New Race: Embolite (with racial levels)!

Sertimon

First Post
- Updated 30/11 - See changes below! -

As slightly hinted in the the Quanah thread on these boards, I present the race that can assume statue form! This race has caused lots of headache, and hopefully, you guys and girls can help me balance it :)

The main concerns are these: Would it be overpowered to move both stone form and hibernate abilities to the embolite’s racial traits? I really need advise on this, so help me out, please! I was thinking of replacing the first level class ability with some kind of craft talent. I would happily consider other suggestions! Thanks!


EMBOLITE
Embolites are strict, strongly religious, and somewhat over-protective. They tend to center their interest too much on whatever means the most to them. Embolites often become over-possessive because of this, and suffer through fear of losing it. Embolites are one of few people that has very strong religious beliefs, but few are committed enough to be considered fanatics. They delight in mystery, especially if it is riddled with strong religious signs.

When not training for war or defending their borders, embolites can be very creative when inspired and able to lift up beauty in all things. Embolites hold a great love for sculpturing and to carve things out of stone. Traditionally, an embolite’s parents carve special patterns and signs on their skin while hibernating to signify that the embolite has reached a special point in his or her life. Sometimes they even let embolites from other families carve on them. This is one of the greatest signs of affections among their people. The carvings leave permanent marks on their skin when they decide to changing back to natural form.

The life of an embolite is a constant effort to follow the rigid traditions and religious beliefs of their people. They are guided by the Sovereign Prince, supreme ruler of their lands. According to ancient tradition, a new ruler is always selected when the current sovereign prince reaches the height of his power. The sovereign prince must sacrifice himself and pass on his power to his eldest son. This power is represented by a ranseur heirloom, passed on from father to son.

The rule under the same sovereign prince usually lasts for about a 130 to 150 years. It is widely believed that the strength of the land and its people are closely linked to the rule of its sovereign prince. In order to renew this vigor and strengthen their people, it requires the sacrifice of its current sovereign prince.

Embolites generally fear the use of magic other than those practiced by the Auzyn Order. The Auzyn Order is the center of embolite religious belief. They appoint warriors dedicated to hunt down anyone that wields or tries to master a form of magic not approved by them within the borders of their land. Outsiders require special sanctioned documentations approved by the Auzyn Order in order to enter any Embolite city. This fear originates from ancient embolite history and their constant conflicts with the Zaranaels, powerful beings of Change.

An embolite’s light gray skin is very thick and hard and often covered with patterns and symbols. Their hair tends to be dark gray or black. Embolites often shave away all their hair on their heads, except for one bundle of hair tied up in a ponytail or topknot depending on the length of the hair. An average embolite stands about five to five-and-a-half feet tall, and weigh between 160 to 170 pounds. Embolites reach adulthood at the age of forty, but are considered mature at the age of twenty. This means that embolites of twenty or above are fit to rule, if it is required for the well-being for all of its inhabitants.

Embolite Racial Traits
  • +2 Constitution, -2 Dexterity: Embolites are sturdy, but not very agile.
  • Medium Size: As medium creatures, embolites have no special bonuses or penalties due to their size.
  • Embolite base land speed is 30 feet.
  • Timeless Body: An embolite does not experience any of the benefits or penalties of ageing. An embolite that reaches the age of twenty is considered adult and never enters the middle age, old, or venerable age categories. In addition, they cannot be magically aged. At the end of its life, an embolite still dies when its time is up.
  • +2 racial bonus on saving throws against transmutation spells or effects: Embolites are naturally resistant to magic that physically alters or transforms their body.
  • +2 racial bonus on saving throws against poison: Embolites are hardy and resistant to toxins.
  • +2 racial bonus on Craft (sculpture) and Perform (any one) checks: Embolites are very artistic. They have the talent to excel at highly inspirational careers and are always encouraged to develop these abilities further.
  • +2 racial bonus on Climb checks: Embolites are adept at climbing.
  • +1 racial bonus on attack rolls with reach weapons: Almost every embolite can use these weapons to some degree.
  • Natural Armor: Their thick skins provide embolities with a +1 natural armor bonus to Armor Class.
  • Automatic Languages: Common and Lynmaerese. Bonus Languages: Any.
  • Racial Levels: Unlike humans and some other races, an embolite can take few levels in "embolite" as a class to develop their racial qualities more fully.

Embolite Levels
Embolites can take up to three levels in "embolite" at any time. Not all embolite, however, take racial levels (or all three of them).
Hit Dice: d10.

Skills
Skill Points at 1st Character Level: (2 + Intelligence modifier) x 4.
Skill Points at Higher Levels: 2 + Intelligence modifier.
"Class" Skills: The embolite's class skills (and the key ability for each skills) are "Class" Skills: The embolite's class skills (and the key ability for each skills) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Swim (Str).

Class Features
Weapon and Armor Proficiency: Embolites are proficient with all simple weapons, plus glaive, guisarme, lance, ranseur; with light and medium armor, but with no shields.
Statue Form (Su): At 1st level, an embolite can hold herself so still that she appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the embolite is really alive. This ability functions exactly like a flesh to stone spell, except that an embolite does not become mindless and change back at any time. The statue form always matches is surroundings. She cannot move, and is treated as having a Dexterity score of 0, and she automatically fails all Reflex saving throws and Dexterity checks. If she can act, she applies her Intelligence bonus to initiative checks. Should she ever be reduced to 0 hit points or fewer, she is instantly destroyed. The embolite is treated as a blind creature for the duration of this ability, but can make Listen checks as normal. An embolite can maintain the effects of a statue form for up to 2 hours per racial level. The embolite can use statue form once per day. Using this ability is a standard action.
Stone Hardness: At 2nd level, an embolite in statue form gains the same hardness as stone.
Hibernate: At 3rd level, an embolite does no longer require sleep. The embolite must assume statue form (this does not count toward her daily limit) and hibernate for six hours per day. An embolite resting in this fashion gains the same benefit that a human does from eight hours of sleep, and suffers the same penalties for not resting.
Fast Healing: At 3rd level, the embolite gains the ability to heal its wound more quickly. The embolite gains the fast healing special quality whenever she assumes statue form. This includes when she's hibernating as well.

Code:
[b]  BAB   Fort   Ref   Will   Def   Abilities[/b]
1. +0    +1    +0     +0    +0    Statue form       
2. +1    +2    +1     +0    +1    Stone hardness
3. +2    +2    +1     +1    +1    Hibernate, fast healing 1

So what do people think of this one? Is it balanced? Does it need a Level Adjustment? I am aiming for a LA +0 on all my races, since most of them are going to be a PC races. Questions, comments, and feedback is appreciated!

Sidenotes: There are no base spellcasting classes in my homebrew world! The ability to cast spells can only be acquired through advanced or prestige classes and the maximum limit is level 5 spells. The base classes are replaced with heavily modified d20 Modern classes. I'm not trying to hide the fact that I did get the idea of racial levels for AU.
 
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Certainly seems an interesting race.

As far as the statue form goes - it states they are treated as blind. Are they also deaf? Do they have any tactile sensation/awareness of damage?

I think it's an interesting ability, but you could probably add a craft bonus at first level as well. Or possibly some limited ability to manipulate stone.

Possibly a bit of both - perhaps they can consider their bare hands as masterwork stoneworking tools - would help their craft and would have the side effect of making them quite hard to imprison... In addition it would mean even the most 'dirt' poor of their race would have viable tools.

Not sure whether it fits with the concept, but a plausible 3rd level ability could involve some kind of speed through stone, perhaps 3' through unworked/1' through worked? Like an umber hulk they could perhaps choose whether to leave a tunnel or not?
 

Thanks for the suggestions, Inconsequenti-AL! I really like your suggestion about treating their bare hands as stone working tools! Since they already have a racial bonus to Craft, I'll probably just let them avoid the -2 penalty on craft checks when not using tools or skill kits.

I should have stated that they are not deaf while in statue form and Listen checks are possible as usual. I'll change that.

I am not so sure about giving them burrow speed though, but perhaps some ability related to either moving through or hiding in stone. More extreme abilities related to stone, such as moving through stone, able to fight while in statue form etc ... will be granted by entering a 5-level prestige class.

Any comments/suggestions on the query listed second paragraph?
 

I don't think the base race is overpowered, think it's just about right. Though the +1 with Reach and natural armour bonuses are both quite strong, they are certainly not unbalancing. The numbers seem to match well with the 'basic' races IMO.

I think the hibernate ability could possibly be combined in with the stone form in the racial level advancement. Neither is overly powerful, although they certainly have their uses... I think they would be fine combined in the 1st level bonus, but too much if added to the basic race. Not sure what you'd put in their place in the 3rd level section, however.

Fast Healing 1 is a very nice ability by itself? If I've got it right, then given a few minutes between combats you can be fully healed...

Give it a playtest and see how it pans out...
 

Thanks for the quick response!

Note that the embolite fast healing only works in statue form or while hibernating. Or at least that was they way I intended it to be. As of now, you could actually just 'rest' for a couple of minutes to gain the benefits of fast healing, as you pointed out. I think I'll need to reword it a bit. That's not the way I want it to work, then I might as well give them standard fast healing. I'll look over it and change it.

Originally, stone form had the hibernate special ability in addition to the effects described above. However, I thought that it would be to powerful as a 1st-level ability. I'll have to think it through first and perhaps reconsider combining both abilities.

I'll look through the race again and try to make a few adjustments. In the meanwhile, how about this change:

- Move hibernate to racial traits
- Change stone form so that it's usable once per racial level

Another thing I was thinking about was changing hibernate so that they could not 'wake up' from this state until they had rested for six hours. Perhaps lower it to four hours in this case. Both stone form and hibernate would look identical to an observer, but only hibernate would gain the real good benefits (stone hardness and fast healing). How about his?
 

I think Hibernate would be OK as a racial ability. Basically it means you are still alert while you 'sleep', not sure quite what impact that would have on a game. It doesn't sound too overpowering, IIRC somewhat like elves and their trance 'sleep'.

Fast healing while in stone form / 1/level/day would seem a decent balance, think only playtesting would reveal exactly how well it works... Depends a lot on the type of game, particularly the availability of healing, but it sounds reasonable to me.

Using it like that would be fine. It's going to be too slow to be usable in combat/in emergency situations, which is definitely a factor to bear in mind. Should not cause problems.

Think potential uses of the statue is to 'gargoyle' it and hide places, as well as removing the need for any sort of hot/cold weather gear...

Not being able to wake up could be very fatal. A nighttime ambush and the character is basically helpless. Especially if the attackers knew what the statue was, they could set about it with stonebreaking tools and that would be the end of things!

Possibly, they can wake up, but lose the advantages of the sleep they've had so far.

Another thing occured to me - what do embolites eat? Sounds to me like they would consume less food and water than other races?

Anyway, probably won't get to see this thread until monday. Got no internet for the weekend. Have fun!
 

New Updates to the Embolite

Thanks, Inconsequenti-AL! Alright, I admit that it might be to harsh to force an embolite to hiberate for four/six hours straight and not being able to wake up. Still, I like the idea about what would happened if the embolite is disturbed during hibernation. So what I did was include a paragraph that forces them to hibernate an additional hour for every time their interrupted during their hibernation.

Stone form was supposed to be more like the same ability that gargoyles have. It would be used to hide in places and protect them from dangerous hazards such as cold weather. I agree with you that they would eat less food and water than say a human.

Since I added a few abilities, I also decided to remove some: the save bonuses against transmutation, because stone form and hibernate are similar to transmutations and the +1 natural armor bonus. Don't know if its enough, it might be too powerful now. Any suggestions?

So what do people think of these changes? Is it more or less balanced now? Questions, comments, and feedback is appreciated! Here's the latest version of the Embolite racial traits with changes discussed above:

Embolite Racial Traits
  • +2 Constitution, -2 Dexterity: Embolites are sturdy, but not very agile.
  • Medium Size: As medium creatures, embolites have no special bonuses or penalties due to their size.
  • Embolite base land speed is 30 feet.
  • Timeless Body: An embolite does not experience any of the benefits or penalties of ageing. An embolite that reaches the age of twenty is considered adult and never enters the middle age, old, or venerable age categories. In addition, they cannot be magically aged. At the end of its life, an embolite still dies when its time is up.
  • Hibernate: An embolite does no require sleep like normal races do. Instead, the embolite must assumes stone-like, statue form and hibernates for six hours per day. An embolite resting in this fashion gains the same benefit that a human does from eight hours of sleep. Embolites that do not rest in this fashion suffers the same penalties as humans that do not sleep. This ability functions similiar to a flesh to stone spell, except that an embolite does not become mindless and change back at any time. While hibernating, an embolite cannot move and is treated as having a Dexterity score of 0, and it automatically fails all Reflex saving throws and Dexterity checks. If the embolite can act, it applies her Intelligence bonus to initiative checks. Should she ever be reduced to 0 hit points or fewer, she is instantly destroyed. The embolite is treated as a blind creature for the duration of this ability, but can make Listen checks as normal. An embolite that is disturbed during hibernation must hibernate an additional hour for every time they're interrupted.
  • Nourishment: An embolite only requires one-half the normal amounts of food and water a human requires. In addition, they can go without food twice as long as a human. Embolites draws most of their sustenance from the earth itself.
  • Stonecarving: An embolite does not suffer the standard -2 penalty on Craft (sculpture) checks when not using tools while using this skill. Embolites have a unique ability to shape or carve in stone with their fingertips.
  • +2 racial bonus on saving throws against poison: Embolites are hardy and resistant to toxins.
  • +2 racial bonus on Craft (sculpture) and Perform (any one) checks: Embolites are very artistic. They have the talent to excel at highly inspirational careers and are always encouraged to develop these abilities further.
  • +2 racial bonus on Climb checks: Embolites are adept at climbing.
  • +1 racial bonus on attack rolls with reach weapons: Almost every embolite can use these weapons to some degree.
  • Automatic Languages: Common and Lynmaerese. Bonus Languages: Any.
  • Racial Levels: Unlike humans and some other races, an embolite can take few levels in "embolite" as a class to develop their racial qualities more fully.

Here's the changes to the Embolite racial class:

Class Features
Statue Form (Ex): At 1st level, an embolite can hold herself so still that she appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the embolite is really alive. Otherwise, this ability functions exactly like the hiberate special quality detalied above. An embolite can remain in a statue form for up to 1 hour per racial level. The embolite can use statue form once per day per racial level. Using this ability is a standard action.
Stone Hardness: At 2nd level, an embolite that is hibernating or in statue form gains the hardness of stone as long as it remains in either form.
Restore Health (Su): At 3rd level, an embolite gains an increased ability to regenerate any damage or wounds it has sustained while hibernating. When an embolite has hibernated for six hours, she is restored to full hit points. The benefit of this special ability can only be gained once every 24 hours.
 

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