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Admiral Squish
2011-03-17, 06:25 PM
The Fleshforge Legacy (http://www.giantitp.com/forums/showthread.php?t=187311)

Chimerans
http://fc07.deviantart.net/fs42/f/2009/059/b/e/warrior_posed_by_sash4all.jpg

Chimerans are a race of strange, widely-varied humanoids. An unintentional creation of the shapers, the chimerans are the result of thousands on thousands of failed shaper experiments interbreeding and mixing until their genetic makeup is impossible to predict from one generation to the next. The chimerans dwell in scattered communities throughout the world, though many still live near Myralis, and some ever remain within it, in scattered communities clinging to life among the ruins.

Personality: Chimerans are a fiercely individualistic people. No two chimerans are quite alike, in both small, inconsequential ways and large, important ways. As such, chimerans generally find it impossible to judge others by their appearance, preferring instead careful consideration, weighing the individual’s merits and flaws. Chimeran children are raised to believe that such differences are a good thing, and that another’s talents compliment their own. As such, chimerans are generally quite good teammates. One thing chimerans all tend to feel at one point or another, is that nobody understand them. Each chimeran is completely unique, so it’s difficult to find others who understand their specific problems. Some respond to this stress by throwing themselves into their jobs, seeking to create an identity through their efforts, while others constantly wander, hoping to find some place to belong.

Physical Description: Chimerans vary widely from one to the next. Some have sharp teeth or claws and scaly skin, while others have lime-green hair, pointed ears and gliding flaps. Chimeran hair, skin, and eyes range through all colors of the rainbow, from snowy white to jet black, and all stops in between. Some have small spikes instead of hair, or wriggling, wormlike tentacles. Some have slit eyes like a cat’s, or solid black, featureless orbs, or large, doe-like eyes. All chimerans share the same basic structure however, with an overall humanoid body type, standing between 5’6” and 6’, with somewhat wide, rounded shoulders, and weighing in at between 100 and 180 pounds. Males and females share pretty much the same average in height and weight. One interesting quirk of chimerans is that when chimerans bear a child, the resulting offspring only rarely shares any traits with it’s parents, even if both parents share the same traits. There is a tendency for certain traits to make their possessors gravitate toward certain jobs in chimeran culture, but it is not nearly as pervasive as it is in some cultures. Most chimerans reach maturity at 20 years and can live between 100 and 120 years. However, some mature and age faster, while others grow slower.

Relations: Chimerans in non-chimeran communities are universally outsiders to one degree or another, often viewed as curiosities at best and freaks at worst. The reverse is not true, however, as outsiders of most races can blend almost seamlessly into chimeran communities. Chimeran communities are often small, with many of their more individualistic members heading off to travel the world or live among other races. Chimerans are generally a friendly people, albeit critical. They can make no assumptions, so guests often feel like they’re being constantly judged.

Alignment: Chimerans raised in chimeran communities are generally lawful, while chimerans raised in other communities are most often chaotic. Most chimerans raised in chimeran communities are good, while those raised elsewhere show no real preference for good or evil. The general number of evil outsider chimerans can lead to stereotyping all chimerans as chaotic and evil.

Chimeran Lands: Chimerans were originally from the Myralis, the central metropolis, where they formed large communities, their varied natures allowing them to fill all the roles of the society. When Myralis fell in the aftermath of the illithid, they fled. However, some die-hard chimeran communities struggle to survive within the walls of the city, fighting off the smaller monsters and moving around to avoid the earthshakers.

Language: Chimerans speak common almost universally. Most pick up other languages based on their location and the communities nearby, and some pick up more exotic tongues out of interest.

Names: Chimeran names are relatively simple. The chimerans give their children a personal name at birth, along with a descriptive name, which describes one of the infant’s most prominent traits, like scalefang or glimmerwing. When a chimeran comes of age, he also chooses a name for himself to describe his profession or talents. This name can be changed at any time by the chimeran, though this change of name is taken quite seriously.

Adventurers: Chimeran adventurers are quite common, with a good number of young chimerans seeking their fortunes as mercenaries or explorers.

CHIMERAN RACIAL TRAITS

+2 Constitution, -2 Charisma. Chimerans are sturdy and reliable, but their strange appearances often make it hard for other races to know what to make of them.
Medium: As Medium creatures, chimerans have no special bonuses or penalties due to their size.
Chimeran base land speed is 30 feet
Emulate Race: Because of their radically mixed heritage, chimerans can use magic items that only function for a user of a certain race. This ability works like the emulate race function of the Use Magic Device skill. A chimeran can automatically emulate any humanoid or monstrous humanoid race, with no need for a skill check. Chimerans who have the Use Magic Device skill have a +4 racial bonus on attempts to emulate nonhumanoid races using that skill.
Mutations: Chimerans are a genetic melting pot, and nobody knows the full breadth of the possible traits they will present with. Most of these traits are subtle features, like green hair or blue skin, but some of them are more complex. Each chimeran may choose his traits from the following list. A chimeran may not choose the same trait twice.
Natural Weapons: A chimeran's mutations always provide it with at least one defense mechanism; choose one of the following mutations:
Acid Spit: A chimeran with this trait shows very little outward sign of it. They gain the ability to spit a mouthful of acid as a standard action. This spit is a ranged touch attack with a range of 30 feat that deals 1d6 points of damage +1d6 points of damage for every 3 HD you possess.
Claws: A chimeran with this trait has sharp claws on his fingers, and gains two natural claw attacks that deal 1d4 points of damage each.
Club Tail: A chimeran with this trait has a heavy, muscular tail tipped in a spiny club, and gains a tail slap attack that deals 1d6 points of damage.
Fangs: A chimeran with this trait has sharp teeth and a pronounced jaw, and gains a natural bite attack that deals 1d6 points of damage
Horns: A chimeran with this trait usually has one or more horns, branching antlers, or spikes, and gains a gore attack that deals 1d6 point of damage. In addition, if a chimeran makes a charge attack with their gore attack, the attack deals double damage.
Hungry Maw: A chimeran with this trait possesses short, stunted fangs, or a circular, lampreylike mouth, and can drink the blood of it's victims. If a chimeran with this trait pins a living creature in a grapple, he may take swift action to sink his teeth into them and begin to drink their blood. This deals 1d2 points of constitution damage each round the target remains pinned. If the target breaks the pin, the chimeran's grip is disrupted. The target takes 1d4 points of damage, and continues to bleed for 1d6 rounds thereafter, taking 1 point of damage each round. This attack cannot be used against targets immune to critical hits.
Ink Spit:A chimeran with this trait has thick, black saliva, which can be quite disturbing to outsiders, and gains the ability to spit ink as a standard action. The chimeran may make a ranged touch attack against a target within 30 feet. If this attack succeeds, the target is blinded by the viscous goop. The target must take a full-round action to clear the ink from their eyes. The target may clear some of the goop with a move action, but the target is dazzled and takes a -4 penalty to spot checks until they take a full-round action to clean their eyes out. Underwater, this trait functions slightly different. By taking a standard action, the chimeran may create a 5-foot diameter cloud of ink in their square or a square adjacent to them, which hangs in the water for one round per point of constitution modifier they posses (minimum 1). This cloud provides concealment for anyone inside the cloud, but creatures outside the cloud have concealment against the creature inside the cloud as well. The cloud provides total concealment to those on opposite sides of it. Whenever the chimeran uses this trait, either in it's spitting form or ink cloud form, they must wait 1d4 rounds before they can use it again.
Poison Fangs: A chimeran with this trait has two, long, needle-like fangs that produce a potent toxin, and gains a natural bite attack that deals 1d4 points of damage. Up to (con mod)/day (minimum one), any living creature hit by this bite attack must make a fortitude save (DC 10+½ HD+con) or take 1d4 points of strength or dexterity damage (chosen at character creation) as initial and secondary damage.
Scream: A chimeran with this trait can unleash a destructive scream as a standard action. This scream takes the form of a 15-foot cone. The cone deals 1d6 points of damage for every 2 HD the chimeran possesses. Any creature within the cone may make a reflex save (DC 10+½ HD+con) for half damage.
Slam: A chimeran with this trait has large hands and pronounced, bony knuckles, and gains a natural slam attack that deals 1d6 points of damage.
Swimmer‘s Tail: A chimeran with this trait possesses a strong, flat tail, and gains a tail slap attack that deals 1d4 points of damage. In addition, this tail grants the chimeran a +2 racial bonus to balance, jump, and swim checks.
Tentacle: A chimeran with this trait has one or two long tentacles sprouting from somewhere on their body, and gains a tentacle attack that deals 1d4 points of damage. This attack has a reach of 10 feet.
Tongue: A chimeran with this trait possesses a long, thick tongue, and can use it to affect enemies at a range. As a standard action, they may make a ranged grapple, trip, or disarm attempt against a target within 10 feet. The chimeran makes the relevant grapple or strength checks at a -4 penalty. If the target is sucessfully grappled, the target is pulled into the chimeran's space. This movement does not provoke attacks of opportunity. If the target is successfully disarmed, the weapon is brought to the chimeran's mouth, and may be spit onto the ground in his square as a free action, or passed to his hand as a move action.
Web: A chimeran with this trait posesses a pyramidal structure somewhere on their body, and can use this structure to spin silk. The chimeran can produce up to 20 feet of silk cord per day per point of constitution bonus. Any creature coming or object coming in contact with this web must make a reflex save DC (10+½ HD+con) or be stuck to the cord. This cord requires a DC(10+½ HD+con mod) strength check to break or pull free of.
Strange Skin: A chimeran's skin varies widely according its individual mutations. Choose one of the following mutations:
Armored Hide: A chimeran with this trait has his body covered with scales, fur, or thick hide, and gains a +2 racial bonus to natural armor.
Chameleon Skin: A chimeran with this trait can change the color of his skin, and gains a +4 racial bonus to hide checks.
Glimmering Skin: A chimeran with this trait has skin with a reflective sheen to it, and gains Spell Resistance 10+HD.
Oily Skin: A chimeran with this trait secretes a slimy, oily substance from their skin when angry or scared, and grants them a +8 racial bonus on escape artist checks.
Rapid Regrowth: A chimeran with this trait gains fast healing equal to his constitution modifier.
Resilience: A chimeran with this trait gains energy resistance 5 against acid, cold, electricity, fire, or sonic damage. (chosen at character creation).
Simplified Guts: A chimeran with this trait has simplistic organs that are extremely generalized. When a critical hit or sneak attack is made against a chimeran with this trait, there is a 25% chance that the critical hit or sneak attack is neutralized, and the damage is instead rolled normally.
Thorny Hide: A chimeran with this trait has their skin covered with short spines. These spines deal 1d4 points of damage to anyone who makes an unarmed attack, melee touch attack, or natural attack against them, and anyone who makes a grapple check against them. They may also be used like armor spikes. The chimeran can suppress or resume this ability as a free action.
Movement: Chimerans can move in many strange ways; choose one of the following mutations.
Flippers: A chimeran with this trait has webbed hands and feet, or possibly a paddle-like tail, and gains a swim speed equal to his base land speed. They gain a +8 racial bonus to swim checks made to perform a special action or avoid a hazard, and may always take 10 on a swim check, even if rushed or threatened.
Gliding: A chimeran with this traits possesses gliding skin flaps or weak wings. These wings can be used to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Chimerans with this trait glide at a speed of 40 feet (average maneuverability). Even if a chimeran’s maneuverability improves, they can’t hover while gliding. A chimeran can’t glide while carrying a medium or heavy load.
If a chimeran becomes unconscious or helpless while in midair, their flight structures naturally unfurl and powerful ligaments stiffen them. The chimeran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Sticky Fingers: A chimeran with this trait has hands and feet that stick easily to any surface, and gains a climb speed equal to his base land speed. They gain a +8 racial bonus to climb checks, and may always take 10 on a climb check, even if rushed or threatened.
Swift Legs: A chimeran with this trait possesses double-jointed legs or legs that are just exceptionally powerful, and increases his base land speed by 10 feet.
Other traits: All Chimerans have a panoply of other traits; choose two of the following:
Blind: A chimeran with this trait usually has milky white eyes, sealed eyelids, or shows no sign of having eyes in the first place, and gains blindsight out to 30 feet, and blindsense out to 60 feet, and can perceive the world through a combination of scent, sound, and vibration much like a sighted creature would. Additionally, a chimeran with this trait is immune to gaze attacks, visual effects, illusions, and all other effects based on sight, as well as all text-based spells or effects. A chimeran with this trait cannot read written words or activate scrolls. A chimeran with this trait that has it's hearing impaired by a spell or effect is limited to only it's blindsense.
Extra Arms: A chimeran with this trait bears a second set of arms just under the first, though they're extremely small and relatively weak. Their weaker limbs are poorly suited to carrying weapons or shields, and do not gain natural weapons (even if the chimeran is under a spell or other effect that grants hand-based natural weapons), but they do an excellent job of providing stability and support to the upper limbs.
These extra limbs allow the chimeran to use weapons one size category larger than normal without penalty. The chimeran's secondary arms must be free for it to gain this benefit. This benefit does not extend to larger weapons. For example, a chimeran can wield a Large longsword with a single primary arm without penalty by steadying the blade's pommel with its lower limb.
A chimeran can wield a pair of two-handed weapons by using all four of its limbs. The chimeran gains the full benefits of wielding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls. The chimeran suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in its off hand.
If a chimeran carries a weapon or shield in its secondary arms while one or more of its primary arms also carry an item, it suffers a number of penalties. When using a shield, the chimeran takes the shield's armor check penalty on its attack rolls and skill checks even if it has proficiency with the shield. When using a weapon, the chimeran gains only half its Strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapon used in this manner. This penalty increases to -8 for one-handed weapons. The chimeran cannot carry a two-handed weapon with just its secondary arms.
A chimeran with at least one empty hand can cast spells with a somatic component.
Fearsome Visage: A chimeran with this trait can contort his face in bizarre, terrifying ways, and gains a +4 bonus to intimidate checks.
Keen Eyes: A chimeran with this trait usually has large eyes, or eyes with strange pupils, and gains a +4 racial bonus to spot checks. In addition, they gain dark vision 60.
Keen Ears: A chimera with this trait usually has pointed ears, swiveling ears, or large, complicated ears, and gains a +4 racial bonus to listen checks. In addition, they gain blindsense out to 30 feet.
Sharp Nose: A chimeran with this trait often has an oversized or upturned nose, and gains the scent special quality.
Split Mind: A chimeran with this trait has very little outward signs of it, though they may show a slightly enlarged skull, but inwardly, this trait is manifested by having a greater division between the hemispheres of the brain. The two are not truly independent, but the division is enough. A chimeran with this trait takes no penalty for wielding a weapon in his off hand. This does not grant him the ability to make additional attacks with his off-hand weapon. In addition, the chimeran's divided mind allows for some redundancy. If a chimeran with this trait fails a will save, they may choose to reroll the save immediately. They must accept the result of this roll, even if it is lower than the original roll.
Stability: A chimeran with this trait has a thumb-claw on their feet that allows them to brace themselves solidly when standing on solid ground, and gains a +4 racial bonus to resist bull rush and trip attempts while standing firmly on the ground.
Hold Breath: A chimeran with this trait usually has a large, barrel-like chest and can hold his breath for a number of rounds equal to 4x Con score.
Crown of Eyes: A chimeran with this trait usually has extra eyes placed around their head, or snakes for hair, or even short tentacles tipped with eyeballs, and gains a +4 bonus to spot and search checks. A chimeran with this trait gains all-around vision, and cannot be flanked.
Naturally Psionic: A chimeran with this trait gains 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Fire Acclimated: A chimeran with this trait gains a +2 bonus to saves to resist fire spells or effects. They can exist comfortably in temperatures up to 120° F without having to make Fortitude saves. they are considered to have heat protection 1.
Cold Acclimated: A chimeran with this trait gains a +2 bonus to saves to resist cold spells or effects. They can also exist comfortably in conditions between –20° and 90° F without having to make Fortitude saves.
Automatic Languages: Common. Bonus Languages: Any non-secret
Favored Class: Any. A multiclass chimeran’s highest-level class does not count when determining whether she takes an experience point penalty.

Admiral Squish
2011-03-17, 06:29 PM
These are the chimerans for my new campaign setting. In an effort to save post-space and encourage review, I'm going to be posting each of the races as a separate thread and linking them to the main thread. Hopefully, the playground will find the task of review a little less intimidating this way.

The chimerans sort of arose from the soup of ideas that have been wandering through my mind while I worked on this process. I'm hoping the mutations are relatively balanced, and that overall, the sheer number of possibilities makes these an interesting, effective race.

By the way, if anyone has any ideas for more mutations, please feel free to post than and I'll see what I can do.

LOTRfan
2011-03-17, 06:30 PM
Wow, these are cool. They sound like distant cousins of the Mongrelfolk, but instead of looking similar to all races, they are obviously different. Interesting. :smallbiggrin:

I assume that, since they share the basic shtick as the Mongrelfolk, they do not exist in this campaign setting?

Veyr
2011-03-17, 07:00 PM
The Mongrelfolk's Emulate Race idea might be interesting, perhaps. Heh, Flickerdart's recent Totemist ACF (the Politan) would also seem quite fitting for them, though I agree with their Favored Class being "Any".

The Heat and Cold acclimated traits should say something about ambient temperatures (easiest thing to do would be reference Frostburn and Sandstorm about that).

For Naturally Psionic... I'd be sorely tempted to give the Kalashtar's Power Point progression. It'd probably be too good considering that it's one of two things, but man... 2 Power Points is so useless...

Admiral Squish
2011-03-17, 07:24 PM
Wow, these are cool. They sound like distant cousins of the Mongrelfolk, but instead of looking similar to all races, they are obviously different. Interesting. :smallbiggrin:

I assume that, since they share the basic shtick as the Mongrelfolk, they do not exist in this campaign setting?

The mongrelfolk were definitely a part of my inspiration for this race, though I like to think I took it a step further.

And yes, the mongrelfolk don't exist in this setting. I always thought the mongrelfolk were rather poorly handled, so this is my solution.


The Mongrelfolk's Emulate Race idea might be interesting, perhaps. Heh, Flickerdart's recent Totemist ACF (the Politan) would also seem quite fitting for them, though I agree with their Favored Class being "Any".

That would make sense, though I always thought that ability was relatively useless. I might throw it in there, though.


Frostburn[/i] and Sandstorm about that).

Probably should. I'll go make a mention.


sorely[/i] tempted to give the Kalashtar's Power Point progression. It'd probably be too good considering that it's one of two things, but man... 2 Power Points is so useless...

Well, the point of the 2 PP is not to have two extra PP, it's to have access to a psionic focus and qualify for psionic feats without having to spend feats/levels.


So, overall, do you think they're relatively balanced at LA +1? Any other abilities you'd like to see involved? Do you think I should up the number of mutations/chimeran to 3?

Veyr
2011-03-17, 09:17 PM
As-is, they're a very good LA +0 race. I wouldn't say they're overly good, but very good - comparable to human when very, very little is.

In most cases, the bonus feat is more useful... and since most of the natural weapons use fairly standard slots (claws, bite), they don't stack with other natural-weapon granting things. It's a (very) good race for a Totemist, but Totemists are reasonable in balance anyway.

If you went to LA +1, yeah, I'd want at least three mutations.

Admiral Squish
2011-03-17, 09:22 PM
As-is, they're a very good LA +0 race. I wouldn't say they're overly good, but very good - comparable to human when very, very little is.

In most cases, the bonus feat is more useful... and since most of the natural weapons use fairly standard slots (claws, bite), they don't stack with other natural-weapon granting things. It's a (very) good race for a Totemist, but Totemists are reasonable in balance anyway.

If you went to LA +1, yeah, I'd want at least three mutations.

Huh. I thought I'd had it at LA +1. Nevermind... ^^;

Veyr
2011-03-17, 09:38 PM
You should say that the Thorny Hide can be used as Armor Spikes.

Also, I just noticed Poison Fangs: sweet lord, those are good. I'd either tone down the damage, or put some kind of limit on how often that poison can be used.

Admiral Squish
2011-03-17, 09:55 PM
You should say that the Thorny Hide can be used as Armor Spikes.

Also, I just noticed Poison Fangs: sweet lord, those are good. I'd either tone down the damage, or put some kind of limit on how often that poison can be used.

Alright, fixed the thorny hide.

Well, what would be a balanced limit? 1/encounter? 1/1d4 rounds? 3/day? And on the other hand, there's not much further down the ability damage can go. 1d3? 1d2? Help me out here.

Mayhem
2011-03-17, 10:35 PM
This is an awesome race man, they really remind me of the new olympians from the tv show gargoyles. Was that a source of inpiration for you?

First thing I noticed, you haven't stated whether natural attacks are primary or secondary. Two claws would both be natural secondary attacks(and subsequently qualify for multiattack feat), but the other natural attacks can be primary. Also, no love for gore attacks:smallsigh:?

For the poison fangs ability, maybe you should limit it to a certain number a day. May be 3 + 1 every 3 HD? It's not terribly strong though.

I think the main reason they're so powerful as a level adjustment +0 race is mostly due to the smorgasboard nature of their traits. Writing a random mutation table as an optional rule would bring the power down somewhat, since you can make weaker abilities more likely than stronger ones. Actually I think I might take a shot at the table, I'm quite fond of these guys and I might with your permission run short game with them( just my random love for disney's gargoyles).
Another idea for balance is that maybe they're also born with a random flaw.
Edit: Actually, maybe each trait comes with a flaw. Each Chimeran can designate one trait as greater and one as the lesser. Only the lesser trait has a flaw.

I have an idea for a racial feat: only available at first level granting an additional mutation. How strong would that be?

Alright, racial ability modifiers. Charisma is about self confidance, awareness of the self in relation to others, and strength and expression of personality. The unique appearance of the Chimerans strikes me that if anything they'd have a bonus to charisma. So I don't see how the penalty fits, and I don't recall offhand if you have other races with a charisma penalty so I'll have to go have a look. Also, I haven't read the fluff yet, and I haven't read your campaign setting either, so I'm going to go do that.
I can't think of another penalty that fits though, personally I'd just give them no ability adjustment like humans.

Admiral Squish
2011-03-17, 11:04 PM
This is an awesome race man, they really remind me of the new olympians from the tv show gargoyles. Was that a source of inpiration for you?

It wasn't actually, but upon googling it, I could see how one would make the connection.


First thing I noticed, you haven't stated whether natural attacks are primary or secondary. Two claws would both be natural secondary attacks(and subsequently qualify for multiattack feat), but the other natural attacks can be primary. Also, no love for gore attacks:smallsigh:?

Well, If you only have one type of natural weapon, they're your primary natural weapons. You can have primary claw attacks, you know... If you were to pick up claw and bite, though, you'd have to pick which one is secondary, both claws or your bite.

I totally shoulda thought of gore.


For the poison fangs ability, maybe you should limit it to a certain number a day. May be 3 + 1 every 3 HD? It's not terribly strong though.

How about con mod/day? That makes sense.


I think the main reason they're so powerful as a level adjustment +0 race is mostly due to the smorgasboard nature of their traits. Writing a random mutation table as an optional rule would bring the power down somewhat, since you can make weaker abilities more likely than stronger ones. Actually I think I might take a shot at the table, I'm quite fond of these guys and I might with your permission run short game with them( just my random love for disney's gargoyles).
Another idea for balance is that maybe they're also born with a random flaw.

I would certainly appreciate it if you produced a table of some sort.

As for the flaw idea, I dunno. I'm not sure.


I have an idea for a racial feat: only available at first level granting an additional mutation. How strong would that be?

Pretty strong, but possibly not unreasonable... what does everyone else think?


Alright, racial ability modifiers. Charisma is about self confidance, awareness of the self in relation to others, and strength and expression of personality. The unique appearance of the Chimerans strikes me that if anything they'd have a bonus to charisma. So I don't see how the penalty fits, and I don't recall offhand if you have other races with a charisma penalty so I'll have to go have a look. Also, I haven't read the fluff yet, and I haven't read your campaign setting either, so I'm going to go do that.
I can't think of another penalty that fits though, personally I'd just give them no ability adjustment like humans.

The charisma penalty is to reflect that no matter how they present themselves, their unusual physiology makes it hard for others to relate to them, which in turn damages their self-confidence and such.

Plus, from a metagame perspective, I really think the con bonus fits, and I need SOMETHING to counterbalance it.

Mayhem
2011-03-17, 11:25 PM
True, 1d4 damage is only a gaunlet away anyway I suppose. I guess only an arcane caster would benefit, but they don't like melee.

For poison, con mod/day, minimum one makes sense.

The flaw idea wording is definately weird, I'll have to give an example. Currently I think the strongest ability is fast healing, but even then it's strongest in low level or low magic worlds. Unless someone can break the system with this race, it might not need a drawback.

Constitution does fit. Choosing penalties is always annoying, and your race doesn't seem to have any outstanding flaw. Thinking about it, in relation to the new olympians shutting themselves off from society a charisma penalty does fit the best. I just don't like charisma being a dump stat since it is the worst stat in 3rd ed.

I'll get cracking on a random roll table then.

Veyr
2011-03-17, 11:29 PM
I would never, ever play a character whose primary racial abilities are rolled. That, to me, seems like an awful idea. I know you said optional, but seriously... "you might get something awesome, but you'll probably get crap" seems like A. terrible balance, and B. incentive to just kill off large numbers of characters until you get the rolls you want.

Just saying.

Anyway, the poison's not so hideously strong, it's the fact that it's a LA +0 racial ability. Natural weapons are already quite strong for a racial ability in the first place.

Admiral Squish
2011-03-17, 11:53 PM
True, 1d4 damage is only a gaunlet away anyway I suppose. I guess only an arcane caster would benefit, but they don't like melee.

For poison, con mod/day, minimum one makes sense.

The flaw idea wording is definately weird, I'll have to give an example. Currently I think the strongest ability is fast healing, but even then it's strongest in low level or low magic worlds. Unless someone can break the system with this race, it might not need a drawback.

Constitution does fit. Choosing penalties is always annoying, and your race doesn't seem to have any outstanding flaw. Thinking about it, in relation to the new olympians shutting themselves off from society a charisma penalty does fit the best. I just don't like charisma being a dump stat since it is the worst stat in 3rd ed.

I'll get cracking on a random roll table then.

Alright, added a gore, and fixed the poison mutation.

I'm still not sure what you mean by 'flaw'. Do you mean a flaw, as in the flaws from UA? Or a minor negative attached to the mutations?

I'm not sure you want to do the table right now, honestly, 'cause there will probably be more mutations being added.


I would never, ever play a character whose primary racial abilities are rolled. That, to me, seems like an awful idea. I know you said optional, but seriously... "you might get something awesome, but you'll probably get crap" seems like A. terrible balance, and B. incentive to just kill off large numbers of characters until you get the rolls you want.

Just saying.

Anyway, the poison's not so hideously strong, it's the fact that it's a LA +0 racial ability. Natural weapons are already quite strong for a racial ability in the first place.

Yeah, I was figuring the table would be for generating NPCs or something along those lines.

So, you you think the limit of (con mod)/day is good enough to keep the poison under control?


Also: Flippers are now an option.

Halae
2011-03-18, 12:09 AM
A feat that grants a third mutation isn't too farfetched, and considering the fact that any build worth its salts is feat starved to begin with, they're precious, making it a good choice. How about...

Extra Mutation:
Your body is slightly more warped than most of your peers
Prerequisites: Chimeran
Benefit: Choose an additional mutation. You may not choose a mutation you have already taken before.
Special: This feat can only be taken as a first level character

Quite simple, but easily fits the race. I think there should be more feats in regards to different abilities

Also, Con mod/day on the poison is a good idea. It'll be a nice boon for those who specialize, but otherwise it's something good to fall back on that one or two times you can actually use it

Mayhem
2011-03-18, 12:19 AM
Rolling racial abilities would be fine for a one-shot or something though, and for generating NPCs. I think a better way to limit abilities would be to group them actually.

As for doing the tables, I'm grouping abilities so it won't be terribly hard to change later. Group 1 is for basic natural attacks, group two for abilites with multiple uses like swimmer's tail and strong ones like fast heal, and group 3 for passive stuff like fearsome appearance and cold acclimed.

If poison's so strong, maybe uses per day should be HD based? Or maybe atleast partially HD based.

By flaw I meant a minor negative attached to mutations. Thorn hide already has one when activated, presumably activated throny hide would require minimal clothing/armour( but to have it constantly activated would be a really annoying flaw). I don't really know what kind of drawbacks would be appropriate though. I can see swimmer tail reducing land speed to 20ft, but that's all I can think of at the moment.

edit: Some more abilities to add to your list
Snake hair: you have hundreds of writhing snakes growing out of your scalp instead of hair. This grants immunity to flanking and +2 bonus on spot checks. You can make spot checks while asleep at a -5 penalty.
Ghoul claw: Claw attack dealing 1d3 damage. Target must make a fortitude save dc 10+ 1/2HD + con mod or be dazed for 1 round.
Protean body: Ability to alter their appearance as if using the disguise self spell that affects their bodies but not their possesions. This is not an illusion but a minor physical alteration of their skin colour and texture, facial features and size all within the limits of the spell. This ability is useable at will and stays in this form until she takes another. True seeing reveals her true form and she also changes back to her original form once slain. When this ability is used to create a disguise, a chimeran gets a +10 bonus on disguise skill checks. This ability is a full-round action.

Admiral Squish
2011-03-18, 01:02 AM
A feat that grants a third mutation isn't too farfetched, and considering the fact that any build worth its salts is feat starved to begin with, they're precious, making it a good choice. How about...

Extra Mutation:
Your body is slightly more warped than most of your peers
Prerequisites: Chimeran
Benefit: Choose an additional mutation. You may choose a mutation you have already taken before.
Special: This feat can only be taken as a first level character

Quite simple, but easily fits the race. I think there should be more feats in regards to different abilities

Also, Con mod/day on the poison is a good idea. It'll be a nice boon for those who specialize, but otherwise it's something good to fall back on that one or two times you can actually use it

That looks pretty solid for the feat. The only problem is 'you may choose a mutation you have already taken'. I can see that for some of these, like the chameleon skin, or fearsome visage, with bonuses to things. But things like flippers? What does getting double-flippers do? Or fangs. How would you get two bite attacks?


Rolling racial abilities would be fine for a one-shot or something though, and for generating NPCs. I think a better way to limit abilities would be to group them actually.

As for doing the tables, I'm grouping abilities so it won't be terribly hard to change later. Group 1 is for basic natural attacks, group two for abilites with multiple uses like swimmer's tail and strong ones like fast heal, and group 3 for passive stuff like fearsome appearance and cold acclimed.

I had considered grouping the abilities earlier when I was making it, with three seperate mutation-slots. Like limbs, body, and head. It was supposed to help limit people's choices and act as a limiting factor, but in the end, I decided against it. Wasn't worth the added layer of complication.


If poison's so strong, maybe uses per day should be HD based? Or maybe atleast partially HD based.

Well, so far, everyone else agrees that it's fine with the con/day, so I'm going to settle for their word.


By flaw I meant a minor negative attached to mutations. Thorn hide already has one when activated, presumably activated throny hide would require minimal clothing/armour( but to have it constantly activated would be a really annoying flaw). I don't really know what kind of drawbacks would be appropriate though. I can see swimmer tail reducing land speed to 20ft, but that's all I can think of at the moment.

Yeah, I could see something like that making sense, but I think mechanically, it's not really necessary.

Lord_Gareth
2011-03-18, 01:06 AM
That looks pretty solid for the feat. The only problem is 'you may choose a mutation you have already taken'. I can see that for some of these, like the chameleon skin, or fearsome visage, with bonuses to things. But things like flippers? What does getting double-flippers do? Or fangs. How would you get two bite attacks?

I tried looking up some pics for it.

I was...I was disturbed. But you /can/ do it.

Mayhem
2011-03-18, 01:08 AM
What did you think of my extra mutations? Too strong? Maybe too weak?

Admiral Squish
2011-03-18, 01:33 AM
I tried looking up some pics for it.

I was...I was disturbed. But you /can/ do it.

I... I don't want to know... :smalleek:


What did you think of my extra mutations? Too strong? Maybe too weak?

Oh, I didn't see those! Well, let's see.

Instead of snake-hair, how about tiny beholder-eye hair? I think it fits better with the aberrant theme than the medusa. Other than that, solid.

Dazed is a pretty powerful condition. Better than paralysis, but not by much. Besides, undead can't breed anyways, so why would the trait show up in the gene pool?

I THOUGHT about making a changeling-esque ability, but I was worried it would essentially put the changelings out of the market. Besides that, a lot of the fluff and mechanics revolve around their unique mutations, and this ability would just make it so they could hide all of tells at-will.

Mayhem
2011-03-18, 01:58 AM
Yeah beholder head works, its just a flavour thing.

Dazed is stronger than paralysis? Dazed doesn't make the creature more vulnerable, just can't take an action which is bad for a caster. What's a condition that feels like paralysis but isn't? It's fine if it doesn't fit your flavour, I just thought it would be cool for a character to feel undead but isn't actually(more for a d20 modern kinda campaign where these guys give rise to the myths and folktales).

I just saw your changelings actually. Yeah it does step on their toes especially given that you aren't stuck with racial traits you might not want. Might have to be limited use/day, but with changelings around I'm not sure you need it since you can just use changeling or doppleganger mechanics to represent a shapeshifting monstrosity. Again, inspired by gargoyles heh.

I'll keep aberrations in mind if I have any other ability ideas.

Admiral Squish
2011-03-18, 02:18 AM
Yeah beholder head works, its just a flavour thing.

Dazed is stronger than paralysis? Dazed doesn't make the creature more vulnerable, just can't take an action which is bad for a caster. What's a condition that feels like paralysis but isn't? It's fine if it doesn't fit your flavour, I just thought it would be cool for a character to feel undead but isn't actually(more for a d20 modern kinda campaign where these guys give rise to the myths and folktales).

I just saw your changelings actually. Yeah it does step on their toes especially given that you aren't stuck with racial traits you might not want. Might have to be limited use/day, but with changelings around I'm not sure you need it since you can just use changeling or doppleganger mechanics to represent a shapeshifting monstrosity. Again, inspired by gargoyles heh.

I'll keep aberrations in mind if I have any other ability ideas.

Alright, I added the crown of eyes.

Nono, I meant paralysis is stronger than dazed, but not by much. With the ghoul claw, you could just lock down one enemy and never let him move, which is certainly a problem. It's bad for ANYBODY, not just a caster.

I'll see if I can come up with something else involving shapechanging, but I make no promises.

Mayhem
2011-03-18, 03:17 AM
Ah I get ya now. Don't worry about shapechange, it seems suited more like a dastardly dm trick(1st ed. d&d doppleganger ftw) than player use.

Beak is another mutation, practically bite though.
How about two heads like ettins (http://www.d20srd.org/srd/monsters/ettin.htm)? Players might actually use two-weapons then.
little retard arms would be cool, but could be abused.
A lamprey-like(or leach, or hagfish, or mindflayer) maw would be creepy, but that'd lead to blood drain which is too strong.
How about jurassic park reference? Spit a tar-link substance to blind an enemy until they can clear their eyes(possible move action). Would have a penalty for a while afterwards too I imagine. Ink cloud is another alternative.
Blindsight like the grimlock (http://www.d20srd.org/srd/monsters/grimlock.htm)? You made screamers, so you'd know how to balance such an ability.
How about one random giant crab claw? Chuul who hit with a claw attack get to make a grapple check with improved grapple feat.
Tongue like a frog or like a l4d smoker? Another grapple idea. Freakish slobbering tongue seems creepy, don't know what it could do besides grapple though.

And I'm outta ideas for now. You've made me want to watch the gargoyles episodes with new olympians and foreign gargoyles for the billionth time, damnit!:smallwink:

Halae
2011-03-18, 07:11 AM
That looks pretty solid for the feat. The only problem is 'you may choose a mutation you have already taken'. I can see that for some of these, like the chameleon skin, or fearsome visage, with bonuses to things. But things like flippers? What does getting double-flippers do? Or fangs. How would you get two bite attacks?

WHOOPS edited. now says 'may not'

Admiral Squish
2011-03-18, 01:47 PM
Ah I get ya now. Don't worry about shapechange, it seems suited more like a dastardly dm trick(1st ed. d&d doppleganger ftw) than player use.

You're probably right.


Beak is another mutation, practically bite though.

Yeah. Maybe I should mention beak as an option under 'fangs'.


How about two heads like ettins (http://www.d20srd.org/srd/monsters/ettin.htm)? Players might actually use two-weapons then.

I dunno, multiheaded is usually a +1 template. Probably woulnd't be a good idea.


Little retard arms would be cool, but could be abused.

Maybe something like the diopsid, where they can't use the arms by themselves, but they can be used to wield a two-hander in each hand?


A lamprey-like(or leach, or hagfish, or mindflayer) maw would be creepy, but that'd lead to blood drain which is too strong.

Yeah, probably true... Though, I could see something where you'd have to pin the enemy before you could use it. Would that be a fair limiter?


How about jurassic park reference? Spit a tar-link substance to blind an enemy until they can clear their eyes(possible move action). Would have a penalty for a while afterwards too I imagine. Ink cloud is another alternative.

Hmm, I like this one. Maybe it works as the spit above water, but becomes an ink cloud underwater?


Blindsight like the grimlock (http://www.d20srd.org/srd/monsters/grimlock.htm)? You made screamers, so you'd know how to balance such an ability.

Hmm... Maybe blindsight 30, blindsense 60, in exchange for being otherwise blind?


How about one random giant crab claw? Chuul who hit with a claw attack get to make a grapple check with improved grapple feat.

The problem with that one is that the claw-hand would be useless for anything else... Plus, imp. grapple is a bit strong...


Tongue like a frog or like a l4d smoker? Another grapple idea. Freakish slobbering tongue seems creepy, don't know what it could do besides grapple though.

A was thinking of something like this, but unfortunately, I'm not sure how to make it work. Maybe it can make trip or disarm attempts at a range, too? Should it have a penalty to the checks, though?


And I'm outta ideas for now. You've made me want to watch the gargoyles episodes with new olympians and foreign gargoyles for the billionth time, damnit!:smallwink:

You know you love it :smalltongue:


WHOOPS edited. now says 'may not'

There, much better.

Mayhem
2011-03-18, 08:17 PM
Tongue: I'm not too sure what it could do. It somewhat treads on tentacle territory. A trip or disarm attempt would be nice though, I'm not sure how it would work. Maybe a reach trip/disarm at a penalty? Maybe a bonus to grapple checks on adjacent enemies too?

How about a tail sweep? 1d4 damage, and as a full-round action they can make a trip attempt with a +4 bonus.

As for leach, hmm how about: A chimeran can suck blood from a living victim with its maw by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d2 points of Constitution damage each round.
If the victim successfully breaks the pin, it can make an opposed strength check to pull the chimeran off. A chimeran takes a -2 penalty to the check due to intense focus. If the victim succeeds, the victim takes 1d6 damage and bleeds out for 2d3 rounds taking 1 point of damage. If the chimeran voluntarily releases its hold on the victim, the victim takes no damage and does not bleed out.
A chimeran does not gain any bonus hitpoints from the blood. Consuming at least 4 points of constitution is equal to a full meal for the chimeran. Consuming more than this amount makes the chimeran bloated and inflicts a -1 penalty to AC and dexterity checks for the next hour, and for every 2 points above 4 the chimeran takes an additional -1 penalty.
This constitution damage is healed at a rate of 1 point per day, same as any other ability damage.

Notes: The whole bloated mechanic might be too complicated. I'm not sure on bleeding out either, maybe it should just be the one-off damage.

Also, you might want to note bite can be used in a grapple while gore can't. Pretty much assumed, but might be worth noting.

As for ettins, despite having a BaB of +7 they inexplicably only have two attacks. That's just... strange. Back to topic, maybe the bonus head is like the tumor guy in Hellboy 2, if you've seen it. It could work like regular two weapon fighting feat and grant a small bonus to spot, but I suppose some clever player could also abuse it for another swift action like a knight both issuing a challenge and casting a spell. Well, I guess that specific instance is ok.

Ink cloud and spit, sounds good. How about for spit, if you have a hand free it can be removed as a move action however you're treated as being dazzled. Buckler counts as a free hand, other shields do not. If you spend a full-round action it can be entirely removed. Creatures such as beholders are simply dazzled unless they spend a move action.

Claw hand, yeah... let it lie:smallbiggrin:.

Admiral Squish
2011-03-19, 11:04 AM
Tongue: I'm not too sure what it could do. It somewhat treads on tentacle territory. A trip or disarm attempt would be nice though, I'm not sure how it would work. Maybe a reach trip/disarm at a penalty? Maybe a bonus to grapple checks on adjacent enemies too?

Tongue: A chimeran with this trait possesses a long, thick tongue, and can use it to affect enemies at a range. As a standard action, they may make a ranged grapple, trip, or disarm attempt against a target within 10 feet. The chimeran makes the relevant grapple or strength checks at a -4 penalty. If the target is sucessfully grappled, the target is pulled into the chimeran's space. This movement does not provoke attacks of opportunity. If the target is successfully disarmed, the weapon is brought to the chimeran's mouth, and may be spit onto the ground in his square as a free action, or passed to his hand as a move action.

How's that?


How about a tail sweep? 1d4 damage, and as a full-round action they can make a trip attempt with a +4 bonus.

Ehh, that might be a feat or something, but it's not biologically different enough from the swimmer's tail or club tail to warrant it's own entry.


As for leach, hmm how about:
A chimeran can suck blood from a living victim with its maw by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d2 points of Constitution damage each round.
If the victim successfully breaks the pin, it can make an opposed strength check to pull the chimeran off. A chimeran takes a -2 penalty to the check due to intense focus. If the victim succeeds, the victim takes 1d6 damage and bleeds out for 2d3 rounds taking 1 point of damage. If the chimeran voluntarily releases its hold on the victim, the victim takes no damage and does not bleed out.
A chimeran does not gain any bonus hitpoints from the blood. Consuming at least 4 points of constitution is equal to a full meal for the chimeran. Consuming more than this amount makes the chimeran bloated and inflicts a -1 penalty to AC and dexterity checks for the next hour, and for every 2 points above 4 the chimeran takes an additional -1 penalty.
This constitution damage is healed at a rate of 1 point per day, same as any other ability damage.

Notes: The whole bloated mechanic might be too complicated. I'm not sure on bleeding out either, maybe it should just be the one-off damage.

How about more like:
Hungry Maw: A chimeran with this trait possesses short, stunted fangs, or a circular, lampreylike mouth, and can drink the blood of it's victims. If a chimeran with this trait pins a living creature in a grapple, he may take swift action to sink his teeth into them and begin to drink their blood. This deals 1d2 points of constitution damage each round the target remains pinned. If the target breaks the pin, the chimeran's grip is disrupted. The target takes 1d4 points of damage, and continues to bleed for 1d6 rounds thereafter, taking 1 point of damage each round. This attack cannot be used against targets immune to critical hits.


Also, you might want to note bite can be used in a grapple while gore can't. Pretty much assumed, but might be worth noting.

I think most DMs should be able to figure that part out.


As for ettins, despite having a BaB of +7 they inexplicably only have two attacks. That's just... strange. Back to topic, maybe the bonus head is like the tumor guy in Hellboy 2, if you've seen it. It could work like regular two weapon fighting feat and grant a small bonus to spot, but I suppose some clever player could also abuse it for another swift action like a knight both issuing a challenge and casting a spell. Well, I guess that specific instance is ok.

Hmm... Maybe, instead of granting any extra attacks, the trait reduces/removes the penalty for fighting with two weapons. That would be pretty cool when paired with that earlier idea for the secondary hands...


Ink cloud and spit, sounds good. How about for spit, if you have a hand free it can be removed as a move action however you're treated as being dazzled. Buckler counts as a free hand, other shields do not. If you spend a full-round action it can be entirely removed. Creatures such as beholders are simply dazzled unless they spend a move action.

I like this, though I would find it hard to quantify the beholder bit in mechanical terms.


Claw hand, yeah... let it lie:smallbiggrin:.

Yeah, I think I will.

Halae
2011-03-19, 11:09 AM
I found another image you might want to use for the Chimerans. Maybe not warped looking, but they can't all be incredibly ugly, can they?

http://i21.photobucket.com/albums/b283/pyranack/__Spell_Scale___by_sayda.jpg

She appears to have the Glimmering Skin mutation :smallbiggrin:

Admiral Squish
2011-03-19, 12:21 PM
So, new mutations: I'm not sure about the balance, so I'm posting them separate before I move them up to the chimeran main thing.

Split Mind: A chimeran with this trait has very little outward signs of it, though they may show a slightly enlarged skull, but inwardly, this trait is manifested by having a greater division between the hemispheres of the brain. The two are not truly independent, but the division is enough. A chimeran with this trait takes no penalty for wielding a weapon in his off hand. This does not grant him the ability to make additional attacks with his off-hand weapon. In addition, the chimeran's divided mind allows for some redundancy. If a chimeran with this trait fails a will save, they may choose to reroll the save immediately. They must accept the result of this roll, even if it is lower than the original roll.

Extra Arms: A chimeran with this trait bears a second set of arms just under the first, though they're small and relatively weak. Their weaker limbs are poorly suited to carrying weapons or shields, and do not gain natural weapons (even if the chimeran is under a spell or other effect that grants hand-based natural weapons), but they do an excellent job of providing stability and support to the upper limbs.
These extra limbs allow the chimeran to use weapons one size category larger than normal without penalty. The chimeran's secondary arms must be free for it to gain this benefit. This benefit does not extend to larger weapons. For example, a chimeran can wield a Large longsword with a single primary arm without penalty by steadying the blade's pommel with its lower limb.
A chimeran can wield a pair of two-handed weapons by using all four of its limbs. The chimeran gains the full benefits of wielding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls. The chimeran suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in its off hand.
If a chimeran carries a weapon or shield in its secondary arms while one or more of its primary arms also carry an item, it suffers a number of penalties. When using a shield, the chimeran takes the shield's armor check penalty on its attack rolls and skill checks even if it has proficiency with the shield. When using a weapon, the chimeran gains only half its Strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapon used in this manner. This penalty increases to -8 for one-handed weapons. The chimeran cannot carry a two-handed weapon with just its secondary arms.
A chimeran with at least one empty hand can cast spells with a somatic component.

Ink Spit:A chimeran with this trait has thick, black saliva, which can be quite disturbing to outsiders, and gains the ability to spit ink as a standard action. The chimeran may make a ranged touch attack against a target within 30 feet. If this attack succeeds, the target is blinded by the viscous goop. The target must take a full-round action to clear the ink from their eyes. The target may clear some of the goop with a move action, but the target is dazzled and takes a -4 penalty to spot checks until they take a full-round action to clean their eyes out. Underwater, this trait functions slightly different. By taking a standard action, the chimeran may create a 5-foot diameter cloud of ink in their square or a square adjacent to them, which hangs in the water for one round per point of constitution modifier they posses (minimum 1). This cloud provides concealment for anyone inside the cloud, but creatures outside the cloud have concealment against the creature inside the cloud as well. The cloud provides total concealment to those on opposite sides of it. Whenever the chimeran uses this trait, either in it's spitting form or ink cloud form, they must wait 1d4 rounds before they can use it again.

Blind: A chimeran with this trait usually has milky white eyes, sealed eyelids, or shows no sign of having eyes in the first place, and gains blindsight out to 30 feet, and blindsense out to 60 feet, and can perceive the world through a combination of scent, sound, and vibration much like a sighted creature would. Additionally, a chimeran with this trait is immune to gaze attacks, visual effects, illusions, and all other effects based on sight, as well as all text-based spells or effects. A chimeran with this trait cannot read written words or activate scrolls. A chimeran with this trait that has it's hearing impaired by a spell or effect is limited to only it's blindsense.

And reposting these two for convenience:

Tongue: A chimeran with this trait possesses a long, thick tongue, and can use it to affect enemies at a range. As a standard action, they may make a ranged grapple, trip, or disarm attempt against a target within 10 feet. The chimeran makes the relevant grapple or strength checks at a -4 penalty. If the target is sucessfully grappled, the target is pulled into the chimeran's space. This movement does not provoke attacks of opportunity. If the target is successfully disarmed, the weapon is brought to the chimeran's mouth, and may be spit onto the ground in his square as a free action, or passed to his hand as a move action.

Hungry Maw: A chimeran with this trait possesses short, stunted fangs, or a circular, lampreylike mouth, and can drink the blood of it's victims. If a chimeran with this trait pins a living creature in a grapple, he may take swift action to sink his teeth into them and begin to drink their blood. This deals 1d2 points of constitution damage each round the target remains pinned. If the target breaks the pin, the chimeran's grip is disrupted. The target takes 1d4 points of damage, and continues to bleed for 1d6 rounds thereafter, taking 1 point of damage each round. This attack cannot be used against targets immune to critical hits.

EDIT: Also, nice picture, harnel, but I dunno if it fits quite right.

Halae
2011-03-19, 12:58 PM
EDIT: Also, nice picture, harnel, but I dunno if it fits quite right.

I was looking around for a while, but that was the closest thing I found to what we were looking for. everything else was either sanity destroyingly ugly or too human too work.

As far as the blind mutation goes, you should also mention that if its sense of smell is taken down, it loses it's blindsense - that way it can be made effectively blind. Also, you may want to take another look at the Fire acclimated Mutation - it seems to have an extra line. (Page 14? where's that? :smalltongue:)

That said, I've got a few suggestions as far as feats go
Magewarped Claws
The natural weapons granted by your mixed heritage have a bit of magic about them
Prerequisites: Chimeran, Natural Weapons
Benefit: Treat all natural weapons gained through Chimeran mutations as Magic weapons for the purpose of overcoming damage reduction and may be enchanted as a masterwork weapon, though you are required to be present at all times for the enchanting. The enhancement bonus for a Chimeran's Natural weapons cannot exceed its Constitution modifier

Magewarped Skin
The armored hide granted by your mixed heritage retains shreds of the magic that created your race
Prerequisites: Chimeran, Natural Armor Bonus or Spell Resistance
Benefit: You gain 1 point of damage reduction/magic for every point of constitution bonus you possess.

Warped Nature
Your mutations are stronger than you vitality would suggest
Prerequisites: Chimeran
Benefit: Your constitution bonus is considered to be 2 points higher for the purpose of calculating the effects of Chimeran mutations

Split Psionics
Your duality of mind and long use of psionics let you split your focus
Prerequisites: Chimeran, Split Mind Mutation, Manifester level 11
Benefit: The second side of your mind is capable of focusing on psionic powers on its own. If you take a full round action while manifesting a psionic power you may manifest a second power with a manifester level five levels lower than normal

What do you think?

Admiral Squish
2011-03-19, 01:32 PM
I was looking around for a while, but that was the closest thing I found to what we were looking for. everything else was either sanity destroyingly ugly or too human too work.

Yeah, that is the challenge, isn't it? I'll keep looking for decent pics, but I just don't think that your suggestion looks.. mutant enough. She looks like a sparkly-vamp elf, and NOBODY wants that.


As far as the blind mutation goes, you should also mention that if its sense of smell is taken down, it loses it's blindsense - that way it can be made effectively blind. Also, you may want to take another look at the Fire acclimated Mutation - it seems to have an extra line. (Page 14? where's that? :smalltongue:)

I don't really know of anything that obscures scent, honestly. I mean, blindness/deafness and silence spells are pretty common, but I honestly can't think of a comparable effect for scent.

Also... >.> <.<
You saw nothing!


That said, I've got a few suggestions as far as feats go

Alright, let's see. I'll take 'em one by one.


Magewarped Claws
The natural weapons granted by your mixed heritage have a bit of magic about them
Prerequisites: Chimeran, Natural Weapons
Benefit: Treat all natural weapons gained through Chimeran mutations as Magic weapons for the purpose of overcoming damage reduction and may be enchanted as a masterwork weapon, though you are required to be present at all times for the enchanting. The enhancement bonus for a Chimeran's Natural weapons cannot exceed its Constitution modifier

I think the last line is unneccesary, honestly, because it raises questions like, what happens if I get con damaged or drained, or what happens if I take of my amulet of health, and a rarely would anyone EVER have a higher enhancement bonus on a weapon than they have con mod.


Magewarped Skin
The armored hide granted by your mixed heritage retains shreds of the magic that created your race
Prerequisites: Chimeran, Natural Armor Bonus or Spell Resistance
Benefit: You gain 1 point of damage reduction/magic for every point of constitution bonus you possess.

This seems solid.


Warped Nature
Your mutations are stronger than you vitality would suggest
Prerequisites: Chimeran
Benefit: Your constitution bonus is considered to be 2 points higher for the purpose of calculating the effects of Chimeran mutations

Interesting, interesting. I might rename it, but it seems otherwise good.


Split Psionics
Your duality of mind and long use of psionics let you split your focus
Prerequisites: Chimeran, Split Mind Mutation, Manifester level 11
Benefit: The second side of your mind is capable of focusing on psionic powers on its own. If you take a full round action while manifesting a psionic power you may manifest a second power with a manifester level five levels lower than normal

Huh. I really didn't think about that part of the divided mind. It makes sense, though. Perhaps I should add in a bonus to will saves, or the ability to roll your will saves twice and take the higher of the two?

Anyway, I like the feat, need to work on the mutation it's based on.


Overall, I like your work, I'll be sure to go and add them to the main thread.

Mayhem
2011-03-19, 06:44 PM
How do you feel about size-changing mutations?

Stunted: A chimeran with this this trait is unusually small. Size changes to small, base land speed becomes 20ft and the chimeran suffers -2 strength, but gains +2 dexterity.
Overgrown: A chimeran with this trait is massive and deformed, with a wide, thick body, barrel-chest, humped back, and thick arms and legs not unlike tree trunks. Size changes to large(tall), but the chimeran does not gain extra reach nor gain extra speed, suffers -2 dexterity, but gains +2 strength. Armour costs double the amount.

I'm not sure about overgrown, but if you're allowing chimerans to duel-wield greatswords I don't see how this will hurt. Taking both traits would be a nightmare though. Which brings me to another point.

Are you sure about those arms allowing duel wielded large weapons? That seems a bit much. Allowing the use of light weapons at a -5 penalty might be okay.. ah but I guess at high levels weapon base damage no longer matters does it?
Allowing the extra arms to grant a bonus on grapple and climb checks would be nice.

Random tables

{table] d12 |
Result

1-3 | Roll twice on table A
4-6 | Roll table A and table C
7-8 | Roll twice on table C
9-10 | Roll table A and table B
11-12 | Roll table B and table C
[/table]

{table]|
Table A | |
Table B | |
Table C

d12 |
Result | d12 |
Result | d12 |
Result

1 | fire acclime |
1 | poison |
1 | Claw

2 | cold acclime |
2 | split mind |
2 | Gore

3 | resilliance |
3 | swim tail |
3 | Fangs

4 | fearsome |
4 | thorn hide |
4 | Acid spit

5 | stability |
5 | web |
5 | Slam

6 | keen ears |
6 | gliding |
6 | Scream

7 | keen eyes |
7 | swift legs |
7 | Club tail

8 | sharp nose |
8 | ink spit |
8 | tentacle

9 | natural psionic |
9 | hungry maw |
9 | sticky fingers

10 | hold breath |
10 | glimmering skin |
10 | flippers

11 | chameleon |
11 | simple gut |
11 | tongue

12 | oily skin |
12 | crown of eyes |
12 | Roll again
[/table]

Veyr
2011-03-19, 09:33 PM
Those should probably be Powerful Build and Slight Build. Powerful Build is not available in a LA +0 race in 3.5, though. Not sure it's worth LA +1 by itself, but the fact remains that Chimeran would be the first chance to get it without LA.

Overall, I'm starting to think this race is more interesting as LA +1. You're really limited in how interesting you can make mutations with LA +0, but with LA +1 you could do more. With buyoff, it wouldn't be too crippling, either.

Mayhem
2011-03-19, 10:09 PM
Slight build is different from being small, as they each have their own unique set of advantages and disadvantages.
As for powerful build, being large size is weaker since you have a penalty to attack and AC, and everything costs more. Powerful build only works for advantageous situations, but since I can't think of any time being large is a bad thing I think they're even on that front. Oh wait, large creatures require more air to survive, potentially disastrous.

Admiral Squish
2011-03-19, 10:49 PM
How do you feel about size-changing mutations?

Stunted: A chimeran with this this trait is unusually small. Size changes to small, base land speed becomes 20ft and the chimeran suffers -2 strength, but gains +2 dexterity.
Overgrown: A chimeran with this trait is massive and deformed, with a wide, thick body, barrel-chest, humped back, and thick arms and legs not unlike tree trunks. Size changes to large(tall), but the chimeran does not gain extra reach nor gain extra speed, suffers -2 dexterity, but gains +2 strength. Armour costs double the amount.

I'm not sure about overgrown, but if you're allowing chimerans to duel-wield greatswords I don't see how this will hurt. Taking both traits would be a nightmare though. Which brings me to another point.

Are you sure about those arms allowing duel wielded large weapons? That seems a bit much. Allowing the use of light weapons at a -5 penalty might be okay.. ah but I guess at high levels weapon base damage no longer matters does it?
Allowing the extra arms to grant a bonus on grapple and climb checks would be nice.


I'm gonna have to say no on size-altering abilities. It just makes everything more complicated.

As for the multi-arms, there's a reason I posted it elsewhere before just installing it into the chimerans right away. I wasn't sure. I want opinions before I make the decision to include it.


Those should probably be Powerful Build and Slight Build. Powerful Build is not available in a LA +0 race in 3.5, though. Not sure it's worth LA +1 by itself, but the fact remains that Chimeran would be the first chance to get it without LA.

Overall, I'm starting to think this race is more interesting as LA +1. You're really limited in how interesting you can make mutations with LA +0, but with LA +1 you could do more. With buyoff, it wouldn't be too crippling, either.

I think that making the chimerans a +1 race would be fine, but not in order to open up more options of mutations. I would either have to rewrite all of the current mutations to be more in line with new, more powerful mutations, or nobody would bother to pick the original ideas because they're so much weaker than the alternatives. Why get +4 to hide, if you can get slight build for the same price?

Veyr
2011-03-20, 12:38 AM
Slight build is different from being small, as they each have their own unique set of advantages and disadvantages.
As for powerful build, being large size is weaker since you have a penalty to attack and AC, and everything costs more. Powerful build only works for advantageous situations, but since I can't think of any time being large is a bad thing I think they're even on that front. Oh wait, large creatures require more air to survive, potentially disastrous.
I'm well aware that the two are different. Ironically, Slight Build (which is found on LA +0 races) is probably better than being Small, now that I think about it (and Small with Slight Build is way better than being Tiny), so it's kind of odd that you can get it with LA +0 and not Powerful Build. Still, I like Slight Build as an option more.

As for Powerful Build vs. Large, you're wrong. Yes, you take a penalty to attack and AC, and things do cost more. The air thing, I can't imagine that being a big deal. But Powerful Build has one line that makes being Large far better: Powerful Build does not increase your Size and Reach. Being Large does. Having 10 ft. natural Reach is way better than +1 attack/+1 AC, and a moderate price increase on mundane armor and weapons.

Being Large is unquestionably worth LA +1.

Also, Powerful Build, IIRC, does not change the damage of natural weapons. I'd have to reread the ability to be sure, though.


I think that making the chimerans a +1 race would be fine, but not in order to open up more options of mutations. I would either have to rewrite all of the current mutations to be more in line with new, more powerful mutations, or nobody would bother to pick the original ideas because they're so much weaker than the alternatives. Why get +4 to hide, if you can get slight build for the same price?
Err... yes, now that I think about it, I suppose rewriting/updating the existing mutations was what I was suggesting. I didn't intend to recommend extra work for you, hah! Sorry about that. I do think it's an interesting idea, but whatever. As it stands, just so you know... +4 to Hide isn't nearly as good as a Bite attack, or any natural weapon really. So you kind of already have this problem.

Mayhem
2011-03-20, 12:56 AM
I specifically said large doesn't increase your reach though, also only large(tall) creatures get reach. If there's no reach, the only major benefit is increase damage die. Extra air isn't a big deal except for special traps. You also take penalties to hide and move silently.
I don't think powerful build increases your natural weapon damage, but you get every other benefit without any penalty so yes it is well worth LA+1.

The wording on slight build has me questioning. It says "all size modifiers that are advantageous", does this even include attack and AC? Wow, maybe slight build really is stronger.

Edit: I'm going to compile the race traits as they are, and take the ideas that don't fit the chimeran flavour(like size change) over there in a text file on my hard drive. Saves some needless debate in this thread, and I can make my own thread on size or w/e if I run into problems.

Veyr
2011-03-20, 10:50 AM
I specifically said large doesn't increase your reach though, also only large(tall) creatures get reach. If there's no reach, the only major benefit is increase damage die. Extra air isn't a big deal except for special traps. You also take penalties to hide and move silently.
I don't think powerful build increases your natural weapon damage, but you get every other benefit without any penalty so yes it is well worth LA+1.
A humanoid is always going to be (Tall) though, so if you become large, you get the Reach.

I don't know that Powerful Build is worth LA +1 on its own. On the other hand, it might be enough that rather than try to make the race LA +0 with Powerful Build, it'd be better to give them some other benefits to justify LA +1. See the Goliath for an example.


The wording on slight build has me questioning. It says "all size modifiers that are advantageous", does this even include attack and AC? Wow, maybe slight build really is stronger.
Yup, tis. Slight Build is pretty sweet.

Admiral Squish
2011-03-20, 02:41 PM
I'm still not a fan of powerful/slight build, but if the public demand it, I can add them in.

However, I do see your earlier point regarding the need for upgrades in some of the mutations. So, here we go:

Chameleon Skin: A chimeran with this trait can change the color of his skin, and gains a +8 racial bonus to hide checks. In addition, they can hide without cover or concealment by laying prone, or pressing themselves against a wall. While hiding in this way, the chimeran cannot move.

Fearsome Visage: A chimeran with this trait can contort his face in bizarre, terrifying ways, and gains a +4 bonus to intimidate checks. In addition, a chimeran with this trait can demoralize a foe in combat as a swift action.

Hold Breath Gills: A chimeran with this trait usually possesses a number of slits along the sides of their neck, and can breathe underwater.

What else you you guys think needs updating?

Another idea: A suite of ability-enhancing mutations for the physical scores. I'm not sure if it should be +2 or +4, though, or if the whole thing is a bad idea. Opinions?

Also, could somebody please give me a balance review of the six mutations that were proposed? This post (http://www.giantitp.com/forums/showpost.php?p=10586865&postcount=29), in case you didn't see 'em.

Halae
2011-03-20, 02:56 PM
Ability enhancing mutations are a bad idea. The Chimerans are still balanced - albeit a very high balance, at the tip of LA +0 -, but if you were to include those it would rapidly overbalance things and we'd have to slap on a level adjustment to keep it from being too powerful.

Admiral Squish
2011-03-20, 03:00 PM
A suggestion I got from another forum. I figured it would be a good idea to post it here for more opinions on it.



OK, here's a thought: Since not all of the traits are equal, and rebalancing them with each other could be difficult, and the option of stacking natural weapons starts to look like it's breaking LA +0, what about dividing up the different mutations into types? Something like this:

Natural Weapons: A chimeran's mutations always provide it with at least one defense mechanism; choose one of the following mutations:
Acid Spit: A chimeran with this trait shows very little outward sign of it. They gain the ability to spit a mouthful of acid as a standard action. This spit is a ranged touch attack with a range of 30 feat that deals 1d6 points of damage +1d6 points of damage for every 3 HD you possess.
Claws: A chimeran with this trait has sharp claws on his fingers, and gains two natural claw attacks that deal 1d4 points of damage each.
Club Tail: A chimeran with this trait has a heavy, muscular tail tipped in a spiny club, and gains a tail slap attack that deals 1d6 points of damage.
Fangs: A chimeran with this trait has sharp teeth and a pronounced jaw, and gains a natural bite attack that deals 1d6 points of damage
Horns: A chimeran with this trait usually has one or more horns, branching antlers, or spikes, and gains a gore attack that deals 1d6 point of damage. In addition, if a chimeran makes a charge attack with their gore attack, the attack deals double damage.
Poison Fangs: A chimeran with this trait has two, long, needle-like fangs that produce a potent toxin, and gains a natural bite attack that deals 1d4 points of damage. Up to (con mod)/day (minimum one), any living creature hit by this bite attack must make a fortitude save (DC 10+½ HD+con) or take 1d4 points of strength or dexterity damage (chosen at character creation) as initial and secondary damage.
Scream: A chimeran with this trait can unleash a destructive scream as a standard action. This scream takes the form of a 15-foot cone. The cone deals 1d6 points of damage for every 2 HD the chimeran possesses. Any creature within the cone may make a reflex save (DC 10+½ HD+con) for half damage.
Slam: A chimeran with this trait has large hands and pronounced, bony knuckles, and gains a natural slam attack that deals 1d6 points of damage.
Swimmer‘s Tail: A chimeran with this trait possesses a strong, flat tail, and gains a tail slap attack that deals 1d4 points of damage. In addition, this tail grants the chimeran a +2 racial bonus to balance, jump, and swim checks.
Tentacle: A chimeran with this trait has one or two long tentacles sprouting from somewhere on their body, and gains a tentacle attack that deals 1d4 points of damage. This attack has a reach of 10 feet.
Web: A chimeran with this trait posesses a pyramidal structure somewhere on their body, and can use this structure to spin silk. The chimeran can produce up to 20 feet of silk cord per day per point of constitution bonus. Any creature coming or object coming in contact with this web must make a reflex save DC (10+½ HD+con) or be stuck to the cord. This cord requires a DC(10+½ HD+con mod) strength check to break or pull free of.
Strange Skin: A chimeran's skin varies widely according its individual mutations. Choose one of the following mutations:
Armored Hide: A chimeran with this trait has his body covered with scales, fur, or thick hide, and gains a +2 racial bonus to natural armor.
Chameleon Skin: A chimeran with this trait can change the color of his skin, and gains a +4 racial bonus to hide checks.
Glimmering Skin: A chimeran with this trait has skin with a reflective sheen to it, and gains Spell Resistance 10+HD.
Oily Skin: A chimeran with this trait secretes a slimy, oily substance from their skin when angry or scared, and grants them a +8 racial bonus on escape artist checks.
Rapid Regrowth: A chimeran with this trait gains fast healing equal to his constitution modifier.
Resilience: A chimeran with this trait gains energy resistance 5 against acid, cold, electricity, fire, or sonic damage. (chosen at character creation).
Simplified Guts: A chimeran with this trait has simplistic organs that are extremely generalized. When a critical hit or sneak attack is made against a chimeran with this trait, there is a 25% chance that the critical hit or sneak attack is neutralized, and the damage is instead rolled normally.
Thorny Hide: A chimeran with this trait has their skin covered with short spines. These spines deal 1d4 points of damage to anyone who makes an unarmed attack, melee touch attack, or natural attack against them, and anyone who makes a grapple check against them. They may also be used like armor spikes. The chimeran can suppress or resume this ability as a free action.
Movement: Chimerans can move in many strange ways; choose one of the following mutations.
Flippers: A chimeran with this trait has webbed hands and feet, or possibly a paddle-like tail, and gains a swim speed equal to his base land speed. They gain a +8 racial bonus to swim checks made to perform a special action or avoid a hazard, and may always take 10 on a swim check, even if rushed or threatened.
Gliding: A chimeran with this traits possesses gliding skin flaps or weak wings. These wings can be used to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Chimerans with this trait glide at a speed of 40 feet (average maneuverability). Even if a chimeran’s maneuverability improves, they can’t hover while gliding. A chimeran can’t glide while carrying a medium or heavy load.
If a chimeran becomes unconscious or helpless while in midair, their flight structures naturally unfurl and powerful ligaments stiffen them. The chimeran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Sticky Fingers: A chimeran with this trait has hands and feet that stick easily to any surface, and gains a climb speed equal to his base land speed. They gain a +8 racial bonus to climb checks, and may always take 10 on a climb check, even if rushed or threatened.
Swift Legs: A chimeran with this trait possesses double-jointed legs or legs that are just exceptionally powerful, and increases his base land speed by 10 feet.
Other traits: All Chimerans have a panoply of other traits; choose two of the following:
Fearsome Visage: A chimeran with this trait can contort his face in bizarre, terrifying ways, and gains a +4 bonus to intimidate checks.
Keen Eyes: A chimeran with this trait usually has large eyes, or eyes with strange pupils, and gains a +4 racial bonus to spot checks. In addition, they gain dark vision 60.
Keen Ears: A chimera with this trait usually has pointed ears, swiveling ears, or large, complicated ears, and gains a +4 racial bonus to listen checks. In addition, they gain blindsense out to 30 feet.
Sharp Nose: A chimeran with this trait often has an oversized or upturned nose, and gains the scent special quality.
Stability: A chimeran with this trait has a thumb-claw on their feet that allows them to brace themselves solidly when standing on solid ground, and gains a +4 racial bonus to resist bull rush and trip attempts while standing firmly on the ground.
Hold Breath: A chimeran with this trait usually has a large, barrel-like chest and can hold his breath for a number of rounds equal to 4x Con score.
Crown of Eyes: A chimeran with this trait usually has extra eyes placed around their head, or snakes for hair, or even short tentacles tipped with eyeballs, and gains a +4 bonus to spot and search checks. A chimeran with this trait gains all-around vision, and cannot be flanked.
Naturally Psionic: A chimeran with this trait gains 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Fire Acclimated: A chimeran with this trait gains a +2 bonus to saves to resist fire spells or effects. They can exist comfortably in temperatures up to 120° F without having to make Fortitude saves. they are considered to have heat protection 1.
Cold Acclimated: A chimeran with this trait gains a +2 bonus to saves to resist cold spells or effects. They can also exist comfortably in conditions between –20° and 90° F without having to make Fortitude saves.

The advantage here is that you ensure that everyone takes one of the more powerful options, so no one falls into the trap of taking a pair of +4 to a couple of skills or whatever, while you also make sure no one stacks up on a ton of natural weapons. It should also make it easier to balance new additions, because you only have to compare them to options in its subsection.

Looking through this, this seems to me to be a reasonable candidate for LA +0 with these options. The Warforged, for example, comes with free AC, a natural Slam attack, Light Fortification, and a smorgasbord of immunities from the Living Construct type. You can actually build a Chimeran with similar stats with this.

Halae
2011-03-20, 03:07 PM
A suggestion I got from another forum. I figured it would be a good idea to post it here for more opinions on it.

That's... actually quite cool. I like it! Makes the race really really versatile. However, we'd need to reword the extra mutation feat... or not. never mind - it still stands perfectly well with this version of it.

Frankly, this one makes more sense anyways

Volthawk
2011-03-20, 03:10 PM
That system looks nice, but I'm not sure if the traits are balanced in each category. I mean, looking at Natural Weapons, for example, I'm not seeing how Bite, Slam or Club Tail have anything over Horns, which does the same damage as well as the bonus from a charge. Looking at Skin, you can get fast healing, fortification, spell resistance or...+4 Hide. Kinda underwhelming. Movement seems alright, and I dunno about the Other traits.

Admiral Squish
2011-03-20, 04:08 PM
I'm just concerned that even if you can't get the power level of a chimeran higher than LA 0, that the fact that you can completely customize your character's traits makes it worth more than LA 0. Plus, the fact that you get one of each category kinda adds a level of sameness to all chimerans. I liked the fact that you could combine anything with anything.

Mayhem
2011-03-20, 05:50 PM
When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary.
I don't see how two natural weapons are strong from reading the above, acid spit and tentacle are nice though. Many of them are worse than, or equal to, weapons.
If a player only wants two skill buffs, well they still won't be as gimped as the PHB standard halforc.
Splitting them into categories would weaken them, but if you do go that route I suggest just two categories. One group that's strong or overpowered in conjuction with another ability in the group, and a group you can take any two from. Basically pick one strong and one weak, or two weak.

I know I've gone through these, but I might turn over something I didn't before.
Tongue: Well you gotta burn two feats to make it work.
Blind: I wouldn't play a blind character, unless I thought it would be cool for fluff reasons. It's a niche specialty, useful *if* petrification or blind fighting occurs.
Maw: Against an opponent with 10 constitution, average die damage should make it take at least 7 rounds. Do your combats last longer than that? It's only con damage, so PCs hurt by it only have to rest a few days unlike the stupid vampire ability.
Split mind: Stronger than a feat, which makes it a stronger ability than the humans get.
Ink: You could limit its use per day based on con mod if you're worried about it.
Extra arms: See, I don't think how this can be balanced as it is. Duel long sowrds: 2d8, average 4.5x2. Duel greatswords:4d6, average 7x2. With Split mind this is crazy.

Slight build: Well see that's just silly:smallconfused:.

Sydonai
2011-03-20, 10:44 PM
I'm just concerned that even if you can't get the power level of a chimeran higher than LA 0, that the fact that you can completely customize your character's traits makes it worth more than LA 0. Plus, the fact that you get one of each category kinda adds a level of sameness to all chimerans. I liked the fact that you could combine anything with anything.

Look at the Fey'Ri in Forgotten Realms, Elf-Planetouched that got variable powers, they had either La+2 or (if you picked one of the stronger powers)La+3.

Veyr
2011-03-20, 10:50 PM
I haven't read that race, but I'd be shocked if they were actually worth an LA +2, much less LA +3; WotC rarely got LA's, especially LA's that high, right.

Sydonai
2011-03-20, 11:35 PM
The stronger powers were Damage Reduction, Regeneration, and
Enervation 3/Day.

edit:Anyway what I meant was "give them a variable LA".

Admiral Squish
2011-03-21, 12:32 AM
The stronger powers were Damage Reduction, Regeneration, and
Enervation 3/Day.

edit:Anyway what I meant was "give them a variable LA".

So, like, say they can choose two mutations, but can choose three if they go in at LA +1, and have a short list of items only available if going with LA +1?

Sydonai
2011-03-21, 02:28 AM
Have a list of mutation, then have a (hopefully)shorter list of mutation labeled "*" where * means "La+1". Maybe give an option to gain more "La0" mutations for taking a higher adjustment.

edit:Basically, you are correct.

Veyr
2011-03-21, 09:54 AM
The stronger powers were Damage Reduction, Regeneration, and
Enervation 3/Day.
The DR depends on how much/what type, but it would have to be a lot (and not /magic) to be worth 3 class levels. Regeneration's pretty good, but what bypassed it? As for Enervation 3/day... yeah, that's pretty solid.


Anyway, the point is, none of these abilities strike me as LA +1 material. There was some concern about stacking a ton of natural weapons, but with the reorganization that's eliminated, so...

Admiral Squish
2011-03-21, 03:26 PM
I do find it kinda odd that people said earlier that three mutations would make them LA +1, but the reorganization gives them five mutations and everyone so far agrees they're still good at LA 0...

Halae
2011-03-21, 03:29 PM
I do find it kinda odd that people said earlier that three mutations would make them LA +1, but the reorganization gives them five mutations and everyone so far agrees they're still good at LA 0...

It's mainly because of the picking and choosing, I think, and the way it's presented let it fly under the radar. that said, Yeah, I see what you mean, and am kind of inclined to agree

Admiral Squish
2011-03-21, 04:38 PM
It's mainly because of the picking and choosing, I think, and the way it's presented let it fly under the radar. that said, Yeah, I see what you mean, and am kind of inclined to agree

I mean, there is something of a limiting factor 'cause you can't mix any ability with any ability, but I don't think it should be able to account for more than twice the original mutations/chimeran. Really, though, the question is, were people right before, or are they right now?

Veyr
2011-03-21, 06:15 PM
I think it's mostly just that now you can't stack natural attacks. Four natural attacks, especially with options like Poison Fangs, is better than any other LA +0 race that I'm aware of. But two natural attacks, gliding, and some skill bonuses? That's definitely available at LA +0 power.

Mayhem
2011-03-21, 08:02 PM
So essentially you're splitting them into menu A and B, where B costs more than A? That'd work.

Veyr
2011-03-21, 08:41 PM
Figuring out conversion factors ("OK, two of the skill mutations are worth a movement type, and three are worth a natural attack..." just for the sake of example) is a nightmare, so I wouldn't do that.

But the suggestion that every Chimeran has one from column A, one from column B, and two from column C (or whatever) seems sound: we don't need to know how much better A is than B, we just need to keep everything in A about the same level, everything in B about the same level, etc., and then make sure that A+B+2C is not greater than whatever LA this gets.

As presented, I find the argument for LA +0 convincing, but more options plus some improved ability bonuses could make it a respectable LA +1 or even LA +2 if Admiral Squish wanted to go that route.

Admiral Squish
2011-03-22, 01:13 AM
Man, I just gotta say, out of all my creations for Tryor, this one is definitely getting the most attention.

Lord_Gareth
2011-03-22, 01:16 AM
Man, I just gotta say, out of all my creations for Tryor, this one is definitely getting the most attention.

You COULD reply to your parrots, you know.

Admiral Squish
2011-03-22, 01:38 AM
You COULD reply to your parrots, you know.
That, uh... that's true, isn't it. ^^;
I kinda forgot about them.

Super_Dave
2011-03-22, 01:28 PM
Holy crap, that's a lot of bonus mutations! You really have been thinking about all this for a long time, man!

This race is my favorite so far. I'm genuinely excited at the prospect of creating a Chimeran character. Maybe several. The idea of genetically-wacky humanoid hybrids living in the shattered ruins of the city they helped to build and run is just too sweet for words. I wanna go there and meet them right now!

Sydonai
2011-03-22, 02:25 PM
The reason that people like this race is becuase it reminds them of "Gamma World".

Admiral Squish
2011-03-22, 03:00 PM
Alright, so: Unless we have any objections, I'll be remodeling the official chimerans mutations to match the system described in the suggestion, and adding in the six mutations I posted for review.

Still accepting mutation suggestions, too, so feel free to mention it if you come up with something.

Mayhem
2011-03-22, 03:25 PM
In that case, I'm posting everything done so far so you have a reference.
Mutations list:
Front page mutations

Claws: A chimeran with this trait has sharp claws on his fingers, and gains two natural claw attacks that deal 1d4 points of damage each.
Fangs: A chimeran with this trait has sharp teeth and a pronounced jaw, and gains a natural bite attack that deals 1d6 points of damage
Poison Fangs: A chimeran with this trait has two, long, needle-like fangs that produce a potent toxin, and gains a natural bite attack that deals 1d4 points of damage. Up to (con mod)/day (minimum one), any living creature hit by this bite attack must make a fortitude save (DC 10+½ HD+con) or take 1d4 points of strength or dexterity damage (chosen at character creation) as initial and secondary damage.
Tentacle: A chimeran with this trait has one or two long tentacles sprouting from somewhere on their body, and gains a tentacle attack that deals 1d4 points of damage. This attack has a reach of 10 feet.
Slam: A chimeran with this trait has large hands and pronounced, bony knuckles, and gains a natural slam attack that deals 1d6 points of damage.
Horns: A chimeran with this trait usually has one or more horns, branching antlers, or spikes, and gains a gore attack that deals 1d6 point of damage. In addition, if a chimeran makes a charge attack with their gore attack, the attack deals double damage.
Club Tail: A chimeran with this trait has a heavy, muscular tail tipped in a spiny club, and gains a tail slap attack that deals 1d6 points of damage.
Swimmer‘s Tail: A chimeran with this trait possesses a strong, flat tail, and gains a tail slap attack that deals 1d4 points of damage. In addition, this tail grants the chimeran a +2 racial bonus to balance, jump, and swim checks.
Armored Hide: A chimeran with this trait has his body covered with scales, fur, or thick hide, and gains a +2 racial bonus to natural armor.
Chameleon Skin: A chimeran with this trait can change the color of his skin, and gains a +4 racial bonus to hide checks.
Sticky Fingers: A chimeran with this trait has hands and feet that stick easily to any surface, and gains a climb speed equal to his base land speed. They gain a +8 racial bonus to climb checks, and may always take 10 on a climb check, even if rushed or threatened.
Swift Legs: A chimeran with this trait possesses double-jointed legs or legs that are just exceptionally powerful, and increases his base land speed by 10 feet.
Gliding: A chimeran with this traits possesses gliding skin flaps or weak wings. These wings can be used to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Chimerans with this trait glide at a speed of 40 feet (average maneuverability). Even if a chimeran’s maneuverability improves, they can’t hover while gliding. A chimeran can’t glide while carrying a medium or heavy load.
If a chimeran becomes unconscious or helpless while in midair, their flight structures naturally unfurl and powerful ligaments stiffen them. The chimeran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Flippers: A chimeran with this trait has webbed hands and feet, or possibly a paddle-like tail, and gains a swim speed equal to his base land speed. They gain a +8 racial bonus to swim checks made to perform a special action or avoid a hazard, and may always take 10 on a swim check, even if rushed or threatened.
Oily Skin: A chimeran with this trait secretes a slimy, oily substance from their skin when angry or scared, and grants them a +8 racial bonus on escape artist checks.
Fearsome Visage: A chimeran with this trait can contort his face in bizarre, terrifying ways, and gains a +4 bonus to intimidate checks.
Keen Eyes: A chimeran with this trait usually has large eyes, or eyes with strange pupils, and gains a +4 racial bonus to spot checks. In addition, they gain dark vision 60.
Keen Ears: A chimera with this trait usually has pointed ears, swiveling ears, or large, complicated ears, and gains a +4 racial bonus to listen checks. In addition, they gain blindsense out to 30 feet.
Acid Spit: A chimeran with this trait shows very little outward sign of it. They gain the ability to spit a mouthful of acid as a standard action. This spit is a ranged touch attack with a range of 30 feat that deals 1d6 points of damage +1d6 points of damage for every 3 HD they possess.
Sharp Nose: A chimeran with this trait often has an oversized or upturned nose, and gains the scent special quality.
Glimmering Skin: A chimeran with this trait has skin with a reflective sheen to it, and gains Spell Resistance 10+HD.
Stability: A chimeran with this trait has a thumb-claw on their feet that allows them to brace themselves solidly when standing on solid ground, and gains a +4 racial bonus to resist bull rush and trip attempts while standing firmly on the ground.
Thorny Hide: A chimeran with this trait has their skin covered with short spines. These spines deal 1d4 points of damage to anyone who makes an unarmed attack, melee touch attack, or natural attack against them, and anyone who makes a grapple check against them. They may also be used like armor spikes. The chimeran can suppress or resume this ability as a free action.
Simplified Guts: A chimeran with this trait has simplistic organs that are extremely generalized. When a critical hit or sneak attack is made against a chimeran with this trait, there is a 25% chance that the critical hit or sneak attack is neutralized, and the damage is instead rolled normally.
Scream: A chimeran with this trait can unleash a destructive scream as a standard action. This scream takes the form of a 15-foot cone. The cone deals 1d6 points of damage for every 2 HD the chimeran possesses. Any creature within the cone may make a reflex save (DC 10+½ HD+con) for half damage.
Web: A chimeran with this trait posesses a pyramidal structure somewhere on their body, and can use this structure to spin silk. The chimeran can produce up to 20 feet of silk cord per day per point of constitution bonus. Any creature coming or object coming in contact with this web must make a reflex save DC (10+½ HD+con) or be stuck to the cord. This cord requires a DC(10+½ HD+con mod) strength check to break or pull free of.
Hold Breath: A chimeran with this trait usually has a large, barrel-like chest and can hold his breath for a number of rounds equal to 4x Con score.
Rapid Regrowth: A chimeran with this trait gains fast healing equal to his constitution modifier.
Crown of Eyes: A chimeran with this trait usually has extra eyes placed around their head, or snakes for hair, or even short tentacles tipped with eyeballs, and gains a +4 bonus to spot and search checks. A chimeran with this trait gains all-around vision, and cannot be flanked.
Naturally Psionic: A chimeran with this trait gains 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Fire Acclimated: A chimeran with this trait gains a +2 bonus to saves to resist fire spells or effects. They can exist comfortably in temperatures up to 120° F without having to make Fortitude saves. they are considered to have heat protection 1.
Cold Acclimated: A chimeran with this trait gains a +2 bonus to saves to resist cold spells or effects. They can also exist comfortably in conditions between –20° and 90° F without having to make Fortitude saves.
Resilience: A chimeran with this trait gains energy resistance 5 against acid, cold, electricity, fire, or sonic damage. (chosen at character creation).

Second page mutations(Link (http://www.giantitp.com/forums/showpost.php?p=10586865)):

Tongue: A chimeran with this trait possesses a long, thick tongue, and can use it to affect enemies at a range. As a standard action, they may make a ranged grapple, trip, or disarm attempt against a target within 10 feet. The chimeran makes the relevant grapple or strength checks at a -4 penalty. If the target is sucessfully grappled, the target is pulled into the chimeran's space. This movement does not provoke attacks of opportunity. If the target is successfully disarmed, the weapon is brought to the chimeran's mouth, and may be spit onto the ground in his square as a free action, or passed to his hand as a move action.
Split Mind: A chimeran with this trait has very little outward signs of it, though they may show a slightly enlarged skull, but inwardly, this trait is manifested by having a greater division between the hemispheres of the brain. The two are not truly independent, but the division is enough. A chimeran with this trait takes no penalty for wielding a weapon in his off hand. This does not grant him the ability to make additional attacks with his off-hand weapon. In addition, the chimeran's divided mind allows for some redundancy. If a chimeran with this trait fails a will save, they may choose to reroll the save immediately. They must accept the result of this roll, even if it is lower than the original roll.
Ink Spit:A chimeran with this trait has thick, black saliva, which can be quite disturbing to outsiders, and gains the ability to spit ink as a standard action. The chimeran may make a ranged touch attack against a target within 30 feet. If this attack succeeds, the target is blinded by the viscous goop. The target must take a full-round action to clear the ink from their eyes. The target may clear some of the goop with a move action, but the target is dazzled and takes a -4 penalty to spot checks until they take a full-round action to clean their eyes out. Underwater, this trait functions slightly different. By taking a standard action, the chimeran may create a 5-foot diameter cloud of ink in their square or a square adjacent to them, which hangs in the water for one round per point of constitution modifier they posses (minimum 1). This cloud provides concealment for anyone inside the cloud, but creatures outside the cloud have concealment against the creature inside the cloud as well. The cloud provides total concealment to those on opposite sides of it. Whenever the chimeran uses this trait, either in it's spitting form or ink cloud form, they must wait 1d4 rounds before they can use it again.
Blind: A chimeran with this trait usually has milky white eyes, sealed eyelids, or shows no sign of having eyes in the first place, and gains blindsight out to 30 feet, and blindsense out to 60 feet, and can perceive the world through a combination of scent, sound, and vibration much like a sighted creature would. Additionally, a chimeran with this trait is immune to gaze attacks, visual effects, illusions, and all other effects based on sight, as well as all text-based spells or effects. A chimeran with this trait cannot read written words or activate scrolls. A chimeran with this trait that has it's hearing impaired by a spell or effect is limited to only it's blindsense.
Hungry Maw: A chimeran with this trait possesses short, stunted fangs, or a circular, lampreylike mouth, and can drink the blood of it's victims. If a chimeran with this trait pins a living creature in a grapple, he may take swift action to sink his teeth into them and begin to drink their blood. This deals 1d2 points of constitution damage each round the target remains pinned. If the target breaks the pin, the chimeran's grip is disrupted. The target takes 1d4 points of damage, and continues to bleed for 1d6 rounds thereafter, taking 1 point of damage each round. This attack cannot be used against targets immune to critical hits.
Extra Arms: A chimeran with this trait bears a second set of arms just under the first, though they're small and relatively weak. Their weaker limbs are poorly suited to carrying weapons or shields, and do not gain natural weapons (even if the chimeran is under a spell or other effect that grants hand-based natural weapons), but they do an excellent job of providing stability and support to the upper limbs.
These extra limbs allow the chimeran to use weapons one size category larger than normal without penalty. The chimeran's secondary arms must be free for it to gain this benefit. This benefit does not extend to larger weapons. For example, a chimeran can wield a Large longsword with a single primary arm without penalty by steadying the blade's pommel with its lower limb.
A chimeran can wield a pair of two-handed weapons by using all four of its limbs. The chimeran gains the full benefits of wielding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls. The chimeran suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in its off hand.
If a chimeran carries a weapon or shield in its secondary arms while one or more of its primary arms also carry an item, it suffers a number of penalties. When using a shield, the chimeran takes the shield's armor check penalty on its attack rolls and skill checks even if it has proficiency with the shield. When using a weapon, the chimeran gains only half its Strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapon used in this manner. This penalty increases to -8 for one-handed weapons. The chimeran cannot carry a two-handed weapon with just its secondary arms.
A chimeran with at least one empty hand can cast spells with a somatic component.


Feats list:

Official(link (http://www.giantitp.com/forums/showpost.php?p=10371328)):

Extra Mutation:
Your body is slightly more warped than most of your peers
Prerequisites: Chimeran
Benefit: Choose an additional mutation. You may not choose a mutation you already possess.
Special: This feat can only be taken at first level.

Magewarped Weapons
The natural weapons granted by your mixed heritage have a bit of magic about them
Prerequisites: Chimeran, Natural Weapons
Benefit: Treat all natural weapons gained through Chimeran mutations as Magic weapons for the purpose of overcoming damage reduction and may be enchanted as a masterwork weapon, though you are required to be present at all times for the enchanting.

Magewarped Skin
The armored hide granted by your mixed heritage retains shreds of the magic that created your race
Prerequisites: Chimeran, Natural Armor Bonus or Spell Resistance
Benefit: You gain 1 point of damage reduction/magic for every point of constitution bonus you possess.

Potent Mutations
Your mutations are stronger than you vitality would suggest
Prerequisites: Chimeran
Benefit: Your constitution bonus is considered to be 2 points higher for the purpose of calculating the effects of Chimeran mutations

Unofficial:
Split Psionics
Your duality of mind and long use of psionics let you split your focus
Prerequisites: Chimeran, Split Mind Mutation, Manifester level 11
Benefit: The second side of your mind is capable of focusing on psionic powers on its own. If you take a full round action while manifesting a psionic power you may manifest a second power with a manifester level five levels lower than normal.

Admiral Squish
2011-03-22, 04:09 PM
Oh, by the way, the feats are all posted in the main fleshforge legacy thread. Well, except for split Psionics. I didn't post that one, 'cause I hadn't included the split mind mutation yet. Also, I need to fiddle the with wording of the extra mutation feat.

Veyr
2011-03-22, 05:27 PM
Since the different types of mutations are clearly worth less, maybe Extra Mutation should be split into separate feats, with different requirements? And the one that gives the skill-type mutations could maybe give more than one?

Or something along the lines of [Aberrant] feats, where they're all a bit better depending on how many of the feats you have? The skill-ish one might give you an extra skill-type mutation for every other [Mutation] feat you have, maybe, while the movement mode and natural attack ones require that you re-take the feat, or something.

Admiral Squish
2011-03-22, 06:26 PM
Since the different types of mutations are clearly worth less, maybe Extra Mutation should be split into separate feats, with different requirements? And the one that gives the skill-type mutations could maybe give more than one?

Or something along the lines of [Aberrant] feats, where they're all a bit better depending on how many of the feats you have? The skill-ish one might give you an extra skill-type mutation for every other [Mutation] feat you have, maybe, while the movement mode and natural attack ones require that you re-take the feat, or something.

I could see your logic, but it just seems unecessary. With the feat as it stands, you get one extra trait of any type. There's no way to gain more beyond that. I think breaking it up into multiple feats would just end up taking up unnecessary space, and runs the risk of making a chimeran with ten different mutations running around. That would look rather silly, no?

Hmm. That might be interesting. Convert all the existing chimeran feats into a grouping. Something like, say, magewarped weapons adds a +1 enhancement bonus to your natural weapons/magewarped feat. Magewarped potency increases your effective con mod by 1/magewarped feat. I could see something like that.