new race, not intended for my PCs to play

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
 

log in or register to remove this ad

Two thing;
1) I would like you opinions on this race from a mechanical stand point. 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: +1 Obdurium Kukri of Thundering Merciful +4 (1d4+1d6/18-20) or +1 Obdurium Shortbow of Thundering Merciful +5 (2d6/x3)
Full Attack: +1 Obdurium Kukri of Thundering Merciful +4 (1d4+1d6/18-20) or +1 Obdurium Shortbow of Thundering Merciful +5 (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 and Gaze Attacks}
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.

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 beyond the frist 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 undead 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. This ability replace normal sight. 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 additional information about the object/creature. Because of this, Kry-teals receive a +2 racial bonus to resisting Illusions and Gaze attacks as well as a +2 to Sense Motive. {This ability is like a cross between a detect ___ and true sight.}
Regeneration: Positive and negative energy deal normal damage to a Kry-teal. If 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
 
Last edited:

Why are you eqipping a 3hd CR4(5?)-ish creature with a pair of +4 weapons?

Does Eye of the Stars make them immune to Gaze attacks? Does it function similarly to Blindsight? (i.e., allowing them to ignore concealment) What is it's range?

Shouldn't the Negative Energy ray heal undead targets? I can't imagine that healing dead targets would help much...

You note that positive energy effects deal normal damage. Does that mean they take damage from Cure spells?

Why Positive/Negative/Sonic?

Depending on the answers to the above,
 

CR 4 or 5 (probably 4, but the regeneration makes me uncertain; among adventurers, only clerics can really use positive or negative energy to deal damage, usually; other classes have little or no access to it, and generally more limited access than a cleric), but increased to CR 5 or 6 because of the magical equipment (which is well beyond what anything of such low hit dice would normally have). This weakling critter is carrying magic items each worth as much as a city's treasury, or more.

Also, it's just begging to be killed and looted by adventurers, who would love to get a couple of highly-valuable magic items off of such a relatively-weak creature. Keep in mind that, even if the PCs can't kill it at the time (not enough cure or inflict spells available from the cleric, or no knowledge of the fact that only positive/negative energy can kill it), they only need to render it unconscious long enough (through beating on the unconscious body) to grab the magic items and run away.

Why do these weak critters have magic weapons of +4, +5, or +6 equivalent? (I forget how much Merciful and Thundering are worth, off the top of my head) Also, what the heck is obdurium? It's not a D&D special material I'm familiar with (granted, I don't have any 3.5 books, only 3.0 books). Further: your stat block doesn't include the weapons' enhancement bonus to damage (only the bonus to attack; the damage listing in parentheses doesn't include the +2 from the enhancement).

Soul Shatter is just plain odd. I see no reason why it has that name. Also, the mechanics are wonky. Firstly, if the ability is based on hit dice, some people may think it means only racial hit dice, which could be confusing. Also, the creature's default caster level is 0 (your ability says 1/4 HD as caster level, and they only start with 3 HD). The sonic ray may be abusable at upper levels to destroy objects rather easily, such as a PC's or NPC's favorite magic weapon/armor/whatever (what with the easy ranged touch attack, and the ignoring of hardness, and no saving throw; nothing at all to really oppose it, unless the holder is a monk or other uncommon individual with high touch AC).

As for positive and negative energy rays..... Well, positive energy normally heals living creatures and harms undead (for the exact amount of damage it would deal), while negative energy normally does the reverse. It shouldn't be fractional amounts when used to heal; undead are just powered by negative energy, so any NE damage dealt to them is simply converted to healing. I would think you should just stick with the norm; say that they choose each time to deal either negative, positive, or sonic energy damage, with negative energy healing undead instead of damaging them, and positive energy healing living creatures instead of damaging them.

Eye of the Stars doesn't quite make sense. Just one of many probable questions: so what exactly do they 'see', and how do they identify anything or anyone like that? And if they somehow can't distinguish between two similar things they see, then why do they receive a racial bonus on some skill checks from their odd data/language-based perception?

One grammatical error I happened to notice in the background (not bothering to check for others): you misuse the noun "ardor" as a verb, I think.
 

Why are you eqipping a 3hd CR4(5?)-ish creature with a pair of +4 weapons?
It was mostly just to provide them with a melee and ranged weapon. Also, the race is extremely ancient and so have more mid-level items avaliable than the average race.

Does Eye of the Stars make them immune to Gaze attacks? Does it function similarly to Blindsight? (i.e., allowing them to ignore concealment) What is it's range?
The "Eye of the Stars" replaces normal sight, so has the range of a standard human. A Kry-teal has to actually see the object/creature to see the "Stars". It provides +2 save vs Gaze attacks.

Shouldn't the Negative Energy ray heal undead targets? I can't imagine that healing dead targets would help much...
Your right. I ment to say undead.

You note that positive energy effects deal normal damage. Does that mean they take damage from Cure spells?
Only if they are undead. There might or might not be spells that use positive energy to deal damage. I wanted to make sure that they were not converted to subdual damage by the Regeneration.

Why Positive/Negative/Sonic?
Because of the "Eye of the Stars", they have a better understanding of essence of objects/creatures. The three damage types have the least amount of resistances as well as provide the most opportunistic damage types. Also, the essence of Kry-teals consist of those three energies.

I will be making some edits to my original post cause of these questions.
 

BlackSeed_Vash said:
It was mostly just to provide them with a melee and ranged weapon. Also, the race is extremely ancient and so have more mid-level items avaliable than the average race.

Their equipment is still seriously out-of-line with their CR. This leads to two problems:

1) Parties fighting them end up with far more treasure after a battle than expected from a fight of that CR.

2) As an extension of #1, I can easily see evil organizations hunting them for their gear.


Also, I'd consider replacing their special attack with three 1/day SP abilities just to make it a bit cleaner. (Probably Cure Light Wounds, Inflict Light Wounds and Lesser Sonic Orb 1/day each with CL=3)

Giving them special attack that scale with added character levels goofs with their CR a bit as you have to calculate the maximum potential value of the attack into their minimum CR.
 

It seems to me like you have a concept for a character that you're buildign as a race. I'd build the race as more generic, and then make say, a race of elite warrior-types with some bonus class levels that represent these guys.
 


I'm not sure what they are doing that couldn't be done more easily with some human cultists and a pail of blue body paint used in their rituals. It seems like 2-3 feats or a very short class at the most, not cause for yet annother obviously-human-with-cosmetic-differences race :). I'd look to simplify it and maybe tell us more about how they would impact the setting.
 

Yeah, he posted it in House Rules too. I responded to that copy of the thread. Also, another thing was pointed out here: it seems that the Kry'teal hurt themselves/each other if they use their positive energy ray against themselves or one another (since positive energy deals normal damage to them; which rather precludes being healed by it like other living creatures, I would think). Ditto with the usual Cure spells.
 

Remove ads

Top