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majorapat
2006-09-16, 05:06 PM
Here's my next character race I am making for my unique campaign setting.

The Sylophen:

Details:

The Sylophen are a Humanoid race who is not a Fauna but Flora based life form. Their bodies are shaped similarly to normal humanoids, they had a head, and a body, two legs and two arms, but their internal make up is different. Their skin pigments vary from light greens to dark greens commonly, with some regional variations in colour to match local plant life.

Their food generation system is completely alien to normal humanoids; their outer skin contains photo-chromatic pigments that allow them to create sugars through photosynthesis, similarly to normal plant life. They breathe in carbon dioxide that is normally contained in the atmosphere, and exhale oxygen as a part of their food generation process. They require water to process the food, and some of this water is used to maintain their osmotic pressure skeletal system. Should they be without water for too long not only does their bodies start to die, but their skeletal system also starts to fail. They become weak and their physical abilities are weakened greatly. In order to gain the nutrients that they need to survive, a Sylophen must take root. A left over from their plant evolution, a Sylophen has to reach down into the ground to absorb the essential minerals they require to survive. To take root, they must expose their feet to soil, while doing so, small roots protrude form their feet and sink deep into the earth. While taking root, they are immobile and cannot move, they essentially are like an anthropomorphised tree.

The Sylophen are a peaceful race that is in touch with nature, they have a synergy with the natural world, which expresses itself through their society. They have no priests, instead favouring a Druidic pantheon of the four Creationist Deities, Danu the Earth Mother, Taranis the eternal breath, Manannan of the life giving waters and Svarog Fire's Spirit. There are individual Druid enclaves that specialise in each of the elements, but the most popular is the worship of the Creationist Pantheon as a whole. Due to their vulnerability to fire, most Sylophen's treat the worship of Svarog as an outcast sect, and it's followers with suspicion.

The Sylophen live in the valleys and hills around Hiceana. As they revere nature, they are friendly with the mutually respective Rgara, and have a neutral relationship with the Varix, who works in the depths of the world. The Sylophen are known for their protection & knowledge of nature, herbalism and medicine. Sylophen retain some understanding of their planet brethren and are able to communicate with them. They use their skills with nature to create groves within the confines of their lands which are made of great trees. The Sylophen live on and in these trees, which have been shaped to create facsimiles of other races houses. Their settlements characteristically have no fencing or barricades around them, but because of their characteristic abilities to communicate with plants, they use the very trees that surround their homes as ever vigilant watchers, that are discreet. Due to their unique abilities, ideals and Druidic society, Sylophen are very welcome to Druids of other faiths, as such they are often taught the Druidic secret language.


Base Modifier Stats:

• Type: Humanoid (Plant) - Sylophen are Humanoid Plant creatures native to Hiceana.
• Racial Modifiers: -2 Dexterity, +2 Wisdom, Sylophen are wise in the ways of the world but their unique vascular system means they aren’t very nimble.
• Size: Medium Humanoid (Plant)
• Base Land Speed: 20ft
• Racial Skills: +2 to Knowledge (nature) & survival.
• Vulnerability to Fire: Sylophen are vulnerable to fire damage. Sylophen take half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
• Need for Water: As Sylophen depend partly on water for their turgor pressure skeletal system, they suffer additional problems from dehydration if they have not taken in the recommended daily allowance. In addition to the standard problems from dehydration, they also suffer -2 Strength, -2 Dexterity & -2 Constitution penalties. This can be negated by drinking and then taking root for 8 hours or by the use of the Heal, Hydrate or Restoration spells.
• Taking Root: Sylophen need to take root for 8 hours a day to regain strength. To do so, they must expose their feet to soil, while doing so, small roots protrude form their feet and sink deep into the earth. While taking root, they are immobile and cannot move. Their skin contains layers of photo-chromatic pigments which allow them to photosynthesize through their flesh when it is exposed to light, and creates the sustenance they need. This replaces the normal humanoid need for sleep and eating.
• Thinking Plants: Sylophen are not immune to mind-affecting effects.
• Regenerate: Sylophen physiology allows for the loss of limbs which can be replaced relatively quickly. Sylophen have Regenerate 1.
• Hybrid Physiology: Sylophen are not immune to poison, sleep effects, paralysis, polymorph and stunning. They are also subject to critical hits.
• Spell-like abilities: Once a day (1/day) a Sylophen can use Entangle. If a Sylophen’s charisma is above 12, they can at will speak with Plants. Sylophen are able to magically communicate with plants and plant creatures.
• Automatic Languages: Trader’s Tongue, Silam
• Bonus Languages: Sylvan, Rgara'sah, Sia'deen'ah, Druidic.
• Favoured Class: Druid
• Level Adjustment: +0

I am unsure about the regeneration ability, I may change it to fast healing, but I am unsure if it will fit in overall with the background.

Thrune
2006-09-17, 11:35 AM
LA +1 or 2(Probobly 2)

It has a lot of disadvantages, but Fast Healing is pretty awesome for a player. For one thing, unless I misunderstand, he'll never bleed to death.
If it's Regeneration, then you should note down what bypasses it. But the scary thing is Entangle. I personally really dislike Entangle for the simple reason that, in my opinion, it's on the power level of Fireball or CL 11 Scorching Ray, not Magic Missile or Cure Light Wounds.

knightsaline
2006-09-19, 05:17 AM
when will people learn thagt druidic can NEVER be a bonus language. only druids EVER learn it. even if a druid was able to teach someone the druidic language, they lose all druid powers

paddyfool
2006-09-19, 08:57 AM
Nice concept, but I agree with Silanus that it would need a LA of either +1 or +2 (with the addition rationale that +0 races with a bonus to a spellcasting stat are extremely rare) despite the slowness and the fire vulnerability. After all, the latter could be bypassed nicely by any of a number of ways of gaining fire immunity. I also agree with Selene Knight that you shouldn't give this race Druidic as a language, bonus or otherwise.

If you wanted to power down the race to +0, first reduce the power of that regeneration. (After all, why would the race have a commitment to medicine if everything just grew back in no time anyway?) I'd make it conditional, eg "Regenerate 1 if has taken root in damp soil". You'd also want to balance the spellcasting stat - druids, especially shapeshifting ones, would gain a bit too much by losing Dex to gain Wis. Maybe take 2 off Str or Chr as well. Then, I reckon, this would be a fair +0 race. Any thoughts, Silanus?

Thrune
2006-09-19, 10:52 AM
I don't really agree with the idea that the Wisdom bonus is greater then the Dexterity penalty-The shapeshifting problems can be solved just by using Giant's variant polymorphing rules.
Limiting regeneration to 'while taking root in damp soil' would work; but I do feel that Entangle is very powerful.
And Selene Knight, good point-I had only skimmed the fluffy bits, which to me included languages.

paddyfool
2006-09-20, 12:55 AM
I'm not too bothered by Entangle; it's a very useful spell, but it's only one use/day, and any level 1 Druid or level 1 Cleric with the Plant domain can get it anyway. And although it's very effective, you actually cast it on the plants in a given area, so as I interpret it you need to be somewhere where there's at least a little plant life to start with ... not much use in, say, most dungeons or buildings.

Fax Celestis
2006-09-20, 01:05 AM
Regeneration is too powerful for a class unless you give it qualifiers...like perhaps only when the creature is rooted.

Also, scratch Druidic. It's a secret language

paddyfool
2006-09-20, 03:06 AM
Think you've been beaten to every one of your points, Fax. Glad to see you agree, though.

Paddy

majorapat
2006-09-25, 04:14 PM
Revised Stats:

Base Modifier Stats:

• Type: Humanoid (Plant) - Sylophen are Humanoid Plant creatures native to Hiceana.
• Racial Modifiers: -2 Dexterity, +2 Wisdom, Sylophen are wise in the ways of the world but their unique vascular system means they aren’t very nimble.
• Size: Medium Humanoid (Plant), As Medium creatures, Sylophen have no special bonuses or penalties due to their size.
• Base Land Speed: 20ft
• Racial Skills: +2 to Knowledge (nature) & survival.
• Vulnerability to Fire: Sylophen are vulnerable to fire damage. Sylophen take half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
• Need for Water: As Sylophen depend partly on water for their turgor pressure skeletal system, they suffer additional problems from dehydration if they have not taken in the recommended daily allowance. In addition to the standard problems from dehydration, they also suffer -2 Strength, -2 Dexterity & -2 Constitution penalties. This can be negated by drinking and then taking root for 8 hours or by the use of the Heal, Hydrate or Restoration spells.
• Taking Root: Sylophen need to take root for 8 hours a day to regain strength. To do so, they must expose their feet to soil, while doing so, small roots protrude form their feet and sink deep into the earth. While taking root, they are immobile and cannot move. Their skin contains layers of photo-chromatic pigments which allow them to photosynthesize through their flesh when it is exposed to light, and creates the sustenance they need. If there is no soil to plant their feet in, then they will not be able to rest well, they will act as though fatigued until they can take root next. They can survive for a time, if they ingest the nutrients they need (eating handfuls of soil), and then rest for 8 hours, but this can only sustain them for a period of 5 days, before becoming ineffective. This replaces the normal humanoid need for sleep and eating.
• Thinking Plants: Sylophen are not immune to mind-affecting effects.
• Re-growth: Sylophen physiology allows for the loss of limbs which can be replaced relatively quickly. Sylophen have a form of regeneration and take lethal damage from all attacks that would normally cause lethal damage, however any severed limbs can be regenerated. If a limb is lost, a Sylophen can grow a replacement but must remain in the taking root status for a 168 hour period (1 week).
• Hybrid Physiology: Sylophen are not immune to poison, sleep effects, paralysis, polymorph and stunning. They are also subject to critical hits.
• Spell-like abilities: Once a day (1/day) a Sylophen can use Entangle. If a Sylophen’s charisma is above 12, they can at will speak with Plants. Sylophen are able to magically communicate with plants and plant creatures.
• Automatic Languages: Trader’s Tongue, Silam
• Bonus Languages: Sylvan, Rgara'sah, Sia'deen'ah.
• Favoured Class: Druid
• Level Adjustment: +0