Race for critiquing

Cerbie

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Krael

Physical description
Krael are about 4 feet tall, with a reptilian visage, and lanky. Their skin is either gray, green, light brown, or some blotchy mix of them. Their heads have short beaks, perfect for cracking open nuts and crushing armor. Their arms and legs end in three clawed fingers.

Krael raised in a traditional environment will take either a path of Toh or Peh. Toh Krael are thick, with claws no more than four inches long. Peh Krael are slender, with claws twice as long. These are paths of mental and physical development originally used for the creation of builders and gardeners.

Krael lack anything like sweat glands. Heat stroke is a common death for reckless Krael.

Society and History
Originally, the Krael were evolved as guardians and cultivators of Sor's gardens (just under a million square miles of forest). Sor, however, was not the best entity to have been given power in the world. As he tried to remake nature in his domain to a likeness more fitting for him (which also might have allowed him to take a living, physical, form), the Krael revolted, and with the aid of the Sun, completely destroyed Sor.

Krael are practically communistic. From their first generations, they did nothing that was not necessary, and did not extend themselves or surroundings beyond leisurely limits. Most settlements that get regular human visits will have a waterless fountain in their center where money from travelers goes, to be given at need to any who leave the settlement.

Most structures in a Krael settlement are built into the ground, usually in stone or brick. Often there will be one or two stories above ground, along with three or more below, with portions dedicated to water collection and treatment, and often composting for gardens at the first level. Humans will usually be comfortable in the higher levels of such buildings, as they are made with vaulted ceilings (making them just about high enough), though doorways can often be awkward.

Adventures
The overwhelming majority of Krael leaving a settlement do so for learning. From Universities, to Great Libraries, to traveling through ghettos. If a Krael has a need to discover, it will become an overpowering need.

Personality and World Views
Krael are usually creatures of compassion and necessity. They do not deal in jewelry (save for ritual uses) or fine clothes. They will care to the needs (not wants) of others without a word or need of thanks.

Krael view humans with either mild interest or mere indifference. They were not meant to live around one another, and they don't.

The Jinn, on the other hand, are simply not to be dealt with. Man they will abide by, but none other. There are no heroic stories of a Krael getting in the way of a Jinni and living—just burnt or suffocated bodies. Well, and the occasional curses.

Racial Traits

Small size.
+1 natural armor.
+2 racial bonus to Climb.

Vitamin C Production: +2 racial bonus to Fortitude saves against natural pathogens.

Temperature Sensitivity: If out on a hot day, the Krael must either remain in good shade, cool down in water, or mud; or make a Fortitude saving throw against a DC of temprature in ºF-80 each hour. On a failed save, there is weakness, with a -2 penalty to all rolls for the next four hours (including the next save of this type). Upon two failed saves, the Krael suffers a heat stroke. If in combat, or anything else physically strenuous, the DC should be increased by 4. Armor that doesn't breathe well may also increase the DC.

Toh
Base speed 30ft.
Attack: 1d8 claw, 1d6 bite.
Torque Arm (Ex) (Better name?): a Toh Krael may treat any thing it is attacking (or just trying to break) with its claws as though it had one half its actual hardness.
Powerful Charge (Ex): when a Toh Krael charges with claws, he or she deals an additional 1d8 damage.
Steadiness (Ex): +4 racial bonus in defense against grappling, tripping, and bull-rushing. On smooth floors, of course, this won't work.

Peh
-2 Str, +2 Dex
Base speed 40ft.
Attack: 1d6 claw, 1d6 bite.
Leap (Ex): Peh Krael may jump in combat, gaining a +2 to the attack.
+4 racial bonus to Jump and Balance.
+4 racial bonus to any physical performance skills (dance, sleight-of-handm acrobatics, etc.).

Notes
There won't be much in the way of armor for them, and I doubt if anything will get beyond +1 for a shield or +3 for body armor. The weapon selection will likely end up similar.

The heat sensitivity will likely apply at shorter time periods of a spell is used (and not countered) to just raise the ambient temperature a bit. I just haven't gotten around to magic limitations quite yet.
 

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Very original, Very cool. I don't usually liek the split paths/gender differences but this was good enough to hold my attention! ;)


I think they may be slightly under powered, and then there is the heat stroke penelty. I'm not sure what is in flavor with them and would bring it up to standard though.
 

Ferret said:
Very original, Very cool. I don't usually liek the split paths/gender differences but this was good enough to hold my attention! ;)
Thanks. I dug them out of old files I had around. I'm usually not too into the normal set of fantasy races simply because there's no reason for their being there.
I think they may be slightly under powered, and then there is the heat stroke penelty. I'm not sure what is in flavor with them and would bring it up to standard though.
The heat stroke bit is entirely flavor; that they were originally engineered to keep an area of the world as it was, and be a arts and sciences stop-gap between dark ages. They were not made with any adaptability in mind. I could come up with things to strengthen them, I think, but not w/o making them very combat-centric. While they aught to be good at monk-style ass kicking, I don't want them to be nicer tanks than anything else. Druid-like qualities might fit, though.

Edit: think a +2 to a ability score would be enough to balance it out well?
 
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