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Old 06-23-2012, 12:43 PM   Top  -  End  -  #1
Cipherthe3vil
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Default The Tuatha (Race)

The Tuatha

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The Tuatha are a race of magically included humanoids, who indeed look very much human, who live several times longer then a normal human. They are descendants of ancient kings and queens, royal blood raw with arcane potential fuels them and empowers their spells. Many Tuatha ascend into godhood, having much more deities stem from their race then any other mortal kin.


Personality: Tuatha vary greatly in personality, much like humans from which they are related to. Tuatha generally have a few traits that are consistant throughout most other Tuatha. Tuatha believe, in more of a cultural thing, in Hospitality and treat it as a kind of sacred ordinance almost. People who violate the hospitality or others or who deny hospitality are generally seen as honorless cretins. Tuatha are very vengeful and can take the smallest of slights as a grievous insult and must be punished- usually with death.
Tuatha have little humanity and tend to kill first and ask questions later. They are very angered when they cannot strike someone down, or get someone to bow to them. They are very dominate people, who can only bend their knee to someone proven better then them- who is also another Tuatha. Almost anyone else who isn't either Tuatha or a goram Deity is about as significant to them as the distance of which they can throw them. They would sooner hunt and kill someone who shows potential to equal or better them then acknowledge that they are better or on the same level.
Still, they are not inherintly evil, per say, and some like to call themselves good and indeed some may well be considered good. But this "goodness" is as far as it suits them and is usually only because they think its best. They retain a dominant alpha-status as they go about it, expecting to be served and repaid and thanked, and all that as if they are the best thing thats ever graced the sad lives of anyone who isn't Tuatha.

Physical Description: Tuatha look very much like humans. But in almost every outside way perfected. They are stronger, faster, and more durable then a human. The women are sleek and very pleasing to the eye, each of them looking like they belong in a magazine rather then standing before you while they wonder whether or not to threaten you, kill you, or to take you. The men are generally muscular. Hardly hulk like or grotesquely so, but the form of a strong exceedingly well fit human who doesn't have peanut sized testicles in direct contrast to their bulging mounds of muscle.
Their colors can vary within human ranges, though more vivid, but blonde and red hair with blue or green eyes are most common.

Alignment: Tuatha are a very sort of self centered species, very often Chaotic in alignment but they also have the most obscure way of being both totally lawful yet totally chaotic at the same time in a sort of Chaotically Lawful or Lawfully Chaotic. Its quite a mess really, but a good start would to just pin them as True Neutral in that they don't give a damn.

Land: Tuatha often inhabit a land of their own just outside the material plane. Its a very green place with plentiful forests and rolling hills rimmed with stony jagged mountains with peaceful lakes and streaming rivers. The name isn't very well established, as it changes once every few thousand years as power squabbles cause changes in leadership which in turn alters the name of the land, usually named in some fashion after the current head of the Tuatha.
The land is connected to the Material plane and travel to and from it is a very easy task for the Tuatha.

Religion: The Tuatha do not believe in gods as things for them to worship, but believe them to be merely other beings who are almost as worthy of worship as they are. The Tuatha believe themselves to be gods and do not worship others, but do respect and follow the head of the Tuatha which is as close to worshiping anyone else that they get. The Head Tuatha is, in fact, a god and so are the other more powerful and influential Tuatha. Not all Tuatha are gods, they simply have a tenancy to find ways to rise as such and when they do they are added to the table and a contestant in the endless power squabbles. Though these squabbles are generally kept somewhat civil, they do occur. Each Tuatha finding ways to one-up the other, or making alliances while simultaneously planning for betrayal from the others. Though friendships between Tuatha can exist, its a very concept and hard to establish. Generally, they only really trust outsiders if they can or other Tuatha who are not yet a part of the divine table.

Language: The Tuatha speak an old tongue that has died out in most practical applications on the material world, known only to old scholars or those who know of the Tuatha. Since the common mortal has long forgotten it, they renamed it after themselves as Tuathic. Tuathic consists of symbols called Runes and sounds somewhat breezy to the ears.

Adventures: The Tuatha are always looking for things with which to grow in power, they adventure often for artifacts and items of mysterious origin even if there is just the possibility that another Tuatha may be looking into it as well. They do however enjoy monster slaying, many Tuatha seeing the victory over great beasts to be a mark of honor and glory in triumph. They usually keep some part of the beast as a trophy to flaunt their victories. They often also adventure to quest against some uppity fool who insulted them or insulted Tuatha in general, someone showing disrespect for their kind and may be a threat some day.


Tuatha
+6 Cha, +4 Str, +4 Con
Outsider (Native)
40ft speed
Noble Blood (Ex)
: The Tuatha have an ancient bloodline of magic that fuels them. They can cast magic even in areas of Antimagic or in planes in which magic does not exist. Doing so uses spell slots or spell points as if the spell was three levels higher. The Tuatha's spell DCs are increased by half their charisma modifier in addition to their normal spellcasting ability mod, even if it was already charsima they just add half again. A Tuatha casts spells as if she were four caster levels more then she is, a Fireball at 10th level would deal 14d6 damage instead of 10d6 damage, for example.
Always Magic (Su): A Tuatha can always cast spells as a sorcerer OR a druid of half her level. If she selects druid, she only uses the Druid spell list but actually casts as a Sorcerer but casts as a druid equal to her level instead of 1/2. If the Tuatha is already an arcane caster, they take cast spells as a Druid of their level. If they are already a druid or use the druid's list, they cast spells as a sorcerer of 1/2 their level. If the Tuatha is a divine caster, she chooses normally between the two.
Skill Bonuses: The Tuatha have a +2 racial bonus to Bluff, Concentration, Disguise, Knowledge (Arcana), and Spellcraft
Automatic Languages: Common, Tuathic
Bonus Languages: Any
Favored Class: Wilder, Sorcerer, Favored Soul
Level Adjustment: Five


Random Starting Ages
Adulthood Simple Moderate Complex
50 +10d12 +40d6 +60d12

Aging Effects
Adulthood Middle Age Old Age Venerable Maximum Age
50 150 300 500 +25d12

Random Height and Weight
Gender Base Height height modifier Base Weight weight modifier
Male 6"5" +2d8 200lbs +(1d8*1d12)lbs
Female 5'5" +2d8 120lbs +(1d6*1d10)lbs

Alternative:
Tuatha
+6 Cha, +4 Str, +2 Con
Outsider (Native)
30ft speed
Noble Blood (Ex)
: The Tuatha have an ancient bloodline of magic that fuels them. They can cast magic even in areas of Antimagic or in planes in which magic does not exist. Doing so uses spell slots or spell points as if the spell was three levels higher. A Tuatha casts spells as if she were four caster levels more then she is, a Fireball at 10th level would deal 14d6 damage instead of 10d6 damage, for example.
Noble Body (Ex): The Tuatha never age past maturity and are not subject to death from massive damage, disease, or poison. Tuatha have a very low chance of bearing children.
Skill Bonuses: The Tuatha have a +2 racial bonus to Bluff, Concentration, Disguise, Knowledge (Arcana), and Spellcraft
Automatic Languages: Common, Tuathic
Bonus Languages: Any
Favored Class: Druid
Level Adjustment: +2


Random Starting Ages
Base Simple Moderate Complex
20 +10d12 +40d6 +60d12

Aging Effects
Adulthood Middle Age Old Age Venerable Maximum Age
50 x x x x

Random Height and Weight
Gender Base Height height modifier Base Weight weight modifier
Male 6"5" +2d8 200lbs +(1d8*1d12)lbs
Female 5'5" +2d8 120lbs +(1d6*1d10)lbs

Last edited by Cipherthe3vil : 12-27-2012 at 01:30 AM.
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Old 06-23-2012, 03:48 PM   Top  -  End  -  #2
silphael
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Default Re: The Tuatha (Race)

For the LA, I will say something between 4 and 6. I know, they have powerfull abilities, but you may have to up them a little, even with a +4 LA, and maybe add some ability modifiers.
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Old 06-23-2012, 03:56 PM   Top  -  End  -  #3
Grimsage Matt
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Default Re: The Tuatha (Race)

How would these guys view my Deep Trolls? Just wondering.
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Old 06-23-2012, 04:23 PM   Top  -  End  -  #4
Cipherthe3vil
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Default Re: The Tuatha (Race)

Quote:
Originally Posted by silphael View Post
For the LA, I will say something between 4 and 6. I know, they have powerfull abilities, but you may have to up them a little, even with a +4 LA, and maybe add some ability modifiers.
I was hoping someone would say it was lower.

Quote:
Originally Posted by Grimsage Matt View Post
How would these guys view my Deep Trolls? Just wondering.
I would see it going one of two ways.
The Tuatha would hunt them, similar in manner and relation to the Norse hunting the Giants.
Or, They could be something of friends or at least allies of a more ancient time when the world was new and the Tuatha's first kings were crowned in the dawn of their race.
Which path is taken would rely on the Deep Troll's end of the line.
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Old 06-23-2012, 04:29 PM   Top  -  End  -  #5
Grimsage Matt
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Default Re: The Tuatha (Race)

Quote:
Originally Posted by Cipherthe3vil View Post
I would see it going one of two ways.
The Tuatha would hunt them, similar in manner and relation to the Norse hunting the Giants.
Or, They could be something of friends or at least allies of a more ancient time when the world was new and the Tuatha's first kings were crowned in the dawn of their race.
Which path is taken would rely on the Deep Troll's end of the line.
The Deep Trolls are kinda neutral. If the Tuatha aren't disrupting the stone/earth, they're fine. In fact, they would respect the Tuatha as warriors, purticularly if they fought demons, abberations and undead. Though maybe there was conflict between one of their Thanes and a early Tuatha king?
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Old 06-23-2012, 04:35 PM   Top  -  End  -  #6
Prime32
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Default Re: The Tuatha (Race)

Level Adjustment higher than +2 is incredibly painful and has all kinds of weird consequences. If you want to restrict their level, use racial Hit Dice instead.

Quote:
A Tuatha casts spells as if she were four levels more then she is.
What does this mean? Is it a caster level boost or do you actually get higher level spells?

Quote:
The Tuatha's spell DCs are increased by half their charisma modifier in addition to their normal spellcasting ability mod, even if it was already charsima they just add half again.
This is a bad idea. Spell DC boosts of even +1 are rare and expensive. Plus you already have a "your spell DCs are higher" ability in the form of a Charisma bonus.

Free sorcerer casting is significantly better than free druid casting.

Finally you can't have more than one Favoured Class, though few people even use those rules anyway.

Better to go with something like this:
Quote:
Tuatha
+6 Cha, +4 Str, +4 Con
Humanoid
40ft speed
Racial Hit Dice: A Tuatha begins with four levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +4, and Will +1.
Racial Skills: A Tuatha's humanoid levels give them skill points equal to 4 × (2 + Int modifier, minimum 1). Their class skills are Bluff, Concentration, Disguise, Knowledge (arcana), and Spellcraft.
Racial Feats: A Tuatha's humanoid levels give it one feat.
Noble Blood (Ex): A Tuatha chooses one sorcerer spell of each spell level at character creation. They may spontaneously convert a spell of equal or higher level from any spellcasting class into one of these spells, in the same manner a druid spontaneously casts summon nature's ally spells. If they expend a spell slot 2 levels higher than required, the spell functions even in an antimagic field or region of dead magic.
Spells: A Tuatha casts spells as an lv3 druid, stacking with any druid levels they may gain. Use Charisma as the Tuatha's primary spellcasting score in place of Wisdom.
Automatic Languages: Common, Tuathic
Bonus Languages: Any
Favored Class: Druid
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Last edited by Prime32 : 06-23-2012 at 04:41 PM.
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Old 06-23-2012, 05:03 PM   Top  -  End  -  #7
Cipherthe3vil
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Default Re: The Tuatha (Race)

Quote:
Originally Posted by Grimsage Matt View Post
The Deep Trolls are kinda neutral. If the Tuatha aren't disrupting the stone/earth, they're fine. In fact, they would respect the Tuatha as warriors, purticularly if they fought demons, abberations and undead. Though maybe there was conflict between one of their Thanes and a early Tuatha king?
They kill plenty of demons and abberations.

Quote:
Originally Posted by Prime32 View Post
Level Adjustment higher than +2 is incredibly painful and has all kinds of weird consequences. If you want to restrict their level, use racial Hit Dice instead.
So what. +2 then? Or 4RHD?


Quote:
What does this mean? Is it a caster level boost or do you actually get higher level spells?
Caster level.
Quote:
This is a bad idea. Spell DC boosts of even +1 are rare and expensive. Plus you already have a "your spell DCs are higher" ability in the form of a Charisma bonus.
Its my idea.
The Tuatha's spells are overwhelming and hard, but not impossible to resist.

Quote:
Free sorcerer casting is significantly better than free druid casting.

Finally you can't have more than one Favoured Class, though few people even use those rules anyway.

Better to go with something like this:
Hm... Good to know.

Last edited by Cipherthe3vil : 06-23-2012 at 05:05 PM.
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