possible new races

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Matt Adams

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Apr 9, 2009, 2:15:16 PM4/9/09
to Kingdom Gould
i asked geoff if i could come up with a few new races for gould,now
it's expanding.he said to write them down for him to look at.i'll have
them ready for easter monday club.if anyone has any ideas for races,or
other interesting stuff,hand em to geoff.

Matt Adams

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Apr 18, 2009, 4:25:04 PM4/18/09
to Kingdom Gould
ok.here's my 1st race offering.
THE DEGORIANS.
this race is a cave-dwelling species.they are made of a blue
crystal,with white streaks throughout.
racial traits:
height:6 feet
weight:?not sure how much,but heavy.
size:med
vision:infravision
ability scores:+2con,+2wis
languages:common+degorian
skill bonuses:+2 dungeoneering,+2 endurance
tough as a rock:you gain dam resist 5 vs non-type dam.this improves 5
per tier.
crystal claws:does 1d6 dam with melee attacks.
you have the following racial power:
CRYSTALLINE SHATTER:
Encounter ✦standard action.
once per encounter,you may use the following attack:
close burst 1,all creatures in burst,
Attack:constitution + 2 vs. Reflex,
Hit: 1d6 + Constitution modifier damage.all hit are dazed until the
end of your next turn.you also lose 3 hp(it's your body being used to
attack with,after all).
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th
level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st
level.

what do you guys think?good,huh?any thoughts?

Matt Adams

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Apr 18, 2009, 4:34:43 PM4/18/09
to Kingdom Gould
2nd race offering:
QUICKSIES
racial traits:
same hieght and weight as pixies.
size:small
speed:6 squares
+2dex,+2charisma
skill bonuses:+2 acrobatics,+2 nature.
you gain +2 speed when taking the run or charge action.
you never use any armour,except light.
you gain the following racial power:
expeditious advancement.
Encounter ✦minor action.
you double your base speed for this turn.
or,
you may shift your current speed this turn.

as usual,any thoughts would be appreciated.

Matt Hart

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Apr 30, 2009, 4:29:36 AM4/30/09
to Kingdom Gould
Let me know what you think.


The Accursed Template


The Story
The gods realized that sending people to one of the levels of hell may
not be useful for some of their most heinous offenders mainly because
some of the worst crimes would be seen as some of the other gods as
useful, perhaps an evil cleric redeemed themselves in there last dying
act or a powerful healer turning they powers to evil to kill a hated
enemy. So a place was created for these people, it is a dry and
desolate place just sand, rock and inedible brush. Any creature sent
there is turned into a gaunt copy of themselves having coughing fits
and vomiting violently with some mysterious illness, with other more
obvious signs ranging from a rotting smell to open sores . They can
still do anything that there race can normally do (even bear children
who suffer the same fate) but suffer from this painful illness
forever.

The Curse.
The illness is actually a curse which can only be lifted by the god or
by escaping and being killed outside. The curse does not kill. It does
leave the sufferer with no need to eat/drink, sleep or even breathe
and will not die of old age or any other disease or poison (magical or
otherwise). The illness means that they are not truly alive but also
not dead so in all aspects accept turning they count as undead. They
are turned as undead and NEVER rebuked and cannot be killed by turning
instead they are reduced to 0 HP and automatically suffers the worst
effects of the curse. Any effect that would kill undead have them same
effect as the fatal turning effects.

The Effects
With the first attack roll of any encounter, any skill roll under
pressure, or failed save which the accursed character is involved in
or required to make they must then make an additional save from the
curse. The first failed roll counts as a blight spell (successful save
ends), with the second failure the character counts as stunned
(successful moves up one stage), with the third failure the character
pass out for 1 minute, when they awake in a cold sweat no roll is
required and they can carry on.

There also a -2 on Charisma for the obvious effect on the character’s
outward appearance and demeanor. But due to their unnatural effect on
their Constitution they get a + 2 to that statistic.

Matt Hart

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Apr 30, 2009, 8:29:59 AM4/30/09
to Kingdom Gould
Corrected to 4th edition

The Accursed Template


The Story.
The gods realized that sending people to one of the levels of hell may
not be useful for some of their most heinous offenders mainly because
some of the worst crimes would be seen as some of the other gods as
useful, perhaps an evil cleric redeemed themselves in there last dying
act or a powerful healer turning they powers to evil to kill a hated
enemy. So a place was created for these people, it is a dry and
desolate place just sand, rock and inedible brush. Any creature sent
there is turned into a gaunt copy of themselves having coughing fits
and vomiting violently with some mysterious illness, with other more
obvious signs ranging from a rotting smell to open sores . They can
still do anything that there race can normally do (even bear children
who suffer the same fate) but suffer from this painful illness
forever.

The Curse.
The illness is actually a curse which can only be lifted by the god or
by escaping and being killed outside. The curse does not kill. It does
leave the sufferer with no need to eat/drink, sleep or even breathe
and will not die of old age or any other disease or poison (magical or
otherwise). The illness means that they are not truly alive but also
not dead so in all aspects accept turning they count as undead. They
are turned as undead but cannot be killed by turning instead they are
reduced to 0 HP and automatically suffers the worst effects of the
curse. Any effect that would kill undead have them same effect as the
fatal turning effects.

The Effects.
With the first attack roll of any encounter, any skill roll under
pressure, or failed save which the accursed character is involved in
or required to make they must then make an additional save from the
curse. The first failed roll counts as a DAZED (successful ends), with
the second failure the character counts as STUNNED (successful save
means the character is DAZED), with the third failure the character
fall UNCONCIOUS for 1 minute, when they awake in a cold sweat STUNNED
as before.

Matt Hart

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May 1, 2009, 5:42:22 AM5/1/09
to Kingdom Gould
This immunity how does this work?, because this might be a bit scary
if epic level wizard launches a meteor swarm and the 1st level wood
elf just laughs it off!.

Matt Adams

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May 1, 2009, 1:37:31 PM5/1/09
to Kingdom Gould
i like the idea,but i think the rules need wording a little better.i
think the falling unconcious bit,should only last until they make a
save.1 min is a loooong time,in a combat situation.

Matt Adams

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May 1, 2009, 1:39:02 PM5/1/09
to Kingdom Gould
that seems exactly how it works.woodelves suffer no dam from
spells.nor can they ever cast arcane spells either.seems like a fair
tradeoff to me.

Geoff Gibbs

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May 1, 2009, 2:39:43 PM5/1/09
to kingdo...@googlegroups.com
Hmmm....

Got that wrong, should say "resist 5 arcane".

2009/5/1 Matt Hart <mchar...@yahoo.com>


This immunity how does this work?, because this might be a bit scary
if epic level wizard launches a meteor swarm and the 1st level wood
elf just laughs it off!.







--
Geoff Gibbs

Geoff Gibbs

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May 1, 2009, 3:02:54 PM5/1/09
to kingdo...@googlegroups.com
Looks good. I need a bit more of a description for them, plus some ideas of names.

2009/4/18 Matt Adams <mada...@btinternet.com>



--
Geoff Gibbs

Geoff Gibbs

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May 1, 2009, 3:36:52 PM5/1/09
to kingdo...@googlegroups.com
Actually, that's all complete bollocks, isn't it? Arcane isn't a damage type.

Tricksy.

How about a new power:

At-Will Immediate reaction
trigger: you are the target of an arcane power
effect: you ignore all damage and effects from the triggering attack on a successful save, other targets of the attack are affected as usual.

2009/5/1 Geoff Gibbs <ge...@world-of-geoff.co.uk>



--
Geoff Gibbs

Matt Adams

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May 1, 2009, 3:43:16 PM5/1/09
to Kingdom Gould
edit for degorians:
they are a race of humanoids,made of a blue crystal,with a white
marble effect running throughout.they also have a crystal heart,blood
red in colour.
they spend most of thier lives,living in caves.this has made them a
hardy,lonesome race.they only come out of thier caves,when one of them
is exiled,in a cerimony called dagorellt,or 'the wandering
pebble'.this means they spend time away from the rest of thier
kind,experiencing life outside the caves,and bringing that knowledge
home with them.this brings new knowledge to the tribe,without them all
leaving the caves.
they have a strange ability,called 'STONEMELDING'.this allows them to
affect basic crystals with a power of some kind,and implant it within
themselves.they do this,by meditating with the crystal,for 1
hour.after which,the new crystal is melded to the degorian,giving it
new powers that it did not have before.
they view the races and places around them,as new information,to bring
back to the tribe.this can lead the degorians,or 'degs' for short,to
find it hard to make new friends and alliances.

height:all degorians are exactly 6 feet tall
weight:all degorians are exactly 30 stone(maybe?)

sample names:pebble,slate,geode,quarry

that enough extra info,geoff?

On 1 May, 20:02, Geoff Gibbs <ge...@world-of-geoff.co.uk> wrote:
> Looks good. I need a bit more of a description for them, plus some ideas of
> names.
>
> 2009/4/18 Matt Adams <madams...@btinternet.com>

Geoff Gibbs

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May 1, 2009, 4:11:57 PM5/1/09
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That'll do for now.

Would be nice to have characteristics and example adveturers, like in PHB.

2009/5/1 Matt Adams <mada...@btinternet.com>



--
Geoff Gibbs

Matt Adams

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May 3, 2009, 6:04:49 PM5/3/09
to Kingdom Gould
new feats!

perfect aiming
once per round,when you attack,you gain +2 to attack,but suffer -2 dam
to the attack(this cannot reduce the dam to less than 1).

put the boot in
once per round,if you knock an adjacent enemy prone,you deal an extra
amount of dam equal to half your strength modifier.

sliding tackle
when you bullrush an opponent,after the attack,place yourself and the
enemy prone.

rock of ages
(degorians only)gain +2 constitution.this may be taken more than once.

diamond soul
(degorians only)you replace your crystal heart with a diamond.this
gives a +4 to will saves,but you now count as soulless.

quartz bracers
(degorains only).you place a large piece of quartz on each arm.these
take up your arm slots.you now gain +1 to hit,per tier,with all melee
attacks.

blood from a stone
(degorians only).if you suffer an ongoing damaging effect,you gain a
+2 to save vs that effect.

just a latenight rough draft.i'll do more with these later.

On 1 May, 21:11, Geoff Gibbs <ge...@world-of-geoff.co.uk> wrote:
> That'll do for now.
>
> Would be nice to have characteristics and example adveturers, like in PHB.
>
> 2009/5/1 Matt Adams <madams...@btinternet.com>

Matt Hart

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May 6, 2009, 9:57:49 AM5/6/09
to Kingdom Gould

We are not using templates so do not worry about it check this out
instead (this one might cause a stir!!)

Shape Shifter

The History.
The Wizard Azba Azam in an effort to create the perfect spy imbued an
ooze the soul of his spy/lover Sana Khan and after a complicated
ritual she took form. Initially Sana was not impressed with this
scenario but after a year she had fully mastered her ability she spied
for over 200 years. With the information she gleaned and his own power
he became ruler of an entire empire. Sana became bored of her lover
and eventually killed him selling his research to the highest bidder
and taking over the empire which she rules to this day.

Thus the secret of creating the shifters was free. Many were created
initially for various purposes from pleasure slave to master spy. But
the secret through the ages has been lost to most, leaving only it to
the most powerful spell casters/gods to create them. They are now very
rarely seen as many while not imbued with the knowledge and power of a
previous life became very powerful and hard to stop so a long time
they were hunted to extinction as the gods thought they represented a
major danger but since then they have creeping back into existence but
very rarely reveal their true nature due to what could happen to
them.


The Species.
Created magically the shifter’s natural form is a colourless gel and
in this form it is treated as an ooze. They are immortal and cannot
reproduce. They sense as an ooze so can see and hear in any form they
take.

The Rules.
Created magically the shifter’s natural form is a colourless gel and
in this form it is treated as an ooze. It can take the form of
anything it has touched or has seen and but it must be medium sized or
equivalent area. It sees as an ooze sees by sensing regarding .

The shifter do not gain any bonuses to physical stats as their body
does gain any particular bonus. This applies to bonus every four
levels as their bodies do not grow or toughen up.

Whatever inanimate form it takes it takes on the DR of the object and
has the same hit points as the character when it is reduced to zero it
turns back into it’s natural form and begins to die. Any equipment/
clothes that are held/worn are dropped during the shift. The shift
either to or from a form take an entire turn to complete. So if the
shifter wants to move from say a chair to a human it would take 2
entire turns.

Whatever living form the shifter takes he follows the rule for that
race for DR etc, but none of the special or magical abilities. So he
could have the outward appearance of a medium spider and could climb
as a spider but could not spin web or poison with it’s fangs, or he
would look like an elf without any of the resistances or low light
vision

If viewed through detect magic the shifters entire body glows
regardless of what form it takes.

Geoff Gibbs

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May 6, 2009, 1:23:50 PM5/6/09
to kingdo...@googlegroups.com
Matt, don't take this the wrong way, but have you actually read the 4th edition rules?

There is no DR anymore. There are no special or magical abilities. There is also no detect magic.

Generally, 4e strives for simplicity, so changing standard rules like characters gaining ability scores at certain levels is not a good idea (and not actually allowed according to the license).


2009/5/6 Matt Hart <mchar...@yahoo.com>



--
Geoff Gibbs

Geoff Gibbs

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May 6, 2009, 1:28:55 PM5/6/09
to kingdo...@googlegroups.com


2009/5/3 Matt Adams <mada...@btinternet.com>


new feats!

perfect aiming
once per round,when you attack,you gain +2 to attack,but suffer -2 dam
to the attack(this cannot reduce the dam to less than 1).

Sounds like an at-will power to me
 


put the boot in
once per round,if you knock an adjacent enemy prone,you deal an extra
amount of dam equal to half your strength modifier.

Sounds good
 


sliding tackle
when you bullrush an opponent,after the attack,place yourself and the
enemy prone.

Maybe


rock of ages
(degorians only)gain +2 constitution.this may be taken more than once.

No, too powerful.
 


diamond soul
(degorians only)you replace your crystal heart with a diamond.this
gives a +4 to will saves,but you now count as soulless.

Souless no longer matters.
 


quartz bracers
(degorains only).you place a large piece of quartz on each arm.these
take up your arm slots.you now gain +1 to hit,per tier,with all melee
attacks.

erm, a magic item?
 


blood from a stone
(degorians only).if you suffer an ongoing damaging effect,you gain a
+2 to save vs that effect.


maybe
 



--
Geoff Gibbs

Matt Hart

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May 7, 2009, 4:24:08 AM5/7/09
to Kingdom Gould
No I have not fully and no I do not care to be honest this is why you
lot exist to correct me on this!!!!

might be no DR but there will be the equivalent, also what is low
light vision if not a special ability?

also while i understand they strive for simplicity I am trying to
balance a potentailly very powerful character and i do not believe it
would over complicated for them not to increase abilities, but open
licence has spoken!!!. perhaps we should limit increase to mental
stats.

so any ideas how i can balance this one up?.

matt


On May 6, 6:23 pm, Geoff Gibbs <ge...@world-of-geoff.co.uk> wrote:
> Matt, don't take this the wrong way, but have you actually read the 4th
> edition rules?
>
> There is no DR anymore. There are no special or magical abilities. There is
> also no detect magic.
>
> Generally, 4e strives for simplicity, so changing standard rules like
> characters gaining ability scores at certain levels is not a good idea (and
> not actually allowed according to the license).
>
> 2009/5/6 Matt Hart <mchart_2...@yahoo.com>
> Geoff Gibbs- Hide quoted text -
>
> - Show quoted text -

Geoff Gibbs

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May 7, 2009, 8:06:17 AM5/7/09
to kingdo...@googlegroups.com
2009/5/7 Matt Hart <mchar...@yahoo.com>

>
> No I have not fully and no I do not care to be honest this is why you
> lot exist to correct me on this!!!!

Ah! The question of "why am I here?" has finally been answered.

>
> might be no DR but there will be the equivalent, also what is low
> light vision if not a special ability?

Everything is just "there" now. Apart from powers, every thing just
is, they are not categoriezed as special abilities, spell-like
abilities or anthing else. The difficulty would be in listing what you
do and don't get.

>
> also while i understand they strive for simplicity I am trying to
> balance a potentailly very powerful character and i do not believe it
> would over complicated for them not to increase abilities, but open
> licence has spoken!!!. perhaps we should limit increase to mental
> stats.

Anything to do with character creation of levelling is off-limits due
to the license.
Actually, in the new license anything in the PHB can be added to, but
you cannot change or remove any rule.

>
> so any ideas how i can balance this one up?.

Take a look at Doppleganger as a playable class in the monster manual.
It actually has very little in the way of speciel rules.

--
Geoff Gibbs

Matt Hart

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May 7, 2009, 9:16:46 AM5/7/09
to Kingdom Gould
Shape Shifter
Created magically the shifter’s natural form is a colourless gel and
in this form it is treated as an ooze. It can take the form of
anything it has touched or has seen and but it must be medium sized or
equivalent volume.
racial traits:
height:any medium size
weight:human .
size:med
vision: Ooze sense what ever they use?
ability scores +2 Cha +2 Dex
languages:common
skill bonuses: +2 Bluff +2 Stealth
you have the following racial power:
Shape shift :
At will ✦standard action.

May taken the form of any object medium size or medium size volume if
spread over an object. The shift either to or from a form take an
entire turn to complete.

Whatever inanimate form it takes it takes on the natural resistance
of the object and has the same hit points as the character when it is
reduced to zero it
turns back into it’s natural form and begins to die. Any equipment/
clothes that are held/worn are dropped during the shift.

He could have the outward appearance of a medium spider and could
climb as a spider but could not spin web or poison with it’s fangs, or
he would look like an elf without any of the resistances or low light
vision

The disguise (bluff) is not quite perfect

+30 if touched

+20 if studied/watched

+10 if glanced or just a picture.

Paragon: +10 to each of above and can vary size by one size category
up and down

Epic: a further +10 to each of above and can vary size by two size
categories up and down

On May 7, 1:06 pm, Geoff Gibbs <ge...@world-of-geoff.co.uk> wrote:
> 2009/5/7 Matt Hart <mchart_2...@yahoo.com>

Matt Adams

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May 7, 2009, 2:50:58 PM5/7/09
to Kingdom Gould
i think this sounds more like a new monster,rather than a pc race.when
i read your info about the race,matt,i think of the dominion race in
startrek(deepspace9).they coul;d do all that stuff,and more(i remember
1 turning from a flowerpot,to a bomb,and blowing up.lol)

Matt Hart

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May 8, 2009, 4:43:12 AM5/8/09
to Kingdom Gould
ODo could turn into anything and he could take pretty much any size
and form but that is why I have dictated the shifter ony takes the
form of the the creature not it's abilities. I do not remember them
turning into a bomb!!!, i though tthat were the same as the T1000 they
could not mimic complicted machinery just take it's external form.
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