Last time I hope P.E.A.C.H.

Post/Author/DateTimePost
#1

rampant

Dec 24, 2009 13:45:46
Scaleback
Average Weight: 200 – 270 pounds

Average Height: 5’ 11’’ – 6’7’’

Abilities: +2 Strength +2 Intelligence

Size: Medium

Vision: Normal

Speed: 6 squares

Languages: Common and Draconic

Skills: +2 Intimidate and +2 Insight
Swamp Child: A Scaleback can hold its breath for ten rounds or swim/tread water for two hours before it has to make endurance checks. Additionally a Scaleback gains a +4 bonus to endurance checks made to counter diseases.
Tenacity: Once an encounter a Scaleback may use the total defense action as a minor action instead of a standard action.
Dual Heritage: A Scaleback can take feats that have either Lizardfolk or Human as a requirement, as long as you meet any other requirements.
Reptilian: Scalebacks have the reptilian keyword.
Savage Opportunist: A scalebacks get a +2 damage bonus against targets it has combat advantage against. This bonus increases to +4 at level eleven, and to +6 at level 21.
Blood Frenzy: When a scaleback is bloodied its AC and defenses increase by +1. 

Scalebacks are short-tailed humanoids with green or black skin, and small fins forming a crest on their heads. These crests come in many colors but favor red and yellow. Their durable yet supple hide gives way to massive scaly plates on their backs, thus their name. Their features are a mix of mammal and reptile. Their teeth are sharp but distinct molars can be identified. They have minimal nasal ridges and slight muzzles. Their lips are covered in soft flexible scales the same color as their skin.


Lizardfolk prefer to live in swamps, Humans will live anywhere they think they can get away with it. Inevitably, this expansion leads them into areas inhabited by Lizardfolk. These confrontations generally follow a pattern. First both sides start taking potshots at each other, this gradually escalates to raiding, and occasionally, outright warfare. However, if both sides manage to survive the combative phase an uneasy peace is often achieved. Humans aren’t all that tasty to lizard folk, and for the most part alligator makes better clothing for humans. Eventually trade can spring up, humans desire the natural resources of the deep swamp that the Lizardfolk can obtain far more, and the Lizard folk love steel weapons.


Somewhere along the line Scalebacks start popping up. The result of a union between human and lizardfolk, they combine both races’ survival instinct with the reptilian detachment of the lizardfolk, and the burning drive of humans. Scalebacks posses increased physical strength thanks to hybrid vigor, additionally their minds combine passion and detachment in a way that allows them to relentlessly pursue a single goal without loosing track of details or derailing their judgment. If a scaleback wants something he’ll usually get it, maybe not on the first try, but eventually he’ll figure out a way to get what he wants. Scalebacks have long memories and even if they are forced to leave something aside for decades they will eventually return to an unfinished task.


Scalebacks like humans suffer from wanderlust in their youth and will often become adventurers just to travel. However those who survive their careers usually settle down in a swamp somewhere, those who live to be old claim that the warm and damp is good for their joint pains.


Scale backs can be born into one of a couple situations. First of all, and most commonly, the lizardfolk and humans of the area are at peace, sort of, and the scaleback is allowed to mature. How accepted a scaleback is depends on the individual communities, but it is very difficult for a scaleback to fit in. Some swamps have a dedicated scaleback quarter where scalebacks and occasionally their families can find a place. Others aren’t so lucky, if the two races are in direct conflict a scaleback child is usually slain, or raised as slave labor.


Strong, intimidating, and crafty scalebacks often find work as warriors, hunters, or working with heavy materials such as lumber, stone, or metal. They prefer to stay active and near other people. Despite their often rough treatment at the hands of others scalebacks study other sentients obsessively. They find interaction fascinating, all the more so because of their own isolation.


Play a scaleback if you want


-    to play a strong intelligent race


-    to play a single-minded planner


-    to play  a race that makes excellent swordmages, warlords, or fighters




Scaleback feats


Heroic feats


Scaleback Ferocity [Racial]
Requirements: Scaleback, Blood Frenzy ability
Benefits: While Bloodied you gain resist 1 to all damage. At level 11 this increases to resist 2, and to resist 3 at level 21.


 erdana, Arial, Helvetica, sans-serif">Scalekin Survivor
Requirements: Scaleback
Benefits: When you use the second wind action you gain an additional +2 to Fortitude and AC until the start of their next turn.


Scaleback Tactics [Racial]
Requirements: Scaleback, Savage Cunning ability
Benefits: Whenever you attack a target that grants you combat advantage, and hit, you may push the target 1 square, or 1 additional square if the attack would already push the target. 


Scaleback Resilience [Racial]
Requirements: Scaleback
Benefits: When you take a second wind action to spend a healing surge you regain an additional 5 hp. At level 11 this increases to 10 additional hp, and to 15 additional hp at level 21.


Swampstalker Assault [Racial]
Requirements: Swordmage, Aegis of assault, Scaleback
Benefits: Whenever you make an attack using your aegis of assault class feature your target grants you combat advantage.


 


Deki
Average Weight: 75 – 100 lbs
Average Height: 3’2” - 3’11’’
Abilities: +2 Strength +2 Charisma
Size: Small
Vision: Normal
Speed: 6 squares
Languages: Common
Skills: +2 Acrobatics and +2 Athletics
Mighty Grip: Deki wield weapons as medium sized creatures. Additionally they gain a +2 bonus to grab and climb checks.
Energy: Deki receive a +2 bonus on saves vs. effects that cause the slow, weakened, restrained, or immobilized conditions.
Pack Assault: If a Deki attacks a target that has been attacked by any of the Deki’s allies since the end of the Deki’s previous turn the Deki gains a +1 bonus on the attack roll.
Pack Assist: Whenever a Deki successfully assists an ally the bonus is +3 instead of +2.
Suicidal Attack: Deki gain the suicidal attack racial encounter power.


Suicidal Attack


Deki Racial Power


With a manic gleam in your beady eyes, you launch a devastating blow that leaves you wide open.


Encounter F Keyword


Minor Action


Target personal


Effect: You gain a +4 power bonus on the next attack roll you make and a +5 power bonus on the damage roll of that attack. You grant combat advantage until the start of your next turn.


Special: The damage bonus increases to 10 at level 11, and to 15 at level 21.






Deki are short humanoids with a covering of fine fur on their bodies, large rounded ears sprouting from the sides of their heads, signficant muzzles with sharp teeth including two opposing pairs of flat fangish incisors that must be ground down constantly, round eyes, tails roughly as long as the rest of them, and digitigrade legs with rat-like paw-feet on the bottom. Their fur color vary between shades, of brown, blue, green, and grey, generally in whatever shading would blend them best into their native environment. Thus city dwelling Deki take on the color of the native stone, jungle dwellers tend towards greenish brown, and some tribes far to the north and south have been recorded to become so light grey they're almost white.


Deki are short lived, they consider themselves lucky to last 50 years, and luck is the word for it. 'Civilized' Deki are drawn to dangerous occupations such as adventuring, big-game hunting, crime rings, soldiering, magical research, henching, fire fighting, diplomacy, politics, and accounting. Savage tribes are hyper territorial, not out of any great need for space, but because it gives them an excuse to fight and raid other things, even other Deki tribes or cities. If not for their high reproductive rate this behavior would have wiped them out years ago. Currently it acts as check to keep their numbers from growing too high.


Deki culture in civilized lands and in the wild differs very little. A few strong willed Deki rule the tribe as the heads of their individual families. Each family consists of three tiers, the Head of the family, a single individual or two in the case of twins, the Head's harem, which consists of about five to twenty adult individuals depending on the power and reputation of the head of the family, and the children, whose numbers are often impossible for anyone but the family itself to keep track of. In Deki only settlements the heads of the families meet to decide policies and run things, in more mixed communities this council works with, but separately from, whatever government the other races put together for themselves. Officials who prove overly stringent about applying too many non-Deki rules to the Deki population of their communities are often... misplaced.


Deki are omnivorous and will consume most forms of plant or animal life, they have a special fondness for hard-shelled invertebrates and berries however.


Deki have developed a strange religious practice where they worship dragons. Now this isn't to say they won't go dragon hunting, in fact it's part of their rituals. Deki worship the strength and power that dragons represent more so than any individual dragon, or draconic deity. Occasionally however a Deki or a group there of will decide that a given Dragon, or more rarely a member of another race, so perfectly represents the 'Draconic Ideal' of wealth, speed, cunning, will, endurance, power, and ferocity that they paint patches of their fur to match the individual in question, and follow the poor schmuck around for the rest of its natural life. Some manage to turn these Deki 'followers' to their advantage, but many are driven to distraction by their bold 'allies' constantly talking them up and getting them into big messes.


Deki are brave companions but sometimes fail to grasp that their longer-lived friends don't enjoy waltzing into a Drow enclave and screaming "Lolth is a pretty pink princess!" just for kicks.


Play a Deki if...


You want to play a strong, charismatic race


You want to play an energetic, and active character


You want a to play a race that favors sorcerers, warlords, and paladin



Heroic Feats


Deki Rage [Racial]
Requirements: Deki
Benefits: As long as an ally is bloodied you gain a +1 to damage rolls. This bonus increases to +2 at level 11, and to +3 at level 21.


Deki Frenzy [Racial]
Requirements: Deki
Benefits: As long as you are bloodied you gain +1 to Speed, Reflex, Will, and Saves.


Inspiring Rodent [Racial]
Requirements: Deki, Cha 13
Benefits: Whenever you use a power that causes an ally to regain hp that ally gains temporary hp equal to your charisma modifier +2. At level 11 the temporary hp increases to your charisma modifier +5, and to your charisma modifier +9 at level 21.


Reaction Assist [Racial]
Requirements: Deki
Benefits: When an enemy provokes an attack of opportunity you may make an assist check instead of a basic melee attack. If you succeed the next ally to make an attack against that enemy gets the bonus as if you had assisted the attack, or the next ally to be attacked by that enemy gains the bonus on their defenses against that attack as if you had assisted them.


 

#2

rampant

Jan 06, 2010 22:48:47
So there's nothing wrong with these?
#3

generalhenry

Jan 06, 2010 22:53:31
they look good enough to play test ^_^
#4

rampant

Jan 10, 2010 1:36:35
Gah I just realized I never assigned the Deki a second skill bonus.

and yes I know the formatting is screwy but I cant't get it to tighten up. 
#5

generalhenry

Jan 10, 2010 21:01:27
Gah I just realized I never assigned the Deki a second skill bonus.

and yes I know the formatting is screwy but I cant't get it to tighten up. 




a second skill bonus would be good, but imho it's not nessisary.
#6

rampant

Jan 12, 2010 1:41:31
I hate it when people leave the second skill bonus out, well unless they did something else with skills.

Since I didn't I gotta stick to my own rule.
What about acrobatics? 
#7

generalhenry

Jan 12, 2010 1:43:44

What about acrobatics? 



sounds good, energetic 

#8

rampant

Jan 12, 2010 18:17:12
Yeah so appropriate I already included them I'll put in athletics and then it's playtest time.