Naomi Li
2013-11-26, 11:04 PM
The following is created under the "create a race" rule system with a focus on fluff instead of power. A few things are still unnamed due to me being really bad at coming up with ones I think are good enough. This "race" isn't limited to a single kind, but instead represents all who live within the culture, followed by one of the cultural weapons they're proficient with.
() Culture
When generating a character, use the character's kind to determine type, subtype(s), ability score bonuses, senses, natural armor, base speed, and weakness traits. Additionally, they may have other traits tied directly to physiology. The preserved racial traits cannot have a sum greater than +2 RP. Use the following statistics instead of all other racial traits.
Type - As normal for kind
Base Speed - As normal for kind
Ability score modifier - As normal for kind
Language - Linguist (Draconic + Common (Taldane)) (1 RP)
Defensive
Greater Defensive Training (4 RP)
Feat/Skill
Static Bonus Feat - Shake it Off (Teamwork) (2 RP)
Offensive
Weapon Familiarity - Bolas and padded staves (1 RP)
Padded staff
Martial, one-handed
10 gp, 1d6 (S), 1d8 (M), Critical *2, 5 lbs, B, nonlethal - Hardness 5, HP 10/10
So, looking at the core "races", the following traits are preserved. (Only ones with an RP value other than 0 are noted)
Dwarf - Slow and steady, darkvision 60 ft, stability
Elf - Low-light vision
Gnome - Slow speed, low-light vision
Half-elf - Low-light vision
Half-orc - Darkvision 60 ft
Halfling - Fearless, halfling luck
Human - Nothing
A few others that are fairly likely to live there... (Some more than a few of the core races)
Kobold - Greater weakness (–4 Str, +2 Dex, –2 Con), natural armor, darkvision 60 ft, light sensitivity, MAYBE one of the craft/profession bonuses
Orc - Paragon (+4 strength, -2 mental ability scores), darkvision 60 ft, light sensitivity
A bit of fluff: Located near the outer boundaries of Andoran, the semi-independent citystate of (insert name here) exists almost entirely in the form of an enormous citadel and surrounding farmland. Founded with a strong influence from the church of Shelyn, this martial city trains extensively in non-lethal combat and teamwork in addition to rehabilitation of prisoners, creation of art, and the crafting of potent tools. The government has very little power and notably cannot compel anyone to perform any action, including pay taxes, and is responsible for duties only so long as the populace believes it is the best choice to fulfil those duties. The primary exports are resurrection type spellcasting and magical shields and armour, primarily constructed from darkwood and darkleaf cloth.
Anyway, do the mechanics seem overpowered or otherwise flawed to anyone? Any questions relating to fluff or the mechanics? General comments?
() Culture
When generating a character, use the character's kind to determine type, subtype(s), ability score bonuses, senses, natural armor, base speed, and weakness traits. Additionally, they may have other traits tied directly to physiology. The preserved racial traits cannot have a sum greater than +2 RP. Use the following statistics instead of all other racial traits.
Type - As normal for kind
Base Speed - As normal for kind
Ability score modifier - As normal for kind
Language - Linguist (Draconic + Common (Taldane)) (1 RP)
Defensive
Greater Defensive Training (4 RP)
Feat/Skill
Static Bonus Feat - Shake it Off (Teamwork) (2 RP)
Offensive
Weapon Familiarity - Bolas and padded staves (1 RP)
Padded staff
Martial, one-handed
10 gp, 1d6 (S), 1d8 (M), Critical *2, 5 lbs, B, nonlethal - Hardness 5, HP 10/10
So, looking at the core "races", the following traits are preserved. (Only ones with an RP value other than 0 are noted)
Dwarf - Slow and steady, darkvision 60 ft, stability
Elf - Low-light vision
Gnome - Slow speed, low-light vision
Half-elf - Low-light vision
Half-orc - Darkvision 60 ft
Halfling - Fearless, halfling luck
Human - Nothing
A few others that are fairly likely to live there... (Some more than a few of the core races)
Kobold - Greater weakness (–4 Str, +2 Dex, –2 Con), natural armor, darkvision 60 ft, light sensitivity, MAYBE one of the craft/profession bonuses
Orc - Paragon (+4 strength, -2 mental ability scores), darkvision 60 ft, light sensitivity
A bit of fluff: Located near the outer boundaries of Andoran, the semi-independent citystate of (insert name here) exists almost entirely in the form of an enormous citadel and surrounding farmland. Founded with a strong influence from the church of Shelyn, this martial city trains extensively in non-lethal combat and teamwork in addition to rehabilitation of prisoners, creation of art, and the crafting of potent tools. The government has very little power and notably cannot compel anyone to perform any action, including pay taxes, and is responsible for duties only so long as the populace believes it is the best choice to fulfil those duties. The primary exports are resurrection type spellcasting and magical shields and armour, primarily constructed from darkwood and darkleaf cloth.
Anyway, do the mechanics seem overpowered or otherwise flawed to anyone? Any questions relating to fluff or the mechanics? General comments?