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Celirans [Was: prehensile tails and PC races]
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<blockquote data-quote="Shades of Green" data-source="post: 2297147" data-attributes="member: 3297"><p><u><strong>Updated Stats:</strong></u></p><p>* +2 Dexterity, -2 Strength: Celirans are agile and naturally adept at tasks that require manual dexterity, but their slick, flexible bodies lack the physical prowess of other, stockier races.</p><p>* Small-size: As small-sized creatures, Celirans gain a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of Medium-size characters. </p><p>* Celiran base speed is 20.</p><p>* Tree-Dwelling: Celirans gain a +6 Racial bonus to Climb and Balance, and they can always take 10 on Climb and Balance checks, even under duress. They also recieve a +2 Racial bonus to Jump, but may not take 10 with it when under duress.</p><p>* Prehensile Tail: A celiran's tail can be used for almost anything that an arm and hand could be used for, with the following exceptions. The tail's lack of fingers, combined with its slightly lesser coordination than a true hand, and its lack of a true arm's bony support renders the tail less than adequate for certain tasks. It cannot use a weapon or shield, though it can hold one such item idly and uselessly. The tail cannot perform the somatic components for spells or other abilities. It cannot play any instruments that require the use of more than one finger (the tail can effectively hold something and simultaneously function as one finger, for purposes of manipulation), nor can it use tools that require multiple fingers. A Celiran's tail does not count as a magic item slot for shoulder, arm, hand, or finger items, with the exception that the Extra Item Slot epic feat can be applied to it as such. It does count, ofcourse, as a Tail slot for various Celiran (and Lizardmen) specific magical items.</p><p>* Tail Feint: A Celiran may add a +2 Racial bonus to her Bluff checks when (and only when) using her tail to pull off a combat feint.</p><p>* Tail Accomodation: A celiran needs to wear armor or clothes that accomodate their tail, as it can't fit in typical clothes made for other humanoids their size. Celirans must spend 10% more on armor and clothes when buying or trading for such goods not tailor-made to fit Celirans in the first place. This assumes that the armor or clothing is made to allow the tail's freedom of movement while still covering it partially or fully. It takes a day of an armorer's work, costing 10% of the armor's value, to make armor that protects the tail and suitably fits a celiran, without impeding use of the tail any moreso than the armor check penalty already does. This 10% cost increase applies even when the armor is made for celirans in the first place.</p><p>* Automatic Languages: "Common" and Ceran (the modern dialect of Celiran).</p><p>* Bonus Languages: Draconic, Treant, Goblin, Orcish, Old Dwarven, and Elven (each of the three variants is considered a seperate skill).</p><p>* Favored Class: Rogue. A multiclass Celiran's Rogue class does not count when determining whether she suffers an XP penalty for multiclassing.</p><p></p><p>By the way, is "Sleight of Hand" from 3.5E? I recall my 3.0E book using Pickpocket instead. And which book is the "Extra Item Slot epic feat"? Epic Level sourcebook (or whatver it's called, I don't remember the name very clearly)?</p><p></p><p><strong>EDIT:</strong> I'm also thinking about replacing the Rogue favored class with Ranger, both natural and urban (for both I'm looking for inspiration in these forums). Another possibility is a variant of the Druid class who worships the One Mother/Great Mother/Tree Mother (name varies with geographical region), a quasi-monotheistic goddess of nature, death, rebirth and fertility. The One Mother has several aspects which could be worshipped seperately (and treated as different goddesses, even though they are very closely related): the Green Mother (usually called just "The One Mother"), a Neutral Good goddess of nature, life, fertility and agriculture; the Dark Mother (or Dark Womb or Dark Moon, depending on cult), a Neutral Evil goddess of death, predators and erosion (and rot); Mother Swamp (or Mother Tree), a True Neutral goddess of nature and the cycle of life-death-rebirth; and the Wild One, a Chaotic Neutral goddess of wilderness, ferality, love and war (who somewhat tends towards evil; my concept of her is based on Anat, the ancient Cnaanite goddess of love and war, which was described as "bathing in blood up to her waist").</p><p></p><p><strong>EDIT #2:</strong> My current physical concept of the Celirans is that of Humanoids with both Mammal and Reptilian qualities. Like primitive mammals, they lay eggs and then breast-feed the hatchlings; they also have warm blood; however, they also have lizard-style tails, scales and claws - which aren't much use for combat but are great for climbing/manipulating objects. They walk upright with a very slight bend forward, and could fold their tail (like cameleons do) or wrap it around their bodies if they want to. Their head is relatively Human-like, though they have large yellow eyes with slit pupils and nictating membranes, and longer than usual tounges. They have thick, oily dark hair on thier heads which looks more as a later evolution of their scales than as the remnants of body fur.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2297147, member: 3297"] [U][B]Updated Stats:[/B][/U] * +2 Dexterity, -2 Strength: Celirans are agile and naturally adept at tasks that require manual dexterity, but their slick, flexible bodies lack the physical prowess of other, stockier races. * Small-size: As small-sized creatures, Celirans gain a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of Medium-size characters. * Celiran base speed is 20. * Tree-Dwelling: Celirans gain a +6 Racial bonus to Climb and Balance, and they can always take 10 on Climb and Balance checks, even under duress. They also recieve a +2 Racial bonus to Jump, but may not take 10 with it when under duress. * Prehensile Tail: A celiran's tail can be used for almost anything that an arm and hand could be used for, with the following exceptions. The tail's lack of fingers, combined with its slightly lesser coordination than a true hand, and its lack of a true arm's bony support renders the tail less than adequate for certain tasks. It cannot use a weapon or shield, though it can hold one such item idly and uselessly. The tail cannot perform the somatic components for spells or other abilities. It cannot play any instruments that require the use of more than one finger (the tail can effectively hold something and simultaneously function as one finger, for purposes of manipulation), nor can it use tools that require multiple fingers. A Celiran's tail does not count as a magic item slot for shoulder, arm, hand, or finger items, with the exception that the Extra Item Slot epic feat can be applied to it as such. It does count, ofcourse, as a Tail slot for various Celiran (and Lizardmen) specific magical items. * Tail Feint: A Celiran may add a +2 Racial bonus to her Bluff checks when (and only when) using her tail to pull off a combat feint. * Tail Accomodation: A celiran needs to wear armor or clothes that accomodate their tail, as it can't fit in typical clothes made for other humanoids their size. Celirans must spend 10% more on armor and clothes when buying or trading for such goods not tailor-made to fit Celirans in the first place. This assumes that the armor or clothing is made to allow the tail's freedom of movement while still covering it partially or fully. It takes a day of an armorer's work, costing 10% of the armor's value, to make armor that protects the tail and suitably fits a celiran, without impeding use of the tail any moreso than the armor check penalty already does. This 10% cost increase applies even when the armor is made for celirans in the first place. * Automatic Languages: "Common" and Ceran (the modern dialect of Celiran). * Bonus Languages: Draconic, Treant, Goblin, Orcish, Old Dwarven, and Elven (each of the three variants is considered a seperate skill). * Favored Class: Rogue. A multiclass Celiran's Rogue class does not count when determining whether she suffers an XP penalty for multiclassing. By the way, is "Sleight of Hand" from 3.5E? I recall my 3.0E book using Pickpocket instead. And which book is the "Extra Item Slot epic feat"? Epic Level sourcebook (or whatver it's called, I don't remember the name very clearly)? [B]EDIT:[/B] I'm also thinking about replacing the Rogue favored class with Ranger, both natural and urban (for both I'm looking for inspiration in these forums). Another possibility is a variant of the Druid class who worships the One Mother/Great Mother/Tree Mother (name varies with geographical region), a quasi-monotheistic goddess of nature, death, rebirth and fertility. The One Mother has several aspects which could be worshipped seperately (and treated as different goddesses, even though they are very closely related): the Green Mother (usually called just "The One Mother"), a Neutral Good goddess of nature, life, fertility and agriculture; the Dark Mother (or Dark Womb or Dark Moon, depending on cult), a Neutral Evil goddess of death, predators and erosion (and rot); Mother Swamp (or Mother Tree), a True Neutral goddess of nature and the cycle of life-death-rebirth; and the Wild One, a Chaotic Neutral goddess of wilderness, ferality, love and war (who somewhat tends towards evil; my concept of her is based on Anat, the ancient Cnaanite goddess of love and war, which was described as "bathing in blood up to her waist"). [B]EDIT #2:[/B] My current physical concept of the Celirans is that of Humanoids with both Mammal and Reptilian qualities. Like primitive mammals, they lay eggs and then breast-feed the hatchlings; they also have warm blood; however, they also have lizard-style tails, scales and claws - which aren't much use for combat but are great for climbing/manipulating objects. They walk upright with a very slight bend forward, and could fold their tail (like cameleons do) or wrap it around their bodies if they want to. Their head is relatively Human-like, though they have large yellow eyes with slit pupils and nictating membranes, and longer than usual tounges. They have thick, oily dark hair on thier heads which looks more as a later evolution of their scales than as the remnants of body fur. [/QUOTE]
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Celirans [Was: prehensile tails and PC races]
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