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New Race The Thar , part Thoc part Majar
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<blockquote data-quote="Phasics" data-source="post: 4477763" data-attributes="member: 38866"><p>Old Oringal Thread kept but moved out of the way of the Main post</p><p></p><p>The Thoc</p><p>Strong Fast and Tough as nails yet to stupid to act on thier own to actually accomplish anything.</p><p></p><p>The Majar</p><p>Weak Slow and Frail yet a truly superior intellect, savy and very polite <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Somewhere in their history the telepathic although pathetically weak Majar came across a race of humanoids who were on the brink of being called humanoid instead of herd animals. The Thoc had just delveoped a very basic language and the begins of tools. The Majar saw in the the potential for a vessel to carry their superior intellect and in doing so giving the Thoc a massive leap ahead.</p><p></p><p>The Majar with their telepathic powers found the Thoc easy to control yet after centuries of a Utopian like society did not seek to enslave the Thoc merely to work with them. Although this is hotly debated that the Thoc wouldn't even know the difference between slavery and a partnership.</p><p></p><p>Further argument rages that the Majar although brining the Thoc to a point that they could be part of the civilized world are by default permanently preventing the Thoc from further mental devlopment and a destined to remain as the vessel of the Majar.</p><p></p><p>The Thoc</p><p>Medium Humanoid</p><p>Land Speed 30</p><p>Powerful Build: The Thoc make Half-Orcs look weak for a medium sized creature, they would easily be considered Large if they were only taller</p><p>Natural Armor: The Thoc are covered in living armored plates (TBD)</p><p>(more racial stuff to come)</p><p></p><p>STR 20 DEX 16 CON 20 INT 4 WIS 6 CHA 4</p><p></p><p>PC attribute Bonuses TBD</p><p></p><p>The Majar</p><p>Small Humanoid</p><p>Land Speed 10</p><p>Telepathic (Contact Only)</p><p>(more racial stuff to come)</p><p></p><p>STR 4 DEX 6 CON 4 INT 18 WIS 18 CHA 18</p><p></p><p>PC attribute Bonuses TBD</p><p>The Thar is the name given to the symbiotic race comprising the Thoc and the Majar. A Majar typically rides on a Thoc's neck between bone shoulder/arm plates which offer it some physical protection , a Thoc's head sit below the base of its neck, thus it must turn it torso to look more than 70deg left or right of straight ahead</p><p></p><p>The Thar is treated as one creature in most cases expect where specified below. The Thoc and the Majar track their Stats HP etc separately except where specified.</p><p></p><p>A player using the Thar as a race must think very carefully before making this choice as there are an infinite number of pitfalls that may be exploited by your DM.</p><p></p><p>Basics</p><p>As the Thar you are 2 creatures that play as one. That said you must choose one class for each at first level. They gain double XP as a single creature and split it between the 2 (i.e. they do not reduce party XP for 2 charcters)</p><p>You must keep in mind however the classes you choose only use attributes from one of the races, if you choose a class that uses both physical and mental stats you may find they function very poorly. Also note that the Majar are unlikely to every willingly leave the neck of a Thoc to perform tasks by themselves (more on that later)</p><p></p><p>The result of this is your most likely to choose a melee class and a caster class. e.g. Fighter and Wizard</p><p></p><p>Game play</p><p>The Thoc are slightly more intelligent than your average Golem they basically function by holding onto a few very basic instructions in thier head. These instruction are typically no more than a sentence and a Thoc can only maintain as many instructions as his INT score. </p><p>2 instructions have been bred/harcoded into the mind of a Thoc</p><p>1. Never separate a Majar from a Thoc while they both breathe</p><p>2. Look for a Majar to put on your neck if there is no Majar on your neck</p><p></p><p>These instructions do not follow priority they will try to follow all commands and only the first command will take precedent. The play may fill out remaining Instruction slots with thier own instructions.</p><p></p><p>(much like a wish spell these player instructions are open to interpretation by the DM who may create situations to exploit bad instructions)</p><p></p><p>Adventuring/Combat</p><p></p><p>The Majar and Thoc both get a Swift,Move and Standard Action taken simultaneously on their turn. </p><p>HOWEVER</p><p>If the Majar uses its standard action to make an attack or cast a spell the Thoc must use its standard action to focus on not disrupting the actions of the Majar. If the Thoc does not spend thier standard action in this way there is a 90% (roll 1d10) that the Majar action will completely fail/spell fizzle.</p><p>Conversely if the Majar does not spend a full round action focusing his telepathy on the Thoc through phsyical contact the Thoc will act according to the list of imprinted instructions as determined by the DM. This is where a poor choice of commands can result in unwanted behavior</p><p>e.g. If there is fighting attack the nearest enemy</p><p>The Dm may rule that the Thoc must roll a DC10 INT check or randomly attack the closest creature not really understanding what an "enemy" is.</p><p>Alterntivly the Thoc may attack the nearest enemy however he may forget to draw his sword before attacking if the Majar failed to instruct him to do so beforehand. its also highly unlikely the Thoc will remember how to class abilities, he may even pick up stray mental impulses from the Majar casting a spell and try to mimic the sounds and gestures.</p><p></p><p>Thus the Thar race really only gets 1 swift move and std action during a given round. with a 10% chance of getting 2 std actions , and even less of a chance of the 2nd std action being useful.</p><p></p><p>In any given situation the best between the Thoc and Majars modifer/skill is used so spot checks are done by the Majar, while STr checks are done by the Thoc.</p><p></p><p>The Majar can be targeted individually from the Thoc however the Majar has 90% concealment from any specially targeted attack or spell. This extends to spells like Magic Missle which have a 90% miss chance.</p><p></p><p>Atribute draining attacks are handled differently for the Thar. e.g. a Feeblemind spell targeted at the Thoc if it hits will not reduce the Thoc's INT attribute but will reduce the Majar's. Similairy a Shadow STR dmg attack aimed at the Majar even if it hits will be taken from the Thoc First. This atribute sharing only applies to attribute damage.</p><p></p><p>Thar Separation</p><p>An attack that deals more than 15% of a Thar's total HP causes a minor shock the Majar may be thrown from the Thoc. The Majar must make a DC10 STR check to stay on or fall to the ground and be dealt 1d6 dmg. An attack that deals more than 30% dmg of total HP requires a DC15 check to stay on.</p><p></p><p>While separated the Majar takes -4 to all mental attributes for the duration of the separation and must make a successful concentration check DC15 take any standard action.</p><p>The Thoc on the other hand takes -2 to all physical attributes and acts according to thier set of instructions mostly the become single minded in trying to find the lost Majar or a new Majar to replace them. A Thoc without a Majar can be influenced by other characters with a successful DC15 CHA they can make the Thoc focus on a specific instructions (i.e. get the to stop looking for a Majar for a while and help with something else) a character can also atemt to get a Thoc to follow a command not on thier list with a DC25 CHA check.</p><p></p><p>A Thoc can pickup a Majar within 5' doing so is a full round action. </p><p></p><p>And that about as far as I've got so far hopefully you get the gist of the idea lemme know your thoughts. There probably 100 odd pitfalls I haven't seen yet <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Phasics, post: 4477763, member: 38866"] Old Oringal Thread kept but moved out of the way of the Main post The Thoc Strong Fast and Tough as nails yet to stupid to act on thier own to actually accomplish anything. The Majar Weak Slow and Frail yet a truly superior intellect, savy and very polite ;) Somewhere in their history the telepathic although pathetically weak Majar came across a race of humanoids who were on the brink of being called humanoid instead of herd animals. The Thoc had just delveoped a very basic language and the begins of tools. The Majar saw in the the potential for a vessel to carry their superior intellect and in doing so giving the Thoc a massive leap ahead. The Majar with their telepathic powers found the Thoc easy to control yet after centuries of a Utopian like society did not seek to enslave the Thoc merely to work with them. Although this is hotly debated that the Thoc wouldn't even know the difference between slavery and a partnership. Further argument rages that the Majar although brining the Thoc to a point that they could be part of the civilized world are by default permanently preventing the Thoc from further mental devlopment and a destined to remain as the vessel of the Majar. The Thoc Medium Humanoid Land Speed 30 Powerful Build: The Thoc make Half-Orcs look weak for a medium sized creature, they would easily be considered Large if they were only taller Natural Armor: The Thoc are covered in living armored plates (TBD) (more racial stuff to come) STR 20 DEX 16 CON 20 INT 4 WIS 6 CHA 4 PC attribute Bonuses TBD The Majar Small Humanoid Land Speed 10 Telepathic (Contact Only) (more racial stuff to come) STR 4 DEX 6 CON 4 INT 18 WIS 18 CHA 18 PC attribute Bonuses TBD The Thar is the name given to the symbiotic race comprising the Thoc and the Majar. A Majar typically rides on a Thoc's neck between bone shoulder/arm plates which offer it some physical protection , a Thoc's head sit below the base of its neck, thus it must turn it torso to look more than 70deg left or right of straight ahead The Thar is treated as one creature in most cases expect where specified below. The Thoc and the Majar track their Stats HP etc separately except where specified. A player using the Thar as a race must think very carefully before making this choice as there are an infinite number of pitfalls that may be exploited by your DM. Basics As the Thar you are 2 creatures that play as one. That said you must choose one class for each at first level. They gain double XP as a single creature and split it between the 2 (i.e. they do not reduce party XP for 2 charcters) You must keep in mind however the classes you choose only use attributes from one of the races, if you choose a class that uses both physical and mental stats you may find they function very poorly. Also note that the Majar are unlikely to every willingly leave the neck of a Thoc to perform tasks by themselves (more on that later) The result of this is your most likely to choose a melee class and a caster class. e.g. Fighter and Wizard Game play The Thoc are slightly more intelligent than your average Golem they basically function by holding onto a few very basic instructions in thier head. These instruction are typically no more than a sentence and a Thoc can only maintain as many instructions as his INT score. 2 instructions have been bred/harcoded into the mind of a Thoc 1. Never separate a Majar from a Thoc while they both breathe 2. Look for a Majar to put on your neck if there is no Majar on your neck These instructions do not follow priority they will try to follow all commands and only the first command will take precedent. The play may fill out remaining Instruction slots with thier own instructions. (much like a wish spell these player instructions are open to interpretation by the DM who may create situations to exploit bad instructions) Adventuring/Combat The Majar and Thoc both get a Swift,Move and Standard Action taken simultaneously on their turn. HOWEVER If the Majar uses its standard action to make an attack or cast a spell the Thoc must use its standard action to focus on not disrupting the actions of the Majar. If the Thoc does not spend thier standard action in this way there is a 90% (roll 1d10) that the Majar action will completely fail/spell fizzle. Conversely if the Majar does not spend a full round action focusing his telepathy on the Thoc through phsyical contact the Thoc will act according to the list of imprinted instructions as determined by the DM. This is where a poor choice of commands can result in unwanted behavior e.g. If there is fighting attack the nearest enemy The Dm may rule that the Thoc must roll a DC10 INT check or randomly attack the closest creature not really understanding what an "enemy" is. Alterntivly the Thoc may attack the nearest enemy however he may forget to draw his sword before attacking if the Majar failed to instruct him to do so beforehand. its also highly unlikely the Thoc will remember how to class abilities, he may even pick up stray mental impulses from the Majar casting a spell and try to mimic the sounds and gestures. Thus the Thar race really only gets 1 swift move and std action during a given round. with a 10% chance of getting 2 std actions , and even less of a chance of the 2nd std action being useful. In any given situation the best between the Thoc and Majars modifer/skill is used so spot checks are done by the Majar, while STr checks are done by the Thoc. The Majar can be targeted individually from the Thoc however the Majar has 90% concealment from any specially targeted attack or spell. This extends to spells like Magic Missle which have a 90% miss chance. Atribute draining attacks are handled differently for the Thar. e.g. a Feeblemind spell targeted at the Thoc if it hits will not reduce the Thoc's INT attribute but will reduce the Majar's. Similairy a Shadow STR dmg attack aimed at the Majar even if it hits will be taken from the Thoc First. This atribute sharing only applies to attribute damage. Thar Separation An attack that deals more than 15% of a Thar's total HP causes a minor shock the Majar may be thrown from the Thoc. The Majar must make a DC10 STR check to stay on or fall to the ground and be dealt 1d6 dmg. An attack that deals more than 30% dmg of total HP requires a DC15 check to stay on. While separated the Majar takes -4 to all mental attributes for the duration of the separation and must make a successful concentration check DC15 take any standard action. The Thoc on the other hand takes -2 to all physical attributes and acts according to thier set of instructions mostly the become single minded in trying to find the lost Majar or a new Majar to replace them. A Thoc without a Majar can be influenced by other characters with a successful DC15 CHA they can make the Thoc focus on a specific instructions (i.e. get the to stop looking for a Majar for a while and help with something else) a character can also atemt to get a Thoc to follow a command not on thier list with a DC25 CHA check. A Thoc can pickup a Majar within 5' doing so is a full round action. And that about as far as I've got so far hopefully you get the gist of the idea lemme know your thoughts. There probably 100 odd pitfalls I haven't seen yet ;) [/QUOTE]
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