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Dusk Raven
2015-11-09, 08:44 PM
All right, so I’m planning on a d20 Future campaign for some friends, and as I am wont to do I came up with a number of custom races. The problem? They’re not all equal in power. Life’s not fair like that. We range from the small, rodent-like Nitatiko to the large bio-engines of battle known as Redracoids. And there’s going to be a bit of a difference in LA, racial levels, and such. The question is, how much should each be?

I have below a number of races that I’ve cooked up, and they may be in need of adjustment. And possibly additional abilities. I’ll give a bit of fluff for each and you can tell me if anything needs adjusting. Right?


Gerron:
Abilities: +2 INT, -2 CHA
Natural Armor +2
+2 racial bonus to Spot checks
Darkvision to 60 feet


The Gerron are humanoids with features that would be considered by humans to be faintly insectoid, with a partial exoskeleton and antlike heads. Their most striking feature, however, is the large compound eye in their foreheads, above a pair of “normal” eyes. This setup gives them a wide range of vision, superior to that of humans.

Much of their history, at first glance, seems morally stagnant, with slavery and inequality persisting into the current era. In truth, they have progressed somewhat – all Gerron are now equal, and it is other races who are faced with inequality. Racial arrogance is a staple of Gerron culture.

The Gerron have progressed quite well technologically. While their work on labor-saving devices is lacking, they have made leaps and bounds in genetics technology, and have bio-engineered a number of specialized crops, pets, and even servitor races. Most common of these are the Ceruleoids, who resemble Gerron for the most part but with blue coloration and lacking the third eye.

Their most impressive bioengineering feat was the Redracoids, large beasts created by modifying the savage, nigh-indestructible beasts of planet Reptone into sapient creatures. But their mastery of bioengineering did not extend to control of the bioengineered, and the Redracoids rebelled, along with a large contingent of Ceruleoids. The resulting conflict split the Gerron Republic apart and brought the Gerron down to the level of the “lesser” races in power.


Ceruleoids:
+2 CON, -2 CHA
+3 Natural Armor
+4 on saves versus fear, -2 on all other Will saves.

The Ceruleoids are the prime servitor race of the Gerron. They resemble Gerron for the most part, but have a deep blue coloration and a thicker exoskeleton, and who lack the distinctive third eye. This resemblance does not grant them any particular favor amongst the Gerron, nor does their dutiful and excellent service. For the most part, the Ceruleoids don’t seem to care, although the defection of large numbers of Ceruleoids to the Redracoid cause seems to indicate a hidden desire for respect.

The Ceruleoids are capable and skilled workers, able to take over both manual and intellectual tasks with ease. Their presence is not so much to provide easier lives for the Gerron, but to boost the Republic’s population, after a fashion.


Redracoids:
Large Size
+10 STR, -2 DEX, +6 CON, -2 INT, -2 CHA
Speed: 40 feet
Redracoids gain a +4 racial bonus to Intimidate checks.
Natural Armor +7
Natural Weapons: A Redracoid has four arms and a tail with which to make attacks. Two of its arms, however, end in large bladed claws, unsuitable for holding items or most manipulation. As a result, a Redracoid has two claw attacks (1d8) and a bladed tail (1d8). The claws are its primary natural attacks. In addition, it can also use weapons in its hand-arms.
Quadrupedal-Bipedal Hybrid: Redracoids can stand on four or two legs. While quadrupedal, they cannot use objects in their hands unless prone, but gain a +4 stability bonus to being bull-rushed or tripped. While bipedal, they can use objects in their hands but their base speed is halved. While quadrupedal, Redracoids can stand on either their claw-arms or their hand-arms, leaving their other set of arms free to act, and switching is a free action.
Rage: Redracoids can enter a rage once per day, gaining +4 STR and CON, a +2 bonus to Will saves, and a -2 penalty to AC. It lasts for a number of rounds equal to 3 + the Redracoids CON modifier, after which it is fatigued.
Racial Hit Dice: Redracoids start with 3 levels of Monstrous Humanoid. This gives them 3d8 hit points, +3 BAB, +3 Fort and Will, +1 Reflex, 12 skill points, and 2 feats.
Level Adjustment: +4

[Notes: Planning on reworking this one a bit, probably giving them more racial hit dice and tweaking their stats somewhat.

Redracoids are part reptilian, part insectoid, engineered by the Gerron to be the ultimate battle life-form. They possess four arms, two of which end in jagged claws and two of which end in hands. They also possess a large tail with prehensile blades on the end. These fearsome creatures stand nearly 10 feet tall, but can go on 4 or 6 limbs to move more quickly. Their red carapace features overlapping scales and can endure tremendous punishment, genetically engineered for resistance to conventional weapons.

The Redracoids have their origins in one of the native life-forms of their capital, planet Reptone. These fearsome creatures resemble giant scorpions with four legs, and amongst the initial Gerron colonists they developed a reputation for fearlessness and battle prowess. The Gerron spliced them with their own DNA to create a sapient, mostly-bipedal version.

Eventually, however, the Redracoids rebelled against their masters. What prompted the revolt is unknown, but it is known it was instigated by an individual named Tyrac. He managed to organize, start, and lead a rebellion that freed the Redracoids from the grip of their creators. With this newfound freedom they have formed an Empire.

Redracoid society is fierce and unrelenting, like the Redracoids themselves. Redracoids require regular adrenaline rushes, which they satisfy through combat, be it amongst themselves in controlled bouts, or with other races in war.


Geisim:
+2 DEX, -2 CON, +2 CHA
Low-Light Vision
+2 on Diplomacy and Sense Motive
+4 on saves to resist the effects of radiation poisoning.

The Geisim are ethereal, wispy humanoids with milky white coloration, sometimes with a green or blue tint. They stand slightly taller than humans and have slightly flatter faces, with pure-black eyes. The lack body hair, and they often wear their hair long.

Their history is a torrid one. Around the Terran year 2050 [250 years at the least before the campaign] their homeworld of Zarlock was devastated by a nuclear war that destroyed much of the Geisim population. The survivors banded together under a faith known as Zerway. This philosophy, stressing balance and harmony, helped the Geisim knit together, even as their homeworld went through a nuclear winter and was irradiated.

Technologically, they are somewhat introspective, preferring to refine what technologies they have rather than develop new tech. This being said, they have done substantial research into the brain’s workings, in an attempt to understand the innate psychic powers a select few of their number are gifted with, and were the first to develop neural-link tech, where devices can be accurately controlled by thought alone.

Socially, they tend to be somewhat conservative. Religion - or at least spiritualism still holds a grip on their society, through various branches of a faith known as Zerway. The faith has diverged significantly, but most branches keep the focus on balance over extremism and harmony with oneself and the world. Most Geisim have a healthy respect for nature, and Geisim dwellings are often surrounded by greenery.

Midrac:
+2 STR, +2 DEX, -2 WIS
Speed: 10 feet, Swim 40 Feet
Low-Light Vision
Midrac gain a +8 bonus to swim checks to avoid a hazard or perform a special maneuver. They can always take 10 on a Swim check, even when threatened. They can use the run action underwater, provided they move in a straight line.
Midrac can stay outside of water for a number of rounds equal to 2 times their Constitution modifier before their gills dry out and they begin to suffocate.

The Midrac are an oddity amongst sapient life in that they live in the oceans rather than on land. They resemble crosses between salamanders and dolphins, with two arms but no legs, and with their tail included tend to be about 7 feet in length. While they are capable of going on land, neither their limbs nor their respiratory systems are suited for it.

The Midrac are in fact one of the older races in this section of the cosmos, but their underwater lifestyle means their technological development has been slow, with only waterproof advancements being made. That changed when the Geisim settled the continents of their homeworld Vitola, and soon encountered the aquatic Midrac. In time, the two species learned to share the world, as well as share technologies. In time, the Geisim developed neural-link technology, which they used to craft water-filled powered armor for the Midrac which allowed them to walk on land, with legs controlled by thought.

Through the Geisim, their culture has become somewhat homogenized, with many subscribing to the Geisim faith. Nevertheless, their culture is still somewhat diverse, with many cultures mingling together.

Nitatiko:
Small Size
-2 STR, +2 DEX, -2 INT
Speed: 40 feet
+2 to Listen checks
Low-Light Vision
Teamwork: Nitatiko grant a +4 bonus instead of a +2 bonus when using the Aid Another action or when assisting on a skill check.
Quadrupedal-Bipedal Hybrid: Nitatiko can stand on four or two legs. While quadrupedal, they cannot use objects in their hands unless prone, but gain a +4 stability bonus to being bull-rushed or tripped. While bipedal, they can use objects in their hands but their base speed is halved.


The Nitatiko much resemble 3-foot-long rodents with long, pointed ears and short tails. Their fur ranges from white to brown, and they are capable of standing on 2 legs or 4.

The Nitatiko are a curious race, in more than one sense of the word. Their intelligence is slightly less than humans, being compared to children in both mental faculties and personality. They are innately curious, and it is this curiosity that has driven them to become technologically advanced in spite of their disabilities.

Most remarkable is their ability to cooperate. Whether physically or mentally, Nitatiko are keen to cooperate on any task, and through this cooperation acquire great feats. Through teamwork, a group of Nitatiko can create innovations where a single human genius might create similar inventions. It is this capability that has allowed them to compete with other races technologically.

Nitatiko culture is both highly mercurial (due to their shorter lifespans), and quite homogenous, with common values and languages across the species. Remarkably, Nitatiko have little in the history of warfare that humans and other races do, although legend holds that long ago (for Nitatiko, anyway) their race was racked by a war between two factions, and since reconciling their race has been at peace… at least, until other races of the galaxy set their sights on Nitatiko worlds.

Terratoria:
Medium Size
+2 STR, +2 WIS
Speed: 40 feet
+2 to Spot checks, -2 to Sense Motive checks made by or against them
Low-Light Vision
Scent
Natural Weapons: Bite (1d6)
Quadrupedal-Bipedal Hybrid: Terratoria can stand on four or two legs. While quadrupedal, they cannot use objects in their hands unless prone, but gain a +4 stability bonus to being bull-rushed or tripped. While bipedal, they can use objects in their hands but their base speed is halved.
Level Adjustment: +1

Terratoria are part avian, part mammalian by human standards, resembling crosses between velociraptors and wolves. They have the snouts of and residual flight feathers of raptors as well as the tails, but walk on all fours like wolves – though they are capable of standing on 2 legs as well. Their hands, despite the large, durable first knuckles, are quite dexterous, with three fingers and a thumb. Their fur – really a mesh of interlocking featherlike fibers – comes in a wide variety of colors, varying by geographic location.

Once, the Terratoria were a primitive race, with Bronze Age level tech at best, and almost completely nonagricultural. Then the first colony from Earth arrived on their homeworld of Corundor. The humans, heedless of the sapient race already present, began to expand and conquer the surrounding lands as they had done with Earth previously, causing the Terratoria to fight back. With the aid of a few discontent humans, the Terratoria adapted rapidly to the new tech, while setting aside tribal differences to unite against their common threat. In time the humans were defeated, the survivors assimilating into Terratorian culture.

The Terratoria then began globalization, taking rapidly to the new tech they had been provided with, with a clear goal in mind – fortify the world against future invasions by the humans, who they knew must surely return. They formed a unified culture in addition to their tribal identities, focused around the threat that humanity posed. They were thus well-prepared when the Terran Consortium arrived to reclaim their colony, and though the humans achieved dominance for a time, the Terratoria succeeded in pushing them back.

It was after the third attempt to subjugate them that the Terratoria at last achieved the technology for interstellar travel. They sent envoys to other worlds, meeting new races and finding new allies – and new foes. In time, they gathered what allies they could to Corundor, and formed the Corundorian Union, an alliance of races to stand against the humans, the Gerron, the Redracoids, and whatever else dared to threaten them.

And of course, this list will only grow. So, thoughts?

illazrion
2015-11-26, 07:49 PM
Gerron: no LA, Ceruleoids: no LA, Redracoids: +3 or maybe even +4?, Geisim: no LA, Midrac: +1, Nitatiko: +1, Terratoria: +1. I'm a big fan of D20 Future. Though I've never been a fan of the class system. I've created my own and if you could check it out and let me know what you think that would be awesome.:smallsmile:

http://www.giantitp.com/forums/showthread.php?464614-HYPERDEF-a-D20-Futurish-RPG-I-m-working-on