What does the board think of this race I made? [Archive] - Wizards Community

Post/Author/DateTimePost
Lobsopdoy

06-16-07, 12:40 AM
They're called the Nameless, because of their reluctance to actually tell people what their names are (individual and species). They have a belief that names hold power, much like the True Name's in the D&D universe already. Here's a picture

http://img118.imageshack.us/img118/9576/namelesssaa4.jpg

The basic story around them is that a couple hundred of them were somehow thrown into the Material Plane from some kind of magical cataclysm between dimensions. So they're pretty damn foreign to the Material Plane, and they're mostly quite frightened and just trying to get by in what is an extremely alien place for them. Think Call of Cthulhu, but reversed.

Still, they're able to communicate via symbols, and can learn to understand Common and other languages. However, they cannot speak it, as they don't have the appropriate vocal apparatus. Their mouths are usually covered by insectile mandibles, but open along with their jaws to show a large collection of sharp fangs. They could be terrors to fight, but luckily their culture is based around curbing their predatorial instincts. They prefer to farm their food, keeping village fish hatcheries in swamps, and foraging in the water if necessary. They hunt by trawling water with their thin shoulder tentacles, snapping up something that feels right much like a jellyfish. The much thicker and stronger back tentacles are used for combat

As far as senses go, they lack a sense of smell, but have good nightvision and can see underwater quite well. When threatened or angered, their eyes will glow bright red.

A Nameless is not a monster though. They are at least as intelligent as most other sentient races are (average of about 10-11 INT). Beyond their alien bodies, they are quite able to relate and empathize with other species, so you don't have to worry about them being Mind Flayers-lite.
.
.
.
.
So there's my fluff entry. But here's the thing. I'm TERRIBLE at the mechanics side of D&D. Do you think any of you guys here could help me out?
Rerecros

06-16-07, 01:29 AM
I like them, nice pic too. :)
night vision = lowlight or darkvision.
what ECL are you looking for 0 (best for PCs) or some LA and racial HD (which would give them powerful abilities)?
how do these things fight?
Favored class?
key

06-16-07, 01:34 AM
Did you draw that picture?
Lobsopdoy

06-16-07, 10:09 AM
-I wish I could draw like that. It was a picture done by a friend of mine.

-They can fight either unarmed with the larger tentacles growing out of their back (4 of them), or they can use weapons by wrapping a bunch of tentacles around a sword-hilt or what have you.

-Their favoured class would be cleric. They are a heavily religious society that follows a Neutral Good diety called "The Arbiter". Although the Arbiter's appearance would probably be pretty terrifying to most people on the Material Plane (Lovecraftianish).

-They'd probably have to have some LA. They're quite a bit stronger then a regular human when you take their tentacles into consideration. (They're pretty much pure muscle, like how an octopus' tentacles are incredibly strong). They're also quite at home in the water. They'd probably have some natural armour too, due to their chitinous skin.

-low light, not darkvision. Like how some nocturnal animals can see very well in the dark, but not to a supernatural degree.

-I don't know how appropriate they would be for PCs, due to the language barrier. They have their own language between each other, of course. But for other adventurers, they would probably need a pad of paper and a pencil.

-I think I would classify these guys as Abberations, would that be accurate?
Rerecros

06-16-07, 11:02 AM
Nameless racial traits.
Medium sized Aberration 3 FP
+4 str +2 dex +2 con +4wis 30 FP
Nameless base land speed and swim speed is 30 feet.
+5 natural armor bonus. 30 FP
Natural Weapons: 4 Tentacles (1d4) and bite (1d4). Assuming that only two of the tentacles can actually use weapons and/or hold items 17 FP
Low-light vision. 1 FP
Improved Grab (Ex): To use this ability, a Nameless must hit an opponent of any size with its Tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. I'd guess about 6 FP
Amphibious (Ex): Nameless can breathe both air and water. 10 FP
Skills: A Nameless has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. 6 FP
Favored Class: Cleric.
Level adjustment +3.
Using Yabba's feature points (it's far from perfect, but it's the best we got) i'd estimate your creature to be ecl 3, I suggest adding racial HD to increase it's survivability.
http://yabathewhat.tripod.com/FP.pdf
key

06-16-07, 11:31 AM
-I wish I could draw like that. It was a picture done by a friend of mine.

It's very nice. Did he/she mention anything about the triangle?
zzo38

06-16-07, 04:05 PM
It is good, I like this also the picture is good as well.

If you don't know their name, how do you know who you are talking about? Just guess?
Lobsopdoy

06-18-07, 03:00 PM
Oh, they can take other names. Like for instance, one of them could just choose to have other races call him "Dave". They consider non true names to be discardable, so it's not that big a deal for them to make up aliases.

As for the "triangle" I didn't really specify one there. But I don't want to really know about how they reproduce. It's just...no :(.

I suppose I should talk a bit about their diety. (Do tell me if I did this wrong)

Diety Name(s): The Arbiter, The Light of the Far Realm, *strange throaty gutteral sound*

Alignment: Neutral Good

Domains: Sun, Life, Justice

Divine Rank: 15
The entity you see before you is gigantic, 40 feet tall at it's highest point. Flaps of flesh open up in front of you, revealing reddish "vents" that a regular sized human could get lost in. Pseudoplasms of shadow reach out from all around it's body and briedly touch anything within reach. Six tall legs rear up, composed of something that can only barely be considered "matter". But it's most striking feature is at it's very front. Hundreds of constantly undualating tentacles reach upwards, seeming to dance around a large globe of constantly seething plasma. This globe shines almost as bright as the sun, despite it's appearance, the light feels warm and benevolent somehow.

Around this globe swarm hundreds of eyes. You see (and they see you too) every different configuration in ocular organs that you can imagine. Finally, the eyes stop and all zip to the globes front, to look at you. A thousand voices speak in your mind, all saying the same thing at once, "Why do you approach me?". It asks this gently, the voices at odds with the creature's utterly alien appearance.

HISTORY
The Arbiter is the patron diety of the Nameless. It's history goes back to the creation of the Great Wheel out of the chaos of the Far Realm. While most of the great entities spurned this small anomaly as a virus upon their beloved madness, the thing that would give itself the name Arbiter felt what could be considered "curiosity". Although it's Far Realm form was far larger then the entire Wheel, it was able to insert a small fraction of it's essense into this new multiverse and ignite a star in a faraway galaxy using it's will. Then, it stilled it's inconceivable body and simply watched to see what would happen in this one region of space. Over billions of years, one of the planets was able to support life, and the entity was once again fascinated. It formed the Nameless as a sentient race to once again observe what would happen in this strange bubble of creation

But eventually observation turned into affection, and that turned into responsibility. In it's infinitely-lobed mind, it considers these living things with the relative lifespan of a dust mote to be it's children. As such, it has made itself available to guide them. Sending another fraction of it's being through the pinholes that seperate the Wheel and the Far Realms, it inserted an avatar named the Arbiter into the Nameless world. Here, it has attempted to do it's best to see things through the lens of lesser beings. At the same time, it's larger self has appointed itself to be the sentry of the Far Realm, attempting to keep hostile incursions into the Great Wheel to a minimum, although it has not always been successful (The Elder Evils of the Aboleths almost tore the Arbiter's true self apart before flinging it aside and tearing into the Planes. The Arbiter on the Nameless world shrieked and bled, accidentally destroying a whole continent before lying motionless for millenia).

This latest event, a strange magical cataclysm that tore hundreds of Nameless into Oerth, has caused it to to redouble it's efforts to supervise it's children. It has sent another avatar into Oerth to keep them safe from Far Realm entities, and other things that would have them killed for any number of reasons. The life on Oerth has also attracted it's interest, seeming strange and almost wonderful to it. But how the already established dieties will react to this strange interloper is anyone's guess. Many command more power then it can bring to helm, having been in Oerth for eons.

BEHAVIOUR

The Arbiter does not walk among the Nameless constantly, thanks to the injuries it's "parent" has taken from the Elder Evils. But it can be called, and will show up on certain days unsummoned that are periods of great celebration for Nameless everywhere. Here it will answer prayers (giving advice), and heal sickness. The voice of the Arbiter is tied directly to the burning globe and swarming eyes that seem to correspond to it's "head". Speaking through telepathy in thousands of languages at once, it whispers through the mind of the listener, in an effort to not overwhelm or injure mortals. The only thing that brings it to combat would be a Far Realm invader near it, or a powerful enough evil Abberation. Then it can be a terrifying enemy indeed.

It's interest in life beyond the Nameless and their homeworld has lead to it creating a ritual wherein a willing subject that is not a Nameless is brought to a place where it is then summoned. Those who are frightened of it (or even worse, driven insane) by looking at it are immediately healed and sent back on it's way with sincere apologies. The ones that are able to steel themselves and not give into fright are blessed with strength and asked questions. It will not allow any participant in the ritual to be brought to it against their will, and uses animal servants to prevent this from happening. A non-Nameless appearing near summoning grounds will engage it's curiosity enough for it to communicate with them.

SPECIAL ABILITIES

Create Animal Servant: The Arbiter has the ability to make any animal with an intellect less then 3 bound to it's service. Animals affected in this way immediately switch to the pseudonatural template and gain the "Neutral Good" alignment, and it's INT rising to 5. Additionally, it is permanently mind-linked to the Arbiter.

Redemption: The Arbiter abhors violence, and an evil being attacking others in it's presence will cause it to use this attack. Aligning all of it's myriad eyes, it will shoot a ray of light at the offender. If it fails a FORT roll (don't know how much would be reasonable), it immediately switches to Neutral Good and becomes nonviolent. This ability will not work on non-intelligent beings such as oozes, feral animals, etc. It also has no effect on Far Realm entities, to which alignments will hardly ever apply, or divine beings.

Pseudoplasm contact: The shadowy pseudoplasms that constantly issue from it's body can either heal or harm those it touches. A touch attack by it's pseudoplasm will cause an effect equal to that of a heal spell or the effect of an "inflict severe wounds" spell, as it wills.

Divine Feats: Mass Life and Death, Instant Annihilation, "That one that lets it move fast which I forgot"

That's all I've got right now. Do tell me if I screwed up somewhere, and tell me what you think.

I hope I didn't overpower it, and the concept behind it is solid >_>
key

06-18-07, 03:44 PM
"Why do you approach me?"

Possible responses:
1. That's a good question.
2. Apparently, because I'm an idiot.
3. It's a Darwin thing.
4. Hi Dave. I was wondering about your triangle. What's up with that triangle?

I like your description. I think you did a good job giving a lot of detail. And, this is the last time I will mention it I swear, I would suggest erasing that triangle because once I got past the tentacles, it's the only thing my eyes wanted to focus on. :)
Lobsopdoy

06-18-07, 04:36 PM
XFD That's probably a good idea. I'll see what I can do.

Also, the "Why do you approach me?" thing was said by the Arbiter. Which does NOT really resemble a Nameless
Karzach

06-18-07, 05:24 PM
Nameless racial traits.
Medium sized Aberration 3 FP
+4 str +2 dex +2 con +4wis 30 FP
Nameless base land speed and swim speed is 30 feet.
+5 natural armor bonus. 30 FP
Natural Weapons: 4 Tentacles (1d4) and bite (1d4). Assuming that only two of the tentacles can actually use weapons and/or hold items 17 FP
Low-light vision. 1 FP
Improved Grab (Ex): To use this ability, a Nameless must hit an opponent of any size with its Tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. I'd guess about 6 FP
Amphibious (Ex): Nameless can breathe both air and water. 10 FP
Skills: A Nameless has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. 6 FP
Favored Class: Cleric.
Level adjustment +3.
Using Yabba's feature points (it's far from perfect, but it's the best we got) i'd estimate your creature to be ecl 3, I suggest adding racial HD to increase it's survivability.
http://yabathewhat.tripod.com/FP.pdf

That seems to be adding up to 103 FP, which is ECL4, isn't it?

I would probably say though, the +Con and +Wis mods aren't necessary from the description. I'd guess at just the STR and DEX (dropping that 30 FP [actually, I'm adding 29 here. there some rounding I don't know about?] down to 16). He did mention chitinous armor, but +5 is a bit high, I'd dump it down to 2 (30 FP to 12 FP).

Now the total is 16 + 12 + 3 + 17 + 6 + 10 + 6 = 70

which is upper end ECL 2.
Istillplay2E

06-18-07, 08:23 PM
It doesnt matter if they are sentient. Most races would kill them because they don't look natural =)
MrWildman

06-18-07, 08:38 PM
I'd like to start out by saying I too like the picture.
I think the eye is drawn to the triangle because it's the darkest part of the image. If the drawing were colored or shaded the triangle would just be a part of the whole image.

I'm not familiar with the feature points system, but I'll give some observations.
Probably a +4 STR, +2 WIS would be enough. DEX and CON don't seem to be a major part of the concept. Since you said they're comfortable in water, maybe give them a land speed of 20 ft. and a swim speed 40 ft.

The background on the Arbiter is also very cool. I like the idea of scary-looking things that are actually quite gentle.

Reading their description reminds me of a picture in Archaeology Magazine (a great scource of inspiration, by the way) of this village in Iran or Turkey, or something. It was composed of floating mats of reeds with small rounded structures atop them. I could see your Nameless living in a similar style.

I could also see them, with their natural curiosity, being known as keepers of knowledge. An NPC might say: "Yessir. . . you want questions like those answered, you should go ask the Clackers down the river." With their rigid faces, I envision their language as containing numberous clicking and clacking noises.

Peace.:)
AMGriffin

06-18-07, 08:55 PM
Increase their base land speed and it's a solid LA+3.
key

06-19-07, 09:27 AM
Also, the "Why do you approach me?" thing was said by the Arbiter. Which does NOT really resemble a Nameless
Oh okay. I was picturing him as like a super version of the Nameless.
Lobsopdoy

06-19-07, 10:57 AM
It doesnt matter if they are sentient. Most races would kill them because they don't look natural =)

Dude...you are totally not being a team player right now.
Lobsopdoy

06-19-07, 11:19 AM
I'd like to start out by saying I too like the picture.
I think the eye is drawn to the triangle because it's the darkest part of the image. If the drawing were colored or shaded the triangle would just be a part of the whole image.

I'm not familiar with the feature points system, but I'll give some observations.
Probably a +4 STR, +2 WIS would be enough. DEX and CON don't seem to be a major part of the concept. Since you said they're comfortable in water, maybe give them a land speed of 20 ft. and a swim speed 40 ft.

The background on the Arbiter is also very cool. I like the idea of scary-looking things that are actually quite gentle.

Reading their description reminds me of a picture in Archaeology Magazine (a great scource of inspiration, by the way) of this village in Iran or Turkey, or something. It was composed of floating mats of reeds with small rounded structures atop them. I could see your Nameless living in a similar style.

I could also see them, with their natural curiosity, being known as keepers of knowledge. An NPC might say: "Yessir. . . you want questions like those answered, you should go ask the Clackers down the river." With their rigid faces, I envision their language as containing numberous clicking and clacking noises.

Peace.:)

I like the reeds idea, but I don't think that the Nameless themselves are nearly as curious as the Arbiter is. They're mostly frightened and just trying to deal with living in what is, to them, a very alien world. Thus, they would probably mostly keep to themselves and their settlements.

Here's an example of a Nameless settlement from their original world. This one I DID draw. So the difference in talent is obvious >_>

http://img394.imageshack.us/img394/1880/megid6zt.jpg

The centipede looking things are actually young Nameless (larva), they pupate when they're about 14, and then come out as adults.

The long things with the strange eyes in the water with the young Nameless are domesticated animals that guard the spawning pools, where the larva stay until they reach maturity. Pretty much like dogs. The larva end up playing around with them, and they just take it in stride.

Those animals aren't in Oerth though. So that's another issue for the Nameless lost there, how to guard their spawning pools.
dm1891

06-19-07, 05:25 PM
Hey, Lobsy. You mentioned that you are terrible at the mechanics side of making things for D&D. I'm the complete opposite. If I find you in any of the class forums I'll try to make their mechanics (but see my signature about that)
Lobsopdoy

06-19-07, 06:40 PM
Thanks. Being able to stat out the Arbiter would be awesome too.

I should probably get someone to draw it as well. The basic body shape is that of a Flood infection form. But really, that's only the extremely basic bodyshape. Otherwise it looks completely different. Features, textures, what-have-you.
Lobsopdoy

06-21-07, 11:00 PM
Bump...I guess? I'm not sure how well-recieved bumping topics is on this board.

Anyway, any help or advice is great.
Darklight

06-21-07, 11:40 PM
It seems to me that -2 Cha might be appropriate for these guys. They might be quite willing and able to empathise with other species, but I imagine that other species aren't necessarily as ready to empathize with them. But maybe that's a fluff issue and not a crunch one.
Lobsopdoy

06-22-07, 11:38 AM
Hmmmm, I'd go a bit farther and make it -4 CHA. Isn't -2 the penalty to Dwarves? I think that this would go a bit farther. Also, they live in swamps. Would there be any races that would most likely end up interacting with them? Monsters, stuff like that?

They've got a lot of story potential, I think.
EternalWizard

06-22-07, 08:40 PM
Two things:


1. Concider giving them the Telepathy ability, so as to overcome the communication problem, which makes them unplayable

2. About that Charisma penalty: Dwarves are short, fat, and dirty most of the time. Common adult Dwarves lack the manners that a young Elf takes for granted. So don't you say that every race that looks weird deserves a Charisma penalty greater than the Dwarves'!
Otherwise, Charisma is not just about the looks. Who would an Elf or some other high int race interract with? A Dwarf, who the Elf conciders inferior and well, stupid, or a Nameless, who's rare and seems to be much more interesting?
(for those who like Dwarves, I'm sorry about that, obviously I don't :D)
Lobsopdoy

06-22-07, 11:32 PM
What about having the Clerics act as "ambassadors", and are given the appropriate spell for speaking and understanding languages by the Arbiter (tongues, was it?)

It could be the representative of a party of Nameless, for example. They would also be able to write as a backup
Lobsopdoy

06-26-07, 07:34 PM
Alright, I'll just bump this one last time. I'll probably post another Abberation race later on.

Aliens are automatically abberations, right?
Lobsopdoy

07-11-07, 09:48 PM
Finally! I was able to make up a sample Nameless PC. Was it done correctly?

Thom (Abberation)
LG Nameless 8th Level Cleric of The Arbiter
8d8 class hit die, 2d8 racial hit die
HP: 50
Str: 12 +4 =16 (+3 modifier)
Dex: 9 +2 =11
Con:9 +1 = 10
Cha: 10-1+1 =10
Int: 14 (+2 modifier)
Wis: 16 (+3 modifier) (bonus lvl 1, 2, 3 spell)
Foot speed: 30 ft
Base Attack Bonus:+6/+6/+2
Fort Save: +6
Ref Save: +2
Will Save: +6 +6 =+12
Armour Class: 10+2=13
Domains: Sun, Madness
Spells per day = 6 lvl 0/4+1 lvl 1/ 3+1 lvl 2/ 3+1 lvl 3/ 2+1 lvl 4
Initiative:0+2

Turn Undead = 3 / day

Skills: Concentration 8, Diplomacy 10, Heal 12, Knowledge(history) 4, Knowledge (The Planes) 5, Profession 2, Spellcraft 7

Feats: Armour Proficiency (light, bonus), Heighten Spell, Improved Initiative, Maximize Spell

Skill points: (2+2)(4) = 16 + (4x8) = 48

Languages spoken: Nameless. Understands Common, Celestial

Gear: Waterskin, prayer circle, flint and steel, basalt symbol of Arbiter (worn under clothing), two days dried meat rations, 10 sheets of paper and writing apparatus, Nameless cleric's vestments,

Equipment: Medium Quarterstaff (two-handed), Padded Light Armour

Attack Bonus: +9/+9/+5
2 Tentacles: 1d4 damage
Bite: 1d4 damage
Maximum Possible Attack Damage/round: 54 (42 quarterstaff damage, 8 tentacle damage, 4 bite damage)

Improved Grab (Ex): To use this ability, a Nameless must hit an opponent of any size with its Tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage

Spells (Sample day): 0-read magic, resistance, guidancex2, create water, 1-Bless, Entropic shield x2, Endure Elements, Doom, Endure Elements, Sanctuary 2-Hold person, Aid, Align Weapon, Augury, Heat Metal 3-Dispel Magic, Prayer, Locate Object, Remove Curse, Searing Light, 4-Tongues, Summon Monster IV (Pseudonatural), Fire Shield

Traits: Darkvision out to 60 feet.
Proficient with its natural weapons. proficient with all simple weapons and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Proficient with shields
Aberrations eat, sleep, and breathe.

Thom is an emmisary sent from the community of Nameless to open up relations between them and the races native to Oerth. He has spent almost all his life in his home region, so is not used to much of Oerthan culture. He has been enstructed to learn as much as he can while on the road so it can be used to assist Nameless who journey out of their region in the future. Thom is not his real name.
Mai_ariti

07-12-07, 09:33 AM
I have to agree with Eternal Wizard, I think that this race would benifit from Telepathy or Toungues that is more than a once a day spell. If you want the communication to remain a problem, perhaps you could make it so that they have to have some device to translate for them. . .something like the Psicrystal ability that allows the manifester to relay thoughts through it. If they loose access to this thing they are completely unable to communicate easily.
Mai_ariti

07-12-07, 09:56 AM
How about these stats (built upon what is already present):

Nameless racial traits:
Medium sized Aberration (Extraplanar, Aquatic)

+4 Str, +4wis, -2 Cha: Nameless have great strength and are very understanding (Sense Motive is a Wis based skill) but they are somewhat awkward in dealing with others.

Nameless base land speed 20ft and has a swim speed of 30 feet.

+3 natural armor bonus.

Natural Weapons: 2 Tentacles (1d4) or 4 Tentacles (1) or bite (1d4). Two weaker tentacles may allow for the sense of primary tentacles used in normal things and others that just exist. . .think squid only more so.

Darkvision 60 ft. See in the dark, not in the almost dark.

Improved Grab (Ex): To use this ability, a Nameless must hit an opponent of any size with its primary (1d4) Tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Amphibious (Ex): Nameless can breathe both air and water.

Silent (Ex): Nameless cannot speak any language save for their own. Not even Tongues can overcome this. Likewise, other creatures cannot speak the nameless language.

Thought Relay (Su): Every nameless carries a small crystal rod. When pointed at a creature, this rod allows the Nameless to communicate with that creature in a two way telepathic bond. Often, this attempt at communication is misinterpreted and the target thinks it is under attack. Therefore, this is often used as a last attempt. A nameless can create a new thought relay with 12 hours of uninterrupted rest and meditation.

Skills: A Nameless has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Favored Class: Cleric.

LA: Help. . .me. . .please


I think that the thought relay provides an emergency means of communication that is strange enough that they cannot abuse it. Mainly, this allows them to communicate with non-nameless party members.
Lobsopdoy

07-12-07, 04:27 PM
I like the telepathic relay idea. It could be something that's provided to clerics and other ambassadors. I'll go with that. Thanks!