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    Default The Nereen (Race)

    Nereen

    Non-elemental:
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    Personality: Nereen are a diverse race, like humans nereen are very curious, inquisitive, and free spirited. All nereen have a fascination with magic to some degree. Nereen are forgetful, though they don't mean to be, so they often take notes of everything. New places, new people, a nereen will write about them all. While they are not all compulsively writing things down every second, its very common to see a nereen's library have a large section dedicated completely to their journals they keep as they live out their long lives until the day they die of unnatural causes or accident.
    Nereen are very respectful of death, appreciative of how death looks the other way as they age. When a Nere dies, every nereen city or establishment within 200miles pays its respects in an hour of silence during the funeral service.
    Nereen females are particularly regarded as special. There is only one female nereen for every fifty males. When a female dies, its considered a particularly sad day. The close families and friends usually spend the year in mourning in the city where she was buried. Notable males receive the same treatment. And notable females can have mourning ceremonies that last a decade. What is a decade to the ageless nereen compared to the lost life of one of their own?
    The nereen culture is run by a matriarchy, as females are more intellectually inclined and trusted to make the best decisions for their people. They are many times more likely to retain leveled heads and seek options that have the most positive outcome, while male nereen are more likely to look for the most direct options that usually result in complications and loss.

    Physical Description: Nereen females are small. Very short, but they are proportioned just as if they were a tall human. Just kicked down a scale.
    Males are of normal height for a humanoid and are even considered tall. Many male nereen find themselves unable to mate due to their size difference (Male nereen are close to Large size, while some females can be on the small side of small, average Small at best), further limiting reproduction of the ageless race as there are so fewer females to begin with.
    Nereen have skin tones of cool colors, blues, purples, and dark greens can be found among their species and its not uncommon for nereen to be born with alternate colored markings. Nereen hair colors vary from yellows, greens, blues, purples, pinks, and whites while they also possess a pair of horns of which the design appears different for everyone- as unique as fingerprints but never too large, female horns are usually pointed backwards and rarely useful in a fight, but male horns can grow large. Eye colors are most commonly very yellow or gold, but red and vibrant green colors are also common.
    Unique descriptions for females:
    Water: Water nereen tend to have softer, more malleable bodies. Water nereen therefore are the most commonly seen with young, or with mates. They are more likely to have a coloration closer to blue. They share most of the same characteristics of Nymphs, save for their coloration.
    Fire: Fire nerreen tend to have warmer average body temperatures then normal and are more likely to have a coloration closer to red. They share many of the same characteristics with Succubi.
    Air: Air nerreen are always lighter. After rolling weight, minus 20 from the result. They share many of the same characteristics of Elves.
    Stone: Stone nereen have tougher bodies. They are less soft and squishy, the opposite of water nereen. They aren't as likely to find fitting mates.no pun intended. They share many of the same characteristics with Dryads.

    Relations: Nereen keep to their own race most of the time, most other races don't often see a Nere. They are elven in nature, and identify best with other elves. Most races, however, are seen as more violent or unpredictable. So only individual nereen mingle at times, usually under disguise, to satisfy curiosity. Nereen literature is dominated by autobiographies of nereen who venture out and explore alternate cultures. The current best selling book is one about a nereen who entered drow society, and how they were so similar yet vastly different.

    Alignment: Nereen are almost always neutral in their alignment, they take little stance in good vs evil or even law vs chaos. They make decisions based on the rule of the greater good. What ever costs the least amount of casualty is usually the way for a nere to go, regardless of the actual morality the action would fall under.
    They don't have a moral mind set, and typically think that if it makes them happy, and it makes others happy, the action is definitely good. If it makes them unhappy, they wont do it unless it would make an appropriate amount of others happy. Nereen usually avoid any action that would harm others, but if harming one person would end the harm they caused to many others, a Nere judges the action to be good.

    Nere Lands: Nereen live in their own plane that is heavily dominated by the four major elements. Their lands are truly magical. On the material plane, hippies usually hug nature. On Nerevass, the Nereen hug magic. Their cities are a perfect union between the artificial and the arcane. The elements support the cities and the cities support the elements.
    Flora and Faunta aren't normally organic. Instead there are features that are reminiscent of material plane counterparts. Stone trees, fiery grass, water grouped together to form lakes that can look like a mountain or sheer cliff. The four elements equally take up their share of different features, even features of the other elements- such as a river of cloud or rapid air currents or clouds composed of bundled flames.

    Religion: Nereen do not have a religion. They do not know what gods or goddesses are out there for them, and they do not know what happens when they die. Such is left to speculation. Common belief for the romantics is that the female and her mates bond together to become a new more powerful elemental being living somewhere in the female's elemental plane.

    Language: There are four primary languages the nereen speak. All female nereen automatically learn the language of their element from birth. Cities that are primarily served by a specific element usually speak that elemental language. All nereen strive to learn all four languages as they age, until by the time they reach Maturation for their age they know all four enough to communicate with any of the four elementals.

    Adventurers: Adventuring is natural for a nereen. Their curiosity, and urge to explore new places pushes them to explore. When they adventure, they usually keep a large reserve of plank books and writing utensils so they can log their journeys. An adventuring nere will do many things for the sake of doing them at least once. A nereen adventurer can find themselves hard pressed to say no to a new experience.


    Nere Racial Traits:
    Female: +4 to Int, Wis, or Cha, or +2 to two. -2 Str, -2 Con Male: +4 to Str, Dex, or Con, or +2 to two. -2 Wis, -2 Int
    Nereen females are smaller, and are wiser, learn easier, and are enjoyable to be around. Nereen males are stronger built then most races, quicker, and more efficiently built.
    Fey
    Small/Medium: A male Nereen is Medium and has no benefit or penalty due to size. Females are small, and as a Small creature, a nereen gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
    Nere base land speed is 30 feet
    Fueled by Magic: Nereen run off pure magical energy, they do not need to eat, sleep, breath, and are immune to sleep, fatigue, and exhaustion effects. They need only remain in one 15x15ft area for 4 hours to replenish abilities that usually take 8 hours of rest to reset. However, she is automatically exhausted in areas where there is no magic such as in an antimagic field. Nereen randomly stop aging when they reach physical maturity, that is, the age they can start to reproduce. It is rare to see a Nere who looks older then 30, while the youngest one can look is 12. Though its rare to see a Nere who stops aging at 12, thats just when the random age block kicks into effect. The male nereen don't start the random age block until 16.
    (Female) Arcane Sight: The female nereen all have arcane sight, as the spell. This can be used to see in total darkness as if it was not there. However, when in magical darkness you are still blinded. Instead of seeing black, you just see whatever color the magical darkness appears to register as to your magic-sensing sight.
    (Male) Detect Thoughts: Male nereen have the ability to detect the surface thoughts of others, as the detect thoughts spell. They can use this at will. But whenever it is active, they receive a -4 to will saves against mind-effecting effects and can be effected by any language dependant spell even if he would normally not be. If an enemy would be subject to your detect thoughts, if they succeed on their will save they automatically know someone tried to invade their mind, and know your location.
    Spell Resistance: A Nere has spell resistance equal to 8+Class levels. This Spell resistance increases to 11+class levels at lvl 10, and to 15+ class levels at 20.
    Weapon Proficiency: Nereen are proficient with daggers and shortbows, while males are proficient with shortswords and longbows.
    (female) Arcane Bond: Nereen have a close connection to magic energies. They have a direct affinity towards one in particular that the Nereen refer to as their "Guide". At level one, choose a school of magic. You gain +2 to your caster level, and a +1 to the DC for all spells of that school.
    (female) Elemental Bond: Nereen females are connected with a particular element. Using Elemental Bond is a free action to suppress or resume.
    Females gain fast healing equal to their class levels when in their element (When at least 15ft off the ground for Air, when touching fire or in a burning room for fire, when underground for earth, and when submerged at least halfway in water for water).
    A nere in elemental form always has at least 10+1/2 their levels as energy resistance to that element.
    Females gain the elemental type when in their elemental form.
    Whenever a female is hit with the element they are vulnerable to, taking damage at least equal to half their character level in it, they are forced into their normal form for 1d6 rounds.
    • Water: Gain the [Water] Subtype. Your body appears to be made out of water. You gain a swim speed equal to your land speed, and can move in water without making checks. You can breath in water as well as in air. You become Vulnerable to Electric damage, as the charge fills your waters.
    • Fire: Gain the [Fire] Subtype. Your body appears to be made of condensed flame. You gain a climb speed equal to your land speed. You gain immunity to falling damage. But vulnerability to cold, which means you takes half again as much (+50%) damage as normal from cold, as the chill stifles your flame.
    • Air: Gain the [Air] Subtype. Your body appears to be made of gathered winds. You gain a fly speed equal to half your land speed with clumsy maneuverability. You become vulnerable to Acid damage, as corrosive fumes taint your winds.
    • Stone: Gain the [Earth] Subtype. Your body appears to be made of compact dirt, or smooth stone. You gain a burrowing speed equal to half your land speed. You become vulnerable to Fire damage, as you become molten like lava.

    (Male) Uncanny Anatomy: Nereen males have bodies that are denser, and powerfully built. But while the females are more connected with arcane elements, the males are more connected with the flesh and as such don't have an elemental form- But their bodies themselves are more adapted to life.
    Males have a 50% chance to ignore critical hits. Males are immune to disease, poison, ability damage.
    (Male) Horns: A male nere has a pair of larger horns they can use to attack. The male nere can deal 1d6 damage with their horns, 1d12 if used on a charge.
    Skill Bonuses: Nereen have a +2 racial bonus to spellcraft checks, +2 racial bonus to decipher script, and a +2 diplomacy bonus when dealing with elementals, +5 when dealing with an elemental of the same type as your elemental bond.
    Automatic Languages: Common, Aquan, Terran, Ignan, Auran
    Bonus Languages: Any, particularly Draconic, Dwarven, and Elven.
    Favored Class: Sorcerer (Female), Males do not have a favored class.
    Level Adjustment: +3

    Nere Random Starting Ages
    {table=head]Adulthood|Simple|Moderate|Complex
    Special* |+4d12|+6d6|+10d12[/table]
    A nere is considered an adult whenever he or she stops aging.

    Nere Aging Effects
    {table=head]Middle Age|Old Age|Venerable|Maximume Age

    20 | 25 years| 30 years|+4d6 years[/table]
    *Note. This is comparative aging. Each age looks just like a human at that age, but in the scale of when Nereen usually stop aging its considered Middle/Old/Venerable. So a Middle Age Nere is 20, and looks 20, but is considered "Middle age" by Nere standards. Old age is when the Nere hasn't stopped aging yet but time keeps on passing, they are considered old at 30 because most do not age that long before they become ageless. Venerable is when the Nere is long passed overdue to stop aging. Maximum Age is when the Nere is reaching the end of the random age block window. The most a Nere can age would be 54 years old.
    This table has no benefits or penalties, except perhaps to Appearance if using the BoEF.

    Nere random Height and Weight
    {table=head]Gender|Base Height|Height Modifier|Base Weight|Weight Modifier

    Male| 6’11”|+2d6| 135 lb.|× (1d6) lb.

    Female|2’9”|+2d6| 60 lb.|× (1d6) lb.[/table]



    Nereen Racial Feats:
    Great Horns:
    prerequisite: Male Nere, BaB +3
    Especially large horns protrude from your head. Your horns deal 1d10 base damage, and 2d10 on a charge.

    Gender Trick:
    prerequisite: Nereen race.
    You can take either the Arcane Sight, if you are male, or the Detect Thoughts, if you are female.

    Arcane Bond:
    Prerequisite: Arcane Bond racial feature, caster level 10th
    Your arcane bond is heightened. You can cast metamagic enhanced spells of your bonded school at -1 the increase to spell level.

    Nere Nere Boost:
    Prerequisite: Nereen race
    You gain a +1 to one ability score that has already been increased by your racial ability modifier.
    Last edited by Cipher Stars; 2013-01-04 at 04:55 PM.

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    Bugbear in the Playground
     
    PirateGuy

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    Default Re: The Nereen (Race)

    Yes they have an LA, and a very high one at that.

    Huge stat bonuses, Fast healing, Quicker spell replenishment (This is pretty amazing btw), SR

    Elemental bond makes you immune to everything. Especially if you choose stone. Few people at 1st level can even do 11 damage so your DR mitigates all the damage and SR on top of it.

    Yeah. I'm not going to critique the rest just now. But this should have a huge LA

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    Default Re: The Nereen (Race)

    Quote Originally Posted by Mangles View Post
    Yes they have an LA, and a very high one at that.

    Huge stat bonuses, Fast healing, Quicker spell replenishment (This is pretty amazing btw), SR

    Elemental bond makes you immune to everything. Especially if you choose stone. Few people at 1st level can even do 11 damage so your DR mitigates all the damage and SR on top of it.

    Yeah. I'm not going to critique the rest just now. But this should have a huge LA

    So... what kind of LA are we talking about here?

    Edit;
    Also, the stat bonuses are huge o-0? +2?
    Last edited by Cipher Stars; 2012-06-06 at 06:53 PM.

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    Default Re: The Nereen (Race)

    Hmm, let's see. Net +6 or +4 to stats, fast healing, half-time spell slot recovery, blindsight, spell resistance, an absolutely obscene bonus to spell DCs, that elemental bond ability (which you have to explain more, by the way, because the way it is now you don't actually have a way to activate it) or 75% fortification plus powerful immunities and ability damage/drain regeneration, a natural weapon, needlessly large skill bonuses to three skills, and five automatic languages.

    This thing is very poorly designed, and LA is kind of arbitrary after about +2, so I can't give you an exact number, which is why I'm going to tell you to take a large scalpel to this thing and cut it down to maybe LA +1. You'll need to remove most of its abilities, and nerf the ones you leave in, though.

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    Default Re: The Nereen (Race)

    Quote Originally Posted by Lateral View Post
    This thing is very poorly designed
    That's never a nice thing to say... Why do so many people like saying that, I see that phrase too many times in this forum, and it is usually directed at race brews but not often directed at classes...
    I imagine a plenty of people get that comment and never try a race again.
    Try a nicer phrase next time (please).


    Expanding on the elemental bond, I was going to but it slipped my mind.
    I've refined the class some.
    To be honest, I wasn't ~that~ ready to post this yet. However, I had to run for a few minutes. I like it better with the new, small, changes.
    Last edited by Cipher Stars; 2012-06-06 at 07:13 PM.

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    Default Re: The Nereen (Race)

    LA+4

    and thats being generous.

    You can create ridonculous casters out of this, and in that regard it blows similar LA'ed races out of the water. And if you pick it with a non-caster something is just wrong with you.
    Last edited by Callous; 2012-06-06 at 07:39 PM.

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    Default Re: The Nereen (Race)

    Quote Originally Posted by Callous View Post
    LA+4

    and thats being generous.

    You can create ridonculous casters out of this, and in that regard it blows similar LA'ed races out of the water. And if you pick it with a non-caster something is just wrong with you.
    I forgot to add the Weaknesses.
    I've included weaknesses for each element, and a weakness to the male's uncanny anatomy.

    I'm also considering making Raise Dead and Resurrection ineffective on a Nere.
    Last edited by Cipher Stars; 2012-06-06 at 07:49 PM.

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    Default Re: The Nereen (Race)

    Still LA+4 , ridiculously minor 'weaknesses'

    I'd call them quirks if anything.

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    Default Re: The Nereen (Race)

    Quote Originally Posted by Callous View Post
    Still LA+4 , ridiculously minor 'weaknesses'

    I'd call them quirks if anything.
    Being completely open to a type(s) of spells, then taking twice its damage again is ridiculously minor?

    And what of not being able to resurrect short of True Resurrection?
    What about the inability to receive magical increase to abilities?

    I also added -2 to a save when in elemental form. Earth and Fire have a penalty to reflex saves while air and water have a penalty to will saves.
    Wondering whether or not reflex would be more appropriate for water and will for fire...
    Last edited by Cipher Stars; 2012-06-06 at 07:59 PM.

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    Default Re: The Nereen (Race)

    Don't get me wrong, I think it looks like a pretty cool race, but yeah, as things stand, it's way more powerful than other races.

    If I'm considering what would be a reasonable cost without being too weak, I'm going to say males would have LA +3, females LA +4. If I'm comparing to how LA are actually given out, it's probably more like males LA +4 or +5, females LA +6 or +7.

    If you're wanting LA +0/+1, I'd think it would look something like:

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    Stats: Reduce to a single +2 bonus (even this is fairly strong for 3.5, but fits fine in PF, I believe). Can be as given if LA +1.

    Fueled by Magic: Remove entirely, although noting that they "trance" as elves would be fine. If LA +1, you can probably leave in the no need food/water/sleep aspect, but not the rapid ability recovery.

    Blindsight: Replace with Blind Fight as a bonus feat.

    Spell Resistance: Replace with +2 on saves vs. spells.

    Weapon Proficiency: Fine as is.

    Arcane Bond: Reduce to +1 to caster level, +0 to DCs. Can be +1 to both if LA +1.

    Elemental Bond: Remove Regeneration aspect entirely. Reduce elemental abilities as follows, but remove the daily limit IF LA +1 (keep them if LA +0):
    -Water: Swim Speed = Land Speed +10, Cold Resistance 5.
    -Fire: Land Speed +10, Fire Resistance 5.
    -Air: Fly Speed = Half Land Speed, Electricity Resistance 5.
    -Earth: Burrow Speed = Half Land Speed, Acid Resistance 5.

    Uncanny Anatomy: Reduce to simply immunity to Disease OR Poison. Both if LA +1.

    Horns: Fine as is.

    Skill Bonuses: Fine as is.


    The first two feats look fine, but that Arcane Bond feat is a huge power boost. Metamagic reducers are very, very good.
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    Default Re: The Nereen (Race)

    I've edited the elemental bonds.
    It took so damned long because GitP gave me error after error in trying to post it.

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    Default Re: The Nereen (Race)

    Quote Originally Posted by Cipherthe3vil View Post
    That's never a nice thing to say... Why do so many people like saying that, I see that phrase too many times in this forum, and it is usually directed at race brews but not often directed at classes...
    I imagine a plenty of people get that comment and never try a race again.
    Try a nicer phrase next time (please).
    Sorry, Cipher, I wasn't trying to be rude, but it's a statement of fact. The problem is, giving a race huge bonuses and then penalties to counteract them isn't a balanced way to make a race- it'll be incredible for some builds, and useless for others, and you end up with most of the same balance problems as if it didn't have the drawbacks at all. Looking at what you have now:
    • Customizable stat bonuses, and large ones at that. Being customizable is a problem because it allows a character to simply pick whichever is most useful for them; for a Wizard, choosing the +4 to INT is a no-brainer, and carries exactly no penalties. Generally, for a race to be LA +0, the net modifier should be -2 to +2, usually +0.
    • Fueled by Magic is okay, in my mind, but mostly since the rest of your party will have to rest for eight hours anyway. It's basically a trance, so that's fine.
    • Blindsight 30. Nerf this. Now. Blindsight is an incredibly powerful ability, and this alone counts for about an LA and a half. Try an ability like the Dragonborn have with their Mind aspect, where they start out with good vision and gradually move up to more powerful senses.
    • SR. I personally, don't like SR on PCs, because it interferes with your allies' buffs. You can suppress it, but only as a standard action, which means it can be a pain in the ass. It also scales too well- at ECL 20, your SR is higher than any dragon. Even the great wyrms, which have CRs in the mid 20s.
    • Arcane Bond. Again, +4 to the DC? That's basically begging a specialist wizard to take this.
    • Elemental Bond is still too good. Regeneration bypassed by nothing when in their element (not that hard, especially for air) is still as strong as before, especially since it's not difficult to become immune to nonlethal damage, and then you're immune to damage while in the air. The abilities are toned down from before, which is good.
    • Uncanny Anatomy. Yeah, you get 75% fortification, plus a bunch of immunities and ability damage/drain healing. Do I need to explain why this is bad?
    • Horns are fine, and you reduced the skill bonuses, so those are fine now.
    • You still get an absolutely preposterous number of automatic languages for a PC race.


    Oh, and that Arcane Bond feat? Feats like Arcane Thesis, which lower the adjustment by one, are already very powerful, and you went and made a feat that cuts them in half.

    So, again, see: large scalpel.

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    Default Re: The Nereen (Race)

    Quote Originally Posted by Cipherthe3vil View Post
    That's never a nice thing to say... Why do so many people like saying that, I see that phrase too many times in this forum, and it is usually directed at race brews but not often directed at classes...
    I imagine a plenty of people get that comment and never try a race again.
    Try a nicer phrase next time (please).
    He didn't say you couldn't design well or that this couldn't be designed well. When posting on this forum, you have to be aware that most people will assume you want it to be evaluated and critiqued honestly (EACH, with the P in PEACH adding "please"). If something is poorly designed, someone is bound to say it. It might not be nice, but it's definitely honest, which is expected more than niceness here, as far as I'm aware (to a point, obviously).

    In other words, he has a point that the race, without a level adjustment, is way too powerful. Even with one, it's hard to tag a number to it because of its custom ability bonuses, custom movement bonuses (swim, flight, and burrow aren't on equal terms in most campaigns), and bonuses to spellcasting even for males, who are keyed more toward "warrior" classes.

    Then, even if you are able to accurately tab a level adjustment on the race, you're left with something with such a high level adjustment that very few people will play it because of 1. less class levels, 2. less hit points, and 3. DM bans. DMs are far more likely to ban something that's above LA +0/+1, in my experience.

    Though that last paragraph has little to do with the race itself, it's nice to keep in mind when creating a homebrew race if you want people to actually play it.
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    Default Re: The Nereen (Race)

    Another suggestion: you could leave it at LA 0 but give it RHD instead, and add savage species style progression. That makes it playable at low levels, and easier to compare against other PCs at the same ECL.
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    Default Re: The Nereen (Race)

    How is the regeneration a problem?

    Stone: Don't bury her...
    Air: Don't try to fly the body away somewhere...
    Fire: don't try to burn the body...
    Water: Don't try to sink the body...

    With flight especially, since the second she hits 0 she's down, possibly taking even more damage from falling. Then the only way to get her to regenerate is to somehow lift her back into the air.

    I edited Uncanny Anatomy before you posted, Lateral.

    I had a better idea then blindsight.

    Added compensating ability penalties.



    Zero:
    I thought about making them into a leveling racial class. I'm going to do it sooner or later.
    Last edited by Cipher Stars; 2012-06-06 at 09:21 PM.

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    Default Re: The Nereen (Race)

    I'm gonna make a race thats immune to Blunt, slashing and piercing damage.

    What? Just don't attack it with any kind of physical weapon *rolls eyes*

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    Default Re: The Nereen (Race)

    Quote Originally Posted by Callous View Post
    I'm gonna make a race thats immune to Blunt, slashing and piercing damage.

    What? Just don't attack it with any kind of physical weapon *rolls eyes*
    Where are Nereen immune to slashing piercing and blunt weapons... ? That was changed ages ago.

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    Default Re: The Nereen (Race)

    Put it this way, Cipher:

    Imagine you're making a character for whatever campaign. The DM includes the Nereen in the list of approved homebrews. How many of the players, do you think, would pick this race with a LA0? Or even LA1?

    My answer would be 'every single one', unless they were emphasizing their roleplaying over min/maxing.

    There's just too many advantages. What do humans get, by comparison? Some free skill points at first level and a bonus feat...
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    Default Re: The Nereen (Race)

    Quote Originally Posted by Cipherthe3vil View Post
    Added compensating ability penalties.
    What is the highest LA you are willing to give this race? And what would be your preferred LA?
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    Default Re: The Nereen (Race)

    The ability score adjustments are fine. They are fair and balanced, and will let you specialize in your chosen ability score while taking a fair penalty to two ability scores, with a very important one for both males and females (Every class needs Con, and a penalty to Wisdom definitely limits your options).

    I cannot think of a single LA 0 race that gets flight at 1st level, especially with Perfect maneuverability. If you want the race to be LA 0, give it a scaling flight ability. Start with glide, then flight for Con modifier rounds per day at level 6, then a fly speed at level 10, like raptorans.

    Arcane Bond is indeed too powerful. Either +1 to caster level or +1 to DC is enough. Look at gnomes and their illusions (and they don't get a bonus to either Int or Cha).

    Regeneration is also too much for an LA 0 race, period. Fast Healing should be enough.

    SR is a bit much. Remember that drow are LA +2, and SR is basically one of their only bonuses. Instead, I would say either a 5+level SR, or perhaps a +2 bonus on saves and touch AC versus spells and SLAs.

    The Automatic languages are all nice and flavorful. I like that part.

    Personally, I feel the Wu Jen (Complete Arcane) or Shugenja (Complete Divine) would be a better fit for the female's favored class than sorcerer. Wu jen and shugenja are both directly connected to the elements and have elemental spell lists, whereas the sorcerer can be elemental or can be a necromancer or an enchanter or whatever.

    Actually, now that I think about it, what if you made Arcane Bond more like Elemental Bond for females? Instead of "choose a school", choose a descriptor: [Fire], [Electricity], [Cold] or [Acid]. (Females must choose the same one as their elemental bond). +2 to caster level and +1 to DCs of spells you cast with this descriptor. I think that would be fine.

    Horns are fine, but you need to specify what type of damage they deal. (Piercing, slashing or bludgeoning).

    The skill bonuses are nice, though the bonus to Decipher Script came out of nowhere for me. I suppose it has to do with their natural curiosity or their intelligence, so it's fine. It's certainly not overpowered, it just seemed a bit random.

    The Arcane Bond feat is indeed too much. I would place this at a -1 adjustment, minimum of +1.

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    Default Re: The Nereen (Race)

    Quote Originally Posted by Boci View Post
    What is the highest LA you are willing to give this race? And what would be your preferred LA?
    +2

    Quote Originally Posted by NeoSeraphi View Post
    The ability score adjustments are fine. They are fair and balanced, and will let you specialize in your chosen ability score while taking a fair penalty to two ability scores, with a very important one for both males and females (Every class needs Con, and a penalty to Wisdom definitely limits your options).

    I cannot think of a single LA 0 race that gets flight at 1st level, especially with Perfect maneuverability. If you want the race to be LA 0, give it a scaling flight ability. Start with glide, then flight for Con modifier rounds per day at level 6, then a fly speed at level 10, like raptorans.
    Well its only a 15ft feet fly speed, it would be odd if they didn't have perfect maneuverability, especially when its fly speed derived from being directly connected to the element of Air.
    Arcane Bond is indeed too powerful. Either +1 to caster level or +1 to DC is enough. Look at gnomes and their illusions (and they don't get a bonus to either Int or Cha).

    Regeneration is also too much for an LA 0 race, period. Fast Healing should be enough.
    Its regeneration 1, only in specific environments...
    SR is a bit much. Remember that drow are LA +2, and SR is basically one of their only bonuses. Instead, I would say either a 5+level SR, or perhaps a +2 bonus on saves and touch AC versus spells and SLAs.

    The Automatic languages are all nice and flavorful. I like that part.

    Personally, I feel the Wu Jen (Complete Arcane) or Shugenja (Complete Divine) would be a better fit for the female's favored class than sorcerer. Wu jen and shugenja are both directly connected to the elements and have elemental spell lists, whereas the sorcerer can be elemental or can be a necromancer or an enchanter or whatever.

    Actually, now that I think about it, what if you made Arcane Bond more like Elemental Bond for females? Instead of "choose a school", choose a descriptor: [Fire], [Electricity], [Cold] or [Acid]. (Females must choose the same one as their elemental bond). +2 to caster level and +1 to DCs of spells you cast with this descriptor. I think that would be fine.
    I doubt most players know about Wu Jen or Shugenja :/ Though I guess anyone smart enough to come to Gitp for a homebrew race is smart enough to at least know how to find it.

    I made it +2 and +1, for females only. Best I can do in that regard. They're supposed to be magical, not just elemental.
    Horns are fine, but you need to specify what type of damage they deal. (Piercing, slashing or bludgeoning).

    The skill bonuses are nice, though the bonus to Decipher Script came out of nowhere for me. I suppose it has to do with their natural curiosity or their intelligence, so it's fine. It's certainly not overpowered, it just seemed a bit random.

    The Arcane Bond feat is indeed too much. I would place this at a -1 adjustment, minimum of +1.

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    Default Re: The Nereen (Race)

    Quote Originally Posted by Cipherthe3vil View Post
    Well its only a 15ft feet fly speed, it would be odd if they didn't have perfect maneuverability, especially when its fly speed derived from being directly connected to the element of Air.
    It should be a 10' fly speed. Base land speed for Small creature is 20', not 30'. Breaking away from that is only going to make your Nereens more powerful and harder to balance. 20' speed is another penalty that is intended to make up for the power boost that comes with being Small, and ignoring it is not a good idea. Only kobolds (who are very weak already and could use the boost) and whisper gnomes (I have no words. That race is just too powerful) have 30' speed as Small creatures.

    It's only regeneration 1, and only in specific environments
    Let me put it to you this way. At level 1, you have a sorcerer. The sorcerer is weak. She has d4 hit dice. But you can fly, so you do. You spend all day 30 feet in the air, pinging dudes with your crossbow. Most creatures at level 1 can't fly and don't have ranged weapons. And even if they do attack you, you don't take lethal damage.

    That's the benefit of regeneration, not the healing. It doesn't matter how little the healing is, what matters is "Hey guys, I can't take lethal damage from any source! No matter what you do to me, it can't kill me!" And you say "Only in specific environments", but the Air Nereen is just going to spend all day in flight anyway, so she will always have Regen 1.

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    Default Re: The Nereen (Race)

    Quote Originally Posted by NeoSeraphi View Post
    It should be a 10' fly speed. Base land speed for Small creature is 20', not 30'. Breaking away from that is only going to make your Nereens more powerful and harder to balance. 20' speed is another penalty that is intended to make up for the power boost that comes with being Small, and ignoring it is not a good idea. Only kobolds (who are very weak already and could use the boost) and whisper gnomes (I have no words. That race is just too powerful) have 30' speed as Small creatures.
    Yes, 15ft.
    Let me put it to you this way. At level 1, you have a sorcerer. The sorcerer is weak. She has d4 hit dice. But you can fly, so you do. You spend all day 30 feet in the air, pinging dudes with your crossbow. Most creatures at level 1 can't fly and don't have ranged weapons. And even if they do attack you, you don't take lethal damage.

    That's the benefit of regeneration, not the healing. It doesn't matter how little the healing is, what matters is "Hey guys, I can't take lethal damage from any source! No matter what you do to me, it can't kill me!" And you say "Only in specific environments", but the Air Nereen is just going to spend all day in flight anyway, so she will always have Regen 1.
    She still has just as much HP as anyone. So you don't kill her right away. But you still knock her out- causing her to fall, which gives her normal falling damage, ending regeneration, and she's helpless.

    I could also state that Nereen below 20th level revert to their nonelemental form when knocked unconscious if it makes it any happier...
    -.- Fast healing it is.

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    Quote Originally Posted by Cipherthe3vil View Post
    +2
    So let's compare this to a human half vampire (LA +2).

    They get: 2 bonus feats (improved initiative and an open one), 1 extra maxxed out skill, any favoured class, +2 natural armour class, a 1d6 claw attack, DR: 5/silver or magic, fast healing 1 (but only when they have more than 1 but less than half HP), resistence 5 to cold and eletricity, +2 to strength, dexterity and charisma, +2 to Bluff, Hide, Listen, Move Silently and Spot.

    Overall, I'd say your female members arestill better. Give them a couple more drawbacks or cut down some of the benefits though and it should be a fair race for LA: +2. The males are already that, although I would a dress the feat gender trick, since its effectivly natural spell form them. Give it some preqs or a drawback.

    Finally, air form needs to be nerfed. It is notably stronger than any of the other elements. Just fluff it as they don't yet have complete mastery of the elements and cut down the maneuverability.
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    Default Re: The Nereen (Race)

    Stupid crappy Gitp forum service made me post that last one 3 times, and takes like 2-5 minutes to load any page -.-

    Quote Originally Posted by Boci View Post
    So let's compare this to a human half vampire (LA +2).

    They get: 2 bonus feats (improved initiative and an open one), 1 extra maxxed out skill, any favoured class, +2 natural armour class, a 1d6 claw attack, DR: 5/silver or magic, fast healing 1 (but only when they have more than 1 but less than half HP), resistence 5 to cold and eletricity, +2 to strength, dexterity and charisma, +2 to Bluff, Hide, Listen, Move Silently and Spot.

    Overall, I'd say your female members arestill better. Give them a couple more drawbacks or cut down some of the benefits though and it should be a fair race for LA: +2. The males are already that, although I would a dress the feat gender trick, since its effectivly natural spell form them. Give it some preqs or a drawback.

    Finally, air form needs to be nerfed. It is notably stronger than any of the other elements. Just fluff it as they don't yet have complete mastery of the elements and cut down the maneuverability.
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    Default Re: The Nereen (Race)

    ...Astaroth? Is that you?


    The race looks very strong to me, although the males somewhat less so than the females, reminding me of a 3rd party Drow offshoot that lived even deeper in the Underdark that had such great sexual dimorphism as well.

    The females are definitely at least LA+3, while the males are LA+2 or LA+3. Regeneration is just a lot stronger than negating critical hits or precision damage and they are likely to capitalize on that. Horns are also far less powerful than an increase in DCs and caster levels. The benefits granted by the elemental subtypes are also very great and are worth LA+1 practically on their own, and for certain in combination with the regeneration, thus making the females 1 LA higher than the males at the least.

    The aging was a little confusing, since you called it a "random age block". Since you say they look like humans at that age, this makes me think all female Nereen would look like 12yo girls, despite you saying they don't all do. I hope not, but yeah, that could be clarified better in the text.

    The -2 Int and Wis penalties also confused me, as the way it is written they should apply to both sexes, which could make it cancel out the female stat bonuses. If it only applies to the males, that makes the case of their LA being lower than the females' further definitive.

    Also, how are they born if they are apparently unable to mate? o.O
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    Default Re: The Nereen (Race)

    Quote Originally Posted by Morph Bark View Post
    ...Astaroth? Is that you?


    The race looks very strong to me, although the males somewhat less so than the females, reminding me of a 3rd party Drow offshoot that lived even deeper in the Underdark that had such great sexual dimorphism as well.

    The females are definitely at least LA+3, while the males are LA+2 or LA+3. Regeneration is just a lot stronger than negating critical hits or precision damage and they are likely to capitalize on that. Horns are also far less powerful than an increase in DCs and caster levels. The benefits granted by the elemental subtypes are also very great and are worth LA+1 practically on their own, and for certain in combination with the regeneration, thus making the females 1 LA higher than the males at the least.

    The aging was a little confusing, since you called it a "random age block". Since you say they look like humans at that age, this makes me think all female Nereen would look like 12yo girls, despite you saying they don't all do. I hope not, but yeah, that could be clarified better in the text.

    The -2 Int and Wis penalties also confused me, as the way it is written they should apply to both sexes, which could make it cancel out the female stat bonuses. If it only applies to the males, that makes the case of their LA being lower than the females' further definitive.

    Also, how are they born if they are apparently unable to mate? o.O
    I think I've changed it since that post.
    Its taking me so long to do anything here because Gitp hates me. I'm always getting one error or another. Usually its not this bad...

    Regeneration is replaced with Fast Healing = levels.

    Not sure whats up with the abilities. Females get bonuses to mental, penalties to physical. Males get bonuses to physical, penalties to mental.

    Random age block starts at 12 for females. So its possible to see a permanently 12 year old Nere. But not likely.
    Most Nereen appear 16-21.

    They can mate. It is just not easy. Most male nereen are almost Large size, the big side of Medium. While most female nereen are on the short end of Small.
    As such you can guess that in most relation ship there are... *ahem* "Size" differences. Kinda like how you can't fit a broom handle into a pencil sharpener.
    But some males on the shorter side can sometimes find and pair with a female on the taller side.
    Or one can just be bigger then normal in a certain regard, while the other is smaller then normal in a certain regard.

    Alternatively. Nymphology has a useful spell for this. Baykdoyre’s Ultimate Lubrication.

    But still. You can see how reproduction isn't that common.
    It is not mentioned in the personality, but most nereen are Bisexual for this reason. They just can't reproduce very often.
    Last edited by Cipher Stars; 2012-06-07 at 01:22 PM.

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    Default Re: The Nereen (Race)

    Little issue I'm just noticing. Females in elemental form gain the Elemental type, but that's not just a cosmetic thing. It comes with 60' Darkvision and Immunity to Poison, Sleep, Paralysis, Stunning, Critical Hits, and Flanking.

    I'd say the wealth of immunities is sufficient to set the female at LA +3. It also makes Uncanny Anatomy pretty much strictly weaker by comparison.

    That aside, I think you've hit a solid LA +2.
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    Default Re: The Nereen (Race)

    Quote Originally Posted by Quellian-dyrae View Post
    Little issue I'm just noticing. Females in elemental form gain the Elemental type, but that's not just a cosmetic thing. It comes with 60' Darkvision and Immunity to Poison, Sleep, Paralysis, Stunning, Critical Hits, and Flanking.

    I'd say the wealth of immunities is sufficient to set the female at LA +3. It also makes Uncanny Anatomy pretty much strictly weaker by comparison.

    That aside, I think you've hit a solid LA +2.
    When in elemental form... Yep.

    But the males always have their Uncanny Anatomy. Females only have their elemental-ness when its active.

    Hmm... But right now, they can always be elemental.... I'll add something or so to help that... Unless it wouldn't decease it down to +2.

    If I add that if they take 25% their total HP as damage to their opposing element, they are ejected from Elemental form, would that keep it at +2?

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    Default Re: The Nereen (Race)

    What elemental damage would be opposed to air?

    There isn't really stone elemental damage...
    Also if Water takes effect from lightning damage, what opposes stone?
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