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    Default Knights of the Plains [3.5e Race][PEACH]

    Design Notes:
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    This race was designed for the Blades Of Keran Setting. It refers to several races in that setting: For example Newesti are effectively High Elves, the Aegis can be seen here, Dunesti can be seen here.


    Karmainian
    Origin
    In the begining of the Second Era Karmainian's were created by Dylian, Patriarch God of Good, from the bodies of elves. These first Karmainians wandered around the forest and plains of Karma, slowly learning how to live off the land. This eventually formed small farming villages. But as they start to develop into a true society they were attacked by wild magical beasts. On the verge of extinction Dylian gave them two gifts, Divine Magic and Dead Iron. The Dead Iron imbued within their blood resisted the magic of the beasts and soon the towns started to flourish.

    In the Third Era the Karmainian's have control over the nation of North Karma.

    Personality
    The Karmainians are a diverse people. They are as likely to be hot-headed as calm. They are more varied then any other race. But there are still similarities. Most Karmainians are judgmental and will normally see people for their heritage and profession (Especially North Karmainians) rather than who they actually are.

    Karmainian's are very proud and see themselves as being the favourite of the Divines as they were the first to be gifted Divine Magic.

    They also act on emotion more than logic and are prone to rash decisions.

    Physical Description
    Karmainians are normally slightly taller and heavier than elves, but there are hundreds of humans which are exceptions to this. Karmainians come in various different shapes. Their skin tones can range from a dark brown to a pale white. Karmainians generally grow long hair, which can range from blonde, brown, raven coloured, and rarely red. They have oval shaped eyes which are generally a green tinted brown, but variants often occur. Such variants are Amber eyes, Blue eyes, Green eyes, and in some amazingly rare cases purple and eyes which change with the weather.

    Karmainians also have a small quantity of Dead Iron in their bodies. This amount increases over time, which causes minor side-effects of Dead Iron. This means that eventually a Karmainian will faintly glow blue in moonlight.

    Relations
    The people from North Karma are currently in a war with the Sumran Empire causing distrust with the Dunesti and some Newesti. This also causes hostilities with the allies of the Dunesti such as the Kobolds and the Aegis.

    Because of the War of Sands the Karmainians have enlisted the help of the Gnomes to combat Sumra despite the gnomes past. So Gnomes are free to travel in North Karma and it isn't uncommon to see Gnomish merchants traveling through North Karma. They treat Aasimar and Tieflings as outsiders because of there Non-Karmainian blood makes them untrustworthy.

    Alignment
    They are normally neutral, but they all do have a small pull towards good.

    Lands
    The Karmainians were first created in the Northern Sections of Karma and spread from there. As such they quickly forged the nation of Karma. But during the War of the Dunes they lost huge portions of the south to the Lizardfolk and Ranx armies from the Moonshadow Isles. Once the war started to die down the Lizardfolk and Ranx had taken full control over South Karma forming a nation seperate to the North.

    In addition to North Karma, Karmainian's are also commonly found in Kratoa and they have a good number of control in the Kratoan government.

    Religion
    Most Karmainians are religious at an extreme level. They nearly always worship their creator Dylian and his children.
    As they are mainly fanatics they will generally do whatever the Leader of there religion says even if it makes no sense believing that they must have more knowledge and wisdom.

    As the Karmainians are so focused when it comes to religion, worshiping gods which oppose Dylian such as Jaccob, Electren, and Wyla are seen as blasphomous and are severely discouraged.

    Language
    They all to learn to speak Trade Tongue, and eith Karmainan or Kratoan.

    Names
    They first names are from other languages. Thier last names are normally titles only gained upon an achevement. This is why all Nobles in Karmainian society have adventurers in their blood. These titles are normally the combination of two Karmainian words.

    Racial Traits
    • Humanoid (Human)
    • Medium: As Medium creatures, Karmainians have no special bonuses or penalties due to their size.
    • Karmainian base land speed is 30 feet.
    • Karmainian Adaption: A Karmainian gains 1 extra feat at 3rd level. This bonus feat may be changed at 10th level.
    • Karmainian Resistance: Caused by the combination of Dead Iron imbued within them and the Sumran War Karmainians have now grown resistant to magic. Karmainians have Spell Resistance equal to your character level plus your charisma modifier. This spell resistance is reduced by half against Divine Spells.
    • Karmainian Skill: Karmainians start with 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    • Favored Class: Any.


    Vital Statistics


    {table="head"]Half-Elf Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'10"|+2d10|120 lb.|x (2d4) lb.
    Female|4'5"|+2d10|85 lb.|x (2d4) lb.[/table]
    Last edited by Milo v3; 2012-08-21 at 06:08 AM.
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    Milo v3's Avatar

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    Default Re: Knights of the Plains [3.5e Race][PEACH]

    Any comments at all?
    Currently Holds the Title of "Earl of Innocence"

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    Wyntonian's Avatar

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    Default Re: Knights of the Plains [3.5e Race][PEACH]

    Ok, so you took a human, made the paint job accentuate the rest of your house, bumped back the bonus feat ad gave it SR?

    Well, I'd say 2/3 of my games start above level 3, so delaying when I get that feat only makes it easier to make some skill or save-based pre-reqs. I don't think that something that's only rarely a temporary inconvenience is really any comparison to free Spell Resistance, even if it kinda sucks.

    So, I'd say it's strictly better than humans, one of the strongest races in the game. Is that what you were aiming for?
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    Milo v3's Avatar

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    Default Re: Knights of the Plains [3.5e Race][PEACH]

    Quote Originally Posted by Wyntonian View Post
    Ok, so you took a human, made the paint job accentuate the rest of your house, bumped back the bonus feat ad gave it SR?

    Well, I'd say 2/3 of my games start above level 3, so delaying when I get that feat only makes it easier to make some skill or save-based pre-reqs. I don't think that something that's only rarely a temporary inconvenience is really any comparison to free Spell Resistance, even if it kinda sucks.

    So, I'd say it's strictly better than humans, one of the strongest races in the game. Is that what you were aiming for?
    Moving back the Feat was caused by their adaptive nature, which is also why it can be changed at 10th level. Also it is the human equivalent in my campaign setting so I wanted them to be similar so new players don't get confused.

    But I didn't want it to be too powerfu,l I'll try and think of a way to make it more balanced.
    Last edited by Milo v3; 2012-05-02 at 09:11 AM.
    Currently Holds the Title of "Earl of Innocence"

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