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    Default Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & More]

    Contents & Introduction: The Sarlithids

    The alien creatures known as illithidae are to illithids what normal animals are to dwarves, elves, and other humanoids. Many illithidae creatures seem to be bizarre mirrors of mundane animals, evolutionary echoes of each other – the saltor is to illithids what the leopard is to humans. Where they begin to differ greatly is in the more advanced forms of life or, to be more precise, in the illithidae equivalent of hominids.

    These are what the sarlithids are – they are the Neanderthal to the illithids’ homo sapiens. Of course, the comparison is far from perfect, with the intellectual gap between Neanderthal and sarlithid being roughly as vast as the rift between human and illithid.

    To deal with overwhelming illithid intellect and psionic prowess, the sarlithids became adept tool users, using the best tools they could – the other illithidae around them. Their initial culture revolved around breeding and training less advanced illithidae for tasks, but they have developed far beyond that that state of affairs. The sarlithids are still masters of illithidae, but now they prefer to work on a more minute and personal level – they have become masters of graft and symbiont crafting, and with those tools their race has survived in the face of innate illithid superiority.



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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Dissecting the Mutators: Sarlithids as PCs

    Personality: Sarlithids share their illithid cousins’ love of knowledge, but without the presence of an elder brain for easy dissemination they have, by and large, become more co-operative as a necessity. They also lack their cousins’ more predatory behaviour patterns, as they do not require the psychic energy that true illithids do. However, they remain emotionally cold to an alien degree, and rarely do sarlithids think in a manner that could no be described as pragmatic.

    Physical Description: Sarlithids share a similar head structure with that of illithids, though the tentacles surrounding their mouth are both more delicate and more numerous, used more for expression and passing food into the mouth than penetrating brain cavities. Their bodies are overall bulkier and more heavily built than that of an illithid, with their shoulders in particular being highly developed, mostly due to the extra musculature required to support their second pair of arms.

    Alignment: Sarlithids tend to gravitate towards to neutral alignments due to their dispassionate approach to anything other knowledge. Some individuals who take their dispassionate approach to an extreme become lawful or evil, depending on how exactly their dispassion is expressed.

    Relations: Sarlithids are typically on cool relations with their neighbours, mainly due to the attitudes of most Underdark denizens. However, they are willing to trade their grafts and symbionts with other races for goods and services deemed necessary, and desperate svirfneblin communities are often eager for the advantages of some of the sarlithids grafts. Also, due to their shared racial predilections, sarlithids often get along famously with silthilar. More rarely, sarlithids will do business with surface races, though most there mistake them for their mind flayer relations.

    Lands: Sarlithids typically live in smallish to moderately sized communities within the Underdark, their dwellings carved from rock into the flowing, organic shapes the typify the race’s sense of aesthetics. Some communities that are more isolated form other races make use of public art shaped from synthetic flesh, bone and other viscera, though most sarlithid communities have some form of this art somewhere, even if it is less prominent.

    Commerce within a sarlithid community looks odd to outsiders, as it is based around an unusual currency – biomass. Sarlithids deal in flesh, blood, bone, cartilage and any other form of organic matter. Since most things traded in a sarlithid community are biological constructs, a price is easily determined as an equal amount of the item’s raw materials, plus a small mark-up to account for the craftsman’s effort. This system relies on each community’s “bank”, which is able to create biomass of whatever sort out of base elements. Sarlithids usually demand to be paid in biomass rather than coin, so outsiders in sarlithid lands may often end up literally having to give of themselves if they wish to purchase anything. Fortunately, the sarlithids have perfected a device that is able to remove a specified amount of biomass of any given type from a willing host without pain. Because of this, a living creature is never bankrupt in sarlithid lands. The exact mechanics for this unusual system of commerce are detailed below.

    Religion: Religion is largely a private matter for sarlithids. They have no racial patron, and so most turn to gods of knowledge, magic, psionics or artifice. Some evil sarlithids turn to the illithid deity, Ilsensine, though that god views them with scorn, and the priesthood of Ilsensine’s church displays nothing but prejudice towards would-be sarlithid worshippers of their god.

    Language: Given the vastly reduced range of their telepathy compared to mind flayers, sarlithids make much more use of spoken and written language. Their native tongue is Ka-alith, which shares linguistic roots with the written Qualith language of the illithids, though Ka-alith does possess a spoken component. Sarlithids also learn other languages, to better learn new knowledge, with Common, Undercommon, Dwarven and Gnome being highly prized due to the number of works pertaining to crafting written in those tongues, even if they discuss work with material that sarlithids consider cruder than their own chosen medium.

    Names: Like illithids, sarlithids have no true male and female division, and so there is no such distinction in their naming practices. Whilst every sarlithid possesses a personal name, surnames are nonexistent, and so sarlithids simply prefix Uul’ (of the pool of) to their community’s name.
    Sample First Names: Aalthualu, Daahjuhl, My’theerl, Oolothay
    Sample Community Names: Uul’Edaanuul, Uul’Gvvuyen, Uul’Zzredaal

    Adventurers: Sarlithids do not often take to the adventuring life, the suspicion of other races in response to a sarlithid’s physical similarities to a mind flayer difficult. However, new knowledge must enter into the community through some means, and an adventurer is likely to come across all sorts of eldritch and mystical secrets. As such, some sarlithids take it upon themselves to venture forth to gather knowledge for their community, or for themselves. The other traditional desires for adventure may call to sarlithids, though the desire for wealth in the conventional sense is unlikely to be a motivation for sarlithids, given the unusual currency they use in their own communities.

    Racial Traits
    • +2 Strength, +2 Constitution, +4 Intelligence, +2 Charisma: The largely slender frame of the Sarlithids belies their physical strength and resilience, though their physical prowess is overshadowed by their intellect and strength of personality.
    • Aberration (sarlithid) type.
    • Medium Size: A sarlithid has no bonuses or penalties based on their size.
    • Base Land Speed: 30ft.
    • Darkvision out to 60ft.
    • Biological Craftsmanship: Due to their long experience in utilising and creating grafts and symbionts, Sarlithids gain a +4 racial bonus on Craft (fleshweaving) and Heal checks, and a +2 racial bonus on Use Magic Device or Use Psionic Device checks, chosen at first level. They also gain a +2 racial bonus made on opposed conflict checks made with intelligent items.
    • Enhanced Physiology: After generations of minor enhancements to their skin and reaction times, Sarlithids possess both a +1 natural armour bonus and +1 dodge bonus to AC.
    • Multiple Limbs (Ex): Sarlithids possess four arms, allowing them to hold and/or wield twice as many weapons and other items than creatures with only two arms. They may select the Multiweapon Fighting feats rather than Two-Weapon Fighting ones.
    • Susurrant Telepathy (Su): Sarlithids possess telepathy with a range of 30ft. Their telepathy cannot be detected or intercepted by spells, powers or effects of less than 7th level.
    • Automatic Languages:Common, Undercommon, Ka-alith. Bonus Languages: Any non-secret.
    • Favoured Class: Artificer or Shaper (psion). This selection must be made at first level and cannot be changed thereafter.
    • Level adjustment: +2


    Sidebar: Sarlithid Subtype
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    The sarlithid subtype denotes a creature than is a member of the sarlithid race, or a creature designed and created by them. Most creatures with subtype are aberrations, but some constructs that also possess the living construct subtype might possess this subtype.
    Traits
    • Susurrant Telepathy (Su): Creatures with the sarlithid subtype possess telepathy with a range of 30ft. Their telepathy cannot be detected or intercepted by spells, powers or effects of less than 7th level.
    • Creatures with the sarlithid subtype that also possess symbiont subtype treat their Ego as 1 when worn, wielded or bonded with a sarlithid creature that does not possess the symbiont subtype.
    • +4 racial bonus against effects that would change their shape against their will. Sarlithid creatures with the symbiont or living construct subtypes do not gain this bonus when targeted by an effect that originates from a sarlithid creature without the symbiont or living construct subtypes.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    A Pound of Flesh: Trading with Sarlithids
    As mentioned above, sarlithids do not trade in coin, but biomass. Should you have players stumble across a sarlithid settlement and have their hearts fixed on something they find there, this is how they go about business.

    All sarlithid wares are listed with their price in coin, both for easy comparison with other items, and for when they are on sale outside of sarlithid lands. The sarlithid items here will also have their price in biomass listed. An item’s price in biomass is calculated from this based on the following exchange rates:

    {table=head]
    Coin
    |
    Biomass
    5cp
    |
    1/1000
    1sp
    |
    1/100
    1gp
    |
    1/10
    10gp/1pp
    |
    1
    [/table]
    Note: I do not currently have access to the WBL tables, and am basing the current rates around the assumption that the average sarlithid (sarlithid expert 1) will have 6hp (or 5 innate biomass, which is equal to 50gp) plus another 5 biomass available externally (for another 50gp) for them to have the equivalent of the standard NPC WBL of 100gp. However, the current approach likely falls apart at higher levels.

    Any living creature has amount of available innate biomass extractable from its body equal to its hit points minus 1.

    Tools of the Flesh-Trade

    Vodnaiiyi: An item traders in sarlithid realms will become all too familiar with, the vodnaiiyi resembles a fibrous serpent or worm with a lamprey-like mouth at one end of its otherwise featureless body. When placed mouth-first against the flesh of a living creature and directed to do so by telepathic impulse (with a different one for each kind of biomass), the vodnaiiyi uses the second mouth on its tongue to make a small incision in the skin, clamps down firmly on the creature’s flesh with its sucker-like mouth and begins secreting saliva. The vodnaiiyi’s saliva is packed with weak enzymes designed to weaken the bonds of the desired type of biomass, as well as potent anaesthetic and antiseptic agents. If bone is desired, the vodnaiiyi will insert its tongue into the creature’s flesh and utilise its secondary mouth to chew off the requisite amount to ingest. For other types of biomass, the vodnaiiyi simply sucks the enzyme-weakened biomass into its mouth, chews it briefly, and ingests. Six seconds later, refined threads of the consumed biomass are excreted from between the fibres of the vodnaiiyi’s body.

    In game terms, an attached vodnaiiyi that is given the telepathic command deals 1 point of Constitution burn per round to the creature it is attached to. One round later, it creates currency in the form of 1 biomass. The Constitution burn inflicted by a vodnaiiyi cannot be prevented by any means if the subject is willing.
    Minor transmutation/psychometabolism; CL/ML 4; Craft Base Symbiont; reduce person and spirit worm/compression and dissipating touch; Price 250gp

    Masterwork Fleshweaver’s Tools: Consisting of an array of scalpels, telepathically controlled living tools and a lab setup allowing one to work down to the molecular level, these masterwork tools provide a +2 circumstance bonus on Craft (fleshweaving) checks.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Warning! Master Mutators at Work: Sarlithid Character Options

    Over the course of their history, the sarlithids have refined and redefined their capabilities to better suit their purposes, opening up arts and secrets that are unavailable to other races. Some of these secrets are laid bare here.

    Reshaping Profession: Sarlithid Racial Substitution Levels
    A substitution level is a level of a given class that you take instead of the level described for the standard class. Selecting a substitution level is not the same as multiclassing - you remain within the class for which the substitution level is taken. The class features of the substitution level simply replace those of the standard level. To qualify to take a racial substitution level, you must be of the proper race. For instance, to select the following racial substitution levels, you must be a sarlithid.

    Sarlithid Artificer
    The sarlithid artificer is, like artificers of other races, a master craftsman. However, they differ in that they spread their mastery of craftsmanship to unshaped flesh. They sacrifice some of their facility with magic items in order to expand their dominion over their fleshy creations.
    Hit Die: d6

    Requirements
    To take a sarlithid artificer substitution level, a character must be a sarlithid about to take his 1st, 4th or 5th level of artificer.

    Class Skills
    Sarlithid substitution levels grant the same skills as the standard artificer class, plus Knowledge (dungeoneering)
    Skill points at each level: 4 + Intelligence modifier, minimum 1 (or four times this amount as a starting character).

    Class Features
    Evolutionary Infusions: Unlike a normal artificer, a sarlithid artificer may only imbue their infusions into living creatures, rather than into objects. However, any infusion with a duration other than instantaneous that a sarlithid artificer uses has its duration reduced by half (rounded down).
    This substitution feature modifies the infusion class feature of the artificer.

    Bonus Feats: A sarlithid artificer changes the bonus feats he gains as he levels. He gains Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Sarlithid Grafting at 5th level, Craft Yuurnaiiyi at 7th level, Craft Sarlithid Construct at 9th, Craft Uul'yuurnaiiyi at 12th and Forge Ring at 14th level.

    In addition, a sarlithid artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th and 20th). For each of these feats, the sarlithid artificer must choose a metamagic feat or a feat from the following list: Attune Graft, Craft Base Symbiont, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Sarlithid Dominance, Yuurnaiiyi Mastery.

    This substitution feature modifies the bonus feat class feature of the artificer.

    Endow Symbiont (Ex): At 4th level, a sarlithid can appease any symbionts he wears with extra resilience, currying favour with them and reducing the likelihood of personality conflicts. Each day, a sarlithid may offer a boon to a number of symbionts he wears equal to his Con modifier. The symbionts are free to refuse the boon, but if they accept, the symbiont gains temporary hp equal to its host's Con score, and gains a bonus to its natural armour equal to its host's Con modifier. However, any symbiont that accepts these benefits takes a -3 penalty to its Ego score for 24 hours.

    This substitution feature replaces the craft homunculus feature of the artificer.

    Emergency Fleshwoven Panoply (Su): At 5th level, the sarlithid artificer gains the ability to instantly reshape their personal grafts and symbionts for a brief period. As an immediate action, a sarlithid artificer may change any one graft or symbiont they are currently wearing into a similar item (i.e. a graft into another graft, or a symbiont into another symbiont) of equal or lesser value for a duration of 1 round per 5 class levels. The sarlithid artificer may use this ability 1/day at 5th level, and one additional time per day at 10th level and every 5 levels thereafter.

    This substitution feature replaces the retain essence feature of the artificer.

    Sarlithid Shaper
    The sarlithid shaper moulds both ephemera and flesh, using the power of their mind to venture to new vistas of excellence for the living form. They meld their race's expertise with familiar psionic avenues of thought to create wildly different results.
    Hit Die: d6

    Requirements
    To take a sarlithid shaper substitution level, a character must be a sarlithid about to take his 1st, or 5th level of shaper.

    Class Skills
    Sarlithid shaper levels grant the same class skills as the standard shaper class.
    Skill points at each level: 2 + Intelligence modifier, minimum 1 (or four times this amount as a starting character).

    Class Features
    Shaper's Dabbling: A sarlithid shaper is not content to shape the outside world - they desire to change themselves as well. They may treat themselves as egoist of half their class level for the purposes of selecting powers known, though they may never learn knowledge of egoist powers above 3rd level through this feature.

    This substitution feature replaces the shaper's 1st level bonus feat.

    Psicrystal Symbiont: At 5th level, a sarlithid shaper gains Psicrystal Affinity as a bonus feat. In addition, if you possess a symbiont, you may integrate your psicrystal's mind into the symbiont's body. This requires you to expend your psionic focus and win an opposed conflict check with the symbiont as a full-round action. If you succeed, the symbiont counts as your psicrystal for all intents and purposes, obtaining all psicrystal features other than self-propulsion, though the symbiont's traits are used as a base intead of those of a psicrystal. Whilst your psicrystal's mind inhabits the symbiont, it never provokes personality conflicts, and you may use it as you deem fit. You may return your psicrystal's mind to its own 'body' with another full-round action and expenditure of your psionic focus.

    This substitution feature replaces the shaper's 5th level bonus feat.

    Sarlithid Warblade
    The mastery of the Sublime Way seems a strange path for a sarlithid to take. What could martial mastery possible do to hold a sarlithid's interest? To put it simply, not all sarlithids are content to make grafts and symbionts - some want to wield them in bloody combat. And so, some do.
    Hit Die: d12

    Requirements
    To take a sarlithid warblade substitution level, a character must be a sarlithid about to take his 1st, 3rd or 5th level of warblade.

    Class Skills
    Sarlithid warblade levels grant the same class skills as standard warblade levels, plus Knowledge (dungeoneering).
    Skill points at each level: 4 + Intelligence modifier, minimum 1 (or four times this amount as a starting character).

    Class Features
    Uul'Viiy Tutelage: A 1st level sarlithid warblade alters the martial disciplines available to him. He loses access to the White Raven discipline and Diplomacy as a class skill for all his warblade levels, but gains access to the Far Realm discipline and Knowledge (the planes) as a class skill for all warblade levels. In addition, a sarlithid warblade treats all grafted natural weapons as favoured weapons for all martial disciplines.

    This substitution feature modifies the warblade's Maneuvers feature.

    Absolute Flesh Imposition (Ex): At 3rd level, a sarlithid warblade's hardiness only serves to enhance the quality of the weapons grafted to him. The sarlithid warblade adds his Constitution modifier as an insight bonus to damage rolls with grafted natural weapons.

    This substitution feature replaces the warblade's battle ardour class feature.

    Bonus Feat: At 5th level, a sarlithid warblade gains Sarlithid Grafting as a bonus feat, and may use his initiator level in place of caster level for the purpose of meeting item requirements. Every four levels thereafter, they gain a bonus feat from the following list. They must meet all prerequisites for the feat they select.
    Bonus Feat List: Acrobatic, Agile, Athletic, Attune Graft, Blade Meditation, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Ironheart Aura, Lightning Reflexes, Run, Stone Power, Sarlithid Dominance, Tiger Blooded, Unnerving Calm.

    This substitution feature modifies the warblade's bonus feat class feature.

    Shaping One's Speciality: Sarlithid Feats
    ...

    New Skill Use: Craft (Fleshweaving)
    ...

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    A Panoply of Squick: Sarlithid Grafts and Symbionts
    ...

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    Bugbear in the Playground
     
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Flesh-Crafting with Class: Sarlithid Prestige Classes


    Uuvuuldau Vanguard
    <<We fight as one.>>
    - Daahjuhl Uul'Zzredaal, uuvuuldau vanguard.
    Spoiler
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    HD:

    Requirements
    ???:

    Class Skills:
    Skill points per level:

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    2nd|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    3rd|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    4th|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    5th|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    6th|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    7th|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    8th|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    9th|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    10th|
    +0
    |
    +0
    |
    +0
    |
    +0
    | [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|0|0|0
    2nd|0|0|0
    3rd|0|0|0
    4th|0|0|0
    5th|0|0|0
    6th|0|0|0
    7th|0|0|0
    8th|0|0|0
    9th|0|0|0
    10th|0|0|0[/table]

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    Bugbear in the Playground
     
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    And one more just in case. Please feel free to post now, and take potshots at anything you feel needs it *cough*biomass currency system*cough*.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Well. I waited a bit for the "you can post now", but I don't have much time right now, so I'll just say that this looks awesome and I'll be following it.
    Not Person_Man, don't thank me for things he did.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    as I always loved graft I will be following that closely, it look very promising already.

    The sarlithids racial trait seem balanced for their LA. Personaly I would replace it with either two hit dice or one hit dice and LA 1. But that's just because I don't like LA much.
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Subscrib'd, because it looks... interesting.
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Quote Originally Posted by zagan View Post
    as I always loved graft I will be following that closely, it look very promising already.

    The sarlithids racial trait seem balanced for their LA. Personaly I would replace it with either two hit dice or one hit dice and LA 1. But that's just because I don't like LA much.
    It would have to be 2 HD. One would just get substituted for their first class level. And with such with low LA, I believe LA with buyoff is preferable to racial HD, as it means you can actually hit class capstone abilities without going epic.

    Thanks for the show of interest so far. Also, if you have any graft ideas you'd like to see made a reality, post up a fluff summary, and I'll see what I can do.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Quote Originally Posted by Edge View Post
    It would have to be 2 HD. One would just get substituted for their first class level. And with such with low LA, I believe LA with buyoff is preferable to racial HD, as it means you can actually hit class capstone abilities without going epic.
    I always forget about that option, It's fine then.
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    you haven't closed the [list] tags on the subtype entry in post 1.
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Whoops. Thanks for the catch there.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Interesting... but have you considered how much biomass you're going to need to buy, say... a +1 sword? it's 300 GP to make it masterwork (which is +1), so 30 units of biomass, which is 30 hp. Ok.
    What level does a fighter have around 30 hp? depends on Con, but around... ...third/fourth. Not bad, actually. But I'd think by that time he might probably have a +2 sword instead.
    What about a sarlithid expert? when does he get 30 hp? usually 5th, sometimes late as sixth. a +1 sword's NOT going to cut it now. pun intended
    And don't grafts/symbionts of most types cost some thousands?
    What happens when a troll or half troll enters the economy? Or, I should say, contributes to it.
    When you rest over night, you recover hp. This could be abused:
    I strip myself of maximum biomass, so I've got 1 hp left. I "bank" the biomass externally. I rest over night, recover, and have max hp again. I strip myself down to 1 hp, bank the biomass, rest over night, recover, ect.
    Any sarlithid who does this will NOT have 5 available externally. especially if he's been doing it for however many years. He'll have 5*365*his age, or whatever. Think of the inflation!
    If you replace the LA with HD, He'll have more, and biomass will be worth even less. It's a good idea to do, but really, 1 biomass should not be 10 GP. more like... 10 biomass equals 1 Sp.
    Oh, and while higher leveled characters DO PRODUCE MORE BIOMASS, it's generally not that much more. Lots more hp, not much more Biomass. It could be denser, maybe, but really. how much buffer is a 20th level wizard than a 1st?

    Ok, I'm done shattering your hopes and dreams by ragging on your currency system. I'm saying it could use more thought, but it's really a fun, interesting concept, And I really want to play a sarlithid crafter now. I will be following this.
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Quote Originally Posted by flabort View Post
    Interesting... but have you considered how much biomass you're going to need to buy, say... a +1 sword? it's 300 GP to make it masterwork (which is +1), so 30 units of biomass, which is 30 hp. Ok.
    What level does a fighter have around 30 hp? depends on Con, but around... ...third/fourth. Not bad, actually. But I'd think by that time he might probably have a +2 sword instead.
    What about a sarlithid expert? when does he get 30 hp? usually 5th, sometimes late as sixth. a +1 sword's NOT going to cut it now.
    And don't grafts/symbionts of most types cost some thousands?
    I am going to add in another means of creating biomass from raw elements that the sarlithid 'banks' utilise.
    What happens when a troll or half troll enters the economy? Or, I should say, contributes to it.
    Then it probably collapses. But honestly, how often is a (NPC) troll going to go shopping for grafts and symbionts in a cavern city full of creepy four-armed squid-heads with far more brains than him?
    When you rest over night, you recover hp. This could be abused:
    I strip myself of maximum biomass, so I've got 1 hp left. I "bank" the biomass externally. I rest over night, recover, and have max hp again. I strip myself down to 1 hp, bank the biomass, rest over night, recover, ect.
    Any sarlithid who does this will NOT have 5 available externally. especially if he's been doing it for however many years. He'll have 5*365*his age, or whatever. Think of the inflation!
    You don't fully heal from a night of rest. You heal 1hp per HD per half day of bed rest, or double that with a full day.

    If you replace the LA with HD, He'll have more, and biomass will be worth even less. It's a good idea to do, but really, 1 biomass should not be 10 GP. more like... 10 biomass equals 1 Sp.
    No intention of moving from LA to HD. As for the exact exchange rate, yeah it needs work. Unfortunately, I really, really suck with numbers. My brain simply does not like working with them. Not like pretty letters. So, um, if anyone wants to help me with the number-crunching for this, I'd appreciate it.

    Oh, and while higher leveled characters DO PRODUCE MORE BIOMASS, it's generally not that much more. Lots more hp, not much more Biomass. It could be denser, maybe, but really. how much buffer is a 20th level wizard than a 1st?
    Yeah, I'm aware of that incongruity. I was thinking about a hp surcharge for higher level characters when a vodnaiiyi is used on them, maybe going up to around 10hp for 1 biomass at level 20. Again, numbers, I suck with them.

    Ok, I'm done shattering your hopes and dreams by ragging on your currency system. I'm saying it could use more thought, but it's really a fun, interesting concept, And I really want to play a sarlithid crafter now. I will be following this.
    No, I'm glad that you took the time to rip into it. Brought up some of the problems I saw, as well as others I didn't.

    Idea for criticism: basing vodnaiiyi biomass production off of Con damage that must be healed naturally, rather than hp damage. Thoughts?

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Double post (bar ninja), because I spent the first one draining the life out of the biomass currency system.
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    Quote Originally Posted by Edge View Post
    Also, if you have any graft ideas you'd like to see made a reality, post up a fluff summary, and I'll see what I can do.
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    A back-up heart/lung system in the head, in case of beheading. very weak, unable to support more than the brain. It you go brain-dead, you're dead for sure, so this expansion, which could be put inside, say, a set of horns or other head-enlargements, could keep the brain alive, until it could be reattached to the body, or a new body, where a stronger, more reliable set awaits.

    an external set of muscles around an arm, that can propel shards of bone, manufactured at the shoulder, down the entire length, and then through the air. (would require lots of extra milk consumption)

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    A set of udders, hanging from between the legs. Male, female, doesn't matter. anything else down there, you know, gets relocated further back/down, and retains functionality, but the udders are the main part. Any leg armor has to be VERY custom made, but yeah. Should provide sustenance, or something.
    Of course, getting that sustenance out is part of the squick. don't think about it any further.
    Don't say I didn't warn yah.


    Face tentacles, like the sarlithid already have. this one is for outside trading ONLY. frees up hands, grants certain crafting or other bonuses, you decide.

    Massive wings. Not bat-type, not bird type, not insect type. More of... all skin and muscle, no bones, large heavy flaps, that can look like bat-wings from a distance, bird wings closer up, but like neither within any distance that you can make out any sort of detail. Imagine a cross between a stingray's "wings" and a falcon's.

    edit: there was a ninja
    Last edited by flabort; 2010-11-29 at 01:12 PM.
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Quote Originally Posted by flabort View Post
    A back-up heart/lung system in the head, in case of beheading. very weak, unable to support more than the brain. It you go brain-dead, you're dead for sure, so this expansion, which could be put inside, say, a set of horns or other head-enlargements, could keep the brain alive, until it could be reattached to the body, or a new body, where a stronger, more reliable set awaits.

    an external set of muscles around an arm, that can propel shards of bone, manufactured at the shoulder, down the entire length, and then through the air. (would require lots of extra milk consumption)

    spoilered for REALLY squick, and some funny
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    A set of udders, hanging from between the legs. Male, female, doesn't matter. anything else down there, you know, gets relocated further back/down, and retains functionality, but the udders are the main part. Any leg armor has to be VERY custom made, but yeah. Should provide sustenance, or something.
    Of course, getting that sustenance out is part of the squick. don't think about it any further.
    Don't say I didn't warn yah.


    Face tentacles, like the sarlithid already have. this one is for outside trading ONLY. frees up hands, grants certain crafting or other bonuses, you decide.

    Massive wings. Not bat-type, not bird type, not insect type. More of... all skin and muscle, no bones, large heavy flaps, that can look like bat-wings from a distance, bird wings closer up, but like neither within any distance that you can make out any sort of detail. Imagine a cross between a stingray's "wings" and a falcon's.

    edit: there was a ninja
    These all seem interesting, except for the udders. That's just... weird. And not in the cool freaky way I'd like to with for these grafts. I just can't imagine a sarlithid thinking it necessary to create something like that.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    I will be keeping a close eye on this, i'm in a hurry now so i can't comment but expect some later today.

    Also, i created a symbiont-based PrC while back, not completely finished but may help you make other PrCs or the like.
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    I quite like projects like these, so i'll be watching. Also, to save the Sarlithid ecomomy being curbed by the Troll Mafia, how about creatures with Regeneration have an intolerable smell to the Sarlithids. They could treat the Regen biomass the same way as counterfeit money, and just see it as useless, stinky stinky meat.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    First I want to say this looks very interesting and your formatting is excellent, very pleasing to the eye.

    I'm curious why as a racial trait you have Sarlithids possessing four arms. I would personally think they should be more or less structurally similar to illithids in anatomy, including number of arms.

    Fleshcrafting Grafting additional limbs, such as extra sets of arms or legs, seems like a natural and very core use of their fleshcraft grafting abilities at that point, such that most Sarlithids would have extra arms and legs, or tentacles, wings, pincers, tails, ect.

    I am sure you intend to ellaborate on it more in your fleshcrafting grafting section, but a few fleshcrafting grafting uses I could forsee are:

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    • Extra arms - Subject gains another set of arms ending in hands, granting the ability to wield additional weapons or items and opening up the multi-attack feat line.

    • Extra legs - Subject gains an additional set of legs, granting them a +4 bonus to resisting all trip and bull rush attempts and granting a +4 bonus on making bull rush attempts of their own.

    • Grow Wings - The Subject gains a pair of muscular membranous wings. A creature that did not already possess the ability to fly gains flight movement (poor maneuverability) equal to their base land speed. A creature that does already possess the ability to fly has their maneuverability increased by one increment.

    • Thicken Hide - The Subject's dermal tissues increase in thickness and toughness, granting an additional +2 natural armor bonus

    • Chitinous Growths - The Subject grows large, bony, chitin-like growths at different locations of the body, gaining a +1 shield bonus. In addition, the Subject is treated as wearing spiked armor, even when unarmored.

    • Tightened Tendons - The Subject's limbs are reconditioned to react faster and more efficiently, granting a +2 bonus to Reflex saves. In addition, the land speed of the Subject increases by +10ft.

    • Extra Sensory Organs - The Subject grows additional sets of eyes, enlarged ears, enhanced nasal passages, and/or sensitive antennae. The subject gains a +2 bonus to all spot and listen checks and chooses to gain one of the following special abilites: Low-light vision, Darkvision 60ft, Blindsense 30ft, Scent, or Tremorsense 60ft.

    • Grow Claws - (Required: Limbs) The Subject grows fiendish sharp claws at the end of a pair of limbs, gaining two Claw natural attacks. Claw is a primary natural attack that deals 1d4 (for medium creature) + strength modifier bludgeoning/slashing damage.

    • Poisonous - (Required: Natural Attack) The Subject gains the poison special ability to one chosen natural attack. That attack now includes Poison, Type: Injury, Save: Fort DC (10 + 1/2 Subject's Hit Dice + Subjects constitution modifier), Frequency: 1/round for (1/2 Subject's Hit Dice) rounds, Effect: 1d3 Attribute damage (Attribute chosen by subject when Fleshcrafted), Cure: 2 consecutive saves.

    • Extra Tentacles - The Subject gains a set of tentacle appendages, granting two Tentacle slap natural attacks. Tentacle slap is a secondary natural attack that deals 1d4 (for medium creature) + 1/2 strength modifier bludgeoning damage. The subject also gains a +2 bonus to all grapple checks.

    • Grow Tail - The Subject gains a muscular dextrous tail. If the creature already possessed a tail, then the tail increases in size, strength, and dexterity. The Subject gains a +3 bonus to all acrobatics, balance, and jump checks, as well as gaining the Tail Slap natural attack. Tail Slap is a secondary natural attack that deals 1d6 (for medium creature) + 1/2 strength modifier bludgeoning damage. Creatures that already possess the Tail Slap natural attack have the damage die of their Tail Slap increased by one increment.

    • Grow Pincers - (Required: Arms) The hands or claws from a pair of arms of the Subject transform into large chitinous pincers. The subject gains the pincer natural attack as well as the Grab special ability associate with this attack. Pincer is a secondary natural attack that deals 1d6 (for medium creature) + 1/2 strength modifier bludgeoning damage. The Grab special ability allows the subject to make a free grapple attempt against a foe struck by the Pincer attack, this attempt does not provoke an attack of opportunity. In addition, the subject gains a +4 bonus to all grapple checks.

    • Grow Horns - The Subject grows a set of sturdy, wickedly pointed horns atop their head, gaining the Gore natural attack. Gore is a primary natural attack that deals 1d6 (for medium creature) + strength modifier piercing damage, and deals double damage on a charge. In addition, the subject gains a +2 bonus on all Overrun checks.

    • Grow Stinger - The Subject grows a vicious barbed stinger at the end of an appendage, gaining the Sting natural attack plus poison. Sting replaces the natural attack (if any) associated with the chosen appendage. Sting is a primary natural attack that deals 1d4 (for medium creature) + strength modifier piercing damage. The Sting attack also includes Poison, Type: Injury, Save: Fort DC (10 + 1/2 Subject's Hit Dice + Subjects constitution modifier), Frequency: 1/round for (1/2 Subject's Hit Dice) rounds, Effect: 1d2 Attribute damage (Attribute chosen by subject when Fleshcrafted), Cure: 1 save.


    I will probably think of more later

    Edit: By the above list, it would look like to me like the Uuvuuldau Vangaurd pictured has chosen to Fleshcraft graft Extra Arms, Chitinous Growths, Claws, Pincers, Tail, and Stinger.

    Edit #2: You are right, those would be grafts by your concept. Formatted.
    Last edited by Wannabehero; 2010-12-07 at 01:46 PM.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Those effects are more akin to grafts. Fleshweaving checks are going to allow fairly minor cosmetic changes at low levels, things that might provide the masterwork equipment bonus on the various social skills. Later on, things like changing creature type, adding subtypes and rearranging physical ability scores may come into play. Epic...

    Well, at epic, I'd like to have it be semi-competitive with Origin of the Species.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    cosmetic changes?
    Like, changing skin color, putting the eyes on stalks, a nice tan, getting ripped quick, that sort of stuff?
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Yes. Exactly like that. Things that might provide minor skill bonuses.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    ...this... looks awesome. (follows)
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    This looks very interesting so far. I can't wait to see what else you come up with for these guys.

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Alright, so tomorrow I'm going to work on and post up Racial Substitution Levels for the sarlithids. I'll be doing them for the artificer, the shaper psion and a third class. However, what that third class will be is as yet undecided. So, I'm putting it up for a vote. What would class would you like to see with Racial Sub Levels for the sarlithids?

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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Something off the wall... Like Swordsage.
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Well Wizard specializing in transmutation could work but shaper cover the same role so it's probably not need. Something unexpected might be nice, something that would benefit from having four limb perhaps a warblade with tiger claw maneuver and the multiweapon line of feat could be real strong. (not swordsage because with 3/4 bab you can't gain greater multiweapon fighting before epic)
    Barbarian could be fun too.
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    Default Re: Step 1: Take lesser illithids. Step 2: Add symbionts. Step 3: ??? [3.5 Race & Mor

    Almost every awesome race gets barbarian sub-levels.
    While a sarlithid variant barbarian power would be cool to see, we want something off the wall.
    Barbarian IS the wall.

    how about... I'm going to second warblade

    Edit: can't wait for that prestige class to be finished. It looks like a ranger, or barbarian prestige, but it could be anything. Once you do the substitution levels, what will you work on next?
    Last edited by flabort; 2010-12-06 at 11:20 AM.
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