Ideas plz


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Flavor Thoughts:

-the Tarchon is highly carnivorous, supplementing the lack of green stuff with various insects.

-they live in long, camouflaged huts. Ambushes from the bog's muck are their favored form of defense, even at the final line of their own homes.

-they have border guards who live at the edge of the bog in what appears to be large beaver dens- those air-filled little domes with a water entrance.

-having adapted to the bog, they hate to be in dry environments. The also tend to be a bit xenophobic, particularly since most other peoples seem to regard them as disgusting savages, and also tend to see their swamps as good places to drain to get 'good land'.

-Their favored weapon is the short spear, but they also like nets- while they have limited storage, dead things rot quickly in the bogs, so keeping the food alive for as long as possible is the best form of preservation.

* Edited In *

-Tarchons cannot speak underwater, while they have gills the system does not support the use of their vocal chords.

-Tarchons are used to breathing the mucky water of a bog, breathing clear water is like a high-altitude runner coming down the mountain- everything becomes a little easier. This might be reflected in a bonus to endurance checks or something.

-They prefer reed instruments. They do not use string instruments. They do have broad-headed, mallet-shaped drums, like a small, tightly-bound boll attached to a stick. These drums are played by tapping the fingers on them. A set of codes allows to that are near each other to have a quiet conversation by the drums. The drums are also smacked into the buts of their spears (hence the handles) to send simple signals to others of a close-proximity group of hunters. (The effective range of these drums is no more than a few dozen feat, the rawhide being so tightly bound).

-The Boghunters (the most acceptable of several euphemisms for the Tarchons) have created a compound of mud that is very sticky and slow to dry out. It makes a very effective, long-term camouflage aid. A single application will last 2d4 hours and provides a +2 circumstance bonus to Hide checks in swampy terrain.

-They have also created a compound of mud, clay, and various other materials that a few more 'civilized' (greedy & outgoing) Tarchons have sold as youthifying topical cream.
// That's half joke, but maybe it can be worked with.
 
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khorod you're good at this thats perfect for the Tarchons lets just use those and call it good i've got to work on the flyers but input on the Tarchons will still be evaluated
 

Korloks

+2 dex -2 cha

Medium size

base speed 20 / Fly 40 (good)

Blindsight 90 ft

Sunlight sensitivety (as drow)

+4 on move silently checks when flying

+4 to listen and spot checks

Languages - Auto : Common
Bonus : Undercommon, Auran, Draconic, Infernal

A highly militant race that believes that all the world should be their own The Korloks are some of the nastiest humanoids to ever terrorize the night. They sneak up on targets in the dark of night with their nearly silent wings and let lose a barrage of ranged weapons. They are tall batlike humanoids with big ears and wings. Their dark fur is often dyed with different marks to designate their place in Korlok society. Most Korlocks are Lawful nuetral, But they are more likely to be Lawful evil than lawful good. No matter alignment the Korlocks can and will maintain grudges for centuries.

+1 ecl mod
 
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That flying movement is over the top. I don't remember offhand anything that moves that fast. So even young Korlocks are going to find survival best suited to running away. This level of speed in nature more closely correllates to fast herbivores like deer than ambushers like the great cats...

EDIT: Just noticed the ECL mod mention. I'd still dial them back to 50-60 ft at most, extend vision, and increase the skill bonuses. Look at the Dire Bat. At that point, I think they would be ECL +1/1.5.

I'd dial back that speed to 30 or 40, particularly given some of my assumptions to follow. Also, given that they are flyers, any work they do at night will make that blindsight of very limited usefulness. I suggest increasing it to 60, or even 90.

Just dropped by to maybe add more notes to my post on the Tarchons and had some inspiration for these new guys. Take it or leave it.

Communities: The Korlocks live in deep caverns usually accessed near the tops of mountains. The caverns are usually carved out as a few very large chambers with short, open-topped living quarters, the better to fly throughout their communities, as walking is something uncomfortable to this bat-like people, who instinctively recognize the danger of moving on the ground.

Wealthier communities make contacts with such creatures as Deep Dwarves, creating trade routes that such creatures can use to visit the Korlocks (or be visited by them) to trade those objects of wealth that the Korlocks choose to disgard. Since Korlocks prefer to be one with the night, they tend to lack appreciation for many forms of jewels and precious metals- these things do nothing more than attract attention, and are better traded for more practical equipment.

Games: The Korlocks like games of chicken. Two Korlocks fly around like the batty folk they are. This is done near the ceiling of the Korlock caverns, where what little light is kept by the community barely reaches. They then proceed to fly in tight circles, playing tag. Tag is best done by slamming another fellow into the wall. While only 'played' by youths, this harsh recreation is very effective at developing the battle and formation instincts of the Korlock warriors, who become skilled at sensing danger and being aware of other members of their team.
  (Until puberty is over the information gained through blindsight is such an overpowering wash of information that they cannot use that sense without 'blindness' and headaches. Thus the communities do have some light, and games in the darkness help acclimate them to what so much of the rest of their lives will be.

Society: Korlock society is based not about providing for the community, but about roles in the hunt. The warriors are the main-stream fighters, very respectable and the reasonable goal for all healthy and strong young adults.
  The next caste down is the scouts, who identify dangers and places to target. That they are less in caste is somewhat surprising, as these are often the most cunning members of society, with great authority in their direct connections to the highest caste warriors.
  Lowest in society are the Gatherers, those who fly in while the warriors do battle to take what food or treasure they care to carry away. Young ones old enough to participate often enter combat as a Gatherer, even if destined for higher caste...

Combat: The Korlocks also prefer to fight melee-style, having enough of the primal hunter to appreciate the feel of tearing flesh. The main weapons of the gatherers are clubs and nets, and the Warriors typically use clawed gauntlets, blowguns, or hand-axes.
 
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Race Ideas
- A nomadic dune-desert people who have no mounts.
-One with abnormal numbers of eyes & limbs.
- A race that was created 400 years ago at a population of 10,000. They are thrill seekers, temperamental, and more die than are born.
 

OK Khorod you are good at these cultural details
lets go with those

as for your race ideas I'll start with the thrill seekers beacause if you want a desert dweller and a race with extra eyes and limbs try the thri-kreen in the monster manuel 2
 

Fajas

+2 str +2 dex -4 wis

medium

base speed 40

+2 to any climb, jump, swim, balance, and tumble checks

+2 on saves vs any illusion effect

F.C. - rogue

Languages : Commom
Bonus - any (except secret)

fajas are crazy no 2 ways about it. They are strong and agile but they are prone to rash behavior and never pass up an opportunity to make trouble. They were created form the worst aspects of halflings, and orcs 10,000 years ago and their population is declining because of their rash behavior and constant adventuring. Despite their lack of insight they can generaly discern illusions because of their wide experience and own magical origens.

Ecl + 1
 
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Physical adventurers, huh?

I suggest dropping the Con/Cha modifiers. These guys do crazy things, and sometimes fail their fort saves. Also, adventuring builds character, I would picture them as able to be charming but doing stuff a dwarf would consider insane on general principle. So no modifiers to either.

I like the approach, but it doesn't strike me as a particular race, kind of like a strange variant human culture. I think it needs another flavor-oriented mechanic in the mix... don't know what. Maybe resistance to illusions since they've seen and done everything already? Maybe a +1 natural armor bonus for fur & scales? (Okay, maybe not that last one. Maybe that's another race idea: lizard men that had divurgent evolution in the arctic, so parts of their scales adapted and morphed into fur..)


I edited some more details into my Tarchon-flavor post the other day.
 


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