Meccyrans, Lords of the Sky (A playable race)

Post/Author/DateTimePost
#1

Novacat

Jan 23, 2009 21:48:47
Just thought I'd post this here to see what y'all think. If any of the history doesn't make sense, it probably because my campaign world isn't very "traditional" D&D.

Racial Stats
Meccyran
Ability Scores: +2 STR and DEX
Size: Medium
Speed: 6 (Overland Flight 12)
Vision: Normal
Skill Bonuses: +2 Athletics, +4 Perception for things more than 20 squares away
Death From Above: You gain a +1 bonus to attack rolls if you started your turn higher than the target.
Tactical Advantage: When subject to a power bonus to attacks, damage, or defenses, that bonus is increased by +1.



#2

Novacat

Jan 23, 2009 22:20:21
I figured I'd add a pronunciation guide:

Meccyran = meh - keer' - en
Meccyraa = mek' - eer - ah'
#3

vaalingrade_ashland_02

Jan 24, 2009 0:11:31
Overland flight 12 is blazing fast. Mounts top out at 10. MAybe tone them down an astronomical unit ot two?
#4

Novacat

Jan 24, 2009 0:49:41
Overland flight 12 is blazing fast. Mounts top out at 10. MAybe tone them down an astronomical unit ot two?

Remember that Overland Flight is one action per round, so Overland Flight 12 is the same as moving at a 6 speed twice. It works out to the same number of squares per round, but just done all in one action. Also, the slowest Overland Flight speed in the Monster Manual is 10, but most creatures with Overland Flight have it at 15.
#5

Novacat

Jan 24, 2009 1:08:49

Racial Feats



Wall Spring [Meccyran]
A meccyran's powerful limbs can aid their accent by leaping off of structures.
Prerquisites: Meccyran, Wing Hop racial power
Benefit: If you end your flight from Wing Hop adjacent to a vertical surface, such as a wall, the effect lasts until the end of the turn after you used the power.

Strong Flyer [Meccyran]
While typically, meccyran females have larger wings and better natural flight capabilities, males tend to get more practice.
Prerequisites: Meccyran, Overland Flight, STR 13
Benefit: You gain a +3 feat bonus to your Overland Flight speed.

Meccyran Resistance [Meccyran]
For ages, the darlocks feared magic-users. Now, the meccyrans laugh at them.
Prerequisites: Meccyran, Tactical Advantage racial feature
Benefit: When a power imposes a penalty on attacks, saving throws, or defenses, reduce that penalty by 1. Conditions that impose penalties are not affected, even if those conditions are caused by a power.

Quick Catch [Meccyran]
You fear no heights.
Prerequisites: Meccyran, Level 11+
Benefit: Whenever you would fall more than 1 square, you may instead begin flying as per your Overland Flight. This feat does not apply if you crash while flying.

Harrying Dive [Meccyran, Fighter]
You force the enemy back to avoid being slaughtered from above.
Prerequisites: Meccyran, Death from Above racial feature, Fighter, STR 15, WIS 15, Level 11+
Benefit: When you gain your Death from Above bonus, you may also push the target of your attack a number of squares equal to your WIS modifier.

I intend to keep adding feats, so don't think that I'm favoring the fighter.
#6

vaalingrade_ashland_02

Jan 24, 2009 1:18:50
But we're talkign about a PC and long distance are based on youre land, swim or overland flight number. So your OF 12 race just goes plaid when it's time to fly.
#7

Novacat

Jan 24, 2009 1:37:42
But we're talkign about a PC and long distance are based on youre land, swim or overland flight number. So your OF 12 race just goes plaid when it's time to fly.

I'm not certain it works like that, but even if it does, that means that a meccyran PC can travel 60 miles in a day's travel... alone. A human walking can travel half that distance. Any PC on a horse can almost keep up. Maybe I'm just missing it, but that doesn't scream "overpowered" to me.

The Overland Flight is useful for short distances, such as crossing chasms, where you don't intend to be separated from your party very long. It lacks the advantage of teleportation in that you can't instantly pass through any barrier that you can see through, but it does allow you to go farther and stay mobile longer. Also, it's not very useful in combat, because you would need to sacrifice your entire turn to fly. Also, if you're adventuring in close proximity to a town, a meccyran character can be a "runner" for supplies, or scout ahead (so long as there are no suspected airborne dangers).

EDIT: Just looked it up. You are indeed correct. However, I almost kinda like it better that way. Wouldn't make much sense for such a large creature to fly the same speed that a human walks, and it gives them an actual reason to WANT to fly somewhere.