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| Omega_Grey09-15-07, 01:17 AM | Okay, so I am going to start DMing again for the first time in about 2 years. I decided a while ago that the next time I did it, I wanted there to be little doubt in my players mind that this was going to be different from anything else that they dealt with from me before. So to start of that difference I decided to create my own races for my world. I know for a fact that these are not completely balanced, even when compared to one another, and I would greatly appreciate any feedback you may have to offer. As per the PHB, except choose one nationality and one trait from the following list. 1) Through the Night: Dalrakans are used to being on the move at any time and their bodies have adapted to needing to pick up and go, as such they only require 4 hours of sleep a night to get the benefit of a full 8, and they receive a +1 racial bonus on all saves vs. sleep, fatigue, and exhaustion effects. 2) The Body Endures: Due to the harsh conditions that most Dalrakans live in they have adjusted to be able to survive on less then people of other races. A Dalrakan with this ability requires half as much food and water as a person of their size, further more the Dalrakan gains a +1 bonus on all saves vs. poison, disease, and massive damage. 3) Strength of the Sand: Dalrakans have been forged by the unforgiving land that they call home, constantly on the move they have developed a strong nomadic tradition in what others call a blazing inferno, this gives Dalrakans a +1 on saves vs. heat, and an additional +1 on all handle animal and ride checks. 1) One with the Land: The Ysari have lived in harmony with nature for countless generations, developing into an almost tangible connection between the Ysari and the world around him. An Ysari with this ability gains a +1 racial bonus on all survival and knowledge (nature) checks, as well as a +1 bonus an all rolls to resist damage while moving on a forced march. 2) Blessed of the Sky: Ysari have always had an intimate connection with the world that created them, and the sky is no different. There is strong caste of sky-priests called keepers of the four winds and are highly respected by Ysari society as a whole, and there is a rare few that are actually graced from birth by the sky that watches over all. An Ysari with this trait gains a +1 racial bonus on all jump and balance checks, as well as the ability to treat the first 10 feet of any fall as non-lethal damage, and if it would have been non-lethal anyway (such as jumping into water) then it is negated instead. 3) Protected by Earth: The earth that holds everything in place sometimes finds favor with specific Ysari souls and creates a bond between the body and the earth that few can emulate. An Ysari with this ability gains a +1 to all Initiative checks as well as a +1 on all checks to resist the effects of a Bull Rush and Trip attacks. 1) Born of the Waves: More then almost any other race, the Ulmbog have a innate connection with the seas that bore them to this land, and many find strength from this connection. An Ulmbog with this trait gains a +1 racial bonus on all swim and profession (sailor) checks. In addition the armor check penalty for an Ulmbog with this trait is reduced by a total of two for the purpose of swimming. (Doubled first, then two points subtracted) 2) Born of the Cliffs: Since many Ulmbog make their homes on and in the Marjan Cliffs they have adapted to this precarious environment. Such a life has given the Ulmbog with this trait a +1 on all climb and balance checks, as well as the ability to instinctively know how far underground they are. 3) Born of War: The history of the Ulmbog is one of constant strife and warfare, in fact the first ancestors of the Ulmbog were the legendary Ummersman that conquered the celestial court of the land, as such many Ulmbog are born to fight and summon the great strength of their ancestors. An Ulmbog with this trait only takes a -3 penalty on wielding a weapon he is not proficient in, as well as gaining a +1 on all Craft (Weaponsmithing) checks and a +1 on all saves vs fear effects. 1) Street Urchin: Life in the great Tealnon empire is a hard one for many, and many more find it nearly impossible to live by honest means, as such thievery is rampant among the lower classes. In order to survive in this sort of society a Tealnon with this trait gains a +1 on all bluff and sleight of hand checks as well as a +2 on all survival checks to find food in the city. 2) Legionnaire: Tealnon’s standing army is the finest in the world, and it is all thanks to the teamwork exhibited by the empires soldiers that makes it such a formidable war machine. Any Tealnon with this ability grants an ally a +3 bonus on all aid another checks instead of +2, also they gain a +1 on all sense motive and ride checks. 3) Debonair: When foreigners think of the Tealnon Empire they most often think of the upper class, the sophisticated exemplars of the empires virtue, and the Debonair is just that. All Tealnon with the Debonair trait receives a +1 on all Diplomacy and knowledge (Nobility and Royalty) checks, as well as an extra 80 gp at character creation. 1) Watched by the Ancestors: The Kaski deeply revere their elders, both the living and the dead, and sometimes the dead take an interest in one of their living descendants. A Kaski with this trait gains a +1 bonus on all sense motive and listen checks as well as having the ability to make a DC 15 sense motive check to determine if an action will alter his/her alignment. 2) Fearsome Spirit: Kaski warrior priests learned long ago that body, mind, and spirit are all interconnected in the whole of a being, and some of them learned how to channel their inner selves and project them onto others psyche, making them fearsome opponents indeed. A Kaski with this ability gains a +1 on all intimidate and concentration checks as well as a +1 on all saves vs fear. 3) Eclectic Spirit: Some Kaski choose to live beyond the bounds of this world and exist in a place that is neither here nor there, these people sometimes take on an apprentice and teach them the odd knowledge that they learn. A Kaski with this trait gains a +1 on all knowledge (arcana), knowledge (religion), and a +2 synergy bonus on all perform checks as long as they have at least 5 ranks in at least two types of perform. Gobkin are the result of generations of bloodline mixing between the various goblinoids and humans. Generally viewed as repulsive by most other humanoids, they are none-the-less accepted in most of society as a distant cousin. Capable and hardy the Gobkin have found many a job as menial laborers, but very few are able to find the opportunity to do anything else, the life of a Gobkin is one of constant toil and contempt from the highborn. Thin and lanky, the gobkin is often covered in grime and their angular features give them a harsh, semi-feral look. Medium sized Humanoid (Goblinoid) Base Speed 30 ft +2 Dex, -2 Cha Darkvision 60ft Whisperstep: +4 on all Hide and Move Silently checks. Despite all their mixing, Gobkin still share their ancestor’s knack for stealth. Disturbing Visage: +2 on all intimidate checks Hybrid Vigor: Great Fortitude as a bonus feat Mechanical Inclination: +2 on all skill checks involving fire-arms. Automatic Languages: Gobspeak, Trade Tongue (Common), and one National. Bonus Languages: Any, except secret languages. Long ago, when the ancestors of the Ulmbog were carving out their home on the Marjan Cliffs they had to clear the land of all its monstrous inhabitants. Of these creatures a rather sizable tribe of trolls was included, and after a hard fought series of battles the Trolls of Marjan where driven into deep caves and thought defeated. Having been driven from their homes these trolls had to adapt to the life inside the narrow crevices and pitfalls in their new home and after many generations they became an entirely new species adapted to living in their underground home. Survival required the ability to work together and over time they developed from their savage ways and now have a full-fledged culture and are generally accepted by other races. Medium sized Humanoid Base Speed 20 ft +4 Con, -2 Str, -2 Int, -2 Wis Darkvision 60ft Slight Build: The physical stature of trollings lets them function in many ways as if they were one size category smaller. Whenever a trolling is subject to a size modifier or special size modifier for an opposed check (such as Hide), the trolling is treated as one size smaller if doing so is advantageous to the character. A trolling is also considered to be one size smaller when "squeezing" through a restrictive space. A trolling can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a trolling remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Rapid Healing: A trolling recovers hit points at a rate equal to its class level x 2 per night of rest and can resume normal function with a limb that has be reattached after only 2d6 days. Adaptive Immune System: A trolling’s body is very resilient to infections and poisons and as such it receives a +4 on all saves vs. disease and poison. Automatic Languages: Trollish, Ummerspeak, and Trade tongue. Bonus Languages: Terran, Tealonease, Sylvan, Gobspeak. A recent addition to main society the mysterious Coge (singular and plural) have long been considered nothing more then a myth spread by tale tellers. The reason for this is that until recently the Coge have existed on their own on a small jungle island off the southern coast of the Tealnon Empire and have only revealed themselves due to the increased presence of colonists, hiding is no longer an option for the Coge. Standing around 3 feet tall and possessing obvious feline characteristics the Coge tend to come off initially as a cuddly bundle of fur, but that impression is usually changed rapidly as many Coge possess a strong sense of warrior pride and tend to see the world in a predator/prey mentality. Small sized Humanoid Base Speed 30 ft +2 Dex, +2 Cha, -2 Str, -2 Wis Low-light vision Hunter’s Instincts: Coge receive a +2 bonus on all spot, listen, survival, hide, and move silently checks. Natural Attacks: Coge still retain much of their feral weaponry and possess the ability to make 2 claw attacks and a bite. All of these attacks do 1d3 damage. All of the Coge’s natural attacks are treated as secondary attacks and receive only half Str bonus on damage. Panther’s Poise: Coge receive a +2 racial bonus on all climb, balance, and jump checks. Automatic Languages: Coge, Tealonease, and Trade Tongue. Bonus Languages: Sylvan, Gnoll, Kaski, Goblin. Scalebred have long suffered the reputation of being mindless savages without the slightest hint of emotion or mercy. While it is true that the various tribes of Scalebred have a long history of border raids, they have never been linked conclusively to any atrocities that they were accused of committing. In fact, the Scalebred where at one point almost hunted to extinction by the Ummersman when they were attempting to settle in their corner of the world, and many Scalebred and Ummersman find it hard to tolerate the presence of one or the other for long. Medium sized Humanoid (Reptilian) Base Speed 30 ft +2 Str, +2 Con, -2 Dex, -2 Int, -2 Cha Low-light vision Waterborn: All Scalebred can hold their breath for a number of rounds equal to their Con score x5. Also a Scalebred can take 10 on swim checks even if stress would dictate otherwise. Natural Attacks: All Scalebred have the ability to make 2 claw attacks and one bite attack. The claw attacks deal 1d3 damage and the bite deals 1d4 damage. The claws are the primary attack and the bite is a secondary attack. Tail: The Scalebred’s tail provides them with a +2 bonus on all Balance, Jump, and Swim checks. Natural Armor: The Scalebred’s namesake scales give it a +1 natural armor bonus. One thing you may notice is no favored classes. I dont think this is going to be a big issue (nobody in my group is big into multiclassing anyway). Also another thing I should probably mention is that this is a low-fantasy setting that I will be doing. |
| Arscura09-15-07, 05:33 PM | Wonderful written that at first. Contemplations: Humans - A little stronger than normal, some with slightly more usable bonuses, but nothing out of the ordinary Gobkin - Funny you mention technology, as the Setting I'm creating (the mentioned one is signature) also uses technology. To know how good this ability is, however, one needs to know more about the system. In Iron Kingdoms you always need to make a check to load your gun. If that is true in your game as well this skill makes Gobkin very good marksman, which might hurt their current niche. For why have they so poor jobs when, either they can be great soldiers or, if numerous, great burglars (with hide & move silently and with guns...) Trolling - Again an Iron Kingdom feel. Though this race made me raise an eyebrow. Why? Well they have slight build, but seem to come from the troll race. Now indeed they are slightly lithe, but they are (except for the Forest troll) large. Now they may have reduced in size, but to also give slight build seem odd. Thinking again of the Trollkin of the Iron Kingdoms. You may want to replace the regrowing with double healing for subdual damage. For that is now unmentioned but ties in nicely with the upper ability, which is probably more pratical (after all how many PC's get their limb torn of... and can be exploit even. 'I cut my arm of to escape from the grapple check... or something such odd), not odd, and not overpowered. Coge - Sorry, but this seems now like 'simply' a race with a +16 (!!!) bonus to skills and natural weapons. Remove panters pose and give a higher walk speed or something alike than simply such a huge skill list... it doesn't make me interrested at least. Scalebred - They seem to powerful. With physical stat boosts and only mental penalties (which are important IMO but still) they can be very tough warriors. Include that with their natural armor and weapons and they seem to be a bit too strong. Not much, but a bit. Hereby I take into account that D&D normally gives a +2 bonus to reflex saves for lizardfolk (and other such races... or at least they should). At least as I can remember. You do not have this, but it is odd to give skill bonuses but not this save bonus. It may be justifiable to give this bonus and -2 penalty on Cha checks, because of misunderstandings between them and other races? This on top of their -2 to Cha, which I assume is for their scaly look. In general you tend to like physical stats... I miss the more intelligents or calm creature. Coge may have +2 Cha, but for some reason I can't picture them as a bard, if all is seen in predator/pray mentality. I even wonder if their Cha bonus is warrented now that I think of it. They may look nice, but their character sounds rough to handle. This leads to think of ballancing out of traits. |
| Omega_Grey09-16-07, 03:13 AM | Wonderful written that at first. Contemplations: Humans - A little stronger than normal, some with slightly more usable bonuses, but nothing out of the ordinary Thats what I kind of wanted was a little more powerful then standard PHB humans, but nothing game-breakingly so. Also I had a hard time coming up with decent bonuses that fit with what I wanted to do. If you could give me any suggestions of your own I would love you. Gobkin - Funny you mention technology, as the Setting I'm creating (the mentioned one is signature) also uses technology. To know how good this ability is, however, one needs to know more about the system. In Iron Kingdoms you always need to make a check to load your gun. If that is true in your game as well this skill makes Gobkin very good marksman, which might hurt their current niche. For why have they so poor jobs when, either they can be great soldiers or, if numerous, great burglars (with hide & move silently and with guns...) Yes I used the Iron Kingdoms rules for firearms, it seems very well balanced. All that I did differently was cut back on the number of firearms and upped the price, which is why they dont have huge amounts of gobkin marksmen, they simply cant afford to start on the path. Given the chance they do great in it, but it is hard for them to get their foot in the door. Also all the non-human races are very rare in the world. Plus they just have a social stigma, the only nation that really uses firearms is the Tealnon, and they are very pro-human, most other races can live in the nation but will find it nearly impossible to be anything other then the lowest dregs of society. Trolling - Again an Iron Kingdom feel. Though this race made me raise an eyebrow. Why? Well they have slight build, but seem to come from the troll race. Now indeed they are slightly lithe, but they are (except for the Forest troll) large. Now they may have reduced in size, but to also give slight build seem odd. Thinking again of the Trollkin of the Iron Kingdoms. You may want to replace the regrowing with double healing for subdual damage. For that is now unmentioned but ties in nicely with the upper ability, which is probably more pratical (after all how many PC's get their limb torn of... and can be exploit even. 'I cut my arm of to escape from the grapple check... or something such odd), not odd, and not overpowered. Well the history for them is that they were forced to exist in very cramped conditions with little resources, forcing them to favor smaller builds. They have slight build because I couldnt decide if I wanted them to be medium with slight build, or small with powerful build. In the end I decided that medium with slight build was less powerful then the other. You do make a valid point with the regrowing of limbs, that was more of a flavor ability anyway. Coge - Sorry, but this seems now like 'simply' a race with a +16 (!!!) bonus to skills and natural weapons. Remove panters pose and give a higher walk speed or something alike than simply such a huge skill list... it doesn't make me interrested at least. Thank you for your input, to be honest even I realize I got fairly carried away with their bonuses, its just that in the end I couldnt bring myself to cut back. But having thought about it you are very right, and maybe the higher speed bonus is what would make them more balanced. Scalebred - They seem to powerful. With physical stat boosts and only mental penalties (which are important IMO but still) they can be very tough warriors. Include that with their natural armor and weapons and they seem to be a bit too strong. Not much, but a bit. Hereby I take into account that D&D normally gives a +2 bonus to reflex saves for lizardfolk (and other such races... or at least they should). At least as I can remember. You do not have this, but it is odd to give skill bonuses but not this save bonus. It may be justifiable to give this bonus and -2 penalty on Cha checks, because of misunderstandings between them and other races? This on top of their -2 to Cha, which I assume is for their scaly look. You are right on why they have a -2 Cha, the fact that they have a very reptilian view of the world and most of the other races have an innate fear of scaly things tends to make social interaction difficult. I didnt realize that lizardfolk received a +2 Reflex save, its something I might consider, but I really wanted them to be tough creatures that were a bit clumsy on land. I figured that the bonus to Con would probably push them over the edge, so I will probably get rid of that. In general you tend to like physical stats... I miss the more intelligents or calm creature. Coge may have +2 Cha, but for some reason I can't picture them as a bard, if all is seen in predator/pray mentality. I even wonder if their Cha bonus is warrented now that I think of it. They may look nice, but their character sounds rough to handle. This leads to think of ballancing out of traits. I knew I would need to go into a little more detail for my campaign in order to have somethings make sense. The reason why I have no real naturally intellectual or passive race is that the majority of those ones were wiped out when the ancestors of the Ulmbog invaded the continent. Some of the ancient races still exist, but in such small numbers that they arent a viable player race for my campaign. Thus, only the hardiest of creatures were able to withstand the Ummersman tactics. Also I redid the spellcasting classes to fit my campaign. I'm still working on it, but basically they are currently all rolled into one class, the Acolyte. So no bard, cleric, druid, wizard, or sorcerer. You are right about the Coge bonus to Cha, they probably dont need that, maybe I could replace it with a bonus to Wis instead? I'm sorry if I left something important out, but for some reason I am having trouble focusing right now, so please just point it out and I will explain things as best I can. And thanks for your insight Arscura, I hope to hear some more soon. |
| Arscura09-16-07, 04:14 PM | And thanks for your insight Arscura, I hope to hear some more soon. With such a sentence you got me ;) So, I reflect/suggest the following. Hope I get your world a bit right. I thought of sub-human race with new bonuses, that fills a bit of a whole without unbalancing (hopefully what you want). Onicra is the term for those humans of whom can not trace their bloodline so well anymore to one of the greater human races. Onicra humans are nomads within the cities. They do not trully belong to a land, as they are not 'true' humans, and sometimes called 'low' humans. However, getting around has given these people a bit of the way of merchants and gypsies. Onicra may take one of the following abilities Hedge sage: Onicra's way of living has made the knowledge about all kinds of bits and pieces of info. They receive a +1 bonus to gather information and knowledge (history). This also gives them the unique ability to conduct Bardic knowledge checks using only a 1d20 + Int modifier, no matter what class they took. If they receive this from a class or Prestige class they gain a +1 bonus to this lore ability. Gypsy Tongue: Fortune telling, the evil eye and song are all part of the gypsy life of the Onicra. They receive a +1 bonus to bluff, diplomacy, intimidate and a perform. Traveller blood: Travelling from town to town selling their goods and being the living newspaper has givin some Onicra a way of existence that they are no longer seen as the 'odd outsider', but merely the 'travelling merchant' . They gain a +1 bonus to appraise and profession (markt salesman). An Onicra with this ability also can consider very well lies that personally effect them. If the lie is directly (not indirectly!) harmful (physically or her pocket) for the Onicra she gains a +4 bonus on her sense motive check to discern the lie. * If that is indeed true for the Gobkin you saddle them up with a bonus they can't use. Either players would like to use that bonus and than it is rather good (personally I dislike the check in the Iron Kingdoms you need to make for constantly reloading your gun. I leave it out) or they can't use, which is bad. Either cut the bonus in half and give them better access to guns (even if this may be secondary gobkin made guns). Or give another bonus. * For the Trollkin, I agree slight build is a bit less than powerful build. I find it odd that they have +4 to Con though if slight build. It seems... contradictionary. I say make it +2 Con and leave the strenght penalty away. After all, they are medium sized, if but slight build ;) * +2 to Wisdom sound better for the Coge sound better than +2 Cha. That with a speed bonus and they seem a better druid/ranger that can fit the predator/prey mentality. * To be clear for the Scalebred. I suggested a true penalty of -2 to Cha skills. In this case they become balanced and it shows their hard time interacting, while maintaining Cha for other things like, well you don't have them, but as example casting via Cha. Or a Paladin's Divine Grace. On the otherhand skill penalties are a rarity and not something you want to throw around with. Dropping the Con is probably better, but I must say it takes away indeed from their tough feeling. Perhaps Toughness bonus feat. That is as good for first level (1 hp extra + 1 Fort Save + Some skills ~ 3 hp), but later it is more equalled. Hereby the invitation to look at my Half-Human template (also this forum, but it might be on page 2 by the time you will search for it ;)) and see if you can help me out, if need be, there. |
| Omega_Grey09-16-07, 07:09 PM | I love the Onicra and I have decided to hereby include it in my campaign world. Every campaign needs more gypsies I always say. With the gobkin what I wanted when I gave them a bonus to the guns was that they were naturally mechanically inclined. They didnt really have the resources to get a hold of it and suffered so much social stigma that they never really got a chance to, but when they do they flourish. But since in my campaign firearms are in their infancy not many are aware that gobkin possess an unusual proficiency in them. I did think about giving the trolling a +2 instead of a +4, but I want them to feel A LOT more robust then the average human, not slightly. But you maybe right, +2 con with the rapid healing (maybe I'll just give them the rapid healing feat for free) should reinforce this fact anyway. Yes, I think I am going to change the Coge's bonus from Cha to Wis and cut back on their skills. They should probably still have a bonus to move silently and survival though. Though I suppose their stat bonus does this...Any thoughts? I always felt that toughness as is was kind of weak as a feat, same with dodge. One of the things I was thinking of doing was increasing the HP gain to 5 instead of 3. Does that seem reasonable to you? Especially in my campaign where magical healing is probably not going to be readily available. I think toughness is the way to go, that way it doesnt make the trolling feel like he got the shaft in stats. Later on I will post an updated version of the races and hopefully you can take a look and we can see where we need to go now. |
| Arscura09-17-07, 03:58 AM | I am glad you enjoy the Onicra. They are just that little feeling of mystery and a bit of Cha and Int skills without ondoing your world I think. If guns are so rare this bonus is rather poor... I don't know yet. I was alos thinking the following. Mix race, does not breed strength. Trust me, I am genetics person. However, you could for their niche give them a special feature that still gives them a bonus. I for instance created the Ghetto Child feat: +4 bonus to Fortitude saves versus natural poisons and diseases. This makes them still very neat, but a bit more focused in what they can handle. Sounds to fit their niche better than a general bonus as now they are also better versus necro and stuff, which I doubt is what you really want, but it is your call. I think +2 Con and double healing for subdual and normal damage for the Troll-ling (shouldn't it be three l's? Perhaps that is why Iron Kingdom calls them Trollkin? ;)) gives than enough resilience without being to overpowered. For the Coge I would leave Hunter's Instinct their, but remove Panther's Pose. Balance is not needed in my eyes. Climb; well... normal panthers do not climb trees to hunt so neither they, certainly if developed. So leave it. Jump can than simply be removed for balancing. The Tougness thing was meant for the Scalebred ;) About the feat. What about making Improved Toughness readily availabele for all? This is a feat from Complete Warrior which normally requires base +2 Fort Save. This feat gives +1 hp/level. That is a rather the feat you want I reckon. +5 hp on first level is a bit too much... after all than it becomes a must have feat for Acolytes (if they have low dice (4 or 6) and low AC). Go with the way of improved toughness. |
| Omega_Grey09-17-07, 07:27 AM | I was thinking about using improved toughness instead, but I guess the thought of a 'scaling' feat seemed more powerful then the 5 hp at first level. Also a bonus of 5 hp doesnt make it (to me at least) a must have feat for a low HD class. You are still giving up a different feat in order to be a little tougher, in order for it to make a huge impact on the character it needs to be taken 2 or 3 times, and that really hurts your other options. I understand that mixed creatures in real life dont usually breed a superior race, but I do know that there is a phenomenon called hybrid vigor that describes the almost random sudden increase of a species hardiness and ability to survive. Thats what I wanted for the Gobkin, to be this dirty down-trodden people that has this innate cling to life. At first I didnt know if I wanted to give then endurance or great fortitude, but in the end I decided that GF as a bonus feat would be a little more powerful then endurance as one. Also about guns, when I say rare what I mean is that most people (i.e. not adventures) dont have the ability or training to use them properly. Gobkin as a rule wouldnt be able to, but a Gobkin PC would find the resources he needs to use the skill. Also I think you are right about the needing to make a check before reloading to be a bit much, maybe I can just make it be reloading is a full round action, but introduce a feat that lets you do it faster based on your ranks in the skill. In which case maybe the bonus will now just be that craft (firearms) is always a class skill for them. Or if I just upgrade the bonus to all sort of 'advanced craft' checks (all machines, firearms, and explosives) would that make it more useful and balanced, or would that be too much? Dang, you are right. The Trollollollolling does need three lll's. In fact I was going to call them Trollkin when I was thinking of them, but then I remembered that I got it from Iron Kingdoms. Oh well, I guess I should either get used to the new spelling or tell people to get used to it. :D You dont think Coge should get Balance? Really? I can understand getting rid of climb and jump if I give them a higher speed. But cats are known for their innate balancing skills, I just cant imagine them without one. Updates will come for the races to reflect changes that I agree with now. But first, SLEEP!!! |
| Arscura09-17-07, 09:18 AM | Sleep is good, I also guess you need it :P It says that they do not need balance. On the Toughness thing. I have never seen people take it more than once. It tends to be 'how to get my 1st level PC through it's first levels' thing. A scaling feat is more powerful, that is true. However, you remove +2 Con, which gives and the HP this feat gives, but also fort bonus and some skills. Also aging does now apply more for that is treated through Con, not the feat. As said they just had a bit too much power, not much, so I'm trying to help you scale them down a bit. Okay, as said your choice for the +2 Fort. It is fun and can be justified. Just wanted to let you know it is not always like that (people seem to think that on the board, that goes against my genetics background. That is all, it can be justified so leave it than ;)). Well, if a PC can get a gun than it is, as said, not bad and I should leave it. After all, Gobkin already gets a +12 to skills... hide, move silently, intimidate (odd for a race that is considered filth) and +2 to craft (firearms). I didn't know you had those other skills, but I would remove intimidate and give explosives (they got explosives at least in my setting :D (where it is the City Goblin as they are called). By the way, know that goblins normally don't get a bonus to hide, only move silently. Look for this at the Hobgoblin. Goblins only have it because they are small. |
| Omega_Grey09-17-07, 06:34 PM | Okay, based on the feedback I have from Arscura so far here are my updates. Anymore feedback would be appreciated. As per the PHB, except choose one nationality and one trait from the following list. 1) Through the Night: Dalrakans are used to being on the move at any time and their bodies have adapted to needing to pick up and go, as such they only require 4 hours of sleep a night to get the benefit of a full 8, and they receive a +1 racial bonus on all saves vs. sleep, fatigue, and exhaustion effects. 2) The Body Endures: Due to the harsh conditions that most Dalrakans live in they have adjusted to be able to survive on less then people of other races. A Dalrakan with this ability requires half as much food and water as a person of their size, further more the Dalrakan gains a +1 bonus on all saves vs. poison, disease, and massive damage. 3) Strength of the Sand: Dalrakans have been forged by the unforgiving land that they call home, constantly on the move they have developed a strong nomadic tradition in what others call a blazing inferno, this gives Dalrakans a +1 on saves vs. heat, and an additional +1 on all handle animal and ride checks. 1) One with the Land: The Ysari have lived in harmony with nature for countless generations, developing into an almost tangible connection between the Ysari and the world around him. An Ysari with this ability gains a +1 racial bonus on all survival and knowledge (nature) checks, as well as a +1 bonus an all rolls to resist damage while moving on a forced march. 2) Blessed of the Sky: Ysari have always had an intimate connection with the world that created them, and the sky is no different. There is strong caste of sky-priests called keepers of the four winds and are highly respected by Ysari society as a whole, and there is a rare few that are actually graced from birth by the sky that watches over all. An Ysari with this trait gains a +1 racial bonus on all jump and balance checks, as well as the ability to treat the first 10 feet of any fall as non-lethal damage, and if it would have been non-lethal anyway (such as jumping into water) then it is negated instead. 3) Protected by Earth: The earth that holds everything in place sometimes finds favor with specific Ysari souls and creates a bond between the body and the earth that few can emulate. An Ysari with this ability gains a +1 to all Initiative checks as well as a +1 on all checks to resist the effects of a Bull Rush and Trip attacks. 1) Born of the Waves: More then almost any other race, the Ulmbog have a innate connection with the seas that bore them to this land, and many find strength from this connection. An Ulmbog with this trait gains a +1 racial bonus on all swim and profession (sailor) checks. In addition the armor check penalty for an Ulmbog with this trait is reduced by a total of two for the purpose of swimming. (Doubled first, then two points subtracted) 2) Born of the Cliffs: Since many Ulmbog make their homes on and in the Marjan Cliffs they have adapted to this precarious environment. Such a life has given the Ulmbog with this trait a +1 on all climb and balance checks, as well as the ability to instinctively know how far underground they are. 3) Born of War: The history of the Ulmbog is one of constant strife and warfare, in fact the first ancestors of the Ulmbog were the legendary Ummersman that conquered the celestial court of the land, as such many Ulmbog are born to fight and summon the great strength of their ancestors. An Ulmbog with this trait only takes a -3 penalty on wielding a weapon he is not proficient in, as well as gaining a +1 on all Craft (Weaponsmithing) checks and a +1 on all saves vs fear effects. 1) Street Urchin: Life in the great Tealnon empire is a hard one for many, and many more find it nearly impossible to live by honest means, as such thievery is rampant among the lower classes. In order to survive in this sort of society a Tealnon with this trait gains a +1 on all bluff and sleight of hand checks as well as a +2 on all survival checks to find food in the city. 2) Legionnaire: Tealnon’s standing army is the finest in the world, and it is all thanks to the teamwork exhibited by the empires soldiers that makes it such a formidable war machine. Any Tealnon with this ability grants an ally a +3 bonus on all aid another checks instead of +2, also they gain a +1 on all sense motive and ride checks. 3) Debonair: When foreigners think of the Tealnon Empire they most often think of the upper class, the sophisticated exemplars of the empires virtue, and the Debonair is just that. All Tealnon with the Debonair trait receives a +1 on all Diplomacy and knowledge (Nobility and Royalty) checks, as well as an extra 80 gp at character creation. 1) Watched by the Ancestors: The Kaski deeply revere their elders, both the living and the dead, and sometimes the dead take an interest in one of their living descendants. A Kaski with this trait gains a +1 bonus on all sense motive and listen checks as well as having the ability to make a DC 15 sense motive check to determine if an action will alter his/her alignment. 2) Fearsome Spirit: Kaski warrior priests learned long ago that body, mind, and spirit are all interconnected in the whole of a being, and some of them learned how to channel their inner selves and project them onto others psyche, making them fearsome opponents indeed. A Kaski with this ability gains a +1 on all intimidate and concentration checks as well as a +1 on all saves vs fear. 3) Eclectic Spirit: Some Kaski choose to live beyond the bounds of this world and exist in a place that is neither here nor there, these people sometimes take on an apprentice and teach them the odd knowledge that they learn. A Kaski with this trait gains a +1 on all knowledge (arcana), knowledge (religion), and a +2 synergy bonus on all perform checks as long as they have at least 5 ranks in at least two types of perform. Onicra is the term for those humans of whom can not trace their bloodline to any one of the greater human races. Onicra humans are nomads within the cities. They do not truly belong to a land, as they are not 'true' humans, and sometimes called 'low' humans. However, getting around has given these people a bit of the way of merchants and gypsies. Onicra may take one of the following abilities 1)Hedge sage: Onicra's way of living has made the knowledge about all kinds of bits and pieces of info. They receive a +1 bonus to gather information and knowledge (history). This also gives them the unique ability to conduct Bardic knowledge checks using only a 1d20 + Int modifier, no matter what class they took. If they receive this from a class or Prestige class they gain a +1 bonus to this lore ability. 2)Gypsy Tongue: Fortune telling, the evil eye and song are all part of the gypsy life of the Onicra. They receive a +1 bonus to bluff, diplomacy, intimidate and a perform. 3)Traveler blood: Traveling from town to town selling their goods and being the living newspaper has given some Onicra a way of existence that they are no longer seen as the 'odd outsider', but merely the 'traveling merchant' . They gain a +1 bonus to appraise and profession (market salesman). An Onicra with this ability can also easily detect lies that personally effect them. If the lie is directly (not indirectly!) harmful (physically or to her pocket) for the Onicra she gains a +4 bonus on her sense motive check to discern the lie. Gobkin are the result of generations of bloodline mixing between the various goblinoids and humans. Generally viewed as repulsive by most other humanoids, they are none-the-less accepted in most of society as a distant cousin. Capable and hardy the Gobkin have found many a job as menial laborers, but very few are able to find the opportunity to do anything else, the life of a Gobkin is one of constant toil and contempt from the highborn. Thin and lanky, the gobkin is often covered in grime and their angular features give them a harsh, semi-feral look. Medium sized Humanoid (Goblinoid) Base Speed 30 ft +2 Dex, -2 Cha Darkvision 60ft Whisperstep: +4 on all Move Silently checks. Despite all their mixing, Gobkin still share their ancestor’s knack for stealth. Disturbing Visage: +2 on all intimidate checks. The features of a Gobkin are very unsettling to most other races as being 'not right.' Hybrid Vigor: Great Fortitude as a bonus feat. Only the strong survive the hardships that the Gobkin endure, and their biology reflects this. Mechanical Inclination: +2 on all skill checks involving fire-arms, explosives, and steam engines. Automatic Languages: Gobspeak, Trade Tongue (Common), and one National. Bonus Languages: Any, except secret languages. Long ago, when the ancestors of the Ulmbog were carving out their home on the Marjan Cliffs they had to clear the land of all its monstrous inhabitants. Of these creatures a rather sizable tribe of trolls was included, and after a hard fought series of battles the Trolls of Marjan where driven into deep caves and thought defeated. Having been driven from their homes these trolls had to adapt to the life inside the narrow crevices and pitfalls in their new home and after many generations they became an entirely new species adapted to living in their underground home. Survival required the ability to work together and over time they developed from their savage ways and now have a full-fledged culture and are generally accepted by other races. Medium sized Humanoid Base Speed 20 ft, unlike other creatures a trolling's speed is not reduced for carrying a medium or heavy load, or for wearing medium or heavy armor. +2 Con, -2 Int, -2 Wis Darkvision 60ft Slight Build: The physical stature of trollings lets them function in many ways as if they were one size category smaller. Whenever a trolling is subject to a size modifier or special size modifier for an opposed check (such as Hide), the trolling is treated as one size smaller if doing so is advantageous to the character. A trolling is also considered to be one size smaller when "squeezing" through a restrictive space. A trolling can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a trolling remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Rapid Healing: A trolling recovers hit points double the normal rate. Even without an uneventful day of rest they still recover hit points as if they had met the normal conditions for rest. Trollings also recover non-lethal damage at the rate of 2/hour, instead of the standard 1/hour. Adaptive Immune System: A trolling’s body is very resilient to infections and poisons and as such it receives a +2 on all saves vs. disease and poison. Untiring: A trolling receives Endurance as a bonus feat. A trolling is naturally resistant to the things that would exhaust most other races and their body has become accustomed to constant toil. Automatic Languages: Trollish, Ummerspeak, and Trade tongue. Bonus Languages: Terran, Tealonease, Sylvan, Gobspeak. A recent addition to main society the mysterious Coge (singular and plural) have long been considered nothing more then a myth spread by tale tellers. The reason for this is that until recently the Coge have existed on their own on a small jungle island off the southern coast of the Tealnon Empire and have only revealed themselves due to the increased presence of colonists, hiding is no longer an option for the Coge. Standing around 3 feet tall and possessing obvious feline characteristics the Coge tend to come off initially as a cuddly bundle of fur, but that impression is usually changed rapidly as many Coge possess a strong sense of warrior pride and tend to see the world in a predator/prey mentality. Small sized Humanoid Base Speed 40 ft +2 Dex, +2 Wis, -2 Str, -2 Cha Low-light vision Hunter’s Instincts: Coge receive a +2 bonus on all spot, listen, survival, and move silently checks. Natural Attacks: Coge still retain much of their feral weaponry and possess the ability to make 2 claw attacks and a bite. All of these attacks do 1d3 damage. All of the Coge’s natural attacks are treated as secondary attacks and receive only half Str bonus on damage. Automatic Languages: Coge, Tealonease, and Trade Tongue. Bonus Languages: Sylvan, Gnoll, Kaski, Goblin. Scalebred have long suffered the reputation of being mindless savages without the slightest hint of emotion or mercy. While it is true that the various tribes of Scalebred have a long history of border raids, they have never been linked conclusively to any atrocities that they were accused of committing. In fact, the Scalebred where at one point almost hunted to extinction by the Ummersman when they were attempting to settle in their corner of the world, and many Scalebred and Ummersman find it hard to tolerate the presence of one or the other for long. Medium sized Humanoid (Reptilian) Base Speed 30 ft +2 Str, -2 Dex, -2 Int Low-light vision Waterborn: All Scalebred can hold their breath for a number of rounds equal to their Con score x5. Also a Scalebred can take 10 on swim checks even if stress would dictate otherwise. Natural Attacks: All Scalebred have the ability to make 2 claw attacks and one bite attack. The claw attacks deal 1d3 damage and the bite deals 1d4 damage. The claws are the primary attack and the bite is a secondary attack. Tail: The Scalebred’s tail provides them with a +2 bonus on all Balance, Jump, and Swim checks as well as a +2 bonus on all reflex saves. Natural Armor: The Scalebred’s namesake scales give it a +1 natural armor bonus. Hardy: A scalebred recieves Improved Toughness as a bonus feat, even if they dont meet the requirements. Lizard Mind: Scalebred receive a -2 penalty on all Diplomacy, Bluff, and Sense Motive checks when used against a creature without the Reptilian subtype. |
| Arscura09-18-07, 02:39 AM | I would mention with the Trollling (three l's, not two :P) that they also recover subdual damage double as quick (this is normally your level/hour). For the rest I like them ;) |
| Omega_Grey09-18-07, 02:49 AM | As Pirates of the Caribbean put it, 'its a mythological creature, I'll call it what I want.' That and three is just way too many l's in my opinion. I suppose I figured that stating that they recover at twice the normal rate would imply this, but you are right I should probably clarify a bit more. |
| Arscura09-18-07, 04:20 AM | He, this time I was sleepy. As said I don't think the Coge need +2 on balance. You also may want to state if their low-light is double or quadrupple the amount of vision in comparison to human. With the Trolling (two l's ;)) I just noticed when looking carefully they have speed 20 ft. That was actually a balancing thing I missed... +4 to Con is too much, but that may justify as well an Improved Toughness or another feature for the flavor. As -10 feet is the worth of gaining a feat, afteral Dash (+5 feet) is a feat. Or give them the ability from the Dwarves to always walk this speed or something. Sorry, that I missed this. You also did not apply the +2 bonus to Reflex saves for the Scalebed. On purpose? As said, I calculated this factor would be added for the balancing. If you leave it, you can keep +2 Con. As I think I said before. However, it seems they need it as you do give the balance and jump things, which means a strong functional tale that can shift your point of mass, which is why it gives bonuses to ref saves. |
| Omega_Grey09-18-07, 03:18 PM | Good points, I just cant seem to imagine a cat like person with a low center of gravity that doesnt have a bonus to balance. I mean you see cats walking on narrow ledges all the time without falling off. To me it just seems so built in that I cant imagine them not having it. You are right, the Trolling (two l's) should have the dwarf ability, I just forgot to mention it, my bad. And they probably should have another ability to compensate for the lack of speed, possibly endurance? That seems like a good feat to help fit their concept. Keeps them as the never tiring creatures that they should be. And once again you are right about the reflex bonus, I will see about changing all of that for the races here in just a second. Check for an update in the edit. |
| Arscura09-18-07, 04:12 PM | Endurance would make them indeed really hardy for long labor along with their racial +2 Con. Not too powerful feat, but adds nicely up. Now you truly have a hardy race, good to stand blows, but slow in action and wit. Also good call to make +2 versus diseases and poisons in this case ;) I can understand your +2 bonus to balance (and than jump & climb). However, there is only so much feline composition you can have in a race. They are already better at it than most races in your campaign for their Dex bonus. I mean it is now so neat they have freaking 40 ft. for small characters. And seems a nice cut from the (I think) 60 ft. (maybe 50 ft.) for panther, which is medium sized. And a bit of nitpicking. The bonuses for being small is not stated with the Coge, as with the low-light vision. However, this very cosmetic of course ;) |
| Omega_Grey09-18-07, 04:28 PM | Updated and cleaned up some of the wording. This is mostly cosmetic, no real huge changes at this point. If anyone has more input on my human subdivision please provide it, they took me the longest to create and I feel like some are way better then others. Basically I wanted to keep it at the equivalent of a plus 1 on two skills and a useful, but mostly flavorful ability. As per the PHB, except choose one nationality and one trait from the following list. 1) Through the Night: Dalrakans are used to being on the move at any time and their bodies have adapted to needing to pick up and go, as such they only require 4 hours of sleep a night to get the benefit of a full 8, and they receive a +1 racial bonus on all saves vs. sleep, fatigue, and exhaustion effects. 2) The Body Endures: Due to the harsh conditions that most Dalrakans live in they have adjusted to be able to survive on less then people of other races. A Dalrakan with this ability requires half as much food and water as a person of their size, further more the Dalrakan gains a +1 bonus on all saves vs. poison, disease, and massive damage. 3) Strength of the Sand: Dalrakans have been forged by the unforgiving land that they call home, constantly on the move they have developed a strong nomadic tradition in what others call a blazing inferno, this gives Dalrakans a +1 on saves vs. heat, and an additional +1 on all handle animal and ride checks. 1) One with the Land: The Ysari have lived in harmony with nature for countless generations, developing into an almost tangible connection between the Ysari and the world around him. An Ysari with this ability gains a +1 racial bonus on all survival and knowledge (nature) checks, as well as a +1 bonus an all rolls to resist damage while moving on a forced march. 2) Blessed of the Sky: Ysari have always had an intimate connection with the world that created them, and the sky is no different. There is strong caste of sky-priests called keepers of the four winds and are highly respected by Ysari society as a whole, and there is a rare few that are actually graced from birth by the sky that watches over all. An Ysari with this trait gains a +1 racial bonus on all jump and balance checks, as well as the ability to treat the first 10 feet of any fall as non-lethal damage, and if it would have been non-lethal anyway (such as jumping into water) then it is negated instead. 3) Protected by Earth: The earth that holds everything in place sometimes finds favor with specific Ysari souls and creates a bond between the body and the earth that few can emulate. An Ysari with this ability gains a +1 to all Initiative checks as well as a +1 on all checks to resist the effects of a Bull Rush and Trip attacks. 1) Born of the Waves: More then almost any other race, the Ulmbog have a innate connection with the seas that bore them to this land, and many find strength from this connection. An Ulmbog with this trait gains a +1 racial bonus on all swim and profession (sailor) checks. In addition the armor check penalty for an Ulmbog with this trait is reduced by a total of two for the purpose of swimming. (Doubled first, then two points subtracted) 2) Born of the Cliffs: Since many Ulmbog make their homes on and in the Marjan Cliffs they have adapted to this precarious environment. Such a life has given the Ulmbog with this trait a +1 on all climb and balance checks, as well as the ability to instinctively know how far underground they are. 3) Born of War: The history of the Ulmbog is one of constant strife and warfare, in fact the first ancestors of the Ulmbog were the legendary Ummersman that conquered the celestial court of the land, as such many Ulmbog are born to fight and summon the great strength of their ancestors. An Ulmbog with this trait only takes a -3 penalty on wielding a weapon he is not proficient in, as well as gaining a +1 on all Craft (Weaponsmithing) checks and a +1 on all saves vs fear effects. 1) Street Urchin: Life in the great Tealnon empire is a hard one for many, and many more find it nearly impossible to live by honest means, as such thievery is rampant among the lower classes. In order to survive in this sort of society a Tealnon with this trait gains a +1 on all bluff and sleight of hand checks as well as a +2 on all survival checks to find food in the city. 2) Legionnaire: Tealnon’s standing army is the finest in the world, and it is all thanks to the teamwork exhibited by the empires soldiers that makes it such a formidable war machine. Any Tealnon with this ability grants an ally a +3 bonus on all aid another checks instead of +2, also they gain a +1 on all sense motive and ride checks. 3) Debonair: When foreigners think of the Tealnon Empire they most often think of the upper class, the sophisticated exemplars of the empires virtue, and the Debonair is just that. All Tealnon with the Debonair trait receives a +1 on all Diplomacy and knowledge (Nobility and Royalty) checks, as well as an extra 80 gp at character creation. 1) Watched by the Ancestors: The Kaski deeply revere their elders, both the living and the dead, and sometimes the dead take an interest in one of their living descendants. A Kaski with this trait gains a +1 bonus on all sense motive and listen checks as well as having the ability to make a DC 15 sense motive check to determine if an action will alter his/her alignment. 2) Fearsome Spirit: Kaski warrior priests learned long ago that body, mind, and spirit are all interconnected in the whole of a being, and some of them learned how to channel their inner selves and project them onto others psyche, making them fearsome opponents indeed. A Kaski with this ability gains a +1 on all intimidate and concentration checks as well as a +1 on all saves vs fear. 3) Eclectic Spirit: Some Kaski choose to live beyond the bounds of this world and exist in a place that is neither here nor there, these people sometimes take on an apprentice and teach them the odd knowledge that they learn. A Kaski with this trait gains a +1 on all knowledge (arcana), knowledge (religion), and a +2 synergy bonus on all perform checks as long as they have at least 5 ranks in at least two types of perform. Onicra is the term for those humans of whom can not trace their bloodline to any one of the greater human races. Onicra humans are nomads within the cities. They do not truly belong to a land, as they are not 'true' humans, and sometimes called 'low' humans. However, getting around has given these people a bit of the way of merchants and gypsies. Onicra may take one of the following abilities 1)Hedge sage: Onicra's way of living has made the knowledge about all kinds of bits and pieces of info. They receive a +1 bonus to gather information and knowledge (history). This also gives them the unique ability to conduct Bardic knowledge checks using only a 1d20 + Int modifier, no matter what class they took. If they receive this from a class or Prestige class they gain a +1 bonus to this lore ability. 2)Gypsy Tongue: Fortune telling, the evil eye and song are all part of the gypsy life of the Onicra. They receive a +1 bonus to bluff, diplomacy, intimidate and a perform. 3)Traveler blood: Traveling from town to town selling their goods and being the living newspaper has given some Onicra a way of existence that they are no longer seen as the 'odd outsider', but merely the 'traveling merchant' . They gain a +1 bonus to appraise and profession (market salesman). An Onicra with this ability can also easily detect lies that personally effect them. If the lie is directly (not indirectly!) harmful (physically or to her pocket) for the Onicra she gains a +4 bonus on her sense motive check to discern the lie. Gobkin are the result of generations of bloodline mixing between the various goblinoids and humans. Generally viewed as repulsive by most other humanoids, they are none-the-less accepted in most of society as a distant cousin. Capable and hardy the Gobkin have found many a job as menial laborers, but very few are able to find the opportunity to do anything else, the life of a Gobkin is one of constant toil and contempt from the highborn. Thin and lanky, the gobkin is often covered in grime and their angular features give them a harsh, semi-feral look. Medium sized Humanoid (Goblinoid) Base Speed 30 ft +2 Dex, -2 Cha Darkvision 60ft Whisperstep: +4 on all Move Silently checks. Despite all their mixing, Gobkin still share their ancestor’s knack for stealth. Disturbing Visage: +2 on all intimidate checks. The features of a Gobkin are very unsettling to most other races as being 'not right.' Hybrid Vigor: Great Fortitude as a bonus feat. Only the strong survive the hardships that the Gobkin endure, and their biology reflects this. Mechanical Inclination: +2 on all skill checks involving fire-arms, explosives, and steam engines. Automatic Languages: Gobspeak, Trade Tongue (Common), and one National. Bonus Languages: Any, except secret languages. Long ago, when the ancestors of the Ulmbog were carving out their home on the Marjan Cliffs they had to clear the land of all its monstrous inhabitants. Of these creatures a rather sizable tribe of trolls was included, and after a hard fought series of battles the Trolls of Marjan where driven into deep caves and thought defeated. Having been driven from their homes these trolls had to adapt to the life inside the narrow crevices and pitfalls in their new home and after many generations they became an entirely new species adapted to living in their underground home. Survival required the ability to work together and over time they developed from their savage ways and now have a full-fledged culture and are generally accepted by other races. Medium sized Humanoid Base Speed 20 ft, unlike other creatures a trolling's speed is not reduced for carrying a medium or heavy load, or for wearing medium or heavy armor. +2 Con, -2 Int, -2 Wis Darkvision 60ft Slight Build: The physical stature of trollings lets them function in many ways as if they were one size category smaller. Whenever a trolling is subject to a size modifier or special size modifier for an opposed check (such as Hide), the trolling is treated as one size smaller if doing so is advantageous to the character. A trolling is also considered to be one size smaller when "squeezing" through a restrictive space. A trolling can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a trolling remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Rapid Healing: A trolling recovers hit points double the normal rate. Even without an uneventful day of rest they still recover hit points as if they had met the normal conditions for rest. Trollings also recover non-lethal damage at the rate of 2/hour, instead of the standard 1/hour. Adaptive Immune System: A trolling’s body is very resilient to infections and poisons and as such it receives a +2 on all saves vs. disease and poison. Untiring: A trolling receives Endurance as a bonus feat. A trolling is naturally resistant to the things that would exhaust most other races and their body has become accustomed to constant toil. Automatic Languages: Trollish, Ummerspeak, and Trade tongue. Bonus Languages: Terran, Tealonease, Sylvan, Gobspeak. A recent addition to main society the mysterious Coge (singular and plural) have long been considered nothing more then a myth spread by tale tellers. The reason for this is that until recently the Coge have existed on their own on a small jungle island off the southern coast of the Tealnon Empire and have only revealed themselves due to the increased presence of colonists, hiding is no longer an option for the Coge. Standing around 3 feet tall and possessing obvious feline characteristics the Coge tend to come off initially as a cuddly bundle of fur, but that impression is usually changed rapidly as many Coge possess a strong sense of warrior pride and tend to see the world in a predator/prey mentality. Small sized Humanoid: As a small character a Coge receives a +1 size bonus on all attack roles and a +1 size bonus to armor class. A small character also gains a +4 size bonus on all hide checks and has a carrying capacity equal to 3/4 that of a medium creature of the same strength. Base Speed 40 ft +2 Dex, +2 Wis, -2 Str, -2 Cha Low-light vision. A Coge can see twice as far in conditions of low light as a human can. Hunter’s Instincts: Coge receive a +2 bonus on all spot, listen, survival, and move silently checks. Natural Attacks: Coge still retain much of their feral weaponry and possess the ability to make 2 claw attacks and a bite. All of these attacks do 1d3 damage. All of the Coge’s natural attacks are treated as secondary attacks and receive only half Str bonus on damage. Automatic Languages: Coge, Tealonease, and Trade Tongue. Bonus Languages: Sylvan, Gnoll, Kaski, Goblin. Scalebred have long suffered the reputation of being mindless savages without the slightest hint of emotion or mercy. While it is true that the various tribes of Scalebred have a long history of border raids, they have never been linked conclusively to any atrocities that they were accused of committing. In fact, the Scalebred where at one point almost hunted to extinction by the Ummersman when they were attempting to settle in their corner of the world, and many Scalebred and Ummersman find it hard to tolerate the presence of one or the other for long. Medium sized Humanoid (Reptilian) Base Speed 30 ft +2 Str, -2 Dex, -2 Int Low-light vision. A Scalebred can see twice as far in conditions of low light as a human can. Waterborn: All Scalebred can hold their breath for a number of rounds equal to their Con score x5. Also a Scalebred can take 10 on swim checks even if stress would dictate otherwise. Natural Attacks: All Scalebred have the ability to make 2 claw attacks and one bite attack. The claw attacks deal 1d3 damage and the bite deals 1d4 damage. The claws are the primary attack and the bite is a secondary attack. Tail: The Scalebred’s tail provides them with a +2 bonus on all Balance, Jump, and Swim checks as well as a +2 bonus on all reflex saves. Natural Armor: The Scalebred’s namesake scales give it a +1 natural armor bonus. Hardy: A scalebred recieves Improved Toughness as a bonus feat, even if they dont meet the requirements. Lizard Mind: Scalebred receive a -2 penalty on all Diplomacy, Bluff, and Sense Motive checks when used against a creature without the Reptilian subtype. Also I get the feeling that Gobkin need something more to keep them up with the other races, I just cant think of what that would be. Am I just crazy or do you get this impression as well? |