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Post by arnil on Feb 8, 2016 22:59:29 GMT
He he it happens. I am liking the subrace idea. Maybe there was some event that drove a small section of them to the coast? Like some group that is shunned by the nomads since the coastal society is much more stationary? That's why I love this site. We take that situation of double posting the same question and turn it into a defining characteristic of something. (Not that it has to happen here, but that we do it, is awesome.) That's cause we're a gym. We don't compete we build up and encourage.
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Post by DM Kiado on Feb 8, 2016 23:03:11 GMT
Well said arnil. I am that guy that keeps saying he can "feel the burn".
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Post by lasersniper on Feb 8, 2016 23:57:03 GMT
Well said arnil. I am that guy that keeps saying he can "feel the burn". I am the guy who was gifted a gym membership for Christmas and walks in drinking a milkshake, "Looking good boys". I need to sit down and add my two cents when I get the chance though
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Post by frohtastic on Feb 9, 2016 0:14:14 GMT
Well said arnil . I am that guy that keeps saying he can "feel the burn". I am the guy who was gifted a gym membership for Christmas and walks in drinking a milkshake, "Looking good boys". I need to sit down and add my two cents when I get the chance though Hah, im imagining you as schmoesby, getting the group into going to the gym and always ends up going "aww, my gym clothes are dirty so I cant today.. "
Meanwhile im the one only training every now and then
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 9, 2016 8:02:32 GMT
#5 How about they are Desert Dwelling nomads? They are an indigenous race that has been driven to only a select few habitats by those non-indigenous Humans and other expansion races that settled on the continent. This would constitute them having the bone extrusions due to protection and defense needed in the harsher environment. Perhaps they used to use them (evolution wise) to extract water from cacti and other plants. You could go as far as to say they don't use "modern" weapons such as steel swords. Oh, you could perhaps can tie in the "Herbalist" to they are highly specialized in Arid plant and herbal-ism related to these plants (thus producing a highly hallucinogenic type of peyote style drug), maybe they even have ways to crafting something along the lines of "ironwood" or specially treated woods that harden and act as their steel made from some wood only found in their region? The dry arid environment could also lend to the electric aspect of them, as the dry arid environment has had them mesh with some ore and the enormous static electric charges that build up in the arid winds and it's interaction with the ore... Just spit-balling here. I can see using cacti and stuff for their herbalist stuff, but given the general rarity of plant life in deserts, I would think they'd use a more common material for tools. One possibility is a specially treated glass, since glass is just molten sand. The special treatment could be purely chemical, or perhaps a magical method related to their apparent affinity for electricity. Of course, if we're introducing magic into the equation, there's no practical reason they couldn't grow as many plants as they need. Just spit-balling back.
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Deleted
Deleted Member
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Post by Deleted on Feb 9, 2016 8:17:27 GMT
6) Population size:
Coastal - approximately 1 million, populating numerous areas on the west coast of Dayeimbe. Since splitting from their desert-dwelling brethren, and with access to a greater variety and density of resources, the coastal Kurivaim have exploded in population. All Kurivaim produce large numbers of offspring in a single birth cycle, but their ecological placement and access to resources results in a much higher survival rate.
Desert - about 150,000 restricted primarily to the An-Kuri Desert (placeholder name, make it permanent on the wiki if you like) in west-central Dayeimbe.
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Post by arnil on Feb 9, 2016 9:30:23 GMT
They should have tails. This moves them a little more away from humanoid, something I'm s big proponent of, and each subrace can have cool adaptations.
Coastal have a swim speed from the long finned tail.
Desert get big fins to cool their bodies of in the sun like elephant ears and can resist the elements better.
Just a thought. I like tails alot so feel free to knock this idea out lol
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Post by arnil on Feb 9, 2016 20:23:50 GMT
Definitely needs to be +2 WIS race. With maybe +1 to CON for desert subrace and +1 DEX for coastal subrace
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Post by galakan on Feb 9, 2016 20:52:11 GMT
Definitely needs to be +2 WIS race. With maybe +1 to CON for desert subrace and +1 DEX for coastal subrace Agreed! I am thinking that dexterity comes from having to traverse the cliff-side homes of their towns and cities? Maybe normal people have a difficult time getting around? Also spit-balling. What would have caused the two sub-races to split? Maybe at one point in time the entire group was nomadic and followed a religious leader of some kind (since the gods created them) and there was a religious dispute that broke them? I am having a hard time deciding between that and maybe some outside race coming in and mucking up the structure that the Kurivaim lived with. Any thoughts?
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Post by arnil on Feb 9, 2016 22:24:52 GMT
Mountain range suddenly rose up
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DMForeclosure
Squire
Posts: 33
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
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Post by DMForeclosure on Feb 10, 2016 2:13:36 GMT
Figured I'd throw out a bunch of potential racial features based on the ideas we have already (and a few random thoughts of mine).
Kurivaim (General) * Mesmerizing Eyes: Proficiency in Intimidation OR Persuasion (maybe your eyes are scary, maybe they're super pretty) * Flat Affect: Proficiency in Deception (because no one understands their eye-emotions!) * Ingested Identification: Kurivaim can identify any edible substance they consume (due to herbology, plant experience). This includes potions, poisons, etc. even if they are hidden.
Desert Kurivaim * Stabilizing Tail: ADV against saves to be knocked Prone. * Desert Resilience: Resistance to Fire damage. * Nomadic Fortitude: Does not suffer Exhaustion penalties until at Exhaustion 3 (at which point, all three levels apply immediately)
Coastal Kurivaim * Aquatic Expertise: Proficiency with Nets, Spears, Tridents ("Kurivaim Weapons Training") * Venomous Spines: Proficient with spine-based melee attack; finesse; 1d4 Poison * Skeletal Morphism: Can move through areas meant for creatures 2 sizes smaller at 1/2 movement (like some kind of flexible chitin?)
Also, happy 50th DMnastics!
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gmsamuel
Squire
Got on after over six months away, feels like Dja vu.
Posts: 44
Favorite D&D Class: Held at the RPG academy
Favorite D&D Race: The Marathon
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Post by gmsamuel on Feb 10, 2016 4:17:48 GMT
These people sound very druidic. perhaps they use all these habitats, they just live differently in each one. This could lead to some interesting sub-race possibilities.
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Post by arnil on Feb 10, 2016 6:23:31 GMT
Figured I'd throw out a bunch of potential racial features based on the ideas we have already (and a few random thoughts of mine). Kurivaim (General) * Mesmerizing Eyes: Proficiency in Intimidation OR Persuasion (maybe your eyes are scary, maybe they're super pretty) * Flat Affect: Proficiency in Deception (because no one understands their eye-emotions!) * Ingested Identification: Kurivaim can identify any edible substance they consume (due to herbology, plant experience). This includes potions, poisons, etc. even if they are hidden. Desert Kurivaim * Stabilizing Tail: ADV against saves to be knocked Prone. * Desert Resilience: Resistance to Fire damage. * Nomadic Fortitude: Does not suffer Exhaustion penalties until at Exhaustion 3 (at which point, all three levels apply immediately) Coastal Kurivaim * Aquatic Expertise: Proficiency with Nets, Spears, Tridents ("Kurivaim Weapons Training") * Venomous Spines: Proficient with spine-based melee attack; finesse; 1d4 Poison * Skeletal Morphism: Can move through areas meant for creatures 2 sizes smaller at 1/2 movement (like some kind of flexible chitin?) Also, happy 50th DMnastics! To throw in my own 2 copper: I don't personally like the feel of Persuasion proficiency due to the eyes but i like flat affect (although i think it should be effect technically). Ingested identification is a super cool ability and mostly fluff which makes it a super flavorful ability. The stability tail seems a bit overpowered to me but i might just be throwing way too many wolves at my players. Desert resilience seem a bit bland but i think it fits really well. I suggest just throwing the fire resistance into the next ability. Nomadic fortitude. By far my favorite ability thus far it screams the flavor of this subrace to the heavens and isn't too op. I like the weapon profciency the only thing I'd say is a desert version should exist too cause it adds alot to the culture of the race. Now, I'm not a fan of the poisoned spines i think they should be removed. That said they aren't op or anything is just a flavor issue for me, If I'm the only one objecting i certainly won't stand in to that way of progress lol. Skeletal Morphism. Soooooo cool! This ability alone would make me want to play this race. Plus with the Dex bonus its a no brainer for Rogues.
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Post by arnil on Feb 10, 2016 6:35:04 GMT
* 3. Distinguishing physical features: What makes them outwardly non-human? How long do they live? What is their preferred diet? (average height and weight, body proportions, differences between male and female, differences between subraces?)
I'll just throw a few stats out and see what sticks.
Height. Desert male 4'10"-5'8" Desert female 4'4"-5'2" Coastal male 4'5"-5'0" Coastal female 4'11"-5'10"
Weight. Desert male 95lbs-120lbs Desert female 100lbs-125lbs Coastal male 80lbs-100lbs Coastal female 90lbs-120lbs
In general the females are slightly larger with thicker skin. Their skin tones are usually a darker and muddier shades while the males have a brighter skin tone.
Coastal are lighter in general.
Age Considered adult at 20 and lives to about 150 years.
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Post by galakan on Feb 10, 2016 15:18:28 GMT
* 3. Distinguishing physical features: What makes them outwardly non-human? How long do they live? What is their preferred diet? (average height and weight, body proportions, differences between male and female, differences between subraces?) I'll just throw a few stats out and see what sticks. Height. Desert male 4'10"-5'8" Desert female 4'4"-5'2" Coastal male 4'5"-5'0" Coastal female 4'11"-5'10" Weight. Desert male 95lbs-120lbs Desert female 100lbs-125lbs Coastal male 80lbs-100lbs Coastal female 90lbs-120lbs In general the females are slightly larger with thicker skin. Their skin tones are usually a darker and muddier shades while the males have a brighter skin tone. Coastal are lighter in general. Age Considered adult at 20 and lives to about 150 years. Love all of it, but I think I like them being a little younger like dmlotto suggested. Also, the poison is cool, but I kinda like the idea that their poison is of their own creation through alchemy. Not necessarily from a natural source. I think maybe certain warriors will coat their spines? Could be a cool flavor for a specific group a party could encounter. Their average lifespan is 60 years, and they persist on an omnivorous diet, much like humans. I think having them a little younger jives better with what we had been thinking for them having large amounts of young at once. Otherwise there would be a whole bunch of these and I kinda like the idea that they are somewhat scarce with only a few cities as the exception. What does the gym think?
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