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View Full Version : D&D 3.x Other The Stranger [Race] Racial Ozodrin



Lix Lorn
2014-02-04, 08:28 AM
Strangers
The power of the Far Realms is that which few mortals can claim, and even fewer can do so while retaining their sanity. Their power, knowledge, weakness and ignorance are all their own. In fact, the Strangers are closer to victims.

TYPICAL STRANGERS
A Stranger bears the power of the uncanny in their very blood. For most, the views and priorities of humanity do not even make sense. The amoral nature of the Strangers keeps them at a distance from others, while the true denizens of the Far Realms often consider them too human.

PHYSICAL DESCRIPTION
Trying to describe a ‘typical’ example of a race so varied and nonsensical that their very name is strange is a pointless endeavour. They may appear human, but have a mouth upon their chest large enough to devour a live goat. They may have a trio of tentacles that float in the air around them, not connected to anything. They may have matte black hair, from which a dozen red eyes glare out at the world.

Relations With Other Races
Strangers don’t get on with many races. Isolated, often entirely amoral, and with priorities that can seem illogical and unknowable to them, they are rarely welcome in civilised societies.

Alignment
Like the denizens of the Far Realms from which they descend, Strangers have no relation to the concept of morality. From a human point of view, many are chaotic evil, while only a rare few are lawful.

Lands
Strangers are most commonly found in the wilderness, and have an affinity for dark caves, ancient ruins, and forgotten temples.

Religion
Strangers rarely hold religious beliefs, unless they were raised in a (presumably very tolerant) society that instilled such values in them. Often, Strangers find themselves the subject of worship.

Language
Strangers most often speak common, although some are familiar with the eldritch words of Aklo.

Common Names
Strangers tend to be referred to by names along the lines of ‘OH GOD KILL IT.’

Adventurers
Like many distrusted races, Strangers can view adventuring as a way to prove their heroism and trustworthiness. The fact remains that adventurers are more likely to meet a Stranger as a foe than any other way.

Stranger Racial Traits
Abilities: +2 Dex, -2 Wis, +2 Cha. Strangers are in complete control of their form, allowing them to perform great acts of dextrousness, and they have an overpowering force of personality. However, they have a massive disconnect from the rest of the world and its logic.
Size: Medium
Type: While humanoid, Strangers are also touched by aberrant energies. They are affected by spells and abilities targeting Aberrations, and they have a +2 racial bonus on saving throws against effects that only target humanoids.
Movement Rate: 30ft land
Unnatural Form: A Stranger has six form points, and may spend them on any combination of eyes, mouths, flesh, tentacles, limbs, spikes, and fins. A Stranger who takes the Ozodrin class receives the Otherworldly Guise feature at level one, and may use the tentacle feature from first level.
Languages: Common.
Bonus Languages: Any, except secret languages.
Favoured Class: Rogue, Wilder, or Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536).
LA: +1

Qwertystop
2014-03-13, 03:20 PM
Interesting. Surprised there's no comments - it's been nearly a month. Looks like a nice little boost to non-Ozodrin. For Ozodrin you get quite a large boost, being able to cash in your eyes or arms for better tentacles or claws gives you a lot of extra points, plus you can build on what you've got instead of having to, say, grow new arms before you can get claws on them. Also makes it much easier to PrC or multiclass out.

One thing, though - the 6 FP you start with give you all the level-based features up to level 12, but you don't get them if you actually take Ozodrin. So do you just have a 6 FP cap on how much you can put into what you haven't otherwise unlocked?

Lix Lorn
2014-03-13, 04:16 PM
Oh. Hm. Possibly? xD

Unsure. Not intended, unsure whether to keep it.

Qwertystop
2014-03-13, 04:37 PM
Oh. Hm. Possibly? xD

Unsure. Not intended, unsure whether to keep it.

It's a valid option - it's kind of like what happens if you take Darkspawn to get spikes before you can normally make spikes - you can only make spikes up to the size the feat gives, and you can't use other augments. On the other hand, you can still make more spikes than the feat gives and put your normal FP into it.... but that would be a bit different for this race, which gives a lot of stuff and no specific augments to be limited to.

Yeah, I think the 6 FP limit would probably be best unless there's a bigger rework to that ability that would make other restrictions make sense.

Also... why Rogue as a favored class? I'd think Binder or Totemist fits better with the general feel of it. Wilder: Irregular psychic powers, probably destructive. Ozodrin: Unusual physical abilities/extremities/organs, also usually destructive, usually from the Far Realms in some way. Binder and Totemist: Harnessing strange otherworldly powers from outside normal reality (though one set is a bit more Prime Material-friendly than the other, and both moreso than the Far Realms) (also both are good natural-attackers).

Rogue: Sneaky stabby but pretty much normal-human guy.

Lix Lorn
2014-03-13, 08:24 PM
Well, I'm not familiar with binders or totemists, and my favoured class sections always go 'Core, expanded, homebrew'.

Rogue seems to fit well for something strange and sideways.

Qwertystop
2014-03-13, 08:47 PM
I suppose so, if you're staying in Core.

Morcleon
2014-03-19, 10:07 PM
Necro by request of creator.

Strangers
The power of the far realms is not one that many mortals can claim, and one that even fewer can do while retaining their sanity. Their power, knowledge, weakness and ignorance is their own, however, while the Strangers are, technically, victims.

Far Realms should be capitalized. Both instances of "one" should be "something", add "to have" after "claim", change "do" to "use", change "is" to "are all", split off last sentence. See below for full changes.
The power of the Far Realms is not something that many mortals can claim to have, and one that even fewer can use while retaining their sanity. Their power, knowledge, weakness and ignorance are all their own. However, the Strangers are, technically, victims.


TYPICAL STRANGERS
A Stranger bears the power of the uncanny in their very blood. Often, the views and priorities of humanity do not even make sense to them. The amoral nature of the Strangers keeps them at a distance from others, while the true denizens of the Far Realms often consider them too human.

Remove "most". Capitalize Far Realms.


PHYSICAL DESCRIPTION
Trying to describe a ‘typical’ example of a race so varied and nonsensical that their very name is strange is a pointless endeavour. They may appear human, but have a mouth upon their chest large enough to devour a live goat. They may have a trio of tentacles that float in the air around them, not connected to anything. They may have matte black hair, from which a dozen red eyes glare out at the world.

"Matte" (sp). Change "in" to "from".


Alignment
Like the denizens of the Far Realms from which they descend, Strangers have no relation to the concept of morality. From a human point of view, many are chaotic evil, while only a rare few are lawful.

Capitalize Far Realms.


Religion
Strangers rarely follow religions, unless they were raised in a (presumably very tolerant) society that instilled such values in them. Often, Strangers find themselves the subject of worship.

"Religions"


Language
Strangers most often speak common, although some are familiar with the eldritch words of Aklo.

Delete extra space between "Strangers" and "most".


Abilities: -2 Wis, +2 Dex, +2 Cha. Strangers are in complete control of their form, allowing them to perform great acts of dextrousness, and they have an overpowering force of personality. However, they have a massive disconnect from the rest of the world and its logic.

Organize the ability mods better. "+2 Dex, -2 Wis, +2 Cha"


Type: While humanoid, Strangers are also touched by aberrant energies. They are affected by spells and abilities targeting Aberrations, and they have a +2 racial bonus on saving throws against effects that only target humanoids.

Delete extra "s" on "humanoid".


Languages: Common.

Needs a list of bonus languages.

Lix Lorn
2014-03-19, 10:54 PM
Far Realms should be capitalized. Both instances of "one" should be "something", add "to have" after "claim", change "do" to "use", change "is" to "are all", split off last sentence. See below for full changes.
The power of the Far Realms is not something that many mortals can claim to have, and one that even fewer can use while retaining their sanity. Their power, knowledge, weakness and ignorance are all their own. However, the Strangers are, technically, victims.

Remove "most". Capitalize Far Realms.

"Matte" (sp). Change "in" to "from".

Capitalize Far Realms.

"Religions"

Delete extra space between "Strangers" and "most".

Organize the ability mods better. "+2 Dex, -2 Wis, +2 Cha"

Delete extra "s" on "humanoid".

Needs a list of bonus languages.
(grumbles, changes petty grammar stuff to slightly different things than suggestion because she's pettier still. And languages are far more trouble than they're worth.)

Thanks. xD

Morcleon
2014-03-20, 04:55 PM
(grumbles, changes petty grammar stuff to slightly different things than suggestion because she's pettier still. And languages are far more trouble than they're worth.)

Thanks. xD

*pouts* Dammit, Lixie. >.<

As for languages, you can just put "Bonus Languages: Any (other than secret languages, such as Druidic)". :smalltongue:

Lix Lorn
2014-03-21, 05:54 PM
I did. :smalltongue:

Morcleon
2014-03-21, 07:25 PM
I did. :smalltongue:

Good girl. *pets* ^_^

I don't know Ozodrin, so I can't judge the balance on the form points though. :smalltongue:

Qwertystop
2014-03-21, 09:18 PM
I'll try to judge that one:
6 FP. Assuming you're not taking Ozodrin levels, some examples:

All Eyes: +3 Search/Spot, +2 AC, +1 Reflex, 10% not flanked, 5% not flatfooted.

All Mouths: four Bite attacks, 1d6 for a Large creature, only work on creatures in your square (including grapple)

All Tentacles: two Tentacle attacks, 1d4 for a Medium creature

All Limbs: Actually just one extra arm, 2 FP left over.

Of course, these can be mixed, and you can augment things instead of getting more of them.