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View Full Version : *New 3.5 PC Races* Therianthropes: Genetically Engineered Soldiers



TabletopNuke
2009-10-23, 10:20 PM
(This used to be the Kajari thread, but I finished the other therianthropes, so I figured they should go here too.)

I'm in the process of creating a sci-fi/fantasy setting called Breakdown. I'll post bits and pieces as I finish them. It takes place in the a world that is basically our own, but has taken a drastically different turn due to supernatural energies leaking in from other dimensions (the other planes). The setting takes place in the fairly near future (around 2050-2200, I think).

The world was changing. Necrotic energy turned vast portions of countries into wastelands. In some places, madness in the form of incomprehensible visions spread like a plague (these areas were under the effect of energy from Breakdown's equivalent of the Far realms). The laws of physics seemed to be undergoing a revision. Scientists began harnessing these strange energies, developing technology never seen before.

Naturally, all these changes brought about an entirely new form of war. Different countries used the new technology in different ways. Countries were absorbed, split up, and overthrown on a regular basis. Eventually, most countries merged under a single government (the growing possibility of extradimensional threats tends to make nations set aside their differences).

With the advancement of genetic engineering, soldiers custom-made for various combat applications became an exciting possibility. Different groups approached this from different directions, but all worked in secrecy.

Therianthrope Background:
One group (I don't have a name yet, I'm always open to suggestions), tried creating humans with carefully selected animal features. The group was based in what used to be Germany (though the scientists came from all over the world), and they named their creations (with the exception of the kajari) using the pidgin German that they had picked up.

Eventually, the genetic experiments bore fruit, producing the various species of therianthropes. These creatures appeared human enough to go unnoticed in the outside world, but possessed unusual traits that made them particularly well-suited for specific applications.

However, while true-breeding (though not capable of interbreeding with the other species), the therianthropes sometimes produced offspring with visibly bestial features and a far more animalistic mentality. These "feral" therianthropes were deemed unsutible for the intended purposes, and geneticists tried to eradicate this trait from the gene pools. The original therianthrope species now have a much lower chance of producing feral offspring, but it still happens on occasion (roughly one in 100).

Therianthropes appear quite human, and have similar mental capabilities. However, they have subtle features hinitng at their animal heritage. For example, most therianthropes have slightly pointed teeth, and and rather thick, dark nails. This trait is especially noticeable in the wilder species, who often have nails that begin near the knuckle.

While inconspicuous enough in appearance, therianthropes tend to stand out more when social skills come into play. They have difficulty with the subtleties of human etiquette, and tend to be somewhat skittish or sullen around others.
I haven't included languages, because I haven't decided on everything I'll be using in the world setting.

I'll be adding a lot more, and possibly creating an aquatic species as well. Any suggestions (story or stat-wise would be greatly appreciated).

Fleig (Ghost Bat, Macroderma gigas)
Fleigs were the last of the original therianthrope creation project, as they were the most difficult to design. True flight requires a specialized body type, and the presence of wings greatly decreased their ability to operate in public.

Fleigs were created for aerial infiltration and combat, especially in situations where flight-enabling equipment would be impractical.

Fleig
-2 Strength, +4 Dexterity, -2 Constitution, +2 Wisdom, -2 Charisma. Fleigs are incredibly quick and agile, but their thin, hollow-boned frames are fairly delicate and weak. Fleigs have keen senses and reliable instincts, but display unsettlingly animalistic behavior.
• Medium Humanoid (Therianthrope)
• Base Land Speed: 30 ft.
• Wing-Aided Movement: Fleigs can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives a fleig a +10 racial bonus on Jump checks.
• Gliding (Ex): A fleig can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Fleigs glide at a speed of 40 feet (average maneuverability). Even if a fleig's maneuverability improves, he can’t hover while gliding. A fleig can’t glide while carrying a medium or heavy load.

If a fleig becomes unconscious or helpless in midair, his wings naturally unfurl and powerful ligaments stiffen the wings. The fleig descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of fall.
• Flight (Ex): When a fleig reaches 5 Hit Dice, he becomes able to fly at a speed of 40 feet (average maneuverability). A fleig can’t fly while carrying a medium or heavy load or while fatigued or exhausted.

Fleigs can safely fly for a number of rounds equal to their Constitution modifier, (minimum 1). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Fleig are likewise fatigued after spending a total of more than 10 minutes per day flying. Because a fleig can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for one round at a time without becoming fatigued).

When they reach 10 Hit Dice, fleig have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.

A fleig with flight can make a dive attack. A dive attack works like a charge, but the fleig must move a 30 feet and descend a minimum of 10 feet. A fleig can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.

A fleig with flight can use the run action when flying, provided he runs in a straight line.
• Unerring Direction (Ex): A fleig has an instinctive sense of direction, and can always tell which way is north, even when underground or otherwise unable to see the sky or other visual markers. Beyond the Material Plane, this ability doesn’t function.
• Low-Light Vision: A fleig can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A fleig retains the ability to distinguish color and detail under these conditions.
• +2 racial bonus on Climb, Hide, and Move Silently checks. Fleigs are stealthy, and natural climbers.
• +4 racial bonus on Listen checks. Fleigs have very keen ears, as is to be expected.
• Favored Class: Scout
• Level Adjustment: +0

I based the fleigs' stats on Raptorans from Races of the Wild, replacing their weapon familiarity and their caster level bonus to Air spells with 2 skill bonuses
Feral Fleig+8 Dexterity, +2 Constitution, -4 Intelligence, +4 Wisdom, -4 Charisma. Feral fleigs are amazingly quick, and more powerfully built than their more intelligent kin. They have powerful insight and instincts, but little learning capacity or social skills
• Medium Humanoid (Therianthrope)
• Base Land Speed:30 ft.
• +1 Natural Armor
• Natural Attack: 2 Claws (1d3), Bite (1d4)
• Low-light Vision
• Scent
• Wing-Aided Movement: Feral fleigs can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives a feral fleig a +10 racial bonus on Jump checks.
• Gliding (Ex): A feral fleig can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Feral fleigs glide at a speed of 40 feet (average maneuverability). Even if a feral fleig's maneuverability improves, he can’t hover while gliding. A feral fleig can’t glide while carrying a medium or heavy load.

If a feral fleig becomes unconscious or helpless in midair, his wings naturally unfurl and powerful ligaments stiffen the wings. The feral fleig descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of fall.
• Flight (Ex): When a feral fleig reaches 5 Hit Dice, he becomes able to fly at a speed of 40 feet (average maneuverability). A feral fleig can’t fly while carrying a medium or heavy load or while fatigued or exhausted.
Feral fleigs can safely fly for a number of rounds equal to their Constitution modifier, (minimum 1). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Feral fleig are likewise fatigued after spending a total of more than 10 minutes per day flying. Because a feral fleig can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for one round at a time without becoming fatigued).

When they reach 10 Hit Dice, feral fleig have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.

A feral fleig with flight can make a dive attack. A dive attack works like a charge, but the feral fleig must move a 30 feet and descend a minimum of 10 feet. A feral fleig can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.

A feral fleig with flight can use the run action when flying, provided he runs in a straight line.
• Unerring Direction (Ex): A feral fleig has an instinctive sense of direction, and can always tell which way is north, even when underground or otherwise unable to see the sky or other visual markers. Beyond the Material Plane, this ability doesn’t function.
• Low-Light Vision: A feral fleig can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A feral fleig retains the ability to distinguish color and detail under these conditions.
• +2 racial bonus on Climb, Hide, and Move Silently checks. Feral fleigs are stealthy, and natural climbers.
• +4 racial bonus on Listen checks. Feral fleigs have very keen ears, as is to be expected.
• Illiteracy: Feral fleigs do not automatically know how to read and write. A feral fleig must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
• Favored Class: Scout
• Level Adjustment: +1
Grauz (Spectacled Bear, Tremarctos ornatus)
Grauzes were the second species of therianthrope, the second attempt at creating a melee combatant superior to a human. Despite the fact that they are slightly less thick-skinned and muscular than their predecessors, they are generally regarded as more successful. Grauzes were found to be much easier to control that the headstrong and disobedient wilders.

Grauz
+2 Constitution, -2 Charisma. Grauzes are hardy, but gruff and brutish.
Medium Humanoid (Therianthrope)
• Base Land Speed: 30 ft.
• +1 Natural Armor
• Low-light Vision
• +2 racial bonus on Climb and Swim checks. Grauzes have strong, sturdy limbs, well-suited to numerous forms of mobility.
• +2 racial bonus on Intimidate Checks. Grauzes are large and threatening in appearance.
• +2 racial bonus on Listen and Survival Checks. Grauzes have more acute hearing and scent than humans do.
• Favored Class: Fighter
• Level Adjustment: +0

RaceCalc said these guys are +0.
Feral Grauz
+4 Strength, +4 Constitution, -4 Intelligence, +2 Wisdom, -4 Charisma. Feral grauzes are very strong and resilient. They have strong instincts, but limited mental capacity and an animalistic nature.
• Medium Humanoid (Therianthrope)
• Base Land Speed: 30 ft.
• +2 Natural Armor
• Natural Attack: 2 Claws (1d3) and Bite (1d4)
• Low-light Vision
• Scent
• +2 racial bonus on Climb and Swim checks. Feral grauzes have strong, sturdy limbs, well-suited to numerous forms of mobility.
• +2 racial bonus on Intimidate Checks. Feral grauzes are large and threatening.
• +2 racial bonus on Listen and Survival Checks. Feral grauzes have more acute hearing and scent than humans do.
• Illiteracy: Feral grauzes do not automatically know how to read and write. A feral grauz must spend 2 skill points to gain the ability to read and write all languages she is able to speak. She does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
• Favored Class: Barbarian
• Level Adjustment: +1
Jager (Grey Wolf, Canis lupus)
The third species of theianthrope, Jagers were an attempt at creating superior commandos and trackers. Indeed they tend to be better at getting along in the wild than humans.

Jager
+2 Constitution, -2 Charisma. Jagers are tough and resilient, but their rather bestial behavior is off-putting.
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
• +1 Natural Armor
• Low-light Vision
• +2 racial bonus on Hide, Jump, and Move Silently checks. Jagers are excellent jumpers and surprisingly stealthy.
• +2 racial bonus on Listen and Survival Checks. Jagers have more acute hearing and scent than humans do.
• Favored Class: Ranger
• Level Adjustment: +0

RaceCalc said these guys are +0.
Feral Jager
+2 Strength, +4 Dexterity, +4 Constitution, -4 Intelligence, +2 Wisdom, -4 Charisma. Feral jagers are strong, fast, and tough, but have a bestial mindset with poor learning capability.
Medium Humanoid (Therianthrope)
• Base Land Speed: 30 ft.
• +2 Natural Armor
• Natural Attack: Bite (1d4)
• Low-light Vision
• Scent
• Track: Feral jagers gain Track as a bonus feat at 1st level.
• +2 racial bonus on Hide, Jump, and Move Silently checks. Feral jagers are excellent jumpers and surprisingly stealthy.
• +2 racial bonus on Listen and Survival Checks. Feral jagers have more acute hearing and scent than humans do.
• Illiteracy: Feral jagers do not automatically know how to read and write. A feral jager must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
• Favored Class: Barbarian
• Level Adjustment: +1
Kajar
Kajari (singular kajar) were created several years after the other therianthrope species, once genetically engineered creatures had transcended from urban legend to public knowledge.

The creation of the kajari was the pinnacle of achievement in the field of human-animal hybridization genetic engineering. Bred to serve essentially as sentient watchdogs, Kajari have extremely keen senses and a formidable arsenal of natural weapons. Kajari bloodlines lack the unwanted feral strains that periodically appeared in earlier hybrid species.

Until hybrids were recognized as free beings, kajari were popular bodyguards/pets among the very wealthy, considered something of a status symbol.

Kajar
+2 Constitution, -2 Charisma. Kajari are hardy, but socially unskilled.
Medium Humanoid (Therianthrope)
• Base Land Speed: 30 ft.
• Keen Senses: As kajari grow more powerful, their senses become more acute. A Kajari has Low-Light Vision and darkvision out to 30 feet.

At 6 HD, the kajar’s darkvision increases to 60 feet.

At 9 HD, the kajar’s darkvision increases to 90 feet, and his low-light vision enables him to see three times as far as a human in shadowy illumination.

At 12 HD, the kajar’s darkvision increases to 120 feet, and his low-light vision enables him to see four times as far as a human in shadowy illumination.

At 15 HD, the kajar gains blindsense out to 30 feet.
• Improved Unarmed Strike: Kajari are well suited to using their bodies as weapons, and gain Improved Unarmed Strike as a bonus feat at 1st level.
• Versatile Unarmed Strike: Kajari can attack with claws, fangs, and tail, as well as more typical unarmed strikes. They gain Versatile Unarmed Strike as a bonus feat at 1st level.
• +2 racial bonus on Listen Checks. Kajari have sensitive ears.
• +2 racial bonus on Balance and Climb checks. Kajari have muscular tails that aid in balance, and thumb-like claws on their feet that enable a strong grip.
• Favored Class: Monk
• Level Adjustment: +0

This creature vaguely resembles a lean, sleekly-muscled man, with a catlike head topped with large bat ears. His smooth, rust-colored hide is completely hairless, save for a tuft of stiff, black fur along the outer rim of each ear, and a short, bristly mane running from the top of his head all the way down the length of his spine, ending in a large tuft at the end of his long, muscular tail. The creature's four-fingered hands and birdlike feet are tipped with large, dark claws.

Here's a hastily drawn picture of a kajar: http://pencil-of-sketching.deviantart.com/art/Lounging-Kajar-136501129

Pirsch (Leopard, Panthera pardus)
The fourth therianthrope species, pirsches were created to be stealth specialists, an area they do indeed excel in.

Pirsch
+2 Dexterity, -2 Charisma. Pirsches are nimble, but somewhat animalistic in demeanor.
• Medium Humanoid (Therianthrope)
• Base Land Speed: 30 ft.
• Climb Speed: 20 ft.
• Low-light Vision
• +2 racial bonus on Balance, Hide, Jump, and Move Silently checks. Pirsches are very agile and acrobatic.
• +2 racial bonus on Spot Checks. Pirsches have sharp eyes.
• +8 racial bonus on Climb checks. A pirsch can take 10 on Climb checks even when rushed or threatened.
• Favored Class: Rogue
Level Adjustment: +0

Feral Pirsch
+2 Strength, +6 Dexterity, +2 Constitution, -4 Intelligence, +2 Wisdom, -4 Charisma. Feral pirshes are catlike in their movements, and stronger and tougher than their fairly small builds suggest. They think and act much like the cats they resemble.
• Medium Humanoid (Therianthrope)
• Base Land Speed: 30 ft.
• Climb Speed: 20 ft.
• +1 Natural Armor
• Natural Attack: 2 Claws (1d3), Bite (1d4)
• Low-light Vision
• Scent
• +2 racial bonus on Balance, Hide, Jump, and Move Silently checks. Feral pirsches are very agile and acrobatic.
• +2 racial bonus on Spot Checks. Feral pirsches have sharp eyes.
• +8 racial bonus on Climb checks. A feral pirsch can take 10 on Climb checks even when rushed or threatened.
• Illiteracy: Feral pirsches do not automatically know how to read and write. A feral pirsch must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
• Favored Class: Scout
• Level Adjustment: +1

Wilder (Wild Boar, Sus scrofa)
The first animal species used for therianthropes was the wild boar. The geneticists theorized that the physiological similarities between pigs and humans (humans do sometimes receive organ transplants from pigs) would mean higher compatibility and less health problems. The combination worked, but the resulting therianthropes were headstrong and difficult to control. The scientists decided to try using stock from a more even tempered type of animal.

Wilder
+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma. Wilders are tough and powerfully built, but headstrong and ill tempered.
• Medium Humanoid (Therianthrope)
• Base Land Speed: 30 ft.
• +2 Natural Armor
• Low-light Vision
• +2 racial bonus on Will saves. Wilders are stubborn and strong-willed.
• +2 racial bonus on Intimidate Checks. Wilders are fierce and imposing.
• Favored Class: Barbarian
• Level Adjustment: +0

RaceCalc said these guys are +0.

Feral Wilder
+4 Strength, +2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma. Feral wilders are powerfully built, very hardy, and surprisingly quick. However, they are also dull-witted and savage in nature.
• [B]Medium Humanoid (Therianthrope)
• Base Land Speed: 30 ft.
• +3 Natural Armor
• Natural Attack: Bite (1d4)
• Low-light Vision
• Scent
• Diehard: A feral wilder gains Diehard as a bonus feat at 1st level.
• +2 racial bonus on Will saves. Feral wilders are stubborn and strong-willed.
• +2 racial bonus on Intimidate Checks. Feral wilders are fierce and imposing.
• Illiteracy: Feral wilders do not automatically know how to read and write. A feral wilder must spend 2 skill points to gain the ability to read and write all languages she is able to speak. She does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
• Favored Class: Barbarian
• Level Adjustment: +1
Height and Weight
{table=head]Race and Sex|Base Height|Height Mod|Base Weight|Weight Mod

Fleig, M|
4'6"|
+2d4"|
65 lb.|
x(1d6)

Fleig, F|
4'3"|
+2d4"|
50 lb.|
x(1d6)

Fleig, Feral, M|
4'2"|
+2d4"|
60 lb.|
x(1d6)

Fleig, Feral, F|
4'0"|
+2d4"|
45lb.|
x(1d6)

Grauz, M|
4’10”|
+2d12|
150 lb.|
x(2d6)

Grauz, F|
4’5”|
+2d12|
110 lb.|
x(2d6)

Grauz, Feral, M|
4’10”|
+2d12|
160 lb.|
x(3d6)

Grauz, Feral, F|
4’5”|
+2d12|
120 lb.|
x(3d6)

Kajar, M|
4’8”|
+2d6|
120 lb.|
x(2d4)

Kajar, F|
4’6”|
+2d6|
100 lb.|
x(2d4)

Jager, M|
4’5”|
+2d12|
90 lb.|
x(2d4)

Jager, F|
4’4”|
+2d8|
70 lb.|
x(1d6)

Jager, Feral, M|
4’5”|
+2d12|
100 lb.|
x(2d4)

Jager, Feral, F|
4’4”|
+2d8|
80 lb.|
x(1d6)

Pirsch, M|
4’6”|
+2d6|
90 lb.|
x(2d4)

Pirsch, F|
4’4”|
+2d6|
85 lb.|
x(1d6)

Pirsch, Feral, M|
4’6”|
+2d6|
100 lb.|
x(2d4)

Pirsch, Feral, F|
4’4”|
+2d6|
85 lb.|
x(1d6)

Wilder, M|
4’10”|
+2d10|
140 lb.|
x(2d6)

Wilder, F|
4’5”|
+2d10|
100 lb.|
x(2d6)

Wilder, Feral, M|
4’10”|
+2d10|
160 lb.|
x(2d6)

Wilder, Feral, F|
4’5”|
+2d10|
120 lb.|
x(2d6)[/Table]
Thanks everyone on GitP who has helped me out! I'll be posting more illustrations (better quality, too), as I draw them. I absolutely LOVE fluff, so expect a lot more.

Lysander
2009-10-23, 10:50 PM
Cool concept and abilities, but it seems like there's little to balance out all the benefits. Charisma is often a martial player's dump stat anyway. They even get a free feat.

Zaydos
2009-10-23, 11:22 PM
I'd say the natural armor seems a little strong with the other benefits (i.e. Con bonus with a Cha penalty) but otherwise seems good. The bonus unarmed combat feat mainly helps monks who don't have much to begin with or is meh for everyone else. They might be a little strong, I'd have to acid test them to determine whether or not though.

Flayerman
2009-10-23, 11:22 PM
This is definitely not LA +0. LA +1, perhaps +2; it's a no-brainer choice for anyone playing a fighter, monk, or anything else martial. About the only classes they can't play perfectly are Paladins, Sorcerors, and Bards. They have super-versatile natural weapons, which they can swap between without flaws, extra armor, high constitution, Improved Unarmed Strike (despite having natural weapons) and on top of it all skill bonuses in common, useful skills that any class benefits from. Their keen senses are powerful, especially at high levels; 120 feet is twice what an orc can see, with no problems, and then they get blindsense.

You need to seriously rethink this; a usual guideline for races is that one +2 in a physical stat is equal to one -2 in a physical stat OR two -2s in mental stats. The bonus feat is also unnecessary and redundant; they're already proficient with their (incredibly varied) natural weapons, and any of them who take monk would get it automatically. Keen senses shouldn't improve; lowlight vision is good enough as it stands, and darkvision is also an excellent ability. Natural armor is probably unnecessary. Their natural armament can probably be brought down significantly; kicks, punchs, elbow jabs, and so on aren't lethal damage (the tail slap is fine). Also, pick two skills, not five; I recommend spot and balance, not Search, Listen, or Climb. Climb and Spot is also a good combination.

Worira
2009-10-24, 01:57 AM
It's a bit overpowered for LA 0, but it's nowhere near +2. If you want to balance it for LA 0, I'd say dropping the natural armour bonus would just about do it, as well as either dropping a couple of the skill bonuses, or lowering them all to +1. Also, I'm not so sure about a free +1 to attack for monks. The other thing I'd say is that the Natural Armament ability is a bit verbose, you could probably just say that they get Versatile Unarmed stick as a bonus feat.

Zaydos
2009-10-24, 02:25 AM
For a more thorough critique than I gave earlier:

Their ability modifiers are the same as dwarves; dwarves have excellent modifiers useful for anything.

Their speed is the normal for medium races which is better than dwarves; although a dwarf with full-plate is faster.

Natural Armor: +1 to AC; very good at low levels (less so at high but can be important)

Improved Unarmed Strike: A bonus feat, useful but in this case specific. Useful for an unarmed swordsage and the alternative is useful for monk. This is good for a monk or an unarmed swordsage but almost useless for most characters. For comparison dwarves get weapon familiarity which allows dwarven waraxes as 1-handed weapons which is so-so since fighters usually go 2-hander and PA or some such as opposed to Sword-and-Board; then again people generally don't go with monk.

Natural Armament: If I am reading this right it just means that they can use their unarmed strike to deal bludgeoning, slashing and piercing, or all three types of damage with any given attack. Which is useful but again only for someone routinely using unarmed attacks so again monk/unarmed swordsage. Nice but I'd take a dwarf's combat bonuses over it despite limited types they apply to.

Keen Senses: Gets nice at 15th level and is okay at 12th and even 9th. Decent for a long range character at 12th, and for anyone at 15th. Not sure whether I'd take it over a dwarf's save bonuses though.

+2 to observation skills: Elves have it. Decent for rogues, etc. Monk/rogue with Ascetic Rogue could make good use of this along with other abilities, or even a scouting monk. Better than Stonecunning but not much (stonecunning is an automatic check and then you just make a second so you get two tries instead of 1).

+2 to balance and climb checks: A nice little buff; nothing directly analogous with dwarf except their conditional modifiers.

To sum up: I'd say they're about as strong as dwarves except that they also have +1 to natural armor. My advice remove the +1 to natural armor and maybe one set of skill bonuses. If you allow unarmed swordsages I'd say maybe don't extend the bonus weapon focus feat to them. They are most similar to dwarves (a strong LA 0) and at high levels makes better light armored fighters but I'd still say the bonus on saves and blindsense rather balance.

tl;dr I assume they are supposed to be front-line combatants like dwarves and used dwarves as a baseline for power. I'd remove the natural armor bonus and maybe one of the sets of skill bonuses but otherwise they seem fine.

Latronis
2009-10-24, 06:40 AM
Kajar
Racial Traits:
+2 Constitution, -2 Charisma. Kajari are hardy and resilient, but unskilled in social interaction.

Charisma is too situational a stat, and thus too often a dump stat to truly balance something as inevitably useful as constitution, not LA worthy on it's own but a consideration with everything else.


Medium Humanoid (Hybrid)

Also should probably be Monstrous Humanoid. Which is slightly better than humanoid but not significantly so.


Kajar base land speed is 30 feet.

Typical of the size


+1 Natural Armor. Kajari have tough skin.

Strong, and remains useful the whole game. Easiest way to get back to LA0 would be removing it.


Improved Unarmed Strike: Kajari are well suited to using their bodies as weapons, and gain Improved Unarmed Strike as a bonus feat at 1st level. A kajar monk gains Weapon Focus (Unarmed Strike) as a bonus feat in place of the standard Unarmed Strike ability.

Fairly situational, seems like it's just throwing the favoured class a free bone here.


Natural Armament: Kajari are equipped with a versatile natural armament, and can inflict different types of injuries depending on what body parts they use. A kajar’s unarmed strike can deal bludgeoning damage (with a tail slap, punch, kick, elbow jab, or similar strike), bludgeoning, piercing, and slashing damage, (by biting), or piercing and slashing damage (by attacking with his claws). A kajar with multiple attacks per round can switch between damage types interchangeably.

Likewise it's situational, but for anyone that would use it, namely monks, it's the type of versatility beyond the scope of a single feat.

And this is assuming the reference to body parts is only for unarmed strikes, not an actual natural attack routine. (which would push it into LA+3 easily)

Also pretty abuseable with the slightest of monk dips, which they won't even suffer for since it's the favoured class.

You should also consider monk or not you are giving everyone who plays as one of these a whole arsenal of weapons that can't really be taken from them.


Keen Senses: Kajaris’ keen senses sharpen further as they grow more powerful. A Kajari has Low-Light Vision and darkvision out to 30 feet.
At 6 HD, the kajar’s darkvision increases to 60 feet.

STOP RIGHT THERE.

No seriously there's no reason for an LA0 to have more than 60' darkvision. Or greater than 'normal' lowlight vision, it's too damn strong and too damn useful to be given away for free. Those type of powers should be kept back to be invested in through magic or items(treasure or from wealth) Gives them way too much an advantage and removes way too much danger.


At 9 HD, the kajar’s darkvision increases to 90 feet, and his low-light vision enables him to see three times as far as a human in shadowy illumination.
At 12 HD, the kajar’s darkvision increases to 120 feet, and his low-light vision enables him to see four times as far as a human in shadowy illumination.
At 15 HD, the kajar gains blindsense out to 30 feet.

Ok now it's just insane.. 120 darkvision and 4times low light vision is dragon level senses.

Besides how do you explain how mixing human and animal DNA results in senses far FAR beyond any (normal)humanoid or animal?

Aquatic elves are the only LA0 subrace i can think of off the top of my head with such great lowlight vision.. AND THEY DIE ON LAND.

Also I doubt there is many critters around with beyond 60' darkvision at LA0 even in the LA2 and 3 brackets it's not overly common.

And it should stay that way because it can easily trivialize many encounters.

So while it's not really worth a level adjustment, it should also not be something you get without a level adjustment.

Though at least it 'only' has blindsense 30 and not blindsight.


+2 racial bonus on Listen, Search, and Spot Checks. Kajari are made for vigilance.
+2 racial bonus on Balance and Climb checks. Kajari have muscular tails that aid in balance, and thumb-like claws on their feet that enable a strong grip.

Skill bonus to 3 skills is pushing the LA0 envelop with only 1 or 2 other abilities. 5 is just wrong.



Automatic Languages: Common
* Bonus Languages: Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Undercommon. The brightest of the city-dwelling kajari pick up the languages of their neighbors.

More flavour than anything.


Favored Class: Monk

Bit redundant really, when it's abilities and some smart feat choices turn the fighter into a better monk. Also the history doesn't really mesh with monk.


Level Adjustment: +0

Not as is it ain't.


They're subtype is just (Hybrid) at the moment, but I'm open to better names. I considered (Beastblood), but it sounded to fantasy for my taste. These guys are the product of science, not magic.

I might suggest Therianthrope (part man part beast) and has a decidely scientific ring to it.

What i would do is given the situational nature of the unarmed style abilities leave it at a LA+1 as a monstrous humanoid (which give it simple weapon profeciency and darkvision 60') Then give them (normal)lowlight vision and Scent(instead of bindsense) and that should sit at the high end of LA+1 (being generous)

So you have Medium Monstrous Humanoid(Therianthrope)
+2 Con, -2 Cha.
Darkvision 60'
Proficient with Simple Weapons
Lowlight Vision
Scent
+1 Natural Armour
Improved Unarmed Strike
Natural Armament
+2 Racial Bonus on Blah, Blah, Blah, Blah and Blah checks.
Level Adjustment: +1

TabletopNuke
2009-10-24, 01:35 PM
Also should probably be Monstrous Humanoid. Which is slightly better than humanoid but not significantly so.

I'm sticking with humanoid because I want to keep these guys at LA 0, and I also thought it fit the flavor better. They don't really have any supernatural/monstrous abilities.


Likewise it's situational, but for anyone that would use it, namely monks, it's the type of versatility beyond the scope of a single feat.

And this is assuming the reference to body parts is only for unarmed strikes, not an actual natural attack routine. (which would push it into LA+3 easily)

It's just a reference to body parts. It's a more realisic version of the Versatile Unarmed Strike feat, which seems a little weird to me. It lets you deal Bludgeoning, Piercing, or Slashing damage. How exactly does one deal only Slashing damage with an unarmed strike? It seems like the only way to make a Slashing unarmed strike would be to bite or scratch, but those deal other types of damage too.



STOP RIGHT THERE.

No seriously there's no reason for an LA0 to have more than 60' darkvision. Or greater than 'normal' lowlight vision, it's too damn strong and too damn useful to be given away for free. Those type of powers should be kept back to be invested in through magic or items(treasure or from wealth) Gives them way too much an advantage and removes way too much danger.

Ok now it's just insane.. 120 darkvision and 4times low light vision is dragon level senses.

The Keen Senses ability is lifted directly from the Dragonborn race. Are Dragonborn unbalanced? None of my group ever used one?



Besides how do you explain how mixing human and animal DNA results in senses far FAR beyond any (normal)humanoid or animal?

Their genetics have been tweaked beyond just combining them with that of other creatures. Also, it takes a long time to develop such powerful senses, they aren't born that way.


Skill bonus to 3 skills is pushing the LA0 envelop with only 1 or 2 other abilities. 5 is just wrong.

The Listen, Search, and Spot bonuses came with the Dragonborn Keen Senses ability.


Bit redundant really, when it's abilities and some smart feat choices turn the fighter into a better monk. Also the history doesn't really mesh with monk.

I'm tweaking the monk class (mostly just the flavor) to fit a futuristic setting better, I'll probably rename it. I guess Fighter could work, though.


I might suggest Therianthrope (part man part beast) and has a decidely scientific ring to it.

Sounds great! I'll use that.

TabletopNuke
2009-10-24, 01:36 PM
The bonus feat is also unnecessary and redundant; they're already proficient with their (incredibly varied) natural weapons, and any of them who take monk would get it automatically.

I guess I should re-phrase that. Kajari don't have natural weapons other than their unarmed strike. They just have the ability to make unarmed strikes with teeth, claws, and tail, rather than just fists, feet, knees, and the like. They don't have any more unarmed attacks than anyone else, just the ability to deal different types of damage. Maybe it would be less confusing if I gave them the Versatile Unarmed Strike feat.

Awesome icon, by the way.

Milskidasith
2009-10-24, 01:50 PM
I guess I should re-phrase that. Kajari don't have natural weapons other than their unarmed strike. They just have the ability to make unarmed strikes with teeth, claws, and tail, rather than just fists, feet, knees, and the like. They don't have any more unarmed attacks than anyone else, just the ability to deal different types of damage. Maybe it would be less confusing if I gave them the Versatile Unarmed Strike feat.

Awesome icon, by the way.

You do realize monks unarmed strikes use their whole bodies, right? Monks can beat you to death with their beards, or with headbutts, or with bloodstorm blade, by throwing their toenails at you if they wanted to.

TabletopNuke
2009-10-24, 02:09 PM
You do realize monks unarmed strikes use their whole bodies, right? Monks can beat you to death with their beards, or with headbutts, or with bloodstorm blade, by throwing their toenails at you if they wanted to.

There's actually a feat in Savage Species that lets the user pull off parts of his body and use them as thrown weapons. Regeneration is one one of the prerequisites though, so most PCs can't take it.

lightningcat
2009-10-24, 05:11 PM
These guys are meant as frontline combatants, or even cannon fodder. But are balanced on the high side of dwarves, so I would give them a -2 Intelligence which would reflect the fact that they were bred to get into fights on other people's orders.

And as for the favored class: Monk. I always though that the monk should get a refluffing to get away from the Tibetian/Sho Lin monk only imagery, and a bit closer to the wandering martial artist imagery (which these guys would fit into).

Lappy9000
2009-10-24, 05:54 PM
STOP RIGHT THERE.

No seriously there's no reason for an LA0 to have more than 60' darkvision. Or greater than 'normal' lowlight vision, it's too damn strong and too damn useful to be given away for free. Those type of powers should be kept back to be invested in through magic or items(treasure or from wealth) Gives them way too much an advantage and removes way too much danger.

Ok now it's just insane.. 120 darkvision and 4times low light vision is dragon level senses. ....it's just vision. How in the Nine Hells did you come to the conclusion that lowlight and darkvision are "too [bloopin'] strong"? 'Cause they're not.

Hey TabletopNuke, do the rest of the races in Breakdown scale like the Kajari?

TabletopNuke
2009-10-24, 08:47 PM
These guys are meant as frontline combatants, or even cannon fodder. But are balanced on the high side of dwarves, so I would give them a -2 Intelligence which would reflect the fact that they were bred to get into fights on other people's orders.

I'm considering the -2 Int. I'm not entirely sure how it would fit the backstory. Kajari are bred to be obedient bodyguards, but one probably wouldn't want a stupid guard that could be easily duped.


And as for the favored class: Monk. I always though that the monk should get a refluffing to get away from the Tibetian/Sho Lin monk only imagery, and a bit closer to the wandering martial artist imagery (which these guys would fit into).

In the Breakdown setting, monks (at least among humans) are just warriors who practice unarmed fighting and mastery of the body. I think I might make a less supernatural version, since humans don't usually have supernatural powers in this world.


Hey TabletopNuke, do the rest of the races in Breakdown scale like the Kajari?

Most of them don't. They follow pretty typical rules. Kajar features are based on Dragonborn features, which just happen to scale. Scaling also separates them from the other therianthrope species, which I can post as I make them.

Most of the therianthropes are mostly human, with enhancements from a single animal source. Kajari were the last type of therianthrope to be made, and more advanced technology was available. They are the only kind with multiple animal species in their ancestry. Kajari are also the only kind that don't look human.

When the first therianthrope species were created, such advanced genetic engineering was still a secret, and humans were the only publicly known sentient race. Obviously bestial creatures would cause a huge uproar. As a result, the therianthropes all looked pretty human, but didn't have any natural attacks or the like.

Sometimes, theriantropes were born with lower mental capabilities and a very animalistic appearance. These "feral therianthropes" were stronger, faster, and had natural weapons, but were much too shocking to be shown to the public. One of the major purposes of the kajari's creation was to make a type of therianthrope that bred true, without any feral strain.

Latronis
2009-10-24, 11:30 PM
....it's just vision. How in the Nine Hells did you come to the conclusion that lowlight and darkvision are "too [bloopin'] strong"? 'Cause they're not.

Hey TabletopNuke, do the rest of the races in Breakdown scale like the Kajari?

Because when your senses are far beyond that of almost every frickin' thing in existence you have a net of safety around you in dangerous situations like underwater, underground tunnels, almost every dungeon crawl encounter etc. Without having to rely on spells or items or skills. It's too much of a mechanical one-up in any hampered visibility situation over anything that isn't a dragon, one of the most dangerous and powerful magical creatures. (Unless ofc many creatures have such powers in the campaign world)

What we have here is something that is way too powerful in it's favoured role, while still being adequete in well any role. (I suppose something like a sorc or party face suffers a little) and it has visual acuity, at worst rivalling the most powerful of creatures, which is incredibly handy for an adventurer and should require the use of resources or be part and parcel of a more powerful and thus slower to progress race(ie an ECL race) Though scaling is inherently better than a flat insane visual range, i still feel it ends up too much for an LA0.

As for the monstrous humanoid vs humanoid thing well if things like lizardfolk and gnolls (which really should be monstrous humanoids) can be humanoids i suppose something that started off as a human is more logical.

Though i also used monstrous humanoid as a slight buff to cement it as a solid LA1 rather than weakening it to fit LA0.

I've seen the just a little stronger than a dwarf argument(and dwarves can actually afford to taken down a notch) But Borderline LA+1 with actual drawbacks should not be the baseline for LA0 races, unless everything is brought into line (and encounters adjusted accordingly)

sigurd
2009-10-25, 09:56 AM
I'm in agreement with Latronis


S

GreatWyrmGold
2009-10-25, 10:40 AM
Also, how do I use spoiler tags? Forgive my n00bieness, this is my first post.

[spoiler][/spoler], except spell "spoiler" right the second time.


This is definitely not LA +0. LA +1, perhaps +2; it's a no-brainer choice for anyone playing a fighter, monk, or anything else martial. About the only classes they can't play perfectly are Paladins, Sorcerors, and Bards. They have super-versatile natural weapons, which they can swap between without flaws, extra armor, high constitution, Improved Unarmed Strike (despite having natural weapons) and on top of it all skill bonuses in common, useful skills that any class benefits from. Their keen senses are powerful, especially at high levels; 120 feet is twice what an orc can see, with no problems, and then they get blindsense.

You need to seriously rethink this; a usual guideline for races is that one +2 in a physical stat is equal to one -2 in a physical stat OR two -2s in mental stats. The bonus feat is also unnecessary and redundant; they're already proficient with their (incredibly varied) natural weapons, and any of them who take monk would get it automatically. Keen senses shouldn't improve; lowlight vision is good enough as it stands, and darkvision is also an excellent ability. Natural armor is probably unnecessary. Their natural armament can probably be brought down significantly; kicks, punchs, elbow jabs, and so on aren't lethal damage (the tail slap is fine). Also, pick two skills, not five; I recommend spot and balance, not Search, Listen, or Climb. Climb and Spot is also a good combination.

"Natural weapons' are just unarmed strikes with different damage types. Their Darkvision is inferior to orc's at 1st level; it only gets awesome at the point where spellcasters are preparing to stop time, and this is a race for monks. As for the +2 Con/-2 Cha, ever looked at dwarves?
And in any case, this race is for one of the worst classes there are (although one who has a special place in my heart): the monk. Compare to V: At 15th level, she's got POA, empowered Disintigrates, Limited Wish, etc, and a 15th-level monk kajar can use its limbs to duplicate greatswords, run at a speed of 80 ft, avoid falling damage for 70 ft, and do other things that a wizard can easily duplicate if s/he has the mind to.


Charisma is too situational a stat, and thus too often a dump stat to truly balance something as inevitably useful as constitution, not LA worthy on it's own but a consideration with everything else.
Dwarf. Said it before.


Strong, and remains useful the whole game. Easiest way to get back to LA0 would be removing it.
Yeah, but in order to use the most distinctive abilities of the race, you lose the ability to use armor (sanely).


STOP RIGHT THERE.

No seriously there's no reason for an LA0 to have more than 60' darkvision. Or greater than 'normal' lowlight vision, it's too damn strong and too damn useful to be given away for free. Those type of powers should be kept back to be invested in through magic or items(treasure or from wealth) Gives them way too much an advantage and removes way too much danger.



Ok now it's just insane.. 120 darkvision and 4times low light vision is dragon level senses.

Besides how do you explain how mixing human and animal DNA results in senses far FAR beyond any (normal)humanoid or animal?

Aquatic elves are the only LA0 subrace i can think of off the top of my head with such great lowlight vision.. AND THEY DIE ON LAND.

Also I doubt there is many critters around with beyond 60' darkvision at LA0 even in the LA2 and 3 brackets it's not overly common.

And it should stay that way because it can easily trivialize many encounters.

So while it's not really worth a level adjustment, it should also not be something you get without a level adjustment.

Though at least it 'only' has blindsense 30 and not blindsight.
Er...drow. Lvl 3. Duergar. Lvl 2. Both have darkvision equaling this race's, which it has at LEVEL 15!
And, besides, the guy's not too good at balencing races, or new to making them, so he made a race based off the dragonborn.


Skill bonus to 3 skills is pushing the LA0 envelop with only 1 or 2 other abilities. 5 is just wrong.
Won't disagree that this is more than most races i've seen get. Will disagree that it's game-breaking.


Not as is it ain't.
Not so much...dwarfey.


I might suggest Therianthrope (part man part beast) and has a decidely scientific ring to it.
I...I actually agree with this! :smalleek:

Lappy9000
2009-10-25, 12:08 PM
Because when your senses are far beyond that of almost every frickin' thing in existence you have a net of safety around you in dangerous situations like underwater, underground tunnels, almost every dungeon crawl encounter etc. Without having to rely on spells or items or skills. It's too much of a mechanical one-up in any hampered visibility situation over anything that isn't a dragon, one of the most dangerous and powerful magical creatures. (Unless ofc many creatures have such powers in the campaign world)Perhaps in a world where Darkvision reigns supreme as the most broken of all racial abilities, it is in fact "insane."

I'd place these guys slightly above humans (very slightly). RaceCalc puts the Kajari at a .2

Stats: +2 and -2. Balanced, since Charisma is just as powerful as any other ability. The DMG liiiiieeeesssss.
Natural Armor: +1 ; Pretty good, but not super great.
Natural Armament: Neat little ability, but it doesn't grant any extra attacks, so it's not exactly a huge bonus.
Bonus Feat: They get a set bonus feat, which it pretty good.
Vision: Negligable, except at level 15, at which point Blindsense isn't gonna matter so much.
Skills: You get a net bonus of +10 which is a little overboard. May wanna tone these down a little.

Drop a couple of the skill bonuses and you're set with an interesting and fairly balanced race.

TabletopNuke
2009-10-25, 12:42 PM
Perhaps in a world where Darkvision reigns supreme as the most broken of all racial abilities, it is in fact "insane."

Breakdown is a modern/slightly futuristic setting, so lighting is generally not an issue, what with the abundance of streetlights and the easy availability of flashlights.


Drop a couple of the skill bonuses and you're set with an interesting and fairly balanced race.

Like this?
Kajar
+2 Constitution, -2 Charisma
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Keen Senses: Kajaris’ keen senses sharpen further as they grow more powerful. A Kajari has Low-Light Vision and darkvision out to 30 feet.
At 6 HD, the kajar’s darkvision increases to 60 feet.
At 9 HD, the kajar’s darkvision increases to 90 feet, and his low-light vision enables him to see three times as far as a human in shadowy illumination.
At 12 HD, the kajar’s darkvision increases to 120 feet, and his low-light vision enables him to see four times as far as a human in shadowy illumination.
At 15 HD, the kajar gains blindsense out to 30 feet.
Improved Unarmed Strike: Kajari are well suited to using their bodies as weapons, and gain Improved Unarmed Strike as a bonus feat at 1st level.
Versatile Unarmed Strike: Kajari can attack with claws, fangs, and tail, as well as more typical unarmed strikes. They gain Versatile Unarmed Strike as a bonus feat at 1st level.
+2 racial bonus on Listen Checks. Kajari have sensitive ears.
+2 racial bonus on Balance and Climb checks. Kajari have muscular tails that aid in balance, and thumb-like claws on their feet that enable a strong grip.
Favored Class: Monk
Level Adjustment: +0

I dropped the natural armor, since it was so hotly debated, as well as the bonus on Search and Spot. Does this meet everyone's approval?

Worira
2009-10-25, 03:49 PM
I'd say that's just the right balance.

Lappy9000
2009-10-25, 04:46 PM
Kajar
+2 Constitution, -2 Charisma
Medium Humanoid (Therianthrope)
Base Land Speed: 30 ft.
Keen Senses: Kajaris’ keen senses sharpen further as they grow more powerful. A Kajari has Low-Light Vision and darkvision out to 30 feet.
At 6 HD, the kajar’s darkvision increases to 60 feet.
At 9 HD, the kajar’s darkvision increases to 90 feet, and his low-light vision enables him to see three times as far as a human in shadowy illumination.
At 12 HD, the kajar’s darkvision increases to 120 feet, and his low-light vision enables him to see four times as far as a human in shadowy illumination.
At 15 HD, the kajar gains blindsense out to 30 feet.
Improved Unarmed Strike: Kajari are well suited to using their bodies as weapons, and gain Improved Unarmed Strike as a bonus feat at 1st level.
Versatile Unarmed Strike: Kajari can attack with claws, fangs, and tail, as well as more typical unarmed strikes. They gain Versatile Unarmed Strike as a bonus feat at 1st level.
+2 racial bonus on Listen Checks. Kajari have sensitive ears.
+2 racial bonus on Balance and Climb checks. Kajari have muscular tails that aid in balance, and thumb-like claws on their feet that enable a strong grip.
Favored Class: Monk
Level Adjustment: +0Looks awesome. I'd certainly allow it.

As something to consider, you may want to offer scaling for the rest of the races in Breakdown. Just so noone feels left out :smallwink:

sigurd
2009-10-25, 05:31 PM
Would fly with me.

The improved Darkvision would make them natural captains and squad leaders at higher levels. I think its a more important ability than other people seem to.

A lot depends of course on how many higher level creatures there are in your world.


S

TabletopNuke
2009-10-25, 09:01 PM
As something to consider, you may want to offer scaling for the rest of the races in Breakdown. Just so noone feels left out :smallwink:

There will be no shortage of scaling abilities. The Bloodline variant from Unearthed Arcana is going to be quite prevalent in this world. Some speciess are even going to have it as a racial trait. However, in the beginning, there will be very little interaction between humans and the supernatural/extradimensional. So bloodlines will usually represent creatures that have been "contaminated" by supernatural energy. I'll be making custom bloodline progressions for that purpose. I'll post them in their own thread and cross-link them with any other Breakdown threads.

LunarWolfPrime
2010-04-06, 08:31 PM
Eh seems interesting to me.