PDA

View Full Version : my first celestial [race](PEACH)



Jayngfet
2008-04-22, 06:11 PM
Issira
Issira, 1st-Level Warrior
Size/Type: Medium Outsider (Native)
Hit Dice:1d8+1 (5 hp)
Initiative:+1
Speed: 30 ft. (6 squares), fly 20ft(average)
Armor Class:16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple:+1/+2
Attack:Longsword +3 melee (1d8+1/19–20), or claw +2 melee(1d2/20), or light crossbow +2 ranged (1d8/19–20)
Full Attack:Longsword +3 melee (1d8+1/19–20), claw +2 melee(1d2/20), or light crossbow +2 ranged (1d8/19–20)
Space/Reach:5 ft./5 ft.
Special Attacks:
Special Qualities:Darkvision 60 ft.Darkness, light, bless
Saves:Fort +3, Ref +1, Will –1
Abilities:Str 13, Dex 13, Con 12, Int 110, Wis 9, Cha 8
Skills:Bluff +2, Hide +3, Move Silently +1, Sleight of Hand +1
Feats:Weapon Focus (longsword)
Environment: temperate forests
Organization: Solitary, pair, or gang (3–4)
Challenge Rating:1
Treasure: Standard
Alignment: Always chaotic good
Advancement:By character class
Level Adjustment:+1

Issira, like eyrnies are outsiders that ascended, however, they are fiends that became celestial rather than the other way around.

Issira are a fairly new race, only a few centuries old by their standards and much younger to most others

Legend has it that the first Issira were fiends sent on a mission from a pit fiend to a lesser plane where a thousand years can pass with a single breath, here they were to destroy a powerful celestial, however he proved too powerful, wiping out hundreds and reducing the rest to weakened shells of their former selves, he took pity on the broken fiends, raising them with a single burst of powerful positive energy, the fiends rose, changed, different in many ways from their malevolent kin, and yet still in many ways the same, they were less aggressive and destructive, and yet also more battle hungry, the being of good trained them in methods of control and compassion, for four hundred years he taught them the ways of his fellows, of slaying evil and helping the good, to their master they left that plane in an instant and returned another, his once loyal servants overpowered and killed him. However their fiendish heritage has made both them and their descendent's mistrusted amongst celestials and their new disposition amongst fiends, they roam the planes, destroying evil where they find it.

Issira are among the weakest outsiders, losing most of their fiendish abilities and having only the barest celestial ones

Issira resemble lean humans with grey skin, bat wings, small horns, pointed teeth, red eyes, and claws.


COMBAT
Issira are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.

Special attacks: An Issira can use darkness,light, and bless three times per day

Skills: A Issira has a +2 racial bonus on Bluff and Hide checks.

The Issira warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Issira as Characters

Issira characters possess the following racial traits.

* +2 Dexterity, -2 Intelligence, +2 Charisma.
* Medium size.
* A Issira’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: Issira have a +2 racial bonus on Bluff and Hide checks.
* Racial Feats: An Issira gains feats according to its class levels.
* Special Attacks (see above): Darkness, light, bless(caster level equals hit die
* Special Qualities (see above): darkvision 60 ft.
* Automatic Languages: Common, Infernal, celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling,.
* Favored Class: Barbarian.
* Level adjustment +1

thrown together in about an hour based off the tiefling, what do you think?

lord of kobolds
2008-04-22, 06:28 PM
Either Raise The Cr Or Take Away The Magic Weapons

Jayngfet
2008-04-22, 06:31 PM
Either Raise The Cr Or Take Away The Magic Weapons

special attacks? how about the special qualities?

Kizara
2008-04-22, 09:01 PM
Reduce LA to +1. It's not even a strong +1. Heck, its barely better than the base races.

If you took away the +2 Dex, the Darkness and Bless 3/day, it would be LA +O race no problem.

Thus, LA +1.

Jayngfet
2008-04-22, 09:38 PM
Reduce LA to +1. It's not even a strong +1. Heck, its barely better than the base races.

If you took away the +2 Dex, the Darkness and Bless 3/day, it would be LA +O race no problem.

Thus, LA +1.

thanks, it was my goal to do a race barely better than the base races

Kizara
2008-04-22, 09:55 PM
Issira
Issira, 1st-Level Warrior
Size/Type: Medium Outsider (Native)
Hit Dice:1d8+1 (5 hp)
Initiative:+1
Speed: 30 ft. (6 squares), fly 20ft(average)
Armor Class:16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple:+1/+2
Attack:Longsword +3 melee (1d8+1/19–20), claw +2 melee(1d2/20), or light crossbow +2 ranged (1d8/19–20)
Full Attack:Longsword +3 melee (1d8+1/19–20), claw +2 melee(1d2/20), or light crossbow +2 ranged (1d8/19–20)
Space/Reach:5 ft./5 ft.
Special Attacks:Darkness, light, bless
Special Qualities:Darkvision 60 ft.,
Saves:Fort +3, Ref +1, Will –1
Abilities:Str 13, Dex 13, Con 12, Int 110, Wis 9, Cha 8
Skills:Bluff +2, Hide +3, Move Silently +1, Sleight of Hand +1
Feats:Weapon Focus (longsword)
Environment: temperate forests
Organization: Solitary, pair, or gang (3–4)
Challenge Rating:2???
Treasure: Standard
Alignment: Always chaotic good
Advancement:By character class
Level Adjustment:+1

Issira, like eyrnies are outsiders that ascended, however, they are fiends that became celestial rather than the other way around.

Issira are a fairly new race, only a few centuries old by their standards and much younger to most others

Legend has it that the first Issira were fiends sent on a mission from a pit fiend to a lesser plane where a thousand years can pass with a single breath, here they were to destroy a powerful celestial, however he proved too powerful, wiping out hundreds and reducing the rest to weakened shells of their former selves, he took pity on the broken fiends, raising them with a single burst of powerful positive energy, the fiends rose, changed, different in many ways from their malevolent kin, and yet still in many ways the same, they were less aggressive and destructive, and yet also more battle hungry, seeking out things of evil to vanquish , to their master they left that plane in an instant and returned another, his once loyal servants overpowered and killed him. However their fiendish heritage has made both them and their descendent's mistrusted amongst celestials and their new disposition amongst fiends, they roam the planes, destroying evil where they find it.

Issira are among the weakest outsiders, losing most of their fiendish abilities and having only the barest celestial ones

Issira resemble lean humans with grey skin, bat wings, small horns, pointed teeth, red eyes, and claws.


COMBAT
Issira are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.

Special attacks: An Issira can use darkness,light, and bless three times per day

Skills: A Issira has a +2 racial bonus on Bluff and Hide checks.

The Issira warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Issira as Characters

Issira characters possess the following racial traits.

* +2 Dexterity, -2 Intelligence, +2 Charisma.
* Medium size.
* A Issira’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: Issira have a +2 racial bonus on Bluff and Hide checks.
* Racial Feats: An Issira gains feats according to its class levels.
* Special Attacks (see above): Darkness, light, bless(caster level equals hit die
* Special Qualities (see above): darkvision 60 ft.
* Automatic Languages: Common, Infernal, celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling,.
* Favored Class: Barbarian.
* Level adjustment +1

thrown together in about an hour based off the tiefling, what do you think?

I'd re-write the attack entry to be:

"Attack: Longsword +3 melee (1d8+1/19–20), or claw +2 melee(1d2/20), or light crossbow +2 ranged (1d8/19–20)"
"Full Attack: Longsword +3 melee (1d8+1/19–20), or claw +2 melee(1d2/20), or light crossbow +2 ranged (1d8/19–20)"

I'd make it CR 1 or give it 2-3 HD and CR 2. Really, the darkness 3/day SLA is inappropriate for a CR 1 creature, but the creature is otherwise not nearly powerful enough for a CR 2.

EDIT: Oops, meant to put "or" in full attack as well, since she doesn't seem capable to multiattack. At least, she doesn't have the feats for it and you don't represent the appropriate penalty in the 'off hand' claw attack.

Jayngfet
2008-04-22, 10:13 PM
I'd re-write the attack entry to be:

"Attack:Longsword +3 melee (1d8+1/19–20), or claw +2 melee(1d2/20), or light crossbow +2 ranged (1d8/19–20)"
"Full Attack:Longsword +3 melee (1d8+1/19–20), claw +2 melee(1d2/20), or light crossbow +2 ranged (1d8/19–20)"

I'd make it CR 1 or give it 2-3 HD and CR 2. Really, the darkness 3/day SLA is inappropriate for a CR 1 creature, but the creature is otherwise not nearly powerful enough for a CR 2.

edited, plus more explanatory fluff.

Jayngfet
2008-04-23, 11:29 PM
anyone got any thoughts on this one?

Jayngfet
2008-04-27, 01:44 AM
bumped, and should I make a half Issira based on the Idea that they're different from other celestials?

Vaynor
2008-04-29, 01:34 AM
The spell-like abilities should not be listed under Special Attacks, instead list them under Special Qualities, only referencing them by "Spell-Like Abilities" and list the specific SLAs after the combat section with the rest of its special qualities.

A 5 HP creature with only slightly increased ability scores and fairly crappy SLAs does not deserve a CR 2, not nearly. I'd say more likely CR 1.