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Solaris
2009-10-20, 10:14 PM
Sealtuans
The sealtuans are a nomadic race quite adapted to living in and on the water. They have lived on the islands off the coast of Fieria since time immemorial. The sealtuans claim they were present since the dawn of time and the creation of the species, saying that they are the race born of water just as humans were created from fire and dwarves from stone. While Gammerond the Creator made humans, dwarves, and other demihuman races, the sealtuans claim a different creator: Yeathan, Taelessa's father and the dark master of the depths. Since Yeathan has degenerated into an evil servant of the Ebon Flame, most of the sealtuans have abandoned his worship for his daughter's.

Sealtuan society has become one ruled by a loose confederation of nobles, all of whom answer to the Jelkeshans. As non-human members of the Mandate, whether they like it or not, sealtuans are usually treated as second-class citizens. Sealtuans are forbidden under Jelkeshan law from owning gold or land, preventing them from ever getting above middle class without leaving their homes.

The Jelkeshans have occupied the sealtuan floating cities since roughly six hundred years ago, but only closed the net and took over the whole of the sealtuan nation just a decade ago. The sealtuans have since spread throughout the Mandate, particularly the younger sealtuans who don't remember anything but life as subjects of the Mandate. The elders fear they are being diluted, that the sealtuan way of life might one day vanish from Arken.

Personality: To the sealtuan, family comes first. All else is second. They take care of each other, look after each other, and work side-by-side with each other pretty much from birth until the day they die. Most sealtuans couldn't begin to contemplate abandoning their family, and distant relations treat each other just as warmly as first cousins or siblings. This creates a unique solidarity in the race, one that could very easily result in the sealtuans uniting to overthrow the Jelkeshans.

By contrast, the sealtuans are very suspicious of outsiders. They are actually rather xenophobic, a fear not entirely unfounded given their history with the Jelkeshans. While they travel, live, and work among other races, sealtuans don't make friends with other people.

Physical Description: Sealtuan height ranges from a few inches under five feet to about six feet tall, and weight usually ranges from one hundred to one-eighty pounds. Sealtuan women are taller and heavier than sealtuan men, but the difference is less pronounced than is found among humans. Sealtuans are more graceful than humans, but also lack their strength - either in spirit or in body. While they appear to be mammals, sealtuans are actually a race descended of fish that an ancient sea-god shaped into something very similar to Gammerond's demihuman creations. As such, sealtuans - despite their similarities - are incapable of breeding with any demihuman race.

Upon first encountering a sealtuan, many drylander humans find them haunting, exotic and beautiful. Their eyes are almond-shaped and solid black save for their metallic gold, blue, green, or violet irises. Their ears are completely internal, but they do have a ribbed fin in place of each ear that they use for maneuvering. A sealtuan's skin is smooth, dark blue fading to pale creamy white on their chests and bellies. Sealtuan skin is hairless, instead covered in scales like those of a loach, too small to be seen or felt. The sealtuans have hair on their scalps matching their eyes, and thick, ridged scales growing on their backs, shoulders, forearms, lower legs, and necks in a shade matching their hair and eyes. Some have fewer scales, some have none at all, and rarely some sealtuans have bodies completely covered in fine metallic scales. Sealtuans completely covered in gold scales are regarded as bad luck and used to be abandoned at birth, but in recent years Jelkeshan nobles have taken to raising them to be personal servants and entertainment. All sealtuans have fins on their forearms, shoulders, hips, and calves as well as webbed hands and feet with rather long, slender fingers and toes. A sealtuan female's fins are thin and gossamer, while a sealtuan male's fins are thicker and sturdier. Female sealtuans have sharpened eighteen-inch-long bone spines growing from their wrists that they are adept at using as weapons. While sealtuans do have lungs, they also have gills. They take in water through their mouths, venting it out through a set of gill slits on the sides of their necks and through another set on their backs. Their gills seal up when they are out of water.

Many sealtuans have mutations from this norm, the result of their ancient ancestors' dabbling in transmutation magic on both themselves and the creatures around them. While this power once led to them having an empire that once ruled much of the world, now it only results in unusual divergences in sealtuan physiology. Regardless of physiological differences, however, these sealtuans are still able to breed with others of their race. They usually produce unmutated children. Still, sealtuans have a great deal more control over their proportions as they mature than do the demihuman races.

Sealtuans lay eggs, soft-shelled external wombs much like a shark's egg. These eggs require care for seven months, the mother keeping it submerged in fresh water and cleaning it regularly. A sealtuan child takes about fourteen years to reach physical and sexual maturity, though they are rarely considered full adults until about seventeen to nineteen years of age. Sealtuans usually live for about a century, though sometimes they can live up to two hundred years. On average, sealtuans live about as long as humans do.

Relations: Sealtuans are pretty xenophobic, disliking humans because they lump all humans together in with the same group as the Jelkeshans and dwarves in with the same group as the humans. Thus, relations between the races are generally unfriendly, although sealtuans have been known to form individual friendships with humans, dwarves, and other races.

The only race the sealtuans really get along well with are the myrmidons of Vaundei. Vaundei was an ally of the ancient sealtuan nations, and the two races are generally of similar morals and goals.

Alignment: Though they tend to respect family and tradition, a lawful trait, most sealtuans are too free-spirited to be much of anything but chaotic alignments. They aren't necessarily anarchists who exist to destroy, but they do dislike governments and laws on general principle. Morally, sealtuans tend slightly more towards good than evil, looking after themselves and their own without much compassion or malice for outsiders who don't interfere with the sealtuans. They'll generally help someone in need, but don't make a habit of looking for people in trouble.

Sealtuan Lands: The only lands the sealtuans can really call their own now is the Sealtuan Archipelago, a cluster of islets south of the Jelkeshan Isles that ranges from small rocks jutting out of the ocean to small islands with a patch of forest on them - most of those are too marshy to really be of much use. Sealtuans live more in their underwater cities, fantastic yet alien constructions of coral and stone that evince a genius of design. Sealtuan houses, despite being underwater, often have several rooms filled with air. The sealtuan population numbers about two million.

Religion: Sealtuans approach religion fairly casually, and often don't understand the depth of faith humans and dwarves can exhibit. One of their favored patrons is Taelessa, their creator's daughter, although some of the sealtuans more violently opposed to the Jelkeshan occupation reject her as demanding that the sealtuans be too passive about accepting the Jelkeshans' occupation. Many of them have returned to secretly worshipping Yeathan, though the once-benevolent god of the sea has transformed - or perhaps been absorbed - into a horrific creature known in whispered voices by many names, but most commonly as Dread Cthulhu. Cthulhu's cult is highly secretive, regarded as dangerous extremists by both the sealtuans and the Mandate. Dread Cthulhu's cultists promise a return to the old ways, the ancient ways, and promise to restore the sealtuan people to their pure state.

Language: The sealtuan language is Palaou, a language given to many vowels and few consonants, with almost no hard consonants. People mock it by using ululations, and even the sealtuans will admit that it isn't exactly the most well-developed language when compared to Tradespeak (Common) or Gut-Tamaug (Dwarven Common). Still, they take pride in learning and speaking it and refuse to speak Tradespeak - sealtuans traveling abroad often learn Gut-Tamaug instead.

Names: Sealtuans, much like some humans, have first names and surnames, both of which are given at birth and stick for the rest of their lives. Some have Jelkeshan names, while others have more traditionally sealtuan names. They inherit their surnames from their mothers.

Adventurers: Many sealtuan adventurers seek fame and glory, a place above the peasant life they were born to, are rebels against the Jelkeshans, seek revenge against the Jelkeshan overlords, or any combination of the above.

Sealtuan Racial Traits
- Abilities: -2 Strength, +2 Dexterity, -2 Wisdom, +2 Charisma. Sealtuans aren't as strong as most humans, but they are more graceful and charismatic than the norm.

- Medium: As Medium creatures, sealtuans have no special bonuses or penalties due to size.

- Speed: Sealtuan base land speed is 30 feet. Sealtuan base swim speed is 40 feet.

- Type: Sealtuans are monstrous humanoids with the aquatic and amphibious subtypes.

- Sealtuans have the Aquatic subtype, but have no trouble breathing in air due to their amphibious nature. Sealtuans have gills on their necks and backs, but they seal up so as to be all but undetectable when not in the water. They also have a pair of lungs identical to those humans have, kept separate from the gills and sealing off when the gills are open. Sealtuan gills function in both saltwater and freshwater, though they tend to get a little giddy from too much freshwater.

- Oxygen Efficiency (Ex): As sealtuans are far more efficient at drawing oxygen from air and using it than humans are, they can hold their breath for quite some time - about eight minutes, on average. Sealtuans can hold their breath for a number of rounds equal to their constitution score times eight before they start to suffocate. Note that using their gills counts as breathing.

- Low-Light Vision (Ex): A sealtuan can negate concealment due to darkness in starlight, moonlight, torchlight, and similar conditions of poor illumination (but not total concealment). She retains the ability to distinguish color and detail under these conditions.

- Sixth Sense (Ex): +2 racial bonus to Search checks. A sealtuan who merely passes within five feet of a hidden object (such as a secret or concealed door) is entitled to a Search check to notice it as if she were actively looking for it. A sealtuan's ability to detect nearby hidden objects is almost mystical, a fine-tuned danger sense handy for their underwater realms where danger can come from any corner.

- Blindsense (Ex): A sealtuan has a rudimentary form of echolocation much like dolphins and whales. She usually does not need to make a Spot or Listen check to pinpoint the location of a target within the blindsense's 20-foot range, so long as the sealtuan has line-of-sight to the object. Blindsense does not negate concealment, nor does it enable the sealtuan to keep her dexterity bonus to armor class against attacks from creatures it cannot see, but it does prove mighty useful in pinpointing an invisible target's location. Effects that deafen the sealtuan also negate her blindsense. Should the sealtuan receive sound-based blindsense from another source, her range improves by +10 feet or remains 20 feet, whichever is better.

- Amphibious Senses: A downside of having adapted to seeing and hearing in both air and water is that sealtuans are not particularly adept at either. They receive a -2 racial penalty to Spot and Listen checks and double the penalties for range. They also suffer -3 rather than -2 penalties for a range increment.

- Spines: A female sealtuan has sharp, bony spines on her wrists that she can use to make slashing attacks for 1d4 points of damage, using them as primary natural weapons. A sealtuan with a manufactured weapon in one hand and the other hand free can use the spine attack as a secondary natural weapon. A sealtuan monk could use them in her unarmed strikes, changing the bludgeoning damage into slashing damage and adding +2 damage to her attacks.

- Agile: A male sealtuan's body is particularly well-adapted for maneuvering both underwater and on dry land. He receives a +2 racial bonus on Escape Artist, Jump, Swim, and Tumble checks.

- Automatic Languages: Palaou. Bonus Languages: Tradespeak (Common), Gut-Tamaug (Dwarven Common), Allannyar (Elven), Old Tradespeak (Other Common).

- Favored Class: Ranger. A sealtuan with more than half his levels in this class gets +10% experience points. (In standard games, ignore the second sentence).

And the racial feats. Look, I'm too lazy to bold 'em all up.
Carapace [Sealtuan]
Your scales have given way to hard, segmented shell on your back, shoulders, and thighs. It does not hinder your mobility, being grown to your form, but it does provide a good measure of protection.
Prerequisites: Sealtuan, Cha 13, Scaly
Effect: Your natural armor bonus increases by +2. Additionally, your Fortitude save increases by +2.
Special: If you have the Toughness feat, you gain +1 wp/level. This increase is retroactive.

Colorshifter [Sealtuan]
Where most of your kind have both soft and scaly skin, you have soft skin like that of a mollusk. It is impregnated with a mass of color-shifted cells, magically and biologically changing color to match its background and mask your position while stationary.
Prerequisites: Sealtuan, Cha 13
Effect: You gain a +10 racial bonus to Hide checks while stationary. If you have any kind of concealment, you are treated as though you had total concealment and the opponent must guess your position in order to attack you.
Normal: (If applicable)
Special: You cannot take this feat with Scaly, as they are mutually exclusive.

Merfolk Throwback [Sealtuan]
You are one of the rare throwbacks to the ancient progenitor fishes. Your legs have vanished, replaced with a fish's tail, hindering you on the land but making you particularly dangerous in the water - and giving you an uncanny facility with magic.
Prerequisites: Sealtuan, Cha 13, 1st-level only.
Effect: Your land speed is reduced to 10 ft, but your swim speed increases to 60 ft. You gain a mana pool of 3. You lose the ability to breathe air for extended durations, however. You can go for a number of hours equal to your Constitution score without being immersed in water for at least 4 hours. If you do not immerse in water for the requisite period of time, you become fatigued and take 1d6 points of nonlethal damage every hour. This damage cannot be healed by magic, but goes away after four hours in relatively clean water.
You gain Sorcerer as another favored class.
Normal: (If applicable)
Special:

Scaly [Sealtuan]
While most of your kind have both soft and scaled skin, your body is covered entirely in hard, metallic scales superficially like those of a carp. While your skin is quite tough, you have unusually bad luck.
Prerequisites: Sealtuan, Cha 13
Effect: Your natural armor bonus increases by +1 for every six hit dice you have. You take a -1 luck penalty to your saving throws.
Special: You cannot take this feat with the Colorshifter feat, as they are mutually exclusive.

Slim [Sealtuan]
You are unusually small-boned and flexible.
Prerequisites: Sealtuan, Cha 13
Effect: Your physical stature lets you function in many ways as if you were one size category smaller. Whenever the you are subject to a size modifier or special size modifier for an opposed check (such as Hide), the you are treated as one size smaller if doing so is advantageous to the character. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty (as well as weapons designed for a creature your own size). However, your space and reach remains those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
In addition, you gain a +2 size bonus to Dexterity, but take a -2 size penalty to Strength.

Sticky Fingers [Sealtuan]
Your feet, fingers and palms are covered in tiny suckers, giving you an unusually strong grip.
Prerequisites: Sealtuans, Cha 13
Effect: You are able to climb on sheer surfaces so long as your hands and feet are bare, giving you a 20-ft climb speed. You get a +8 racial bonus on climb checks, and can take 10 even while threatened or distracted. Additionally, you gain a +2 racial bonus on grapple checks and to resist disarming.
Special: If you have the Tentacles feat, you gain the improved grab ability and can constrict a creature one size smaller than you that you're grappling. Constriction deals 1d6+1.5x Str points of bludgeoning damage.

Tentacles [Sealtuan]
You grow six tentacles out of your shoulders. They are fully prehensile, but while they can attack and cling you cannot use them to wield weapons.
Prerequisites: Sealtuan, Cha 13
Effect: You gain a +4 racial bonus to grapple checks and 2 slam attacks with a 10-ft reach. They deal 1d4+Str points of bludgeoning damage and can be used as secondary natural attacks when you wield a weapon in your hands.
Special: If you have the Sticky Fingers feat, you gain the improved grab extraordinary ability and can constrict a creature one size smaller than you that you're grappling. Constriction deals 1d6+1.5x Str points of bludgeoning damage.

Venomous [Sealtuan]
Your wrist spurs secrete a hallucinogenic venom.
Prerequisites: Female sealtuan, Cha 13
Effect: Whenever you damage an opponent with your wrist spurs, they also receive a dose of poison. Fort DC 10 + 1/2 your HD + your Con modifier. Initial and secondary damage is 1d4 points of Wisdom damage.

Temotei
2009-10-23, 11:46 PM
What's the planned level adjustment?

Milskidasith
2009-10-23, 11:48 PM
It's a bad idea to give a bonus specifically to one gender and not the other. Gender is (usually) one of those things that's just not important to your character in a mechanical sense.

Temotei
2009-10-23, 11:55 PM
Totally didn't notice that. That's bad. Change it to be for both genders. If you want genders to be different mechanically, the most I'd go with is favored class.

Under the feats section, carapace has a "Special:..." section. What does wp/level mean? I'm confused.

Solaris
2009-10-23, 11:56 PM
What's the planned level adjustment?

+0. If you think being amphibious is worth +1 in and of itself, I have a bridge to sell you. It's a benefit roughly as large as darkvision. The underwater blindsight and the blindsense, you can make an argument for. I also look at it from the perspective of "Will this be worth an LA at 3rd level, where most of my games start? Will this be worth an LA at 10th level?"


It's a bad idea to give a bonus specifically to one gender and not the other. Gender is (usually) one of those things that's just not important to your character in a mechanical sense.

True, but dealing the same damage as a character with the Combat Martial Arts feat isn't that huge of a benefit. It's also one of the things meant to help make them more alien than elves or dwarves.
EDIT: Fine, PCness wins. Recommendations on a compensating ability for the male sealtuans?

Milskidasith
2009-10-24, 12:04 AM
A +2 untyped bonus to damage is, while not amazing, especially at higher levels, nothing to sneeze at. For a level 1 monk with 16 strength, it brings his damage from 6.5 average to 8.5 average; increasing damage by around 30% is pretty useful. Even if it wasn't useful, it's still the principle of the thing. It's just not a good design decision to limit what should be purely RP decisions (gender) with "Play female or be less useful than you could be."

EDIT: The compensating ability for males should be a 1d4 secondary natural attack and a +2 damage bonus to unarmed attacks that causes them to deal piercing damage. :smallwink:

Solaris
2009-10-24, 12:04 AM
Totally didn't notice that. That's bad. Change it to be for both genders. If you want genders to be different mechanically, the most I'd go with is favored class.

Under the feats section, carapace has a "Special:..." section. What does wp/level mean? I'm confused.

Wound points. If you're not familiar with the wound point/vitality point system (it's in Unearthed Arcana), basically it just means it gives you +1 hp per level.


A +2 untyped bonus to damage is, while not amazing, especially at higher levels, nothing to sneeze at. For a level 1 monk with 16 strength, it brings his damage from 6.5 average to 8.5 average; increasing damage by around 30% is pretty useful. Even if it wasn't useful, it's still the principle of the thing. It's just not a good design decision to limit what should be purely RP decisions (gender) with "Play female or be less useful than you could be."

Ja, so I'm looking for something to replace for the male sealtuans.

EDIT: Yes, yes, but I'm looking to not have the two be identical. Approach it from the idea of two separate subraces, if you will. I've always run games where RP took a back seat to optimization.

Temotei
2009-10-24, 12:06 AM
So basically, Carapace is Greater Fortitude, natural armor bonuses, and if you have Toughness, Improved Toughness? It seems...overpowered. You would always want Toughness with this feat then.

As for suggestions for males, you could have them grow bigger, sharp teeth that allow piercing damage attacks. That would give you another option.

Solaris
2009-10-24, 12:15 AM
So basically, Carapace is Greater Fortitude, natural armor bonuses, and if you have Toughness, Improved Toughness? It seems...overpowered. You would always want Toughness with this feat then.

True, but that would be +3 hp, +1 hp/level at about level six (plus the natural armor and Fort bonuses). Scaly at 1st, Toughness at 3rd, Carapace at 6th. Improved Toughness at 9th. Good, yes, but not quite into the realm of overpowered. Replace the scaling bonus with a flat +2?

Temotei
2009-10-24, 12:22 AM
If you don't want the scaling bonus to act like a monk's AC bonus. Still...along with Improved Toughness, that's +2 hp/level, +3 hp, +Con bonus to natural armor (which could be very high or very low, although at least the ability bonuses don't include constitution...), and +2 to natural armor. Or +1 at level 4, +2 at 8, +3 at 12, +4 at 16, and +5 at 20. It just seems like a lot.

EDIT: Of course, -1 luck penalty to saving throws balances it a bit.

As well, if a female Sealtuan can take a special feat, so should the male be able to.

Sorry if it seems like I'm out to just destroy your creation, which I'm sure took a very long time to make. I just hope to help you balance it to a Level Adjustment +0 race with equal benefits for both genders, and balanced feats as well. If it makes you feel better, I'm doing this because I care. :smallredface: Heh :smallwink:

Solaris
2009-10-24, 12:39 AM
If you don't want the scaling bonus to act like a monk's AC bonus. Still...along with Improved Toughness, that's +2 hp/level, +3 hp, +Con bonus to natural armor (which could be very high or very low, although at least the ability bonuses don't include constitution...), and +2 to natural armor. Or +1 at level 4, +2 at 8, +3 at 12, +4 at 16, and +5 at 20. It just seems like a lot.

EDIT: Of course, -1 luck penalty to saving throws balances it a bit.
I'm a huge fan of scaling feats and abilities (I've rewritten the skill-boosters, I gotta remember to post 'em), hence why it had the +1/4 levels.
Hrmm... I think changing Scaly's natural armor bonus might not be a bad idea. It does have a -1 luck penalty (from the setting's fluff, I really don't want to change it), so I don't want it to be just +1 natural armor. What you think of having Scaly be the one that scales up?


As well, if a female Sealtuan can take a special feat, so should the male be able to.

I think so, too. That's why I'm trying to come up with something different than just giving the male a bite attack. A lizardman-like tail seems somewhat attractive as an option, but I'm trying to come up with something a little more exotically fish-like.


EDIT: Sorry if it seems like I'm out to just destroy your creation, which I'm sure took a very long time to make. I just hope to help you balance it to a Level Adjustment +0 race with equal benefits for both genders, and balanced feats as well. If it makes you feel better, I'm doing this because I care. Heh
Naw, if I thought that I'd just be ignoring you. I know I got some funny ideas about game balance and LA that don't often hold up to sturdy review. Thus, I post it here. I actually do appreciate the feedback.

Temotei
2009-10-24, 12:51 AM
Making Scaly scale (haha) doesn't seem like such a bad idea. Just make sure it doesn't get too powerful. Maybe put a cap, and allow another feat later that takes off the cap and gives another bonus?

For the male thing, maybe you could add an aquatic ability. Like a big dorsal fin, allowing increased swim speed, or a bonus on underwater charges and bull rushes.

Solaris
2009-10-24, 01:08 AM
Making Scaly scale (haha) doesn't seem like such a bad idea. Just make sure it doesn't get too powerful. Maybe put a cap, and allow another feat later that takes off the cap and gives another bonus?

For the male thing, maybe you could add an aquatic ability. Like a big dorsal fin, allowing increased swim speed, or a bonus on underwater charges and bull rushes.

I switched it to once every six levels - a maximum (non-epic) of +3 at 18th level doesn't seem too huge to me.

For the males, how's this sound:
- A male sealtuan's body is particularly well-adapted for maneuvering both underwater and on dry land. He receives a +2 racial bonus on Escape Artist, Jump, Swim, and Tumble checks.

Temotei
2009-10-24, 01:20 AM
I like both of those changes, although fluff would be a nice addition in the future to why they are particularly good at maneuvering. Now to come up with a feat for the males...maybe choose two of those skills to further increase by +2? Or, sticking with the maneuverability, they could be able to jump, then change directions mid-jump, tumble at full speed at no penalty (or -2 to -5 if you feel this is too powerful. -10 is the normal penalty for full-speed tumbling), swim at a slightly increased speed (5' gain?), and getting +2 on Escape Artist checks to escape a grapple. You could even add a small bonus to Sleight of Hand if you say that maneuverability includes finger/hand dexterity. Or Climb, which would probably make more sense than sleight of hand.

Solaris
2009-10-24, 01:30 AM
Yes, fluff will come when my brain absorbs it fully. 'Frog' is starting to appear as an idea for the male sealtuans. Not full-on, tongue-thing, but lean little leapers.

Hmm... Wire-fu jumping. Jump, attack, jump. Prereqs Sticky Fingers and Spring Attack (as well as Dodge, Mobility). Something like that, maybe, or perhaps simply some sort of leap attack. I do like the ability to Tumble at full speed. Maybe a Full Speed Tumble => Leap Attack => some kind of feat that lets 'em make a Jump and/or Tumble check to make an opponent flat-footed. I'unno.

Temotei
2009-10-24, 01:59 AM
Thinking of frogs, say on jump checks, males don't need a running start to get the normal DC's. In other words, the DC's don't double when the male is stationary and suddenly decides to jump. Or maybe just lower the movement requirement to 5 feet or something. Either way.

I like the idea of the feat allowing a special maneuver making them flat-footed, but I think there's something similar in a non-core book out there. I'll have to look through them again. I think it's in Complete Warrior, but I could be wrong. A leap attack would be cool.

Are you thinking of scaling this feat? In that way, you could have it something like this.

[HD: 1] Full-speed tumble at -4 penalty
[HD: 3] Full-speed tumble at no penalty
[HD: 5] Leap attack
[HD: 6-7] "Distracting Tumble" -- Causes opponent to be flat-footed
[HD: 8-9] "Leap Frog" -- Allows creature to jump over opponent, causing them to act as if flat-footed and flanked, but provokes attacks of opportunity, albeit at a -2 penalty (caused by surprise)
[HD: 10-12] "Tripping Tumble" -- Allows a trip attack, provoking no attacks of opportunity, but at a -5 penalty
[HD: 13-14] "Improved Leap Frog" -- As "Leap Frog," but jump check at +2 bonus, and doesn't provoke attacks of opportunity; as well, the creature is now allowed to jump over two opponents at the same time, or two opponents spaced 10 feet apart, causing both to be flat-footed, but granting flanking bonuses only to the final opponent jumped over
[HD: 15] "Improved Tripping Tumble" -- As "Tripping Tumble," but now with only a -2 penalty, unless the creature has the Improved Trip feat, in which case, the penalty is eliminated; Tumble +1, Jump +1
[HD: 17] Tumble +2, Jump +2
[HD: 18] Tumble +3, Jump +3
[HD: 19] Tumble +4, Jump +4
[HD: 20] "Favored Acrobatics" -- Creature may choose creatures against which, an additional bonus is applied. The creature gains a +3 insight bonus on Jump and Tumble checks against the group of creatures chosen (below), and a +2 insight bonus on Escape Artist checks;
* Natural: Animals, magical beasts, vermin, plants
* Humanoid: Humanoids, monstrous humanoids, giants
* Alien: Oozes, constructs, aberrations
* Evil: Any creature which is "always evil"
* Good: Any creature which is "always good"
* Chaotic: Any creature which is "always chaotic"
* Lawful: Any creature which is "always lawful"
* Spirit: Elementals, undead (or deathless, etc.), outsiders, fey
* Magical: Any creature with racial spells or spell-like abilities, and any creature that has levels in a spellcasting class; Tumble +5, Jump +5

NOTE: This alternate list of favored enemies is provided by Baron Corm, the creator of his unique Generic Class, Generic Race, Type changes, and several other great homebrew creations worthy of mentioning, but in the interest of saving time and space, the list has been shortened.

Then again, maybe this should be divided into a couple of feats.

EDIT: The Slim feat would work for any race fairly well. It's kind of like having Powerful Build, but you're going in the opposite direction. Although, Powerful Build is race-exclusive usually...hm. Up to you.

The Merfolk Throwback feat says at the end that you gain sorcerer as another favored class...but the Sealtuans already have it as their favored class.

Solaris
2009-10-24, 08:43 PM
Thinking of frogs, say on jump checks, males don't need a running start to get the normal DC's. In other words, the DC's don't double when the male is stationary and suddenly decides to jump. Or maybe just lower the movement requirement to 5 feet or something. Either way.
That seems like a good idea.


I like the idea of the feat allowing a special maneuver making them flat-footed, but I think there's something similar in a non-core book out there. I'll have to look through them again. I think it's in Complete Warrior, but I could be wrong. A leap attack would be cool.
I think I've heard of it somewhere, too. I'm definitely leaning towards a semi-supernatural jumping ability (maybe a 30-foot 'flight' that you have to land at the end of?)


Are you thinking of scaling this feat? In that way, you could have it something like this.

[HD: 1] Full-speed tumble at -4 penalty
[HD: 3] Full-speed tumble at no penalty
[HD: 5] Leap attack
[HD: 6-7] "Distracting Tumble" -- Causes opponent to be flat-footed
[HD: 8-9] "Leap Frog" -- Allows creature to jump over opponent, causing them to act as if flat-footed and flanked, but provokes attacks of opportunity, albeit at a -2 penalty (caused by surprise)
[HD: 10-12] "Tripping Tumble" -- Allows a trip attack, provoking no attacks of opportunity, but at a -5 penalty
[HD: 13-14] "Improved Leap Frog" -- As "Leap Frog," but jump check at +2 bonus, and doesn't provoke attacks of opportunity; as well, the creature is now allowed to jump over two opponents at the same time, or two opponents spaced 10 feet apart, causing both to be flat-footed, but granting flanking bonuses only to the final opponent jumped over
[HD: 15] "Improved Tripping Tumble" -- As "Tripping Tumble," but now with only a -2 penalty, unless the creature has the Improved Trip feat, in which case, the penalty is eliminated; Tumble +1, Jump +1
[HD: 17] Tumble +2, Jump +2
[HD: 18] Tumble +3, Jump +3
[HD: 19] Tumble +4, Jump +4
[HD: 20] "Favored Acrobatics" -- Creature may choose creatures against which, an additional bonus is applied. The creature gains a +3 insight bonus on Jump and Tumble checks against the group of creatures chosen (below), and a +2 insight bonus on Escape Artist checks;
* Natural: Animals, magical beasts, vermin, plants
* Humanoid: Humanoids, monstrous humanoids, giants
* Alien: Oozes, constructs, aberrations
* Evil: Any creature which is "always evil"
* Good: Any creature which is "always good"
* Chaotic: Any creature which is "always chaotic"
* Lawful: Any creature which is "always lawful"
* Spirit: Elementals, undead (or deathless, etc.), outsiders, fey
* Magical: Any creature with racial spells or spell-like abilities, and any creature that has levels in a spellcasting class; Tumble +5, Jump +5

NOTE: This alternate list of favored enemies is provided by Baron Corm, the creator of his unique Generic Class, Generic Race, Type changes, and several other great homebrew creations worthy of mentioning, but in the interest of saving time and space, the list has been shortened.

Then again, maybe this should be divided into a couple of feats.

Mm, good list of favored enemies. I like what it's looking to do: Make favored enemy come into play more than once a campaign.

I'm thinking it should be a couple of feats. I like scaling, but that looks a little much. Not overpowered, just more complex than I like a feat to be. The tripping Tumble thing could be a non race-specific feat.


EDIT: The Slim feat would work for any race fairly well. It's kind of like having Powerful Build, but you're going in the opposite direction. Although, Powerful Build is race-exclusive usually...hm. Up to you.

Yeah, but most races would have to take it at 1st level only. The sealtuan can take it at any time thanks to their mutable physiology.


The Merfolk Throwback feat says at the end that you gain sorcerer as another favored class...but the Sealtuans already have it as their favored class.

>_< I forgot that. It dates back to when the sealtuan's favored class was Ranger.

Temotei
2009-10-25, 01:00 AM
Originally posted by Solaris
I think I've heard of it somewhere, too. I'm definitely leaning towards a semi-supernatural jumping ability (maybe a 30-foot 'flight' that you have to land at the end of?)

Balance or dexterity check? If you're going to do that ability, are you thinking charge bonuses + flat-footed enemy?


Originally posted by Solaris
Mm, good list of favored enemies. I like what it's looking to do: Make favored enemy come into play more than once a campaign.

Again, the list is from Baron Corm's "Generic Class" topic. It does a much better job of things.


Originally posted by Solaris
I'm thinking it should be a couple of feats. I like scaling, but that looks a little much. Not overpowered, just more complex than I like a feat to be. The tripping Tumble thing could be a non race-specific feat.

I agree on both points. Perhaps...keep the leap frog part for the Sealtuans (or just male Sealtuans), and keep the leap attack, but translated into your idea of the supernatural jump.


Originally posted by Solaris
>_< I forgot that. It dates back to when the sealtuan's favored class was Ranger.

If you wanted a Sealtuan feat to add another favored class, add Ranger to the Colorshifter feat.

Solaris
2009-10-25, 03:17 PM
Balance or dexterity check? If you're going to do that ability, are you thinking charge bonuses + flat-footed enemy?
If anything, a Jump check. Just less than would normally be needed, as they're using their frog-fu to go higher and farther.
At the least, charge bonuses.


I agree on both points. Perhaps...keep the leap frog part for the Sealtuans (or just male Sealtuans), and keep the leap attack, but translated into your idea of the supernatural jump.
I think that would be the best way to go.


If you wanted a Sealtuan feat to add another favored class, add Ranger to the Colorshifter feat.

No, the idea with the Merfolk Throwback was that it was a much more drastic change than any of the other feats. I'll either remove the additional favored class or change the main Sealtuan race's.

Temotei
2009-10-25, 04:19 PM
Originally posted by Solaris
If anything, a Jump check. Just less than would normally be needed, as they're using their frog-fu to go higher and farther.
At the least, charge bonuses.

The way you worded it before--
maybe a 30-foot 'flight' that you have to land at the end of?--made it seem like you wanted the jump check, then a separate check to make sure you could land properly to attack. I misunderstood. :smallsmile:


Originally posted by Solaris
Abilities: -2 Strength, +2 Dexterity, +2 Charisma. Sealtuans aren't as strong as most humans, but they are more graceful and charismatic than the norm.

I didn't notice this before, but in the DMG, it says to balance a Dexterity bonus, you should put a penalty on Strength, Constitution, Intelligence and Charisma, Intelligence and Wisdom, or Wisdom and Charisma (which you have)...but to balance Charisma, you should put a penalty on Intelligence or Wisdom. Just pointing that out. A Sealtuan Sorcerer, for example, would have two scores that are helpful boosted, with one mostly unimportant one lowered. Plus, Sorcerer is their favored class, making it that much better to play as a Sorcerer, versus mostly anything else except Bard, and maybe Rogue. Of course, with a penalty to Intelligence, you wouldn't want to be a Rogue, most likely, and with a penalty to Wisdom, Druid and Cleric are put back even further...:smallsigh:

EDIT: By the way, I found it! :smallbiggrin: It's called Acrobatic Backstab--it lets you make a tumble check to move through an enemy's space, and if it succeeds, they're flat-footed. It's a skill trick (requirement is 12 ranks in Tumble).

Solaris
2009-10-25, 04:57 PM
The way you worded it before----made it seem like you wanted the jump check, then a separate check to make sure you could land properly to attack. I misunderstood. :smallsmile:
Eh, I do that.


I didn't notice this before, but in the DMG, it says to balance a Dexterity bonus, you should put a penalty on Strength, Constitution, Intelligence and Charisma, Intelligence and Wisdom, or Wisdom and Charisma (which you have)...but to balance Charisma, you should put a penalty on Intelligence or Wisdom. Just pointing that out. A Sealtuan Sorcerer, for example, would have two scores that are helpful boosted, with one mostly unimportant one lowered. Plus, Sorcerer is their favored class, making it that much better to play as a Sorcerer, versus mostly anything else except Bard, and maybe Rogue. Of course, with a penalty to Intelligence, you wouldn't want to be a Rogue, most likely, and with a penalty to Wisdom, Druid and Cleric are put back even further...:smallsigh:
I'm aware. These are also the same people who said that hobgoblins are LA +1, so I take everything in those books with a grain of salt. Unbalanced bonuses is a little high-powered, but not too overpowered. After all, I give pretty much all humans +2 to an ability score of their choice and a couple of other bonuses (generally +2 to a skill and +1 to a save). That said, there's some things that could stand to go. I'll have to consider something. -2 Con could work, but I have a lot of races that take Con penalties and Constitution is one of the harshest abilities to penalize. Hmm.
Some changes I'm about to make: I'm removing the underwater blindsight entirely. I'm gonna change the favored class to... something. Ranger, most likely. I'd have to double-check against my setting's other races to make sure I'm not front-loading rangers. They're also going to take penalties to Spot and Listen. Naturally, I'm removing the racial bonuses to those same skills.

EDIT: Done.


EDIT: By the way, I found it! :smallbiggrin: It's called Acrobatic Backstab--it lets you make a tumble check to move through an enemy's space, and if it succeeds, they're flat-footed. It's a skill trick (requirement is 12 ranks in Tumble).
Shiny.

Temotei
2009-10-25, 05:21 PM
Hmm...nice. The only thing I have to say for sure now is about the Blindsense ability. You should specify that if they take class levels that give them Blindsense (Scout comes to mind), they get a bonus to it.

Solaris
2009-10-25, 05:28 PM
Ooh, good point. Maybe +10 ft to the class's range or 20 ft, whichever's better.

EDIT: And done. Appreciate the help, Temotei.

Temotei
2009-10-25, 06:02 PM
Originally posted by Solaris
A sealtuan monk could use them in her unarmed strikes, changing the bludgeoning damage into slashing damage and adding +2 damage to his attacks.

Gender confusion.


Originally posted by Solaris
EDIT: And done. Appreciate the help, Temotei.

No problem. I enjoy this. :smallsmile:

Solaris
2009-10-25, 06:11 PM
Shoot. Changed it in my copy, forgot to change it in the forum copy. Thanks for pointing that out.

Temotei
2009-10-25, 06:56 PM
Originally posted by Solaris
Sealtuan height ranges from under five feet to about six feet tall,

Specify how far under five feet tall they are...otherwise someone could interpret this as meaning "any height up to about six feet tall."


Originally posted by Solaris
Sealtuans are more graceful than humans, but also lack their strength - either in spirit or in body.

I didn't see a lack of spirit in the race. Maybe I missed it. Also, to be more clear, the last part should probably be "both in spirit and in body." And when you say graceful, you could say "Sealtuans are more graceful than humans, both in bodily and social functions, but..." Lastly, the hyphen should be a dash (--).

Solaris
2009-10-25, 07:04 PM
Specify how far under five feet tall they are...otherwise someone could interpret this as meaning "any height up to about six feet tall."
Hm. I'll fix that.


I didn't see a lack of spirit in the race. Maybe I missed it. Also, to be more clear, the last part should probably be "both in spirit and in body." And when you say graceful, you could say "Sealtuans are more graceful than humans, both in bodily and social functions, but..." Lastly, the hyphen should be a dash (--).

It's a setting thing. The humans of Arken, especially on Fieria, kind of have this 'Determinator' thing going. It did help me decide on a -2 Wis (which I was just coming to the thread to put in, actually).