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Is this race balanced?

Quickleaf said:
I'm having brain freeze. :eek: I was just thinking something like mummy wrappings that had a blessing offered over them (by anyone, not necessarily a cleric) and soaked in oiled fragrances...easy enough to replace, but not something everyone just happens to carry around with them. Of course, there is the possibility for magic wrappings...

Have any ideas??
The blessing seems like a good idea. How long does the blessing take (just seconds or a more lengthy ceremony)? How much do oiled fragrances cost, and where can they be obtained? Can you substitute holy water instead?

What if the ceremony had to be performed by the Maa-Kheru who was going to use the wrappings? You could have a ceremony which increased in power based on character level. You could add things like elemental resistance, AC deflection bonuses, etc. to the higher level ceremonies.

The flavour behind the new turn undead bonus is great, but I'm leery of a racial ability that only benefits certain classes.
 

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Quickleaf said:
Maa-Kheru (Unliving)
Cursed (Ex): Unliving do not heal hit points normally, and no magic spell exists that heals a Maa-Kheru of wounds. They are not affected by raise dead and reincarnate spells or abilities, nor resurrection or true resurrection.
Gifts of Neith (Su): The only way a Maa-Kheru can heal is by being wrapped in sacred linens called “gifts of Neith” for at least six hours, entering a catatonic state which they describe as a dream-like journey through the Underworld. After this time they emerge fully restored, with all hit points healed; as a side effect paralysis is negated. Poison, disease, curses, and ability damage are not healed, however. Through this ritual a Maa-Kheru can even cheat death. As long as its body is mostly intact and not subject to a curse, the Maa-Kheru can be revived. If Maa-Kheru is damaged beyond this point (i.e. mutilated, chopped up into pieces and buried, burned to a crisp, eaten alive and digested, etc.), they cannot be returned to the lands of the living. However, each time a Maa-Kheru dies and is brought back to the living world, it suffers a -1 penalty to its Constitution as its soul longs to return to heaven (though the spirit is cursed not to return, it still has hope that it might). It is important to note that a Maa-Kheru cannot wrap themselves in these linens, but must be wrapped by others.
Below is the race broken down using the point system from Grim Tales. It isn't perfect as all the abilities you list do not have an exact corollary. But is is very close. What is interesting is that the two abilities above (Cursed and Gifts of Neith) seem to balance each other out pointwise. Whether this is the case in comparison to any creature that does not hold these same two abilities is what likely needs examining.

Personally, I would say a game where all creatures have the Cursed and GoN abilities would mean far more deaths due to no in combat healing, but death also becomes easier to resolve after combat. Psychologically, the stigma of death would probably lessen. The frequent deaths at high levels would likely make a character close to unplayable (due exceptionally low Con scores).

The ability to fully recover HP completely each night is nice. But no healing all day removes most of the need for a cleric.

It's a really interesting class to say the least. And changes the flavor of the game.

Maa-Kheru (Unliving) Racial Traits
Ability Scores (Total +/-0) 0
Basic Needs -0.1?
Deathvision +0.35
Light Sensitivity -0.1
Disturbing Visage -0.04
Unliving Resistances +0.1?
Cursed -1.0
Names of the Underworld +0.04 +0.04
Gifts of Neith +1.0?
-1 feat -0.2
-1 skill point per level -0.1
+0.99
 

Gifts of Neith

Gifts of Neith: These sacred linens traditionally used in embalming are worn by the Maa-Kheru at night. Though no magic is required in their creation, they allow the Maa-Kheru to heal damage and even return from death. The linens must be soaked overnight in 25 gold pieces worth of fragrant oils (or 2 vials of holy water instead). At the beginning of the night a prayer must be uttered over the linens by an ally of the Maa-Kheru. During the night, the Maa-Kheru holds a prayer vigil over the linens. Come the morning, the linens are treated as "Gifts of Neith." As the Maa-Kheru gains levels, the linens offer more and more protection. In addition, at the ceremony levels - 1st level, 5th level, 10th level, 15th level, 20th level (and so on) - the Maa-Kheru learns a ceremony to imbue their linens with greater power. These linens have 5 hit points plus 1 per level of the Maa-Kheru and are particularly vulnerable to fire, suffering double damage. If they are ever destroyed, the Maa-Kheru must create a new set of sacred linens. This new set is identical to the old set, including all ceremonies imbued into it; the magic is in the Maa-Kheru's nature and prayers to Neith not in the linens themselves. (Thanks Ulorian!)

Neith's Ceremonies:
1. Fire Resistance: The linens no longer take extra damage from fire. In addition, they provide the Maa-Kheru with +2 saves against fire. Every five levels gained after imbuing the linens thus increases the bonus by another +2.
2. Hidden: If hidden, the linens provide the "sleeping" Maa-Kheru with a +2 circumstance bonus to Hide per ceremony level. In addition, all spells that scry on or attempt to locate the Maa-Kheru fail while it is so wrapped (as a nondetection spell).
3. Purification: When the Maa-Kheru "sleeps" in the wrappings, it is affected by a Heal +20 check for the purpose of treating any disease. Also, the Maa-Kheru heals one extra point of ability damage (not drain) for every ceremony level the Maa-Kheru has (1, 5, 10, etc).
4. Restoration: The Maa-Kheru heals 1 point of ability drain per ceremony level when it "sleeps."
4. Shield of Neith: For each ceremony level (1, 5, 10, 15, etc) the Maa-Kheru has, they get +1 to saves and AC while wrapped.
5. Spell Resistance: Gains Spell Resistance equal to its level while wrapped.
6. Warded: If any creature takes hostile action against the Maa-Kheru or its linens, he/she is immediately awakened and the wrappings loosen themselves so that the Maa-Kheru can wiggle free in one round or burst out (destroying the linens) instantly.

Blessed Wrappings: These sacred linens are usually reserved for embalming royal mummies, though the Maa-Kheru rely on them for life. When a deceased creature is wrapped with them, its corpse is preserved as a gentle repose spell and it is prevented from rising as an undead creature as a hallow spell. The wrapped corpse cannot be possessed or inhabited. A Maa-Kheru can wear these wrappings as an ornate dress, recovering 1 hit point per hour and gaining +2 Charisma. Because the wrapping aren't designed for movement, a Maa-kheru running or charging in them tears the wrappings apart and their magic is lost. (Thanks jaker2003!)
CL 9th; Craft Wondrous Item, gentle repose, hallow; (Not sure how to price/XP this yet...)

That's what I've got so far...More later. Cheers!
 


Into the Woods

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