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  1. - Top - End - #1
    Dwarf in the Playground
     
    Sitri's Avatar

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    Aug 2009

    Default Simialus Race PEACH



    Simialus

    The Simialus are species of advanced, ape-like creatures with tribal cultures. Most males in the tribe are hunters and gatherers, while females tend to the young. Simialus willingly leave the tribe to die alone once they can no longer perform their duties due to age or infirmary. This normally comes much later in life for the Elder and Shaman of the Tribe. These two titles, almost exclusively held by males, involve giving direction to the rest of the tribe which is typically upheld quite slavishly. While Simialus may wear clothing for utility or ceremonial decoration, most find the idea of modesty quite reprehensible. As such, most will only wear things such as back packs, necklaces, and forearm or shin coverings. This makes it hard for many Simialus to integrate into towns where other people find their exposure off-putting. Simialus who find themselves without a tribe sometimes make compromises on this front. The subraces within Simialus represent deviations largely cultivated within the race more than any real genetically predisposed state. While parents tend to give birth to children like them, that identity is not certain.

    Ability Score Increase. Simialus are extremely hardy creatures. Your Constitution score increases by 2.

    Age. You reach adulthood at 5 years and only live until about 40 years.

    Physical Appearance. Simialus appear as apish creatures that cut, style, and dye the hair on their heads, face and back. Tribal identity typically influences these alterations.

    Alignment. Simialus typically favor Lawful alignments, as it is necessary to maintain the cohesiveness of their tribes.

    Size. You are a medium creature.

    Movement. Your base movement speed is 35’ while unarmored. If wearing armor, your movement is reduced to 30.

    Of the Trees. For any surface which you can get a reasonable grip, such as a tree or a rocky cliff, you can climb at your normal movement speed without making checks.

    Natural Armor. Your skin is very thick and tough. When unarmored, your AC is equal to 10 + your natural armor bonus + your dexterity modifier.

    Languages. You speak common and Simialaus

    Ambusher subrace

    Ability Score Increase.
    Ambushers are the most agile of the tribe. Your Dexterity score increases by 1.

    Skills. You have proficiency in the Stealth and Slight of Hand skills.

    Agile Feet. Your feet are developed to the point they can perform many of the functions of hands. You can use your feet to make an unarmed attack or attack with a dagger; you are proficient with these attacks. Once per turn when you use this ability, you may make a Slight of Hand check vs. the target’s passive perception. If you succeed, you get advantage on that attack. This ability does not grant you any extra attacks per round. You cannot use this ability if you are wearing footwear.

    Hunter subrace

    Ability Score Increase. Hunters are the strongest of the tribe. Your Strength score increases by 1.

    Skills. You have proficiency in the Athletics and Survival skills.

    Mighty Appendages. Your unarmed attacks deal 1d6+STR damage. Your feet can also be used to make an unarmed attack; you are proficient with this attack. Additionally, you have advantage on all grapple checks. You cannot use this ability if you are wearing footwear.

    Cultist subrace

    Ability Score Increase. Cultists aspire to be the Shaman of the tribe. Your Wisdom score increases by 1.

    Skills. You have proficiency in the History and Religion skills.

    Innate Magic. You know the Druidcraft cantrip. When you reach 3rd level, you know one first level ritual of your choice. When you reach 5th level, you know one second level ritual of your choice. Wisdom is your spellcasting ability for these spells. You must use material components to complete these rituals. You know these rituals from oral tradition and experimentation; they do not exist in any written form for you.

  2. - Top - End - #2
    Barbarian in the Playground
     
    thoroughlyS's Avatar

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    Jul 2012
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    Sinus Concordiae, Selene
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    Default Re: Simialus Race PEACH

    Spoiler: Simialus
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    Quote Originally Posted by Sitri View Post
    Movement. Your base movement speed is 35’ while unarmored. If wearing armor, your movement is reduced to 30.
    Spoiler: Heavy Armor
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    Heavy Armor: Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

    This isn't how heavy armor normally works. Is that an intentional part of the race? If so, does the speed reduction only happen if the Simialus doesn't meet the Strength prerequisite?
    Quote Originally Posted by Sitri
    Of the Trees. For any surface which you can get a reasonable grip, such as a tree or a rocky cliff, you can climb at your normal movement speed without making checks.
    Spoiler: Climb Speed
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    Quote Originally Posted by Monster Manual p.8
    CLIMB A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb.

    So they get a climb speed?
    Quote Originally Posted by Sitri
    Natural Armor. Your skin is very thick and tough. When unarmored, your AC is equal to 10 + your natural armor bonus + your dexterity modifier.
    But what is their natural armor bonus? It isn't listed anywhere. Also I'd just raise their base armor value. 12 + DEX while unarmored instead of 10 + NA + DEX. This is also really good for Monks and Barbarians.

    Spoiler: Ambusher
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    Quote Originally Posted by Sitri
    Skills. You have proficiency in the Stealth and Slight of Hand skills.
    Giving proficiency to skills is more valuable in NEXT than it was in 3.5 or Pathfinder. Of the 9 Core races:
    The Elf and Half-Orc give proficiency in one specific skill.
    The Variant Human gives proficiency in any one skill (as 1/3 of its racial abilities).
    And the Half-Elf is the only race to give proficiency in two skills (as like 2/3 of its racial abilities).
    Perhaps give circumstantial proficiencies like the Dwarf's Stonecunning? Or just proficiency with one skill.
    Quote Originally Posted by Sitri
    Agile Feet. Your feet are developed to the point they can perform many of the functions of hands. You can use your feet to make an unarmed attack or attack with a dagger; you are proficient with these attacks. Once per turn when you use this ability, you may make a Slight of Hand check vs. the target’s passive perception. If you succeed, you get advantage on that attack. This ability does not grant you any extra attacks per round. You cannot use this ability if you are wearing footwear.
    This is really strong because you can give yourself advantage on an attack with no action cost. This is strictly better than making (Stealth) checks, even as a Rogue. Does this automatically grant proficiency with Daggers?

    Spoiler: Hunter
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    Quote Originally Posted by Sitri
    Skills. You have proficiency in the Athletics and Survival skills.
    Same as above.
    Quote Originally Posted by Sitri
    Mighty Appendages. Your unarmed attacks deal 1d6+STR damage. Your feet can also be used to make an unarmed attack; you are proficient with this attack. Additionally, you have advantage on all grapple checks. You cannot use this ability if you are wearing footwear.
    This is too front loaded. Strictly better than a Monk's Martial Arts at early levels, near worthless by mid-game.

    Spoiler: Cultist
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    Quote Originally Posted by Sitri
    Skills. You have proficiency in the History and Religion skills.
    Same as above.
    Quote Originally Posted by Sitri
    Innate Magic. You know the Druidcraft cantrip. When you reach 3rd level, you know one first level ritual of your choice. When you reach 5th level, you know one second level ritual of your choice. Wisdom is your spellcasting ability for these spells. You must use material components to complete these rituals. You know these rituals from oral tradition and experimentation; they do not exist in any written form for you.
    I like this, but am slightly apprehensive of allowing any ritual instead of a specific one.
    Last edited by thoroughlyS; 2016-01-04 at 07:21 PM.
    Goblin in the Playground

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  3. - Top - End - #3
    Titan in the Playground
     
    Ninja_Prawn's Avatar

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    May 2015
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    UK

    Default Re: Simialus Race PEACH

    At first blush, this race looks like it's got too many features. I'd drop the unarmoured movement; it doesn't feel right as a racial feature. I'd also cut a skill from each of the subraces because skill proficiencies are kind of boring and players get enough of those anyway. You need to specify what the natural armour is. I agree that 12+Dex is fair and achievable without having to cut anything else (and it doesn't unbalance monks and barbarians).

    And re-word the climb speed into a straightforward climb speed, for Björk's sake.
    Lydia Seaspray by Oneris!

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  4. - Top - End - #4
    Dwarf in the Playground
     
    Sitri's Avatar

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    Aug 2009

    Default Re: Simialus Race PEACH

    Thank you for the input. This race does have some problems you pointed out. Of the three I made, I cut this one from my new game. Perhaps I will revisit at a layer date and make adjustments based on suggestions. Thank you.
    Spoiler: 5e Homebrew Stuff
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