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Totia Races Stirring up the natives...

#31 User is offline   Dthclaw 

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Posted 06 August 2007 - 01:34 AM

Okay, so, I'm kind of on a roll at the moment.

Here's my alpha for the Dososk.

Dososk – Common
Medium Outsider (Lesser, Extraplanar, Air)
HD: 2d8-2 (12 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 60 ft. (perfect) (12 squares)
Armor Class: 17 (+3 armor, +2 Dex, +2 natural), touch 12, flat-footed 15
BAB/Grapple: +2/+2 (+6 if using all arms)
Attack: Light Crossbow +2 ranged (1d8 19-20/x2) or light mace +0 melee (1d6)
Full Attack: Light Crossbow +2 ranged (1d8 19-20/x2) and 2 light maces +0 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expand Sight
Special Qualities: Darkvision 60 ft., outsider traits, Four Arms, blindsense 50 ft.
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 10, Dex 14, Con 8, Int 10, Wis 12, Cha 10
Skills: Diplomacy +5, Listen +6, Move Silently +6, Perform (any one) +5, Sense Motive +6, Spot +6, Tumble +6, Use Magic Device +5
Feats: Multiweapon Fighting
Example Equipment: Masterwork Light Plate (TCS), Light Crossbow, 2 Light Maces, 40 bolts, Clothing

Environment: Sky Isles
Organization: Solitary, Pair, or Community
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +3

Expand Sight (Su): Once every 1d4 rounds as a free action, a Dososk can expand their sensory abilities for one round through the natural gems growing in their chitin. In this state, a Dososk can see in all directions and cannot be flanked.

Four Arms (Ex): A Dososk has four arms. These additional arms allow a Dososk to use multiple pieces of equipment (though no more than one piece of two-handed equipment) just like normal characters. In addition, these extra arms grant a Dososk a +4 racial bonus on grapple checks if it uses the additional arms to aid in the grapple.

Dososk as Characters

Dososk characters possess the following racial traits.

+4 Dexterity, -2 Constitution, +2 Wisdom: Dososk are limber and extremely aware of their spatial and spiritual relationship to other objects, but not especially sturdy.
Medium size
A Dososk’s base land speed is 30 feet. A Dososk also has a fly speed of 60 feet with perfect maneuverability.
Darkvision: Dososk can see in the dark up to 60 feet.
Racial Hit Dice: A Dososk begins with two levels of outsider, which provides 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
Racial Skills: A Dososk’s outsider levels give it skill points equal to 5 x (8 + Int modifier). Its class skills are Diplomacy, Listen, Move Silently, Perform (any one), Sense Motive, Spot, Tumble, and Use Magic Device.
Racial Feats: A Dososk’s outsider levels give it one feat.
+2 natural armor bonus
Special Attacks (see above): Expand Sight
Special Qualities (see above): Lesser sub-type, air subtype, outsider traits, Four Arms, blindsense 50 ft.
Automatic Languages: Auran. Bonus languages: Celestial, Common, Elven, Aquan.
Favored Class: Bard
Level Adjustment: +3, for a combined ECL of 5

I'm going to hold off on posting any more until I get some feedback on the Murkfae and the Dososk.
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#32 User is offline   Raven Bloodmoon 

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Posted 06 August 2007 - 05:41 AM

That looks pretty good to me. I'd just increase its Encounter Level if only a single person is encountering it. The grapple rules certainly favor it over the normal races. Grappling is just oen of those things players always seem to overlook, since it's pretty useless to try to grapple a dragon or a balor.
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#33 User is offline   Dthclaw 

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Posted 06 August 2007 - 03:02 PM

Well, strictly speaking a solo encounter is already tougher anyway... ;)

So any other thoughts on these two?
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#34 User is offline   Raven Bloodmoon 

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Posted 06 August 2007 - 10:06 PM

View PostDthclaw, on Aug 6 2007, 11:02 AM, said:

Well, strictly speaking a solo encounter is already tougher anyway... ;)

Tougher than the listed CR, of course. But I've found that if you treat the CR at about a +4 mod, you'll have a level-appropriate encounter for a solo PC. Grappling screws that formula up BIG time.

As for thoughts, I've none regarding those two. They look good to me, right now. Feed me another!
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#35 User is offline   Dthclaw 

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Posted 06 August 2007 - 10:28 PM

Right then. I guess I'll work on our Ciadeus natives next, though there's still a problem there.

THEY NEED A NAME!!!
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#36 User is offline   Raven Bloodmoon 

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Posted 06 August 2007 - 10:43 PM

Don't ask me about names. Rika and I agonized over a name for the RP for about five days. And in the end, she's the one that came up with the name. So for now, I'm calling them Bob.
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#37 User is offline   Dthclaw 

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Posted 07 August 2007 - 12:39 AM

Well, fine... I'll just call them Ciadeans.

And here's the alpha build.

Ciadean – Common
Small Outsider (Lesser, Extraplanar)
HD: 3d8-3 (16 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +1 natural, +1 size), touch 12, flat-footed 12
BAB/Grapple: +3/-2
Attack: Claw Gauntlet +3 melee (1d4-1) or Blowgun +5 ranged (1+poison or holy water 20/x3)
*+1 bonus on shooting blowgun targets within 30 ft
Full Attack: 2 Claw Gauntlets +1 melee (1d4-1); or Claw Gauntlet +1 melee (1d4-1) and Blowgun +3 ranged (1+poison or holy water 20/x3)
*+1 bonus on shooting blowgun targets within 30 ft
Space/Reach: 5 ft./5 ft.
Special Attacks: Chronic Shadows 1/day, poison use
Special Qualities: Darkvision 60 ft., outsider traits
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 8, Dex 12, Con 8, Int 12, Wis 10, Cha 12
Skills: Balance +3, Climb +5, Craft (poisonmaking) +5, Hide +15, Jump +10, Listen +6, Move Silently +7, Sense Motive +2, Sleight of Hand +3, Spot +6, Survival +3, Tumble +4, Use Magic Device +3
Feats: Point Blank Shot

Environment: Ciadeus
Organization: Pair, Platoon, or Brigade
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +3

Chronic Shadows (Sp): Ciadeans are infused with an odd mixture of supernatural energies, stemming from their home plane’s location between Cruciban, The Pit, and Chronan, and the volatile nature of Ciadeus itself. Every Ciadean can harness this energy that permeates their forms, giving them amazing abilities. A Ciadean can use their Chronic Shadows ability once per day per 2 Hit Dice to produce one of the following effects. All effects produced by Chronic Shadows have a caster level equal to the Ciadean’s Hit Dice. Unless otherwise noted, using Chronic Shadows requires a standard action.
Haste: A Ciadean can use Chronic Shadows to duplicate the haste spell, though it only affects the Ciadean and has a range of personal.
Slow: A Ciadean can use Chronic Shadows to duplicate the slow spell, though it only affects one creature within the spell’s range.
Lightning Jump: A Ciadean can use Chronic Shadows to briefly discorporate and burst across a short distance as a blast of lightning. Lightning jump lets the Ciadean move up to twice their land speed in an instant (provoking no attacks of opportunity), and all creatures within the line of the Ciadean’s movement must make a Reflex save (DC 13+Cha modifier) or take 1d6 electricity damage per Hit Dice of the Ciadean; a successful Reflex save halves the damage. Using lightning jump is a full-round action.
Infernal Sight: A Ciadean can use Chronic Shadows to briefly gain the ability to see in absolute darkness – even magical darkness – out to 120 feet. While under the effect of Infernal Sight, a Ciadean’s darkvision range doubles. Infernal sight lasts for 1 minute per Hit Dice.
Storm Cloak: A Ciadean can use Chronic Shadows to wrap themselves in a dark mass of shadow that flickers with small lightning bolts. While using storm cloak, a Ciadean is considered to have cover for the purposes of making Hide checks. In addition, creatures grappling the Ciadean suffer 1d4 electricity damage per round, and creatures striking the Ciadean with natural weapons or non-reach melee weapons suffer 1 point of electricity damage per attack.

Poison Use (Ex): Ciadeans do not risk accidentally poisoning themselves when using poison. Though most poisons are useless against devils, Cruzka are still vulnerable – and many Ciadeans instead douse their blowgun darts with holy water acquired from Nexus when dealing with devils.

Ciadean as Characters

Ciadean characters possess the following racial traits.

-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma: Ciadeans are nimble thanks to their small size, but they are physically weak. They are also quite willful about getting what they want, and have the foresight and intellect to get it.
Small size – As a Small creature, a Ciadean gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than Humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
A Ciadean’s base land speed is 40 feet – despite their small stature, Ciadeans are surprisingly quick.
Darkvision: Ciadeans can see in the dark up to 60 feet.
Racial Hit Dice: A Ciadean begins with three levels of outsider, which provides 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
Racial Skills: A Ciadean’s outsider levels give it skill points equal to 6 x (8 + Int modifier). Its class skills are Balance, Climb, Craft (poisonmaking), Hide, Jump, Listen, Move Silently, Sense Motive, Sleight of Hand, Spot, Survival, Tumble, and Use Magic Device.
Racial Feats: A Ciadean’s outsider levels give it one feat.
+4 racial bonus on Hide and Jump checks
+1 natural armor bonus
Special Attacks (see above): Chronic Shadows, poison use
Special Qualities (see above): Lesser sub-type, outsider traits
Automatic Languages: Infernal. Bonus languages: Celestial, Abyssal, Ignan, Terran, Auran, Draconic.
Favored Class: Rogue
Level Adjustment: +3, for a combined ECL of 6
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#38 User is offline   Dthclaw 

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Posted 07 August 2007 - 02:35 AM

All right, one of the two tough ones.

Here's the alpha for the Sonu. I think putting them at ECL 10 is the right call, between their outsider state, abilities, and especially their spell/power resistance.

Sonu – Common
Large Outsider (Greater, Extraplanar, Lawful)
HD: 5d8+10 (40 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 60 ft (poor)
Armor Class: 14 (+5 natural, -1 size), touch 9, flat-footed 14
BAB/Grapple: +5/+12
Attack: Large Falchion +7 melee (2d6+4)
Full Attack: Large Falchion +7 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Telepathy 100 ft.
Special Qualities: Darkvision 60 ft., outsider traits, Aura of Endurance, Desert Adapted, reflective spell resistance 11, reflective power resistance 11
Saves: Fort +6, Ref +4, Will +7
Abilities: Str 16, Dex 10, Con 14, Int 12, Wis 16, Cha 12
Skills: Diplomacy +9, Heal +11, Knowledge (the planes) +9, Knowledge (arcana) +5, Knowledge (religion) +9, Knowledge (psionics) +5, Listen +11, Sense Motive +11, Spot +11, Use Magic Device +5, Use Psionic Device +5
Feats: Power Attack, Hover

Environment: Goadus
Organization: Solitary, Pair, or Community
Challenge Rating: 4
Treasure: Standard
Alignment: Always any lawful
Advancement: By character class
Level Adjustment: +5

Aura of Endurance (Su): A Sonu constantly radiates an aura that eases the fatigue of mortal creatures. Living non-outsiders within 30 feet of a Sonu act at all times as though under the effect of an endure elements spell with a caster level equal to the Sonu’s Hit Dice. A Sonu can suppress or resume this aura as a free action.

Desert Adapted (Ex): A Sonu is completely immune to the natural effects of warm and arid environments such as deserts. In addition, a Sonu’s physiology makes the immune to light effects.

Reflective Spell/Power Resistance (Ex): A Sonu has spell resistance and power resistance equal to 6 + Hit Dice. If a caster casts a spell or a manifester manifests a power with a single target at a Sonu and fails to beat its spell resistance or power resistance by five or more, the spell or power rebounds on the caster as though it were subject to a spell turning effect.

Sonu as Characters

Sonu characters possess the following racial traits.

+6 Strength, +4 Constitution, +2 Intelligence, +6 Wisdom, +2 Charisma: Sonu are exceptionally powerful creatures however one looks at them.
Large size. A Sonu has a –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, and lifting and carrying limits double those of Medium characters.
A Sonu’s base land speed is 30 feet, and a Sonu has a fly speed of 60 feet with poor maneuverability
Darkvision: Sonus can see in the dark up to 60 feet.
Racial Hit Dice: A Sonu begins with five levels of outsider, which provides 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +4, Ref +4, and Will +4.
Racial Skills: A Sonu’s outsider levels give it skill points equal to 8 x (8 + Int modifier). Its class skills are Diplomacy, Heal, Knowledge (the planes), Knowledge (arcana), Knowledge (religion), Knowledge (psionics), Listen, Sense Motive, Spot, Use Magic Device, and Use Psionic Device.
Racial Feats: A Sonu’s outsider levels give it two feats.
+5 natural armor bonus
Special Attacks (see above): Telepathy 100 ft.
Special Qualities (see above): Greater sub-type, outsider traits, Aura of Endurance, Desert Adapted, reflective spell resistance equal to 6+HD
Automatic Languages: Terran. Bonus languages: Celestial, Draconic, Auran, Common, Ignan, Sylvan.
Favored Class: Paladin
Level Adjustment: +5, for a combined ECL of 10
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#39 User is offline   Raven Bloodmoon 

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Posted 07 August 2007 - 07:40 AM

Okay. First, the Bobs. I like it. I can't decide if the LA is sufficient or not, but I haven't really tried to weigh it against other equivalent options. Bobs woudl make excellent assissin, though.

Sonu are a bit whacky. Abiltiies and all look great. I'm just not sold on the LA. You've basically made a half-dragon drow that lacks a breath weapon and some of the drow goodies. The only boon it has over a drow is that it has the potential to reflect spells back at the caster, which makes up for the breath weapon, but it still seems a little low. The outsider traits really aren't that impressive, remember. You can't be raised from the dead, and you can see in the dark a little. Dwarfs get the darkvision but they get second chances, too. So really, I'm not sure that LA 5 is justified. Maybe more like LA 4.
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#40 User is offline   Dthclaw 

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Posted 09 August 2007 - 03:36 PM

View PostRaven Bloodmoon, on Aug 7 2007, 02:40 AM, said:

Okay. First, the Bobs. I like it. I can't decide if the LA is sufficient or not, but I haven't really tried to weigh it against other equivalent options. Bobs woudl make excellent assissin, though.

Sonu are a bit whacky. Abiltiies and all look great. I'm just not sold on the LA. You've basically made a half-dragon drow that lacks a breath weapon and some of the drow goodies. The only boon it has over a drow is that it has the potential to reflect spells back at the caster, which makes up for the breath weapon, but it still seems a little low. The outsider traits really aren't that impressive, remember. You can't be raised from the dead, and you can see in the dark a little. Dwarfs get the darkvision but they get second chances, too. So really, I'm not sure that LA 5 is justified. Maybe more like LA 4.


Well, a 6th level Halfling Rogue would have roughly the same skill modifiers as a base Ciadean. And a Halfling of that level would also have 3d6 Sneak Attack. The Ciadean would have better base Fort and Will saves, but a Halfling's racial abilities make its saves superior. Ciadeans have inferior hp and feat quantities. A Halfling would get evasion, trap sense, etc. Actually, the only real advantage a Ciadean would have is its Chronic Shadows. I'm actually thinking of dropping the LA by one.

As to the Sonu... I didn't want the SR/PR too high, especially given the reflection part of it.

So what would you suggest on keeping the Sonu ECL 10? Drop one LA and advance a HD? That would give them an extra attack per round, higher SR/PR, skills, save increases, hp, etc, and I'd rather not dump that large of a power increase on them. I suppose that I could drop their ECL, but is there any other abilities you can think of giving them that would make them more distinguished and worthy of an ECL 10?
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#41 User is offline   Raven Bloodmoon 

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Posted 13 August 2007 - 07:20 PM

Really, I'm not entirely sure what to add. I would need more information on the flavor you're goign for.
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#42 User is offline   Dthclaw 

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Posted 17 August 2007 - 06:03 PM

Sort of a pseudo-Arabian themed culture. Just... outsiders. With an eclectic mixture of abilities etc.
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