Vetians (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
hiroshimahamster

02-07-08, 11:10 AM
This is only a race in it's early stages, so the background hasn't been fully sorted yet, but I wanted to see what you guys thought of it so far. I don't want it to have a level adjustment as I want my players to be able to take it at level 1.

The Vetian

Background
A human subrace, the vetians are a nomadic population. It is unknown quite where they came from, but the people often claim to have an elven grandparent or connection to the fey. Some even claim to have a celestial or a fiend in their bloodline, although this can not usually be proved. Saying that however, there is an unusally high incidence of favored souls and warlocks in their society compared to the rest of the world (about a 1 in 10 chance of either). Although they are of mixed heritage, they rarely marry 'normal' humans, except for love; a trait highly endorsed by the society. This is not because vetians see them as inferior, but because of how they see the vetians. They are often seen a brigands and thieves by 'normal' humans, who do not trust their wandering ways or their claims to descend from higher beings, but they rarely let this hurt them. If they do not feel welcome, they will either prove themselves to be trustworthy, or leave without causing a fuss.

They rarely stay in one place for very long, trangressing barriers put down by the more 'stable' human population. They are in touch with the natural cycles in the land, but often travel with elven scholars, gnome bards and the like, naturally picking up languages easily. The vetians have their own language which they are forbidden from teaching to non-vetians on pain of exile. Most adventuring vetians have either betrayed family rules, or their wanderlust has taken over them.

Although they can be flighty and strong-willed, they are rarely selfish as it would endanger the family group. They tend to be CG more than most human populations, yet with a strong 'order' about the group with the eldest and wisest being the most senior and who people rely upon for making decisions.

Appearance
They are much taller than the average human, perhaps by six inches or more, but their weight does not change. This gives them the appearence (to the city dweller) that they are malnourished (sp?); in truth, they just have a different build to them. Apart from the height and weight, they possess as much variation as other humans when it comes to skin, hair and eye colour.

Traits
These replace those found in the PHB for the human.

-2 str, +2 dex, +2 wis
+2 survival (above ground) - as they spend a lot of time travelling, they need to be able to find food. They however shy away from underground environments.
+2 listen & spot - they tend to roam vast plains and so have to be able to spot danger and prey from a distance.
+2 on saves vs poison and disease - their mixed heritage provides them with an unusual resistance.
+1 skill point per level, x4 at first level (see PHB)
Automatic Languages: Common, Vetian, Sylvan.
Bonus Languages: Any, but common ones are Elven, Gnome, Halfling and Draconic.
Favoured Class: Any, like the normal human, but tend to favour Druids, Rangers and Rogues.
Gardag

02-10-08, 04:00 PM
So let me get it, the Vetians are like feylings (tiefling, asimar, chaond, zenitry) but just in speculation, because it si not clear who they descend from; I think its very cool; I'm lookin foward to see the background updates.
Squaba

02-10-08, 04:18 PM
I think the survival bonus is a bit odd, but I'm assuming you have a reason that you just didnt explain here. They're still a bit weak and I think you could easily add a few more abilities.
Watsyurname529

02-10-08, 04:25 PM
Seeing that this looks like a survival type human subrace, a +2 bonus on saves vs Poison and Disease would seem to be in order.

Other than that, I would still keep the +1 skill points per level.
Gardag

02-10-08, 08:17 PM
I think the survival bonus is a bit odd, but I'm assuming you have a reason that you just didnt explain here. They're still a bit weak and I think you could easily add a few more abilities.

Yes you are right there's room for more abilities, maybe even a stat bonus like +2 Wis remember that you are taking -2 Str which is one of the important stats, so you can get the luxury of adding +2 to an non-physic stat, take this just as a consideration, minor spell-like abilities can also take place like speak with plants or create water (a magical trait explained by their fey/elf/??? heritage)
hiroshimahamster

02-11-08, 07:18 AM
Seeing that this looks like a survival type human subrace, a +2 bonus on saves vs Poison and Disease would seem to be in order.

Other than that, I would still keep the +1 skill points per level.

Good idea. As I said to begin with, this is still a work in progress and it is easier to add things than take them away.

Yes you are right there's room for more abilities, maybe even a stat bonus like +2 Wis remember that you are taking -2 Str which is one of the important stats, so you can get the luxury of adding +2 to an non-physic stat, take this just as a consideration, minor spell-like abilities can also take place like speak with plants or create water (a magical trait explained by their fey/elf/??? heritage)

Would you say 1/day would suffice?
Gardag

02-11-08, 06:33 PM
Yes I think 1/day is enough, otherwise they'd become too magical and too far away from your original idea.