Post by exilesky on Mar 3, 2016 23:49:37 GMT
This is the other 'native' race. Again, I just want them appealing, not broken. I was talked into giving them more than I started with because they were kinda under powered compared to the other races in the 5e handbook. Any constructive criticisms and help would be nice though. I'm mostly concerned about their straight stat bonuses being too high. +3 +2 isn't too much?
"We all could only look on in horror. The young Khalos that we had all saw as so clever and kind. Was now eating the Kobold that ambushed us alive. The screaming of the poor creature only seemed to spur him on. One of the creature's friends attempted to save it. Only to become the next target for the young man's gorging. If he doesn't eat us too, my love, please keep a wide birth from the Khalos. They are savages in disguise."
- A Dwarven Trader
Culture:
The Khalos are an amphibious race that share many similarities with sharks. All of them are lean and muscular as the way they grow up hasn't changed as their civilization has advanced. Since their young require large amounts of open water to develop normally, and they need to water to birth at all. This has limited how far from their homeland they will settle. Regardless, many Khalos suffer from an adventurous spirit and a curious nature. They do have permanent settlements and a military, but about 1/4th of their population isn't settled in their own homeland, typically the young adults. Khalos tend to have a particular fascination with all things forging, as the smell of hot metal is pleasant to them. They also tend to imitate or adopt ideas and cultural norms quickly, which causes them as individuals to blend into other societies quickly. On the large scale they try out those norms and see if they fit for them and get rid of those norms quickly if they don't. A good example is the addition of vegetables in their diets. While they use them to enhance the taste of meats, they all despise eating them without meat. Khalos are carnivorous creatures.
Physiology:
There are two variants of Khalos, but they share many traits, aside from overall height and bulk. Crph
Khalos, who tend to be larger and more muscular and the Inph Khalos, who tend the be shorter and leaner. This difference is reflected in their parentage as much as the environment they favor in youth. Khalos possess a shark like head, a dorsal fin present at about the top of their neck, and vestigial fin flaps on top of their head that grow in different colors from their skin. In youth Khalos have extra webbing on their tails, arms and legs, which gives them a very different profile in the water, and a much higher than adult Khalos. They are live birthed in clutches of four or five and have to run from their mother if she can't locate something to eat before birthing. Khalos can swim and eat solid food immediately after birth, and spend the next ten years as practically feral creatures. Intelligent and curious, but ultimately hunter-gatherers. Occasionally one will develop enough to eat their siblings in the womb. These Khalos are black sheep and are the root of the slur used for pirates Khacrn, which loosely translates to kin eater. Ironically, many that are actually Khacrn are picked up by pirate crews as few families wish to raise one.
As they reach eleven years of age the extra webbing disintegrates rapidly. Forcing the young Khalos to move closer and closer to shallow waters, coupled with an instinctual drive that pushes them to where they were birthed. The parents might meet them there, or just other older Khalos. In either case Khalos are raised for the following 4 years in schools of 30. Though they aren't all related or even get along, these groups tend to form what humans would consider familial bonds that last the rest of their lives. The young are integrated into the society so quickly in part because of a massive boost in their learning that essentially takes them from below human intelligence to about on par with them. Making use of that boost in cognitive functions their mentors teach them what they need to know to get on well on the surface. By 15 Khalos are considered adults, though keep growing until 17, and are free to choose their own life path.
Khalos come in a lot of different shades and colors. Greens, blues, reds, blacks, but their underbellies are usually white, on occasion however they are a solid color. As mentioned above the vestigial fin flaps grow in different colors from their body. These colors and patterns are usually unique to families. One may have black flaps with distinct orange rings, and other my be white with orange speckles. By using this they can tell that they are related to one family or another. If one wished to distance themselves from their parents they would shave off these flaps. As they grow like human hair grows cutting it doesn't provide a permanent removal. Some can even dye it a darker color, given it's bright enough.
There are no real physiological or psychological differences between male and female Khalos, save for genitalia, which are both contained internally. Khalos only adopted clothing after meeting other sentient land creatures. Since their females don't lactate, they don't look very different than males, save for a small difference in hip size. Which leads many outside of their race to think they are all males. Which is something most Khalos find funny or confusing. This lack of difference has led many Khalos to be curious about why other races' females are so different, and most don't understand the purpose of breasts as their function is not deemed pertinent information in their education, only that it is rude to stare at and touch them, if even that much.
Traits
Age.
Barring an unnatural death, most Khalos only live 80 years.
Amphibious
.
Capable of breathing in both air and water, Khalos do not require remaining wet, they favor moist places, but once they hit adulthood they can go their whole lives without submerging in water again.
Speed.
Your base walking speed is 30ft and your base swimming speed is 40ft.
Strong Stomach.
You have advantage on Constitution saves provided it's something you consumed.
Never Ending Teeth.
Just like regular sharks Khalos continually produce new dentures. Loosing teeth to them is a common occurrence, and treated with as much ceremony as breathing.
Bite.
Because of their large mouths, razor sharp teeth and general inclination to not care what or who they are eating, Khalos freely use their natural gifts as a weapon.
Melee Weapon Attack: +STR/DEX + PRO to hit, reach 5 ft., one target.
Hit: 1d8+STR/DEX piecing damage.
Blind Predation.
If you have not eaten today, you can willingly trigger or succumb to the status "Blind Predation".
Triggers.
Willingly fall into the frenzy or spend ten minutes or 3 turns within 10ft of an injured (1/2 health), downed (bleeding out), or freshly killed creature. Once triggered you must attempt to grapple that creature, or another living creature within the 10ft of you. Apply a +2 to this grapple, and if you fail repeat the attempt on your next turn. Regardless as a bonus action Bite the target. If you succeeded on the grapple use your attack action to Bite the target, repeat the bonus action.
Every turn you land a bite you restore health equal to 1/3 the damage you dealt rounding down. The effect ends naturally after killing a target, or restoring hit points equal to half your maximum hit points. However you can roll a Constitution save vs DC10 + (5 for every consecutive turn) to continue the effect. You are effectively eating the target alive, as such any creature within 20ft of you must make a Wisdom saving throw or it is frightened of you until it's next turn. Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). (Flavor, STR you are crunching bones, DEX you are ripping flesh.)
Blind Predation cannot and will not be triggered with constructs or the undead.
Language: Khalos'Ja, Common, (And first contact race if not an advanced society in your game)
Subrace.
Choose Crph Khalos or Inph Khalos.
Crph Khalos
+3 STR and +2 CON
Alignment.
Fierce independence pushes these Khalos toward Chaotic, but all are possible.
Size.
Crph Khalos, in part due to their independent nature, specifically the lack having to share their hunts when developing, tend to get larger that their Inph brothers. Often reaching over 6ft tall and weighing in at 220 - 280 pounds of muscle.
Enhanced Scent.
Capable of detecting living creatures by smell like other races do sight, within 115ft, 330ft if down wind, and 660ft in water. You can detect large amounts of blood and/or heavily injured and bleeding creatures at twice the range. If it is a kind of creature you have smelled before you have advantage to rolls identifying it. Of course detection and identification doesn't work on constructs and you are also unable to tell the difference between undead and similar remains, except in special circumstances. This ability is only blocked by air tight barriers, containers, and becomes more reliable the better whiff of a creature you get. It becomes easier to track the scent of nests as you get closer, but it becomes harder to pinpoint the creature it belongs to the closer you get to its home. You have advantage on Wisdom (Perception) checks that rely on smell.
Impaired Sight.
Passed 30ft you cannot make out fine detail. Passed 100ft you lose definition, 300ft and beyond is a blur. Can be corrected with glasses, but if worn constantly it has a chance of degrading your natural vision over time.
Blood Lust.
Crph Khalos get a +2 on melee attack rolls against any creature that doesn't have all of its hit points.
Inph Khalos
+3 DEX and +2 CON
Alignment.
A cooperative nature pushes these Khalos toward Lawful, but all are possible.
Size.
Because they usually operate in groups Inph Khalos don't get nearly as large as their Crph cousins. Often not getting much larger than humans at between 5 to a little over 6 ft tall and between 150 - 220 pounds.
Scent.
Capable of detecting living creatures by smell like other races do sight, within 30ft, 100ft if down wind, and 300ft in water. Of course detection doesn't work on constructs. You are also unable to tell the difference between undead and similar remains. Only blocked by air tight barriers, containers, and becomes stronger when creatures spend more time in an area. It becomes easier to track the scent of these nest as you get closer, but it becomes harder to pinpoint the creature it belongs to the closer you get to its home.
Near Sighted.
Passed 600ft you cannot make out fine detail. Passed 1200ft you lose definition, 2400ft (About 1/3rd of a mile) and beyond is a blur. Can be corrected with glasses, but if worn constantly it has a chance of degrading your natural vision over time. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight within 100ft of you.
Pack Hunter.
Inph Khalos get a +2 on an attack roll against a creature if at least one of the Khalos' allies is within 5 feet of the creature and the ally isn't incapacitated.
"We all could only look on in horror. The young Khalos that we had all saw as so clever and kind. Was now eating the Kobold that ambushed us alive. The screaming of the poor creature only seemed to spur him on. One of the creature's friends attempted to save it. Only to become the next target for the young man's gorging. If he doesn't eat us too, my love, please keep a wide birth from the Khalos. They are savages in disguise."
- A Dwarven Trader
Culture:
The Khalos are an amphibious race that share many similarities with sharks. All of them are lean and muscular as the way they grow up hasn't changed as their civilization has advanced. Since their young require large amounts of open water to develop normally, and they need to water to birth at all. This has limited how far from their homeland they will settle. Regardless, many Khalos suffer from an adventurous spirit and a curious nature. They do have permanent settlements and a military, but about 1/4th of their population isn't settled in their own homeland, typically the young adults. Khalos tend to have a particular fascination with all things forging, as the smell of hot metal is pleasant to them. They also tend to imitate or adopt ideas and cultural norms quickly, which causes them as individuals to blend into other societies quickly. On the large scale they try out those norms and see if they fit for them and get rid of those norms quickly if they don't. A good example is the addition of vegetables in their diets. While they use them to enhance the taste of meats, they all despise eating them without meat. Khalos are carnivorous creatures.
Physiology:
There are two variants of Khalos, but they share many traits, aside from overall height and bulk. Crph
Khalos, who tend to be larger and more muscular and the Inph Khalos, who tend the be shorter and leaner. This difference is reflected in their parentage as much as the environment they favor in youth. Khalos possess a shark like head, a dorsal fin present at about the top of their neck, and vestigial fin flaps on top of their head that grow in different colors from their skin. In youth Khalos have extra webbing on their tails, arms and legs, which gives them a very different profile in the water, and a much higher than adult Khalos. They are live birthed in clutches of four or five and have to run from their mother if she can't locate something to eat before birthing. Khalos can swim and eat solid food immediately after birth, and spend the next ten years as practically feral creatures. Intelligent and curious, but ultimately hunter-gatherers. Occasionally one will develop enough to eat their siblings in the womb. These Khalos are black sheep and are the root of the slur used for pirates Khacrn, which loosely translates to kin eater. Ironically, many that are actually Khacrn are picked up by pirate crews as few families wish to raise one.
As they reach eleven years of age the extra webbing disintegrates rapidly. Forcing the young Khalos to move closer and closer to shallow waters, coupled with an instinctual drive that pushes them to where they were birthed. The parents might meet them there, or just other older Khalos. In either case Khalos are raised for the following 4 years in schools of 30. Though they aren't all related or even get along, these groups tend to form what humans would consider familial bonds that last the rest of their lives. The young are integrated into the society so quickly in part because of a massive boost in their learning that essentially takes them from below human intelligence to about on par with them. Making use of that boost in cognitive functions their mentors teach them what they need to know to get on well on the surface. By 15 Khalos are considered adults, though keep growing until 17, and are free to choose their own life path.
Khalos come in a lot of different shades and colors. Greens, blues, reds, blacks, but their underbellies are usually white, on occasion however they are a solid color. As mentioned above the vestigial fin flaps grow in different colors from their body. These colors and patterns are usually unique to families. One may have black flaps with distinct orange rings, and other my be white with orange speckles. By using this they can tell that they are related to one family or another. If one wished to distance themselves from their parents they would shave off these flaps. As they grow like human hair grows cutting it doesn't provide a permanent removal. Some can even dye it a darker color, given it's bright enough.
There are no real physiological or psychological differences between male and female Khalos, save for genitalia, which are both contained internally. Khalos only adopted clothing after meeting other sentient land creatures. Since their females don't lactate, they don't look very different than males, save for a small difference in hip size. Which leads many outside of their race to think they are all males. Which is something most Khalos find funny or confusing. This lack of difference has led many Khalos to be curious about why other races' females are so different, and most don't understand the purpose of breasts as their function is not deemed pertinent information in their education, only that it is rude to stare at and touch them, if even that much.
Traits
Age.
Barring an unnatural death, most Khalos only live 80 years.
Amphibious
.
Capable of breathing in both air and water, Khalos do not require remaining wet, they favor moist places, but once they hit adulthood they can go their whole lives without submerging in water again.
Speed.
Your base walking speed is 30ft and your base swimming speed is 40ft.
Strong Stomach.
You have advantage on Constitution saves provided it's something you consumed.
Never Ending Teeth.
Just like regular sharks Khalos continually produce new dentures. Loosing teeth to them is a common occurrence, and treated with as much ceremony as breathing.
Bite.
Because of their large mouths, razor sharp teeth and general inclination to not care what or who they are eating, Khalos freely use their natural gifts as a weapon.
Melee Weapon Attack: +STR/DEX + PRO to hit, reach 5 ft., one target.
Hit: 1d8+STR/DEX piecing damage.
Blind Predation.
If you have not eaten today, you can willingly trigger or succumb to the status "Blind Predation".
Triggers.
Willingly fall into the frenzy or spend ten minutes or 3 turns within 10ft of an injured (1/2 health), downed (bleeding out), or freshly killed creature. Once triggered you must attempt to grapple that creature, or another living creature within the 10ft of you. Apply a +2 to this grapple, and if you fail repeat the attempt on your next turn. Regardless as a bonus action Bite the target. If you succeeded on the grapple use your attack action to Bite the target, repeat the bonus action.
Every turn you land a bite you restore health equal to 1/3 the damage you dealt rounding down. The effect ends naturally after killing a target, or restoring hit points equal to half your maximum hit points. However you can roll a Constitution save vs DC10 + (5 for every consecutive turn) to continue the effect. You are effectively eating the target alive, as such any creature within 20ft of you must make a Wisdom saving throw or it is frightened of you until it's next turn. Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). (Flavor, STR you are crunching bones, DEX you are ripping flesh.)
Blind Predation cannot and will not be triggered with constructs or the undead.
Language: Khalos'Ja, Common, (And first contact race if not an advanced society in your game)
Subrace.
Choose Crph Khalos or Inph Khalos.
Crph Khalos
+3 STR and +2 CON
Alignment.
Fierce independence pushes these Khalos toward Chaotic, but all are possible.
Size.
Crph Khalos, in part due to their independent nature, specifically the lack having to share their hunts when developing, tend to get larger that their Inph brothers. Often reaching over 6ft tall and weighing in at 220 - 280 pounds of muscle.
Enhanced Scent.
Capable of detecting living creatures by smell like other races do sight, within 115ft, 330ft if down wind, and 660ft in water. You can detect large amounts of blood and/or heavily injured and bleeding creatures at twice the range. If it is a kind of creature you have smelled before you have advantage to rolls identifying it. Of course detection and identification doesn't work on constructs and you are also unable to tell the difference between undead and similar remains, except in special circumstances. This ability is only blocked by air tight barriers, containers, and becomes more reliable the better whiff of a creature you get. It becomes easier to track the scent of nests as you get closer, but it becomes harder to pinpoint the creature it belongs to the closer you get to its home. You have advantage on Wisdom (Perception) checks that rely on smell.
Impaired Sight.
Passed 30ft you cannot make out fine detail. Passed 100ft you lose definition, 300ft and beyond is a blur. Can be corrected with glasses, but if worn constantly it has a chance of degrading your natural vision over time.
Blood Lust.
Crph Khalos get a +2 on melee attack rolls against any creature that doesn't have all of its hit points.
Inph Khalos
+3 DEX and +2 CON
Alignment.
A cooperative nature pushes these Khalos toward Lawful, but all are possible.
Size.
Because they usually operate in groups Inph Khalos don't get nearly as large as their Crph cousins. Often not getting much larger than humans at between 5 to a little over 6 ft tall and between 150 - 220 pounds.
Scent.
Capable of detecting living creatures by smell like other races do sight, within 30ft, 100ft if down wind, and 300ft in water. Of course detection doesn't work on constructs. You are also unable to tell the difference between undead and similar remains. Only blocked by air tight barriers, containers, and becomes stronger when creatures spend more time in an area. It becomes easier to track the scent of these nest as you get closer, but it becomes harder to pinpoint the creature it belongs to the closer you get to its home.
Near Sighted.
Passed 600ft you cannot make out fine detail. Passed 1200ft you lose definition, 2400ft (About 1/3rd of a mile) and beyond is a blur. Can be corrected with glasses, but if worn constantly it has a chance of degrading your natural vision over time. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight within 100ft of you.
Pack Hunter.
Inph Khalos get a +2 on an attack roll against a creature if at least one of the Khalos' allies is within 5 feet of the creature and the ally isn't incapacitated.