Races of Cintran

silverwing

First Post
Hey everyone! THis is my first post here at EN World, and i hope it's worth it. I have some races that I designed for my new setting, but I'm not sure if they're balanced/playable yet. Check them out and get back to me. HELP!

(credit goes out to "ticattack" and "Sindar" at the WotC boards for helping with these)

Blade Folk:
- Medium size: As medium sized creatures, Bladefolk get no bonuses or penalties due to their size.
- A Bladefolk's base speed is 20 feet.
- -2 Dexterity, -2 Charisma. Bladefolk are physically frail. Their appearance is bizarre to other races, and their tough exoskeleton severely limits facial expressions.
- Low-light vision. A Bladefolk can see twice as far as a human in conditions with poor lighting.
- +3 Natural Armour bonus. Bladefolk have a thick, bony exoskeleton of black chitin.
- The exoskeleton that the body of a Bladefolk is covered in tiny thorn-like spikes. Any creature that hits a Bladefolk with an unarmed or natural melee attack takes1 piercing damage for every hit.
Any creature that is grappling with a Bladefolk also takes this damage each round that it remains in the grapple.
These spikes make wearing clothing and armor impossible for a Bladefolk. A Bladefolk cannot put on armor. If for some reason they try, the get the penalties (Max. Dex, check penalty, speed reduction), none of the bonuses, and they take 1d2 damage a round. Any clothing or robes that a Bladefolk tries to put on is torn to shreds. Jewelry, such as rings and necklaces, can be put on with no damage. They are small enough that a Bladefolk can put them on carefully. These rules apply only to clothing not made especially for Bladefolk. Bladefolk make clothes for their own race that can be worn easily by other Bladefolk.
A Bladefolk's exoskeleton provides as much protection from the elements as a standard explorer's outfit, a decent pair of gloves and boots, and a hooded cloak.
- A Bladefolk has damage resistance 2/+1 (or 2/magic) against bludgeoning, slashing and piercing damage.
- A Bladefolk's unarmed attack deals 1d4 piercing damage.
- Bladefolk have no 'ears' as such. They hear through vibrations in the air, much like a snake. This means that sonic attacks are not effective against them. Bladefolk are immune to sonic damage. If any single source would deal (12 + The Bladefolk's level) or more sonic damage to them, they must take a fortitude save (DC equal to the damage that would have been dealt). If they fail, they have a filthy 'taste' in their mouth, and are sickened for 1d4 rounds.
- +4 on Knowledge (Arcana) and Decipher Script checks
- Bladefolk can cut free of ropes by wriggling, and cutting through them with the spikes on their body. A bound Bladefolk can do 1 damage per round to any rope that they are tied with. This deals no damage other binding objects, such as metal wires, or shackles, for example.
- Automatic languages: Volm, Elgmish (Myzkan: Thanite, Myzkan) (Thalnish/Kelvir: Salginaric, Thalnkelv)
- Favored class: wizard (New Myzkan: diviner, Old Myzkan: abjurer)

Dru-Kendri:
- Medium Aberration
- -4 Con, +2 int
- Base land speed 30ft
- Darkvision 60ft
- Naturally Psionic: Dru-Kendri gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class
- Repletion (Su): Dru-Kendri can sustain her body without need of food or water. If she spends 1 power point, a Dru-Kendri does not need to eat or drink for 24 hours.
- Collective (Su): All Dru-Kendri minds are linked on a subconscious level that allows the Dru-kendri to access a racial network of knowledge and information. A Dru-Kendri as a free action can spend a power point to gain a +2 racial bonus to any single mental skill check
- Telepathy (Su): A Dru-Kendri can communicate telepathically with any other intelligent creature within 50ft.
- Mute: Dru-Kendri have no vocal cords and there for can not speak, or make use of verbal components
- Favored class: psion (Nhellish: telepath, Enithi: keneticist)
- Automatic languages: Volm, Kendri
- Bonus languages: Penthari, Andirk Slang

Feykin:
-Medium
--2 Str, +2 Dex, -2 Con, +2 Wis, +2 Cha
-Base land speed 30ft
-Low-light vision
-Plant traits: +2 racial bonus on saves versus sleep, paralysis, stunning and mind-affecting spells and effects
-Photosynthesis: A Feykin consumes only 1 half the rations of a human of similar size. This ability only works if allowed at least four hours of direct sunlight or an equal light source
-+2 racial bonus on Listen, Search, and Spot checks. A Feykin who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
-Favored class: druid

Gomvin:
-Monstrous Humanoid
-+4 Con, -2 Int, -2 Cha
-Base land speed: 20 ft
- Powerful Build: The physical stature of Gomvins lets them function in many ways as if they were one size category larger. Whenever a Gomvin is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Gomvin is treated as one size larger if doing so is advantageous to him. A Gomvin is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Gomvin can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
-Weak Magic: Gomvins receive a -4 a racial penalty on all Spellcraft and Use
Magic device checks, Subtract 1 from the Difficulty Class for all saving throws against spells or spell-like abilities you cast
-Gore: 1d8 damage
Favored class: Barbarian

Malagasts:
- Small: As small creatures, Malagasts get +1 on attack rolls, +1 to AC, and +4 to Hide checks.
- +2 Strength, +4 Constitution, -2 Dexterity, -4 Charisma. Malagasts are unbelievably tough, but slow and have a disturbing appearance and foul demeanor.
- Natural Armour Bonus +1. A Malagast has thick leathery skin, which functions as armor.
- Darkvision 60 ft. Malagasts have adapted to underground life, and can see fine with no light at all.
- A Malagast gets +4 on Use Rope checks. Malagasts must be skilled in tying up captives, to prevent them from getting away. Also, ropes are oft needed in the Malagast Cities.
- Dark Aura. Any non-magical, artificial (i.e., not sunlight) sources of light within 25 feet of a Malagast are extinguished. This is an Extraordinary Ability and is always in effect. A Malagast cannot suppress it, and it continues if the Malagast is unconscious or even dead. Only after the Malagast's body is mostly decomposed (Which takes 1d4+4 x 10 years) does the effect stop. Spells such as fireball are not affected in any way.
- Malagasts have adapted to activities that other races would shudder at. A Malagast can drink the blood of a slain foe, and receive nourishment from it. A Malagast can spend one minute drinking the blood from an open wound. A Malagast who does this does not need to eat or drink for the next forty-eight hours. A Malagast can do this to a dead creature of small size or larger, or a living creature who is either willing, unconscious, bound or otherwise unable to resist. If the creature is alive, it receives1d4 constitution damage. This is recovered at a rate of 1 per three days, or 1 per day if the character takes no strenuous action. Undead, constructs, oozes and plants do not have blood as such, and so cannot be the victim of this. Incorporeal creatures cannot be target of this ability. Ethereal creatures cannot be the target, unless the Malagast is also on the Ethereal plane.
A Malagast's digestive system is not designed to digest the blood of Abberations. He can still do it, but is sickened for forty-eight hours. The blood of Magical Beasts causes the Malagast to exude a minor magical aura for forty-eight hours, which can be detected by a Detect Magic spell, or similar effect. The blood of an Outsider causes the Malagast to emit a Moderate aura.
- Automatic languages: Volm, Ilhin (Ulhinasti: Ulhin)
- Bonus languages: Fawlyri, Salginari
- Favored class: fighter (Ulhinasti: rogue)

Taeron:
- Medium: as medium sized creatures, Taeron have no bonuses or penalties due to their size.
- +2 Cha, -2 con
- Base land speed 30ft
- Low-light vision
- Gift of the skies (Ex): Once per day a Taeron may invoke the gift of the sky. When invoked, wings sprout form the Taeron’s shoulders, much like angels, their features sharpen like those of a hawk and their nails harden to talon like claws. They gain a +2 Dexterity, fly speed 20ft (average maneuverability) and can deal lethal slashing damage with an unarmed strike. This state lasts for a number of rounds equal to 3 + there con modifier (minimum 1). Taeron have learned to fly when carrying a medium or heavy load or wearing medium or heavy armor.
- Spell-like ability: Once per day a Taeron can use speak with animals (birds only) as a druid equal to half there character level
- Favored class: paladin of the Divine Assembly (Aritonish: fighter)
 

log in or register to remove this ad

Some stuff...

Note: I didn't give any storyline backround because it's not really neccessary. If it does help, I'll post some. Let me know!

:p
 

hey man, welcome to EN World!! Hope ya like it here, i know i do ;):D

Anyways, I think that if we really can critque these various critters, we need some descriptive text. Also, it'd be better if you made seperate posts for each - otherwise minor details won't be looked at thoroughly. Theres an old post which did both, descriptive text and stats for about 12 or so guys, and it wasn't what you'd call a success. Nice job though on your guys, i see some nice abilities, but like i stated, seperate posts would be the best way to go.

ttyl,

- Nyaricus
 

Pets & Sidekicks

Remove ads

Top