Galileo
2009-06-30, 04:12 AM
I'm making a campaign set in the world of Grandia II, shortly after the end of the game. Because there aren't actually any races other than human and beastman (and Automata, sorta) I'm emphasising the differences between the different beastmen tribes. Anyone who's familiar with the game, advice on races, suggestions for plots, ideas on what class Roan is would be greatly appreciated.
These are my first drafts. I am a little wary of basing the entire tribe's racial traits on only a couple of examples of each, but there's nothing for it. Ah well.
Mau Tribe Beastman
Medium Humanoid
+2 Charisma, +2 Dexterity, -2 Strength
Base land speed is 30 feet.
Scent
+2 racial bonus on Perform checks
Weakness to silvervine moss: Silvervine moss is a plant with a smell particularly pleasing to beastmen. If presented with large quantities of live silvervine moss, beastmen must make a Will save (DC 15) or lose the will to leave the area. They may make another Will save after 3-5 minutes, or if presented with a strong reason to leave, such as "Troglodytes are after us - MOVE IT MAREG!"
Favoured Class: Bard
Yamu Tribe Beastman
Medium Humanoid
+2 Intelligence, -2 Wisdom
Base land speed is 30 feet.
Scent
+2 racial bonus on Craft: Flavoured Paper checks.
+2 racial bonus on Knowledge checks.
Weakness to silvervine moss: Silvervine moss is a plant with a smell particularly pleasing to beastmen. If presented with large quantities of live silvervine moss, beastmen must make a Will save (DC 15) or lose the will to leave the area. They may make another Will save after 3-5 minutes, or if presented with a strong reason to leave, such as "Troglodytes are after us - MOVE IT MAREG!"
Favoured Class: Wizard
Nanan Tribe Beastman
Medium Humanoid
+2 Strength, +2 Wisdom
Base land speed is 30 feet.
Scent
Weakness to silvervine moss: Silvervine moss is a plant with a smell particularly pleasing to beastmen. If presented with large quantities of live silvervine moss, beastmen must make a Will save (DC 15) or lose the will to leave the area. They may make another Will save after 3-5 minutes, or if presented with a strong reason to leave, such as "Troglodytes are after us - MOVE IT MAREG!"
Favoured Class: Swordsage
These are my first drafts. I am a little wary of basing the entire tribe's racial traits on only a couple of examples of each, but there's nothing for it. Ah well.
Mau Tribe Beastman
Medium Humanoid
+2 Charisma, +2 Dexterity, -2 Strength
Base land speed is 30 feet.
Scent
+2 racial bonus on Perform checks
Weakness to silvervine moss: Silvervine moss is a plant with a smell particularly pleasing to beastmen. If presented with large quantities of live silvervine moss, beastmen must make a Will save (DC 15) or lose the will to leave the area. They may make another Will save after 3-5 minutes, or if presented with a strong reason to leave, such as "Troglodytes are after us - MOVE IT MAREG!"
Favoured Class: Bard
Yamu Tribe Beastman
Medium Humanoid
+2 Intelligence, -2 Wisdom
Base land speed is 30 feet.
Scent
+2 racial bonus on Craft: Flavoured Paper checks.
+2 racial bonus on Knowledge checks.
Weakness to silvervine moss: Silvervine moss is a plant with a smell particularly pleasing to beastmen. If presented with large quantities of live silvervine moss, beastmen must make a Will save (DC 15) or lose the will to leave the area. They may make another Will save after 3-5 minutes, or if presented with a strong reason to leave, such as "Troglodytes are after us - MOVE IT MAREG!"
Favoured Class: Wizard
Nanan Tribe Beastman
Medium Humanoid
+2 Strength, +2 Wisdom
Base land speed is 30 feet.
Scent
Weakness to silvervine moss: Silvervine moss is a plant with a smell particularly pleasing to beastmen. If presented with large quantities of live silvervine moss, beastmen must make a Will save (DC 15) or lose the will to leave the area. They may make another Will save after 3-5 minutes, or if presented with a strong reason to leave, such as "Troglodytes are after us - MOVE IT MAREG!"
Favoured Class: Swordsage