Elymasti, an arctic bird/reptile people

Machiavelli

First Post
Here's a race I fleshed out pretty thoroughly a few years ago, so it's a helluva long read if you don't skip over the descriptive section (I wrote this like an entry in the PH). I loved it to death at the time. I'd say despite the flying ability, it's not worthy of a +1 LA, but I'll leave that up to you to decide for yourselves. I've thought about swapping the +2 Wisdom for +2 Charisma, but I decided to throw a bone to the Druid- and Ranger-lovers out there.
For the most part, I'm happy with this race and don't need advice, but I thought I'd like to share in case anyone would be interested in including cat-people AND bird-people in one of their parties, for the interesting dynamic that may set up (hey, some DM's are masochistic like that!)

Enjoy!


+------------\
|...Elymasti.....\
|_____________\

n. s. – Elymastix; n. pl. – Elymasti; adj. – Elyx

The elymasti are a close-knit but internally dynamic race of nomadic, restless hunter-gatherers, who live in the semi-arid taiga in lieu of other, less hardy races.

Personality
The elymasti adore creativity and resourcefulness, and are often fine artisans. They craft items from a variety of materials, even ice and snow, but give little regard to permanence. They instead appreciate the act of creation itself and will often reuse the crafted materials in new artwork. The elymasti are almost as bird-like in their personalities as in their appearance. They rarely feel tied to one location and prefer to travel in as large a group as the situation will allow. To other humanoids, the elymasti seem flighty and erratic, like easily distracted children or sufferers of multiple personalities. They almost never hold grudges, but when provoked to violence, they can be resourceful and frightening opponents. Thankfully they do not value wealth or envy others’ lands, so only threats to their safety are considered valid provocation.

Physical Description
The elyx physiology is unique among the intelligent species, with bird-like beaks, large eyes, long, stalky legs and feathered, but otherwise bat-like, wings that tuck into folds of thick, downy feathers. They stand between 4’6” and 5’ tall at the shoulders and are between 6’10” and 8’4” long from beak to tail, but only weigh between 70 and 95 lb. Males and females are of approximately the same size and weight, while males have glossier and usually more colorful feathers and scales, ranging from icy blue to crimson, violet, gray, and white. They resemble half-reptilian birds, and in fact are fairly powerful flyers.
Like reptiles, the elymasti are essentially endothermic, having only some internal control over their body temperature. Instead, they rely on the sun’s radiation to warm their bodies, while in their blood flows a potent mixture of anti-freezing proteins, to allow them to endure their cold native lands. The feathers, which make efficient use of the sun’s radiation with their fine crystalline structure, are considered quite valuable to those of murderous disposition and an eye for profit. These feathers are not shed by healthy elymasti.
An elymastix’s legs are strong and precise, and her neck is very precise, but her opposable talons are only useable for grasping with minimal manipulation. Elymasti prefer flying to walking for its obvious advantages of speed and safety. A small creature could ride an elymastix, but understandably few elymasti would be so generous to any but the very closest of friends.
The elyx brain is a decentralized system of nervous centers, with seven separate nodes along the top half of the spine. Each node appears to store an approximate duplicate of the elymastix’s long-term memories, while controlling a function of thought: logic, problem-solving, instinct, strong emotion, neutral emotion, sensuality, and vision specifically. This separation of brain activities leads the elyx psyche to apparent multiple personalities. In truth, an elymastix will choose, by logic and by emotion, which mindset is most appropriate before making a decision or contemplating a deep thought.
Elymasti reach maturity at 10 and commonly live to be 60 years old, but some live almost a century.

Relations
While logic and emotion are the strongest influences on elyx thought, instinct plays a key role in how they view their role among their people. Elymasti instinctively remain faithful to their people, although family and clan structure is far less important to them than among other nomadic races. They willingly act in accordance to the best interests of their entire race rather than individual sects, regarding nationalism and territoriality as forms of conceit and greed. This is only instinctive and not rigidly enforced by elyx society, and so a few will travel to foreign lands when they feel unneeded by their people.
Groups (or “flights”) of elymasti settle for brief periods in their well-crafted earth and stone cities, which serve as nesting grounds, marketplaces and temporary headquarters for guilds. The primary dividing factors among elymasti are food supplies in their native lands, often too sparse to support a flight larger than a few hundred. Also, the handful of elyx religious creeds will usually preclude membership of dangerously chaotic elymasti.
An elymastix young adult will often break from her birth flight to join another flight in passing, if the new flight is in need of her services. Usually, having learned her trade from members of her flight, they will encourage her to leave to lessen strain on food supplies. The elymasti emit an almost undetectable pheromone when comfortable and content, as a signal of familiarity or love to other elymasti. This scent is often considered disagreeable enough by gnomes for them to avoid the elymasti altogether. Open-minded humans, who can look a talking bird in the eye without flinching, get along well with the elyx people, as the races mutually appreciate their dynamic and curious natures. An elymastix will usually cooperate with an elf in preservation of the land or pursuit of those who would abuse it. Barbaric races often have ambitions for territory or clan prestige that clash with elyx thought, but otherwise the elymasti get along with these fellow inhabitants of the wilderness.

Alignment
Usually chaotic good, having come from lands with loose governmental structure and the resulting need for at least a degree of personal discipline to maintain a flight’s health. Evil elymasti are rare, but not unheard-of. An evil elymastix’s affinity for her own people will often override her tendency to separate herself from good or neutral elymasti. When an elymastix journeys and lives among other races, she may adapt to the established laws, becoming neutral or lawful by choice rather than by nature.

Elyx Lands
The elymasti loathe territoriality, welcoming any uninvited but well-intentioned guests as simply fellow creatures in need of a place to rest. Among flights, the elymasti gladly share land and resources. They do, however, resist permanent settlement in their lands by other races, which is rare in any case in such disregarded real estate. Encroachment unduly stresses elyx resources, so they will willingly go to war if unable to peacefully prevent foreign settlement. Their own settlements are only temporary homes, though these very few city-camps are built of earth and stone to last ages. A flight inhabits a city-camp for only a season or two, to raise and protect their infants before they can travel with the flight, then they move on when a new flight arrives.
When more than one flight briefly occupies a city-camp, the opportunity is taken to exchange news, trade goods, tell stories, cooperate in building monuments, and discuss government of the city-camps. Flights frequently send messengers to each other to keep up on news from every corner of their lands. This allows them to rally to war quickly if necessary, or to exchange needed craftsmen, tradesmen, hunters, and laborers.

Religion
Upon reaching maturity, at approximately 10 years, elymasti begin religious training in any one of a number of related religious creeds, which may lead to lives as devout druids or simply serve as a guide to elyx morality. The uniting threads of elyx religions are the belief in the merits of both originality and unity, and in the generosity and vulnerability of nature. Elymasti regard the land with great respect and consider it to be in need of protection in order to sustain them. Elyx druids serve as primary providers of food for the elyx, drawing upon the energy around them to produce magical sustenance and reduce the need for invasive agriculture. They also cast light spells upon their personal items, to provide those around them with precious light in the absence of the sun. As such, druids are highly venerated members of society. The elyx are tolerant of other race’s religions, but regard them with benign distaste. Their chief racial god is Milusx (chaotic good), the god of Sun, Air, and Travel.

Language
The language of the elymasti is called elyx and uses elven script. The elyx language existed long before it was formalized into written language. Elyx history was passed down orally, with emphasis on the lessons to be gained and little regard to accuracy of details, so written language was seen as wholly unnecessary. An elven linguist eventually found the musically birdlike, rolling phonemes of elyx to be similar to elven, and simply began to record the language in his own script. Knowledge of the written language spread slowly through the elymasti until record-keepers became common in flights, but the oral traditions are still the preferred method of retelling history.

Names
An elyx name refers first to her flight, and second to herself. She will usually change her name when she joins another flight, adding its name to the beginning of her own. Elyx names can become very long in this way, so other races are known to refer to elymasti by their base names, if they understand the elyx naming conventions, or by various nicknames if they do not. The elymasti never use nicknames, though for convenience an elymastix may choose not to add her most recent flight name to an already very large name. She may also eventually drop the name of a flight she belonged to briefly, or one that has not dramatically influenced her life. Members of the new flight or the dropped old one will rarely take offense to this choice, but rather respect her for her obviously vast experiences in other flights.
Female names: muhreahl, enladamie, dehlara, maelarme, eloshamie
Male names: donshuin, uhreaid, elhoam, enladomei, hladonnae
Flight names: Luo’, Rrh’, Dloa’, Fahln’, Lra’, Earlm’

Adventurers
When an elymastix finds her skills in ready supply, presently unneeded, or entirely obsolete, she will usually choose to begin learning a new trade and acquiring new skills. A few in this position, however, will choose to journey outside the elyx lands and find a “flight” among other races. This choice may be initiated by curiosity, the influence of a traveler passing through elyx lands, or the attraction felt by an experienced elymastix for new people to meet and lands to explore. Often a small group of elymasti will leave together, preferring to remain close to familiar faces even as they seek adventure or employment away from home. If a good aligned elymastix learns to expand his devotion to his people to include other races, he may leave to seek and conquer evil for the good of society as a whole.

Racial Traits
۰ -4 Constitution, +2 Wisdom: Elymasti are quite frail, but their society’s wisdom is instilled early in life.
۰ Medium-size.
۰ Base speed: 20 feet standard. 40 feet flying.
۰ Flying adds a –4 strength penalty when calculating carrying capacity. With a light load, the elymastix can hover in flight, but not fly backward. Medium loads reduce flight base speed by 10, and require forward movement of at least 30 feet per round to remain in flight. Flight is impossible with a heavy load.
۰ Immunity to dazzle effects: An elymasti’s eyes are built to handle the blinding affects of snow reflection, so excessively bright light does not bother them.
۰ Elymasti sleep normally, about 8 hours per day during nighttime.
۰ If in darkness (heavy clouds or no sun) for more than 1 round/level, elymasti lose control of their body temperature and suffer a –1 penalty to all skill checks, attacks, and saves. If also exposed to cold below 8°C for more than 5 min/level, they risk falling into a catatonic state: an elymastix receives a -4 penalty to saves against cold damage/effects, and she must succeed fortitude saves as if unprotected and exposed to temperatures 1 range of effect below (see p 302 DMG 3.5). Failing this fortitude save drops her into an inactive state, with -8 to listen checks while inactive & -4 to all saves.
۰ +2 racial bonus to Craft checks related to sculpture or decorative art: Artistic creativity and skill are greatly encouraged in young elymasti.
۰ Elymasti get a +2 racial bonus to reflex saves, due to their bird-like reflexes and lithe agility.
۰ Automatic languages: Elyx, Auran
Bonus languages: Common, Elven, Draconic. Elymasti learn the languages of the skies and their human and elven trade partners.
۰ An elymastix may only use one pair of limbs at any one time for wielding weapons or items. When using wing claws, she suffers –6 dexterity and –2 strength penalties related to using and holding the object. When propping herself up and using her talons, she suffers no penalties, but may not move or turn in any direction, loses her dodge bonus, and automatically fails reflex saves. Standing is a free action.
۰ Natural elyx attacks are Bite, and two Talons. Multiattack is needed to use multiple attacks per round.
۰ An Elymastix may make 2 talon attacks per round when flying (must have Multiattack or suffer standard penalties), or 1 talon attack when standing. She attacks at her base attack bonus plus her strength bonus, dealing 1d4 plus her strength modifier damage. Critical is x2.
۰ Elyx warriors have adapted weapons for their use, due to limitations presented by their bird-like feet and weak wing claws. An elyx character is automatically proficient with 1 of these weapons.
۰ Favored class: Druid. The elymasti are naturally proficient in using and protecting their vital lands.

Elyx Bladed Bracers....40gp...1d8..19-20x2..*....5lb
Stats are for one bracer. Can be strapped and buckled onto a leg, or removed, in one round. Can be donned while hovering, but requires 4 rounds. When diving, this weapon is treated as a talon attack, such that it deals double the normal slashing damage. Wearing bracers while standing incurs a –2 penalty to all strength and dexterity checks, and renders the talons useless for manipulating objects.

Elyx Tail Thrower.......14gp.....*.......*.......*....2lb
This ranged weapon allows the tail to throw a weighted ball shot with tremendous force. Loading the wooden scoop on the ground is a free action, but while hovering in the air loading is a move-equivalent action. The tail thrower may be loaded with a variety of shot.
Iron Ball...................5/1gp...2d4.....x2....60ft...2/lb
Stone Ball...............10/1gp...1d8.....x2....50ft...2/lb
Fire Stone................12gp....1d4.....x2....40ft...3/lb
Also deals 1d6 fire damage plus 2 points splash damage up to 5 ft away. Shatters on impact.
Tumbling Stone..........3/1gp...1d6....x2.....30ft...2/lb
Target suffers a -2 dexterity to its AC bonus because of erratic flight path, but never reduced below +0.
Half-stone Bolas..........2gp.....1d4....x2.....40ft...2/lb
On a hit bolas make a trip attack, adding the attack bonus to the opposed roll instead of Strength.
Crystal of Storing........60gp....1d4....x2.....60ft...4/lb
Stores any one spell, triggered on impact, up to 3rd level. Shatters on impact.

Elyx Tail Spikes...........65gp.....2d4....x2......*.....12lb
Tail spikes function like a spiked chain, dealing slashing damage. They may be used to initiate a grapple check, whenever the bare tail may be. Upon a successful grapple check, and for each successful round of grappling, the spikes deal 1d10 piercing damage.



[Honestly, I'm just getting settled before I hit you with two PrC ideas that need some work. This is post #5 for me, so I figure it's early to ask for in-depth discussion ;)]
 
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This is really cool!

I think your race is very interesting. However, there are major balancing problems. Flying cannot be given to an LA+0 or +1 race ever or it is overpowered. Make the flying into gliding like a raptoran and its swell.
 

Hm. I haven't personally encountered a situation during play in which an Elyx character abused his ability to fly, and those who role-played very well actually got themselves into more trouble than otherwise by flying in civilized lands. I'm curious as to why flying is considered a power-play. Perhaps if I understand that dynamic, I can help people come up with ways to compensate for it. I'm looking up the Raptoron now, to see if I can get some insight into what would be "balanced" without turning this into a freakishly flightless bird-thing (these things aren't exactly built like penguins)
 

I can't speak for any designers, but by rule, the Winged template from Savage Species is a +2LA.

Also, a question if I may- how do you get arctic bird/reptiles? Are you envisioning them as a larger, intelligent Archaeopterix?
 

Er... to take flight you need to run or to make a quite high jump check... and excepting a perfect maneuverability, you have to take a move action each round or start falling...

LA +2?

[rant]The winged template is the most nonsensical thing ever, where did it come from? from the mythical race of "winged creatures"?... wait, those were Angels! lets see... and a +2 bonus to Wisdom... yeha, really, having wings and flying auguments your perception and Wisdom, and really give a closer link with the divine, of course.[endrant]
 

Hm. The spirit of the Elyx flying ability is for a nomadic lifestyle in challenging terrain. It's meant for lots of movement, not for a dive-bomber extraordinaire or a spellcaster/archer who can always stay out of counter-attack range.

So, in light of this desire not to set up for power-play:
If I institute a mandatory forward movement to maintain alttitude (with a full-out 3x sprint to actually gain alttitude) and stipulate rather crappy manuverability, that would limit simultaneous flying and fighting to fly-by melee attacks with long, wide, slow loops to set up each charge (effictively taking an Elyx attacker out of combat for rounds on end). Getting in close to an enemy isn't something a creature with -4 Con will want to make a habit out of, anyway.

If level flight counts as a standard action rather than a move action, that makes both ranged attacks and spellcasting almost impossible in flight. The Elyx would have to retreat a ways and land before casting or shooting, or wheel around after gliding and fly away for a round or so to regain alttitude, again taking him out of combat for rounds on end.

Also, if I exclude the Raptoran's ability to glide while incapacitated (which I already have by simply not mentioning it), an Elyx character might not want to risk flying in dangerous situations, for fear of being stunned (even only for a few rounds) by a spell or a blow and plummeting to his death.

It's important to note that an Elyx character, if played correctly, won't often use his mobility to separate himself from his party (employing instead a group/"flock" mentality). Flying over a wall into a hostile city/temple/residence/castle alone would be a big no-no and would take some definitely impressive smooth-talking to convince an Elymastix to do. I'm not sure how much role-playing like this influences rules, though. That's an individual DM's call, but in my campaigns a character trying to pull such a stunt would either get a flat veto or a "random finger flick from God" treatment.

Hopefully these measures would set up flight as a utility, rather than a combat or evasion advantage. What do you think?
 

Here, I made these ideas concrete rules. These replace the 3rd and 4th bullet points, and add 2 more:

۰ Base speed: 20 feet standard. 40 feet flying.
۰ An elymastix has Average flying maneuverability and can fly straight and level if she maintains forward movement of at least 30 feet per turn. Because flying like this takes effort, it counts as a standard action. She may also glide, losing 5 feet altitude for every base flying speed of forward movement, which only counts as a move action. This means that an elymastix may spend a full round of movement to fly twice her base flying speed, losing 5 feet of altitude but not exerting herself. If she chooses to exert herself, she may run while flying, which allows moving at up to 4 times her base flying speed. She may gain as much as 10 feet altitude for each base flying speed of forward movement. For each 90 degrees she turns at any time while flying, she loses 5 feet altitude.
۰ Flying and gliding add a –4 strength penalty when calculating carrying capacity. With a light load, the elymastix can glide and fly normally. Medium loads reduce base flying speed by 10, just like base land speed, and when gliding the elymastix drops 10 feet for each 40 feet forward movement. Gliding is impossible with a heavy load, and base flying speed is reduced by 30 feet.
۰ Using her wings to aid her, an Elymastix gets a +8 racial bonus to Jump checks.
 
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It is still overpowered.

I must say, that would make it LA+1, butm it is till unbalanced because you must compare it to a raptoran. Also, it can do powerful things out of battle with its flying that could become a problem LA wise. LA is not just defined by battle power, but power in all respects.
 


I have to vote for +1 LA being more than sufficient. As Land Outcast commented, the thing has some disadvantages too, both through lower constitution as well as cold vulnerability, both disadvantages that will play into effect long after flying gets surpassed by the powers of spells or magic items which grant fly. I presume players pick races based on what they want to play for a prolonged period of time, and not because of very immediate advantages. Okay, if it was +2 LA, that would mean that I could have flying with a 3rd level character. Unfortunately, the Wizard would have Levitate and be able to do some of the stuff I could do with flying. Unfortunately, the Warrior would kill me with one shot of his bow. But who cares, I can fly. Let WoTC have their opinion about what flying is worth, and let us have ours.
 

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