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| DM Denubis12-15-04, 10:45 PM | The Forbidden are a race very far apart from other races. They are the product of a union of a tiefling and an aasimar. Very often, two Forbidden have almost nothing in common besides their unnatural heritage. This is due to the highly unstable nature of their geneology. Very rarely are the Forbidden untouched by mutation. Although these mutations are not always harmful, there are many that are. The Forbidden have no true culture of their own, usually preferring to masquerade as a member of another race. As they have no culture, they also have no lands of their own. Forbidden Characters Forbidden characters have the following traiits. - No racial ability modifiers. - Medium-size. - Land speed 30ft. - Darkvision out to 30ft. - Racial Skills - +2 to Disquise and Hide. - Special Qualities - True Balance (See Below.) - Automatic Languages - Common. Bonus Languages - Any besides secret languages such as druidic. - Favored Class - Selected at first level. True Balance - A Forbidden represents both good and evil, usually in a horrificly mutated form. However, those who are mutated too terribly usually die from inability to function. This is represented by two lists, Flaws and Merits. Not all Flaws and Merits are equal. Each has a point value assigned to it. A newly created Forbidden starts with 0 Balance points. Flaws add to the balance, while Merits remove points. The goal is to rebalance the character. A character cannot be created with a negative Balance value, yet it can be created with a positive Balance (Underpowered.). Examples - (Please keep in mind, this is a rough draft, off of the top of my head. Give me time, however, and this will become polished and pretty. Yes, pretty.) Flaws - Hint of Brimstone - The character has a very subtle, yet distasteful, scent of brimstone. Creatures with the scent feat can detect him from twice as far away, and the character takes a -2 penalty to all instances of Diplomacy checks. (Balance +1) (A slight ability penalty, and a specific case. Not worth much.) Horribly Disfigured - The character is sickening, yet NOT horrifying in appearrance. The character takes a -6 on all Charisma-related skills (besides Intimidate) when detected by any creature that can detect him visually. (Balance +2) (This character is going to be attacked a lot more, due to the inability to get a point across the table.) Imperfect Flesh - The character's flesh is oddly inferior to most. Although not any more susceptible to punctures and cuts, it does not heal as quickly. The character only regains one half the HP that a human would gain for resting in any given time period. (Balance +3) (The character has just forsaken the magical power of sleep-healing. Although maybe this is only deserving of a +2... DM's choice, I suppose. If the characters rarely have a chance to rest, this is a null point. If they rest too often, it's also a null point.) Hard of Hearing/Nearsighted - The character's senses are imperfect, due to the oddness of their genetics. The character takes a -4 penalty to either Spot or Listen. (Balance +1) (Imagine this person standing watch... Have the DM send rogues for some real fun... All of a sudden the party members are disappearring.) Deaf - The character's auditory senses are nonexistant, due to the oddness of their genetics. The character cannot make Listen checks, cannot communicate verbally with party members without Sign Language as a bonus language, and has a spell failure of 30%. (Balance +4) (I must say, this is a rather serious penalty. But not as bad as....) Meager Fortitude - The character is very sickly, and takes a -3 on all Fortitude saves. (Balance +2) Slow Reflexes - The character often zigs when he should've zagged, and takes a -3 on all Reflex saves. (Balance +2) Weak Will - The character is very suggestible, and takes a -3 on all Will saves. (Balance +2) Blind - The character's visual senses are nonexistant due to the oddness of their genetics. The character cannot make Spot checks, cannot read (And therefore cannot prepare spells from a spellbook.), and has a 50% miss rate on all attack rolls. The character also takes a -6 on all Search checks, and cannot aim spells by vision. (Balance +5) (Few things can be as horrid as losing your sense of sight.) Lunacy = The character's mentality is affected by the changing moon phases. This is represented in a negative Wisdom modifier. New Moon - (+0) Crescent Moon - (-2) Quarter Moon - (-4) Gibbous Moon - (-6) Full Moon - (-8) (Balance +4) (No Will save, no divine casting, basic insanity.... And it only gets worse with the moon phase.) Merits - (Also off the top of my head, but I'm getting more of a feel for this...) Claws - The character gains two natural claw attacks. The character can attack with both claws as a full attack, or wield one claw as a secondary attack at a -2 penalty. These are natural weapons, and therefore cannot be used for iterative attacks, even if the character's BAB would allow it to. (Balance -2) (It's like dual-wielding daggers that you can use only once in a round. However, they can never be disarmed.) Naturally Tough - The character's HD increase by one size, up to a maximum of a d12. (Balance -6) (Very good ability, and might even be disallowed, but I threw it in for the hell of it. Besides, half-dragons get it for free, along with massive other abilities. Figured that for the penalty, it might be balanced.) Positive Energy Focus - The character, for whatever reason, radiates a small bit of positive energy. This energy field reaches out to twenty feet. It heals living creatures 1 HP/round and damages undead 1 HP/round. This effect does not affect the character himself. (Balance -12) (Might be a harsh number, but think about what he's gaining.) Negative Energy Focus - The character, for whatever reason, radiates a small bit of negative energy. This energy field reaches out to twenty feet. It damages living creatures 1 HP/round and heals undead 1 HP/round. This effect does not affect the character himself. (Balance -12) (Might be a harsh number, but think about what he's gaining. Especially if he's an evil cleric.) Outsider Blood - The character's type changes to outsider. (Balance -4) Great Fortitude/Lightning Reflexes/Iron Will - Gains one as a bonus feat. (Balance -2) Athletic - The character is very athletic, and good at getting where he needs to go. The character gains a +2 to Balance, Climb, Jump, and Swim checks. (Balance - 2) (Four decent skill bonuses, but not GREAT skills.) Natural Leader - The character is very charismatic, and people aspire to follow him/her. If the character gains the Leadership feat, he gains a +3 modifier to his leadership modifier. (Balance -1) (Can't attract a cohort higher in level than him anyhow. Howver, it can help balance a negative charisma.) Lucky - The character, for unknown reasons, is extraordinarily lucky. The character gains a +1 Luck bonus to all saving throws. (Balance -3) (One of the major reasons to play a halfling, in my opinion. Also equal to the feat Luck of Heroes.) I realize that at first sight, this looks insane, impossible to balance, and just a way to min-max more efficiently. However, although the race is lacking flavor at the moment, I am currently writing it. Please give me any feedback you think is noteworthy. Also, new Merits and Flaws are welcome, seeing as how I'd like to have a rather large list of both. |
| thefuzzzybear12-15-04, 11:14 PM | i like the idea and some of the stuff is easy to combat, being blind is nothing, just take my class master(find it in prc forum) shamless plug.lol. but i like it. my friend would love the leadership thing. good job. only one thing. make the list bigger. i know it would be hard but have several abilites for each value. like glowing eyes that change with mood. - on all bluff and diaplomacy. being of great str/con plus 2 to either con or str and so on. |
| J Milburn12-16-04, 03:13 PM | hmm, interesting It is certainly a different way to approach this kind of thing. the balance idea is interesting, but its effectivly a DIY character. Mabye making 2 tables of equal balances and rolling? I think the 3e mm has something like that under slaadi. |
| TyraaloftheFist12-16-04, 08:41 PM | :D :D :D Cool! Now all it needs are more...things... I knew you could do it! |
| DM Denubis12-17-04, 08:06 AM | It definately does need more stuff. Which is why I'm asking people to help create flaws and merits. As for rolling, I suppose that could work as well, but the fact is, it reminds me too much of the Hero Builder's guide. Sure, it's a great book... And a lot of people like it. It's a unique idea, having to roll to see where you're born, as you have no control over it. But in the end, it stifles creativity, because once again, things are decided for you. |
| TyraaloftheFist12-17-04, 09:02 PM | Well, maybe a Blindsight-type thing? Or gain Stealthy as bonus feat at 1st level? The Blindsight thing would be a kind of Tremorsensey thing...I just don't know how many points that would take...Stealthy, I would say costs one or two points, probably only one... And as for flaws...thought about horns yet? My idea is that they grow or shrink depending on how evil or peeved you are...-2 Bluff checks to deny your peeved evilness, but +2 on intimidate checks due to having a spiky head...It's both good and bad, maybe a -2 to diplomacy as well and make it give one balance point? |
| DM Denubis12-18-04, 09:10 AM | Tremorsense would be about a negative 14. Being able to sense anything touching the ground means NOONE is sneaking up on you at low levels. As for the horns thing, it's a good idea, but I don't want any bonuses coming from flaws. Even Horribly Disfigured doesn't give a bonus to Intimidate, because it sickens people, not frightens them. |
| DM Denubis02-26-05, 11:58 AM | Well, as much as hate to double-post, and as much as I hate to bump a thread this old, I'm going to begin working on this again. So please, give me your opinions and ideas. |
| 954468311-03-05, 05:57 PM | hmm..... i DO hope you kep up with this. at any rate... yeah. Tremorsense wouldnt be terrible, especially seeing as how it can be really useful. Think of things, if you will, that are indeed overpowered, but give them outrageous bonuses/negatives. Tremorsense, in example, would have a 12-14 bonus. So make people take negatives to even it out, or something like that. Seems to me like a decent, if not really good idea. But, of course, that is if you want to keep up with this 'dated' idea... I do like it, mind you. Eh. Hope i helped... later. --out-- ps.... im monitoring this as of now. I wanna see this become complete. :D |
| Xaeyvier_Akirameru09-04-06, 10:05 PM | Outsider Blood - The character's type changes to outsider. (Balance -4) Um.... aren't they already Native Outsiders though? So then this doesn't do much... Cause Outsiders and Native Outsiders have the same racial traits, except the part about Native Outsiders still having to eat and sleep, and that they can be resurected by things other than Wish and Miracle. But otherwise, it's really good. I'm actually thinking of using it myself if that's okay? |
| Seerow09-04-06, 10:28 PM | 1) The d12 HP thing is useless if you intend for it to work like a half-dragon's. A Half Dragon gains d12HPs for his monstrous HD. It doesn't affect any class levels. Now if you intended for it to be more like the Lich's ability (turn all class HD to d12s) I guess it could be worth something, but not THAT much. It's at -most- 4 HP per level (this is assuming a Wizard), yeah that's a good ammount of HP, but if it were a flat con boost you'd also be getting a fort save bonus, and if you're any class other than a Wizard you get far less benefit from it. 2) The Merits seem to be far steeper in cost than the Flaws. Seriously, in order to gain Fast Healing 1 Aura (A first level class ability for the Dragon Shaman) you'd have to be Blind, Deaf, AND Disfigured. The merits all have an extremely high cost, while the flaws give very few points relatively. Actually, my bad, Blind Deaf and Disfigured is still only +11 vs -12. Or hell, a more apt comparison: The weak saves thing is a +2 for a -3 to saves. The strong saves thing is -2 for +2. I mean, c'mon, at least have the directly comparable benefits be equal. |
| V1zharan11-12-06, 07:43 PM | I am EXTREMELY new, having just learned more of this game than what it's name is 2 days ago, but having divine and demonic blood...you would think maybe it would be easier for them to become half-fiend or half-celestial, just like the tieflings beocming half-fiends quicker and the Aasamar becoming half-celestial quicker. Well, I just thought maybe I could help with this development a little bit. |
| cthascott02-25-07, 04:12 PM | Almost all of the other races threads listed in the races compendium 2 have died out and I'd hate for that to happen to this one as well. Bumpage! Love the thread. Peace. CthaS |
| AMGriffin02-25-07, 04:33 PM | It seems kinda underpowered to me. The flaws and merits Idea is pretty good but I think that an aasimar/tiefling crossbreed would be a very powerful creature superior to both aasimar and tiefling in terms of power. But even then compared to the PHB races it's quite weak. It doesn't have any abilities to really make it crunch especially when you consider the flaws would most likely outweigh the merits. |
| atomisk945506-25-07, 10:28 PM | i dont like this race |
| ArochanoX06-26-07, 01:04 AM | The point values are difficult to balance. I definetely can see that. If you want to have a some system for that, use magic item pricing system (for example +1 deflection bonus to AC = 2000 gp, +2 deflection bonus to AC = 8000 gp) And for penalties, use the same formula, but do not make it ^2. That inhibits min-maxing. For example a +2 deflection bonus on AC is equal to -4 penalty on AC. Or +4 Strenght is equal to -4 penalty on 2 different stats. And for ideas of merits: Insight of future (su) +1 insight bonus on AC, reflex saves and attack rolls. The forbidden has limited insight to the happenings of the near future. Blindsense gain blindsense 30ft. (See only figures and can pinpoint a location, to a certain 5ft square) Blindsight gain blindsight 30ft. (See as if had normal vision) Resistance gain resistance 5 against one energy type Unnatural aura (su) Animals fear you, you gain +2 intimidate and attacking creatures must make a will save DC 5+(1/2 your HD)+cha mod or be unable to attack you (may choose alternative target). |
| DM Denubis06-26-07, 01:53 AM | Oh, come on, I thought this had finally disappeared. Shoo! Nothing to see here! |