| Post/Author/DateTime | Post |
|---|---|
| james_gaines02-01-08, 11:54 PM | Basic idea: Golgirim (singular Golgiri). About six feet tall. Blue skin and brown hair. Long flat wide noses, small eyes, two short tusks like those of an elephant (though only two to three inches long). Males are well-built and usually choose rich clothing, long tied hair, and gold tusk-caps. Females are a little shorter and slim, usually short hair. Very charismatic, natural leaders. Often popular in human societies. Usually have a demeanor of good-natured amusement, although they always have a faint feeling of loneliness and loss. Said to be descended from forgotten angels that bred with mortal women, although not many outside the tribes believe this. Some, at around mid-life, will suffer from deep depression and isolate themselves for a time. Out of these, some will transform into ogre mages (this should be the origin of all ogre mages, which would mean they were not related to ogres anymore than the golgirim). The golgiri call these the "lost ones" and will only reluctantly attack them. It is customary to mourn for a month should one die. Stats: +2 to Str and Cha, -2 to Dex and Wis. They are strong and charismatic, but a little clumsy and prone to flattery to a fault. Intuit Direction may be taken as a class skill for all golgiri Light 3/day as the spell These were based off the nephilim of old. Just an idea, I'd like a fair opinion about stats, maybe more ideas about history/transformation. |
| tenguroEd02-02-08, 03:00 AM | Do you have a favored class picked out? more racial abilities for more fluff. and for some reason I have this feeling pulling at me there should be a LA. |
| Nebo02-02-08, 03:19 AM | Intuit Direction isn't a skill any more. |
| james_gaines02-02-08, 04:14 AM | I was trying to lay off the wacky racial features because I thought that I might get attacked for not having a LA. If I'm free to use them I was thinking of: *A feature where they gain temporary hitpoints under certain conditions (such as +lvlx2 when bloodied or +5 for a successful fortitude save) *A feature where they can damage themselves to heal others an equal amount of hp *Instead of casting light, they can cast see invisibility 1/day or can see in the ultraviolet spectrum *Natural deflection bonus at certain levels (+1 at lvl 1 and +1/5lvls (2@5,3@10...) *remove the -2 to dexterity or wisdom Not all of these, but some along these lines. If they really are descended from fallen angels they'd have some interesting quirks about them. Favored classes generally annoy me, but I'd have to say the straightforwardness of a fighter or sorceror would appeal to them. Instead of Intuit Direction, a feature that gives them +4 to survival when navigating. Sorry, only had my old 3.0 books when I was looking at skills. More fluff: Young golgiri in human societies generally flaunt any wealth that they have, especially the males. Many rich ones develop an irresponsible play-boy personality. This is generally supported by their powerful personalities and odd looks. Women tend to be more reserved and conservative, in fact, it's not uncommon to have a gaudy male on one hand and a women dressed in a simple robe on the other, even if they're in the same financial situation. There aren't a lot of them, due to low birthrates. This is compounded by the fact that many are wary of children considering the rate of becoming 'lost' can be as high as 1/4 in some communities. |
| james_gaines02-02-08, 08:01 PM | Sorry, worked on them some but didn't want to edit last post. These are all of their abilities, no others. Not sure on a LA, I'd like for it to be 0, but I'm not sure. > +2 Str, -1 Dex, -2 Wis, +1 Cha > Whenever a golgirim consciously* succeeds on a saving throw they get +(lvl) temporarty hit points. This hit points last for one minute or until the next saving throw (pass or fail). > The golgirim may spend hitpoints in order to: (A) Heal an ally for 1/2 the amount, (B) Add a temporary strength bonus equal to 1/2 the amount spent (the bonus lasts for only 1 round), (C) Add a bonus to a save equal to 1/3 the amount spent (the bonus lasts for 4 rounds). Golgirim may do this 1/day at lvl 1, 2/day at lvl 6, 3/day at lvl 12, and 5/day at lvl 18. They may only spend up to (lvl*2) hp. *note on conscious saving throws: This is, in essence, a mental effect, a great boost to self esteem. Thusly the golgirim only gets the effect if he knows that he is saving. If he is poisoned unknowingly (like in a drink) and succeeds he gets no bonus, however, if he knows the assasin has coated the blade with poison then he would. |
| tenguroEd02-02-08, 08:52 PM | looks good, although Ability Adjustments are usually given out by 2's, At least I don't remember seeing a race with a +1 ability adjustment. |