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Author Topic: Need some help with a Couple of Racial converstions to FS please  (Read 699 times)
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« on: March 02, 2010, 01:56:33 AM »

We started pulling out the Homebrew game notes and and came across a couple of Races that we are having problems converting to FS feel and such. I was hoping some of you may give your input and thoughts and such toward finishing up these last few Race's? I'd certainly appreciate it.

HUMAN, DRAGONBLOODED
Size: Medium. Dragonblooded humans have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Strength, +2 Constitution, +2 Charisma.
Base Speed: 30 feet.
Natural Weapon (Claw): Dragonblooded humans may use their sharp claws to deal lethal (slashing) damage instead of nonlethal damage with an unarmed attack. Attacks made with natural weapons do not provoke attacks of opportunity. Feats such as Combat Martial Arts may increase the amount of damage dealt.
Low-Light Vision: Draconic humans can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Darkvision: Dragonblooded humans can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragonblooded humans can function with no light at all.
Saving Throw Bonuses: Dragonblooded humans gain a +4 species bonus on saves against sleep and paralysis.
Skill Bonuses: Dragonblooded humans gain a +2 species bonus on Intimidate and Spot skill checks.
Bonus Feat: Dragonblooded humans receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Free Language Skills: Read/Write Draconic, Read/Write Language (any one), Speak Draconic, Speak Language (any one).
Other Languages: Any Shadow or Earth-based languages.
Level Adjustment: +1.


Race2:

ALONIAN
  Created Long ago by a god of Light, the Alonian were to serve as loyal body guards and warriors against powers of Darkness. To this Day they most still hold Honor and strength above all, in hopes that when the next age comes their god will return and show them the path to salvation.
Hit Dice: All the character’s Hit Dice become d12s.   
Initiative: Same as character +4, due to the Improved Initiative feat (see below).
Speed: 50 base speed.
Defense: A Alonian’s powerful body grants a +2 natural armor bonus.
Attacks and Damage: An alonian gains a slam attack that is considered a full-attack action, dealing normal damage plus 1.5 times the alonian’s strength modifier.
Special Qualities:
   The Gift: Any time the Alonian is in danger of taking damage during a round (and is aware of the possibility), instinct takes over (this is not an action).  The alonian can also activate an injection on command three times per day as a move-equivalent action for one round (although if he immediately is put into danger it stays on).  This grants the alonian an additional +4 Str and +2 Con (including additional hit points), +4 insight bonus to Spot and Listen checks, and +10 insight bonus to Jump checks. Also, they gain an additional move-equivalent action every round, and an extra attack at the alonian’s highest attack bonus if he uses a full attack, however, all attacks that round suffer a –2 penalty. This attack is in addition to any other attacks he may receive for a high base attack bonus.  The heightened effects last as long as the alonian perceives danger and one round afterwards.
   Augmented Strength (Ex): A creature with augmented strength gains benefits to Strength checks and carrying capacities as if they were one size category larger.  Their carrying capacity and weapon size limitations are figured as if they were one size category larger.  Also, any Strength checks (including Strength checks for trip attacks, bull rush attacks, and grapple checks, usually +4) are all made as if the creature were one size category larger.  Unarmed damage is also figured as if the creature were one size category larger.
   Base Saves: A alonian gains a +2 racial bonus on Fortitude and Reflex saves; otherwise same as character.
   Abilities: +6 Str, +2 Dex, +4 Con, -2 Wis; a alonian is physically more powerful and has quick reflexes, but tends to become flighty and reckless.
   Skills: Same as character, but a alonian’s Jump checks are not limited by his height.
   Feats: A alonian gains Improved Initiative as a bonus feat.
   Alignment: Usually chaotic.
   Level Adjustment: +2.

Feel free to tear them down, rebuild, etc. I am thinking that the Alonian's are better suited to being set for an Expert/Master Class and Feat set that can be grown over time. Certain things already seem to make sense, for instance I remember reading that the path of strength can give the bonuses, without changing their size for one.
  So whats it gonna take to get something playable (even if it comes out much changed afterwards) out of this pile? Suggestions?
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Sletchman
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« Reply #1 on: March 02, 2010, 03:32:49 AM »

Those are both powerful races [I'd even suggest that in Dnd the Alonian's level adjustment is actually far to low, and should be at least +4 - just compared to existing "monster" races - the Alonian is so massively above the power curve].

Dragonblooded humans could be represented by Humans with Draconic Heritage / Legacy or as a speciality.  An example Speciality could look like:

Dragonblooded
Requirements: Human Talent
[1.0] Bonus Feat: Any Melee Combat.
[1.0] Attribute Training: Lower of Strength and Constitution
[1.5] Darkvision II
[1.0] Natural Attack: Claw II
[2.0] Enlightened Skill: Intimidate and Notice
[0.5] Light Sleeper

Alonians will have to be a race with a master class that has all their spiffy powers, and even then they need to start off by being toned down [mainly attribute wise].

Alonian
[1.0] Medium Outsider [Guessing on cost here]
[4.0] +2 Strength, +2 Dexterity, +2 Constitution, –2 Wisdom
[2.0] Base Speed: 50ft
[1.0] Improved Stability
[2.0] Decisive
[1.0] Thick Hide 2  /or/  Agile Defence
[-2.0] Burden of Ages
[-1.0] Iconic Classes: Priest and Captain
[-1.0] Iconic Specialities: Adventurer, Cleric, Fighter, Fist, Gladiator, Mystic, Ranger, Shaman, Shield Bearer, Vanguard.

You could put a slam in there, but would have to give it another penalty.  With the masterclass you could put their crazy auto-haste power in there somewhere, and an attribute boost or two.  But that covers the core of what they should be I think.  Feel free to change the iconics, I was just guessing based of the limited fluff given.
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Morgenstern
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« Reply #2 on: March 02, 2010, 06:05:26 AM »

I'd drop the darkvision from the dragonblooded - it's not a given that Fantasycraft dragons see in the dark, so their kids don't automatically get it either Smiley.

(and the level adjustment on both of those is GROSSLY low for d20 Shocked)
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« Reply #3 on: March 02, 2010, 06:40:54 AM »

The Dragonblooded Human was from Urban Arcana d20 Modern,  which gave away LA races like candy.
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« Reply #4 on: March 02, 2010, 07:17:32 AM »

I'd drop the darkvision from the dragonblooded - it's not a given that Fantasycraft dragons see in the dark, so their kids don't automatically get it either Smiley.

(and the level adjustment on both of those is GROSSLY low for d20 Shocked)

Yeah I agree.  I only put it there because the listed race had both low light vision and darkvision.  I would just make dragonblooded humans regular guys who took the two feats [draconic heritage / legacy].
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« Reply #5 on: March 03, 2010, 09:12:46 PM »

Once again, thank you FC Forumboards!  Grin
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