New Race: Quanah (with racial levels)!

Sertimon

First Post
My last race posted on these boards, the Jakinda, received few comments or feedback. I guess it was either too balanced or just too plain boring to most people, since many that viewed it apparently didn't find it worth commenting. Perhaps I did something wrong, who knows? But hey, I am not giving up quite yet! And depending on the feedback received on the Quanah, I will reconsider posting the rest of my homebrew races (there are 11 more, including a race that can assume statue form, a race with crystals growing on their heads, and a race that is nearly translucent, and more!). At least I hope that ONE of these 12 races is worth a comment or two ;)

QUANAH
Quanahs tend to be very aggressive, ambitious and independent by nature. They have a versatile, restless personality, which means that they could do almost anything they put their minds too, although they dislike menial tasks, even if they have the muscle for it. Quanahs rarely understand the meaning of relaxation. Their minds are energetic without end, often planning out some new project or just trying to improve their already learnt skills and talents.

Quanahs hardly ever have leading roles, even if they could organize the work of others. Their inherent impatience to see something done efficiently, often leads them to step right in and do it themselves. Few quanahs have the patience to form lasting relationships, unless they really put a lot of effort into it. Quanahs seldom form permanent settlements or societies, and usually live among other races, especially where humans prosper.

The quanahs still hold the Aranaels, powerful beings of Order, responsible for their current state, but in reality most of their current weaknesses were brought upon by themselves: this is the prize of using too much necromancy. Since the second intervention, during which the quanahs were cursed by the Aranaels, they slowly began to venerate the Zaraneals instead, powerful beings of Change.

At the dawn of the Fourth Epoch, and by the near end of the Dissolution, the races of Quenash were worn out and tired of the hostilities and wars they had been fought for generations past. The final end of the conflict did not happen until the second intervention, when the Aranaels used their powers to curse the entire quanah race. Until this day, it is still unknown by the Aranaels cursed the quanah and their motives still remain shrouded in mystery. Shortly after this act, the will to continue to fight seemed to have waned, and a new era began: the Unification.

Quanahs have close resemblance to humans at first sight. A quanah has smooth, gloomy skin of ashen gray or pale white, and the skin is cold to the touch. Quanahs have thick dark, ebony hair. Their eyes are always yellowish-brown. An average quanah stands about six feet tall, and weigh between 110 to 130 pounds. Quanahs reach adulthood at the age of twenty.

They are likely to dress in somber colors, preferring shades of gray and black clothing. They dress like this to mark the fact that they have been wronged, and a part of themselves have been forever lost since the Dark Curse, as they refer to it as.

Quanah Racial Traits
  • +2 Strength, -2 Wisdom, -2 Charisma: Quanahs are physically powerful, but their aggressive and ambitious nature is more often than not quite distasteful to others races.
  • Medium Size: As medium creatures, quanahs have no special bonuses or penalties due to their size.
  • Quanah base land speed is 30 feet.
  • Darkvision: Quanah can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and quanahs can function just fine with no light at all.
  • Harmed by Positive Energy: Because they are partly infused with negative energy, quanahs are vulnerable to attacks using positive energy, just as undead are. They suffer damage from cure wounds spells, holy water, and blessed weapons. They cannot be turned, but they are uncomfortable around such displays of positive energy. Instead, quanahs are healed by inflict wounds spells and other applications of negative energy.
  • Vulnerable to Turning: Strongly displaying a holy symbol in front of a quanah momentarily frightens or weakens them. A successful turn attempt forces the quanah to recoil in fear. The quanah becomes shaken for 1 minute. A successful rebuke attempt fills the quanah with unnatural power. The quanah receives a +1 profane bonus on attack rolls and damage rolls for 1 minute. Quanahs are never subject to turning checks that would destroy or command them.
  • Partial Blindness: Quanahs are unable to see creatures that hold their breath intentionally. Creature holding their breath is treated as having three-quarters concealment. To the quanah, the creature seems blurred or fuzzy, but gradually comes into focus after 1 minute. Partial blindness does not include creatures that do not breathe at all (such as constructs and undead). When a creature dies in the presence of a quanah they still remain visible.
  • Depressing Aura: Any living humanoid within 10 feet of a quanah suffers a -1 penalty to all saving throws, due to the aura of negative energy surrounding the creature. Other quanahs, the quanahs allies and all characters immune to negative energy effects are immune to this aura. The quanah can turn off the aura as a standard action, but suffers 1 point of temporary Strength damage until he activates the aura.
  • Dark Curse: Many generations ago, the quanahs were cursed by the Aranaels. Unknown to the majority of their people, the quanahs have lost their souls. They can only be brought back from the dead with a wish or miracle spell, just like an outsider.
  • Light Sensitivity: Quanahs are dazzled in bright sunlight or within the radius of a daylight spell. Quanahs generally dislike bright sunlight and tend to avoid it.
  • +2 racial bonus on Bluff checks: Quanahs are exceptionally skilled at decieving others.
  • +2 racial bonus on Hide checks: Quanahs feel very comfortable in dark areas.
  • +2 racial bonus on saving throws again energy draining and death effects: Quanahs are physically resistant to magic that creates, manipulates, or destroys life force in anyway.
  • Add +1 to the Difficulty Class for all saving throws against necromancy spells cast by quanahs: Quanah are well-known for their skill with both magic that creates and destroys life. This adjustment stacks with those from similar effects.
  • Automatic Languages: Common and regional language. Bonus Languages: Any.
  • Racial Levels: Unlike humans, a quanah can take few levels in "quanah" as a class to develop their racial qualities more fully.

Quanah Levels
Quanahs can take up to three levels in "quanah" at any time. Not all quanah, however, take racial levels (or all three of them).
Hit Dice: d8.

Skills
Skill Points at 1st Character Level: (4 + Intelligence modifier) x 4.
Skill Points at Higher Levels: 4 + Intelligence modifier.
"Class" Skills: The quanah's class skills (and the key ability for each skills) are Bluff (Cha), Climb (Str), Disguise (Cha), Craft (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Jump (Str), and Profession (Wis).

Class Features
Weapon and Armor Proficiency: Quanahs are proficient with all simple weapons, and with light armor, but not with shields.
Double-Cross (Ex): At 1st level, the quanah may add her class level as a racial bonus on all Bluff checks.
Lips of Gloom (Su): At 2nd level, the quanah can drain life from a humanoid creature and transfer it to herself. To use this ability, she must lure the victim into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the quanah must start a grapple, which provokes an attack of opportunity. The victim is allowed a Fortitude save (DC 10 + quanah’s racial levels + quanah’s Con modifier) to halve the damage dealt. If the victim fails, the quanah’s kiss or embrace deals 1d6 points of damage per racial level (maximum 3d6). The quanah gains temporary hit points equal to the damage she deals. She cannot gain more than the victim’s current hit points +10, which is enough to kill the victim. The temporary hit points disappear 1 hour later. She can use this ability once per day per quanah racial level.
Innate Spell-Like Abilities (Sp): At 3rd level, the quanah gains the ability to cast disregard incident twice per day and disguise self once per day as spell-like abilities with a caster level equal to her quanah level. The save DC for all innate spell-like abilities of the quanah are Intelligence-based.

Code:
[b]  BAB   Fort   Ref   Will   Def   Abilities[/b]
1. +1    +0    +1     +0    +0    Double-cross       
2. +2    +0    +2     +0    +1    Lips of gloom
3. +3    +1    +2     +1    +1    Innate spell-like abilities

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!
 
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Tell you what. I'll comment on your race if you'll comment on mine. Deal?

Some random comments:

I think a penalty to Wisdom and Charisma would fit the flavor text better. An energetic mind suggests a certain mental sharpness, but their aggression and ambition might be off-putting to others- perhaps that is why they rarely have leadership roles.

They are very light for a race with a strength bonus and a height of 6 feet. I like the description: "smooth, gloomy skin" has a nice ring to it.

I think a mechanical effect of turning/rebuking would be nice. Perhaps they are shaken for one minute if the turning check would be enough to turn them, and frightened if it would be enough to destroy them. Similarly, a rebuke check might give them a +1 to saves and attacks. They never count towards the turning damage of a cleric's turning attempt.

Having difficulty seeing a creature who holds his/her breath: that's a nice touch. Maybe total concealment is too much, though. How about a blur effect? (20% miss chance). I would also say that there is a time-limit: a creature who hasn't breathed in a while (say a minute or so) should gradually come into focus. That would explain why constructs and undead are visible.

What would happen if someone died while a Quanah was watching them? They would stop breathing- do they get all fuzzy? Or is it intentional breath holding that causes them to become blurred?

Light sensitivity is good, but I think that maybe the unnatural aura is overdoing
it. It makes it awkward for them to travel with a normal group of adventurers (ones who have horses or animal companions).

Do they have a favored class?

I don't like the racial levels. I think they should be more like the one's on Monte Cook's site (go to www.montecook.com, check out the archives, look under "the stuff" and find the racial levels pdf.

I don't think that the abilities fit the flavor of the race. Well, Depressing Aura might, but a Quanah in a group of adventurers would irritate the players of the other characters. And it suggests that the best fit for a quanah would be a group of paladins, which is bizarre. Lips of gloom might fit some kind of tiefling race that had a succubus in their family tree, but it doesn't seem appropriate to the quanah. Time-shift might work for a race of speedy halflings (with improved initiative instead of a luck bonus to saves)- sort of a quickling theme. But why would a quanah time-shift? Make a race that gets the Improved Unarmed combat feat for free and who deal 1 point of negative energy damage with natural attacks- they would be great candidates for dark claws. But again, to me it doesn't sound like the quanah. A racial class should re-inforce the stereotypes of the race, not break new ground.

LA: Let's see- strength bonus is balanced by a penalty to two mental stats. So that's ok.

Partial blindness, light sensitivity, and outsider status for raising and resurrection- these are hefty penalties. Being cured by negative energy means difficulty being healed by a good cleric, or using potions of cure wounds, and benefitting by the Ranger's wand of cure light wounds. Not being able to be raised is a substantial penalty, especially at higher levels.

On the plus side there are the bonus to hide checks, the bonus to saves vs energy draining, and the +1 DC to the quanah's necromancy. That doesn't balance the drawbacks, imho.

I think you should drop (or relax) some of the penalties. Certainly drop the unnatural aura; but more is needed. If I had to make a suggestion, it would be that Quanah can be raised, but it costs the raising cleric 250 xp to do so. Quanah don't have a soul of their own, and so the cleric has to provide "soul energy" (xp) to restore them to life.

My race is here: the Zt'tir
 

oops! I just read the Jakinda article, and I see that you are acquainted with Monte Cook's racial levels idea. My bad.

If these races were to be ported into a "standard" DnD campaign, what changes (if any) would you make?
 

Yeah, I haven't fully developed the racial theme of the race quite yet. But I tried to model them slightly after undead and vampires, which might not have been very obvious. Should perhaps have mentioned that.

I will consider changing the penalties as you suggested. The penalties were actually reversed before they were cursed (so they had +2 Int, +2 Wis, and -2 Str). But I left in the energetic mind bit. I envisioned that their aggression, ambition, and the "I like to do it my way," attitude would be off-putting to others. So I might just change the penalties. But that would make one less 'stupid' race! :P

I like the addition of a turning/rebuking effect. Never thought of that. Thanks! :)

Okay, I agree that total concealment might be too much. Perhaps lower it to three-quarters or one-half. The thing is that it's not widely known that Quanah cannot see those that do not breathe. I like your suggestion about gradually coming into focus when creatures have not breathed for a while. A perfectly viable way to explain why constructs and undead are visible! 1 minute sounds about fair. Perhaps more, depends on how long on can hold its breath, got to check the rules of holding breath later. When somebody dies they would be visible; only intentionally holding ones breath causes the penalties to the Quanah. Good point though, never thought of it before!

I will remove the Unnatural Aura thing and relax some of other penalties.

Most of the abilities would have been racial traits, if it wasn't for the fact that it would horribly unbalance the whole race. I will consider your words and perhaps give most of the special abilities to a more appropriate race. But if you have any suggestions to how to make the ‘special abilities’ make sense to this race, I would happily listen to yours words! I actually envisioned them more like a seductive, yet tough and capable race (that is, loners), but the racial traits suggest otherwise.

I see now that I forgot to mention that I use heavily modified d20 Modern classes, hence the Defense bonus. And I also wanted to balance them against those classes (so that the racial levels would not outshine the basic classes). And there are no favored classes, since I use adapted d20 Modern classes!

I'll repost some of the changes made to the Quenash race shortly.
 
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Changes to the Quanah!

The main theme of the Quanah has changed slightly. I envision them as assassins, decievers, spies, and seducers. To promote this pitcure, I propose the following alterations:

Changes to the Quanah racial traits:
- Changed the ability score bonuses/penalties to: +2 Str, -2 Wis, -2 Cha
- Changed the 'Partial Blindness' entry: Quanahs are unable to see creatures that hold their breath intentionally. Creature holding their breath is treated as having three-quarters concealment. To the quanah, the creature seems blurred or fuzzy, but gradually comes into focus after 1 minute. Partial blindness does not include creatures that do not breathe at all (such as constructs and undead). When a creature dies in the presence of a quanah they still remain visible.
- Added a 'Vulnerable to Turning' entry: Strongly displaying a holy symbol in front of a quanah momentarily frightens or weakens them. A successful turn attempt forces the quanah to recoil in fear. The quanah becomes shaken for 1 minute. A successful rebuke attempt fills the quanah with unnatural power. The quanah receives a +1 profane bonus on attack rolls and damage rolls for 1 minute. Quanahs are never subject to turning checks that would destroy or command them.
- Added a +2 racial bonus on Bluff checks: Quanahs are exceptionally skilled at decieving others.
- Removal of the 'Unnatural Aura' entry. Replaced it with the 'Depressing Aura' ability instead. Changed the way it works; it now only to affects non-allies. I still want to enforce the fact that they are generally not welcomed everywhere. But I guess it would be annoying to party members to have such a character in the group.

Changes to the Quanah racial class:
- Removed 'Depressing Aura', 'Dark Claws', and 'Time-Shift' abilities
- Recieves 'Double-Cross' at 1st level: Adds her racial level as a bonus to all Bluff checks.
- Recieves 'Innate spell-like abilities' at 3rd level: 2/day-disregard incident, 1/day-disguise self.

Would it be balanced to move the 'Dark Claws' ability to the quanah's racial traits instead (see below)? This ability was originally gained at 3rd level of the racial class. Instead of giving them spell-like abilities, I was thinking about giving them some kind of fortification, but figured that it would unbalance them a lot. Or perhaps give them immunity to energy drain. Does anyone have any suggestions what I could replace the spell-like abilities with or do they fit the race?

Dark Claws: The quanah can retract or release a pair of shadowy claws as a move action. The quanah is considered proficient with this attack and deals 1d4 points of piercing and slashing damage. The claws have a threat range of 20.
 

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