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SilvercatMoonpaw
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« Reply #15 on: June 25, 2010, 08:14:34 AM »

Hmmm, shaepshifting trickster goblins......I may actually have to use goblins at some point.......
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Deral
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« Reply #16 on: June 25, 2010, 10:35:45 AM »

So, I figured I'd at least post subraces for these species I put up, to make things easier for my players I got rid of subrace-granting species feats and instead subraces are listed below each race with their abilities laid out as they are for races, it wasn't difficult for my players to find subraces before (since they're listed there with races), but they felt it was a bit of a nuisance, flipping back and forth.

So, subraces are bought with feats, count as species feats, and are listed "Tier I" and "Tier II," with Tier I's carrying the prerequisite "Level 1 Only" and Tier II's typically requiring the Tier I feat (With exception to Powerful Species like Angel and Dragon).

Also, forewarning, I do side a a little bit powerful with subraces, not always entirely intentional, but a lot of them are quite costly, and that side IS a little harder to see with the Tier I/Tier II set up in place of tangible feats.

Angel

For subraces, Angels can choose Archon, a LotR Ishtari-inspired race (and tough to take, since it practically requires your Specialty to grant a species feat), or they can be the embodiment of a virtue, moral, or act:

Archon
Tier I:
-Type: You gain the Fey type
-Fey Traits: Natural animals refuse to attack you and often flee
from you unless trained to hunt fey, or are attacked by you or
your teammates.
-Attributes: +1 to Lower of Intelligence and Charisma
-You lose Winged Flight.
-Legendary: You gain a bonus to action die results equal to the
total number of Path steps you have accrued (Minimum 1).
-Otherworldly: For effects that target only specific types, you are
not considered Fey, Folk, or Outsider unless you gain these types
from another ability or feat..
Tier II:
-Attributes: +2 to Lower of Intelligence and Charisma
-Archon Magic: When taking steps in paths, you always have access to the paths of Light, Life,
Magic, and Spirits, in addition to what your Alignment grants access to.
-Natural Elegance: Your Appearance Modifier increases by 1.
-Perfect Resolve: You can no longer be targeted with Distract, Taunt, or Threaten actions

Virtues:
Purity/Wisdom:
-Attributes: +1 Intelligence.
-Purifying Touch: Once per scene you may spend an action die to receive a critical success on a
Medicine/Treatment check to treat a poison or disease as a 1 minute action. If you are targeting a
Standard character, you may roll the action die and affect a number Standard Characters equal to
the result.
-Shared Wisdom: With one hour of downtime, you can grant one of your Studies or Languages to
your teammates, you can do this once per adventure, it lasts until the end of the adventure.
Justice/Honor:
-Calm: You never gain the Enraged condition.
-Pangs of Guilt: All sneak attack damage you suffer is reduced by 1 die.
-Stay the Blade: When you can convert damage to subdual, you do so without no penalty.
Benevolence/Sacrifice:
-Ascetic: You may invest your Lifestyle points into your Legend, rather than your Panache or
Prudence, up to an amount equal to your current Legend.
-Step-In: Once per combat you may choose to take all the damage from an attack targeting an
adjacent character. Your DR and resistances apply normally.
-Gift of the Heart: Instead of receiving the benefit of food, drink, or elixir for the day, you may
instead receive the benefit of any of these three that you give to someone else, though normal
limitations apply.
Diligence/Ethics:
-Mindful: Your Prudence increases by 2
-Pennies Saved: All teammates with you at the end of an adventure are considered to have a 1
higher prudence score.
-Slow and Steady: The cost to activate errors with your downtime checks increases by 2 AD.
Mercy/Sufferance:
-Burden of the Ages: Any effect that heals vitality has only ½ it's standard effect on you.
-No Pain: You shrug off the first Fatigued or Shaken condition you receive each scene.
-Unbreakable: All Attribute impairment you suffer is reduced by 1.
-Wounds for Others: You gain 1 additional wound point every level.
Loyalty/Compassion:
-Brothers in Arms: Any ally adjacent to you gains a +1 bonus to defense, also, as a free action you
may grant any guard bonus you receive to an adjacent ally, you lose the bonus and the ally gains it
until the start of your next initiative.
-Contacts: You gain 25 reputation that must immediately be spent to create or improve a contact,
this contact does not count as a prize when determining how many you may keep.
-Cooperation: You can never cause an error or hamper a cooperative check by aiding. Also, when
you are the helper in a cooperative check, you add your wisdom modifier to the result, instead of
+1, also, the cost for your teammates to activate critical successes as helpers on a check you're
participating in is reduced by one.
Bravery/Altruism:
-Absolutely Unfaltering: You become immune to Stress damage, Morale penalties, and Taunt
actions, this benefit is lost for the remainder of the scene if you make an Ambush or Conceal Action
check..
-Emboldening Spirit: Once per scene you may, as a full action, remove one grade of Fatigued or
Shaken from one of your allies.



Changeling (Influenced by that other changeling, but fairly different)

Changelings just have the obvious subrace- Doppelganger, they more resemble their standard D20 counterpart:

Doppelganger
Tier I:
-You lose the Viscous quality
-Flawless Disguise: When you activate your Shapeshifter ability, the DC of any Notice or Search
check made to see through your disguise increases by 5.
-Reviled: Your reviled quality increases to 10
Tier II:
-You lose the Banned Actions quality.
-Quiet Style: Your Covert feats count as Style feats and your Style feats count as Covert feats.
-Expert Shapeshifter: The first time you use your Shapeshifter ability each scene, you do not have
to spend an action die.


Demon

Demons can become a Fear demon, an embodiment of a nightmare (demons and angels are native to the realm of dreams in this world) or, countering Angels, can become the personification of Vices or corrupt acts:

Fear Demon:
Tier II:
-You gain the Horror and Ooze types
-Horror Traits: Anyone other than your teammates who see you suffer a -3 morale penalty with
Will saves. Natural animals refuse to attack you and often flee unless specifically trained to attack horrors. You
gain a +4 bonus to Fortitude Saves. Threat ranges of attacks made against you decrease by 2, and you suffer only
½ normal sneak attack damage.
-Ooze Traits: You are considered 1 size category larger to resist Bull Rush, Disarm, Grapple and
Trip, and 2 size categories smaller when squeezing into confined spaces. You may hold a number of
readied items or weapons equal to your 3 + your Dexterity modifier, but can only use armor
specifically designed for you.
-You lose Charming and Winged Flight.
-Banned Actions: You cannot make Calm, Influence, Breed Animal, or Train Animal checks
-Damage Vulnerability (Flash): You suffer +1 damage per die from Flash, and are sickened for a
number of rounds equal to ½ the damage suffered.
-Minor Shapeshift: You suffer no species penalties to disguise
-Reviled: The Disposition of non-demons toward you decreases by 10

Vices:
Lust/Debauchery:
-Beautiful: Your appearance modifier increases by 2
-Single Thought: Once per adventure, as a one minute action you may cause a Beast, Fey, or Folk
character to make a Will save (DC 12 + Your Charisma Modifier), if they fail their save their
disposition toward the next person they see increases by 15 for the rest of the scene.
-Suggestion: The DCs of all Resolve checks made to resist or oppose your actions increase by 6
Gluttony/Indulgence:
-Attributes: +2 Constitution.
-Expensive Tastes: You must eat, as per the normal rules for avoiding Starvation (pg 217), however,
Common Meals, Rations, and Water provide you no sustenance.
-Never Full: You may benefit from a number of Food, Drink, and Potions each daily equal to your
Starting Action Dice. Once you have reached the maximum benefits per day for one of these, you
gain a bonus d4 action die that, if not spent by the end of the day, is lost, this may grant no more
than 3 bonus action dice each day.
Greed/Betrayal:
-Hoard: The number of Prizes you may keep and the maximum holding size you may have each
increase by 2.
-Loner: You do not count toward your party for purposes of outnumbering, but you may only be
outnumbered if you are by yourself.
-Mislead: You gain a +2 bonus with Bluff, Disguise, and Prestidigitation checks.
-Sneak Attack: You gain a die of Sneak Attack damage
Sloth/Melancholy:
-Acedia: You never gain Morale bonuses, but all enemies within 15ft of you lose any Morale
bonuses they may have.
-Banned Actions: You cannot make Break Fall, Outmanuever or Push Limit checks.
-Lost Gifts: You lose Sharp Mind.
-Sap Will: Whenever you take the tire action, you deal 1d10 subdual instead of 1d6, also, once per
round when you render an opponent unconscious with Tire, you may immediately target a single
opponent adjacent to him with a Tire action as a free action.
-Uncaring: You can no longer be targeted by Distract, Taunt, Threaten, or Tire actions, however,
you may no longer take 20 on any skill check
-War of Attrition: You may tire up to 3 opponents at once, and your targets need only be within
close range of each other and you.
Wrath/Vengeance:
-Blood Lust: You may convert subdual and stress damage to lethal with no penalty to hit or damage
-Blood Rage: You gain a bonus to all Strength-based damage rolls equal to one-half your current
wound point damage
-Final Blow: If you are knocked unconscious by an opponent you're capable of attacking from your
current location, you may attack that target once as a free action before falling unconscious, your
threat range is increased by 2 for this attack. If you are killed, you may do the same, but your threat
range is 4 higher instead of 2
-Short Temper: You suffer a -3 penalty with all Charisma-based skill checks targeting other
characters.
Envy/Despair:
-Broken Resolve: Adjacent opponents take a -2 penalty with skills and actions opposing you.
-Burning Hatred: Adjacent opponents gain a +1 bonus to hit you.
-Utter Failure: The cost to activate errors with attacks or skills targeting or opposing you is reduced
by 1 (minimum 0)
Pride/Vanity:
-Natural Elegance: Your appearance modifier increases by 1
-Not the Face: Once per combat, when you would suffer a critical injury from an attack targeting
only you, you may instead choose for the entire attack to instead target an adjacent ally.
-Self-Worth: You gain Stress resistance equal to your Appearance modifier.
-You also gain a trick:
       Vainglory (Taunt Trick): If the target fails the opposed roll, he instead becomes
enraged for 1d4 rounds. Opponents enraged in this way do not fall unconscious when the condition
is lost. You may use this trick a number of times per combat equal to your Style feats (minimum 1).

Drake (Drakes are replaced by a sort of wyvern/drake mix in my world, but there's a Dragon player race that represents greater dragons).

Drakes have a variation on the Truescale feat, representing a greater influence of True Dragon blood in their veins, and even though it's a massive change and fluff-wise a Dragon and not a Drake, it was less of a change to make Faerie Dragon a Drake subrace...

Greater Drake:
Vile Dragon Blooded:
-Greater Drake: Your Bite attack increases by 1 grade.
-Acid Blood: Your Bite attack's alternate damage changes to (Acid)
-Aquatic I: You can hold your breath for a number of minutes equal to 15 x your Constitution.
-Vile-Scale: You gain Acid Resistance 10
Frost Dragon Blooded:
-Greater Drake: Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Achilles Heel (Fire): All fire damage you suffer is doubled.
-Damage Vulnerability (Heat): You take 1 extra point of damage per die from Heat, and are
sickened for a number of rounds equal to ½ the damage taken.
-Frost Blood: Your Bite attack's alternate damage changes to (Cold)
-Still Blood: You are immune to Cold damage and the Bleeding condition
Storm Dragon Blooded:
-Greater Drake:Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Charged Blood: Your Bite attack's alternate damage changes to (Electricity)
-Insulated Scales: You gain Electricity Resistance 10.
Fire Dragon Blooded:
-Brilliant Flames: Your Bite attack increases by 1 grade and gains the AP 4 quality, but your Tail
Slap loses Venomous.
-Damage Vulnerability (Cold): You take 1 extra point of damage per die from Cold, and are
sickened for a number of rounds equal to ½ the damage taken.
-Fire-Proof: You gain Fire and Heat Resistance 10.
Star Dragon Blooded:
-Greater Drake: Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Eyes of the Sky: You gain Darkvision II and become immune to Flash Damage
-Star Soul: Your Bite attack's alternate damage changes to (Flash)
-You gain a trick:
Star-Blind (Natural Attack Trick): As a full action you may attack with a natural
weapon. If you deal flash damage, your damage result is tripled. If the target fails their save, they
gain the Night-Blind and Light-Sensitive qualities until the end of the scene. You may use this
ability a number of times per combat equal to your starting action dice.
Song Dragon Blooded:
-Greater Drake: Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Beautiful: Your Appearance modifier and Panache each increase by 1
-Land Dragon: You lose Winged Flight
-Radiant Voice: Your Bite attack's alternate damage changes to (Sonic)
-Resistance: You gain Sonic Resistance 10.
Royal Dragon Blooded:
-Greater Drake:Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Fearsome Presence: Your Bite attack's alternate damage changes to (Stress)
-Fearless: You ignore the first Shaken condition you gain each scene.
Blade Dragon Blooded:
-Greater Drake: Your Bite attack increases by 1 grade, but your Tail Slap loses Venomous.
-Natural Attack: You gain a Claw I natural attack.
-Bladed: You natural attacks gain the Adamantine material upgrade.
-You gain a trick:
Bladed Wings (Wing Buffet Trick): Creatures adjacent to the cone's origin who fail
their save, also take damage as if hit by your Tail Slap attack.

Ratfolk

My players would kill me if Ratfolk didn't have their Warhammer Fantasy inspired race, but they also have a hulking, desert-dwelling subrace called Sikkim

Skaven
Tier I:
-Attributes: +1 Constitution
-Natural Attacks: You gain Bite II and Claw II natural
attacks.
-Reviled: Your reviled quality increases to 10.
Tier II:
-Fallen Graces: Your appearance modifier drops by 2
-Sinister Claws: Your Bite and Claw attacks gain Keen
4, your claws attacks gain AP 2, and your bite
attacks gain Diseased (Yellow Fever) (See pg 341).
-Refuse-Born: You gain immunity to Diseases.

Sikkim:
Tier I:
-Attributes: +2 Strength, -2 Intelligence.
-Improved Stability:You're considered 1 size category larger for carrying capacity, trample attacks,
and resisting bull rush and trip attempts so long as you are standing firmly on the ground and not
climbing, flying, or riding.
-Thick Hide 2: You're considered to be wearing partial armor that provides DR 2.
Tier II:
-Attributes: +1 Strength, +1 Constitution.
-Base Speed: -10ft
-You lose Cat Fall
-Resistances: You gain Cold and Heat resistance 4
-Thick Hide: Your Thick Hide increases by 2

Shadow (Shadow human, influenced partially by Shades)

Shadows have their races switched around a bit, name-wise, where Shadows are more Shade influenced, their subrace (Sigh) Shade, is more influenced by Shadows, I know, not exactly the most creative names on this one:

Shade:
Tier II:
-Fade into Crowds: As long as there are at least five people within 10 feet of you, you receive a +8
bonus to Blend.
-Shadow Boxing: You gain a Climb speed of 100ft, but if you stop while climbing or take more
than one full round to reach the top of whatever you climb, you're considered 2 size categories
larger for defense, Sneak, and Blend.
-Swift as Shadow: When hidden, your speed increases by 50ft.
-Wisp: You gain a +8 bonus to resist grapple attempts.

Sprite

Sprite subraces, like Archon, are tough to get into because they pretty specifically limit your specialty (though with house rules there ARE a couple other ways to get subraces, and there are specialties considered iconic for everyone built around facilitating this sort of thing), they're both familiar enough races, Grigs the cricket-taur fey, and Pixies, who, in this world, represent the more Seelie Sprites, more court fey, as it were, at the very least floating about the forest in elaborate gowns:

Grig:
Tier I:
-Size: Your size becomes Tiny (1x1, Reach 1)
-You lose Winged Flight.
-Iconic Classes: Sage is an iconic class for Grigs
-Improved Stability: You're considered 1 size category larger for carrying capacity, trample attacks,
and resisting bull rush and trip attempts so long as you are standing firmly on the ground and not
climbing, flying, or riding.
-Feather Fall: Your jump distances are not limited by your height and you never suffer falling
damage.
-Superior Jumper III: With a successful jump check, your jump distance is quadrupled.
Tier II:
-Cricket Song: Once per scene you may spend an action die as a one-minute action to receive a
critical success on a Medicine/Calm check or to target a number of people equal to your starting
action dice with a calm check.
-Tough Body: You gain 3 extra wound points
-Thick Hide: You're considered to be wearing partial armor that grants DR 3.

Pixie:
Tier I:
-Attributes: +1 to higher of Wisdom and Charisma
-Charming: Once per session you may improve the disposition of a non-adversary NPC by 5
-Iconic Classes: Courtier is an iconic class for Pixies
-Natural Elegance: Your Appearance modifier increases by 1.
Tier II:
-Attributes: +1 to lower of Wisdom and Charisma
-Inquisitive Mind: You gain 2 additional interests.
-Without a Care: You are immune to Stress damage

Stone-Blood

Given the name Galeb Duhr to give my players a little bit of name recognition more than anything (and not entirely inappropriate), the Stone-Blood subrace was actually inspired by Rockbiter from The Neverending Story:

Tier II:
-Base Speed: -10ft
-Chameleon II: You gain a +8 bonus to Stealth and Hide checks made while moving in Caverns
and Mountains, while stationary you automatically become hidden. Also, your attacks gain 1 die of
sneak attack damage during the first 3 rounds of combat in this terrain.
-Deflection: The AP quality of all attacks targeting you are reduced by 4
-Deliberate: You always roll initiative twice and take the lower result
-Easily Distracted: You take a -5 on checks to oppose Distract, Feint, and Taunt actions.
-Improved Stability: You're considered 1 size category larger for carrying capacity, trample attacks,
and resisting bull rush and trip attempts so long as you are standing firmly on the ground and not
climbing, flying, or riding.
-Thick Hide: Your Thick Hide increases by 1.



Alright... That was a huge post and I apologize. The full list of base species we use, in case anyone wants to see any of them, is: Angel, Centaur, Changeling, Demon, Dragon, Drake, Dwarf, Elf, Giant, Goblin, Gryphon, Half-Elf, Half-Orc, [Pech], Hobgoblin, Human, Janni, Kenku, Kobold, Nymph, Ogre, Orc, Ratfolk, Satyr, Saurian, Shadow, Sprite, Stone-Blood, Unborn, and Yuan-Ti.

For the most part the converted races (Centaur and Satyr) don't have much you wouldn't see in their respective books, and most of the Fantasy-Craft races are effectively unchanged except Giant and Ogre (with totally new subraces), Elf (with all the Classic Fantasy PDF's subraces converted over, so, can I even show those?) and Unborn (effectively Special Construction is broken up into a "Material" subrace and a "Construction Style" subrace, and "Warforged" as a separate subrace that can modify either)
« Last Edit: June 25, 2010, 10:41:41 AM by Deral » Logged
Doublebond
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« Reply #17 on: June 25, 2010, 12:16:48 PM »

Here, have some light reading.

Are you sure you're not unconsciously writing a Mastercraft Supplement? This nears the point where calling it "extensive" is an understatement.
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Deral
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« Reply #18 on: June 25, 2010, 01:00:27 PM »

Here, have some light reading.

Are you sure you're not unconsciously writing a Mastercraft Supplement? This nears the point where calling it "extensive" is an understatement.

I, uh, get easily distracted. I've heard the same things from my players, but they like having all the options and don't mind the read, but, yeah, feats, classes, origins, and paths are split up between 2 PDFs that total ~170 pages, though to be fair 19 of the 50 classes are Crafty (Converted from SC or copied over from their PDFs) and all the Crafty base races are in that race list, as well as the Crafty Species Feats and some converted feats SC/WoF feats.

Edit: Really, though, that text is kinda extrapolated to make it more immediately understandable, converted back to Feats, Vice and Virtue, the two biggest ones on there, would each only be 1 feat laid out like Truescale or Special Construction (albeit with a few more unique rules). This is more space consuming, but is a simpler format.
« Last Edit: June 25, 2010, 01:02:06 PM by Deral » Logged
Doublebond
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« Reply #19 on: June 25, 2010, 01:18:42 PM »

Here, have some light reading.

Are you sure you're not unconsciously writing a Mastercraft Supplement? This nears the point where calling it "extensive" is an understatement.

I, uh, get easily distracted. I've heard the same things from my players, but they like having all the options and don't mind the read, but, yeah, feats, classes, origins, and paths are split up between 2 PDFs that total ~170 pages, though to be fair 19 of the 50 classes are Crafty (Converted from SC or copied over from their PDFs) and all the Crafty base races are in that race list, as well as the Crafty Species Feats and some converted feats SC/WoF feats.

Edit: Really, though, that text is kinda extrapolated to make it more immediately understandable, converted back to Feats, Vice and Virtue, the two biggest ones on there, would each only be 1 feat laid out like Truescale or Special Construction (albeit with a few more unique rules). This is more space consuming, but is a simpler format.

I meant it as a complement, really. No need for justification, here.

Is your centaur just official Crafty Material, converted? I'd love to see it, if possible.
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« Reply #20 on: June 25, 2010, 01:24:31 PM »

Here, have some light reading.

Are you sure you're not unconsciously writing a Mastercraft Supplement? This nears the point where calling it "extensive" is an understatement.

I, uh, get easily distracted. I've heard the same things from my players, but they like having all the options and don't mind the read, but, yeah, feats, classes, origins, and paths are split up between 2 PDFs that total ~170 pages, though to be fair 19 of the 50 classes are Crafty (Converted from SC or copied over from their PDFs) and all the Crafty base races are in that race list, as well as the Crafty Species Feats and some converted feats SC/WoF feats.

Edit: Really, though, that text is kinda extrapolated to make it more immediately understandable, converted back to Feats, Vice and Virtue, the two biggest ones on there, would each only be 1 feat laid out like Truescale or Special Construction (albeit with a few more unique rules). This is more space consuming, but is a simpler format.

I meant it as a complement, really. No need for justification, here.

Is your centaur just official Crafty Material, converted? I'd love to see it, if possible.

Oh, thanks then, haha.

And, yeah, the Centaur is one of the converted races, since it's quite similar to what's in Light of Olympus, I don't know if it'd be cool to post here, even though it's converted over.
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« Reply #21 on: June 26, 2010, 07:53:02 PM »

I'd like to see any convertions because :
A) I have FC, that is all.
B) Since I have no spycraft experience I can't do the convertions
P.s. to the Crafty boy everyone loves variety but if I was going to choose the most iconic species to go in the Core book I would have chosen the ones you did (except perhaps the saurian  Wink)
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« Reply #22 on: June 26, 2010, 10:24:59 PM »

I'd like to see any convertions because :
A) I have FC, that is all.
B) Since I have no spycraft experience I can't do the convertions
P.s. to the Crafty boy everyone loves variety but if I was going to choose the most iconic species to go in the Core book I would have chosen the ones you did (except perhaps the saurian  Wink)

I'd love to post it, though it's nothing special. But like I said it's close enough to exactly the same as the race from Light of Olympus (and very obviously so), that I don't know if it's kosher to post here, since, ya know, that's paid material and all.
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« Reply #23 on: June 29, 2010, 04:41:38 PM »

fair enough.
any generic conversion advice?
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« Reply #24 on: June 29, 2010, 07:39:17 PM »

fair enough.
any generic conversion advice?

Actually, almost all of Centaur and Satyr can be converted from Light of Olympus without Spycraft at all-

-Natural attacks would be a little strange to convert without SC's text (I gave Centaurs Kick II and Trample II)

-Iconic Specialties are listed with Type, you won't find an Iconic Specialties entry in their Talent, I did [Archer,
Artisan, Druid, Fighter, Mystic, Nomad, Physician, Ranger, Tribesman, and Warden] with Centaur and [Acrobat,
Adventurer, Archer, Artisan, Bard, Corsair, Mystic, Ranger, Rogue, and Swindler] with Faun/Satyr

-Some traits were considered more or less valuable in SC, I don't have a list of these personally, but for the most part they're close enough or pretty obvious, just keep an eye out (None of this really shows up in Light of Olympus, though)

-With Specialties/Talents/Species you'll run across a lot of abilities that grow with your level like Grace Under Pressure (Which you can see in the Adaptable Talent on pg 18 in FC), I tend to avoid these only because they don't show up much in FC, I tend to replace them with a static bonus (You gain X additional Proficiencies instead of 1 every 3 levels) or a personal/semi-fluid bonus ("gain a bonus to X equal to your con modifier")

There are a lot of little, really minor things, so I'll just shut up and say: Get a feel for it, really, keep checking out races people post here, check out this thread: http://www.crafty-games.com/forum/index.php?topic=3763.0 and the Wiki to if you feel you need to better understand how stuff is scaled in FC, it's really easy once you get a groove going.
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« Reply #25 on: June 29, 2010, 08:04:26 PM »

Also, I guess since I put one of the Unborn styles in the Gargoyle thread, I'll throw up the rest. Before that, though, I changed up Unborn just because I made them a bit more customizable. Their attributes are changed to +2 Any, -2 Any and picked up Reviled.

Special Construction is changed to Materials, and there's a second option called Styles, unborn can pick up one of each (Marionette and Runic (Shield Guardian...y) are kind of in between, but both, in my mind, rely on their materials more than the style they're crafted in (for example, you could have a dragon marionette but a lead marionette is a little strange)).

Materials: Also included in this are all the normal Special Construction options
Marionette:
-Size: Your size becomes Small (1x1, Reach 1)
-You lose Achilles Heel (Electricity), Lumbering, and Reviled.
-Achilles Heel (Fire): Any Fire damage you suffer is doubled.
Rare Metal:
-Celebrated: Your Legend increases by 2.
-Damage Reduction: You gain Damage Reduction 2/Adamantine
Rare Metal Tier II (Adamantine)
-Damage Reduction: Your DR changes to 4/-
-Ferocity: You may act normally while disabled (though you are
still destroyed at -25 wounds)
-Hardened Chassis: You gain wound points equal to your starting
action dice
-Sterner Stuff: The Keen quality of attacks targeting you is reduced
by 4
Rare Metal Tier II (Glassteel)
-You lose Lumbering and Achilles Heel (Electrical).
-Damage Reduction: Your DR increases by 1.
-Transparent: You gain a +8 bonus to Blend and Sneak when
standing still, this bonus is reduced to +4 when you wear nonglassteel
armor.
Rare Metal Tier II (Mithril)
-Attributes: +1 Charisma
-Base Speed: +20ft.
-You lose Lumbering and Fatal Falls
-Natural Elegance: Your appearance modifier increases by 1.
Shadesteel:
-Base Speed: +10ft
-You lose Lumbering and Fatal Falls.
-Complex Construction: Crafting checks to heal your wound points have their DCs increased by 5.
-Flight: You gain a fly speed of 10ft.
-Neckless: You are immune to Coup De Grace
-Shadowcraft: You are healed by Darkness spells as if you were undead.
Runic:
-You lose Lumbering
-Reach: Your Reach increases by 1
-Step-In: Once per combat, you may choose to receive all of 1 attack's damage on an adjacent
character. Your DR and Resistances apply normally.
-Casting Body: You're considered to have 1 additional Spellcasting feat.


Styles: These are more complicated, and the change is more radical, typically making you something other than humanoid, thinking about it now I should really add a snake-bodied Style (Marilith/Gorgon style).
Gargoyle:
-Type: You gain the Beast type
-Beast Traits: You lack hands or other fine manipulators, and cannot take actions requiring them.
You can only use armor, handheld gear, and non-natural weapons specifically modified for your
use.
-You lose Achilles Heel (Electricity) and Reviled.
-Brittle: All blunt weapons deal lethal damage to you.
-Natural Attacks: You gain Slam II and Claw I natural attacks.
-Statuesque: You gain a +5 to Sneak checks in Settled terrain
-Winged Flight: You gain a Winged Flight speed of 50ft.
Ornithopter:
-Size: Your Size becomes Large (2x2, Reach 1)
-Type: You gain the Beast type
-Beast Traits: You lack hands or other fine manipulators, and cannot take actions requiring them.
You can only use armor, handheld gear, and non-natural weapons specifically modified for your
use.
-Base Speed: +10ft
-You lose Achilles Heel (Electricity) and Lumbering.
-Achilles Heel (Fire): Any Fire damage you suffer is doubled.
-Winged Flight: You gain a Winged Flight speed of 50ft.
Living Furnace
-Size: Your Size becomes Large (2x3, Reach 2)
-Type: You gain the Beast type
-Beast Traits: You lack hands or other fine manipulators,
and cannot take actions requiring them. You can only use
armor, handheld gear, and non-natural weapons
specifically modified for your use.
-Damage Vulnerability (Cold, Electricity): You suffer 1
additional damage per die from Cold and Electrical
sources, and are sickened for a number of rounds equal to
½ the damage suffered.
-Cold Weakness: You are no longer immune to subdual
damage and fatigued conditions incurred by Cold, a
fifth fatigued grade instead makes you Paralyzed.
-Breath Weapon: You have a breath weapon that deals
2d6+Your Con Modifier fire damage in a 20ft line, make a
single ranged attack against the defense of all characters
and objects in the area. Each character hit may make a
Reflex save for half (rounded down) (DC 10 + the number
of Species feats you have +  Your Con modifier).
-Flaming Bite: You may convert your unarmed and natural
attack damage to fire without penalty.
-Natural Attacks: You gain Bite I and Claw II natural
attacks.
Tauric:
-Size: Your size becomes Large (1x2, Reach 1)
-Base Speed: +20ft
-Banned Actions: You cannot make Break Fall or Climb checks.
-Natural Attack: You gain a Trample II natural attack.
-Split Construction: Though Large, you wield weapons as if you were a medium character.
Hulk:
-Size: Your size becomes Large (1x1, Reach 1)
-Hulking Stature: You are considered 1 size category larger for weapon scale.
-Improved Stability: You're considered 1 size category larger for carrying capacity, trample attacks,
and resisting bull rush and trip attempts so long as you are standing firmly on the ground and not
climbing, flying, or riding.
Craftsman:
-Size: Your size becomes Small (1x1, Reach 1)
-Enlightened Skill: Choose any 1 skill, you maximum ranks with that skill increase to your Career Level + 5.
-Knowledgeable: You may choose to gain either 3 extra crafting foci, 3 extra ride foci, or 2 new
languages.
-Well Equipped: Choose any 1 kit, you're always considered to have a kit of that type.


Then, I went ahead and blatantly stole Alex's Warforged (can be found here), changed it up just a little and made it a separately available thing to represent a particular unborn being literally crafting with a more military purpose.
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« Reply #26 on: June 29, 2010, 08:30:57 PM »

MWAHAHAHA!  More, more options I say!  As a mad scientist I believe you can never have too many options for customizing your people.
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« Reply #27 on: June 29, 2010, 08:36:52 PM »

^^ Edit: Silvercat, you asked for it...

One more thing, since I'm hanging around, I'll throw out some other stuff, I made a Minotaur subrace for Ogre, this is how that turned out:

Minotaur:
Tier I:
-Improved Stability: You're considered 1 size
category larger for carrying capacity, trample
attacks, and resisting bull rush and trip attempts so
long as you are standing firmly on the ground and
not climbing, flying, or riding.
-Natural Attacks: You gain Gore II and Trample II
natural attacks.
Tier II:
-Base Speed: +10ft
-Direction Sense: You gain a +8 bonus on all
Knowledge checks made to navigate.
-Trackless Step: The DCs of checks made to track you increase by 10.
-You gain a trick:
Bull's Charge (Bull Rush Trick): If the target fails the opposed roll, he also takes
damage as if hit by your Gore attack.

I also split "Sea Brave" to have the hideous Hag and beautiful, yet unnerving Vetterfolk be separate options (This is also an ogre subrace, this is the second "Tier" the first is effectively the same as Sea Brave, changed a little so there is no double charisma skill penalty)
Hag/Hagspawn:
-Attributes: +2 Strength.
-Your starting action dice are reduced by 1
-You gain the Horror type.
-Horror Traits: Anyone other than your teammates who see you suffer a -3 morale penalty with
Will saves. Natural animals refuse to attack you and often flee unless specifically trained to attack
horrors. You gain a +4 bonus to Fortitude Saves. Threat ranges of attacks made against you
decrease by 2, and you suffer only ½ normal sneak attack damage.
-Hideous: You suffer a -2 penalty with Charisma-based skill checks targeting other characters.
-Natural Attack: You gain a Claw I natural attack with the Venomous (weaking poison) quality.
Vetterfolk:
-Attributes: +2 Charisma, -2 Strength
-Your starting action dice are reduced by 1
-You gain the Horror type.
-Horror Traits: Anyone other than your teammates who see you suffer a -3 morale penalty with
Will saves. Natural animals refuse to attack you and often flee unless specifically trained to attack
horrors. You gain a +4 bonus to Fortitude Saves. Threat ranges of attacks made against you
decrease by 2, and you suffer only ½ normal sneak attack damage.
-You lose Reviled
-Beautiful: Your appearance modifier increases by 2

There was a thread on Nymphs a little while back, not sure where it's gone off to, I may have taken a couple ideas from that, if so, apologies, but regardless, I've got a Nymph race here, with some subraces:

Nymph
Size/Type: Medium biped Fey (1x1, Reach 1)
Attributes: +5 Charisma, -3 Strength
Qualities:
-Fey Traits: Natural animals refuse to attack you and often flee from you unless trained
to hunt fey, or are attacked by you or your teammates.
-Base Speed: 30ft
-Damage Vulnerability (Cold Iron): You suffer +1 damage per die from Cold Iron and
are sickened for a number of rounds equal to ½ the damage suffered.
-Iconic Classes: Priest and Courtier are Iconic classes for Nymphs
-Iconic Specialties: You gain your specialty feat only if you are an Adept, Aristocrat,
Artisan, Bard, Druid, Guardian, Mystic, Physician, Rogue, or Shaman.
-Light Sleeper: Sleeping is never a terminal situation for you.
-Otherworldly Splendor: You gain Spell Defense equal to your Impress (Cha) bonus.
-Unearthly Beauty: Your Appearance Modifier increases by 3
-Wood-Bound: Spells that damage or kill plants affect you as if you had the Plant type,
if they would still have no effect, they instead act as if they were a Cause Wounds spell of an
equivalent level.

First subrace is Dryad, none of that being bound to a tree stuff, though, these represent either a different variety of Dryad, or one that has somehow been safely disconnected from it's tree- you know, the PC sort

Dryad
Tier I:
-Type: You gain the Plant type
-Plant Traits: You are immune to diseases, poisons, sneak attack damage, and the Fixated,
Paralyzed, and Sickened conditions. You also gain Light Sleeper at no cost
-Light Sleeper: Sleeping is never a terminal situation for you.
-Achilles Heel (Fire): All fire damage you suffer is doubled.
-Chameleon I: At the start of every adventure, you may choose 1 terrain type from the following
list: Arctic, Desert, Forest/Jungle, Plains, or Swamp, the choice remains until the end of the
adventure. While in the chosen terrain, you gain +4 to Stealth and Hide checks.
-Thick Blood: You take no damage from the Bleeding condition.
Tier II:
-Blending Body: While most of your body is not covered by clothing or armor, your Chameleon I
ability becomes Chameleon II.
-Chameleon II: While in your chosen terrain you gain a +8 bonus to stealth and hide checks while
moving, and when you remain completely stationary, you automatically become hidden. Also, you
gain 1 die of sneak attack damage during each of the first 3 rounds of any combat in the chosen
terrain.
-Powerful Subrace: Your starting action dice are reduced by 1
-Thick Hide 3: You're considered to be wearing partial armor that grants DR 3.


Next Nymph subrace is Naiad, the embodiment of a spring, again, not expressly tied to anything for playability purposes

Naiad
Tier I:
-Aquatic I: You can hold your breath for a number of minutes equal
to your Constitution score x 15
-Iconic Classes: Keeper is an iconic class for Naiads
-Natural Swimmer: You suffer no penalties for being underwater.
-Origin Skills: Athletics is always an Origin Skill for you.
-Superior Swimmer I: The distance you swim with a successful
swim check is doubled
Tier II:
-Attributes: +1 Strength
-Beguiling: When you successfully Taunt a standard character, you
may decline the standard result to have your target become fixated
on you for a number of rounds equal to your Charisma score. If you
gain this benefit from multiple sources you may also damage the
target once without interrupting his fixation (You may do this only
once, no matter how many times you gain the benefit).
-Powerful Subrace: Your starting action dice are reduced by 1
-Share Breath: Once per scene, you may grant one adjacent ally
Aquatic I, this ability does nothing if the target already has Aquatic
I, otherwise the quality remains until the end of the scene.
-Superior Swimmer III: The distance you swim with a successful
swim check is quadrupled.

And finally Sylphs, the wind equivalent to the rest

Sylph
Tier I:
-Attributes: +2 Dexterity, -2 Constitution
-Cat Fall: You suffer 1 less die of damage from falling
-Iconic Classes: Burglar is an Iconic Class for Sylphs
-Light as Air: You gain a +2 bonus with all acrobatics checks and your jump checks are not limited
by your height
-Slight:Your size is considered 1 category smaller for Bull Rushes, Grapples, and Trips.
Tier II:
-Agile Defense: Your base defense increases by 1.
-Powerful Subrace: Your starting action dice are reduced by 1
-Tricky: You gain the Whirling Strike trick, and are considered to have 2 extra melee combat feats
for it.
-Wind Spirit: You may make Wing Buffet checks while flying, and you're considered 2 size
category larger for Wing Buffet actions
-Winged Flight: You gain a Winged Flight speed of 60ft.


Next up are Janni, in this world the Janni are a sort of proto-elves that have massive cities built in the same plane Angels and Demons come from. It's more complicated than that, but you get the idea- I kept the Djinn/Efreet set up just because I always liked it. Regardless, here's Janni:

Janni
Size/Type: Medium biped Outsider Folk (1x1, Reach 1)
Attributes: +2 Constitution, +2 Intelligence
Qualities:
-Outsider Traits: Your attacks gain your Alignment, if any, and spells, effects and
attacks with an opposing alignment deal +2 damage per die to you. Instead of dying, you are
banished.
-Base Speed: 40ft
-Enlightened Acrobatics: Your maximum rank with Acrobatics increases to your
Career Level + 5
-Iconic Classes: Priest and Sage are iconic classes for Jann
-Iconic Specialties: You only receive your specialty feat if you are a Acrobat, Adept,
Artisan, Barbarian, Cleric, Fighter, Merchant, Nomad, Shield Bearer, or Sorcerer.
-Iron Gut: You gain an insight bonus with saves against disease and poison equal to
your Con modifier.
-Light Sleeper: Sleeping is never a terminal situation for you.
-Slow Fall: You suffer 2 less dice of damage from falling.

First subrace up is Djinn, influenced by the wish-granting sort, though generally intended to be impressive

Djinn
Tier I:
-Attributes: +1 to lower of Intelligence or Wisdom
-Improved Stability: You're considered 1 size category larger
for carrying capacity, trample attacks, and resisting bull rush
and trip attempts so long as you are standing firmly on the
ground and not climbing, flying, or riding.
-Iconic Classes: Mage is an iconic class for Djinn
-Resistances: You gain Electrical Resistance 5
Tier II:
-Powerful Subrace: Your starting action dice are reduced by 1
-Flight: You gain a flight speed of 60ft
-Resistances: Your Electrical Resistance increases to 10
-Voice of Magic: If you can cast spells, those of the Word Discipline are considered 1 level lower
for you if you're an Arcane Caster. If you're a Divine Caster you may cast any Word spells granted
to you one extra time (once more per scene, once more per adventure, etc).

Next is the Efreet, I kept the kind of fire theme, there isn't a lot for me to say about these ones:

Efreet
Tier I:
-Size: Your size becomes Large (1x1, Reach 1)
-Iconic Classes: Soldier is an iconic class for Efreet
-Resistances: You gain Fire Resistance 10.
Tier II:
-Powerful Subrace: Your starting action dice are reduced by 1
-Flight: You gain a flight speed of 60ft
-Hands of Flame: You may convert your unarmed attacks to fire damage without penalty.
-Natural Defense (Fire): Each time a character hits you with an unarmed or melee attack, he must
make a DC 15 Reflex save or suffer 1d6 fire damage.

And the last Janni subrace is just Greater Janni,

Tier I:
-Attributes: +1 Wisdom
-Airy Aura: Range increment penalties and
deviation distance for attacks targeting you are
doubled.
-Natural Elegance: Your Appearance modifier
increases by 1
Tier II:
-Attributes: +1 to lower of Strength and
Dexterity
-Powerful Subrace: Your starting action dice are
reduced by 1
-Air Slam: You gain a Slam III natural attack
with the Reach +1 quality
-Grueling Combatant: Each time an adjacent
opponent attacks you and misses, he suffers 2 subdual
damage.
-Flight: You gain a flight speed of 40ft


And I'm going to finish up with Giant subraces. I redid Giant, these ones are a little slower (40ft), have attribute modifiers (+2 to lower of STR or INT, +2 CHA, -2 WIS), and are a little smaller (1x1, reach 1). This was mostly built around the fact that my games don't accommodate Large characters to make them playable, so 2x2 and larger aren't seen very often.

At a players request, I put together an Amazon giant subrace and am pretty happy with how it came out, I tried to stick as closely to the concept tales of Amazons put forth:

Amazon
Tier I:
-Attributes: +1 to lower of Strength, Dexterity, and
Constitution.
-Natural Elegance: You Appearance Mod increases by 1
-Proficiencies: You gain 4 extra weapon proficiencies.
Tier II:
-Attributes: +1 to lower of Strength, Dexterity, and Constitution, and +1 to lower of Strength,
Dexterity, and Constitution
-Never Fall: You may avoid receiving the fatigued or unconscious conditions from taking damage
to your wounds a number of times per scene equal to your starting action dice.
-Battle Ready: Your Species feats and Amazon Tiers count as Melee and Ranged Combat feats
-Proficiencies: You gain 2 extra weapon proficiencies.

The next two are Fire Giant and Storm Giant, more than anything these augment the elemental types, I just wanted to have some Giant subraces that had a bit more unique flavor

Fire Giant
Tier I:
-Natural Attack: You gain a Trample I Natural Attack with the Alternate Damage
(Fire) quality.
-Resistances: You gain Fire and Heat Resistance 5
-Reviled: The Disposition of non-fire giants toward you decreases by 5
-Thick Hide 3: You're considered to be wearing partial armor that grants DR 3. This
does not stack with other armor.
Tier II:
-Resistances: Your Fire and Heat Resistances increase to 10
-Thick Hide: Your Thick Hide increases to DR 4
-Will of Fire: You may convert your Hurled and Melee attacks to fire without taking a
penalty to hit

Storm Giant
Tier I:
-Attributes: +1 to lower of Intelligence, Wisdom, and Charisma
-Incredible Toss: Your hurled attacks have their range increments increased by 10ft.
-Natural Attack: You gain a Trample II natural attack.
-Resistance: You gain Electrical Resistance 5
Tier II:
-Attributes: +1 to lower of Intelligence, Wisdom, and Charisma
-Fearsome: Up to 3 times per scene, you may invoke feat in all opponents who can see
or hear you. Each target suffers 1d6 Stress Damage and must make a Will save (DC
20) or become frightened.
-Resistance: Your Electrical Resistance increases to 10
« Last Edit: June 29, 2010, 08:38:33 PM by Deral » Logged
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« Reply #28 on: June 30, 2010, 08:41:50 AM »

I was going to post this last night, but a thunderstorm rolled along and knocked out my power as I typed. I figured since it was a little more controversial I would give Dragon it's own post, they're similar to Drakes, but the change to Drake and creation of Dragon were an attempt to create a more high fantasy "true dragon" at the behest of the group of players I have that refuse to play beasts. I started with it and liked the way it was going well enough, this is how it turned out:

Dragon
Size/Type: Large quadruped Beast Fey (2x2, Reach 1)
Attributes: +2 Intelligence, +2 Any, -2 Dexterity
Qualities:
-Fey Traits: Natural animals refuse to attack you and often flee from you unless trained
to hunt fey, or are attacked by you or your teammates.
-Base Speed: 30ft
-Dread Species: You never gain your 1st level career feat, and you never gain a bonus
feat from your specialty.
-Burden of Ages: Any effect that restores vitality points has only half it's normal effect
on you.
-Cold Vulnerability: You suffer 1 extra damage per die from cold, and afterwards are
sickened for a number of rounds equal to ½ the damage suffered. If exposed to a continuous source
of cold, you are sickened until the source is removed.
-Alternate Form: You have a single unique Medium Human or Elf alternate form, this
form must have some quality that readily identifies your race. When in this form you lose access to
your Breath weapon, flight and natural attacks. The form's gender is the same as yours, as are it's
attributes, vitality, and wound points. You must choose your form upon creating your character and,
once chosen, cannot be changed. You do not gain any other traits of your alternate form, though you
may qualify for feats as if you were a member of the race you choose for it. However, if the feat
cannot also be taken by dragons, it's bonuses do not apply while outside your alternate form.
Changing between forms takes 4 rounds, during which you cannot act. If there is insufficient room
for the change to take place, you deal damage equal to 2 times your constitution score to the
interrupting object and you gain Fatigued I, if the object is of Hard construction, your vitality also
drops to 0 (If your vitality is already at 0, you take wound damage equal to your Con score.) If the
barrier is not broken by this, you spend 4 more rounds returning to your previous form. Any
equipment you are wearing that does not fit your new form falls to the ground around you during
the first round of change.
-Breath Weapon: You have a breath weapon that deals 2d6+Your Con Modifier fire
damage in a 20ft line, make a single ranged attack against the defense of all characters and objects
in the area. Each character hit may make a Reflex save for half (rounded down) (DC 10 + the
number of Species feats you have + Subrace Tiers + Your Con modifier).
-Darkvision II: You ignore all ambient light penalties
-If I Recall...: You gain a +5 bonus on knowledge checks.
-Natural Attacks: You gain Bite II and Claw II natural attacks.
-Thick Hide 3: When unarmored, you're considered to be wearing partial armor that
grants DR 3
-Winged Flight: You gain a winged flight speed of 60ft


I'm not going to post the Dragon subraces, since they're more similar to standard Truescale than the Drake variant (though still broken up in the same way), but since I had that Blade Dragon Blooded one up for drake, here's it's grandfather variant for Dragons:

Blade Dragon:
-You lose Breath Weapon
-Camouflage: Choose one terrain type (Aquatic, Arctic, Caverns/Mountains, Desert, Forest/Jungle,
Indoors/Settled, Plains, or Swamp. You suffer no Size Penalty to Sneak or Blend and gain a +2
bonus to these checks within this terrain.
-Bladed: You natural attacks gain the Adamantine material upgrade and count as Edged for resistances. However, you may also choose either Axe, Greatsword, Polearm, or Shield; your natural attacks count as weapons of that type for tricks.
-Damage Vulnerability (Acid): You suffer 1 extra damage per die from Acid and are sickened for a
number of rounds equal to ½ the damage suffered.
-Natural Attack: Your Bite and Claw attacks each increase by 1 grade, and when you take your
alternate form, your Claw attack is instead only reduced by 1 grade, rather than lost.
-You gain a trick:
Bladed Wings (Wing Buffet Trick): Creatures adjacent to the cone's origin who fail
their save, also take damage as if hit by your Tail Slap attack.

And since I skipped it before, here's Faerie Dragon, though remember -this is a Drake subrace-

Faerie Dragon
Tier I:
-Size: Your size changes to Small (1x1, Reach 1)
-Natural Dragon I: You lose Lean Season and Flame-Blessed
-Natural Dragon II: You lose Beast Traits and always gain the feat
from your specialty.
-Small Stride: Your ground speed drops to 20ft.
-Fierce: Your Bite and Tail Slap attacks each increase by 1 grade.

Tier II:
-Attributes: +2 to lower of Dexterity or Charisma, -2 Strength
-Fey: You gain the Fey type
-Fey Traits: Natural animals refuse to attack you and often flee from you unless trained to hunt fey,
or are attacked by you or your teammates.
-Quick Stinger: Your Tail Slap attack gains Venomous (Intoxicating Poison)
-You gain a trick:
Unwitting Intoxication (Natural Attack Trick): When you attack an opponent from
which you are hidden with a Venomous natural attack and deal at least 1 damage (after DR and resistances are
overcome), you can choose reduce this damage to 0. If you do, the target doesn't notice your attack and you do not
lose the hidden condition, unless the target succeeds on a Notice check opposed by your Prestidigitation. If the attack
is successful, the poison's DC increases by an amount equal to your starting action dice. You may do this
once per scene per opponent.


« Last Edit: June 30, 2010, 09:07:41 AM by Deral » Logged
Sicktabou
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« Reply #29 on: July 25, 2010, 07:00:51 PM »

My advice here is really to take a look at the Origin creation rules and try to assign points to each ability. If you fall between 6 and 7, then it's rather balanced. If you're slightly out, you can adjust one or two things to make it right. If you're really out (e.g. above 10), there is a real risk that your character might overpower (not necessarily combat-wise) other PCs.

Where can I find those Origin creation rules?

Thanks
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