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Admiral Squish
2012-12-04, 05:00 PM
Kroot

http://fc07.deviantart.net/fs70/f/2010/117/b/0/Kroot_Warrior_Colored_by_MajesticChicken.jpg
I am more than one warrior, I contain the essence of all the greatest warriors I have slain. Show me you are worthy of being one of them.

Kroot are a race of warriors and hunters, descended from great raptorlike avians, who slowly take on the traits of the creatures they consume.
Personality: Kroot are somewhat harsh in personality. They live violent lives, where everything and everyone fits into one or two categories. Useful or useless, friend or enemy, good or bad. They have little room for gray area in their outlook. They have a number of strong traditions, taboos, and rules regarding food.
Physical Description: Kroot are tall and wiry avian humanoids, standing between six and seven feet tall. Their skin usually ranges between pale green, dark forest green, and brown. They have a large, strong beak with a upward-hooking bite, and their skin is studded here and there with sturdy quills, the remnants of feathers, that allow the kroot to sense vibrations in their environment with remarkable accuracy. Kroot slowly take on the traits of animals and intelligent beings they consume, which means that all adult kroot look slightly different on a fundamental level.
Relations: Kroot have been isolated on their island home until very recently, meaning most kroot are complete outsiders to other cultures. However, from what limited contact there is, they seem to get along well with orcs, who have similar respect for strength, even among their foes. Many races are uncomfortable around Kroot, however, for their tendency to eat the flesh of their defeated foes. Most often, kroot away from their island homes are mercenaries, fighters for money.
Alignment: Kroot are a strange dichotomy. They have strong traditions and taboos, and are strongly obedient to the Shapers. However, they are relatively chaotic in their personal lives. They are usually more likely to be neutral than any extreme alignment.
{table=head]|L|N|C
G|5|15|5
N|15|20|15
E|5|15|5[/table]
Lands: A kroot’s home island is a remote island where almost all the residents are related to kroot. The leading theory among scholars is that the kroot’s ancestor, an avian predator, arrived and, eventually, took on the traits of the various native creatures of the island, including the humanoids.
Religion: Kroot have strong spiritual beliefs about who and what they eat. They believe that any worthy warrior’s spirit must be preserved, and the only way to do so is to consume the warrior’s flesh, taking a portion of their spirit in.
Language: Kroot speak their own language, which features a number of squawks, whistles, and chirps, and features a pitch element. Since they are just joining the rest of the world, most can’t speak common. They can quickly learn languages, however, and they often pick up the local language wherever they arrive on the mainland.
Names: Kroot names are pretty much unpronounceable to those who don’t speak kroot, meaning many kroot in foreign lands translate their names to the local tongue. Their names are descriptive, usually, often detailing physical traits or great accomplishments. For example One-Who-Ate-The-Knarloc, or One-Who-Laid-Many.
Adventurers: Kroot adventurers are usually those seeking glory or strength from new blood found outside their home island.

+2 dexterity, +2 strength, -4 intelligence, -2 charisma
Monstrous Humanoid
Medium Size: Kroot have no special bonuses or penalties based on size.
Kroot have a base land speed of 30 feet.
Kroot have a bite attack that deals 1d6 points of damage
Scent: Kroot possess the scent ability.
Path: A kroot absorb traits from their food. This means a kroot must be aware and cautious about what they consume, to avoid gaining traits they don’t want. The kroot character selects a path from the options listed below. This path includes a taboo, which defines creatures that a kroot on that specific path is forbidden to eat. If a kroot breaks this taboo, they lose the benefits of their path for 24 hours. A kroot can identify if a creature or dish would violate their taboo by smell.
Nymune Rush: Kroot have a special organ, a sort of supercharged adrenaline gland. A kroot can tap this reservoir, allowing them to enhance their speed and reflexes. This state grants the kroot a +1 dodge bonus to AC and reflex saves. While in this state, a kroot may make an additional attack at their highest base attack bonus when making a full attack. This attack and all other attack rolls made during their turn take a -2 penalty. A kroot can enter this state for a number of rounds each day equal to the kroot’s constitution modifier. These rounds can be divided up as the kroot chooses.
Base Languages: Kroot. Bonus Languages: Any non-secret.
Favored Class: Predator


Paths:

Path of the Krootox
Taboo: Creatures smaller than medium
{table=head]Level|Benefit
Lv 1| +2 Strength
Lv 6| Slams
Lv 12| Powerful Build
Lv 18| Mighty Blows[/table]

A kroot on the path of the krootox becomes heavier, bulkier, and more muscular. As they increase in level, they begin to resemble an upright gorilla in build.

Slams: You gain two secondary slam attacks that deal 1d4 points of damage.

Powerful Build: You gain the powerful build special quality.

Mighty Blows: Your natural weapons deal damage as though one size larger. Your bite's damage increases to 1d8, and your slams increase to 1d6. Your slam attacks add your full strength modifier to damage rolls, instead of 1/2 as is normal for secondary attacks.


Path of the Kroot Hound
Taboo: Creatures that are blind.
{table=head]Level|Benefit
Lv 1| Track, +2 Wisdom
Lv 6| Blindsense (30)
Lv 12| Blindsight (30)
Lv 18| Blindsense (60)[/table]

A kroot on the path of the kroot hound has a slightly longer, narrower beak and longer, more sensitive quills. As you increase in level, these traits become more pronounced.

Track: You gain the track feat as a bonus feat.

Blindsense: Your quills and nose become more sensitive, allowing you to sense your surroundings within 30 feet with a combination of vibration and scent. Creatures the kroot cannot actually see still have total concealment from the kroot. At 18th level, this blindsense increases to 60 feet.

Blindsight: You can locate creatures within 30 feet through scent and vibration as well as a sighted creature can.

Path of the Knarloc
Taboo: Creatures with no natural weapons
{table=head]Level|Benefit
Lv 1| +2 Strength
Lv 6| Speed +10
Lv 12| Weapons
Lv 18| Pounce[/table]

A kroot on the path of the knarloc has a larger, stronger beak. Their fingers and toes develop claws that become longer and stronger as you level. You take on a more hunched-over posture when running, and as you level, even develop a tail.

Speed: Your base land speed increases by 10 feet.

Weapons: You gain a pair of secondary claw attacks that deal 1d4 points of damage, and your bite attack increases to 1d8. You gain a pair of rake attacks on your feet that deal 1d4 points of damage.

Pounce: When you charge, you can make a full attack, including two rake attacks.


Path of the Kroot Hawk
Taboo: Creatures with +4 or higher natural armor
{table=head]Level|Benefit
Lv 1| +2 Dexterity, Wings
Lv 6| Partial Flight
Lv 12| Flight
Lv 18| Fast flight[/table]

A kroot on the path of the kroot hawk bears a pair of wings on their back. In the initial stages, these are batlike, covered with short quills like the rest fo their body, but as they grow in level, the wings become larger, stronger, and the quills become more and more featherlike.

Wings: A kroot on this path bears a pair of small, weak wings. Kroot can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Kroot glide at a speed of 40 feet with average maneuverability. Even if a kroot's maneuverability improves, they can’t hover while gliding. A kroot can’t glide while carrying a medium or heavy load. If a kroot becomes unconscious or helpless while in midair, their wings naturally unfurl, and powerful ligaments stiffen them. The kroot descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

Partial Flight: A kroot gains a fly speed of 40 feet with average maneuverability. A kroot can’t fly while carrying a medium or heavy load or while fatigued or exhausted. A kroot can safely fly for a number of consecutive rounds equal to their Constitution modifier (minimum 1 round). They can double this length of flight but is fatigued by such exertion. The kroot is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a kroot can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.

Flight: A kroot has enough stamina and prowess to fly without tiring. They can fly at a speed of 40 feet (average maneuverability) with no more exertion than walking or running. A kroot with flight can make a dive attack. A dive attack works like a charge, but the kroot must move a minimum of 30 feet and descend at least 10 feet. A kroot can make a dive attack only when wielding a piercing weapon or posessing a claw attack. If the dive attack hits, it deals double damage. A kroot with flight can use the run action while
flying, provided they fly in a straight line.

Fast Flight: A kroot increases their fly speed to 80 feet, with good maneuverability.


Path of the Kroot Shark
[/b]Taboo:[/b] Creatures without a swim speed
{table=head]Level|Benefit
Lv 1| +2 Strength, Water breathing
Lv 6| Swim speed (30)
Lv 12| Great Bite
Lv 18|Swim speed (60)[/table]

A kroot on this path grows webbing between their toes and fingers, which spreads down the digits as they increase in level.

Water Breathing: A kroot on this path gains the ability to breathe water as well as air.

Swim Speed: A kroot gains the ability to swim through the water as easily as a fish. They gain a +8 racial bonus to swim checks, and can take 10 on swim checks made to perform a special action or avoid a hazard. At 6th level, they can swim at a speed of 30 feet. At 12th level, a kroot can swim at a speed of 60 feet.

Great Bite: A kroot's bite increases to 1d8 points of damage. If you attack with just your bite attack alone in a round, you deal 2x your strength damage with the attack.

Admiral Squish
2012-12-04, 06:38 PM
Now, this one I'm honestly concerned about the balance. I want it to be 0 LA, so it will work as a base race for the omnomnomicon, but I'm worried that I've nerfed them too hard, and that they no longer feel like Kroot. I'm also not entirely sure if the paths give too many benefits. The delay is something of a mitigation, but I'm not sure it's enough to take it down to 0 LA, you know?

ShadowFireLance
2012-12-04, 06:52 PM
Awesome.
Just pure, Hungry, Awesome
That is all.

LordErebus12
2012-12-05, 12:12 AM
Predator favored class? which predator...?

Admiral Squish
2012-12-05, 12:29 AM
Predator favored class? which predator...?

It's going to be a base class in my Omnomnomicon project. Sort of a feral hunter kinda thing.

Amechra
2012-12-05, 12:29 AM
There's going to be a Predator base class in his Omnomnomicon project.

vasharanpaladin
2012-12-05, 01:02 AM
KROOT! @w@

Damn, now if I could just find someone to play 3.X again, I'd playtest this in a heartbeat... :smallfrown:

Admiral Squish
2012-12-05, 03:57 AM
KROOT! @w@

Damn, now if I could just find someone to play 3.X again, I'd playtest this in a heartbeat... :smallfrown:

Well, there's a very nice PbP section on this forum, if you're really interested. I'd love to hear the results of a playtest.

So, praise is awesome, but does anyone have any real review for me?

DaedalusMkV
2012-12-05, 05:24 AM
On the one hand, Kroot! I love Kroot!

On the other hand... These really do seem messed up from a few perspectives. -4 Int equates to positively idiotic (an average Kroot, by this system, is Int 6-7, or extremely stupid), with a low range of "not even sentient", while Kroot are really not depicted as mentally challenged in any fluff. But, even with the big hits to mental stats, the race is still extremely powerful for LA+0. Scent, a strong Natural Attack not tied to a hand, Monstrous Humanoid Type and a strong if very limited racial ability and the level 1 ability of the Paths alone is a reasonably strong LA0, on par with or slightly superior to Water Orc. Adding in the rest of the Path abilities, it really seems like borderline LA+1 material is. Take away 2 points of Int penalty and I for one would play it at LA+1, especially if Buyoff was in play. Maybe that's the best route to go?

vasharanpaladin
2012-12-05, 02:33 PM
On the one hand, Kroot! I love Kroot!

On the other hand... These really do seem messed up from a few perspectives. -4 Int equates to positively idiotic (an average Kroot, by this system, is Int 6-7, or extremely stupid), with a low range of "not even sentient", while Kroot are really not depicted as mentally challenged in any fluff. But, even with the big hits to mental stats, the race is still extremely powerful for LA+0. Scent, a strong Natural Attack not tied to a hand, Monstrous Humanoid Type and a strong if very limited racial ability and the level 1 ability of the Paths alone is a reasonably strong LA0, on par with or slightly superior to Water Orc. Adding in the rest of the Path abilities, it really seems like borderline LA+1 material is. Take away 2 points of Int penalty and I for one would play it at LA+1, especially if Buyoff was in play. Maybe that's the best route to go?

Take away 2 points of Int penalty, and it's equivalent to a human. I, for one, can live with that. :smallamused:

Admiral Squish
2012-12-05, 04:00 PM
Well, I added the high int penalty because in the lore, they're at a very primitive technology level, a symptom of a low intelligence. In my proposed environment, they're descendants of kroot hawks who have taken on the traits of the local humanoids and primates, which makes me think they would have a very strong animalistic side. More like extremely clever animals than humans.

I am definitely concerned about them being to strong for LA 0 though. I want to be loyal to the basic concept, but I also want to keep them at LA 0, so they can be a real base race for this project. So, what would we need to do to make them a true LA 0? Lose Nymune Rush? Increase stat penalties? Reduce the path benefits?

Forrestfire
2012-12-05, 04:08 PM
In the lore, they have primitive technology on purpose, because it makes the hunt more interesting.

Also, they do have their own (non-Tau-improved) warp-capable spaceships, so they can't be that dumb as a species.

DaedalusMkV
2012-12-05, 04:24 PM
In the lore, they have primitive technology on purpose, because it makes the hunt more interesting.

Also, they do have their own (non-Tau-improved) warp-capable spaceships, so they can't be that dumb as a species.

This. Kroot choose to use very simple technology, not only because it makes things more interesting but because the Kroot as a species are Darwinists at heart. Adversity makes you stronger, so engineer adversity at every point. Just look at their stats in Rogue Trader: They're a little lower on the Int scale than humans, but not by much. Certainly not by 2 standard deviations like a 4-point Int penalty would suggest. Of course, they should also be about twice as strong as humans, so a bit of nerfing is totally fair...

As for balancing them at LA0... I really have no idea how you could do it without sacrificing some major stuff. Removing all of the Path abilities except the level 1 ones would result in a very strong LA0, about on par with Lesser Aasimar. Alternatively, removing the Natural Attack and Nymune Rush would accomplish something approximating the same. Otherwise, I'm at a loss. Perhaps you should just consider setting the Omnomnomicon balance point a little bit ahead of 3.5's?

Edge
2012-12-05, 05:26 PM
My suggestion for balancing them would be to change their type from Monstrous Humanoid to Humanoid (kroot) and making Nymune Rush a racial feat rather than an innate trait. It's been a while since I delved heavily into Tau and kroot fluff, but I remember that the Hyperactive Nymune Organ wasn't a species-wide trait, and in fact only appeared in certain kindreds. I could be wrong, though.

Another possibility is for the race to only grant the initial ability of their path, with prestige classes building on them, allowing the kroot to specialise to the degree they desire.

shadow_archmagi
2012-12-05, 05:35 PM
I agree that -4 INT is too much. The Kroot aren't stupid, or ever depicted as being less intelligent.

Admiral Squish
2012-12-05, 09:28 PM
In the lore, they have primitive technology on purpose, because it makes the hunt more interesting.

Also, they do have their own (non-Tau-improved) warp-capable spaceships, so they can't be that dumb as a species.

I read something about that, but it was only a line or two in the entry.
I thought the war spheres were created by tau.


This. Kroot choose to use very simple technology, not only because it makes things more interesting but because the Kroot as a species are Darwinists at heart. Adversity makes you stronger, so engineer adversity at every point. Just look at their stats in Rogue Trader: They're a little lower on the Int scale than humans, but not by much. Certainly not by 2 standard deviations like a 4-point Int penalty would suggest. Of course, they should also be about twice as strong as humans, so a bit of nerfing is totally fair...

As for balancing them at LA0... I really have no idea how you could do it without sacrificing some major stuff. Removing all of the Path abilities except the level 1 ones would result in a very strong LA0, about on par with Lesser Aasimar. Alternatively, removing the Natural Attack and Nymune Rush would accomplish something approximating the same. Otherwise, I'm at a loss. Perhaps you should just consider setting the Omnomnomicon balance point a little bit ahead of 3.5's?

I don't know rogue trader, honestly. But I suspect I should have thought of looking there when I went researching.

Well, I can't remove the paths without losing the main aspect of the kroot, that they take on the traits of things they eat. I can't just lose the natural attack, though I could bump it down to 1d4, perhaps. Nymune could possibly be dropped, but it'd have to be made into a feat of some sort.


My suggestion for balancing them would be to change their type from Monstrous Humanoid to Humanoid (kroot) and making Nymune Rush a racial feat rather than an innate trait. It's been a while since I delved heavily into Tau and kroot fluff, but I remember that the Hyperactive Nymune Organ wasn't a species-wide trait, and in fact only appeared in certain kindreds. I could be wrong, though.

Another possibility is for the race to only grant the initial ability of their path, with prestige classes building on them, allowing the kroot to specialise to the degree they desire.

Seems to me that monstrous humanoid vs humanoid doesn't seem to be much of an upgrade/downgrade. I do think they should be monstrous however, since they have origins in birds as opposed to the typical primate origins of most humanoids.

I had considered the idea of a racial PRC or paragon class, but I was not really sold in my head, honestly. Seemed like a combination of too much work and not quite workable mechanics. The idea is that they gain the traits as long as they eat, and you always have to eat, so you should be gaining the traits without any major effort on your part.


I agree that -4 INT is too much. The Kroot aren't stupid, or ever depicted as being less intelligent.

Alright, alright, the point is made, all of you. Reduce the int penalty.

I think I'm going to turn them into a monster race and upgrade them, bringing them more in line with the true strength of kroot. I'll try to interpret the rogue trader rules into something I can use, since it's about as close to the true source I as can get.

radmelon
2012-12-05, 09:37 PM
I think that turning the rage into a feat works fine. I'm not great at eyeballing LA, but perhaps that and dropping scent would be enough to make it LA0.

Chameon
2012-12-06, 03:22 AM
Sorry, sorry, this caught my interest, so I'm trying to be helpful. This is what I've gotten from the BOOK, mind.

The Nymune Organ is depicted in RT as being used primarily for charging, to allow one to ignore barriers along the way, basically letting you ignore difficult terrain. It could be used for similar purposes here, instead of raging, give a bonus to charge or allow players to ignore low-lying difficult terrain (swampland, lava, etc etc) a number of times per day, for an example.

Scent...They -do- have unnatural perception, but their heightened senses are listed as sight and hearing, not smell. Reasonably, one could remove Scent without messing with the race, too much.

The beak...I honestly don't know what to do with the complaints there.

Intelligence score being brought up to -2, fine, dunno any way to put that anyway.

The paths are a lot faster then RT portrays Kroot adaptation going, but, honestly, I find the way you set them cool. Perhaps have starting one of the paths be a level burn like the bloodlines from here (http://www.d20srd.org/srd/variant/races/bloodlines.htm) just a thought.

Other problems, concerns thoughts...Maybe have require visiting/having around or being a shaper to utilize the paths if you don't like the level burn concept to force players to work for their upgrades? Shapers are the reason, to my KNOWLEDGE, anyway, that the kroot know what to consume to have their progeny evolve. Then again, Kroot/tau lore was never my strong point.

That said, this looks awesome, I'm just trying to provide help to sidestep the complaints.

Cieyrin
2012-12-06, 09:53 PM
Another possibility is for the race to only grant the initial ability of their path, with prestige classes building on them, allowing the kroot to specialise to the degree they desire.

Not Prestige Classes, Racial Paragons. :smallwink: Worked well for Arcana Evolved, so why not? I rebuilt the Thri-Kreen as a LA +1 (LA +0 for PF) with a Racial Paragon for everything else and I think it worked fairly well.

Admiral Squish
2012-12-07, 03:15 PM
Okay, here's a new draft, based on what I've learned from rogue trader.

+2 dexterity, -2 intelligence, -2 charisma
Monstrous Humanoid
Medium Size: Kroot have no special bonuses or penalties based on size.
Kroot have a base land speed of 30 feet.
Kroot have a bite attack that deals 1d4 points of damage
Blindsense: Kroot can detect the presence of creatures within 30 feet through a combination of vibration, sound, and scent. A creature the kroot cannot actually see still has total concealment.
Kindred: Kroot form kindred, similar to tribes, who have been guided by generations of shapers to consume specific creatures, taking their traits into their own bodies. These kindred are linked by common traits they've taken on over generations. Select a kindred from the list below.
Fieldcraft: A kroot may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect them.
Skills: Kroot gaina +4 racial bonus to hide and move silently checks.
Base Languages: Kroot. Bonus Languages: Any non-secret.
Favored Class: Predator


Kindred:

Bold Hunter:
After generations of consuming the fiercest hunters, most deadly predators, and bravest warriors, the kroot of the Bold Hunter kindred are fearless in the face of danger.
Benefit: A bold hunter kroot is immune to fear effects, and gains a +2 bonus on handle animal and intimidate checks.

Cunning Mind:
A kroot of this kindred has consumed only the most cunning foes, the sharpest minds they've encountered. A kroot of the Cunning Mind kindred is a shrewd tactician.
Benefit: +2 intelligence. A cunning mind kroot gains a +2 bonus to bluff checks.

Headhunter:
A kroot of this kindred has consumed poisonous beast for generations. Toxic fangs, acidic spittle, and venomous claws no longer bear any effect upon the headhunter kindred.
Benefit: A headhunter kroot is immune to acid and poisons. In addition, a headhunter kroot's bite attack deals 1d6 points of acid damage on a successful bite.

Mighty Warrior:
A kroot of this kindred has fed on the strongest warriors, the most powerful beasts, and the largest monsters. A kroot of the Mighty Warrior kindred is a terrible force on the battlefield.
Benefit: +2 strength. A mighty warrior kroot gains +1 HP per hit die.

Stalker:
A kroot of this kindred has fed purely on stealthy prey, creatures with a knack for hiding, sneaking, and ambush. A stalker kroot is a master of stealth, capable of changing their skin color to blend into their surroundings.
Benefit: A stalker kroot can make hide checks in any sort of natural terrain, even if the terrain does not grant cover or concealment.

Admiral Squish
2012-12-09, 05:56 PM
And, to go with the new version of kroot, I'm thinking of a shaper PRC to allow you to change more dramatically, like the paths used to.

Also, a feat to do the nymune rush:
Hyperactive Nymune Organ:
A kroot with this feat can enter a hyperactive state by tapping their overgrown energy storage organs.
Prerequisite: Kroot
Benefits: As a swift action, a kroot can enter a hyperactive state. While in this 'rush', the kroot gains a +2 dodge bonus to AC and reflex saves. In addition, when making a full attack, the kroot can make one additional attack at their highest base attack bonus. This attack and all other attacks made during their turn take a -2 penalty to attack rolls. The kroot can enter this state for a number of rounds equal to 2x their constitution modifier per day. A kroot can leave this state as an immediate action. After leaving this state, the kroot is fatigued for one minute.

Grim Portent
2012-12-09, 09:17 PM
I don't know if it will help much as a suggestion, but the Kroot that appear in the Ciaphas Cain novels can taste the DNA of their prey to determine it's genetic qualities rather than telling by sight or smell. Maybe an ability to taste toxins and corruptions in their food prior to swallowing would be a decent analogue without being particularly powerful.

Admiral Squish
2012-12-11, 12:41 PM
Hmm. I like it, but I'm not sure how to express it in rules. Mechanically, what would that grant? +2 to fortitude saves to resist ingested poisons? That seems pretty situational.

Wyntonian
2012-12-12, 08:57 PM
Detect Poison as an At-will SLA? It's none too gamebreaking.

Admiral Squish
2012-12-14, 06:09 PM
I'm really not a fan of SLAs, honestly.

How about something like:
Taste of Blood: A kroot has a highly developed sense of taste. A kroot can instantly detect poison or other befoulements in food or drink, and can thus spit them out before suffering any negative effect. In addition, a kroot can taste a tiny sample of a creature's flesh and instantly identify any and all dishes the creature can be cooked into.