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| Mr_Arcane12-13-07, 07:48 PM | Sona’rivisk- Those That Come from the Mist. * Medium Aberration- as an aberration, a sona’rivisk is in all effects; a humanoid; just a humanoid with 60ft. Darkvision. * 30 foot movement speed * +2 dexterity, -4 wisdom. While lithe and agile, a sona’rivisk suffers from alien thoughts, a trait common among aberrations. * +2 to Intimidate checks- The mere presence of a sona’rivisk is very off-putting to many creatures, this aura of unease gives them an advantage in forceful negotiations. * -2 to Diplomacy and Handle Animal Checks - Conversely, the presence of a sona’rivisk doesn’t sit well with most civilized negotiations and animals. If you have a cruel DM, expect to be chased and howled at by animals on a constant basis. * Obscuring Fog (Su.) - As the spell, in page 232 of the PHB, cast by a Sorcerer with Hit Dice equal to yours. This ability is useable twice per day. * Aberrant Augments (Ex.) - this ability sets the sona’rivisk apart from humanoids, monstrous humanoids, and native outsiders alike. When she wakes up, a sona’rivisk goes through an innate shape changing process and aberrant limbs, features, and abilities come to the surface. When the sona’rivisk wakes up, either from slumber or from being unconscious, she gets to choose a number of augments equal to her constitution modifier +1 (minimum 1). Each time she falls asleep, she loses her previous augments and has the choice of manifesting different ones or the same ones. It takes five minutes to manifest all of the chosen augments, which normally grow out in the most disgusting way possible. Maw of Horrors- Your teeth take on a quality similar to those found in hypodermic needles- the ability to puncture skin and be very, very sharp. You gain a bite attack that deals 1d4 points of damage with half of your strength modifier with a critical modifier of times three on a natural twenty. Compound Eyes- Your eyes begin to shine and either take a black and glossy hue similar to that of a scorpion or bulbous and sectioned appearances like that of a fly. You gain a +2 racial bonus to Spot and Search checks, as well as a +2 bouns for ranged attacks Shriek- Your voice sounds almost gruff and frog-like. When you inhale deeply, you can shriek and deal 2d4 points of sonic damage in a fifteen foot cone, which does full damage to objects, and is useable three times per day. Stinging Tail- at the base of your spine, a long and scorpion-like tail grows out and is able to deal 1d4 points of piercing damage plus half your strength bonus. Additionally, once per day you can add a poison to your sting, which is entirely similar to medium monstrous scorpion. The Fort save DC for the poison equals to 10 + ½ your hit dice+ your constitution modifier. You also might want to consider in investing in new pants before you decide to choose this as your augment. Long Arms- Your arms reach an almost ridiculous length, your knuckles drag if you let them hang loose or gain length as well as a second elbow. Good thing those that ridicule you dare not do it to your face, lest you stab them from across the room. You gain a reach of five feet, but you take a -2 penalty on all attack rolls. With this Augment, there is no such thing as a long sleeve shirt. Raking Claws- your fingers lengthen and become more reinforced, creating sharp blades of some steel like substance. These claws grant you two natural attacks that deal 1d6 points of damage, plus one half of your strength modifier. Wing Hand- as you invoke this Augment, your arms and hands become bat-like wings and you gain a fly speed of your base speed + 10. You gain the arbitrary +8 racial bonus to jump checks associated with having a fly speed and the ability to take 10 on Jump checks even when rushed or threatened. On the flip side of the coin, you cannot wield weapons in the wing hands, make claw attacks, such as those from the Raking Claws Aberrant Augment, or use magic gloves or gauntlets. You cannot fly in medium or heavy armor, nor while carrying a heavy load. A spellcaster cannot fly and cast spells with somatic components at the same time. Cloven Hooves- As your body changes for this augment, your legs become like those of a goat, complete with the hair and hooves. This increases your land speed by ten feet. Coincidently, beware of tight pants when you choose this Augment… Webbed Digits- the skin on your fingers and toes become webbed with the skin in between them. These altered limbs give you a swim speed of ten feet and the +8 bonus to Swim checks to perform a special action or avoid a hazard. You can choose to take 10 on a swim check and can use the run action while swimming, provided it is in a straight line. You also have the hold breath ability; you can stay underwater for a number of rounds equal to your constitution modifier times five before drowning becomes a problem. Leaping Legs- Bones crack and flesh grows and rearranges in your legs to become more like those of a frog or a Thri-Kreen. When the change finishes, you gain a +10 bonus to Jump checks. Scaled body- What was once smooth, human skin becomes fine scales, like those of a lizard. These scales cover you entire body and can be any color you want. The scales give you a +3 natural armor bonus. Tail- A tail rips out of the seat of your pants. The tail is thick and tapered like that of a large lizard. The tail is the same color as you skin, unless your skin is modified by another Augment. You gain a tail slap attack that deals 1d4 points of damage plus your strength bonus. Furred Body- Your body becomes cover in a fur that is the same color as your hair. This fur grants you a +1 natural armor bonus, a +4 bonus on saves versus cold weather effects, and a +4 to Move Silently. Hunter’s Ears- Your ears become long and backswept, like an elf’s. This sudden change in your hearing gives you a +4 racial bonus on Listen checks and blindsense out to fifteen feet. Nose of the Beast- Your nose becomes slightly upturned and its underside and tip become darker and moist. You gain Scent, as an Extraordinary ability, as it is outlined in the Monster Manual. Grafted Weapon- Choosing a one handed or light weapon, one of your hands and part of that forearm become that weapon. The weapon has to be one that you are proficient in. You deal damage as per normal with that weapon, and the weapon cannot be disarmed. You take a -8 penalty to all dexterity based checks with that hand. This Aberrant Augment can be manifested as many times as you have hands. Acidic Jaw: Your saliva glands start to produce a digestive juice which is as strong as acid, but you are immune to it's effects. Your jaw also modifies slightly to enchance your ability to spit. As a standard action you may spit a glob of acid that does 1d8 Acid Damage up to 10ft. If you attack with any bite attack, the bite does an additional 1d4 Acid damage. Bone Fist: Your hands start to grow greyish and plates of bone start to form over your hands making them as hard as rock. These boneplates grant you the benifits of Improved Unarmed Strike * Level Adjustment: +2 * Favored Class: Rogue Flavor/ Fluff section “The mist began to separate; Bíska, our barbarian warrior at the time, drew her sword and started to look around. We found the oddest little girl sitting in the center of the mist. She had a scorpion’ tail and cloven hooves attached to her. She went over to the sorcerer, Aeolian, and asked him if he wanted to play. The guy actually accepted her offer. He was never too bright. When all the mist dispersed, we found Aeolian on the ground cursing. The girl had taken his left ear off with a knife. We started to hear the malicious laughing of a young girl. Needless to say, we got the nine hells out of there before anyone lost anything else. The cleric still calls that the “Van Gogh incident” for some reason.” Ellie Goldhammer, paladin on her old adventuring friends. Personality- As many would accurately put it, a sona’rivisk is a very disturbed individual. They have a tendency to blank out from reality, mumble incoherently, and, in many cases, have many urges that others consider to be very wrong. If one is silent for way to long, then something must be wrong, either with them or with the world around them. Many have some sort of personality disorder; paranoia, hallucinations, and schizophrenia being some of the most common. For more information on playing insane characters see: Physical Description- While they sleep, sona’rivisk look much like normal humans coated in a feeling of wrongness. Their skin tones are much like humans, from milky white to a deep chocolate brown and their eyes can be mossy green to sapphire blue, more than likely showing dichromatic traits. While they wake, however, their bodies morph into hideous and obscene things. Many times, the traits differ normally every other week. One might have claws and a stinger one day and the next day they might have hooves and wing-hands. Relations- As with most aberrant races, normal humans see them as corruptions of normal order; with their influence, no place may be normal. The halflings and gnomes see them as some sort of bizarre off shoot of humans. If orcs and elves can agree on one thing it’s the presence of a sona’rivisk means a place is possibly doomed to failure. Goblinoids refuse to be near them; end of story. The only creatures that feel at home with them are teiflings. A teifling and a sona’rivisk share companionship in the fact that they are the rejects of decent society. Alignment- Many sona’rivisk are Chaotic Evil. Their inner urges cannot be suppressed and many give in to the urge to kill, mutilate, or worse. Many that have more stability than normal are Chaotic Neutral, with the occasional evil thought or deed to surface. Chaotic Good is mostly unknown to the sona’rivisk, though one or two pop up from century to century. Lawfulness is a concept that is as alien to the race as they are. Lawful alignments represent the ability to conquer the urges and attempt to blend into humanoid society. Lands- Sona’rivisk lack land. Many live in and with the dredges of humanoid society, typically under heavy coats, scarves, hats, and rags. Those that have the self control live in homes and have jobs, jobs that people don’t want mind you, but jobs none the less. Those that are accepted into society are watched closely. Religion- the race of the sona’rivisk is a godless lot. If there were any gods in the world that would take pity on this race, they would most likely be laughed at and told to stop joking around. For that reason, they are sometimes found in service of many aberration cults, consorting with gods and creatures as alien as they are. Names- Many take up naming conventions of nearby cities and towns, but have created their own style of nicknames based on their favored Aberrant Augments. Typical names: Shellsting, Punctureivory, Hopperlegs, and Longfingers. Adventurers- The sona’rivisk does best when they adventure. The need to move to escape those that hunt them (whether real or imagined) causes them to be constantly on the move in the cities or in the outskirts of society. While they are in the wilds, they normally pick a spot along the roads and make use of their Fog Cloud ability to cause confusion and steal whatever it is they want, be it money, food, or victims. They tend to become creatures of habit over time, and stick around places that they find to be the most profitable. Classes- Rogue is the favored class of the sona’rivisk for a reason and the fact that they need to sneak about to survive helps to reinforce that reason. Many hide in society and that crazy robed beggar might be a sona’rivisk in disguise. Almost all evil sona’rivisk Rogues become Assassins. Many Sorcerer and Wizards find the power of magic irresistible and try to gather as much as they can. These magicians become Alienists so they can bring things as foul as they are into the material plane. Wizards tend to be Fleshwarpers, modifying their bodies even further. Monks and Paladins are very rare, as the alignment requirements are too demanding for a race of madness. Bards are rarely found, but do exist, many times as the disguised voice of a beggar community. Barbarians tend to occur when the sona’rivisk child is abandoned at a young age and learn to fend for themselves. Rangers and Druids are rare as the wrongness of the race detours animals from them, but many have aberrant animal companions with them. Childhood and Development- The Sona’rivisk are born from humans, much like Planetouched. Their families rarely have aberrant blood in the family tree, however. People seem to think that living next to a source magical radiation, like a wizard’s tower, somehow causes the change from human to sona’rivisk. The theory isn’t widely accepted but sona’rivisk babies are born asleep, and stay sleeping for roughly three to five days. Once they manifest their first aberrant augment, typically at the age of three, parents either make the choice of abandoning the child or attempting to raise him. Those that pick the latter, find themselves in over their heads as the child seems to go slowly more insane over the next few years. Wild outbursts, followed by periods of calm quiet seem to be the most common. A child can stare off into space, even when a person is addressing it, which is then followed up by some sort of reactionary response when their name is shouted- Which is usually a lashing out with their arms and hands, which may be quiet deadly if they have Raking Claws. Those that are abandoned are either raised in the gutters of society by themselves or by a community of beggars that might uses their intimidating nature to their advantage. Sona’rivisk age much similarly to humans, for the first couple of decades, then age similarly to half elves. Over the years they become more stable, but many die in asylums or prisons of neglect. Those that escape find the adventuring profession to be the perfect type of job: one that is as crazy as they are. ---------------------------- This is my latest contribution to the races board, is this race of mad cunning. My major concerns are the LA and maybe adding more Aberrant Augments to the list. DMs might find this to be the perfect villain for their next story arc, and PCs might find this to be the horribly perfect addition to a party. |
| Watsyurname52912-13-07, 08:19 PM | Let me just say awesome. Although I do have a few things. I would make some of your Aberrent Augments more balanced among the others. Like Shriek is almost always a must take since it does 2d4 Sonic Damage 3/Day (you need to clerify if this is to one creature, 15ft cone, etc). Like for Maw of Horrors I would say the crit is 20/x3 since they are so sharp. I would maybe change Raking claws to either 1d6 or full strength, more likely the latter. Give Compound Eyes at least a +1 Ranged Attack Bonus. And that's about it, most others are fine as is. Also props for the wording in Wing Hand making it immune to most abuse. Otherwise, yes, this would make a great BBEG. Especially since every time he would fight he would look like a different monster. |
| Mr_Arcane12-13-07, 09:59 PM | Thanks man. I saw Wing Hand as a bit of challenge. One that needed to be hit with a bat until the square peg fit into the round hole. Anyhow, thanks for the help! I shall get on to fixing it right away. |
| HernetheHunter12-14-07, 02:46 PM | I like it. It needs a little tweaking here and there in the descriptions though because I had to read it twice to make sure I had the correct understanding. It may require the shapeshifter subtype. What happens if they do not choose any augments? Do they have to choose all augments available? Maybe change the name to something else? Aberrant metamorphosis? In the description you don't mention what exactly about there presence being off putting. What exactly about their presence? A palpable aura? or just a feeling of unease..? Have you seen the Daelkyr Half-blood from Magic of Eberron? Keep up the good work. |
| Mr_Arcane12-14-07, 11:16 PM | Well, I looked up the shapeshifter subtype and since the race has the shape changing ability as a extraordinary ability, this makes sense. I guess I'll change that. If you choose not to grab any augments, then that's you perogotive. Bad news is, you're on the wrong end of the power curve for an LA 2. You want that two levels of adjustment to mean something, otherwise, you're just a character that has two dead levels without saves, BAB, or Hit Dice. I used the term aura as a discriptor, so I didn't really try to referance any sort of ability. Its sort a feeling of wrongness, like there's some sort of impending doom. Animals sort of have this feeling before a natural disaster. And finally, yes, I have heard of the Halfbloods. Really interesting. I wanted to use one as an Alienist once. I got some more augments that I want to run by a friend. She and I are planning on play a piar of these things for a friend's evil game. These should be posted by tomorrow. |
| Killer_Rabbit12-15-07, 12:21 AM | Coool, hope this doesn't mean your giving up on the osteoroc though. If you want me to think up some more abberrent augments i would be happy to brainstorm some. |
| HernetheHunter12-15-07, 12:45 AM | I asked about augments so that if you don't pick one that morning due to being in town and needing to blend in or forget that random augments don't just happen. |
| Watsyurname52912-15-07, 10:21 AM | I asked about augments so that if you don't pick one that morning due to being in town and needing to blend in or forget that random augments don't just happen. I would say for that you would need a Will save to keep yourself from morphing because it seems that's how it works, you wake up and start to change. So I would say DC 15+(Con Mod)+(1 x each day you've not transformed) Will Save. |
| Mr_Arcane12-15-07, 01:31 PM | The osteoroc is one of my few pride and joys on these here boards so there is no chance that I will give up on them. And do feel free to make more augments. This is what I like about these boards, a bunch of creative individuals working together for the common good and making more awesome stuff for a game. A will svae does sound nice and maybe I could make a racial feat to have "Sudden Aberrant Augments", like metamagic. So if you do make the will save, you can quickly change incase of a fight or something goes amiss. |
| Watsyurname52912-15-07, 01:56 PM | The osteoroc is one of my few pride and joys on these here boards so there is no chance that I will give up on them. And do feel free to make more augments. This is what I like about these boards, a bunch of creative individuals working together for the common good and making more awesome stuff for a game. A will svae does sound nice and maybe I could make a racial feat to have "Sudden Aberrant Augments", like metamagic. So if you do make the will save, you can quickly change incase of a fight or something goes amiss. That actually does sound like a good idea. That and maybe make a racial feat called Improved Augment. You choose one Augment to improve and you could either give it increased damage, better bonuses, something complete different,etc. |
| Mr_Arcane12-16-07, 04:28 PM | Hey guys! I have some new Augments for ya! Scaled body- What was once smooth, human skin becomes fine scales, like those of a lizard. These scales cover you entire body and can be any color you want. The scales give you a +3 natural armor bonus. Tail- A tail rips out of the seat of your pants. The tail is thick and tapered like that of a large lizard. The tail is the same color as you skin, unless your skin is modified by another Augment. You gain a tail slap attack that deals 1d4 points of damage plus your strength bonus. Furred Body- Your body becomes cover in a fur that is the same color as your hair. This fur grants you a +1 natural armor bonus and a +4 bonus on saves versus cold weather effects. Hunter’s Ears- Your ears become long and backswept, like an elf’s. This sudden change in your hearing gives you a +4 racial bonus on Listen checks. Nose of the Beast- Your nose becomes slightly upturned and its underside and tip become darker and moist. You gain Scent, as an Extraordinary ability, as it is outlined in the Monster Manual. Grafted Weapon- Choosing a one handed or light weapon, one of your hands and part of that forearm become that weapon. The weapon has to be one that you are proficient in. You deal damage as per normal with that weapon, and the weapon cannot be disarmed. You take a -8 penalty to all dexterity based checks with that hand. This Aberrant Augment can be manifested as many times as you have hands. Feel free to Peach! |
| Watsyurname52912-17-07, 06:43 PM | Cool, more ways to mutate and disgust people. Pretty good. I just have a couple suggestions: Furred Body - This one is quite inferior to Scaled Body unless you specifically are in a Cold environmemt for long periods of time. I would try to find something else to give to it to balance it out vs Scaled Body. Maybe some Move Silent & Hide bonuses because the fur is dark and muffles your sound? Hunter's Ears - This one was like Compound Eyes, no real reason to take it unless you have augments to spend and are going to do heavy listening. Maybe give it Blindsense out to 20ft? That sounds pretty good for acute hearing, and if it's too powerful just lower it to 15ft or even 10ft if you have to.' Edit: Also you need to clairify the Manuevouring (sp?) Ability of the Flight given by Wing Hands. Personally I would say Average. |
| Mr_Arcane12-19-07, 09:36 PM | Good ideas. If anyone has any more augments they want to suggest, let us know! |
| Watsyurname52912-19-07, 11:23 PM | Okay, I've thought of two Augments for you. Acidic Jaw: Your saliva glands start to produce a digestive juice which is as strong as acid, but you are immune to it's effects. Your jaw also modifies slightly to enchance your ability to spit. As a standard action you may spit a glob of acid that does 1d8 Acid Damage up to 10ft. If you attack with any bite attack, the bite does an additional 1d4 Acid damage. Bone Fist: Your hands start to grow greyish and plates of bone start to form over your hands making them as hard as rock. These boneplates grant you the benifits of Improved Unarmed Strike. What do you think? |
| HernetheHunter12-19-07, 11:40 PM | I like the Acid Saliva. The Stone Fist I would associate more with an elemental ability. Maybe instead of Stone have a sheath of Bone plates form around the hands granting Improved Unarmed Strike? |
| Watsyurname52912-20-07, 07:41 AM | I like the Acid Saliva. The Stone Fist I would associate more with an elemental ability. Maybe instead of Stone have a sheath of Bone plates form around the hands granting Improved Unarmed Strike? There, I changed the name and edited the ability. I think it's now much better. |
| Mr_Arcane12-20-07, 03:23 PM | The Bone fist seems vaugely remenicant of the osteoroc. Maybe I could translate that into a racial feat for them. But otherwise, I'm loving these new augments. |
| HernetheHunter12-20-07, 03:41 PM | Thought of Something Third Eye - A third eye forms on your forehead and is undetectable when closed. The eye grants you Superior Low-light vision (3x human), Darkvision60', and arcane sight. Circle of Eyes - Eyes form all over your head causing your hair to fall out/off giving you All around vision and a +4 bonus to Spot and Survival checks. (Thundarr the Barbarian rocks!) |
| Mr_Arcane12-20-07, 04:18 PM | I remeber that show... And if you are indeed referancing it, I must be about four inches too short, 'cause that one went way over my head. The sixty foot darkvision would be sort of redundant as the race already has it out to sixty feet, and the Arcane Eye bit isn't right for the idea that you have with the Thrid Eye augment. Arcane Sight might be more of what you're aiming for. Circle of Eyes seems just fine to me. |
| HernetheHunter12-21-07, 01:05 AM | There was a villian I believe which had numerous eyes on his head. Yes I forgot they already had Darkvision. |