BlackSeed_Vash
Explorer
new race, not ment for PCs to play
Two thing;
1) I would like you opinions on this race. As the title says, this is not ment for for my PCs to actually play, but a base for me to use for the over-arcing theme I am building.
2) I am not sure what to make the CR and the LA.
Thank you for your time.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Kry-teal
Medium Outsider (Native)
Hit Dice: 3d8+3 (20 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 21 (+1 Dex, +4 obdurium chain shirt, +6 natural) touch 11, flat-footed 20
Base Attack/Grapple: +3/+3 [full]
Attack: +2 Obdurium Kukri of Thundering Merciful +5 (1d4+1d6/18-20) or +2 Obdurium Shortbow of Thundering Merciful +6 (2d6/x3)
Full Attack: +2 Obdurium Kukri of Thundering Merciful +5 (1d4+1d6/18-20) or +2 Obdurium Shortbow of Thundering Merciful +6 (2d6/x3)
Space/Reach: 5ft/5ft
Special Attack: Soul Shatter
Special Qualities: Dark vision 60ft; Outsider traits; Eye of the stars; Regeneration 5
Saves: Fort +3: Ref +4; Will +5 [good] {+2 save vs Illusions}
Abilities: Str 10; Dex 13; Con 12; Wis 15; Int 14; Cha 12
Skills: Concentrate +4; Craft (any) +2; Decipher Script +2; Diplomacy +10; Gather Information +10; Knowledge (the planes) +8; Search 7; Sense Motive +10; Speak Langauge 0; Survival +4 [8+Int per HD] (30)
Feats: Point Blank Shot; Investigator
Environment: Any survivable plane
Organization: Solitary, Squad (2-4), patrol (5-8 plus 2 2nd-level sergeants and 1 leader of 3rd-6th level), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), band (30-75 plus 15% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains)
Challenge Rating: #
Treasure: ½ coins; ½ goods; double items
Alignment: NG
Advancement: By character class.
Level Adjustment: +#
This humanoid, slender and slightly taller than a human, has vivid blue skin. Often their skin is speckled with varying shades of yellow or green. They are devoid of all hair excluding elongated eyebrows, which are either black or white. Their eyes always appear to consist of liquid silver. Small, elegant ears grace the sides of overly angled and stretched head.
Kry-teals are the gatherers of knowledge, traveling the planes in search of information about anything and everything.
Kry-teals average 5 ½ feet tall and typically weigh 110 pounds. They live on the essences of elements, especially that of elementals, though they can sustain themselves the on plants and animals they find in the current vicinity for short periods. Their temperament usually reflects which element(s) they been primarily feeding on. No culture has seen the Kry-teal’s clothing style, because they are each time seen wearing the most ‘fashionable’ outfits by the local populace, though the colors always compliment their skin color.
They ardor knowledge in all shapes and forms and have a special place in their hearts for magical items. On planes that Kry-teals are known and/or remembered, their books and library vaults are highly prized by people appreciate such things.
Kry-teals speak the language of the “Stars”. It is rare for one to travel a new plane without first learning how to speak the most “common” language of that plane.
Most Kry-teals encountered are warriors; the information presented here is for one of 1st level.
COMBAT
Kry-teals are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible. Excluding those currently looking for combative knowledge, they prefer to avoid fights whenever feasible. If this is not possible they will work to outmaneuver opponents both physically as well as mentally. They prefer to use a kukri or a shortbow, though the more combative love to utilize exotic weapons.
Soul Shatter: 1/day – Upon using this spell-like ability, you chose positive, negative, or sonic. You create a ray of energy of the chosen type that shoots from your fingertips and strikes a target within the range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. For every four Hit Die a Kry-teal has, the spell-like ability deals an additional d6 of damage of the selected type. Positive: A ray of this energy type can be used to heal one living target other than yourself equal to ½ the damage dealt rounded down. Negative: A ray of this energy type can be used to heal one dead target other than yourself equal to ½ the damage dealt rounded down. Sonic: A ray of this energy type deals –1 point of damage per die and ignores hardness. The DC is Wis Based and a Kry-teal’s caster level is equal to ¼ his HD.
Range: close (25ft +5ft/4HD)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Eye of the stars: Kry-teals cannot see in the traditional sense. Visually, they can not discern the difference between two similar objects. Instead they see the surface area of everything covered in the language of the ‘Stars’ {like looking into the Matrix though a screen instead of being inside it}. Extended concentration on an object/creature reveals more information about the object/creature. Because of this all Kry-teals receive a +2 racial bonus to resisting Illusions and +2 to Sense Motive.
Regeneration: Positive and negative energy deal normal damage to a Kry-teal. I a Kry-teal loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PS. If this does not belong here please move it to the correct location. TYVM
Two thing;
1) I would like you opinions on this race. As the title says, this is not ment for for my PCs to actually play, but a base for me to use for the over-arcing theme I am building.
2) I am not sure what to make the CR and the LA.
Thank you for your time.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Kry-teal
Medium Outsider (Native)
Hit Dice: 3d8+3 (20 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 21 (+1 Dex, +4 obdurium chain shirt, +6 natural) touch 11, flat-footed 20
Base Attack/Grapple: +3/+3 [full]
Attack: +2 Obdurium Kukri of Thundering Merciful +5 (1d4+1d6/18-20) or +2 Obdurium Shortbow of Thundering Merciful +6 (2d6/x3)
Full Attack: +2 Obdurium Kukri of Thundering Merciful +5 (1d4+1d6/18-20) or +2 Obdurium Shortbow of Thundering Merciful +6 (2d6/x3)
Space/Reach: 5ft/5ft
Special Attack: Soul Shatter
Special Qualities: Dark vision 60ft; Outsider traits; Eye of the stars; Regeneration 5
Saves: Fort +3: Ref +4; Will +5 [good] {+2 save vs Illusions}
Abilities: Str 10; Dex 13; Con 12; Wis 15; Int 14; Cha 12
Skills: Concentrate +4; Craft (any) +2; Decipher Script +2; Diplomacy +10; Gather Information +10; Knowledge (the planes) +8; Search 7; Sense Motive +10; Speak Langauge 0; Survival +4 [8+Int per HD] (30)
Feats: Point Blank Shot; Investigator
Environment: Any survivable plane
Organization: Solitary, Squad (2-4), patrol (5-8 plus 2 2nd-level sergeants and 1 leader of 3rd-6th level), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), band (30-75 plus 15% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains)
Challenge Rating: #
Treasure: ½ coins; ½ goods; double items
Alignment: NG
Advancement: By character class.
Level Adjustment: +#
This humanoid, slender and slightly taller than a human, has vivid blue skin. Often their skin is speckled with varying shades of yellow or green. They are devoid of all hair excluding elongated eyebrows, which are either black or white. Their eyes always appear to consist of liquid silver. Small, elegant ears grace the sides of overly angled and stretched head.
Kry-teals are the gatherers of knowledge, traveling the planes in search of information about anything and everything.
Kry-teals average 5 ½ feet tall and typically weigh 110 pounds. They live on the essences of elements, especially that of elementals, though they can sustain themselves the on plants and animals they find in the current vicinity for short periods. Their temperament usually reflects which element(s) they been primarily feeding on. No culture has seen the Kry-teal’s clothing style, because they are each time seen wearing the most ‘fashionable’ outfits by the local populace, though the colors always compliment their skin color.
They ardor knowledge in all shapes and forms and have a special place in their hearts for magical items. On planes that Kry-teals are known and/or remembered, their books and library vaults are highly prized by people appreciate such things.
Kry-teals speak the language of the “Stars”. It is rare for one to travel a new plane without first learning how to speak the most “common” language of that plane.
Most Kry-teals encountered are warriors; the information presented here is for one of 1st level.
COMBAT
Kry-teals are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible. Excluding those currently looking for combative knowledge, they prefer to avoid fights whenever feasible. If this is not possible they will work to outmaneuver opponents both physically as well as mentally. They prefer to use a kukri or a shortbow, though the more combative love to utilize exotic weapons.
Soul Shatter: 1/day – Upon using this spell-like ability, you chose positive, negative, or sonic. You create a ray of energy of the chosen type that shoots from your fingertips and strikes a target within the range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. For every four Hit Die a Kry-teal has, the spell-like ability deals an additional d6 of damage of the selected type. Positive: A ray of this energy type can be used to heal one living target other than yourself equal to ½ the damage dealt rounded down. Negative: A ray of this energy type can be used to heal one dead target other than yourself equal to ½ the damage dealt rounded down. Sonic: A ray of this energy type deals –1 point of damage per die and ignores hardness. The DC is Wis Based and a Kry-teal’s caster level is equal to ¼ his HD.
Range: close (25ft +5ft/4HD)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Eye of the stars: Kry-teals cannot see in the traditional sense. Visually, they can not discern the difference between two similar objects. Instead they see the surface area of everything covered in the language of the ‘Stars’ {like looking into the Matrix though a screen instead of being inside it}. Extended concentration on an object/creature reveals more information about the object/creature. Because of this all Kry-teals receive a +2 racial bonus to resisting Illusions and +2 to Sense Motive.
Regeneration: Positive and negative energy deal normal damage to a Kry-teal. I a Kry-teal loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PS. If this does not belong here please move it to the correct location. TYVM