| Post/Author/DateTime | Post |
|---|---|
| Magnus the Brave03-03-05, 02:53 PM | This is My Own Pesonal Idea For Any New Worlds Any Body Who Wants to Make A Race on Here is More then welcome. Kari _____________________ STR. -2 DEX. +2 Int. +2 Wis. -2 Cha.+2 Medium size 5'2" 125LB. Chaotic good (common) Chaotic Neutral (uncommon) Evil Any (rare) Discription: Looks Mostly human except for 2 diferent traits. A cat tail and ears. They have Mostly Bright collored hair and eyes. They also amazingly good looking. Hair: Blue Blond Green Purple Pink Eyes: Blue Green Purple Red By Magnus the Brave. :) :D |
| Rny203-11-05, 05:44 PM | My own idea: Brayven STR +2 DEX -2 Medium Size Often Lawful Description: Brayven look like especially tall humans with a long face and legs in poportion to the other body parts. Large amounts of facial hair, often braided, and low, slightly pointed ears are also prevalent. Brayven are often craftworkers, who are naturally inclined to using their tough hands to work tools. :confused: what form should we display our races in? |
| DeathSpike03-11-05, 07:43 PM | This would be for the Magic people Race Name: Kideno Race Color: all colors Race Traits: A race of many classes, but they value knowledge in the selected profession above all , they banned together to protect themselves against invaders, the invaders are long gone, but each Kideno now has an inborn brotherhood, have almost no sense of self, only sense of the common good. |
| Shayde04-02-05, 10:28 AM | Here's one I put together, I just never got enough feedback on it to actually use. Rekkail Personality: Rekkail are obsessed with their craft, be it farming, architecture, or warfare. They spend an almost obscene amount of time on their personal obsessions. During childhood most rekkail try dozens of different crafts, but by adulthood have narrowed down their passions down to a single trade which they almost always turn into a career. Physical Description: A rekkail resembles a cross between a human and a grasshopper. They have two arms ending in two fingered hands with opposable thumbs and their two legs end with two toed feet. Their bodies are covered in a flexible, yet tough chitin and their heads are distinctly grasshopper like. Their bodies are typically a solid color, any color at all, with streaks of a darker or lighter color running throughout their exoskeleton. Relations: Rekkail are open and friendly toward most every race, however they do disdain contact with more destructive races and often send ambassadors to intercept such groups well away from their settlements. Alignment: Rekkail have a strong lawful bent and are very commonly good as well, however evil rekkail are not unknown. Lands: Rekkail love building, they construct elaborate cities wherever they can support one, they favor wood and stone and will use whichever is in abundance. Rekkail make full use of every available surface for carvings. Their furnishings are also elaborately carved, it is fairly common for a simple chair to be covered in mosaics depicting the life of a great hero or other significant event. Religion: Rekkail have no patron god that is exclusively theirs but worship any deity with a creator aspect. Language: Rekkail speak common and their own language which consists of clicking sounds at varied pitches. Names: Adventurers: Rekkail adventurers are seen as scouts that seek out dangers to the communities creations and are well respected. Most rekkail that choose the life of adventure learn their skills from a previous rekkail adventurer that plans to retire. Racial Traits: Monstrous humanoid: as such Rekkail are not subject to effects that specifically target humanoids Medium size: as medium creatures Rekkail have no bonuses or penalties due to size Land speed 30' +2 INT -2 CHA Rekkail are highly intelligent but are over obsessive about their craft. +2 natural armor, Rekkail have a thin, flexible exoskeleton +2 to listen checks, Rekkail have antennae that are extremely sensitive to vibrations in the air. +2 to Craft( any one), Rekkail learn many trades growing up and excel with at least one. -2 on saving throws against cold effects, Rekkail have poor natural defenses against cold. Automatic languages: Common, Rekkail Bonus languages: any Favored Class: Artificer Level adjustment: +0 |
| the_one_true_shea04-02-05, 03:10 PM | Hi, Im shea. whats up? So thats four more races to think about: Kari - kitty cat people (I always throw cat-likes in my games) Brayven - human-esqu (with elven mods, and pointy ears) Kideno - physicallity ?, mentality = communal Rekkail - half-human half grasshopper. Do you guys have any thoughts as to how these races might interact with any of the other races that could be on this world - look at the lizard nmen of the desert (http://boards1.wizards.com/showthread.php?p=5772650#post5772650) post for ideas, the virix are probably the most culturally explored race here. I think we should hing some cultural interaction off of them. What about making the Brayven and the Kideno human subraces. From some particular region or something that distiguishes them from other humans? |
| Rny204-26-05, 11:27 PM | well, shea, i originally thought of down-pointed ears instead of up-pointed ears like elves |
| the_one_true_shea04-28-05, 06:59 PM | Im not see-in it.. wait, ding :twitch:, ok I see something with, down pointed ears, thats wierd. Curved down like rams horns or spikey earlobes? Ruddy skin maybe, what about really almost red ruddy? format, I would suggest, this Name Traits: Descriptive componants of your race, flavor text, societal traits, stuff, fluff, puff and there ya go, for a place holder. : make a few : make a few d20 ala the php/gmg/srd M:tG cards, the tap an' costs of Sprouts Plants: Plant people, walking bushes. They cannot speak but they are ambulitory. Related to the shambling mound and the tangler tree. Their language is in the form of waving leaves. They are merchants mostly, carrying hidden things in their inner branches. They can ride a horse and swing a sword as well as any man but they are silent as the wind blows through them. Persistance: The sprouts just dont stop. As plants they can rest at vauge intravels. A few days a month planted with good soil and the sprouts can skidaddle about the country side on an explorers high. "Plantcommon": Pioneers of an industrius gestural language that communicates concepts through the flailing of limbs. d20 to be edited, similar to halflings but with plant traits. Plantcommon, favored class rouge, land speed 10 climb, speed 20, no breathing duh, no voice. Problem - arcane magic... no verbal spells. - unless it got reallly funky with plantcommon, they should be able to be spellcasters at no penalty. M:tG ummmm, :g: |
| the_one_true_shea05-13-05, 08:04 PM | Here ya go Rny2, any more thoughts... Im thinking the brayven could be a civilization on the uhh, western continant.. (what western continant shea?) Brayven Description: Brayven look like especially tall humans with a long face and legs in poportion to the other body parts. Large amounts of facial hair, often braided, and low, slightly pointed ears are also prevalent. Crafty : Brayven are often craftworkers, who are naturally inclined to using their tough hands to work tools. d20 STR +2 DEX -2 Medium Size Often Lawful M:tG What about creating a civilization set like umm, whatsit.. velkadins and stuff :u: ? :b: ? :g: ? :w: ? :r: |
| Rny205-13-05, 09:22 PM | yes, what western continent Also, I've made another race, but i'm unsure of how to exhibit this race for M:tG |
| the_one_true_shea05-20-05, 12:18 PM | You know the western continant. Hey.. Im just making stuff up here! ;) Funky enough, there really isnt a technical "format" for M:tG races. More a matter of making cards. You could go so far as to say that all the Brayvenn have some sorta trait like .. provoke or first strike or something. But really you come up with culture concepts and convert them into a card concept. You can also make up a specific legendary character, like Atamon the Rowdy, Brayvenn General - and give him specifc powers, cost, and flavor text. The primary rule phenomena of the race is the card type. In this case thats all ready done - Brayvenn. All Bravenn cards will have the type Summon Brayvenn creature (or wall or additional type like artifact). D20 Rules of course the entire opposite, creating a race package is an art and a science. |
| Rny205-20-05, 04:37 PM | do we know there's a west(ern) continent? |
| the_one_true_shea05-25-05, 08:15 PM | do we know there's a west(ern) continent? Im not certain if it would be a better question to ask: Is there more than one continent (cause then one would be westerner than the other :looloo: ) OR Is there a west? Are there normal stratified directions here. Strangly there is not allot of Grand Civilized talk round this unnamed world. Im have this very primevil/protoculture feel in so much of what has been discussed so far. Brklf mentioned a human empire somewhere, and some city states like the bahgda and the quoto have been brought up, but no linkages. Is there even one racial type or culture that concives of the world in terms that would need the terms easat or west applied to them. "toward the setting sun" "towards the mountins" "towards the sea" all these work for peoples that havent gotten into long distance traveling. and the go home bell rings, hopefully tommarow starts as dead as today ended |
| Magnus the Brave06-20-05, 11:46 AM | _________________ Str.+4 Dex.-2 con.+2 Int.-2 Wis.-4 cha.+0 Medium 6'8" 220lb. Lawful (any) rare Neutral (any) common chaotic (any) ultracommon Good (any) common Evil (any) Uncommon Disciption: Tan and muscular humaniod with spikes all over his body and qwils for hair. They also often have tatoos and scares as well as trditional armor for celabration. eyes: red yellow brown black gray By Magnus The Brave |
| Capfalcon06-21-05, 12:52 AM | I have been thinking and decided to come up with a race that is not meant for PC's due to the inherient limitations. A race of living weapons. The symbioes in Ebberon are a nice place to start with when looking for ideas, so i based a few off of them Template : Living Weapon Move Speed = 0 ft Immunity to Posion, Sleep, Paralysis, disease, Nausea, fatigue, exhaustion, sickened, energy drain, critical hits, magic of healing subschool, and non-lethal damage. Darkvision 60 ft Vulnerable to heat metal and chill metal, repel metal or stone, rusting grasp, or rust monster. (This depends on the composition of the weapon, for example a living bow would not be affected by rusting grasp anymore than a regular bow would.) No need for food or breath. However, they do have a period of inactivity that could be paralleled to sleep. Due to the fact that they are alive, they can be resurrected. A living weapon that has lost all of its hit points breaks and loses the living weapon template. However, the weapon can be used as a normal weapon of its type until ressurected. The weapon can be ressurected, but only until the weapon has been repaired. Communicates with wielder telepathicly. Living weapons have Egos just as Magic weapons. They are created for a specific user or users and engage in mental combat with all who are not on of the preselected users. Living weapons gain experiance just like a member of the party. They have "classes" that allow them to focus upon the areas that their owner needs them to focus in. Living weapons follow all of the multiclass rules as PC. This is the part where my brain died. I can't think of anything really good for the living weapon classes. |
| the_one_true_shea07-05-05, 06:40 PM | I played an intelligent bracelet one time. Worked out way better than expected. We were setting it up along the lines of the cursed items (Vathelokai was running in one of his worlds) and I started with the ability to command my wearer, got more "poeres" as I went "up in level" - this was one of the few second ed games I played with d&d. We never really came up with a society for the magic items or where they came from. We discussed classes but they sorta revolved around the different schools of magic (sorta like your options were wizard.. or specialist wizard). Once upon a time there was discussions hereabouts of a group that could create magnificently powerful weapons that - the very secrets of making wich - brought about the downfall of the civilization. Perhaps living weapons could be part of that theme? |
| Jeweler09-01-05, 09:46 AM | Maybe you could take the normal classes like wizard, fighter, bard, etc, and turn them into a class where as the item levels up then they gain more bonuses to something like damaage, and the give bonuses to there owner, like a rogue shortsword giving a bonus of some amount based on its skill bonus. Ill work on it, it sounds cool, and hard, so it gives me something to do as skool starts. |
| I Am Famine09-05-05, 04:06 PM | NOTE: These aren't planned to be an actual race anymore. See my sig for monster stats. NECRINFANT Necrinfants are an unusual race whose origins or purpose aren't entirely clear. They're very nature and lifestyle is often seen as contadictive to its own racial traits, and abhorrent to more lawfully inclined cultures. Physical Description:Necrinfants look like children with pure white skin with large, expressive black eyes. From their backs protrude six fleshy scythe-like limbs that flex and bend in quite a mobile state. Such a creature should normally be considered demonic or evil but infact Necrinfants are quite sweet. Not only do they look like children but they have an intangiable innocence and kindness about them. Their hair is often black although white-haired individuals are not unheard of, and their clothing is like a cross between necropolitan attire and the clothing of elven children. Necrinfants live for about 800 years taking a long time to mature. They become adults at 100 years, but still look and act like particulary intelligent children. Personality: What many races object about Necrinfants is their powers and lifestyle. Necrinfants despite their childlike mentality aren't frightened of death or the dead, infact they find it engrossingly fascinating. If a Necrinfant finds a dead body its first instinct is to study it carefully in fascination, not to back in terror. Many wild rumors have been spread about them after stories of peasant farmers finding a group of Necrinfants standing around a recently murdered body of a fellow villager. If these groups get threatened or attacked by larger humanoids the eldest of the group will, unbelievably, cast a few necromantic spells. Necrinfants seem particulary adept at mastering the school of necromancy. Society:Many Necrinfants are found playing in graveyards at night which doesn't help their reputation among more small minded peoples. Despite their games and fascination they never vandalize anyones corpses. The only thing they do is take a small trinket to remind them of their discovery. Necrinfants seem to be very knowledgable often rivaling sages of larger races in terms of accumalted learning. Smart adventurers often seek the guidance to a piece of obscure lore by searching for Necrinfants. Necrinfants tend to live in small nomadic groups of about 20-50, where the oldest members in the group protect and guide their younger breathen. These older members are often surprisingly wise and reasonable but in a simpler, less beuracratic (perhaps better) method of diplomacy. RACIAL TRAITS +2 Int, +2 Cha, -4 Str, -2 Wis; Necrinfants have inquisitive and curious natures, making them fast learners and charming company. Their child-like natures make them more naive and weaker than most races. Small-sized; Necrinfants get a +1 size bonus to AC. Base speed 20 ft. Climb speed 20 ft. Darkvision 60 ft. Necrinfants can also see 60 ft. in magical darkness. +2 racial bonus to all Diplomacy, Gather Information, and Hide checks; Necrinfants are very reasonable and friendly creatures and have learnt to conceal themselves from more agressive, larger humanoids +1 racial bonus on all Knowledge (Any) checks; Necrinfants are often an unlikely sage to obscure lore. Necrinfants are immune to any mind altering, fear inducing abilities or any spells cast by creatures of the Undead type that affect the targets mind. They also have a +1 bonus on all checks, saves and attacks performed against creatures of the Undead type. Favored Class: Necromancer Language: Necrinfan and Common |
| Jeweler09-05-05, 09:51 PM | Well wat about those six fleshy scythes they have stickin out there back, those just for show or wat? And if so dont you think they should get atleast a bonus to intimidate because a little pale child with six fleshy scythes would scare the living **** out of me, and i dont get scared often. |
| I Am Famine09-06-05, 03:07 AM | Well wat about those six fleshy scythes they have stickin out there back, those just for show or wat? And if so dont you think they should get atleast a bonus to intimidate because a little pale child with six fleshy scythes would scare the living **** out of me, and i dont get scared often. They do have a climb speed of 20 ft., but the fleshy scythes are mostly just an asthetic thing. They might be a bit to alien for this setting but who knows... :D |
| Jeweler09-06-05, 06:52 AM | I still think they should get a bonus to intimidation cuase that would scare alot of people. |
| I Am Famine09-06-05, 11:35 AM | I still think they should get a bonus to intimidation cuase that would scare alot of people. But you must remember that Intimidation is a Charisma based skill. Although Necrinfants have a ton of Charisma most of them dont have that manipulative, cruel streak. Intimidation to me is a concious attempt to scare someone. Plus they dont look scary and horrible they aren't pale as in 'deathly/corpse pale' its more pure white and untainted, and their black eyes aren't empty and lifeless they're more like those of a cute small animal. They're only really disturbing feature in their behaviour (which is actually just a misquoted bizarre form of curiosity) and the six insectile scthyes protruding from their backs. They are like if you can imagine like child-sized cute and friendly Drider. |
| Jeweler09-06-05, 05:45 PM | Its all in the way you word it. It doesnt sound so frightening when you say it like that but when you say they are pale with black eyes and six insectile scythes protruding from there back most people wouldnt think cute they would think, Ahhhhhhhhhhhhhhh! Especially in a dark atomosphere. |
| I Am Famine09-07-05, 02:31 AM | Its all in the way you word it. It doesnt sound so frightening when you say it like that but when you say they are pale with black eyes and six insectile scythes protruding from there back most people wouldnt think cute they would think, Ahhhhhhhhhhhhhhh! Especially in a dark atomosphere. Very true, i'll retype it... :D |
| I Am Famine09-07-05, 01:16 PM | Just some points I would like to bring up... :) 1) Do you think that my Necrinfants would make a better monster than a race? The more I think about them they seem to be in the same leauge as Nymphs and Dryads, as a kind of kind and friendly Fey race. 2) Since we currently have the Kari, Brayvern, Kideno and Rekkail as possible core races for this world, should Humans and the rest of the PHB races be available. That would make our creation similar to the Warforged, Changelings and Shifters in Eberron. Alternatively it could have about 6-7 completly unique races as you've posted here. |
| Jeweler09-07-05, 04:30 PM | I think you should make it a race of fey but, maybe keep it has a race too. Moving them with nymphs and dryads is a funny thing to think about. I could see a necrinfant pimp with one nymph and one dryad, just a strange thing to think about. I think we should put the core races from D&D in here but make it like wat i think we are doing with the humans anyway, make them region specific, a little more work but alot more flavor, chose, and better cards. Instead of an Elven Ranger why not have a Coastline(some coastline region we come up with) Elven Ranger and instead of green he is blue. I could see the new slogan, "Sense the beginning of time the elves have always been green. Now they are all colors!" |
| I Am Famine09-08-05, 02:39 AM | I think you should make it a race of fey but, maybe keep it has a race too. Moving them with nymphs and dryads is a funny thing to think about. I could see a necrinfant pimp with one nymph and one dryad, just a strange thing to think about. I think we should put the core races from D&D in here but make it like wat i think we are doing with the humans anyway, make them region specific, a little more work but alot more flavor, chose, and better cards. Instead of an Elven Ranger why not have a Coastline(some coastline region we come up with) Elven Ranger and instead of green he is blue. I could see the new slogan, "Sense the beginning of time the elves have always been green. Now they are all colors!" You have an odd imagination Jeweler, well done... :P I'll make Fey that advance by character class, like Glaistigs in the MM3. I also like the idea mentioned on that other race thread about the mana specific core races. |
| Jeweler09-08-05, 07:11 AM | Ummmmm, which thread was that i travel around alot, especially on this sub board. Yah i have an odd imagination, but its fun to have one. And its fun to have braids in your hair, but thats a different story, when i get home from skool i should have finished up my race, and given it a name! So ill post it up here. |