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dnd:gonzo:races_list [2018/11/26 22:48]
paolo_bolzoni Remove Telepathic Shroud from Automata
dnd:gonzo:races_list [2018/11/30 12:29] (current)
paolo_bolzoni Make clear that Shamans can transform in their animal since level 1
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 Ability Score. Ability Score.
  
-BP evaluation ​^ +<WRAP note>**BP evaluation** 
-To increase all the Ability Scores costs 6BP, a single extra proficiency brings us to 7BP.  Normally a free Feat costs 4BP, but since the list is limited among the ones that increase an Ability score I say it costs 2BP as 1BP for the Ability increase and another for the extra power. The final score of 9BP is in the middle of desired range of 8--10BP. ​  |+ 
 +To increase all the Ability Scores costs 6BP, a single extra proficiency brings us to 7BP.  Normally a free Feat costs 4BP, but since the list is limited among the ones that increase an Ability score I say it costs 2BP as 1BP for the Ability increase and another for the extra power. The final score of 9BP is in the middle of desired range of 8--10BP. 
 +</​WRAP>​
  
  
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 cannot gain less than 1 HP per level. cannot gain less than 1 HP per level.
  
-The shadow-self ​^ +<WRAP note>**The shadow-self** 
-The shadow-self has its own character sheet, just after splitting it is identical to the original. ​ When original and shadow-self merge their conditions also merge and the Hit Points are set to the lowest of the two.  For example: the original is Blind for a spell with 90HP, and the shadow-self is Deafened with 80HP. If they merge the original gets both effects and it has 80HP.\\ If the original body has effects and it splits from the shadow, also the shadow has the same effects. ​ Please keep note, equipment can normally be worn by only one of the two bodies at the time, so for example the AC may be different.\\ Even if physically separated Noobsaibots and their shadows are a single creature with two bodies. So most elements are shared. When separated you can see father (both bodies have senses), have potentially have more reach (both bodies may hold weapons), you have four arms, and you have temporarily more Hit Points.\\ Other elements that are shared are: Actions (a Noobsaibot can take the action with the original or with the shadow, but not both. Yet, if you have Extra Attack you can attack with any of the four arms); Slots (it does not matter if the Spell starts from the original or from the shadow the spell slot is used, yet it is possible to have the Focus on the left hand of the original body and cast with shadow-self). ​\\ If the shadow-self dies (for example, for taking too much damage or because it has been pulled too far away or it has been for too long separated by his original) or the Noobsaibot dismisses it as Bonus Action, the original suffers damage of 1d4HP per level and it loses the ability of using his shadow-self until a long rest. |+ 
 +The shadow-self has its own character sheet, just after splitting it is identical to the original. ​ When original and shadow-self merge their conditions also merge and the Hit Points are set to the lowest of the two.  For example: the original is Blind for a spell with 90HP, and the shadow-self is Deafened with 80HP. If they merge the original gets both effects and it has 80HP. 
 + 
 +If the original body has effects and it splits from the shadow, also the shadow has the same effects. ​ Please keep note, equipment can normally be worn by only one of the two bodies at the time, so for example the AC may be different. 
 + 
 +Even if physically separated Noobsaibots and their shadows are a single creature with two bodies. So most elements are shared. When separated you can see father (both bodies have senses), have potentially have more reach (both bodies may hold weapons), you have four arms, and you have temporarily more Hit Points. 
 + 
 +Other elements that are shared are: Actions (a Noobsaibot can take the action with the original or with the shadow, but not both. Yet, if you have Extra Attack you can attack with any of the four arms); Slots (it does not matter if the Spell starts from the original or from the shadow the spell slot is used, yet it is possible to have the Focus on the left hand of the original body and cast with shadow-self). 
 + 
 +If the shadow-self dies (for example, for taking too much damage or because it has been pulled too far away or it has been for too long separated by his original) or the Noobsaibot dismisses it as Bonus Action, the original suffers damage of 1d4HP per level and it loses the ability of using his shadow-self until a long rest. 
 +</​WRAP>​
  
 **Shadow-self**. Each Noobsaibot can move around a second self.  Both the **Shadow-self**. Each Noobsaibot can move around a second self.  Both the
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 +<WRAP note>
 +**BP evaluation**
  
-^ BP evaluation ^ + 
-The shadow-self power is difficult to evaluate, so let us start from the simpler powers. The superior darkvision costs 3BP, To have two heads normally costs 3.5BP, but Noobsaibots enjoy the effects only when they are merged with their shadow-self,​ considering that Noobsaibots will probably be spitted when fighting I consider it 2BP.  Considering the slower than usual walking speed (-0.5BP) and the creature type (0.5BP). ​ I count the HP penalty as -1BP.  We are now to 4BP.\\   The shadow-self does not really increase the actions per round (Noobsaibots still have one action, one bonus action, movement, and one object iteration), but it gives a bit of freedom of movement and tactical advantage. I count it as 2BP. So we are now at 6BP. \\ Considering the +1 to Intelligence (+1BP) and the +1 to another Ability ​Scores ​we are at 8.5BP. ​|+The shadow-self power is difficult to evaluate, so let us start from the simpler powers. The superior darkvision costs 3BP, To have two heads normally costs 3.5BP, but Noobsaibots enjoy the effects only when they are merged with their shadow-self,​ considering that Noobsaibots will probably be spitted when fighting I consider it 2BP.  Considering the slower than usual walking speed (-0.5BP) and the creature type (0.5BP). ​ I count the HP penalty as -1BP.  We are now to 4BP. 
 + 
 +The shadow-self does not really increase the actions per round (Noobsaibots still have one action, one bonus action, movement, and one object iteration), but it gives a bit of freedom of movement and tactical advantage. I count it as 2BP. So we are now at 6BP. 
 + 
 +Considering the +1 to Intelligence (+1BP) and the +1 to another Ability ​Score we are at 8.5BP. 
 +</​WRAP>​
  
  
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 ability. ability.
  
-BP evaluation ​^ +<WRAP note> 
-The Construct creature type costs 1BP; the ability increases are 2BP.  About the Machinery power: it gives resistance against Exhaustion (0.25BP), a power mechanically equal to the fey ancestry (0.5), unending breath (0.5BP) and immunity to poison (2BP).\\ Finally the Smoke power is mechanically equivalent to the Stench power that costs 2BP. Finally the enhanced Darkvision costs 2.5BP.\\ 10.25BP is higher than the usual range of 8--10, but most powers are defensive in nature so they can be extremely useful or just do not enter in play.|+**BP evaluation** 
 +The Construct creature type costs 1BP; the ability increases are 2BP.  About the Machinery power: it gives resistance against Exhaustion (0.25BP), a power mechanically equal to the fey ancestry (0.5), unending breath (0.5BP) and immunity to poison (2BP). 
 + 
 +Finally the Smoke power is mechanically equivalent to the Stench power that costs 2BP. Finally the enhanced Darkvision costs 2.5BP. 
 + 
 +10.25BP is higher than the usual range of 8--10, but most powers are defensive in nature so they can be extremely useful or just do not enter in play. 
 +</​WRAP>​
  
  
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 are grappling. are grappling.
  
-BP evaluation ​^ +<WRAP note> 
-Goros are a kind of giants, but in order to keep things easy I put their size to Medium but gave powers to make them "feel big and powerful."​\\ Being a Giant costs 0.5BP, Powerful build costs 0.25BP, the Score Increases cost 3BP, and the four arms costs 1BP. We are at 4.75BP.\\ The strong arms open to better two-weapon fighting and open for extra opportunities for classes like the Kensei. It can be mildly useful so 1BP, we are at 5.75.\\ Natural armor of +2 costs 1BP, the ability of always using a Shield is weaker as more situational so 0.5BP. So we are at 6.25.\\ Then I make the Goro a bit more mystical with a breath weapon that mechanically works as a cantrip, so 0.5BP.\\ Finally the flavor of being aggressive and being able to beat the crap of someone while holding him down with an arm gives the last two powers: Aggressive is another 1BP and Grapper for 1BP. (The Tyler Kamstra manual scores Grappler 2BP, but I think it is too much) \\ The final score is 8.75BP. ​|+**BP evaluation** 
 + 
 +Goros are a kind of giants, but in order to keep things easy I put their size to Medium but gave powers to make them "feel big and powerful."​ 
 + 
 +Being a Giant costs 0.5BP, Powerful build costs 0.25BP, the Score Increases cost 3BP, and the four arms costs 1BP. We are at 4.75BP. 
 + 
 +The strong arms open to better two-weapon fighting and open for extra opportunities for classes like the Kensei. It can be mildly useful so 1BP, we are at 5.75. 
 + 
 +Natural armor of +2 costs 1BP, the ability of always using a Shield is weaker as more situational so 0.5BP. So we are at 6.25. 
 + 
 +Then I make the Goro a bit more mystical with a breath weapon that mechanically works as a cantrip, so 0.5BP. 
 + 
 +Finally ​for the flavor of being aggressive and being able to beat the crap of someone while holding him down with an arm gives the last two powers: Aggressive is another 1BP and Grapper for 1BP. (The Tyler Kamstra manual scores Grappler 2BP, but I think it is too much) 
 + 
 +The final score is 8.75BP. 
 +</​WRAP>​
  
  
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-BP evaluation ​^ +<WRAP note>**BP evaluation** 
-The children of Khameleon and Reptile are Beasts this gives us -0.5BP because Beasts are affected by more spells than other creature types.\\  ​The Ability increases brings us to 3BP, the two cantrips cost 1BP; being able to breathe air and water costs 0.5BP, Mask of wild also costs 0.5. So now are are at 5BP. \\ The final powers are Hidden Step (2BP) and Otherworldly Perception (2.5) for an heavy 4.5BP. As sum we have 9.5BP. ​|+ 
 +The children of Khameleon and Reptile are Beasts this gives us -0.5BP because Beasts are affected by more spells than other creature types. 
 + 
 +The Ability increases brings us to 3BP, the two cantrips cost 1BP; being able to breathe air and water costs 0.5BP, Mask of wild also costs 0.5. So now are are at 5BP. 
 + 
 +The final powers are Hidden Step (2BP) and Otherworldly Perception (2.5) for an heavy 4.5BP. As sum we have 9.5BP. 
 +</​WRAP>​
  
  
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 You decide at character creation. You decide at character creation.
  
-BP evaluation ​^ +<WRAP note>**BP evaluation** 
-To be done, but it should be around 9BP as this creature is very similar to the the Wood Woad from the Tyler Kamstra manual ​|+ 
 +To be done, but it should be around 9BP as this creature is very similar to the the Wood Woad from the Tyler Kamstra manual 
 +</​WRAP>​
  
  
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 **Ability Score Increase**. An Ability increases by 1. **Ability Score Increase**. An Ability increases by 1.
  
-**Size**. Medium+**Age.** Young Granamyrs grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
  
-**Speed**. 30 feet+**Alignment.** While exceptions are quite common, Granamyrs alignment tend to be the same of the kind of true dragon they are affine to. 
 + 
 +**Size**. Medium. 
 + 
 +**Speed**. 30 feet.
  
 **Winged or Wrym**. You can either have //wings// and **or** **Winged or Wrym**. You can either have //wings// and **or**
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 **Dragon magic**. You can always cast spells as though you were holding the component pouch. **Dragon magic**. You can always cast spells as though you were holding the component pouch.
  
-**Draconic affinity**. You have affinity with one kind of element ​Select one +**Draconic affinity**. You have affinity with one kind of true dragons, select a line from the table
-from Acid, Cold, Fire, Lightning, or Poison. This is your draconic element.+The affinity decides how is the shape and type of your breath weapon. You decide at character creation.
  
-**Breath Weapon**. Once per short rest, you can use your Action to +^ Dragon ^ Damage Type ^ Breath Weapon ​               ^ 
-exhale destructive energy in a 15 feet cone in front of you.  When you use your +| Black  | Acid        | 5 by 30 feet line (Dex save) | 
-breath weapon, each creature in the area of the exhalation must make a +| Blue  | Lightning ​  | 5 by 30 feet line (Dex save) | 
-Dexterity saving throw. ​ The DC for this saving throw equals 8 + your +| Brass  | Fire        | 5 by 30 feet line (Dex save) | 
-Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on +| Bronze | Lightning ​  | 5 by 30 feet line (Dex save) | 
-a failed ​save and half as much damage on a successful one. The damage increases +| Copper | Acid        | 5 by 30 feet line (Dex save
-by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). +| Gold   | Fire        | 15 feet cone (Dex save     | 
-Your draconic element is the type of damage you inflict.+| Green  | Poison ​     | 15 feet cone (Con save     | 
 +| Red    | Fire        | 15 feet cone (Dex save)      | 
 +| Silver | Cold        | 15 feet cone (Con save)      | 
 +| White  | Cold        | 15 feet cone (Con save)      |
  
-**Damage Resistance**. You have damage resistance against ​your +**Breath Weapon**. Once per short rest, you can use your Action to exhale 
-draconic elementIf your draconic element is Poisonthen you gain Immunity +destructive energy in front of you When you use your breath weaponeach 
-instead.+creature in the area of the exhalation must make a saving throw. The area of 
 +effect, the type of saving throw allowes, and the type of damage depends on 
 +your draconic affinity as in the table. ​ The DC for this saving throw equals 8 
 ++ your Constitution modifier + your proficiency bonus. A creature takes 2d6 
 +damage on a failed save and half as much damage on a successful one. The damage 
 +increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th 
 +level (5d6).
  
-**Hold breath**. You hold our breath for 15 minutes.+**Damage Resistance**. You have damage resistance against the damage type of your 
 +breath weapon. If the damage type is Poison, then you gain Immunity instead. 
 + 
 +**Hold breath**. You can hold our breath for 15 minutes. 
 + 
 +<WRAP note>​**BP evaluation** 
 + 
 +Granamyrs are dragons and as such are of course are difficult to do as race.  Being a Dragon costs 0.5BP. The flexible Ability Increases cost 1.5BP. Dragons fly or have spiky shells, the slow Fly speed costs 3BP, the natural armor costs 3.5. Considering the flight, we are already at 5BP. 
 + 
 +Granamyrs depending on the "​color"​ have a favorite element that costs 4BP: 2BP for the Resitance and 2BP for the breath weapon. ​ Since we are at 9BP there is little space for extra powers, but Innate Focus (0.25BP) and Hold Breath (0.25BP) are thematic and a bit useful. Final score: 9.5BP or 10BP with the Spiky Shells. 
 +</​WRAP>​
  
-^ BP evaluation ^ 
-| Granamyrs are dragons and as such are of course are difficult to do as race.  Being a Dragon costs 0.5BP. The flexible Ability Increases cost 1.5BP. Dragons fly or have spiky shells, the slow Fly speed costs 3BP, the natural armor costs 3.5. Considering the flight, we are already at 5BP.\\ Granamyrs depending on the "​color"​ have a favorite element that costs 4BP: 2BP for the Resitance and 2BP for the breath weapon. ​ Since we are at 9BP there is little space for extra powers, but Innate Focus (0.25BP) and Hold Breath (0.25BP) are thematic and a bit useful. Final score: 9.5BP or 10BP with the Spiky Shells.| 
  
  
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 Nadziranim look like three feet tall Men composed of evanescent water. Nadziranim look like three feet tall Men composed of evanescent water.
-In trasparent water are flows of vividly colored lights and bright lines in constant movement, only the head is somewhat stable and appears as a black blob with yellow bright eyes.+In the trasparent water are flows of vividly colored lights and bright lines in constant movement, only the head is somewhat stable and appears as a black blob with yellow bright eyes.
 Given their bewildering appearance when around the universe they usually cover almost completely using Given their bewildering appearance when around the universe they usually cover almost completely using
 robes, hats, gloves, and scarfs. Doing so they appear as little men floating around. Few non-Nadziranim actually know how they look like under all those clothes. robes, hats, gloves, and scarfs. Doing so they appear as little men floating around. Few non-Nadziranim actually know how they look like under all those clothes.
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 **Size**. Small. **Size**. Small.
  
-**Speed**. 0 feet.+**Speed**. 0 feet. Your legs are simply not strong enough to move you around.
  
 **Flight**. You have a flying speed of 30 feet and you can hover. **Flight**. You have a flying speed of 30 feet and you can hover.
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-BP evaluation ​^ +<WRAP note>**BP evaluation** 
-Nadziranim are indeed weird creatures whose name comes from the Lone Wolf mythos. The race is a mix between Orko from HeMan and the original Nadziranim. ​ As a matter of fact for many years I thought Orko was shapeless just like a Lone Wolf Nadziran.\\ The type of the creature [0.5BP], its size [-1BP], and the ability increases [3.5BP] cost 3BP; Lone Wolf's Nadziranim are made of smoke and light, but to make the race less alien instead I made it a blob of strange bright colorful water. This brings few powers: no armors [-3BP], immunity to being prone [0.5BP], advantage to escape grapple [0.5BP] this powers gives us -2BP.  For flavour the race is weak in a fun sense against cold damage. ​ (-0.5BP)\\ Nadziranim cannot walk [-2.5BP], but they can fly [4BP] and hover [2BP]. This movements cost 3.5BP. ​\\ To underline how those are magical creatures I gave two cantrips [1BP], one spell [1BP] and the Knowledge Arcana Skill [1BP]. It costs 3BP.\\ Telepathy is very apropos for such a strange being and it cashes with the high Charisma. It costs other 2BP.  The final score is 9. |+ 
 +Nadziranim are indeed weird creatures whose name comes from the Lone Wolf mythos. The race is a mix between Orko from HeMan and the original Nadziranim. ​ As a matter of fact for many years I thought Orko was shapeless just like a Lone Wolf Nadziran. 
 + 
 +The type of the creature [0.5BP], its size [-1BP], and the ability increases [3.5BP] cost 3BP; Lone Wolf's Nadziranim are made of smoke and light, but to make the race less alien instead I made it a blob of strange bright colorful water. This brings few powers: no armors [-3BP], immunity to being prone [0.5BP], advantage to escape grapple [0.5BP] this powers gives us -2BP.  For flavour the race is weak in a fun sense against cold damage. ​ (-0.5BP) 
 + 
 +Nadziranim cannot walk [-2.5BP], but they can fly [4BP] and hover [2BP]. This movements cost 3.5BP. 
 + 
 +To underline how those are magical creatures I gave two cantrips [1BP], one spell [1BP] and the Knowledge Arcana Skill [1BP]. It costs 3BP. 
 + 
 +Telepathy is very apropos for such a strange being and it cashes with the high Charisma. It costs other 2BP.  The final score is 9. 
 +</​WRAP>​ 
 + 
 + 
 + 
 +===== Shaman ===== 
 + 
 +Free background 
 + 
 +**Creature Type**. Humanoid. 
 + 
 +**Size**. Medium. 
 + 
 +**Speed**. 30ft. 
 + 
 +**Ability Score Increase**. Wisdom increases by 2. 
 + 
 +**Skill**. You gain proficiency in the Survival Skill. 
 + 
 +**Animal Shape**. Once per long rest, you can transform into your Spirit Animal. This transformation last for up 1 hour and you can only assume the form of the spirit animal described in your subrace. This feature, ignoring level requirements,​ is otherwise identical to the Wild Shape class feature of the Druid. 
 + 
 +**Animal Tribe**. Your tribe is related to a particular animal spirit which grants you some benefits and the corresponding form for the animal shape. Choose one of the following subraces: Bear, Spider, Eagle, Snake, Boar. 
 + 
 +====Subraces==== 
 + 
 +---- 
 + 
 +===Bear=== 
 +**Ability Score Increase**. Strength increases by 1. 
 + 
 +**Animal Spirit**. Brown Bear. 
 + 
 +**Powerful build**. You count as one size larger when determining your 
 +carrying capacity and the weight you can push, drag, or lift. 
 + 
 +**Siege Monster**. You deal double damage to objects and structures. 
 + 
 +**Claws**. Your unarmed strikes deal 1d6 damage on a hit. 
 + 
 +**Keen Smell**. You gain advantage on Wisdom (Perception) checks that rely on smell. 
 + 
 +---- 
 + 
 +===Spider=== 
 + 
 +**Ability Score Increase**. Dexterity increases by 1. 
 + 
 +**Animal Spirit**. Giant Spider. 
 + 
 +**Climb Speed**. 20ft. 
 + 
 +**Ambusher**. You have advantage on attack rolls against any creature you have surprised. 
 + 
 +**Shadow Stealth**. While in dim light or darkness, you can take the Hide action as a bonus action. 
 + 
 +**Web Walker**. You ignore movement restrictions caused by webbing. 
 + 
 + 
 +---- 
 + 
 +===Eagle=== 
 + 
 +**Ability Score Increase**. Charisma increases by 1. 
 + 
 +**Animal Spirit**. Giant Eagle. 
 + 
 +**Far Sight**. You can see up to 1 mile with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally,​ dim light does not impose disadvantage on your Wisdom(Perception) checks. 
 + 
 +**Mountain Born**. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. 
 + 
 +---- 
 + 
 +===Snake=== 
 + 
 +**Ability Score Increase**. Intelligence increases by 1. 
 + 
 +**Animal Spirit**. Poisonous Snake. 
 + 
 +**Poison Immunity**. You are immune to poison damage, and immune to the poisoned condition. 
 + 
 +**Excellent Reflexes**. You can take one more reaction each round. 
 + 
 +---- 
 + 
 +===Boar=== 
 +**Ability Score Increase**. Constitution increases by 1. 
 + 
 +**Animal Spirit**. Boar. 
 + 
 +**Earth Walk**. You can move across difficult terrain made of earth or stone without expending extra movement. 
 + 
 +**Exhaustion Immunity**. You are immune to exhaustion. 
 + 
 +**Sure Footed**. You have advantage on Strength and Dexterity saving throws and ability checks made against effects that would knock it prone. 
 + 
 +**Toughness**. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
 + 
 +**Brave**. You have advantage on saving throws against being frightened. 
 + 
 +**Thick Skin**. Your AC increases by +1. 
 + 
 + 
 +<WRAP note>​**BP evaluation** 
 +The ability score increasing, considering also the subrace, costs 3 BP. The proficiency in one skill costs 0.5 BP. The BP cost of the Animal Shape feature depend on the subraces, so we have a basic cost of 3.5 BP. 
 + 
 +The Bear subrace has the following costs: Brown Bear spirit animal 3 BP, Claws 1.5 BP, Keen Smell 0.5 BP, Powerfull Build 0.25 BP, Siege Monster 0.5 BP. For a total of 9.25 BP. 
 + 
 +The Spider subrace has the following costs: Giant Spider spirit animal 3 BP, Climb speed 0.5 BP, Ambusher 1 BP, Web Walker 0.5 BP, Shadow Stealth 1 BP. For a total of 9.5 BP. 
 + 
 +The Eagle subrace has the following costs: Giant Eagle spirit animal 4 BP, Far Sight 0.5 BP, Mountain Born 0.25 BP. For a total of 8.25. 
 + 
 +The Snake subrace has the following costs: Poisonous Snake spirit animal 0.5 BP, Excelent Reflexes 3 BP, Poison Immunity 2 Bp. For a total of 9 BP. 
 + 
 +The Boar subrace has the following costs: Boar spirit animal 1 BP, Earth walk 0.5 BP, Exhaustion Immunity 0.5 BP, Sure-footed 0.25 BP, Toughness 0.5 BP, Brave 0.5 BP, Thick Skin 2 BP. For a total of 8.75 BP 
 + 
 +</​WRAP>​ 
 + 
  
 ====== Rules for more than two arms ====== ====== Rules for more than two arms ======
dnd/gonzo/races_list.1543272530.txt.gz · Last modified: 2018/11/26 22:48 by paolo_bolzoni