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BizzaroStormy
2008-07-26, 10:54 PM
PLEASE NOTE: I've done little if any work on actual fluff because most of it can be found in TwoKinds (http://2kinds.com/), the webcomic in which these races come from.


The Basitin are a race of people who simply reside on their home islands, preferring to stay there and leave the rest of the world alone, in exchange for being left alone. Highly legalist, they enjoy rules, order and structure. In addition, they have no innate connection to magic. Because of these two factors, the most common classes for the Basitin are Fighter, Monk, Paladin, Ranger and Rogue. Others do exist, but those that make primary use of magic and those that require a non-lawful alignment are almost unheard of.

Basitin
* +2 Str, +4 Con, -2 Cha. Basitin are extremely hardy and quite strong, but are rather gruff and blunt.
* Medium humanoids. As medium creatures, Basitin have no modifiers related to size.
* All Basitin have a 30 foot move speed
* Low-Light Vision: All Basitin can see twice as far as a human in poor lighting conditions, such as torchlight, starlight, or any other form of shadowy illumination.
* Scent: All Basitin have the Scent special quality, as described in the Monster Manual.
* Weapon Familiarity: Basitin treat the Basitin Broad blade as a martial weapon, rather than an exotic weapon.
* +2 racial bonus on all saving throws. Basitin are extremely resistant to anything that can be thrown against them, whether it requires dodging, enduring, or resisting mental domination.
* +2 Racial on Fortitude saves against poison or disease. Basitin live on tropical islands, which are fraught with diseases, and where the majority of the local flora and fauna are poisonous. This bonus stacks with the racial bonus Basitin have on all saving throws.
* +2 Listen and Spot checks All Basitin have keen eyes and ears.
* Magical Restrictions: Basitin have no innate connection to magic, of any sort. Because of this, they cannot become any class that makes use of spontaneous spell casting, and the take a -4 penalty on Spellcraft checks, as well as a -2 on any other skill check that the DM determines sufficiently Magic-based. Because of this, Basitin who follow the path of Wizard, Cleric, or other spellcasting class are exceptionally rare.
* Favored Class: Fighter
* Level Adjustment: +1


In opposition to the Basitin, with their lawful, regimented lifestyle, you have the Keidran. A very individualistic society, who live in various different tribes all with different abilities and specialties. The Keidran are currently at war with the humans, though the reasons for this war have fallen into obscurity. A much shorter lifespan than humans, Keidran are considered adults at the age of 9, and become considered Venerable around the age of 20. The maximum lifespan of a Keidran is 21+1d4 years.

Keidran
* Medium Humanoid. As medium creatures, Keidran have no special modifiers based off of size.
* All Keidran have a move speed of 40 feet
* Low-Light Vision: All Keidran can see twice as far as normal humans in conditions of low lighting. See the ability of the same name in the PHB.
* Scent All Keidran have the Scent special quality, as described in the Monster Manual
* Keidran are strictly carnivorous. If a Keidran eats more than ¼ pounds of vegetable matter in the space of 2 hours, she must make a DC 10 Fortitude save or be sickened for 12 hours or until the food is purged.
* Keidran are incapable of holding a high amount of alcohol. Ingested alcohol has 3 times the effect on a Keidran that it would on a human.
* Every month or so, female Keidran will go into a week long heat. In this state, they are extremely attracted to non-hostile males (not just Keidran). If she is not “satisfied” within the week, she is fatigued until she has had 12 hours of rest.
* A Natural Claw attack (1d4)
* Keidran are ill-viewed by other races, giving them a -2 to all Charisma based checks other than Intimidate, when used on non-Keidran. When interacting with other Keidran, of any clan, this penalty does not apply.
* +2 Listen and Spot; Keidran have keen eyes and ears.
* In times of extreme stress, Keidran will become feral. When a Keidran is reduced to less than 0 hit points, she enters a feral state in which she viciously attacks. The Keidran continues to bleed normally but relentlessly attacks all enemies. The option of dealing non-lethal damage is not available. Once all enemies have been defeated, the Keidran must make a Will save (DC 10+ ½ HD) or turn on the nearest living creature. In addition, the Keidran may make this check at the beginning of each of her turns as a free action. Succeeding this save immediately knocks the Keidran unconscious. In this state, actions that require concentration such as spell casting or INT, WIS, and CHA based checks other than intimidate are impossible.

In addition, there are a number of different Keidran clans, which have their own unique abilities in addition to the above. All Keidran belong to a clan, as their clan determines what kind of Keidran they are. The currently known Keidran clans are:

Wolf: All Wolf Keidran have the following racial adjustments, in addition to the above:
* +2 Int, -2 Str. Wolf Keidran are known for their intelligence and cunning, but prefer to stick to the shadows in fights.
* Wolf Keidran gain a +2 bonus on all Survival checks to track creatures
* Favored Class: Ranger

Tiger: All Tiger Keidran have the following racial adjustments, in addition to the above:
* +2 Str, -2 Int. Tiger Keidran are strong warriors, who follow their prey with the devotion of a hunter.
* All Tiger Keidran who are raised among their kinfolk are exceptionally well trained for battle, specializing in long weapons. All Tiger Keidran automatically receive Weapon Proficiency and Weapon Focus with a Polearm of their choice, so long as they were raised among their kinfolk (other Tiger Keidran).
* Favored Class: Fighter

Fox: All Fox Keidran have the following racial adjustments, in addition to the above:
* +2 Dex, -2 Con
* Fox Keidran are exceptionally good at sneaking around and hiding. All Fox Keidran receive a +2 bonus on all Hide and Move Silently checks.
* Favored Class: Rogue

Cheetah: All Cheetah Keidran have the following racial adjustments, in addition to the above:
* +2 Con, -2 Wis
* Sprint: All Cheetah Keidran can move at up to 8 times their normal move speed for a number of rounds equal to their Con modifier. After running in this way, they are exhausted.
* Favored Class: Barbarian.

Canine: All Canine Keidran have the following racial adjustments, in addition to the above:
* +2 Wis, -2 Int
* +2 on all Diplomacy checks made with non-Keidran. This benefit augments, but does not completely replace, the normal penalty on Cha-based checks Keidran have with non-Keidran (meaning a Canine Keidran suffers a -2 on all Cha based checks with non-Keidran, except Diplomacy, which is a +2).

Lion: All Lion Keidran have the following racial adjustments, in addition to the ones listed above.
* +2 Str, -2 Dex
* Roar (Ex): As a full-round action, a lion Keidran may let loose a mighty roar. All creatures within 10 feet of a Lion Keidran using it's Roar ability must make a Will Save (DC 10+Con mod+1/2 the Lion's HD), or become stunned for 1 round. This is a sonic ability.

Half-Keidren:

These crossbreeds are rare, and have only appeared recently in the world. They cross the benefits of their Keidren parent with their human parent.

All Half-Keidrens have the following racial abilities
* Medium Humanoid
* 30 foot move speed
* Scent
* Low-Light vision
* +4 Skill points at first level, and +1 skill point at every level after first.
Plus other abilities based off the clan of their Keidren parent, as determined on the list below.

Tiger: +2 Str, -2 Int, Combat Reflexs as a bonus feat
Wolf: +2 Int, -2 Str, +1 on Survival checks
Fox: +2 Dex, -2 Con, +1 on Hide and Move Silently checks.
Cheetah: +2 Con, -2 Wis, +10 foot move speed
Lion: +2 Str, -2 Dex, +2 on Intimidate checks
Canine: +2 Wis, -2 Int, +2 on Diplomacy checks.


Credits:Original Concept by Tom Fischbach. Original Keidran stats by PirateJesus. Basitin ald half-keidran by Aleolus

Lappy9000
2008-07-27, 10:24 AM
Any chance of getting a little more fluff on these races? As they are I don't even know what they look like.

Basitin seem okay crunch-wise, but more fluff would be nice :smallsmile:

For the Keidran:


* Keidran are strictly carnivorous. If a Keidran eats more than ¼ pounds of vegetable matter in the space of 2 hours, she must make a DC 10 Fortitude save or be sickened for 12 hours or until the food is purged.
* Keidran are incapable of holding a high amount of alcohol. Ingested alcohol has 3 times the effect on a Keidran that it would on a human.
* Every month or so, female Keidran will go into a week long heat. In this state, they are extremely attracted to non-hostile males (not just Keidran). If she is not “satisfied” within the week, she is fatigued until she has had 12 hours of rest.

These all seem a bit quirky, but don't seem to be off-balance. Specifing the rules for the alcohol thing would be helpful, because "3 times the effect" doesn't help too much.

Lessee....rules for getting drunk are on page 44 of Cityscape. These say that a character can drink a serving of alcohol equal to half their Constitution score. After this, they must make a Constitution check starting at 15 and increases for each additional drink. If they fail checks, they start taking penalties on Dexterity and Wisdom equal to -1 for each failed Constitution check.

So..."3 times" could mean either they can only ingest alcohol equal to 1/6 their Constitution score, have a higher Constitution check for staving off drunkeness, or take a -3 penalty for each failed check.


Keidran are strictly carnivorous. If a Keidran eats more than ¼ pounds of vegetable matter in the space of 2 hours, she must make a DC 10 Fortitude save or be sickened for 12 hours or until the food is purged.

So their obligate carnivores? That's cool. You might wanna add in things about their diet into the fluff. Feral chefs preparing foodstuffs made from bone marrow and the like.


* Every month or so, female Keidran will go into a week long heat. In this state, they are extremely attracted to non-hostile males (not just Keidran). If she is not “satisfied” within the week, she is fatigued until she has had 12 hours of rest.

That outta lead to some....interesting....roleplaying.

What's the Level Adjustment for the Keidran? I can't seem to find it. They look like a +1 to me. Overall they look pretty good, but they just seem like bare bones without any background, culture, or physical description.

BizzaroStormy
2008-07-27, 12:41 PM
Like I said, they're all from the TwoKinds Webcomic (http://2kinds.com/) All I really know about the culture is what the characters have discussed which is really not a lot.

For the drunkenness, I figured there were rules for it somewhere but I couldn't figure out where and I doubt anyone in my group owns Cityscape. But yes, they could only have 1/6 their Con AND suffer a -3. It would just just as if a human failed their CON check 3 times. So the average character could be floored after 4 or 5 drinks. Some absinthe would probably have them passed out for days lol.

The heat is well...I just felt like not putting it in there would piss off fans of the comic. Myself being one of them. The Keidran are +0 LA. I figure their racial penalties offset them enough to put them on the higher tier of the LA 0 group.

Lappy9000
2008-07-27, 06:55 PM
Like I said, they're all from the TwoKinds Webcomic

Oh, sorry. Didn't see that in there, I suppose.


The Keidran are +0 LA. I figure their racial penalties offset them enough to put them on the higher tier of the LA 0 group.

I guess. Although you might wanna tone them down just by one notch. Scent, 40 ft landspeed, and two natural weapons are pretty powerful. To me, they don't really have any penalty to the meat-loving, non-drinking male kiedran, few of which may come into gameplay anyway :smallconfused:

On another note, unless you're focused on staying true to the comic (a perfectly reasonable goal), I doubt anyone will get on you about changing the races mechanically, as long as you stay true to the feel (I don't read TwoKinds, so I wouldn't be a good judge of that :smalltongue:)

Just my two coppers.

BizzaroStormy
2008-07-27, 09:13 PM
I had actually completely forgotten about the bite attack. It was supposed ot have been removed but I guess I forgot to save.

BizzaroStormy
2008-08-27, 06:52 PM
Again, staying true to the comic is one of the main goals of this. Its one reason I was kinda against the half-keidran idea when my partner in crime brought it up.