve Improved Disarm as a bonus feat when they reach 5th level. -+2 racial bonus on saves versus poison and disease. -+8 racial bonus on swim and climb. A homangui uses it's Dex modifier or Str modifier for climb, whichever is higher. A homangui can always take 10 on a swim or climb check. -Homangui do not need to check for non-lethal damage because of heat as often as other creatures. They check only once a day. -Level adjustment +2 -Favored class: any, but most NPC's are monks instead of warriors. They may seem confusing, but once I've got my description finished, it will all make sense. |
| Tectorman03-30-07, 10:43 AM | To JulesCARV, I have no problem with your need to say that as long as you're not offended by my need to ignore it (I can see where you're coming from, but I have to wonder how many of those stories you've actually read). Anywho and hastawhatever (you get brownie points if you can guess where that's from), Snakeman 830, your Homangui race looks good and I agree with the LA, but I have to wonder: exactly how is this actually related? :confused: Also, :surrender. I'll put in a specific racial trait for Chakats being treated as both genders (yes, even for a non-Book of Erotic Fantasy campaign). Still waiting to hear other views/opinions/votes/what-have-you about their HD and LA. |
| Mortavier Shadewalk03-30-07, 01:09 PM | Still waiting to hear other views/opinions/votes/what-have-you about their HD and LA. :weep: My opinion wasn't good enough for you? ... ;) I'd just drop the calming empathy altogether. The PLA's fit better, and if anyone reading this doesn't have them, then they can go look the powers up on the SRD. |
| Tectorman03-30-07, 02:08 PM | :weep: My opinion wasn't good enough for you? I meant besides opinions that I'd heard already.:waits: I'd just drop the calming empathy altogether. The PLA's fit better, and if anyone reading this doesn't have them, then they can go look the powers up on the SRD. Done. |
| snakeman83003-30-07, 05:47 PM | Well, I suppose it isn't related. Yet. Mabye in a couple years you'll see a connection (I'm sure you'll figure out how). But thanks for the compliment! |
| Tectorman03-30-07, 09:48 PM | "In a couple of years..."? That certainly begs for elaboration. ... Oh, and bump. |
| snakeman83003-30-07, 10:24 PM | eh, can't garuntee anything right now. But I did think of something about your stats. The circumstance bonus on hide from being in tall grass. Why? I can see it working for Goldfur and Forestwalker, but Quickpaw, Midnight, and Eudora are different stories. They won't blend in with grass. Since the variety in fur is so vast, there is no concieveable way this would apply to all of them. I'd reccomend taking it out. |
| Tectorman03-30-07, 11:38 PM | Well, yeah, but on the other hand, Midnight would have a +8 bonus on Hide checks made in dim conditions (and I don't just mean at night when you can't see anything anyway, but also dusk, shadow, and similar stuff). In order to accurately render that quality, the player and DM would have to pick one specific environment and/or background for the player's chakat character to gain the +8 bonus to (actually, that might work, but I'm going to have to look at my DMG before I put in any kind of stat). Also, I'm surprised that no one has commented on my adding the "+8 bonus against the Despair ability of Mummies and Mummy-like creature" (that's a carryover from my use of the Tauric template; my version of catfolk are resistant to a Mummy's fear effect {a la The Mummy, where Brendan Fraiser scared off Imhotep with a cuddly little kitty}). That has little if anything to do with chakat's but it's in there. Also, just remembered this: According to the Monster Manual, cats get the same bonus to Hide as what I've written in. I think we can safely assume that they're talking about your average domesticated housecat with an average housecat's fur coat and ... wait, what is an average housecat's fur coat? Cats have fur patterns and colors as varied as, say, a chakat's. Nor is the cat's ability to hide better in tall grass or heavy undergrowth than in other environs simply due to its small size, otherwise all Tiny creatures would get a specific bonus to Hide checks in grass and undergrowth. |
| Mortavier Shadewalk03-31-07, 01:27 AM | Also, I'm surprised that no one has commented on my adding the "+8 bonus against the Despair ability of Mummies and Mummy-like creature" (that's a carryover from my use of the Tauric template; my version of catfolk are resistant to a Mummy's fear effect {a la The Mummy, where Brendan Fraiser scared off Imhotep with a cuddly little kitty}). That has little if anything to do with chakat's but it's in there. I pretended it wasn't there.:P But that's just because I'd give them that -2 to all fear effects. As for the hide bonus, I'd just give them a general all-around bonus, but lower than +8. (+6 at the very most) |
| snakeman83003-31-07, 07:56 AM | Well, yeah, but on the other hand, Midnight would have a +8 bonus on Hide checks made in dim conditions (and I don't just mean at night when you can't see anything anyway, but also dusk, shadow, and similar stuff). That covers hir, now what about the others? Also, I'm surprised that no one has commented on my adding the "+8 bonus against the Despair ability of Mummies and Mummy-like creature" (that's a carryover from my use of the Tauric template; my version of catfolk are resistant to a Mummy's fear effect {a la The Mummy, where Brendan Fraiser scared off Imhotep with a cuddly little kitty}). That has little if anything to do with chakat's but it's in there. I didn't pay much attention to this. Besides, it was the mummy that was scared of the kitty, not the kitty not being afraid. I think the bonus against fear is enough. Also, just remembered this: According to the Monster Manual, cats get the same bonus to Hide as what I've written in. I think we can safely assume that they're talking about your average domesticated housecat with an average housecat's fur coat and ... wait, what is an average housecat's fur coat? Cats have fur patterns and colors as varied as, say, a chakat's. Nor is the cat's ability to hide better in tall grass or heavy undergrowth than in other environs simply due to its small size, otherwise all Tiny creatures would get a specific bonus to Hide checks in grass and undergrowth. Okay, you got me there. They were probably thinking tabbys when they wrote that, but they couldn't write one specific entry for tabbies and another for all others. New suggestions: 1. Instead of confusing people with all the special rules of the nail-claws, just say a chakat can choose to do slashing damage with hir unarmed strike at no penalty. 2. Remove Powerful Build. In all of the stories and description, I have seen nothing even suggesting anything like this. 3. I stand by what I said earlier about knowing the attitude (unfriendly, friendly, etc.) of creatures. Even E2's are capable of this (and the guide to talents state that the average chakat is an E3 to E4). It's not worth having to take a feat for it. Obviously, there would be a range (I'm thinking 60ft). That's it for now. I'll put up any new ones I have later. |
| Tectorman03-31-07, 11:52 PM | 1. Instead of confusing people with all the special rules of the nail-claws, just say a chakat can choose to do slashing damage with hir unarmed strike at no penalty. Because a chakat's hands have longer and stronger fingernails than humans, but nowhere near as good as their handpaws. I first introduced this mechanic for my revised Catfolk race and my Birdfolk race (both in my sig under the New Races thread), as a way to create an almost claw attack. With this, the Versatile Unarmed Strike feat is still important, even for Monks, but not entirely necessary. 2. Remove Powerful Build. In all of the stories and description, I have seen nothing even suggesting anything like this. Now that I have to patently refuse to do. They're definitely bigger than humans, and even lions and horses count as Large in D&D (although I'm thinking about scaling the lions down). While they ain't as big as a horse (or Quange), there should still be something in there. 3. I stand by what I said earlier about knowing the attitude (unfriendly, friendly, etc.) of creatures. Even E2's are capable of this (and the guide to talents state that the average chakat is an E3 to E4). It's not worth having to take a feat for it. Obviously, there would be a range (I'm thinking 60ft). You might be right about it not being worth taking a feat, but if I were to add it as an automatic ability, it would be limited to the range of the empathy power itself (which may or may not be modified by a Lifemate feat {see various above posts for details on that}). Also, I have to wonder whether that's implied by the empathy power, anyway. I've got my build with 6 HD +3 LA and one vote agreeing with it (this was before I made additions). I've got one advocate for 4 HD +4 LA with his own build to boot. Still waiting to hear other suggestions for ECL. |
| snakeman83004-01-07, 05:19 PM | Now that I have to patently refuse to do. They're definitely bigger than humans, and even lions and horses count as Large in D&D (although I'm thinking about scaling the lions down). While they ain't as big as a horse (or Quange), there should still be something in there. Take a look at leapord. They're medium and about the same size as a chakat. You said yourself you were thinking about scaling down lions to medium size. As is, the strength bonus is enough to suggest their super-human physical abilities. Besides, nobody would argue that they are larger than humans (they stand about the same hieght and are longer). This is one case where I'd have to say upgrade the size all the way, not just halfway with powerful build (take a look at lamia in the MM. They're large and the same basic physical build), or not at all. Powerful build should be reserved for those creatures where their size is decieving for their capabilities, not for creatures that have the misfortune of being between sizes. Oh yeah, I forgot the range of the empathy. Sorry. BTW, the BBEG example with attacking the opposite gender. Wouldn't that result in hir not attacking anyone that had a gender? |
| Tectorman04-04-07, 01:39 PM | Powerful build should be reserved for those creatures where their size is decieving for their capabilities, not for creatures that have the misfortune of being between sizes. Well, there we're just going to have to agree to disagree because I think Powerful Build should be used whenever a creature is at the halfway mark between sizes. BTW, the BBEG example with attacking the opposite gender. Wouldn't that result in hir not attacking anyone that had a gender? Then the question becomes either a. which phase is the chakat in (male or female)? or b. what is the opposite of a creature with both genders? An ungendered creature; in other words, look out, constructs. Also, I'm leaving the bonus on Hide in different backgrounds as it is because the Monster Manual decided not to be nitpicky, meaning I don't have to be either. I'm not incorporating the Fortification ability into my build because while a chakat has multiple organs with redundancies, there are still enough vital target body parts for a rogue to hit (unless you have some kind of system worked out where you get to call where on the opponent you hit; I do not). And lastly, the SRD quote for the empathy power says "You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived." Well, hatred, friendliness, and other kinds of moods would seem to imply that a creature's diplomatic attitude is implied to be automatically detected by use of this power, thus, I don't need to add anything in my description for it. |
| snakeman83004-04-07, 09:40 PM | Okay. I can deal with disagreeing with you on those points. I'll just leave them out for my useage. (yes, I still think your stats are still much better than mine were, and I will probably be using them in my campaign.) |
| Tectorman04-11-07, 10:04 AM | Alright, new question: What equipment would you depict a chakat as starting out with? To be more clear, a monstrous humanoid is proficient with all simple weapons, any other nonsimple weapons that it is depicted as using, and any armor and/or shield that it is depicted as wearing (and any lighter armor types, too, if applicable). So, besides all simple weapons, are there any other weapons that you'd add to their proficiencies? So far, I've considered the longsword and short sword (because I've drawn a picture of a chakat wielding such weapons {hey, that's a good enough reason, right?}), and since Midnight eventually managed to tie a foxtaur in an archery contest, the longbow (and composite longbow) as well. Anyone think of any others? |
| Spiritwalker04-11-07, 04:48 PM | Hey, i was just thinking the other day that I needed some form of tauric-cat to play the Cat-folk of my world (I'm DMing an almost entirely anthro campaign, with a few undead, humans, and machines thrown in for good measure, and already have a cat-folk race made up). Having liked the look of the Chakat since I was first drawn to anthro artwork, it's good to see someone working on a version of them. As for weapon selection, if you keep the Powerful Build (which i agree with, as I've seen great chakat artwork of one tearing the roof of a prison train) then why not give them something unique and rather large for the species? The Fullblade comes to mind (Great big sword, needs a heavy amount of strength to weild, can't be weilded one handed by anything below large size, and in my hose rules doubles as a lance on a mounted charge.) But maybe that doesn't fit the image of a Chakat. (having never read the stories on Chakats Den I wouldn't know what would.) Anyway, i'll take a closer look at the race tonight. |
| Spiritwalker04-12-07, 03:26 AM | Okay, had a look at the race, and I agree with a lot of it, but there are a couple of suggestions I'd make to possibly lower LA or Racial HD. Drop the claw damage to 1d4, 1d6 is too powerful for a medium creature drop the constrict attack. I can see it for snakes and dragons, but it doesn't really fit in my head for the chakats. Maybe make a feat of it give them normal low-light vision, not improved drop the base speed to 40ft. 50ft would be good if they were large size, but a bit too powerful for a medium leave the tail slam attack, but again drop the dame to 1d3 drop great fortitude and prehensile tail. I don't see either as being automatic for any race, but more a matter of training. Allow them to be taken as feat choices, certainly, but not automatic Nail Claws: I don't think you really need the fluff. This ability basically gives the Chakat a mix of improved unarmed strike and versitile unarmed strike, and is very powerful. Again, I see it as being more of an option for a character, not an automatic I agree that the +8 against Despair doesn't fit the rest of the race, but I've never had a Mummy come into one of my games, so your call Well, that's my ideas anyway. With that lot you could easily knock of an LA and maybe even a couple of HD. Just to be clear, I love the race, but I tend to not allow any player race into a game I'm running with more than a +5 HD/LA mix, so if I was to put a version of the Chakat into my world, they'd have to be a lot less powerful, or have a lot of their abilities as a Paragon class. |
| Tectorman04-12-07, 08:36 PM | Drop the claw damage to 1d4, 1d6 is too powerful for a medium creature First, look at the Races of Stone Feral Gargun entry, the Monster Manual Avoral and Leonal entries. Second, their base damage is 1d4, but my description of their Powerful Build abilities includes their natural attacks and unarmed strikes doing Large damage. Same thing with their tail attacks. drop the constrict attack. I can see it for snakes and dragons, but it doesn't really fit in my head for the chakats. Maybe make a feat of it. Either Forestwalker or Midnight squeezed a poacher into unconsciousness in an early Forest Tales story (no later than 5). Also, the race description says that their tales are strong enough to hold their entire weight (appr. 375-ish pounds) for a limited amount of time. If that doesn't qualify for Constrict, I don't know what would. drop great fortitude and prehensile tail. I don't see either as being automatic for any race, but more a matter of training. Allow them to be taken as feat choices, certainly, but not automatic Great Fortitude is there because Monstrous Humanoids have good Reflex and Will saves and poor Fortitude saves. Bonuses to Con and racial bonuses against poison aside, they should still be more durable than the average Monstrous Humanoid (wonder what that would be). The Prehensile Tail feat, I thought, would have been an obvious choice. Their description on the Chakat's Den says they use it to assist in their climbing. They use it to hold (gently or firmly) other people, and they can hold things with them (and I'm ignoring the whole furry-tail-means-slippery-grip thing). Nail Claws: I don't think you really need the fluff. This ability basically gives the Chakat a mix of improved unarmed strike and versitile unarmed strike, and is very powerful. Again, I see it as being more of an option for a character, not an automatic First off, no. They do not automatically have Improved Unarmed Strike (and seeing as how they have 3 natural attacks {2 different kinds}, only a Monk or Kundala would really be interested in that anyway). They still take a -4 to deal lethal damage. The ability is similar to Versatile Unarmed Strike, but while changing damage types is a free action (and remains so even after taking VUS), nonbludgeoning non-VUS attacks are still hindered by whatever armor (worn or natural) the opponent is wearing. So, I really don't think it's anywhere near that powerful. This is my rendition of an "almost claw attack". It deals multiple types of damage, but that's it. Without IUS or Monk or Kundala 1st level, they're still better off just using their natural attacks. Well, that's my ideas anyway. With that lot you could easily knock of an LA and maybe even a couple of HD. Just to be clear, I love the race, but I tend to not allow any player race into a game I'm running with more than a +5 HD/LA mix, so if I was to put a version of the Chakat into my world, they'd have to be a lot less powerful, or have a lot of their abilities as a Paragon class. You see, I don't really have a problem with them being 6HD +3 LA (and if I ever want to introduce them earlier, I can always break them down a la Savage Species style). So it's really just a difference of opinion (and no, I wasn't trying to break your ideas down, though I will admit that it sounds that way even to me). But to recap on my other question, I so far have suggestions for the longbow, the composite longbow, the shortsword, the longsword (all my ideas so far), and the fullblade. Any others? |
| snakeman83004-12-07, 10:00 PM | The incident with the poachers was FT#2. Smokeye, my first chakat character (tested my broken stats) used two short swords, a longsword, and a longbow (all of which you have covered). If you're going to have proficency with the longbow, make the shortbow an option as well (I don't know, it just seems to work). Think about greatbow (CW) as another option (though this one is less likely). Smokeye also wore leather armor (let's face it, barding is just a name for amor for non-humanoids, so I just call it all armor.), but shi was a ranger. I'd say don't boost the LA more with large numbers of proficiencies (though a few are okay). |
| Spiritwalker04-13-07, 02:15 AM | sorry, didn't mean to sound overly critical, it is your race after all. Your explanations all make sense, and I can see more clearly why you've done the things you did now, thankyou. Was looking through a few books, though, and found a few bits and pieces that could be useful to a Chakat. The Feat Extra Item Space could be useful when looking at a Chakats' front paws, especially if you are using them as an impromptu set of hands. I sure wouldn't mind a second set of bracers of armor, for one. Also, Oriental adventures has some great weapons that could prove useful to a quadrapedal character, esspecially one that seems quite unique. The Naginata, or the double weapon that looks like two crescents on a polearm (can't remember the name, something like the Bang Nagang I think) seem to fit the image. And finally, you mentioned that Fast Healing would be too powerful for a Chakat, but having looked through Savage Species, and looked at the Feral Template (Agreed, it is unbelievably broken, but so are a lot of things in 3rd edition) they get fast healing 2/round at 1-3 HD, along with everything else for +1 LA. I remember there being a prestige class in Complete Warrior or something like that that granted Fast Healing 1/minute as a class feature though. That slower healing would seem to suit a Chakat's healing capabilities well, and wouldn't make too much of an advantage that i think it could be squeezed in. Anyway, back to work |
| Tectorman04-13-07, 12:28 PM | Uh, huh. Yeah, Oriental Adventures ... wish I owned that... Incidentally, is there any way that you could PM me the stats and special abilities of a weapon I saw in there? It involves a claw and a length of chain or rope. I ask this because I've always wondered what a grappling hook would do as an improvised weapon (and why D&D didn't think of this in the first place). Also, where is the feat Extra Item Space? If it does what I gather it does, then I may drop out Great Fortitude for that feat instead (Great Fortitude is good and makes sense, but I will admit it is a toss-up as they already have a bonus to Con and a resistance to poisons). And finally, the greatest benefit of the shortbow is that it can be used mounted. You show me what kind of a creature a chakat can mount (besides another chakat :D {hey, someone was going to come up with that eventually, it might as well be me, right?}), and I'll show you a chakat that would need to use a shortbow (just a little bit of BC in there, pay no heed to that). Oh, and as for the greatbow, wouldn't it be about the same as a Large-size longbow? |
| Spiritwalker04-14-07, 04:43 AM | There's always the argument that a centaur paladin can be his own special mount (according to my last DM) so why not a Chakat, eh? |
| snakeman83004-14-07, 07:58 AM | The claw-on-a-chain is the kusri-gama (it's in the DMG). It acts like a spiked chain with only three important differences: 1. It's light 2. It does slashing damage 3. 1D6 damage (for medium) The Greatbow is a little closer to being the true longbows that were used in the middle ages. (they were six feet long). I always use a longbow myself, but I've seen people use shortbows. Extra Item Space is in Savage Species. Oh yeah, I'm going back to the racial stats here... Change Hold Breath!!!!(don't get rid of it, just change it) Normally, a creature can hold their breath a number of rounds equal to twice their constitution score. By having hold breath set at 1.5 * Con, they can hold their breath only 75% of the normal time. I'm sure you've figured it out by now, but THIS DOESN'T FIT! I'd say make it *3 or *4 (Maybye *6, but that's a stretch). |
| Tectorman04-14-07, 10:07 AM | Ah, right, yeah, I just now noticed that. Their Hold Breath ability has been changed to 3 x Con score (see, I meant to say 1.5 x as normal and mistyped, oops!). It's fixed now; thanks for pointing that out. The whole tauric creature being their own special mount thing... Personally, I wouldn't allow that, but that's entirely dependent on the campaign (doesn't Faerun or Eberron have a rule like that) and DM involved, so that's why I haven't put any official racial trait in there that specifies which they are (thus allowing the players and DM playing a campaign wherever to create their own little dissension {My ridiculously circuitous plan is nearly one-quarter complete. Mwah ha ha ha ha!!:devil:}). Oh, and I wasn't talking about the Kusari-gama (this point is irrelevant now that Spiritwalker has been kind enough to give me the stats). Oh, yeah. I've never done this before, but I guess I should give him a :cookie:. |
| Spiritwalker04-14-07, 03:45 PM | wow, i've never had a cookie, i feel so proud. Anyway, Greatbow is a good weapon, but if you're really looking for a good weapon for the Chakats, look at the Bow Staff (I think its in the DMG) or the Sword Bow (races of the wild and Magic items compendium.) Giving them a mix of the proficiancies for a bow/sword mix. One weapon combined into two, for a conglomerate race...seems kind of fitting. |
| snakeman83004-14-07, 04:50 PM | Bow Staff is in complete adventurer, but I like the logic... Here, spiritwalker, have another :cookie: . I've been thinking on how chakats would make awesome monks. Their unarmed strike (due to Powerful Build) would be higher than normal. Their strength and Monsterous Humanoid BAB help them hit much more often (and do even more damage). Their speed + Monk's enhancement bonus makes them nigh-uncatchable. Add that in with the + 8 to AC with just racial abilities (+3 Dex, +2 Wis, +2 natural) and it works out pretty good. But, I agree with their favored class. BTW, homangui make great monks as well. |
| Tectorman04-14-07, 05:20 PM | Wow, so many cookies. Pretty soon Spiritwalker will be asking for a glass of milk (laughs and snorts Urkel-style). The trouble with the Bow Staff and the Sword Bow is that they're magic items. Their individual weapon proficiencies are still a quarterstaff and a longbow or a longsword/greatsword/short sword and a longbow/shortbow. However, a mundane weapon along those lines (since I haven't yet seen the race automatically proficient with a specific magic weapon) would be the elvencraft bow. It's either a longbow or a shortbow (I would rule that you can also make elvencraft composite bows, but not an elvencraft greatbow) that can be used in melee as a quarterstaff or a club, respectively. (Here's why I wouldn't allow an elvencraft greatbow; what's next along the melee line? You go from club to quarterstaff to what? Greatclub and longstaff come to mind, but they have their own problems {a big hulking greatclub just doesn't seem to fit the chakat's archetype, and the longstaff has its own host of problems. It's longer than a quarterstaff [which would be around 6 feet long itself], but it can't be used as a reach weapon [make it double or reach, not both simultaneously, but do something]. Wow, that's off-topic.}) An elvencraft bow's dual-purpose design would fit the chakat's image, but making them proficient with it would be like making a race proficient with a warhammer, but only as long as it's made of adamantine, or only as long as it's masterwork. It doesn't quite fit. Now, making them proficient with longbows and shortbows (and thus, automatically proficient with the composite versions of both) and then saying that their society is independently capable of making things elvencraft just as the elves themselves are would fit, but the specific straight-up proficiencies are still just the two types of bow. |
| Tectorman04-14-07, 05:30 PM | I've been thinking on how chakats would make awesome monks. Their unarmed strike (due to Powerful Build) would be higher than normal. Their strength and Monsterous Humanoid BAB help them hit much more often (and do even more damage). Their speed + Monk's enhancement bonus makes them nigh-uncatchable. Add that in with the + 8 to AC with just racial abilities (+3 Dex, +2 Wis, +2 natural) and it works out pretty good. But, I agree with their favored class. BTW, homangui make great monks as well. Yep, but you noticed their natural armor is +3, right? Of course you did. The above was just a typo. So, again with the still-unexplained homangui. You really need to let us in on the mystery, there. Also, has anyone considered how good a scout they would make? A bonus to base land speed, and the ability to make a full attack on a charge, wow. This is partly to keep the thread going and going strong, but what if I gave them a third alternative to base class, this third alternative being the Wilder from the XPH. Their emotional outlook plus their status as Psionic Monstrous Humanoids would seem to point to this class (on the other hand, I've seen plenty of threads say that Wilders, um, suck). I think they might need more psionic powers known (not even as much as a Psychic Warrior, just more than 11 over 20 levels), but what do ya'll think? |
| snakeman83004-15-07, 08:44 PM | Yep, but you noticed their natural armor is +3, right? Of course you did. The above was just a typo. Yes. I goofed. It should be +9 total (+3 Dex, +2 Wis, +3 natural). So, again with the still-unexplained homangui. You really need to let us in on the mystery, there. I like keeping things under wraps, but it's an idea I will eventually send to Mr. Doove. In short, an illegally cerated species designed for versatility in individual members for colonizing planets. (The stellars have the versatility, but not in every member). Oh, and to test the race, I made a monk, that's how I know. This is partly to keep the thread going and going strong, but what if I gave them a third alternative to base class, this third alternative being the Wilder from the XPH. Their emotional outlook plus their status as Psionic Monstrous Humanoids would seem to point to this class (on the other hand, I've seen plenty of threads say that Wilders, um, suck). I think they might need more psionic powers known (not even as much as a Psychic Warrior, just more than 11 over 20 levels), but what do ya'll think? I don't know anything about the psionic classes, but it sounds good. I'm testing your build out with a new character (I'm not re-writing Smokeye). At the same time, I'm testing my homebrewed class, the Alchemist (PM me if you want the stats). So far, it's looking good. |
| Spiritwalker04-16-07, 02:43 AM | Well, if you wanted to give them the elvencraft bow or something similar, you could always give them a sword/bow proficiancy, and then give them a racial familiarity that allows them to use specific exotic varient weapons as martial. also, from my experience, psionics can really complicate a game if you're not used to using it. And wilders do suck. Spellcasters are far more versitile. The only time i've ever seen a wilder do anything particularly useful was when he used a skill called Wyrdflame at fourth level to convert all his powerpoints for the day into 17d8 damage against a single creature (A feral, half orc, half vampire barbarian). You could look at a homebrew class for the Chakats though, couldn't you? One thought was that Chakats are very intelligent, and are naturally good at tinkering with machines, so if you did want a psionic class, check out the ultimate gadgeteer from Here (http://www.liquidmateria.info/wiki/index.php?title=Ultimate_Classes) |
| snakeman83004-17-07, 03:09 PM | Ugh, too confusing when they don't even tell you the number of invention points you get (xxx isn't a number). Plus, it doesn't fit the flavor well. Now, a Myrmechian on the othe hand... (I don't know much about them, but they are on the chakat website somewhere). |
| snakeman83004-22-07, 05:37 PM | :bump: Because I was bored: Chakat Medium Monsterous Humanoid HD: 6D8+18 (45hp) Initiative: +3 Speed: 50ft Amor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13 Base Attack/Grapple: +6/+13 Attack: Claw +9 melee (1D6+3) Full Attack: 2 claws +9 melee (1D6+3), Tail slap +7 Melee (1D4+3) Space/Reach: 5ft/5ft Special Attacks: Beserk Rage, Constrict, Pounce, Rake +9 melee (1D6+1) Special Qualities: Darkvision 60ft, Hold Breath, Improved Low-Light Vision, Powerful Build, Psi-Like Abilities, Scent Saves: Fort +6, Ref + 8, Will +7 Abilities: Str 17, Dex 16, Con 15, Int 12, Wis 15, Cha 13 Skills: Balance + 7, Hide +7, Intimidate +1, Jump +3, Listen +6, Move Silently +7, Sense Motive +2, Spot +4, Survival +2 Feats: Faster Healing(b), Great Fortitude(b), Prehensile Tail(b), Alertness Improved Toughness, Run Alignment: Often Neutral Good Environment: Temperate Forests CR: 4 Advancement: By character class Level Adjustment: +3 Note: I did not allocate the 27 skill points, nor did I come up with an organization. Circumstancial bonuses are not included. |
| Tectorman04-23-07, 10:24 AM | :bump: Because I was bored: Chakat Medium Monsterous Humanoid HD: 6D8+18 (45hp) Initiative: +3 Speed: 50ft Amor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13 Base Attack/Grapple: +6/+13 Attack: Claw +9 melee (1D6+3) Full Attack: 2 claws +9 melee (1D6+3), Tail slap +7 Melee (1D4+3) Space/Reach: 5ft/5ft Special Attacks: Beserk Rage, Constrict, Pounce, Rake +9 melee (1D6+1) Special Qualities: Darkvision 60ft, Hold Breath, Improved Low-Light Vision, Powerful Build, Psi-Like Abilities, Scent Saves: Fort +6, Ref + 8, Will +7 Abilities: Str 17, Dex 16, Con 15, Int 12, Wis 15, Cha 13 Skills: Balance + 7, Hide +7, Intimidate +1, Jump +3, Listen +6, Move Silently +7, Sense Motive +2, Spot +4, Survival +2 Feats: Faster Healing(b), Great Fortitude(b), Prehensile Tail(b), Alertness Improved Toughness, Run Alignment: Often Neutral Good Environment: Temperate Forests CR: 4 Advancement: By character class Level Adjustment: +3 Note: I did not allocate the 27 skill points, nor did I come up with an organization. Circumstancial bonuses are not included. Thank you for putting this up. |
| snakeman83004-23-07, 04:06 PM | Here, I'll put one up for Quange too: Quange See Centaur entry in MM. |
| Tectorman04-23-07, 04:14 PM | Here, I'll put one up for Quange too: Quange See Centaur entry in MM. :rimshot: and :bump: |
| snakeman83004-25-07, 08:34 AM | I can't remember where I saw it, but somewhere online, sombody created stats for skunktaurs. If I find them again, I'll post them here. |
| snakeman83004-25-07, 12:12 PM | Ait, another change i reccomend to the stats. Normally, rake attacks do the exact same damage (including strength modifiers) as claw attacks. Also, you mentioned the tail being a secondary natural attack. these only get 1/2 the str modifier added to them. I guess what I'm saying is, switch the Str modifiers to damage on those two attacks. |
| Tectorman04-25-07, 03:14 PM | Ait, another change i reccomend to the stats. Normally, rake attacks do the exact same damage (including strength modifiers) as claw attacks. Also, you mentioned the tail being a secondary natural attack. these only get 1/2 the str modifier added to them. I guess what I'm saying is, switch the Str modifiers to damage on those two attacks. Well, I've got to go back and check my notes, because there might have been some real reason for me putting those attacks as doing those damages, or it may have been an oversight. I'll check and then post again once I figure out which I did. |
| snakeman83004-27-07, 08:40 AM | Well, I now have the Expanded Psionics Handbook (yay!). I hav no idea what the faster healing feat does (I've seen the fast healing feat in ELH, though). In any case, there is a feat (can't remember the name, but you probably know what I'm talking about) in there that adds your Con modifier to the amount you heal each day. I think this would fit well. Why did you choose faster healing instead? |
| Tectorman04-27-07, 10:35 PM | Well, I now have the Expanded Psionics Handbook (yay!). I hav no idea what the faster healing feat does (I've seen the fast healing feat in ELH, though). In any case, there is a feat (can't remember the name, but you probably know what I'm talking about) in there that adds your Con modifier to the amount you heal each day. I think this would fit well. Why did you choose faster healing instead? Nope, never heard of it. If you're talking about the Mind Over Body feat, that's ability damage only. Faster Healing seems more flavorful and more in line with what they're doing (healing as normal, just faster). Still gotta look at my notes concerning the Str bonus to damage on their natural attacks, though. |
| snakeman83004-29-07, 05:21 PM | Rapid metabloism. Page 50 of EPH. Last feat on the page. As for Wilders as a favored class, I think Psion would be better. |
| Tectorman04-30-07, 10:07 AM | Rapid metabloism. Page 50 of EPH. Last feat on the page. As for Wilders as a favored class, I think Psion would be better. Okay, now I see it (well, I see it on the SRD, but same thing, right?). I chose the Faster Healing feat at the time because I owned CW and not XPH (though I own both now). Hmm, very much faster normal healing of wounds versus faster normal healing of wounds and abilities. That's a toss-up. I'm sticking to my guns and going with what I already put down, but I have no objections to someone using a build replacing the one with the other. I repeat, toss-up. As to the Wilder possible favored class, I meant more in terms of flavor and fluff, not just stats (because I agree there; 20 levels and only 11 powers known? Ugh.). |
| snakeman83004-30-07, 03:07 PM | I was referring to flavor too. If you want it to be more specific, make it telepath that's the favored class. What I got from the wilder class flavor wise is people who suddenly have huge onrushes of emotion. Chakats, however, are supposed to be mentally stable. I don't think the two blend well. |
| Tectorman04-30-07, 03:19 PM | I was referring to flavor too. If you want it to be more specific, make it telepath that's the favored class. What I got from the wilder class flavor wise is people who suddenly have huge onrushes of emotion. Chakats, however, are supposed to be mentally stable. I don't think the two blend well. I got the same thing. But my view was that they, unlike other people, take their huge onrushes of emotion and do something with it, focusing it into a usable form. A mentally stable person would still have the same emotions as anyone else (no matter how those Vulcans want to deny it), they just wouldn't let them (the emotions) have free reign; the line of thought here would be "Sure, get mad for all the good it'll do you." A chakat, on the other hand, would get something out of it (if shi were a Wilder, anyway). Of course, most of my thinking here is based on the same idea as the berserk rage. A creature's capacity for love is usually reflected by their capacity for hate (I got that from a Ranma 1/2 fanfic called Relentless, BTW), and chakats are very loving and affectionate creatures. Hence, their ferocity actually stems from their gentleness, so to speak. So I thought, hey, if their extreme capacities of love and hate can result in a physical boost (berserk rage), then why not a similar mental boost (i.e., a Wilder)? |
| snakeman83004-30-07, 04:37 PM | About that rage... It would be difficult to find an acceptable way to phrase this so it won't be abused, but the rage kicks in when the family member is threatened with death (Ketta kidnapping Eudora, The badger morph pointing the gun at Ketta, The rioters attacking Lupu, etc.), not just killed or incapacitated. Oh yeah, since I got EPH, I've changed my mind on powerful build. (Half-giants). |
| Tectorman05-07-07, 03:52 PM | All right, I've edited the initial post concerning the Str modifiers on the chakat's natural and special attacks. Just bumping to let ya'll know that. |
| snakeman83005-09-07, 10:49 AM | Cool. (couldn't figure out why you did that in the first place?) BTW, I've been testing your stats and I'm pleased to report Icewalker's working out very well. |
| Tectorman05-09-07, 10:56 AM | I also put up the additional weapons. Nice to know my stats are working. Thanks for testing them out so far (sure wish my group would start back up...) |
| Qit el-Remel05-11-07, 06:04 PM | All right...I like chakats, and I've got my reservations about writing 'em up for D&D (although I had no such qualms about GURPS). But if I did, I'd have 'em be either tauric leopard/catfolk with a few "tweaks," or variant wemics. 2. Say the chakat is placed under a suggestion by the BBEG, who doesn't know that the Chakat isn't a female. For one reason or another, they suggest that the Chakat attack the next creature they see of the opposite gender (we'll assume that the BBEG would be that vauge and that the Chakat either fails all of it's saves, or is not acting against it's nature) The BBEG leaves, assuming the Chakat will attack the prince, who he knows is on his way to the room and is the only male nearby. However, this plan is ruined when the chambermaid enters the room. She is attacked, probably resulting in murder regardless, but not of the prince.That, or the chakat would simply curl up in a state of shock and start sucking hir thumb (or perhaps hir tail) as soon as the spell was cast... -Qit |
| snakeman83005-15-07, 03:57 PM | If I like it enough that I want to play as one, I try to stat it out. Sometimes, they're quite good. Others, they're not... Tectorman, this crossed my mind. If you are going to give them a psionic favored class option, why not give them bonus power points? It doesn't have to be many (even 1 would be fine). |
| Tectorman05-15-07, 04:46 PM | Yeah, I was wondering about that myself, but the only examples where I see that are in low no-HD, LA +0-1 creatures (i.e., the beginning of the XPH). I checked the back (where they show the psionic creatures with psionic powers and with racial HD and LA), but I didn't see how many PP they had. Hence my confusion and hence my not putting up any stats addressing that. I'll check again and repost later. |
| snakeman83005-15-07, 06:24 PM | Blues have 1 bonus power point. Granted, they have low LA (either +1 or none at all. The entry contradicts itself there). On the other hand, unbodied have four levels of psion built in. Yeah, 1 or 2 bonus pp is probably good. |
| Tectorman05-25-07, 11:40 PM | All right, I'll add this halfway ability concerning the bonus power point issue: Naturally Psionic: Chakats are naturally psionic. They do not have any bonus power points; however, they are always considered to have 1 virtual power point for the purpose of attaining psionic focus and using various Psionic feats. So, what all doesn't that cover? A Chakat doesn't gain any more power points as a 1st level Psion than a human does, but they still get the non-power related uses out of the ability. So what am I missing (if anything)? I'll put this into the initial post later. |
| snakeman83005-26-07, 10:31 AM | Hey, you found the thread that had been buried! Okay, I never said you had to do it, it was just a suggestion. I'm sorry if you thought I was being pushy. I re-checked the XPH and simply having psi-like abilities gives them the psionic subtype. Psionic subtype is all I need for them to have a psionic favored class... |
| Tectorman05-26-07, 08:29 PM | Hey, you found the thread that had been buried! Okay, I never said you had to do it, it was just a suggestion. I'm sorry if you thought I was being pushy. I re-checked the XPH and simply having psi-like abilities gives them the psionic subtype. Psionic subtype is all I need for them to have a psionic favored class... What do you mean, "found"? It's my thread (as much as it can be my thread), I'm the OP, and I'm subscribed to it. But seriously, you weren't pushy. If I found you pushy, you would be informed. What solved it for me was this: the Psionic creatures at the back of the XPH have psi-like abilities and thus are considered creatures with the Psionic subtype. They are not listed as having any actual power points. However, those same creatures are listed as having feats that require a psionic focus to be expended in order to function. The only difference is my version will actually come out and say it (the whole "no-real-power-point-but-with-a-virtual-power-point thingy) as soon as I put it up there. |
| snakeman83005-27-07, 02:01 PM | Yeah, I forgot you could subscribe to threads...:doh: Okay. Glad to know you didn't think I was being rude. I think, though, that any creature with the Psionic subtype can hold a psionic focus, making the last 5 posts completely pointless. I could be wrong, though. |
| Tectorman06-09-07, 03:14 AM | Well, the initial post is now updated with that virtual power point business. This post is merely here to call attention to that. |
| snakeman83008-14-07, 03:06 PM | Another "Because I was bored" moment. Foxtaurs as characters +4 Str, +8 Dex, +2 Con, +4 Wisdom: Foxtaurs are stronger, faster, and hardier than humans. They are also more perceptive. Medium size: A foxtaur has no special penalties or bonuses because of size. Monstrous Humanoid: A foxtaur is immune to effects that specifically target humanoids. In addition, a foxtaur is automatically proficeint with all simple weapons, the longbow, and the shortbow. A foxtaur's base land speed is 50 feet. However, they are exceptionally fast runners. They can run at 5 times their normal speed. If they possess the Run feat, they can run at 6 times their normal speed. Low-light Vision Quadreped: A foxtaur has a +4 bonus to resist bull-rush and trip attacks. They also have a carrying capacity 1-1/2 times the norm for their strength. Racial Hit Dice: Foxtaurs begin with 5D8 hit dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial skills: A foxtaur's monstrous humanoid levels give them skill points equal to 8 x (2+ Int modifier). Their class skills are Hide, Knowlege(nature), Listen, Move Silently, Spot, and Survival. They have a +4 racial bonus on Hide, Move Silently, and Survival checks. They gain a further +4 bonus on all class racial class skills when in a forest setting. Racial feats: Foxtaurs gain Weapon Focus (longbow) and Weapon Focus (shortbow) as bonus feats. Natural Armor: A foxtaur's natural armor protects them from harm, giving them a +3 natural armor bonus. Scent: Foxtaurs have keen noses and can detect creatures by scent. Favored Class: Ranger Level Adjustment: +2 |
| Tectorman08-15-07, 11:14 AM | Interesting. I wouldn't have pegged the Foxtaurs at having such a good Dex (mostly because I'm biased, but I just can't see a canine-based species having a better Dex than a feline-based one (the Monster Manual and what they said about cats and dogs be damned). So, no monstrous build... I completely agree with the variation of how they run. I can't remember at the moment, but did Forest win any of the Foxtaur village races or not? Could you clear up the part about their skills? Looks good. |
| snakeman83008-15-07, 01:19 PM | Forest won the cross-country race two years running (I can't remember how many the series has covered, but I remember two distinctly). The others, shi lost (becuase they were short-distance) Pretty much, they get a +4 racial bonus on their racial class skills (hide, Knowlege (nature), listen, move silently, spot, and survival) whenever they are in a forest setting. I'm not entirely sure how this would work for the knowlege, however. Perhaps that should be changed to a permanent bonus instead of circumstancial. |
| Weirgreif08-25-07, 08:06 AM | As I was saying on the DeviantArt page, chakats in a D&D setting could be an interesting foil to Mind Flayers. The originals were perfectly-designed explorers made for investigating and colonizing a Terran galaxy. Mind Flayers are psychic monsters from the future who built a ship and traveled back in time to protect their future. Perhaps the chakats were made by future wizards and sent back to battle their psychic foes wherever they go? This works especially well with the psychic racial features described here. Foxtaurs with a +3 natural armor? I don't recall seeing knives bounce off them... |
| snakeman83008-25-07, 09:30 PM | As I was saying on the DeviantArt page, chakats in a D&D setting could be an interesting foil to Mind Flayers. The originals were perfectly-designed explorers made for investigating and colonizing a Terran galaxy. Mind Flayers are psychic monsters from the future who built a ship and traveled back in time to protect their future. Perhaps the chakats were made by future wizards and sent back to battle their psychic foes wherever they go? This works especially well with the psychic racial features described here. Cool idea. That would mean the vast majority would be Illithid Slayers, though (simply because they could qualify for it as their first class level). Foxtaurs with a +3 natural armor? I don't recall seeing knives bounce off them... I said I was bored, not thinking. I haven't seen any knives bounce off of chakats or centaurs either, but there you go. |
| UnknownCorrespondent08-26-07, 12:00 AM | Another "Because I was bored" moment. Foxtaurs as characters +4 Str, +8 Dex, +4 Con, +4 Wisdom: Foxtaurs are stronger, faster, and hardier than humans. They are also more perceptive. Medium size: A foxtaur has no special penalties or bonuses because of size. Monstrous Humanoid: A foxtaur is immune to effects that specifically target humanoids. In addition, a foxtaur is automatically proficeint with all simple weapons, the longbow, and the shortbow. A foxtaur's base land speed is 50 feet. However, they are exceptionally fast runners. They can run at 5 times their normal speed. If they possess the Run feat, they can run at 6 times their normal speed. Low-light Vision Quadreped: A foxtaur has a +4 bonus to resist bull-rush and trip attacks. They also have a carrying capacity 1-1/2 times the norm for their strength. Racial Hit Dice: Foxtaurs begin with 5D8 hit dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial skills: A foxtaur's monstrous humanoid levels give them skill points equal to 8 x (2+ Int modifier). Their class skills are Hide, Knowlege(nature), Listen, Move Silently, Spot, and Survival. They have a +4 racial bonus on Hide, Move Silently, and Survival checks. They gain a further +4 bonus on all class racial class skills when in a forest setting. Racial feats: Foxtaurs gain Weapon Focus (longbow) and Weapon Focus (shortbow) as bonus feats. Natural Armor: A foxtaur's natural armor protects them from harm, giving them a +3 natural armor bonus. Scent: Foxtaurs have keen noses and can detect creatures by scent. Favored Class: Ranger Level Adjustment: +2 I think you may have overestimated the average foxtaur. Remember that the characters in a story (like PCs) tend to be above average. Basing their movement abilities on the events in the stories would be like using Olympic runners as the default for humans. Also remember that foxtaurs were not designed to be as superior as chakats. My gut reaction would be to halve the ability score bonuses, with the possible exception of Wisdom. In any case, I can't see them having a higher dex adjustment than chakats. 5 HD also seems high, when centaurs only have 4. Strangely enough, a case can be made for +3 Natural Armor - see below. Note that NA is a catch-all term for anything that would make a creature harder to hit that isn't covered by armor or dex - it doesn't have to be a thick hide. I don’t have access to the tauric template ATM, so I will base my recommendations on a comparison between the centaur and the heavy horse. Centaurs have one HD more than the horse, the same movement, and one point less of NA. There are two Medium-sized canids in the MM you could base foxtaurs on - the riding dog and the wolf. Wolftaurs are a separate species, so let's use the dog. This would give you 3HD, 40' move, and +3 NA (although I'm not sure why dogs have +4 when wolves only have +2). |
| KriegsaffeNo908-26-07, 09:53 AM | Hey, you try applying either "him" or "her" to a species that are always hermaphrodites (look it up if you don't know what it means). Shi and hir are indeed the proper pronouns for them. Or "it." "It" works pretty well. |
| Count Arioch the 28th08-26-07, 10:13 AM | I was under the impression that "Sie" was the correct pronoun, not "shi". Note that I do not claim to be an expert, but I've seen "sie" used in several instances, whereas I've never seen "shi" used anywhere but this thread. |
| KriegsaffeNo908-26-07, 11:30 AM | I was under the impression that "Sie" was the correct pronoun, not "shi". Note that I do not claim to be an expert, but I've seen "sie" used in several instances, whereas I've never seen "shi" used anywhere but this thread. Can't we just agree to use "it"? The English language has a word on the gender scale for hermaphrodites (and trees, rocks, lizards, etc., but that's English for you), why not use it? |
| Tectorman08-26-07, 02:39 PM | "Sie" means something like "he or she", not "he and she". Thus, making up new pronouns for the chakat race, being both genders at the same time, is perfectly okay. You do have a case against the skunktaur pronouns, though. (Were I appointed to give you legal council, though, I'd tell you to settle out of court.) |
| snakeman83008-26-07, 03:35 PM | I think you may have overestimated the average foxtaur. Remember that the characters in a story (like PCs) tend to be above average. Basing their movement abilities on the events in the stories would be like using Olympic runners as the default for humans. Also remember that foxtaurs were not designed to be as superior as chakats. I know, but these were average foxtaurs in the stories. I find it impossible that an entire village is only above average members of a species. My gut reaction would be to halve the ability score bonuses, with the possible exception of Wisdom. In any case, I can't see them having a higher dex adjustment than chakats. 5 HD also seems high, when centaurs only have 4. Strangely enough, a case can be made for +3 Natural Armor - see below. Note that NA is a catch-all term for anything that would make a creature harder to hit that isn't covered by armor or dex - it doesn't have to be a thick hide. They are noted to be much faster and more agile than chakats, so I gave them a higher Dex. The strength is lower because chakats, while stronger, are not that much stronger. The Constitution should be dropped to +2, though. I'll make that change. I don’t have access to the tauric template ATM, so I will base my recommendations on a comparison between the centaur and the heavy horse. Centaurs have one HD more than the horse, the same movement, and one point less of NA. There are two Medium-sized canids in the MM you could base foxtaurs on - the riding dog and the wolf. Wolftaurs are a separate species, so let's use the dog. This would give you 3HD, 40' move, and +3 NA (although I'm not sure why dogs have +4 when wolves only have +2). Tectorman said his chakats were based off of catfolk- tauric lions (though modified). The Tauric template was not used whatsoever for my foxtaurs. So, the race doesn't have to follow the guidelines even remotely. For anyone that was wondering, I think Wolftaurs would have simillar statistics with a few changes: 1. No special rules for running. 2. Track as a bonus feat. |
| snakeman83008-26-07, 03:39 PM | Can't we just agree to use "it"? The English language has a word on the gender scale for hermaphrodites (and trees, rocks, lizards, etc., but that's English for you), why not use it? "it" is a pronoun referring to things with either no gender (objects and plants) or on things to which the gender is unknown (such as an animal you only saw a glimpse of) Chakats fall into niether of these categories. Thus, "it" is not an appropriate pronoun. Plus, I'm not aware of any lizard species that are not males and/or females. (I know of at least one where there are no males and the females literally clone themselves).:P |
| UnknownCorrespondent08-26-07, 04:19 PM | I was under the impression that "Sie" was the correct pronoun, not "shi". Note that I do not claim to be an expert, but I've seen "sie" used in several instances, whereas I've never seen "shi" used anywhere but this thread. Bernard Doove, who created chakats, uses "shi". We are following his usage. I know, but these were average foxtaurs in the stories. I find it impossible that an entire village is only above average members of a species. They are noted to be much faster and more agile than chakats, so I gave them a higher Dex. The strength is lower because chakats, while stronger, are not that much stronger. The Constitution should be dropped to +2, though. I'll make that change. The entire village wasn't competing, but it was an informal affair, so my reference to Olympians may have been too strong. However, you are basing your stats on the winners, not the one who finished in the middle of the pack, who would be the average ones (of those who chose to run). I should also point out that Chakats Forest and Midnight finished two minutes before the first foxtaurs, and remarked that the race had not stretched their abilities to the limit. I will concede, though, that Forest and Midnight are not average chakats. Tectorman said his chakats were based off of catfolk- tauric lions (though modified). The Tauric template was not used whatsoever for my foxtaurs. So, the race doesn't have to follow the guidelines even remotely. For anyone that was wondering, I think Wolftaurs would have simillar statistics with a few changes: 1. No special rules for running. 2. Track as a bonus feat. I wasn't using the tauric template, either, I was comparing them to Core. I don't think the average foxtaur should have more HD than a centaur or quange. FWIW, I also prefer the 4HD version of chakats, at least for physical stats (I liked some of Tectorman's other material, though). I think we'll have to agree to disagree. It's impossible to convert anything from one medium to another so that everyone (sometimes anyone) will agree on the result. It's all too subjective. |
| snakeman83008-26-07, 09:30 PM | I think we'll have to agree to disagree. It's impossible to convert anything from one medium to another so that everyone (sometimes anyone) will agree on the result. It's all too subjective. Seems like I'm doing that a lot on this thread. Oh well. I'm still looking for those skunktaur stats I found once. I'll post them once I've got them, though. |
| Tectorman08-27-07, 12:28 PM | I wasn't using the tauric template, either, I was comparing them to Core. I don't think the average foxtaur should have more HD than a centaur or quange. FWIW, I also prefer the 4HD version of chakats, at least for physical stats (I liked some of Tectorman's other material, though). Thanks. I think we'll have to agree to disagree. It's impossible to convert anything from one medium to another so that everyone (sometimes anyone) will agree on the result. It's all too subjective. Obviously. Did you ever read any of the ToB: Too Anime? debate? |
| snakeman83008-27-07, 05:55 PM | Obviously. Did you ever read any of the ToB: Too Anime? debate? No thanks. There are already threads for that. |
| snakeman83010-08-07, 09:14 PM | EDIT: Never mind |
| snakeman83011-28-07, 06:08 PM | Well, I had another "Because I was bored moment". You know what that means. Skunktaurs +6 Str, +2 dex, +6 Con, +4 Int, +2 Wis, +2 Cha Medium size Base Land Speed: 40 feet Powerful Build Darkvision 60ft: Unlike normal darkvision, Skunktaurs can still determine colors with this ability Improved Low-Light Vision Scent +3 Natural Armor Bonus 5 levels of Monsterous Humanoid. BAB of +5, Fort +1, Ref +4, Will +4 8*(2+Int modifier) skill points (I have yet to choose class skills). Proficiency with all simple weapons. Clans: Each Skunktaur belongs to a clan which determines some of its abilities. A Skunktaur may belong to more than one clan, depending on their heritage. Each clan beyond the first adds +1 to the Level adjustment. The clans and benefits are as follows: Blackpaw Clan: Psi-like Abilities: At will- Clarivoyant Sense*. Favored class: Psion(Seer) Bluepaw Clan: Psi-like Abilities: At will- Far Hand. Favored class: Psion(Kineticist) Redpaw Clan: Psi-like Abilities: At will- Read Thoughts~. Telepathy 100ft This communication is limited by language. Favored Class: Psion (Telepath) *: This ability works just like the power with the following changes: Range becomes Medium. The area viewed does not have to be familiar to the Skunktaur ~: This ability works just like the power with the following changes: Range becomes Short. It only effects one target at a time. Share Clan Abilities: Skunktaurs can relay their abilities through one another. If there is a willing Skunktaur in range of a clan-granted ability, that Skunktaur may be treated as the point of origion for the ability, regardless of wether or not they have the ability in question themselves. They also may use the abilities as if they were their own (using their own manifester level, save DC's, ect.). Chakats may also be used to chain an ability, but only if there is at least one more Skunktaur in the chain than Chakats. Any other creature may also join the chain, but the chain terminates with them. Concievably, enough Skunktaurs could chain the abilities anywhere on the plane. There is no diminsihing in power when abilities are chained. LA: +2 or 3 (haven't decided) Still a little bit of work to be done, but I think it's a fairly good start. |
| Tectorman11-29-07, 08:17 AM | Still a little bit of work to be done, but I think it's a fairly good start. Yes it is. Would you also be adding in the rare Teleporter variant? |
| snakeman83011-30-07, 07:46 PM | Probably not, because of two main reasons. 1. There are only three clans of Skunktaurs. Their abilities telekinesis (Bluepaw), Astral Projection (Blackpaw), and Telepathy (Redpaw) as their abilities. Teleportation, for the most part, is spontaneous. 2. Any race could be a teleporter, not just a Skunktaur. Swiftwalk is a prime example of both of these reasons. Sure, hir sire was a Skuntaur, but not a teleporter. Yet shi's a P5. So, teleportation is one ability I'm leaving out (for now, at least). |
| snakeman83012-03-07, 03:23 PM | :bump: Oh, and do you have any suggestions for class skills on skunktaurs? I can't decide. |
| Tectorman03-17-08, 01:47 PM | Update: I changed the stat modifiers for saving throws against Compulsion and Charm effects from spells and spell-like effects to just effects (otherwise, Chakats, despite being psionic creatures, would still be affected by Telepathy powers of those descriptors like everyone else). I also took out the special resistance to Despair (as I look back on it, it's looking kind of pointless). |