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Posted: Mon Jan 14, 2008 12:04 pm
Well, I said I'd come up with a few, but feel free to join in with the fun. I'll try to start posting some ideas soon.
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Posted: Mon Jan 14, 2008 2:22 pm
Well I guess this should also go elsewhere but I have maps ready for a mod warcraft/eragon themed world that would need characters made. Now this is only if we do multiple world universe but a small checklist for characters would include. -Humans -Dwarves -High Elves -Wood Elves -Dark Elves -Trolls (Small and Blue) -Orcs (Large and Green/Red) -Half-Ogres -Undead -Felis (Half Cat Elves) -Gnomes -Metars (Half Beast Humans) I don't have an amazing amount of expirience in character building and would like to work with someone on making templates for these races. Now this all depends on whether we will except my little world for a section of the guild forum.
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Posted: Mon Jan 14, 2008 4:35 pm
heart If you want me in the group then I will be more than happy to play..
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Posted: Mon Jan 14, 2008 7:52 pm
ELVEN TEMPLATE
An elf, known for his grace and incredible eyesight, taken by the magical disease. These precious eyes are now lost, leaving nothing but bare skin.
Fallen Elf Template
Int+2, Dex-2[to negate standard bonus]
Immunity to Sleep spells , +2 against enchantments, +2 against Mind Affecting magic
Blindsight, 10ft.
Additional +2 to Listen, -6 to Spot and Search.
Passing within 5 ft of a secret door automatically reveals its location.
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Posted: Mon Jan 14, 2008 8:03 pm
Dwarven Template
Fallen Dwarf Once a proud, noble race, the magic has corrupted the dwarves, making them stronger, but more primitive in the process. The Dwarves have also become greedier, desiring more wealth than ever.
Strength +2, Int-2
Additional +2 bonus to saving throws agains poison.
Removal of Racial attack bonus against goblinoids and orcs.
Removal of AC bonus against Giants.
Additional +6 on metal and gem related Appraisals.
Additional +2 to crafts related to metal and gems
Gold Rush- When within 10ft. of at least 5000gp of gems or metals, the Dwarf's land speed increases by 5' and he gains a +4 to checks to resist Mind affecting magic.
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Posted: Tue Jan 15, 2008 6:12 am
alright, I can understand the removal of the AC bonus against giants, as it comes from special training, but versus goblins and orc , who they have an intense hatred for, comes from instinct, even dwarven merchants have been known to get into a fury when it comes to goblins and orcs((Then again what dwarf hasn't been known to do that in any battle....))I don't want you to change it, I just would like you to shed a little light on how you considered that an okay loss.
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Posted: Tue Jan 15, 2008 8:18 am
If there is anyone else that feels that the +1 bonus should be kept, that'd be okay.
The main issue is that these are simply template ideas. I can change them at any time, and if people don't like them I'm fine with it. It's a guild effort, after all. I removed the attack bonus because I felt that dwarves of this template would be just completely anti-social (or at least, just gruff towards everybody). As such, they wouldn't particularly care about one race or the other.
However, as I said, if anyone else seconds the motion to reinstate the racial attack bonus against orcs and goblins, I'll throw it back in there.
Edit: Hehe, I didn't even notice your post about the dwarves fighting the orcs and goblins. Keep in mind that this is a template, and is, as such, entirely optional. In fact, I plan on developing multiple racial templates for each of the basic races. However, remember that we may only use the regional feats and save the templates for when we want to use them.
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Posted: Tue Jan 15, 2008 7:24 pm
I know..I just kinda thought it was a little weird....but I'm really fine with it, there are other ways you could explain it going away
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Posted: Wed Feb 13, 2008 8:12 am
Human Template
Chaos Touched
Lose Racial Bonus Feat
Gain the [Chaos] subtype
+1 to Dex, +1 to Cha -1 to Con, -1 to Wis
3/day, May apply the [Chaos] subtype to a damage spell. Half the damage is [Chaos].
Shifting Form- Twice per day, the human shifts to a different humanoid form and accrues all stat bonuses and penalties associated with it (note: only LA 0 races). This cannot be controlled, and template bonuses and penalties remain the same. This change dissorients the character for 5 minutes.
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Posted: Wed Feb 13, 2008 8:20 am
Half-Orc Template
Strength of Mind
Str-4, Int+4, Cha+2
or
Str-4, Int +2, Wis+2, Cha+2
Wizard only: Transmutation spells cast at +2 caster level. Divination at -2.
Sorcerer Only: 1/day, Gain "n" spell slots for each spell level for 5 rounds, where "n" equals your charisma modifier. Spells cast in this state are considered "minimized" (cast at half caster level)
Cleric Only: +2 bonus to Will saves, additional +2 to resist Enchantment spells
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Posted: Wed Feb 13, 2008 8:48 am
Troll Race (Prototype)
I'm going to desperately, and I mean DESPERATELY try to keep this at LA +0, but if I fail, I'm sorry.
Stat. Mod.'s
Str. +2, Con. +2 Int. -2, Cha. -2
Racial Healing 1 (double normal regenerative rates)
+2 Natural Armor Bonus
30' Movement
Racial Proficiency: Bolos, Nets, and Harpoon
Odor: -2 to Hide and Diplomacy checks (to anything with a sense of smell)
Have a 1d4 Tusk attack (use Dex. Mod for attack).
+4 Racial bonus to identifying poisons and diseases.
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Posted: Tue Feb 19, 2008 2:11 pm
A few notes on some of your templates for you Manijin:
Elven: I can see your intentions with giving elves a 10' blindsight and removing their eyes, but this is a drastic change to a LA 0 race. A lack of eyesight in exchange for blindsight has been the realm of the Grimlock, which has a +2 LA. You could, perhaps, do a modified version of a grimlock to meet your idea, but it seems to me that trying to change elves in such a sudden manner is ill-considered.
Dwarven Template: I have not examined this thoroughly, but the concept is different enough from Durgar to work.
Chaos Touched: I think I understand what you are trying to do with this race, but I would make the following ammendments to this race:
1) Remove the loss of a racial bonus feat
2) Make Humans lose their bonus skill
3) Your stat bonuses are balanced, but awkward. There are reasons that stat bonuses have been placed in +2, because this means that a player can't manipulate their 11's, 13's, 15's, and 17's to give them deceptively higher ability scores than they ought. I would consider a +2 to dexterity and a -2 to wisdom, but it's your choice. My reasoning is that being chaotic makes a creature more limber, but the strain on the mind is greater.
4) Remove the 3/day half-chaos damage. This benefit is useful only to spellcasters, and so primes the race in that direction. If you do intend to keep it, however, you should bring back the loss of a bonus feat, and reword it as follows "3/day a Chaos Touched Human may apply the [Chaos] subtype to a spell. If this spell deals damage, half that damage is considered divine damage, and is not preventable."
5) Shifting Form- A good idea, reminiscient of a doppleganger or shifter. I would recomend that you change the wording thusly:
"1/day a Chaos Touched human may shift, as a supernatural ability, to a different humanoid form, accruing the average physical stats of that race. A Choas Touched Human can remain in this new form for up to 24 hours, or until it changes to a new form or reverts to its original form. The form to be chosen cannot exceed one hit dice. This ability is otherwise identical to an Alter Self spell."
This changes the ability slightly, but makes it more workable with the 3.5 system. Since only 1 hit dice humanoids have a LA of +0, your requirement is still upheld.
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Posted: Sat May 10, 2008 1:09 pm
Manijin Troll Race (Prototype)I'm going to desperately, and I mean DESPERATELY try to keep this at LA +0, but if I fail, I'm sorry. Stat. Mod.'sStr. +2, Con. +2 Int. -2, Cha. -2 Racial Healing 1 (double normal regenerative rates) +2 Natural Armor Bonus 30' Movement Racial Proficiency: Bolos, Nets, and Harpoon Odor: -2 to Hide and Diplomacy checks (to anything with a sense of smell) Have a 1d4 Tusk attack (use Dex. Mod for attack). +4 Racial bonus to identifying poisons and diseases. I think this is a little over +0 there's a +2 physical bonus and a +2 A.C. without penalties, and I'm unsure if natural attacks add to the l.a. or not, but I'm not an expert and I'm sure there's someone else who knows more about this than me and will probably correct me.
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Posted: Fri Jul 11, 2008 10:58 pm
Manijin Half-Orc TemplateStrength of MindStr-4, Int+4, Cha+2 or Str-4, Int +2, Wis+2, Cha+2 Wizard only: Transmutation spells cast at +2 caster level. Divination at -2. Sorcerer Only: 1/day, Gain "n" spell slots for each spell level for 5 rounds, where "n" equals your charisma modifier. Spells cast in this state are considered "minimized" (cast at half caster level) Cleric Only: +2 bonus to Will saves, additional +2 to resist Enchantment spells Wow, the sorceror one is hacked. completely broken, you could just use non numeric spells for those slots and minimize is canceled out, plus you throw is th charisma bonus and like a cloak or something and you've got an extra 20-30 spells a day at higher levels. the cleric one seems underpowered compared to the others...but it's the closest to balanced I can see.....
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Posted: Mon Oct 27, 2008 7:51 am
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