New Race: The Almaren (With racial prestige class)(Edited More)

Merlion

First Post
Ok the 3rd of my mental ability score bonus ECL +0 races, and a prestige class to go with them.


Almar


The Almar (plural Almaren) are a race of beautiful humanoids that spend a large part of their time perusing art, music, dance and other ascetic pursuits.
Almaren live anywhere their is natural or created beauty for them to draw inspiration from. Many of them choose to live in large cities and attempt to gain acclaim as visual artists or performers. They are generally good hearted people, and especially despise tyranny and oppression.
An Almar appears much like a human, but with skin in any shade of blue, and hair in various shades of yellow, blue and green. An Almaren's hair appears to have an almost feather-like texture. Their eyes tend toward bright blues and greens. They have frilled ears, and long, slender fingers. They tend to be slightly taller than humans, and very thin and slight.

Almaren Racial Traits:

Medium size: as medium size creatures Almaren receive no bonuses or penalties due to size.
Base land speed is 30 feet.

Low Light Vision: An Almaren can see twice as far as a human in starlight, moonlight, or other conditions of poor lighting.

Almaren cast all Enchantment spells at +1 caster level. Their commanding personalities and innate familiarity with enchantment magic makes them more effective with such spells than others..

Almaren have a very quick reaction time, granting them a +1 bonus on all Reflex saves and Initiative checks.

Prestidigitation: An Almaren with a Cha of 10 or higher can use Prestidigitation 3 times/day at a caster level equal to their character level.

Skills: Almaren receive a +2 racial bonus to all Appraise, and Perform (Drama) checks, and to any Craft check relating to art (such as sculpting).

Abilities: Almaren possess compelling and powerful personalities, but their slight builds make them less hardy than other races. They receive a +2 racial bonus to Charisma, and suffer a -2 racial penalty to Constitution

Favored Class: Bard

ECL: +0




The Almar Artificer

Requirements: Craft (any 2 of Painting, Sculpting or other art form) 8 ranks each, Perform (any 1) 6 ranks
Feats: Skill Focus (Craft [any one art related]) Craft Wondrous Item
Spells: Ability to cast 3rd level spells.
Race: Almar
Hit Die: d6

Class Skills: The Almar Artificer’s class skills, and they key ability for each skill are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each level: 6 +Int Modifier

Class Features:
All of the following are class features of the Almar Artificer prestige class.

Weapon and Armor proficiency: the Almar Artificer gains no additional proficiencies with any weapons or armor.

Spells per Day/Spells Known: When a new Almar Artificer level is gained (Except for 3rdh and 8th and 10th level), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class she belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained( Exception a Bard who becomes an Almar Artificer adds half his Artificer level to his bard level to determine his Bardic Music abilities.). This essentially means that he adds the level of Almar Artificer to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.





1st level: Art Becomes Life: The Almar Artificer learns to create works of art that can create or become the things they depict.

Create Objects: The Almar Artificer may draw, paint, or sculpt objects that become real.This ability functions exactly like a Minor Creation or Create Food and Water spell cast at the Artificer’s character level, except the Artificer must succeed at a Craft (sculpting or painting) check with a DC of 25, and the objects created are permanent. This ability may be used 3 times per day. At 4th level, the ability may also be used as per a Major Creation spell. In this case, any item with a gold piece value of 100 or greater lasts the normal duration for the spell.

Animate Artwork: at 3rd level, the Artificer may sculpt paint or draw an effigy of a living creature that can actually come to life. Creating such an effigy requires a number of days equal to the creature’s Challenge Rating (which may not exceed the Artificer’s Character Level -2), and a successful appropriate Craft check against a DC of 13+ the creatures Challenge Rating. Additionally, creating the effigy requires materials costing 200 gold pieces times the creatures Challenge rating. The Artificer must also expend experience points equal to 1/25th of this cost.. Once finished, the Artificer may speak a command word to cause the effigy to animate as the creature it depicts. If used in combat, the effigy remains animated for 1 round per character level of the Artificer. If animated for other tasks, it remains for 10 minutes per character level. The effigy may be animated only once per day, and the Artificer may only have 3 such effigies in existence at any given time. The Artificer may choose to remove the enchantment from an existing effigy in order to create a new one, but the disenchanted effigy cannot be restored.

4th level: Image of Power: An Almar Artificer learns to gain power over a person by drawing, painting, or sculpting their image. This requires one day per hit die of the subject, and costs 300 gp per hit die of the subject. At the end of this time, the Artificer must make an appropriate Craft check with a DC of 12+ the subject’s hit dice. If the check fails, the Artificer must begin the process again, although no XP is lost. The Artificer must spend 1/25th of this amount in experience points.
As long as the image exists, the subject takes a -2 penalty to all saving throws against the Artificers spells and abilities.
Additionally, the Artificer may attempt to inflict a curse upon the target, from any range, exactly as if he had cast a Bestow Curse spell upon them.
At 6th level, he may attempt to Charm the subject as per Charm Monster.
At 8th level, he may attempt to Dominate the subject, as per Dominate Monster.
At 10th level, the Artificer may attempt to slay the subject by destroying the image. The subject may attempt a Fortitude save with a DC equal to 16 + the Artificer’s Charisma modifier (to which the saving throw penalty applies) to negate the effect.
The Artificer may only ever have a single Image of Power in existence at any one time.

5th level: Transport Via Landscape: At 5th level, the Artificer may create an image or effigy of a landscape or location that allows him to travel to that place. Doing so requires 1 day, and materials costing a total of 2,000 gold pieces. The Artificer must also spend 500 experience points, and succeed at an appropriate Craft check (DC 30). If the check fails, the Artificer must begin the process again, although no experience is lost.
Once completed, the Artificer may use the image or effigy to teleport to the location it depicts once per day, with no chance of error. The Artificer may never have more than 3 such works of art in existence at any one time.

9th level: Artistic Vision: At 9th level, the Almar Artificer is able to use his art to channel lost or prophetic knowledge. This functions exactly like a vision spell, except that it requires one day, and involved the Artificer going into a trance, during which he draws, paints, or sculpts an image that reveals the information. At the DM’s discretion, this ability could be invoked in an attempt to gain some insight or information about events of the future, or to answer questions about the present ( For instance, “What will happen if we journey to the Caves of Wonder”? or “ Is Baron Halcyon planning to attack the village”? Either way, in addition to the costs indicated in the vision spell, this ability requires materials costing at least 1,000 gold pieces, and requires the Artificer to make a successful Craft check against a DC of 30.

10th level: Self Portrait: at 10th level, the Artificer may create a self portrait that will age in his place. Doing so requires the expenditure of materials costing at least 1,000 gold pieces, and 500 experience points. The process takes one day, at the end of which the Artificer must make a Craft check (DC 30). If successful, the Artificer no longer suffers the detrimental physical effects of aging, and becomes immune to magical aging. However, the image in the portrait appears to grow slowly older.


The Almar Artificer

Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spellcasting
1 +0 +0 +0 +2 Art Becomes Life (Create Objects) +1 level of existing class
2 +1 +0 +0 +3 --- +1 level of existing class
3 +1 +1 +1 +3 Art Becomes Life (Animate Artwork) ---
4 +2 +1 +1 +4 Image of Power (Bestow Curse) +1 level of existing class
5 +2 +1 +1 +4 Transport Via Landscape +1 level of existing class
6 +3 +2 +2 +5 Image of Power (Charm) +1 level of existing class
7 +3 +2 +2 +5 --- +1 level of existing class
8 +4 +2 +2 +6 Image of Power (Dominate) ---
9 +4 +3 +3 +6 Artistic Vision +1 level of existing class
10 +5 +3 +3 +7 Image of Power (Death), Self Portrait ---
 
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Merlion said:
Abilities: Almaren possess compelling and powerful personalities, but their slight builds make them less hardy than other races. They receive a +2 racial bonus to Charisma, and suffer a -2 racial penalty to Constitution

Charisma is a weak stat, used by Sorcerers, Paladins, and Bards. I've seen many clerics skip it. Constitution is a strong stat, maybe not as strong as stregth, but if you skimp on it, you end up dead. So the +CHA for -CON trade is going to pretty much mean only Sorcerers, Paladins, are Bards are good for this race. (This is unlike your INT race where the +INT means extra skill points and thus may be offset by a -CON.)

So you could penalize DEX or STR. The DEX doesn't fit the race, the STR has been done. So why not go for a mental stat. Why not -2 WIS? This moves the race away from paladins (where the flavor didn't fit). It becomes -1 Will save which is nothing to scoff at, and -1 on all perception skill, again nothing to scoff at.

I'd run with -2 WIS. You could do -2 STR instead, but that makes the race uber for sorcerers.

Low Light Vision: An Almaren can see twice as far as a human in starlight, moonlight, or other conditions of poor lighting.

No. I see no reason for Almaren to have this ability when humans and halflings do not.

Add +1 to the difficulty class of all Enchantment spells cast by Almaren.

Bards and sorcerers already have +1 DC because of the +2 CHA. I think giving out +2 DC is too much. Remember this ability alone would cost a human or half-elf and entire feat.

Maybe +1 caster level for enchantments. I've seen you use similar things in other races.

An Almaren gains a +2 racial bonus against all mind-affecting spells and abilities.

No problem. A bit too much like elves and half-elves +2 versus enchantment for my tastes though. And if you go with -2 WIS, it compensates too much for the loss of wisdom.

There supposed to be graceful, how about +2 reflex saves. No that's too much, how about +1 reflex saves and +2 on balance checks.

Prestidigitation: An Almaren with a Cha of 10 or higher can use Prestidigitation 3 times/day at a caster level equal to their character level.

I'd skip this too. Too much like a gnome. Getting CHA 10 when you have +2 CHA isn't a challenge at all.

Skills: Almaren receive a +2 racial bonus to all Perform checks, and to any Craft check relating to art (such as sculpting).

So they get +3 overall on Perform (with charisma). They really kick as bards. No thanks. I'd give them +2 racial on all crafts. They get the perform bonuses enough.

Favored Class: Bard

Again stepping on the gnome's foot. Not sure what else to do though.

So my version would be this:
+2 CHA, -2 WIS
+2 on all craft checks
+2 on balance and tumble checks
+1 on reflex saves
+1 caster level for enchantment spells
Favored Class: Bard

Needs something though. That's why I added +2 tumble. That's might be enough. I don't want to add low-light vision back in, so maybe more skill bonuses: appraise? jump?

Now I'm just fishing...
 

Ok first right off the bat i want to say I really apreciate your feedback, its polite, and detailed, and you actualy give extensive reasons for your opnions. However, I do disagree on numerous points, but i dont want you to take my responses negatively, because they are not meant so.


I'd run with -2 WIS. You could do -2 STR instead, but that makes the race uber for sorcerers.

as I mention in my Emrudin thread, the stat adjustments have a reason behind them. I see Cha and Con as sort of oposing stats. I dont mind the slight disadvantage it gives them.


No. I see no reason for Almaren to have this ability when humans and halflings do not.

Since every race besides those 2 get either low light or darkvision, I see no reason for them not to. but its not really a big deal.


Bards and sorcerers already have +1 DC because of the +2 CHA. I think giving out +2 DC is too much. Remember this ability alone would cost a human or half-elf and entire feat.

Well, Gnomes get the same thing with Illusions, so I think its still pretty fair. However, the +1 caster level could work too...although with Enchantments, caster level isnt that big a deal.

No that's too much, how about +1 reflex saves and +2 on balance checks.

well, I like the idea of them being stronged willed, but it is a little elfy. I might consider your suggestion or something else.


I'd skip this too. Too much like a gnome. Getting CHA 10 when you have +2 CHA isn't a challenge at all.

Well, this was suggested...almost requested...by a poster on another board. Its very different in its use than Gnomes...it represents them enhancing their artwork etc...or things like creating a picture of a scene they have seen to draw from etc. I rather like it.


So they get +3 overall on Perform (with charisma). They really kick as bards. No thanks. I'd give them +2 racial on all crafts. They get the perform bonuses enough.

Their culture is borderline obssessed with Music, art acting etc...it makes to much sense for them not to have it.

Again stepping on the gnome's foot. Not sure what else to do though

I find the XP penalty for multiclassing/favored class mechanic moronic anyway to be honest..and often ignored, so it doesnt really matter to me much.


So my version would be this

I'm not changing the stat adjustments or taking away the perform bonus, but i may change the save bonus around a bit, and I might consider altering the enchatment enhancement...although the Spell Focus effect is more in line with their nature, and to me balanced with the similiar gnome ability.
 

Ok I had their enchantment familiarty give +1 caster level instead of adding to DC, switched the mind affecting save bonus for a reflex save and Initiative bonus, and altered their skills slightly.
 

Merlion said:
Ok I had their enchantment familiarty give +1 caster level instead of adding to DC, switched the mind affecting save bonus for a reflex save and Initiative bonus, and altered their skills slightly.

Of your three races, this race is the least exciting to me. They seem like blue-skinned elves with splash of gnome. Really the only classes that fit them are bard and sorcerer, and even that isn't too exciting because the -CON is very noticable when you have a d4 or d6 for hit points. And all the abilities are geared around bard. The race almost screems out "be a bard!"

I'm sure they would work in a campaign, but I'm also sure few players would play one. And I know I wouldn't bother including this race in my campaign because there is already enough competition for space among elves as the beautiful fey race of enchanters and artisans and gnomes as the short fey race of illusionists and tricksters.

I know I suggested +1 reflex to reflect grace and make the race more attractive balance-wise, but now I'm thinking the race needs an overhaul. I would re-envision the race to be entirely different from elves and gnomes.
 

Of your three races, this race is the least exciting to me. They seem like blue-skinned elves with splash of gnome. Really the only classes that fit them are bard and sorcerer, and even that isn't too exciting because the -CON is very noticable when you have a d4 or d6 for hit points. And all the abilities are geared around bard. The race almost screems out "be a bard!"


I know I suggested +1 reflex to reflect grace and make the race more attractive balance-wise, but now I'm thinking the race needs an overhaul. I would re-envision the race to be entirely different from elves and gnomes.

Hmm. see I dont really see any of this as being inherently a problem. However, the Cha race was one of the hardest of the 3. How to handle it etc. I had considered making them feline or avian. Trouble is theres really only so many things one can do as far as fantasy races. Especialy keeping it ECL 0. They are a bit elfy, but I'm not sure what else to do with them.
 

Hi, I'm new so if I hit the wrong button, sorry. But if I could make a suggestion? If he had added a +2 to Diplomacy with feline creatures, then the whole race would make more sense, speaking in terms of flavor.
 

I'd replace the low-light vision, +1 reflex, +1 initiative, and Prestidigitation, to differentiate them more from other races.... I'd give 'em something like this maybe:

Charming Presence (Su): An Almar's force of personality is almost palpable sometimes, and folks around them feel reluctant to hurt them or their feelings. Creatures within 100 feet of the Almar suffer a -1 morale penalty on attack rolls, Bluff checks, and Intimidate checks, when directed against the Almar. Those creatures do not notice the effects of Charming Presence, and it's subtle influence results in a +5 to the DC of any Sense Motive check to notice that the creatures are being affected by this enchantment. Whenever a creature comes within range of the Almar, and each round thereafter, they are allowed a Will saving throw to negate this effect upon them for 1 round. The save DC is equal to 13 + the Almar's Charisma modifier. Charming Presence is an Enchantment (Charm) [Mind-Affecting] effect, so the aforementioned DC includes the +1 racial bonus from the Almar's racial bonus on Enchantment DCs. Charming Presence is a supernatural ability that is always active, even when the Almar isn't conscious or awake, and the Almar cannot suppress it.

That ability may be strong enough to warrant removing one of their other racial bonuses too, though.....

It makes them a bit more useful in combat, so that they aren't completely undesirable outside of the bard/sorcerer classes. No race should suck outside of just 1 or 2 classes. Even half-orcs make fine melee-oriented clerics, druids, rangers, and rogues, for instance, even though they might not quite be optimal for it.
 

Regarding the prestige class, I don't yet think that it's overpowered for a bard-related prestige class, but it might be as a wizard/sorcerer-related prestige class. Does Animate Art create essentially a living duplicate of the creature, or an animated object of some sort? If the 'effigy' is slain/destroyed, I assume that it is then truly destroyed and cannot be animated again?
 

I don't have much interest in prestige classes, but the race I like. The Reflex and Initiative bonuses are a bit boring, but the overall flavor really works for me. I'll keep this in mind if I'm looking for races for a later campaign.

Ok the 3rd of my mental ability score bonus ECL +0 races

Could you maybe link to the other two? I couldn't find the threads (assuming that you have posted them here).
 

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