D&D 3rd Edition House RulesPost your house rules, custom classes, spells, feats and other stuff here. For D&D 3rd Edition and all older editions of D&D.
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anyone ever try to make d20 versions of the races from the tv show andromeda?
here is a quick thought i had in regards to the "nietzchans" (sp?)
constitution +4 - they are suppossed to be tougher and stronger than regular humans, stronger in my opinion, meaning more physical fit, healthy, and resistant to injury. in the show, many "nietzchans" are shown ranging anywear from almost plump to somewhat skinny
charisma -2 or -4 - "nietzchans" have a superiority complex, which grates on many other races, as well as being known as untrustworthy
arm spurs - these bone spikes on their forearms do 1d4 points of damage
enhanced senses - there senses are suppossed to be better than humans so they get a +2 racial bonus to spot and listen checks
enhanced saves - they are once again tougher than the average human so they get a +2 racial bonus to all saves
I don't think you went far enough. They are genetically superior in every way except for their lack of foresight and rashness. They are stronger, tougher, more agile, smarter, and genereally more beautiful and charismatic. Realistically, nietzcheans would be more like:
+2 Str, +2 Dex, +2 Con, +2 Int, -2 Wis, +2 Cha.
i.e. very hard to manage as a race without a very high ECL.
Definitely a negative to diplomancy checks against all other races. Also, a bonus to intimidate with all other races. I'd leave charisma as a no bonus. The personality negatives balance the beauty bonuses.
Also, due to their abilities, I'd let them choose a favoured class at level one (from any class) or distribute them by tribe. Tyr, Orca Pride, would be a fighter and it would likely be the favoured class of the tribe.
All in all, this is going to look neat when it's done. Kudos for the initiative.
__________________ Never underestimate the legless, blind Kobalds armed with toothpicks. And beware the evil Bouncing Beukles.
Middle of the road is great. You get the wind of the cars zooming along on both sides and all the drivers swirve to miss you because of the fear of the law suit.
"We played Dungeons and Dragons for eight hours, then I was slain by an elf." -Homer Simpson
my interpretation of being "genetically superior" is in regards to their overall health and physical well being in comparison to the average human. in my opinion, the only evidence i have seen on the show where a nietzchan could be considered genetically superior are their resistance to diseases, ailments, their endurance, and stamina. in addition, i believe they have greater senses: sight, hearing, etc., than a regular human. other than that, i do not believe that a nietzchan is physically stronger, dexterous, or smarter than the average human. i think the fact that nietzchans are "tough" or "hard to kill" results from them having a high constitution.
on the show, i have seen "nietzchans" (sp?) with different body types, ranging from almost fat (the "nameless" nietzchan extras that are killed during gun fights) and fairly skinny ones (Spike from BtVS who plays a noble from the Saba-Jaguar pride and Cuculun (sp?) a general from the Drago-Catsov (sp?), and the leader of a band of nietzchan pirates during one of the first episodes during the first season. in fact, Tyr is the only truly muscular and physically well developed nietzchan i have seen in the show.
the bone spurs are the spike like appendages on their fore arms. although i very rarely see them used for fighting, i feel that they would do some decent damage, maybe 1d4 or 1d6.
i also wanted to make the nietzchans a fairly playable race, not something too unbalanced.
here is a rough draft of my interpretation of a magog
Con +4
they are fairly tough and hard to kill
Cha -4
infamous race not known for their social skills, hated by most
Int -2
only a few magog on the show have shown the ability to speak
Natural AC +1
from the thick hide of fur that covers their body
Natural Attacks
1d6 damage from claws
1d4 bite
Paralytic Breath Weapon
as a standard action, able to paralyze a creature with a successful touch attack. no damage is done, but creature must make a FORTITUDE save (DC 15) or become paralyzed.
(not sure how many times a day)
Infest
any creature wounded by a magog's claws or bite must make a FORTITUDE save (DC 13) or becoming infected with magog eggs
Enhanced Senses
+2 to spot and listen
not sure if this is shown in the show, but i figure that the magog have big noses and ears so they should have some enhanced senses
*i believe magog have incredible stamina and endurance, or at least are fairly tough. in one episode, rev bem was able to hold his breath and fight off hypothermia for more than a few hours when the maru sank underwater. not sure how to classify this ability