Khatoblepas
2008-06-03, 03:11 PM
For my campaign setting, I need to create races and prestige classes to flesh out the world with. I decided to start with the Azcatian gnolls, as that's where the players in my current players are in the world, Azcatia. I'm good for the fluff, but it's included for completeness. What I really want help with... is the crunch. Thankyou anyone who looks. :)
AZCATIAN GNOLL
"'ey, I an I's no fool, seen? I's witnessed before the world ended. Shining cities, Magic energy ev'rywhere. Look where we ares now!"
Azcatian Gnolls are approximately 5'7 in height and weigh around 140lbs, with the females being larger than the males. These gnolls outwardly resemble regular gnolls, but with a major difference - their fur is marked all over with very fine markings. These markings are a side-effect of being imbued with psionic energy, but are also a receptacle for spare power points. Inwardly, these gnolls are a completely different species to regular gnolls. Not only do they have innate psionic talent, but their whole body requires psionic energy to live, just as humans need clean air. Without it, they slowly become sickly. This is mostly taken from their own store of psionic energy, but azcatian gnolls also like to feed on other sources, such as the power point store of other creatures. Azcatian gnolls can sap the minds of willing or unwilling psions, draining them of their energy. This is seen as scavenging behavior by other races' standards, but to Azcatian Gnolls, it's what they do.
Azcatian Gnolls love Psionic items. They just cannot get enough of them - leading them to horde broken or trivial psionic trinkets from an age long past. If they see something they feel comfortable around, they will most likely take it - but this is a habit they can surpress, that is, they aren't compelled to do it, but feel that urge anyway (unlike some races, they have been conditioned to feel comfortable, but years of racial training stops them from being kleptomaniacs).
AZCATIAN GNOLL RACIAL TRAITS
· Constitution +2, Intelligence +2, Wisdom -2, Charisma +2.
· Size Medium.
· A gnoll’s base land speed is 30 feet.
· Darkvision out to 60 feet.
· Detect Psionics at will
· Psimosis (Su): As a standard action, a gnoll can steal a number of power points equal to it's charisma modifier (or 1, whichever is higher) from a creature it touches. A successful Will save (DC10+1/2HD+cha mod) negates the theft. Power points stolen in this manner persist for 1 round, then fade away. They cannot be used to replenish the gnoll's power point supply. Charged psionic items can also be drained in this manner, giving the gnoll temporary power points equal to (2x Power Level -1). Only one charge per item can be drained per day, however, as gnolls find this taxing on their stamina.
· Racial Hit Dice: A gnoll begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
· Racial Skills: A gnoll’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Knowledge (Psionics), Listen, Spot, Psicraft.
· A gnoll manifests as a 2nd level Psion. It has no favored discipline, which means it cannot take discipline powers unless it takes a level in Psion.
· Racial Feats: A gnoll’s monstrous humanoid levels give it one feat.
· Automatic Languages: Gnoll, Azcatian. Bonus Languages: Common, Ancient.
· Favored Class: Psion.
· Level adjustment +2.
STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4 years
Bard, Fighter, Paladin, Ranger: +1d8 years
Cleric, Druid, Monk, Wizard: +1d10 years
AGING EFFECTS
Middle Age: 56
Old: 95
Venerable: 120
Maximum Age: +2d12
.
HEIGHT AND WEIGHT
Base Length: 5' 0"
Length Modifier: +2d6"
Base Weight: 90lbs
Weight Modifier: x2d6lbs
AZCATIAN GNOLL CHARACTERS
Most Azcatian Gnolls become psions, and are most likely to choose Nomad as their specialisation, due to their wanderlust and to make travelling easier.
Adventuring Race: Azcatian Gnolls adventure purely to seek psionic items. With their innate ability to detect psionics, the gnolls are easily integrated into parties as a "divining rod" of sorts. As well as their natural ability to manifest and their strength makes them the perfect backup manifester. However, their lust for psionic items (which they feed off to sustain their psionic ability) often leads them into trouble. Gnolls also have an innate discomfort when staying in one place for more than a short while, as their ancestors, the real gnolls, were also nomadic.
Character Development: Give suggestions for making a character with this race.
Character Names: Azcatian Gnolls usually name themselves, quite strangely, after arcane spells, and siblings might share the same line of spells as names, or name themselves differently based on how they view themselves. As well as an arcane spell name, they also have personal names their parents give them. These names are very much the same as regular gnoll names, but aren't as commonly spread. Usually, a gnoll is outwardly known by his spell name.
ROLEPLAYING A AZCATIAN GNOLL
Azcatian Gnolls are natural psions, so most try to augment their talents, but some branch off, becoming Psychic Warriors or Warminds instead. Being natural wanderers, they dislike being in one place for long periods of time.
Personality: An Azcatian gnoll is usually very docile and much less violent than their primitive ancestors, They are placated by psionic energy, and a lack of it will make them touchy and edgy, as if they were going through withdrawal. Natural wanderers, azcatian gnolls will try to gravitate towards places with the most ambient psionic energy. As well as being wanderers, Azcatian gnolls are incredibly superstitious, believing that karma will get them if they do not balance the scales so it is not against them. Thus, for every evil act they do, however unintentionally, they try to at least do something for someone else that is beneficial to them - though that person in some vile individuals is themselves.
Behaviors: Azcatian Gnoll behavior is quite different from human behavior, as they have an artificial society based on the presence of psionic energy. The more gnolls around, the greater the resonance. This means that gnolls are likely to stick together. Strange habits, such as licking items, can be explained by the activation of their innate abilities. They have psionics-sensitive sensors on their tongues, and this behavior also marks the item as the gnoll's own. Azcatian gnolls never linger in places without psionic energy, such as The Waste - in fact, they try to avoid them at all costs, but if there is a promise of a greater prize, they will not think twice about it.
Language: The gnollic language is the same as a regular gnoll, however, the dialect is slightly skewed towards the other native language, Azcatian. Gnolls have trouble pronouncing certain words (ones with too many esses, for example), and will avoid them at all costs, or skimp on their speech when saying that word.
AZCATIAN GNOLL SOCIETY
Azcatian Gnolls are a thoroughly artificial race, created by infusing regular gnolls with psionic energy to create super soldiers for a war long ago. As a result, their society is likewise artificial, conditioned to make them ready for war at any time. Without a war to fight, Azcatian Gnolls are incredibly docile, content to travel from place to place searching for abandoned psionic trinkets to sate their lust for psionic power.
Alignment : Azcatian Gnolls have no set alignment, though they are most commonly neutral in terms of morality, not bothering with the absolute good and evil in the world. Being a regimented and artificial race, they naturally follow orders and as a result, are more lawful than the average human.
Lands : Azcatian Gnolls live in the country of Azcatia, and very rarely leave the high-psionic fields there.
Settlements : Azcatian Gnolls do not make villages - they cart themselves around in elaborate caravans, full of all their belongings. Usually, Azcatian Gnolls travel in parties of around twenty to thirty. This is intimidating to those who want to keep their psionic possessions if the gnolls are less than courteous about their excavations.
Beliefs : Gnolls have no official religion and there are no gods specifically dedicated to azcatian gnolls. After the Blackspire Incident, there developed a cult of mostly Azcatian Gnolls, dedicating themselves to Skepsis, the God Machine. These are a highly secretive creed, however.
AZCATIAN GNOLL FEATS
Cognizise Markings [racial]
Your markings can store power points just like a cognizance crystal can.
Prerequisites: psimosis, Manifester Level 1st
Benefit: When you steal power points, you can store them inside your markings to save them for later. This allows you to store power points equal to your character level -2 (minimum 1) just like a cognizance crystal. You may cast psionic powers from this pool seperately from your normal pool, just like a regular cognizance crystal, except it only replenishes when you steal power points with your psimosis ability.
Normal: Stolen power points only persist for 1 round.
Disciplined Manifester [racial]
You have a talent for a certain discipline of psionics.
Prerequisites: Azcatian Gnoll, can only be taken at character level 1st
Benefit: You gain access to a single psionic discipline with your racial manifesting. You gain a +2 bonus on Psicraft checks made to identify, manifest from a power stone etc to do with that discipline. After this choice has been made, any levels you take in psion must be the same as the discipline you chose.
Philosophical Manifester [racial]
You are more introspective than the average gnoll.
Prerequisites: Azcatian Gnoll, Wis 13, can only be taken at character level 1st
Benefit: You gain access to a single psionic mantle, being able to learn powers from it, and gaining the mantle's special ability. You gain another mantle at 8th level, and a third at 1th. The ability, if tied to Ardent level, uses your manifester level instead. Taking this feat means that you cannot choose a discipline to specialise in.
AZCATIAN GNOLL
"'ey, I an I's no fool, seen? I's witnessed before the world ended. Shining cities, Magic energy ev'rywhere. Look where we ares now!"
Azcatian Gnolls are approximately 5'7 in height and weigh around 140lbs, with the females being larger than the males. These gnolls outwardly resemble regular gnolls, but with a major difference - their fur is marked all over with very fine markings. These markings are a side-effect of being imbued with psionic energy, but are also a receptacle for spare power points. Inwardly, these gnolls are a completely different species to regular gnolls. Not only do they have innate psionic talent, but their whole body requires psionic energy to live, just as humans need clean air. Without it, they slowly become sickly. This is mostly taken from their own store of psionic energy, but azcatian gnolls also like to feed on other sources, such as the power point store of other creatures. Azcatian gnolls can sap the minds of willing or unwilling psions, draining them of their energy. This is seen as scavenging behavior by other races' standards, but to Azcatian Gnolls, it's what they do.
Azcatian Gnolls love Psionic items. They just cannot get enough of them - leading them to horde broken or trivial psionic trinkets from an age long past. If they see something they feel comfortable around, they will most likely take it - but this is a habit they can surpress, that is, they aren't compelled to do it, but feel that urge anyway (unlike some races, they have been conditioned to feel comfortable, but years of racial training stops them from being kleptomaniacs).
AZCATIAN GNOLL RACIAL TRAITS
· Constitution +2, Intelligence +2, Wisdom -2, Charisma +2.
· Size Medium.
· A gnoll’s base land speed is 30 feet.
· Darkvision out to 60 feet.
· Detect Psionics at will
· Psimosis (Su): As a standard action, a gnoll can steal a number of power points equal to it's charisma modifier (or 1, whichever is higher) from a creature it touches. A successful Will save (DC10+1/2HD+cha mod) negates the theft. Power points stolen in this manner persist for 1 round, then fade away. They cannot be used to replenish the gnoll's power point supply. Charged psionic items can also be drained in this manner, giving the gnoll temporary power points equal to (2x Power Level -1). Only one charge per item can be drained per day, however, as gnolls find this taxing on their stamina.
· Racial Hit Dice: A gnoll begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
· Racial Skills: A gnoll’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Knowledge (Psionics), Listen, Spot, Psicraft.
· A gnoll manifests as a 2nd level Psion. It has no favored discipline, which means it cannot take discipline powers unless it takes a level in Psion.
· Racial Feats: A gnoll’s monstrous humanoid levels give it one feat.
· Automatic Languages: Gnoll, Azcatian. Bonus Languages: Common, Ancient.
· Favored Class: Psion.
· Level adjustment +2.
STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4 years
Bard, Fighter, Paladin, Ranger: +1d8 years
Cleric, Druid, Monk, Wizard: +1d10 years
AGING EFFECTS
Middle Age: 56
Old: 95
Venerable: 120
Maximum Age: +2d12
.
HEIGHT AND WEIGHT
Base Length: 5' 0"
Length Modifier: +2d6"
Base Weight: 90lbs
Weight Modifier: x2d6lbs
AZCATIAN GNOLL CHARACTERS
Most Azcatian Gnolls become psions, and are most likely to choose Nomad as their specialisation, due to their wanderlust and to make travelling easier.
Adventuring Race: Azcatian Gnolls adventure purely to seek psionic items. With their innate ability to detect psionics, the gnolls are easily integrated into parties as a "divining rod" of sorts. As well as their natural ability to manifest and their strength makes them the perfect backup manifester. However, their lust for psionic items (which they feed off to sustain their psionic ability) often leads them into trouble. Gnolls also have an innate discomfort when staying in one place for more than a short while, as their ancestors, the real gnolls, were also nomadic.
Character Development: Give suggestions for making a character with this race.
Character Names: Azcatian Gnolls usually name themselves, quite strangely, after arcane spells, and siblings might share the same line of spells as names, or name themselves differently based on how they view themselves. As well as an arcane spell name, they also have personal names their parents give them. These names are very much the same as regular gnoll names, but aren't as commonly spread. Usually, a gnoll is outwardly known by his spell name.
ROLEPLAYING A AZCATIAN GNOLL
Azcatian Gnolls are natural psions, so most try to augment their talents, but some branch off, becoming Psychic Warriors or Warminds instead. Being natural wanderers, they dislike being in one place for long periods of time.
Personality: An Azcatian gnoll is usually very docile and much less violent than their primitive ancestors, They are placated by psionic energy, and a lack of it will make them touchy and edgy, as if they were going through withdrawal. Natural wanderers, azcatian gnolls will try to gravitate towards places with the most ambient psionic energy. As well as being wanderers, Azcatian gnolls are incredibly superstitious, believing that karma will get them if they do not balance the scales so it is not against them. Thus, for every evil act they do, however unintentionally, they try to at least do something for someone else that is beneficial to them - though that person in some vile individuals is themselves.
Behaviors: Azcatian Gnoll behavior is quite different from human behavior, as they have an artificial society based on the presence of psionic energy. The more gnolls around, the greater the resonance. This means that gnolls are likely to stick together. Strange habits, such as licking items, can be explained by the activation of their innate abilities. They have psionics-sensitive sensors on their tongues, and this behavior also marks the item as the gnoll's own. Azcatian gnolls never linger in places without psionic energy, such as The Waste - in fact, they try to avoid them at all costs, but if there is a promise of a greater prize, they will not think twice about it.
Language: The gnollic language is the same as a regular gnoll, however, the dialect is slightly skewed towards the other native language, Azcatian. Gnolls have trouble pronouncing certain words (ones with too many esses, for example), and will avoid them at all costs, or skimp on their speech when saying that word.
AZCATIAN GNOLL SOCIETY
Azcatian Gnolls are a thoroughly artificial race, created by infusing regular gnolls with psionic energy to create super soldiers for a war long ago. As a result, their society is likewise artificial, conditioned to make them ready for war at any time. Without a war to fight, Azcatian Gnolls are incredibly docile, content to travel from place to place searching for abandoned psionic trinkets to sate their lust for psionic power.
Alignment : Azcatian Gnolls have no set alignment, though they are most commonly neutral in terms of morality, not bothering with the absolute good and evil in the world. Being a regimented and artificial race, they naturally follow orders and as a result, are more lawful than the average human.
Lands : Azcatian Gnolls live in the country of Azcatia, and very rarely leave the high-psionic fields there.
Settlements : Azcatian Gnolls do not make villages - they cart themselves around in elaborate caravans, full of all their belongings. Usually, Azcatian Gnolls travel in parties of around twenty to thirty. This is intimidating to those who want to keep their psionic possessions if the gnolls are less than courteous about their excavations.
Beliefs : Gnolls have no official religion and there are no gods specifically dedicated to azcatian gnolls. After the Blackspire Incident, there developed a cult of mostly Azcatian Gnolls, dedicating themselves to Skepsis, the God Machine. These are a highly secretive creed, however.
AZCATIAN GNOLL FEATS
Cognizise Markings [racial]
Your markings can store power points just like a cognizance crystal can.
Prerequisites: psimosis, Manifester Level 1st
Benefit: When you steal power points, you can store them inside your markings to save them for later. This allows you to store power points equal to your character level -2 (minimum 1) just like a cognizance crystal. You may cast psionic powers from this pool seperately from your normal pool, just like a regular cognizance crystal, except it only replenishes when you steal power points with your psimosis ability.
Normal: Stolen power points only persist for 1 round.
Disciplined Manifester [racial]
You have a talent for a certain discipline of psionics.
Prerequisites: Azcatian Gnoll, can only be taken at character level 1st
Benefit: You gain access to a single psionic discipline with your racial manifesting. You gain a +2 bonus on Psicraft checks made to identify, manifest from a power stone etc to do with that discipline. After this choice has been made, any levels you take in psion must be the same as the discipline you chose.
Philosophical Manifester [racial]
You are more introspective than the average gnoll.
Prerequisites: Azcatian Gnoll, Wis 13, can only be taken at character level 1st
Benefit: You gain access to a single psionic mantle, being able to learn powers from it, and gaining the mantle's special ability. You gain another mantle at 8th level, and a third at 1th. The ability, if tied to Ardent level, uses your manifester level instead. Taking this feat means that you cannot choose a discipline to specialise in.