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Morph Bark
2010-10-27, 08:53 AM
Back on the old gleemax forums I had a thread of the same name that people seemed to like, so I figured, "hey, let's bring it back!"

And so I did.

Races to cover will include those from The Legend of Zelda, Fire Emblem, Final Fantasy, Warcraft, Starcraft and other games, whether they are series or not. Because the fluff for these races is prettymuch already written, I will focus on the mechanics, though I welcome people who wish to write up flavour text for the races as to how they fit into a DnD world or even a specific campaign setting. (Faerûn Moogles, Eberron Laguz, Dark Sun Draenei, Ravenloft Goron?)

EDIT: Line-up of requests in the order I will probably make them! Most of these I probably will need some help with, so they may take time.
Protoss (Starcraft)
Orochi's snake people (Warriors Orochi)
Dragon Force (Immortals)

Morph Bark
2010-10-27, 08:54 AM
Donkey Kong:

Kong (http://www.giantitp.com/forums/showthread.php?p=10906093#post10906093), LA+0

Final Fantasy:

Lilty (http://www.giantitp.com/forums/showthread.php?p=10900741#post10900741), Crystal Chronicles, LA+0
Puffball Moogle (http://www.giantitp.com/forums/showthread.php?p=10900741#post10900741), Crystal Chronicles, LA+0
Selkie (http://www.giantitp.com/forums/showthread.php?p=10900741#post10900741), Crystal Chronicles, LA+0
Yuke (http://www.giantitp.com/forums/showthread.php?p=10900741#post10900741), Crystal Chronicles, LA+0

Fire Emblem:

Cat Laguz (http://www.giantitp.com/forums/showthread.php?p=9741821#post9741821), LA+1
Dragon Laguz (http://www.giantitp.com/forums/showthread.php?p=9741821#post9741821), 2 RHD, LA+2
Hawk Laguz (http://www.giantitp.com/forums/showthread.php?p=9741821#post9741821), LA+1
Heron Laguz (http://www.giantitp.com/forums/showthread.php?p=9741821#post9741821), LA+2
Lion Laguz (http://www.giantitp.com/forums/showthread.php?p=9741821#post9741821), 2 RHD, LA+1
Raven Laguz (http://www.giantitp.com/forums/showthread.php?p=9741821#post9741821), LA+1
Tiger Laguz (http://www.giantitp.com/forums/showthread.php?p=9741821#post9741821), 2 RHD, LA+1
Wolf Laguz (http://www.giantitp.com/forums/showthread.php?p=9741821#post9741821), LA+1

Halo:

Kig-yar Jackal (http://www.giantitp.com/forums/showthread.php?p=10913971#post10913971), LA+0
Kig-yar Skirmisher (http://www.giantitp.com/forums/showthread.php?p=10913971#post10913971), LA+1
Sangheili (Elite) (http://www.giantitp.com/forums/showthread.php?p=10902938#post10902938), LA+1

Legend of Zelda:

Goron (http://www.giantitp.com/forums/showthread.php?p=9642355#post9642355), LA+3 version
Korok (http://www.giantitp.com/forums/showthread.php?p=9642355#post9642355), 3 RHD version
Rito (http://www.giantitp.com/forums/showthread.php?p=9642355#post9642355), LA+1 version
Twili (http://www.giantitp.com/forums/showthread.php?p=9642355#post9642355), LA+0
Zora (http://www.giantitp.com/forums/showthread.php?p=9642355#post9642355), LA+2 version

Mario:

Koopa (http://www.giantitp.com/forums/showthread.php?p=9651658#post9651658), LA+0
Winged Koopa (http://www.giantitp.com/forums/showthread.php?p=9651658#post9651658), LA+0
Yoshi (http://www.giantitp.com/forums/showthread.php?p=9715241#post9715241), LA+0

Morph Bark
2010-10-27, 08:59 AM
First up, a reposting of my old renditions of Zelda races - which, due to less experience with homebrew back then, will require future tweaking, but I intend to make the higher-LA ones into LA+0 versions anyway. This is to serve mainly as a sample of what is to come.


Goron
—+6 Str, -4 Dex, +8 Con, -2 Int, -2 Wis; Gorons are incredibly strong and tough; in fact, most adult gorons are stronger than most of the other humanoids, orcs and minotaurs included. However, they are far from agile, and their senses are a little dull.
—Medium Monstrous Humanoid (Earth)
—Base speed: 20 ft.; Gorons are quite slow on their feet.
—Fire Acclimated: Gorons have fire resistance 15; they are accustomed to enduring high temperatures due to having lived in volcanic areas for as long as they can remember.
—Cold Vulnerability: Because they are so acclimated to hot areas, gorons are weak to cold and take 50% more damage from cold-based spells and effects.
—Powerful Build: The physical stature of gorons lets them function in many ways as if they were one size category larger.
Whenever a goron is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goron is treated as one size larger if doing so is advantageous to him.
A goron is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A goron can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
—Hard-Rocked: A goron’s body is made up of really tough minerals, which can have its advantages. For one, they can eat rocks to fulfill their hunger, and they also have a +5 natural armour bonus. Their strong mineral bodies also grant them the ability to ignore 10 points of hardness whenever striking an object with their natural weapons.
—Rock and Roll: A goron can curl up into a ball and roll over the ground as a means of attack or quicker transportation. While curled up, a goron gains a +4 shield bonus, losing any shield bonus he already possessed from objects, but keeping the bonus from magic items, spells and powers, and this bonus in fact stacks with that. He also gains a +4 bonus to Hide, but only when not moving.
A goron can roll over the ground while in ball form, and he has a movement speed of 10 ft while in ball form. If he makes a full-round action to move in a straight line, this movement speed increases to 20 ft. in the next round, and if he uses another full-round action to move in a straight line, his movement speed increases to 60 ft. on the round after that. The goron must be moving into the same direction at all times, and may move 5 ft to the left or right for every 15 feet that he moves forward and still gain the movement speed increases. If the goron moves more than 5 ft to the left or right per 15 feet that he moves forward, he will not gain the movement speed increases in the round after that.
If a goron hits a creature while rolling, treat it as a bull-rush attempt that allows no attack of opportunity and on which the goron has a +4 bonus. On a successful attempt, the goron may deal damage equal 2d6+1½ times the goron’s Str modifier. He deals another 1d6 damage for every 10 ft that he pushes the creature back.
—Truly Massive: Because a goron is so massive, they have a +4 bonus to resist bulrush and trip attempts, but they automatically fail all swim checks. A goron also has two slam attacks that deal 1d6+Str mod damage.
¬—Material Man: Because a goron is made out of minerals, they do not need to breathe.
—Gorons have a +2 bonus on Craft checks related to metal and stone.
—Code of Honour: Gorons value honour, and they all adhere to a code that pretty much functions as the only universal law to them:
1. Brotherhood above all. Gorons address pretty much anyone they respect with ‘brother’, including all gorons (minus the ones who broke the code) and friends, even if they are female.
2. Agreements are forever. Gorons will never willingly break an agreement. Their word is binding, and when they promise something, they mean it.
3. Fight like a man. Or a rock. Gorons do not flee in the face of danger.. While they do not welcome death as some insane bands of warriors sometimes claim, they do not shun it. They also fight honourably, without the use of underhanded tactics (although they will not prevent others from fighting dishonourably and might even take part in a dishonourable tactic if they can reason that it somehow does not break their code).
4. Respect the stronger and the elder. Especially if they are both. Gorons respect those who are stronger than them and those who are older than them. They will always regard one who has defeated them in an honourable one-on-one fight (or wrestling match) as a ‘brother’.
—Automatic Languages: Common, Terran
—Bonus Languages: Aquan, Elven, Dwarven, Gnome, Goblin, Undercommon.
—Favoured Class: Battledancer
—LA: +3


Korok
— -6 Str, +6 Dex, -4 Con, +2 Wis, +2 Cha; Korok.
—Tiny Fey
—Base speed of 20 ft, fly speed of 30 ft. (poor)
—Low-light vision.
—+2 natural armour. A korok’s plantlike body grants it some protection against attacks.
—Racial Hit Dice: A korok starts out with 3 levels of Fey, granting it 3d6 HD, as well as (6 + Int mod) x 6 skill points and one feat, a Fort save of +1, a Ref save of +3 and a Will save of +3.
—Spell-like Abilities: At will–speak with plants, 3/day–entangle.
—Automatic Languages: Sylvan
—Bonus Languages: Common, Goron, Halfling, Auran, Timber.
—Favoured Class: Bard


Rito
—+2 Dex, +2 Wis.
—Medium Humanoid (rito)
—Base speed of 30 ft, fly speed 60 ft (average) (only after the Ritual of Valoo)
—Keen sight: Rito have a +4 bonus on Spot checks and +2 on Knowledge (geography).
—Ritual of Valoo: Rito do not possess wings during their childhood. Once they near adulthood they become candidates for the Ritual of Valoo, where they travel up Dragon Roost Mountain to meet with the dragon Valoo (celestial advanced half-red dragon great wyrm gold dragon) who gives them one of his scales. This is used in a magic ritual by Rito elders that grant them their wings. The Ritual of Valoo may only be performed by Rito who have reached 5 HD.
—Automatic Languages: Common, Chozo
—Bonus Languages: Sylvan, Celestial, Auran, Auqan
—Favoured Class: Ranger
—LA: +1


Twili
—+2 Dex, -2 Con, +2 Cha
—Medium Humanoid (twili, extraplanar)
—Base speed of 30 ft
—Darkvision out to 60 ft
—+1 deflection bonus to AC.
—SLAs: 1/day—shadow walk.
—+4 bonus on all Hide checks.
—Darkness Aptitude: Twili are apt with darkness and the magic that it holds. The DCs for shadow and darkness spells increases by 1.
—Light Vulnerability: Twili take an extra 50% damage from light spells.
—Automatic Languages: Common, Twilit
—Bonus Languages: Giant, Terran, Auran, Ignan, Aquan.
—Favoured Class: Sorcerer


Zora
—+2 Str, +6 Dex, -2 Con, +2 Cha; Zora are very agile and generally are pleasant to be around if they are not angry. However, they are slightly less tough than other races and tend to be less intelligent.
—Medium Monstrous Humanoid (Water)
—Base speed of 30 ft, swim speed of 40 ft.
—Low-light vision.
—Bioluminescence: Whenever a zora is underwater, they shed light like a candle.
—Bioelectricity: A zora can create a field of electricity around themselves. It takes a standard action to use and has a range of 5 ft. that deals 1d6 points of damage per 2 HD the zora has. Creatures get a Reflex save with a DC of 10 + ½ zora’s HD + zora’s Con mod for half damage.
—Fire and Cold Vulnerability: Zoras are not acclimated to hot areas and their aquatic-adapted physique makes them vulnerable to cold. Zoras take 50% more damage from fire- and cold-based spells and effects.
—Fin blade: A zora can increase the size of their arm-fins a little and make them sharper. They can function as natural weapons that deal 1d8 points of damage.
—Great Swimmers: Zoras have a +8 bonus on Swim checks, they may use their Dex modifier instead of their Str modifier on Swim checks, and they may take 10 on Swim checks.
—+1 natural armour. A zora’s scales provides them with a little bit of protection.
—Automatic Languages: Common, Aquan [Zora]
—Bonus Languages: Terran, Sylvan, Elven, Halfling.
—Favoured Class: Duskblade
—LA: +2



Feat: Zola Defiance
You have defied the laws of the zora and left their society forever.
Prerequisites: Zora, BAB +3, evil alignment, must have cut all ties with zora society
Benefit: You gain a line-shaped breath weapon with a range of 30 ft that deals 1d6 points of fire damage for every 2 HD you possess. A Reflex save (DC 10 + ½ zora’s HD + zora’s Con mod) halves the damage.

Serpentine
2010-10-27, 09:15 AM
Yooooshiiii Doooo Eeeeeet.

The-Mage-King
2010-10-27, 10:28 AM
Woo! Good to see these are back!

Morph Bark
2010-10-28, 10:17 AM
Yooooshiiii Doooo Eeeeeet.

*smacks forehead* Duh! Of course! Forgot to include Mario in the sample video games. I had created a Koopa race too! Oughta dig up the stats, wherever I left them.


Ooh, a feat for the Zora monsters, nice touch.

I eagerly await these :smallsmile:

Thanks!


Woo! Good to see these are back!

Hey now, I couldn't wait too long before I'd eventually do it! :smallbiggrin:

The Tygre
2010-10-28, 10:50 AM
I knew I had seen Twili d20 stats somewhere around here before. :smallcool:

drakir_nosslin
2010-10-28, 11:38 AM
Ohh, requesting Starcraft dudes. Especially protoss! And Yoshi.

IcarusWings
2010-10-28, 02:25 PM
moogles moogles moogles moogles mooooooooooooogles!!!!!

Morph Bark
2010-10-28, 02:40 PM
I knew I had seen Twili d20 stats somewhere around here before. :smallcool:

I haven't ever posted these on GiantITP before, so unless you've been to Gleemax, you misremember.

Otherwise... yeah. :smallcool:


moogles moogles moogles moogles mooooooooooooogles!!!!!

Moogles shall require multiple versions, due to there being many differently-looking moogles throughout the games and differently-fluffed in each game. An FFXII/FFTA version, an FFIX/FFCC version...

Jarrick
2010-10-28, 02:48 PM
Requesting Jackals from Halo. A fast and wiry race.

Also Orochi's snake people from Warriors Orochi.

:smallbiggrin:

Edit: Argonians and Bretons from the Elder Scrolls series too plz.

:smallbiggrin::smallbiggrin:

Morph Bark
2010-10-28, 03:37 PM
Two Mario-based races. Yoshis are to come in the future, as I'll have to figure out how to work with their tongue-egg stuff. Also, in the meantime I'd like to refer anyone here to the current Potpourri Creation Contest (http://www.giantitp.com/forums/showthread.php?t=172975) and vote! It's not much of a contest if only the creators vote in it, after all!


Koopa
The creature before you stands slightly hunched due to the shell it wears, covering its entire torso. Its bald, reptilian, turtle-like head has a set of large, intelligent eyes set into it that try to seize you up. The beak-like mouth moves slowly as if the creature is mumbling, talking to itself. Its shoed feet tap lightly on the hard earthen floor to a rhythmic beat that you cannot hear. Then, suddenly, it retreats into its shell and begins to spin into a green whirlwind. David, make a Will save or suffer from a backlash to your old acid trips…

—+2 Str, -2 Dex, +2 Con, +2 Int, -2 Wis, -2 Cha
—Medium Humanoid (reptilian)
—Base speed of 20 ft, however, Koopa can move at this speed even when wearing medium or heavy armour or carrying a medium or heavy load.
—+1 natural armour
—Shell Retreat (Ex): a Koopa has the ability to retreat back into its shell with its limbs and head for extra protection. They must drop everything they have in their hands when they do this, but their natural armour increases by 2 when this is done. The Koopa cannot move while using Shell Retreat as its legs are pulled in. However, it can spend a full-round action to start to spin. The turn after that they can move at 40 ft, but they can only move in a straight line for every move action they take. If they want to move in a different direction, they have to end their move action first. They can also make use of the run action while using Shell Retreat. If a Koopa uses the run action while using Shell Retreat they can move up to 160 ft in a straight line every turn (200 ft if they have the Run feat).
—Automatic Languages: Common, Auran [Koopa dialect]
—Bonus Languages: Aquan, Dwarven, Giant, Halfling, Undercommon, Terran.
—Favoured Class: Scout
—LA: +0

NEW WEAPON: Koopa Throwing Hammer
Martial, light weapon. Cost: 9 gp. Damage (Medium): 1d6. Critical: x2. Range: 30 ft. 3 lbs. Bludgeoning.
Perfectly balanced and with a pointed and somewhat hollow head, it makes a great throwing weapon. It counts as a light martial weapon for Koopas, and as a light exotic weapon for all others. It gives a +2 bonus on Feint checks.


Winged Koopa
— -2 Str, +2 Dex, +2 Con, -2 Cha
—Medium Humanoid (reptilian)
—Base speed of 20 ft. Glide speed of 30 ft.
—+1 natural armour
—Shell Retreat (Ex): a Koopa has the ability to retreat back into its shell with its limbs and head for extra protection. They must drop everything they have in their hands when they do this, but their natural armour increases by 2 when this is done. The Koopa cannot move while using Shell Retreat as its legs are pulled in. However, it can spend a full-round action to start to spin. The turn after that they can move at 40 ft, but they can only move in a straight line for every move action they take. If they want to move in a different direction, they have to end their move action first. They can also make use of the run action while using Shell Retreat. If a Koopa uses the run action while using Shell Retreat they can move up to 160 ft in a straight line every turn (200 ft if they have the Run feat).
—Flight (Ex): at 5 HD, a Winged Koopa has gained enough strength in its wings and experience with gliding to actually fly. They gain flight speed 30 feet with poor maneuverability.
—Automatic Languages: Common, Auran [Koopa dialect]
—Bonus Languages: Aquan, Dwarven, Giant, Halfling, Undercommon, Terran.
—Favoured Class: Ranger

AtwasAwamps
2010-10-28, 03:50 PM
I am posting in this thread solely to throw your record of where I have posted in your threads before into utter confusion.

Later I will delete this post, create another screen name exactly like this with one different letter, and post saying "Hey I remember this from Gleemax!"

Then, presumably, I will be banned and you will have a headache.

Victory is mine.

Also, if you played Dragonforce - Stat up the Immortals from them. Cause that'd be fun.

Oh!

Bangaah. We need more lizard men.

Morph Bark
2010-10-28, 04:26 PM
I am posting in this thread solely to throw your record of where I have posted in your threads before into utter confusion.

Later I will delete this post, create another screen name exactly like this with one different letter, and post saying "Hey I remember this from Gleemax!"

Then, presumably, I will be banned and you will have a headache.

Victory is mine.

*witty rebuttal (http://www.nooooooooooooooo.com/)*


Also, if you played Dragonforce - Stat up the Immortals from them. Cause that'd be fun.

I have only played the band. My favourite of theirs is Soldiers of the Wasteland.


...but I presume that's not what you're talking about. I could look them up though!


Oh!

Bangaah. We need more lizard men.

BANGAAAAAHHHH

*ahem*

Yes.

AtwasAwamps
2010-10-29, 10:19 AM
...that isn't what I meant, but could you stat them up? They're pretty much a different race anyways. The game is actually Dragon Force. And is awesome.

Altaria87
2010-10-29, 10:42 AM
I have only played the band. My favourite of theirs is Soldiers of the Wasteland.
But what about Storming the Burning Fields? :smallfrown:

Anyway, I hereby request Waddle Dees from Kirby, if you could find some way to make them at all interesting.

Morph Bark
2010-11-07, 12:02 PM
An attempt at Yoshi. What do you think?


Yoshi
http://www.mariowiki.com/images/5/58/PM2_Yoshi.PNG
—-2 Str, +2 Dex, -2 Int
—Medium Humanoid (dragonblood, reptilian)
—Base speed of 30 ft.
—+1 natural armour
—Yoshi’s have a -2 penalty to Bluff, Diplomacy, Intimidate, and Sense Motive checks due to Yoshi not being used to other cultures and certainly not being used to bad people. They also have a -5 penalty on Ride checks, being used more as mounts themselves rather than being the ones using the mounts. Lastly, they have a +8 bonus on Jump checks.
—No Burden At All (Ex): Yoshi can carry greater burdens than others of their size, as if they were quadrupedal. Their carrying capacity is twice as great as normal and they can serve as mounts for creatures up to their size category.
—Tongue (Su): A Yoshi can, as a standard action, start a Grapple with a creature within 10 ft of them. To maintain a grapple with a tongue, a Yoshi does not have to move into the square of the target. The Yoshi can try to pull the grappled creature into its mouth with an opposed Strength check. If it wins by 5 or more, it drags the creature into its space. If it wins by less than 5, it drags the creature 5 ft closer, but can’t swallow it. The Yoshi can also move towards the creature, but can't move further than 10 ft away from them due to the limited length of its tongue.
—Unusual Body Type (Ex): Yoshi have a different build from other humanoid creatures, requiring armour, hats and shirts to be specifically made for them. Other items they can wear as normal, since their feet and arms are still similar.
—Automatic Languages: Yoshi.
—Bonus Languages: Common, Draconic.
—Favoured Class: Dragonfire Adept
—LA: +0

Tanuki Tales
2010-11-07, 03:20 PM
I'd like to request the statting up of the Teddiz from Conker's Bad Fur Day.

Havvy
2010-11-07, 03:57 PM
I think they are missing vital stats. How old is a playable Yoshi? Also, where is the ability to excrete eggs?

"feet and arms still similar" should be "feet and arms are still similar".

Your tongue ability is atrocious, so let me fix that for you.

Tongue (ex): A Yoshi can grab creatures with its tongue. Yoshi's gain Improved Grapple as a bonus feat and may grapple a creature within 10 feet. To maintain a grapple with a tongue, a Yoshi does not have to move into the square of the target. As part of maintaining a grapple, a Yoshi may attempt to force the target into his square. To do so, the Yoshi and the target roll opposed strength checks. If the Yoshi succeeds on the check, the target is moved to the same square as the Yoshi. As usual, the Yoshi may move into the same square as the target the Yoshi is grappling.

Swallow Whole (su): A Yoshi has two stomachs. One of which is an extradimensional space. As a standard action, a Yoshi may attempt to eat a creature it is grappling in the same square with. The Yoshi and the target roll opposed strength checks. If the Yoshi succeeds, the target is placed into the extradimensional space, which may be escaped with a DC 30 escape artist check. If the target succeeds, the grapple ends. A Yoshi may store up to 50lb of gear or one item in this way. This ability may not be used if a creature or object is already swallowed.

Eggs (su): A Yoshi may choose to release the contents of his extradimensional space. As a swift action, it releases an egg the color of its skin containing the contents of the extradimensional space. To break the egg from the inside takes a DC 20 strength check. The egg has 15 HP and 10 hardness.

Morph Bark
2010-11-07, 04:10 PM
I think they are missing vital stats. How old is a playable Yoshi? Also, where is the ability to excrete eggs?

Height, weight and age tables won't be included for most of the races as for most of those races it is also not known from the games. I did not use the ability to excrete eggs as after thinking it over a bit, I figured it would make them too strong. I wanted to create an LA+0 race, not a monster that would require a monster class to be playable at level 1. This is also why getting a target swallowed is pretty hard to do and it cannot keep the target inside of it indefinitely, as is the case with your rendition of the ability.

Also, I remember that at least one of the games had Yoshi have the ability to swallow enemies and spit them out, but not the ability to turn them into eggs. Since it's been years since I have played any Mario games, I can't remember the title, however, so I can't provide further information in that direction.

The minor grammatical error has been fixed.

Havvy
2010-11-07, 04:45 PM
Then would lowering the DC of the escape artist check to DC 20 work. The fact that your ability requires a good strength in 2 places (grapple and strength check) and gets a -2 to strength does not help it. Combined with all the skill penalties and the unusual body type, this is less than an LA 0 race. With the abilities I described, it would be equal to an LA 0 race, AND provide a utility function (I eat my teammate and sneak into the palace).

Also, where the heck is this things bonus to jump? Yoshis jump hella-high.


Edit: What are the hardness/HP of the Koopa Throwing Hammers?

Also, Koopa's could do with another minor special ability. Maybe a bonus for searching for secret traps and switches? Or maybe a climb check bonus? Or maybe darkvision (they are pretty frequent in castles after all)? Or low-light vision?

The-Mage-King
2010-11-07, 06:22 PM
How about some Nu Mou (http://finalfantasy.wikia.com/wiki/Nu_Mou) stats?

Tiniere
2010-11-07, 10:23 PM
What about the most evil of all video game creatures ever spawned...

Like-likes!

or nearly as bad... Peehats!

Serpentine
2010-11-07, 11:38 PM
Also, I remember that at least one of the games had Yoshi have the ability to swallow enemies and spit them out, but not the ability to turn them into eggs.That would be Super Mario World. I think it should be based on Yoshi's Island, though. So I'd like to see a glide ability, too. And how comes he's a dummy :smallfrown:

Morph Bark
2010-11-08, 05:39 AM
That would be Super Mario World. I think it should be based on Yoshi's Island, though. So I'd like to see a glide ability, too. And how comes he's a dummy :smallfrown:

Do you mean Super Mario World 2: Yoshi's Island, or the one for the DS? I sadly have neither of the games and have never owned a SNES even. Most of the games for that I've only played at my best friend's house and that was years ago. :smallfrown:

I considered giving a -2 Int penalty instead as Yoshi seems slightly below human intelligence to me (remember that this still means the average Yoshi is much smarter than the dumber humans), and Wisdom and Charisma penalties I thought fit them less. I made it -4 in the end to balance with the bonuses and actually considered giving a +4 Dex bonus and possibly the ability to use Dex instead of Str for Jump checks.

I'll re-make the Yoshi later today when I have more time and inspiration for them. Promise.


What about the most evil of all video game creatures ever spawned...

Like-likes!

or nearly as bad... Peehats!

I think those fall more under the category of monsters rather than playable races. As such, the chance I will ever do them as races is close to nihil.

Eldan
2010-11-08, 05:43 AM
How about a few Star Control races? A playable Spathi (http://wiki.uqm.stack.nl/Spathi)would be sweet.

Morph Bark
2010-11-08, 05:44 AM
How about a few Star Control races? A playable Spathi would be sweet.

Could you provide a link to more information please? I have never heard of that game. :smalleek:

Eldan
2010-11-08, 05:44 AM
Ah, sorry. I just realized that after posting and linked it above. Here:
Spathi (http://wiki.uqm.stack.nl/Spathi).

You should also play the game, it's open source and absolutely great.

Serpentine
2010-11-08, 07:39 AM
Do you mean Super Mario World 2: Yoshi's Island, or the one for the DS?Neither. Super Mario World and Yoshi's Island, both for SNES. Haven't played any of the more recent ones...

The Witch-King
2010-11-09, 03:37 PM
How about a few Star Control races? A playable Spathi (http://wiki.uqm.stack.nl/Spathi)would be sweet.

You beat me to it. I was going to rather selfishly ask about the Star Control II races myself.

You can find out about them at: http://en.wikipedia.org/wiki/List_of_Star_Control_races

Havvy
2010-11-11, 12:07 AM
My remake of Yoshi, based on M-Bark's version.

—+2 Dex, -2 Wis -2 Int
—Medium Monstrous Humanoid (dragonblood, reptilian)
—Base speed of 30 ft. Swim 15ft
—No Burden At All (Ex): Yoshi can carry greater burdens than others of their size, as if they were quadrupedal. Their carrying capacity is 1½ as great as normal and they can serve as mounts for creatures up to their size category.
—Mounted Focus (Ex): When used as a mount, a Yoshi cannot cast spells with a somatic component. Doing so would cause instability for the rider, causing the rider to fall off.
—Tongue (ex): A Yoshi can grab creatures with its tongue. Yoshi's gain Improved Grapple as a bonus feat and may grapple a creature within 10 feet. To maintain a grapple with a tongue, a Yoshi does not have to move into the square of the target. As part of maintaining a grapple, a Yoshi may attempt to force the target into his square. To do so, the Yoshi and the target roll opposed strength checks. If the Yoshi succeeds on the check, the target is moved to the same square as the Yoshi. As usual, the Yoshi may move into the same square as the target the Yoshi is grappling.
—Swallow Whole (su): A Yoshi has two stomachs. One of which is an extradimensional space. As a standard action, a Yoshi may attempt to eat a creature or object it is grappling in the same square with. The Yoshi and the target roll opposed strength checks. If the Yoshi succeeds, the target is placed into the extradimensional space, which may be escaped with a DC 20 escape artist check. If the target succeeds, the grapple ends. A Yoshi may store up to 50lb of items or one item or creature in this way. This ability may not be used if a creature or object is already swallowed. Yoshi are immune to another Yoshi's Swallow Whole ability.
—Eggs (ex): A Yoshi may choose to release the contents of his extradimensional space. As a swift action, it releases an egg the color of its skin containing the contents of the extradimensional space. The egg is easy enough to escape from that it is a swift action. This automatically occurs when a Yoshi enters an antimagic field or dies.
—Jump in Midair (ex): A Yoshi can jump in midair. Because of this, a Yoshi can jump further and can choose to be under the effects of Feather Fall as long as the Yoshi can move and think properly.
—Unusual Body Type (Ex): Yoshi have a different build from other humanoid creatures, requiring armour, hats and shirts to be specifically made for them. Other items they can wear as normal, since their feet and arms are still similar.
—Skills Yoshi have a -2 racial penalty to Bluff, Diplomacy, Intimidate, and Sense Motive checks due to Yoshi not being used to other cultures and certainly not being used to bad people. They also have a -4 racial penalty on Ride checks, being used more as mounts themselves rather than being the ones using the mounts. Yoshi have a +8 racial bonus to jump checks.
—Automatic Languages: Common, Draconic [Yoshi]
—Bonus Languages: Aquan, Gnome, Goblin, Gnoll, Sylvan, Terran
—Favoured Class: Dragonfire Adept
—LA: +0

Removed the natural armor. Combined with the free feather fall effect and improved grapple, this is a wash LA-wise. Added "Jump in Midair" which is a fluff ability equivalent to detect secret doors in power. Gave a 15ft swim bonus, but no bonus to swim checks. Gave some bonus languages, and made Yoshi a dialect of Draconic. Favored class is a bit difficult. I'm keeping it as Dragonfire Adept because I cannot think of anything else for them. Lowed the Int penalty, and changed the Str penalty to Wis, making it a -4.

Edit: Made the egg trivial to escape from and lowered the Wis penalty to -2. Also cleaned up some excessive apostrophe usage.

Edit: Remove the swim speed, and limit the swallow whole ability to creatures of up to one size larger, after a bit of playtesting (as a barbarian).

Serpentine
2010-11-11, 02:17 AM
Not sure if the swim stuff is necessary (they usually just paddle on the surface), and there should be some mention of egg throwing. Also you have too many apostrophies :smalltongue: Otherwise I think I like it better. Is such a heavy penalty to Wisdom necessary, though?

Vaynor
2010-11-11, 03:37 AM
Height, weight and age tables won't be included for most of the races as for most of those races it is also not known from the games. I did not use the ability to excrete eggs as after thinking it over a bit, I figured it would make them too strong. I wanted to create an LA+0 race, not a monster that would require a monster class to be playable at level 1. This is also why getting a target swallowed is pretty hard to do and it cannot keep the target inside of it indefinitely, as is the case with your rendition of the ability.

Also, I remember that at least one of the games had Yoshi have the ability to swallow enemies and spit them out, but not the ability to turn them into eggs. Since it's been years since I have played any Mario games, I can't remember the title, however, so I can't provide further information in that direction.

The minor grammatical error has been fixed.

I think racial feats to lay eggs/throw eggs would be a good idea, and not too overpowered.

Lizard Lord
2010-11-11, 04:25 AM
Personally I think a strength penalty makes more sense than wisdom. I never really saw the yoshis as unwise. In fact I would think they would have the same wisdom as an animal, which is usually decent.

Havvy
2010-11-11, 05:24 AM
If they were wise, they would not let Mario dismount them in midair as they fall down to their doom...I lowered it down.

If there were float speeds, I'd give them a float speed, but DnD does not have float speeds. It has swim speeds. So I gave them that.

I *did* weaken the egg ability a bit, but the weakening does make it more useful for crafty players. (If done right, you can have all four players in one square without using magic items! How to do so is left as an exercise to the reader)

Racial feats for egg throwing and abilities based on skin color are coming next from me. Maybe I'll even go the extra mile and make a racial paragon path for Yoshi!

The full version of Yoshi, with fluff and vital stats (apparently Yoshi are 169cm or 5'6") appear at the wiki (http://dnd-wiki.org/wiki/Yoshi,_Havvy_Variant_(3.5e_Race)).

Also, the turn enemy into egg thing is taken from Super Smash Bros.

Serpentine
2010-11-11, 07:09 AM
Note: all knowledge based on Yoshi's Island for SNES.
If there were float speeds, I'd give them a float speed, but DnD does not have float speeds. It has swim speeds. So I gave them that.He doesn't do anything swim-wise that couldn't be reasonably expected from anything without a swim speed. Less, even - he can't dive without turning into a submarine first. He's just not very good at it.

Racial feats for egg throwing and abilities based on skin color are coming next from me.Skin colour differences? Is that based on any games?

Also, the turn enemy into egg thing is taken from Super Smash Bros.Nope. I believe Yoshi's Island was the first example. In Super Mario World, he can eat creatures and they, I think, count as fruit (i.e. you eat enough, you get a life); you can't swallow green koopas but you can spit out the shell; you can't swallow red koopas but you spit out a fireball; possibly some others i forget.
Yoshi's Island, most things you lick into your mouth, and spit out again to whack something or swallow it to turn it into an egg you can throw. Some enemies (e.g. big fat Shy Guys) make different eggs (e.g. massive ones that thunk the ground).
Dunno after that.
Oh! Also he has a "stomp" ability, where you jump and then smash into the ground.

Morph Bark
2010-11-11, 07:17 AM
Modified my Yoshi slightly. I don't think with a Swim speed, egg and swallow whole stuff and a level 1 spell as an at-will SLA is LA+0, personally.

Anyhoot, I will perhaps add some racial feats for the Yoshi later to add those things (or just put them as part of some Yoshi-only class), but for now, I will just showcase the final races from the old thread: the various Laguz from Fire Emblem. Note that these are all over two years old.


Cat Laguz
—-2 Str, +4 Dex, -2 Con, +2 Wis
—Small Humanoid (laguz)
—Base speed of 30 ft
—Low-light vision and scent in both forms
—Beastform: Medium size, +2 Str, +4 Dex, +2 Con. +10 ft movement speed.
—+4 racial bonus to Move Silently
—Automatic Languages: Laguz
—Bonus Languages: Common, Terran.
—Favoured Class: Rogue
—LA: +1


Dragon Laguz
—+2 Str, +2 Con, +2 Int, +2 Wis, +2 Cha
—Medium Humanoid (dragonblood, laguz)
—Base speed of 30 ft
—Darkvision out to 60 ft and low-light vision in both forms
—Beastform: Large size, +6 Str, +2 Con.
—Breath of the Dragon (Su): While in beastform, the dragon laguz has a breath weapon she can use every 1d4 turns. The dragon laguz’ breath weapon is either a line with a range of 5 feet per HD, or a cone with a range of 5 feet per 2 HD. They must choose what kind of breath weapon they have when they reach adulthood, either a line or a cone, and what kind of damage it deals. One that deals acid, cold, electricity, fire or sonic damage deals 1d6 points of damage for every 2 HD the dragon laguz possesses. One that deals force or light damage deals 1d4 points of damage for every 2 HD the dragon laguz possesses, and force affects ethereal creatures and light deals d8s in damage rather than d4s to undead and creatures particularly vulnerable to light.
While in beastform, the dragon laguz possesses a pair of powerful wings. She can use these wings to propel her in her jumps, granting her a +10 racial bonus on Jump checks, and she can use them to glide 20 ft forward for every 5 ft descended. In beastform a dragon laguz takes only 1d6 of falling damage as their wings automatically unfold while falling (though they can close them consciously). When they reach 5 HD they can fly at a speed of 30 ft with average maneuverability. This increases to 60 ft at 7 HD and the maneuverability increases to good at 9 HD. A beastform dragon laguz can’t fly while carrying a medium or heavy load or while fatigued or exhausted.
—Racial Hit Dice: 2d8, gives (2+Int)x5 skill points, one feat and saves of Fort+3, Ref+3 and Will+3.
—Automatic Languages: Draconic, Laguz
—Bonus Languages: Common, Ignan, Terran.
—Favoured Class: Sorcerer
—LA: +2


Hawk Laguz
—+2 Str, +2 Dex, +2 Wis, -2 Cha
—Medium Humanoid (laguz)
—Base speed of 30 ft
—Low-light vision in both forms
—Beastform: Small size, +4 Dex, +2 Con.
—Gliding (Ex): A hawk laguz can glide downwards by unfolding their wings. They can move 20 ft forward for every 5 ft they descend. They can glide in both forms. They can also use their wings to propel them in their jumps, giving them a +10 racial bonus on Jump checks.
—Flight (Ex): While in beastform, a hawk laguz of 3 HD or higher can fly at a speed of 60 ft with average maneuverability. A hawk laguz of 1 or 2 HD can glide but not fly.
—+4 racial bonus on Spot checks, increases to +8 in beastform
—Automatic Languages: Laguz
—Bonus Languages: Common, Auran.
—Favoured Class: Ranger
—LA: +1


Feat: Acute Listener
You denied yourself keen sight in exchange for keen hearing.
Prerequisites: Hawk Laguz, 1st level
Benefits: Your racial bonus on Spot checks lessens to +2 and does not increase in beastform. You gain a +4 racial bonus on Listen checks that improves to +8 in beastform.


Heron Laguz
—+2 Con, +2 Int, +2 Wis, +2 Cha
—Medium Humanoid (laguz)
—Base speed of 30 ft
—Low-light vision in both forms
—Beastform: +4 Dex, +2 Wis.
—Gliding (Ex): A heron laguz can glide downwards by unfolding their wings. They can move 20 ft forward for every 5 ft they descend. They can glide in both forms. They can also use their wings to propel them in their jumps, giving them a +10 racial bonus on Jump checks.
—Flight (Ex): While in beastform, a heron laguz of 3 HD or higher can fly at a speed of 60 ft with average maneuverability. A heron laguz of 1 or 2 HD can glide but not fly.
—+2 racial bonus on Diplomacy checks
—Because of their wealthiness, swan laguz may start out with up to 600 gold more.
—Automatic Languages: Laguz
—Bonus Languages: Common, Auran.
—Favoured Class: Bard
—LA: +2


Lion Laguz
—+2 Str, +2 Wis, -2 Cha
—Medium Humanoid (laguz)
—Base speed of 30 ft
—Low-light vision and scent in both forms
—Beastform: Medium size, +2 Str, +2 Dex, +4 Con. +10 ft movement speed.
—Racial Hit Dice: 2d8, gives (2+Int)x5 skill points, one feat and saves of Fort+3, Ref+3 and Will+1.
—+2 racial bonus to Intimidate
—Automatic Languages: Laguz
—Bonus Languages: Orc, Goblin, Gnome, Giant.
—Favoured Class: Barbarian
—LA: +1


Raven Laguz
—-2 Str, +2 Dex, -2 Con, +2 Int, +2 Cha
—Small Humanoid (laguz)
—Base speed of 20 ft
—Low-light vision in both forms
—Beastform: Small size, +4 Dex, +2 Wis.
—Gliding (Ex): A raven laguz can glide downwards by unfolding their wings. They can move 20 ft forward for every 5 ft they descend. They can glide in both forms. They can also use their wings to propel them in their jumps, giving them a +10 racial bonus on Jump checks.
—Flight (Ex): While in beastform, a raven laguz of 3 HD or higher can fly at a speed of 60 ft with good maneuverability. A raven laguz of 1 or 2 HD can glide but not fly.
—+2 racial bonus on Appraise checks; Speak Language is always a class skill
—Automatic Languages: Laguz
—Bonus Languages: Common, Draconic, Infernal, Elven, Dwarven, Celestial.
—Favoured Class: Rogue
—LA: +1


Tiger Laguz
—+2 Dex, +2 Wis, -2 Cha
—Medium Humanoid (laguz)
—Base speed of 30 ft
—Low-light vision and scent in both forms
—Beastform: Medium size, +2 Str, +2 Dex, +4 Con. +10 ft movement speed.
—Racial Hit Dice: 2d8, gives (2+Int)x5 skill points, one feat and saves of Fort+1, Ref+3 and Will+3.
—+2 racial bonus to Hide, increases to +4 when in beastform and in tall grass
—Automatic Languages: Laguz
—Bonus Languages: Common, Sylvan, Halfling.
—Favoured Class: Barbarian
—LA: +1


Wolf Laguz
—-2 Str, +2 Con, +2 Int, +2 Wis
—Medium Humanoid (laguz)
—Base speed of 30 ft
—Low-light vision and scent in both forms
—Beastform: Medium size, +4 Str, +2 Dex, +2 Con. +10 ft movement speed.
—+2 racial bonus to Survival
—Wolf laguz gain Track as a bonus feat.
—Automatic Languages: Laguz
—Bonus Languages: Common, Elven, Sylvan.
—Favoured Class: Ranger
—LA: +1

YB-Betacrow
2010-11-11, 12:58 PM
Could you do Turians, Krogans, Salarians from Mass Effect 1 and 2?

DracoDei
2010-11-11, 01:42 PM
Wikipedia-type Cross linking AWAY!

Zeta Kai's FF X project (http://www.giantitp.com/forums/showthread.php?p=4264717#post4264717) (Races start in post 9)
Several different takes on Koopa's (http://www.giantitp.com/forums/showthread.php?t=164846)(Scattered through-out the thread)
Zeta Kai's Resident Evil (http://www.giantitp.com/forums/showthread.php?t=49714&highlight=Final+Fantasy) project (no RACES I don't think, but plenty of TEMPLATES...)
Burmecians (http://www.giantitp.com/forums/showpost.php?p=7951758&postcount=2) (Scroll down past the end of the prestige class...)
That is all for the moment, and probably forever, since I am unlikely to remember I even posted this.

Morph Bark
2011-05-01, 11:08 AM
In preparation for an upcoming campaign in the not-near-at-all future, races from Final Fantasy: Crystal Chronicles! The Lilty and Selkie were created by Stado of the WotC forums, but have been ported over in case the original thread becomes lost. The original thread can be found here (http://community.wizards.com/go/thread/view/75882/19541898/The_Lilty_38;_Selkie_(D38;D-Style)).


Lilty
—+2 Constitution, -2 Wisdom: Lilties are a proud warrior race with infamously short tempers.
—Small: As small creatures, lilties gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters. However, see the powerful build ability description below for more details.
—Lilty base land speed is 20 feet. However, lilties can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
—Low-light Vision: Lilties can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
—Powerful Build: The physical stature of a lilty lets him function in many ways as if he were one size category larger. Whenever a lilty is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the lilty is treated as one size larger if doing so is advantageous to him. A lilty is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A lilty can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.
—Proficient with shortspear, longspear, lance, and halberd. All lilty are taught at a young age on how to wield their race's favoured weapons.
—+2 racial bonus on Appraise and Craft checks that are related to metal items. Much like their dwarven allies, lilties are knowledgeable with items made of metal and mass produce such weapons for both their allies' use and their own military.
—+2 racial bonus on all Knowledge checks related to war. Lilties are extremely competent in all types of warfare.
—-2 racial penalty on Diplomacy checks. The Lilty have a long history of aggression, and while most lilties have put aside their empirical drive, all too few are capable of interacting with others on an equal level, most thinking themselves to be superior in at least one way or another.
—Automatic Languages: Common and Liltian. Bonus Languages: Dwarven, Elven, Giant, Gnome, Goblin, and Undercommon. Smart lilties are familiar with the languages of their allies and enemies.
—Favored Class: Fighter. A multiclass lilty's fighter class does not count when determining whether he suffers an XP penalty for multiclassing (see Player's Handbook, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).
—Variant Favored Class: Warblade.

Puffball Moogle
—-4 Str, +2 Dex, -2 Con, +2 Cha.
—Small Fey
—Base speed of 20 ft, fly 20 ft (clumsy)
—Helpful: A Puffball Moogle is a helpful little creature and does well in cooperation. Puffball Moogles grant +3 bonuses with aid another rather than +2 and give others a +3 bonus to attack rolls when flanking.
—Natural Magic (Sp): Once per day, a Puffball Moogle may create an elemental burst within 25 ft + 5/2 HD that has a radius of 5 ft and deals 1d6 damage of his choice of cold, electricity or fire (must be chosen at the start of the day). The damage increases to 3d6 at level 8 and to 6d6 at level 15. The radius increases by 5 at level 8 and level 15.
—Automatic Languages: Common
—Bonus Languages: Liltian, Selkic, Yukish
—Favoured Class: Rogue
—LA: +0

Selkie
—+2 Dexterity, -2 Charisma: Selkies are a fast and agile race, though their often selfish demeanour leaves little to be desired.
—Medium: As Medium creatures, selkies have no special bonuses or penalties due to their size.
—Selkie base land speed is 40 feet.
—Weapon Familiarity: Selkies may treat rackets (see below) as simple weapons rather than martial weapons.
—+2 racial bonus on Jump, Sleight of Hand, and Tumble checks. Selkies are an athletic race, and no matter how hard they might try, can never fully turn from their thieving ways, which is not to say that many of them try, anyhow.
—+1 racial bonus on Reflex saving throws. Selkies are prompt and swift to react, making them exceedingly good at dodging dangerous traps and spell effects.
—+1 racial bonus on attack rolls with rackets and slings. Like their halfling friends, selkies all too often find a universal sport in the smacking around and slinging of stones of all sorts.
—Automatic Languages: Common and Selkic. Bonus Languages: Goblin, Halfling, Orc, Selkic Sign Language, and Undercommon.
—Favored Class: Rogue. A multiclass selkie's rogue class does not count when determining whether she suffers an XP penalty for multiclassing (see Player's Handbook, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).

Yuke
—-2 Str, -2 Dex, +2 Int, +2 Wis.
—Medium Humanoid (yuke)
—Base speed of 30 ft
—+2 Craft (armour) and +2 Knowledge (arcana)
—Yuke Sallet (Ex): When a Yuke becomes an adult, they make their own Yuke Sallet, which is like any other full facial helmet, except that a Yuke Sallet is not subject to any spell that morphs metals or wood, or alters them in any way, such as Chill Metal, Heat Metal, Warp Wood, and so forth. However, they are affected by spells like Repel Metal and Repel Wood. A Yuke Sallet can only be removed by the Yuke who wears it, as it is otherwise held in place by an unnatural effect that cannot be overcome with any abilities. Magic items occupied the crown body slot can be made into Yuke Sallets. A Yuke Sallet grants a +1 armor bonus to AC.
—Shimmer (Su): When taking a Total Defense action, a Yuke only gains a +2 dodge bonus, but also gets a blur-like effect on them, granting them concealment.
—Automatic Languages: Common, Yukish
—Bonus Languages: Liltian, Selkic, Chozo
—Favoured Class: Archivist
—LA: +0

Morph Bark
2011-05-01, 05:31 PM
This post reserved for more Halo races to follow.



Sangheili (Elite)
—+4 Str,+2 Dex, -2 Wis, +2 Cha.
—Medium Monstrous Humanoid
—Base speed of 30 ft
—+2 on Jump checks and +2 on Bluff checks when Feinting.
—Bite attack, 1d4 + Str damage.
—Powerful Build: The physical stature of a Sangheili lets him function in many ways as if he were one size category larger. Whenever a Sangheili is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Sangheili is treated as one size larger if doing so is advantageous to him. A Sangheili is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A Sangheili can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjects size category.
—Free Weapon Focus feat.
—Automatic Languages: Covenant
—Bonus Languages: Common, Draconic, Orc, Goblin.
—Favoured Class: Warblade
—LA: +1

Marc_In_Da_Room
2011-05-02, 06:11 AM
could you do Kongs and Kremlings from Donkey Kong Country 1,2, and 3, please?

Morph Bark
2011-05-02, 06:31 AM
For the Kremlings I'll prolly need to call upon help from my friends as they have played the games more than I have, but here I can present to you: the Kong!


Kong
—+2 Str,-2 Dex, -2 Int if Medium, -2 Str, +2 Dex, -2 Int if Small.
—Medium or Small Monstrous Humanoid
—Base speed of 30 ft
—+4 on Climb and Jump checks.
—Slam attack, 1d6 + Str damage.
—Strong Back: A Kong can carry large amounts of weight easily. Their carrying capacity is twice as large as normal.
—Improved Grapple bonus feat.
—Automatic Languages: Kong
—Bonus Languages: Common, Dwarven, Gnome, Orc, Goblin.
—Favoured Class: Monk
—LA: +0

Marc_In_Da_Room
2011-05-02, 09:07 AM
that's brilliant, but also Kongs can throw other Kongs at targets. Would that be a race trait or a feat?

Morph Bark
2011-05-03, 07:50 AM
that's brilliant, but also Kongs can throw other Kongs at targets. Would that be a race trait or a feat?

There is the Fling Ally feat in Races of Stone. IIRC, it is a goliath racial feat, but you could tweak the prerequisites to allow Kongs to take it as well.

Marc_In_Da_Room
2011-05-03, 08:40 AM
ok, cheers for that.

radmelon
2011-05-03, 09:02 AM
This is a really cool thread. I've shown it to a couple of friends already.

Morph Bark
2011-05-03, 10:20 AM
Thanks! :smallbiggrin: Always great to see my work be spread around.

Considering it was requested prior to this thread falling away for a while - and one of my players wanted to play a race from the same game series - here are the Kig-yar.

Kig-yar Jackal
—+2 Dex, -2 Con, +2 Wis, -2 Cha
—Medium Monstrous Humanoid
—Base speed of 30 ft
—+4 on Hide checks.
—Low-light vision and scent.
—Automatic proficiency with all martial ranged weapons.
—Automatic Languages: Covenant
—Bonus Languages: Common, Gnoll, Orc, Terran, Undercommon.
—Favoured Class: Scout
—LA: +0

Kig-yar Skirmisher
—+2 Str, +2 Dex
—Medium Monstrous Humanoid
—Base speed of 40 ft
—Expert Flanker (Ex): Grants others a +3 bonus on flanking.
—Tough Fighter (Ex): Gains 2 hp for every Fighter feat.
—Low-light vision and scent.
—Automatic proficiency with all martial melee weapons.
—Automatic Languages: Covenant
—Bonus Languages: Common, Gnoll, Orc, Terran, Undercommon.
—Favoured Class: Fighter
—LA: +1

Marc_In_Da_Room
2011-05-03, 12:37 PM
when will you be able to do the Kremlings, morph bark?

Edit - Also, i have another request. Could you do the Tiki-Tak from Donkey Kong Country Returns, please?