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BizzaroStormy
2008-05-25, 03:11 AM
Tried doing this before but due to my short-sightedness, it failed. Both od these races are taken from the webcomic TwoKinds (http://2kinds.com/) with permission from the artist. Credit goes to me, Aeolus, and Tom Fischbach.

The Basitin are a race of people who simply reside on their home islands, preferring to stay there and leave the rest of the world alone, in exchange for being left alone. Highly legalist, they enjoy rules, order and structure. In addition, they have no innate connection to magic. Because of these two factors, the most common classes for the Basitin are Fighter, Monk, Paladin, Ranger and Rogue. Others do exist, but those that make primary use of magic and those that require a non-lawful alignment are almost unheard of.

Basitin
¨+2 Str, +4 Con, -2 Cha. Basitin are extremely hardy and quite strong, but are rather gruff and blunt.
¨Medium humanoids. As medium creatures, Basitin have no modifiers related to size.
¨All Basitin have a 30 foot move speed
¨Low-Light Vision: All Basitin can see twice as far as a human in poor lighting conditions, such as torchlight, starlight, or any other form of shadowy illumination.
¨Scent: All Basitin have the Scent special quality, as described in the Monster Manual.
¨Weapon Familiarity: Basitin treat the Basitin Broad blade as a martial weapon, rather than an exotic weapon.
¨+2 racial bonus on all saving throws. Basitin are extremely resistant to anything that can be thrown against them, whether it requires dodging, enduring, or resisting mental domination.
¨+2 Racial on Fortitude saves against poison or disease. Basitin live on tropical islands, which are fraught with diseases, and where the majority of the local flora and fauna are poisonous. This bonus stacks with the racial bonus Basitin have on all saving throws.
¨+2 Listen and Spot checks All Basitin have keen eyes and ears.
¨Magical Restrictions: Basitin have no innate connection to magic, of any sort. Because of this, they cannot become any class that makes use of spontaneous spell casting, and the take a -4 penalty on Spellcraft checks, as well as a -2 on any other skill check that the DM determines sufficiently Magic-based. Because of this, Basitin who follow the path of Wizard, Cleric, or other spellcasting class are exceptionally rare.
¨Favored Class: Fighter
¨Level Adjustment: +1


In opposition to the Basitin, with their lawful, regimented lifestyle, you have the Keidran. A very individualistic society, who live in various different tribes all with different abilities and specialties. The Keidran are currently at war with the humans, though the reasons for this war have fallen into obscurity. A much shorter lifespan than humans, Keidran are considered adults at the age of 9, and become considered Venerable around the age of 20. The maximum lifespan of a Keidran is 21+1d4 years.

Keidran
¨Medium Humanoid. As medium creatures, Keidran have no special modifiers based off of size.
¨All Keidran have a move speed of 40 feet
¨Low-Light Vision: All Keidran can see twice as far as normal humans in conditions of low lighting. See the ability of the same name in the PHB.
¨Scent All Keidran have the Scent special quality, as described in the Monster Manual
¨Keidran are strictly carnivorous. If a Keidran eats more than ¼ pounds of vegetable matter in the space of 2 hours, she must make a DC 10 Fortitude save or be sickened for 12 hours or until the food is purged.
¨Keidran are incapable of holding a high amount of alcohol. Ingested alcohol has 3 times the effect on a Keidran that it would on a human.
¨Every month or so, female Keidran will go into a week long heat. In this state, they are extremely attracted to non-hostile males (not just Keidran). If she is not “satisfied” within the week, she is fatigued until she has had 12 hours of rest.
¨A Natural Claw attack (1d4), and Bite attack (1d6)
¨Keidran are ill-viewed by other races, giving them a -2 to all Charisma based checks other than Intimidate, when used on non-Keidran. When interacting with other Keidran, of any clan, this penalty does not apply.
¨+2 Listen and Spot; Keidran have keen eyes and ears.
¨In times of extreme stress, Keidran will become feral. When a Keidran is reduced to less than 0 hit points, she enters a feral state in which she viciously attacks. The Keidran continues to bleed normally but relentlessly attacks all enemies. The option of dealing non-lethal damage is not available. Once all enemies have been defeated, the Keidran must make a Will save (DC 10+ ½ HD) or turn on the nearest living creature. In addition, the Keidran may make this check at the beginning of each of her turns as a free action. Succeeding this save immediately knocks the Keidran unconscious. In this state, actions that require concentration such as spell casting or INT, WIS, and CHA based checks other than intimidate are impossible.

In addition, there are a number of different Keidran clans, which have their own unique abilities in addition to the above. All Keidran belong to a clan, as their clan determines what kind of Keidran they are. The currently known Keidran clans are:

Wolf: All Wolf Keidran have the following racial adjustments, in addition to the above:
¨+2 Int, -2 Str. Wolf Keidran are known for their intelligence and cunning, but prefer to stick to the shadows in fights.
¨Wolf Keidran gain a +2 bonus on all Survival checks to track creatures
¨Favored Class: Ranger

Tiger: All Tiger Keidran have the following racial adjustments, in addition to the above:
¨+2 Str, -2 Int. Tiger Keidran are strong warriors, who follow their prey with the devotion of a hunter.
¨All Tiger Keidran who are raised among their kinfolk are exceptionally well trained for battle, specializing in long weapons. All Tiger Keidran automatically receive Weapon Proficiency and Weapon Focus with a Polearm of their choice, so long as they were raised among their kinfolk (other Tiger Keidran).
¨Favored Class: Fighter

Fox: All Fox Keidran have the following racial adjustments, in addition to the above:
¨+2 Dex, -2 Con
¨Fox Keidran are exceptionally good at sneaking around and hiding. All Fox Keidran receive a +2 bonus on all Hide and Move Silently checks.
¨Favored Class: Rogue

Cheetah: All Cheetah Keidran have the following racial adjustments, in addition to the above:
¨+2 Con, -2 Wis
¨Sprint: All Cheetah Keidran can move at up to 8 times their normal move speed for a number of rounds equal to their Con modifier. After running in this way, they are exhausted.
¨Favored Class: Barbarian.

Canine: All Canine Keidran have the following racial adjustments, in addition to the above:
¨+2 Wis, -2 Int
¨+2 on all Diplomacy checks made with non-Keidran. This benefit augments, but does not completely replace, the normal penalty on Cha-based checks Keidran have with non-Keidran (meaning a Canine Keidran suffers a -2 on all Cha based checks with non-Keidran, except Diplomacy, which is a +2).

Lion: All Lion Keidran have the following racial adjustments, in addition to the ones listed above.
¨+2 Str, -2 Dex
¨Roar (Ex): As a full-round action, a lion Keidran may let loose a mighty roar. All creatures within 10 feet of a Lion Keidran using it's Roar ability must make a Will Save (DC 10+Con mod+1/2 the Lion's HD), or become stunned for 1 round. This is a sonic ability.

Lord Tataraus
2008-05-26, 10:18 AM
Bastin looks pretty solid, no complaints on that one. As for the Kiedren, that's another solid LA +1 race, if you want it to be LA +0 you need to fix a few red flags.
Scent is never a LA +0 feature unless it is balanced with decent drawbacks.
40ft movement speed needs drawbacks to balance it out, as a good example, look at Koblods and Goblins, both have 10ft higher than normal movement speed.
Natural attacks are more powerful than most realize, stick with the claws and ditch the bite or visa versa, don't keep both.
The feral state is effectively a water-downed version of the frenzied barbarian's ability. It is extremely powerful as a racial ability, you have removed the need for the diehard feat. In and of itself it is ok, but it is not a drawback at all.

In summary, you need drawbacks, the Kiedran have none so either scrap abilities, add drawbacks, or both. Another option is racial feats, things like scent and the natural attacks could be moved into feats.

BizzaroStormy
2008-05-27, 01:49 PM
It really depends on what you consider a drawback. Depending on how you deal with food in your campaign, the carnivorous thing could be pretty bad. For example, if you're caught in the woods without food, you wouldn't be able to eat berries or something like that. You would have to find, kill, and if your DM is anal about diseases, cook an animal.

I can see why a bite attack would be too much even though most people would have a weapon anyway or monk unarmed strike damage would be higher.

I think adding a fortitude save to stay conscious long enough to go feral would balance it out.

The CHA penalty, heat, and low alcohol tolerance, although uncommonly used, could still prove to be significant drawbacks so long as your game isn't pure hack n' slash.

Ill take out the bit but i'd like to get more input before making any more changes.