Post by meribson on May 17, 2017 19:53:52 GMT
I've been working on the aquatic races of my setting for almost as long as I've been working on the land part of it, and one of them (the koup'ira) is actually up on this forum.
My problem is that with my most reliable player basically moving to 5e and being hesitant to be part of a purely aquatic game I haven't been able to dedicate as much mental power to the seas of my world as I'd like. With that in mind, I'm going to be putting a bunch of stuff up on here to get additional brainpower behind it.
As it currently stands, there are 6 aquatic races:
The Koup'ira and Merfolk stats are finished, the Dohrnii are mostly done, and I have some features for the other 3 races but I'm having some difficulties in coming up with balanced and thematic stats for them.
The squoros I don't have much for besides a bonus to stealth for color-changing-skin. I'm considering a once per short rest obscuring mist ability based off ink, or some sort of flexibility thing based off a lack of an internal skeleton or something.
I already know what I want the tabemisu's thing to be: speed. I have their base swim speed at 45 feet, and am thinking of giving them an ability that gives them a short-term speed boost. How to make it both useful and thematic without being overpowered though I haven't figured out.
The zang I'm thinking of giving a bite, bonus to grappling, and electro-reception.
Anyone have ideas or mechanics suggestions? Or just thoughts on the races in general?
My problem is that with my most reliable player basically moving to 5e and being hesitant to be part of a purely aquatic game I haven't been able to dedicate as much mental power to the seas of my world as I'd like. With that in mind, I'm going to be putting a bunch of stuff up on here to get additional brainpower behind it.
As it currently stands, there are 6 aquatic races:
- Dohrnii — ephemeral and bio luminescent, the dohrnii lack reproductive organs due to breaking into polyps when they die that each grow into a new individual
- Koup'ira — a tough, surly, crustacean race that molts and can't die of old age
- Merfolk — social, adaptable, and using the PC merfolk stats on Tribality by Rich Howard (umbralwalker)
- Squoros — small, cosmopolitan, built like merfolk with octopus tentacles in place of a tail
- Tabemisu — the largest of the PC races (except for fully grown koup'ira) and the only one that exclusively breathes air, they resemble surface centaur but with seal lower bodies instead of horse
- Zang — a big, strong, shark-like race that fits the play-niche of half-orcs
The Koup'ira and Merfolk stats are finished, the Dohrnii are mostly done, and I have some features for the other 3 races but I'm having some difficulties in coming up with balanced and thematic stats for them.
The squoros I don't have much for besides a bonus to stealth for color-changing-skin. I'm considering a once per short rest obscuring mist ability based off ink, or some sort of flexibility thing based off a lack of an internal skeleton or something.
I already know what I want the tabemisu's thing to be: speed. I have their base swim speed at 45 feet, and am thinking of giving them an ability that gives them a short-term speed boost. How to make it both useful and thematic without being overpowered though I haven't figured out.
The zang I'm thinking of giving a bite, bonus to grappling, and electro-reception.
Anyone have ideas or mechanics suggestions? Or just thoughts on the races in general?