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Kinslayer777
2010-06-14, 04:56 PM
The Hru

http://www.costumedesignersguild.com/articles/images/Horus-Guard-Night-at-the-Museum.jpg

"I have observed your kind from above for centuries. You grow, conquer, stablize, and then destroy yourselves once more. Such is the cycle of man. Never content. Never satisfied. Yet still, there is some good in you."-Heru Nihamesh, 1st Watcher of the Dawn

The Hru are an observant race of eagle-headed visionaries. Content in their home among the cloistered floating mountains of Elias, or, as the Hru call it definitively, Heaven and Earth, the Hru quietly watch the transactions of the surface-dwellers, taking in the progression of time from a bird's eye view. The Hru are true observers, denying themselves the spotlight, preferring to blend in with their environment and just watch.

Despite their quiet demeanor, the Hru are by no means passive in their ideals and goals. They are staunch visionaries; quiet idealists that carry out their business in the way that they feel is most reasonable, in some cases even going against the group to assert their own ideals, though not forcing their decisions on others, but often drawing followers in their strong, grounded attitude. In this way they are quite an independent people. When one shares their ideals in any given situation, that person will find himself fully supported by the Hru to a fault. Again, the Hru are proud and defensive, though not forceful, in their ideals. Because of these characteristics, the Hru are often seen as aloof and high-headed, though far from tyrannical.

The Hru stress freedom and achievement individually. The offspring are expected to supersede their parents in accomplishment with each generation, as this motivates goal-orientation, which is an integral characteristic to the Hru people.

Most Hru have a soft spot for the weak and oppressed, often feeling obligated by moral principle to help those that cannot help themselves. This ideal comes from the legend of their great ancestor, Heru Nihamesh, who was badly wounded in his right wing from being stricken by lightening in a thunderstorm. A human ranger found him, balm and bounded his wounds, and nurtured him back to health. For this reason, the Hru help those in need, especially when hurt or wounded, and also share a great hatred and anxiety of rain, thunder, and lightening, but loving the sun and it's warmth.

The Hru are governed by the Nobu ("Blind Eye"), the king of all Hru. He is shrouded behind a curtained wall in his tower palace, never seen or seeing outside of the tower itself. This is for the reason of idealistic integrity, as the Hru believe that a true king must not be persuaded by the emotional pleas of the eyes, but strictly governing through the cool-headed facts, ever-remembering the all-pervasive ideals of Hru freedom, individuality, and achievement.

The Hru have heads similar to those of an eagle, hawk, or falcon. From the neck down, they resemble humans completely. Standing between 5'9"-6'4" on average, the Hru contain another component of the eagle along with head structure. At puberty, the Hru begin to produce knobs of bone from their shoulder blades, which grow into full-fledged wings. In this way, though rarely, the Hru can leave their floating, rocky home and descend into the world below, the Midlands.

As a right of passage into adulthood, the male Hru is charged to tame the storm, and face their cultural fear, by using gusts of wind to rise above the thunder clouds. Once successfully accomplished the male Hru is honored in a celebration of his true birth as a member of Hru society.

Heru live up to 300 years. They reach puberty at around age 90. They weight between 150-180 lbs.

Alignment: NG mostly

Racial Traits:

+2 Wis, +2 Cha, -2 Con: The Hru are very aware of their surroundings and many find them attractive for their grounded idealism, but physically they lack stamina, not being accustomed to long periods of labor in their floating utopia.
Medium: As medium creatures, the Hru have no special bonuses or penalties due to their size.
A Hru's base land speed is 30 ft.
Eagle Eye: The Hru can see 2x farther than the average human in normal and low lighting.
Double-tap B: Hru can use their wings to
help with movement even if they can’t fly yet. The extra
lift from her wings gives a Hru a +10 racial bonus on
Jump checks.
Glider (Ex): A Hru can use his wings to glide, negat-
ing damage from a fall of any height and allowing 20 feet of
forward travel for every 5 feet of descent. Hru glide
at a speed of 40 feet (average maneuverability). Even if a
Hru’s maneuverability improves, he can’t hover. While gliding a Hru can’t glide while carrying a medium or heavy load.
If a Hru becomes unconscious or helpless while
in midair, his wings naturally unfurl and powerful liga-
ments stiffen the wings. The Hru descends in a tight
corkscrew and takes 1d4 points of falling damage per 20 ft of descent.
Flight of Icarus (Ex): When a Hru reaches 5 Hit Dice, he becomes
able to fly at a speed of 40 feet (average maneuverability). A
Hru can’t fly while carrying a medium or heavy load
or while fatigued or exhausted.
Hru can safely fly for a number of rounds
equal to their Constitution modifier (minimum 1
round). They can exert themselves to fly for up to twice
as long, but then they’re fatigued at the end of the flight.
Hru are likewise fatigued after spending a total of
more than 10 minutes per day flying. Because Hru
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 1 round at a time without
becoming fatigued).
When they reach 10 Hit Dice, Hru 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 Hru with flight can make a dive attack. A dive
attack works like a charge, but the Hru must move a
minimum of 30 feet and descend at least 10 feet. A Hru
can make a dive attack only when wielding a piercing
weapon; if the attack hits, it deals double damage.
A Hru with flight can use the run action while
flying, provided she flies in a straight line.
The Hru gain +2 to Spot, Search, Heal, Knowledge (History)
Automatic Languages: Common and Aerial (Winged Animal)
Favored Class: Scout (http://www.dandwiki.com/wiki/Scout_(3.5e_Class))


Ability scores balanced for Pathfinder, +1 LA for DnD.

Any ideas? On flight specifically? It has to be permanent.

Racial Bonus Feats:
?

For Valor
2010-06-14, 08:41 PM
Well, the picture contradicts the flight ability, which in itself could easily be replaced by something like: "The Hru have a flight speed equal to twice their land speed." And you could even make it a spell-like ability if you wanted.

Also, if this is +1 LA, I don't see why the Hru would have -2 Str. They should probably have +2 Dex, +2 Cha/Wis (I prefer Wis), seeing as they're birds... and then you said something about "Stamina" but didn't include a Con bonus. Some things just don't line up.

The 4x sight thing is really useless. I mean, who needs to see 240 feet away?It's also kinda weird. I mean, The Duergar were born to see in darkness only, and they adapted 120' darkvision (HALF of the Hru's visual capabilities). I'd cut this down to "A Hru can see twice as far as a human in any light condition", so it's not as tacky.

Of course, it'd be nicer to see a +0 LA.
Something like +2 Dex, fly speed (from wings?) at level X (5, mayhaps?), x2 vision, and you could add another stat boost (+2 Wis, +2 Con, etc.) for a -2 to something else (+2 Con for your -2 Str, for example).

Hyooz
2010-06-14, 09:05 PM
Races with flight capabilities generally don't get the ability to just fly right off the bat. Look at Raptorans and Dragonborn (3.5) to see what they normally do. Flight all day at level 1 is really good, and might kick it up to a +2 LA in standard 3.5.

Temotei
2010-06-14, 09:58 PM
fly speed (from wings?) at level X (5, mayhaps?)

It would probably have to be Hit Dice, first of all, but I agree.

That would also explain the picture. That guy just doesn't have enough Hit Dice yet. :smallamused:

ninjaneer003
2010-06-14, 10:42 PM
Here's the Raptoran racial traits concerning flight

• Wing-Aided Movement: Raptorans can use their wings to
help with movement even if they can’t fly yet. The extra
lift from her wings gives a raptoran a +10 racial bonus on
Jump checks.
• Gliding (Ex): A raptoran can use her wings to glide, negat-
ing damage from a fall of any height and allowing 20 feet of
forward travel for every 5 feet of descent. Raptorans glide
at a speed of 40 feet (average maneuverability). Even if a
raptoran’s maneuverability improves, she can’t hover while gliding a raptoran can’t glide while carrying a mediumor heavy load.
If a raptoran becomes unconscious or helpless while
in midair, her wings naturally unfurl and powerful liga-
ments stiffen the wings. The raptoran descends in a tight
corkscrew and takes only 1d6 points of falling damage, no
matter what the actual distance of the fall.

• Flight (Ex): When a raptoran reaches 5 Hit Dice, she becomes
able to fly at a speed of 40 feet (average maneuverability). A
raptoran can’t fly while carrying a medium or heavy load
or while fatigued or exhausted.
Raptorans can safely fly for a number of rounds
equal to their Constitution modifier (minimum 1
round). They can exert themselves to fly for up to twice
as long, but then they’re fatigued at the end of the flight.
Raptorans are likewise fatigued after spending a total of
more than 10 minutes per day flying. Because raptorans
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 1 round at a time without
becoming fatigued).
When they reach 10 Hit Dice, raptorans 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 raptoran with flight can make a dive attack. A dive
attack works like a charge, but the raptoran must move a
minimum of 30 feet and descend at least 10 feet. A raptoran
can make a dive attack only when wielding a piercing
weapon; if the attack hits, it deals double damage.
A raptoran with flight can use the run action while
flying, provided she flies in a straight line.

Temotei
2010-06-14, 11:41 PM
Here (http://www.wizards.com/default.asp?x=dnd/ex/20050204a)'s some fluff.

DragonOfUndeath
2010-06-15, 07:59 AM
the lawful good alignment doesn't match the back story. a chaotic good or neutral good sounds better. i think you should keep starting flying and add on some natural weapons (beak) and add a level adjustment of +1 perhaps to balance it.

Kinslayer777
2010-06-15, 12:32 PM
Also, if this is +1 LA, I don't see why the Hru would have -2 Str. They should probably have +2 Dex, +2 Cha/Wis (I prefer Wis), seeing as they're birds... and then you said something about "Stamina" but didn't include a Con bonus. Some things just don't line up.

The 4x sight thing is really useless. I mean, who needs to see 240 feet away?It's also kinda weird. I mean, The Duergar were born to see in darkness only, and they adapted 120' darkvision (HALF of the Hru's visual capabilities). I'd cut this down to "A Hru can see twice as far as a human in any light condition", so it's not as tacky.

I reworded the ability adjustments so it's more easy to understand. I don't see why - to Strength doesn't add up. It makes me think of monty python's holy grail: "What? A swallow carrying a coconut? It's not a question of where he grips it! It's a simple question of weight ratios! A five ounce bird could not carry a one pound coconut." Out of all the ability scores to hurt, Strength seemed the most obvious. Might be wrong though. Also, the + to Dexterity wouldn't work out since the human portion of them, which is 80% of their body structure, isn't especially nimble. Perhaps in the air but not on the ground.

Good point on the line of sight. How do you like the changes?

Kinslayer777
2010-06-15, 12:50 PM
Here's the Raptoran racial traits concerning flight

• Wing-Aided Movement: Raptorans can use their wings to
help with movement even if they can’t fly yet. The extra
lift from her wings gives a raptoran a +10 racial bonus on
Jump checks.
• Gliding (Ex): A raptoran can use her wings to glide, negat-
ing damage from a fall of any height and allowing 20 feet of
forward travel for every 5 feet of descent. Raptorans glide
at a speed of 40 feet (average maneuverability). Even if a
raptoran’s maneuverability improves, she can’t hover while gliding a raptoran can’t glide while carrying a mediumor heavy load.
If a raptoran becomes unconscious or helpless while
in midair, her wings naturally unfurl and powerful liga-
ments stiffen the wings. The raptoran descends in a tight
corkscrew and takes only 1d6 points of falling damage, no
matter what the actual distance of the fall.

• Flight (Ex): When a raptoran reaches 5 Hit Dice, she becomes
able to fly at a speed of 40 feet (average maneuverability). A
raptoran can’t fly while carrying a medium or heavy load
or while fatigued or exhausted.
Raptorans can safely fly for a number of rounds
equal to their Constitution modifier (minimum 1
round). They can exert themselves to fly for up to twice
as long, but then they’re fatigued at the end of the flight.
Raptorans are likewise fatigued after spending a total of
more than 10 minutes per day flying. Because raptorans
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 1 round at a time without
becoming fatigued).
When they reach 10 Hit Dice, raptorans 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 raptoran with flight can make a dive attack. A dive
attack works like a charge, but the raptoran must move a
minimum of 30 feet and descend at least 10 feet. A raptoran
can make a dive attack only when wielding a piercing
weapon; if the attack hits, it deals double damage.
A raptoran with flight can use the run action while
flying, provided she flies in a straight line.

Brilliant! Thank you!

Kinslayer777
2010-06-15, 12:53 PM
the lawful good alignment doesn't match the back story. a chaotic good or neutral good sounds better. i think you should keep starting flying and add on some natural weapons (beak) and add a level adjustment of +1 perhaps to balance it.

Changed the alignment. What do you think of the flight changes?

I also changed the Ability -2 Str to -2 Con after thinking about it. Comments welcome.