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<blockquote data-quote="Dannyalcatraz" data-source="post: 4799957" data-attributes="member: 19675"><p>Re: Lizardfolk</p><p></p><p>If you don't want to do extreme race design or redesign, but you don't want to fall into the trap of overusing the main selections of scaly races, you could also just beef up the presence of kobolds.</p><p></p><p>Scaly, small and cunning, they have a lot of potential, as evidenced by their being the main ingredient of Tucker's Kobolds.</p><p><a href="http://www.tuckerskobolds.com/" target="_blank">http://www.tuckerskobolds.com/</a></p><p></p><p></p><p></p><p>Well, you could make gnomes the master craftsmen instead...they're a little bit smaller so they might be better at fine work- the kind of work you'd see in clockwork constructs and Warforged, for instance.</p><p></p><p>As for dwarves?</p><p></p><p>You could take a page from earlier editions of D&D and make Dwarves highly resistant to magic, to the point that they almost <em>can't</em> use it. What little they can master- evocation and creation- they use to make technomagical devices to address the "spellgap" they suffer vs other races. To do this, you'll need to give them some kind of bonus to their saves- maybe even a doubling- vs magic, possibly even some spell resistance or something to make it concrete.</p><p></p><p>I've also done several oddball things with them.</p><p></p><p>One thing I did with dwarves (in one campaign) was make them into Earth Elementals who are native to the campaign's home plain. Each dwarf was carved from solid rock, given life by a secret ritual. One thing I intended to do but never got around to doing was making each dwarf have characteristics based on the kind of rock they were carved from. Ones from things like granite would be tough and strong- fine warriors. Others, carved from gemstone, would be spellcasters of some kind.</p><p></p><p>Another conceptually related thing I did was have all dwarves in a campaign world killed off in a horrible extinction level event, except for those who transferred their (psionically active) brains into construct bodies- think Daleks or Cybermen and you're on the right track. The Inheritors, as they were known, were essentially Warforged with dwarven cultural traits, plus Darkvision.</p><p></p><p>Re: Shadar-Ki</p><p></p><p>One of the best things they did with these guys was make them fey. Beyond that, I didn't care for much of their fluff.</p><p></p><p>If you have access to the Planar Handbook, take a look at the Shadowswyft race. A little tweak here and there- again, I like the fey idea- and you could have something nifty.</p><p></p><p>OTOH, you could have them be a warped version of your elves (still keeping the nature affinity and fey thing) and they'd be the Bane Sidhe. Instead of living in harmony with nature, they dominate it. Think...the distinction between DarkSun Preservers and Defilers.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4799957, member: 19675"] Re: Lizardfolk If you don't want to do extreme race design or redesign, but you don't want to fall into the trap of overusing the main selections of scaly races, you could also just beef up the presence of kobolds. Scaly, small and cunning, they have a lot of potential, as evidenced by their being the main ingredient of Tucker's Kobolds. [url]http://www.tuckerskobolds.com/[/url] Well, you could make gnomes the master craftsmen instead...they're a little bit smaller so they might be better at fine work- the kind of work you'd see in clockwork constructs and Warforged, for instance. As for dwarves? You could take a page from earlier editions of D&D and make Dwarves highly resistant to magic, to the point that they almost [I]can't[/I] use it. What little they can master- evocation and creation- they use to make technomagical devices to address the "spellgap" they suffer vs other races. To do this, you'll need to give them some kind of bonus to their saves- maybe even a doubling- vs magic, possibly even some spell resistance or something to make it concrete. I've also done several oddball things with them. One thing I did with dwarves (in one campaign) was make them into Earth Elementals who are native to the campaign's home plain. Each dwarf was carved from solid rock, given life by a secret ritual. One thing I intended to do but never got around to doing was making each dwarf have characteristics based on the kind of rock they were carved from. Ones from things like granite would be tough and strong- fine warriors. Others, carved from gemstone, would be spellcasters of some kind. Another conceptually related thing I did was have all dwarves in a campaign world killed off in a horrible extinction level event, except for those who transferred their (psionically active) brains into construct bodies- think Daleks or Cybermen and you're on the right track. The Inheritors, as they were known, were essentially Warforged with dwarven cultural traits, plus Darkvision. Re: Shadar-Ki One of the best things they did with these guys was make them fey. Beyond that, I didn't care for much of their fluff. If you have access to the Planar Handbook, take a look at the Shadowswyft race. A little tweak here and there- again, I like the fey idea- and you could have something nifty. OTOH, you could have them be a warped version of your elves (still keeping the nature affinity and fey thing) and they'd be the Bane Sidhe. Instead of living in harmony with nature, they dominate it. Think...the distinction between DarkSun Preservers and Defilers. [/QUOTE]
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