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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 08-17-2012, 04:44 PM   Top  -  End  -  #1
Morph Bark
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Default Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

So as I am now making races for my campaign setting (for which I already got the angels up), which are made in the same way mechanically as Gnorman's E6 races, I asked him if I could borrow some of his to revamp them to fit my non-E6, 3.P-y purposes. He said yes.

I went back to his old Race Compendium because the pictures were like dayyyum spiffy, son.

Behold, GLORIOSITY. (Not really.)


The Human

Spoiler



The Dwarf

Spoiler



The Jotun

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Last edited by Morph Bark : 09-28-2012 at 01:59 PM.
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Old 08-18-2012, 11:03 AM   Top  -  End  -  #2
Morph Bark
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

Added the Jotun and favoured classes. Fluff later.
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Old 08-18-2012, 05:19 PM   Top  -  End  -  #3
Midwoka
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

It seems odd that a half-dwarf gets +2 to Strength, when none of the full dwarves do. I'd switch their attribute bonus with the half-orc's, myself.

Other than that, the races look pretty good. I like how the bloodlines make the different types feel more... connected. Like there's less divide between a duergar and a city dwarf. Plus, I've always been a fan of Norse giants, even if the Jotun aren't that big. =)


EDIT: I just noticed that Stonebound Jotun have the Olympian as their favored class! =D
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Old 08-18-2012, 06:54 PM   Top  -  End  -  #4
Morph Bark
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

Whoops! The intention was that dwarves get a standard +2 to Strength, due to being compactly built for physical power, hence also being Small with Powerful Build.

Thanks for spotting that and I'm glad you like them. I intend to put up fluff soon. Giants will likely not be otherwise common in my setting, though Jotun might get a PrC that increases their size.

Now it's just time to stat up the remaining races.

And yep, that they do! I dug through my Homebrew Tier Compendium to find some fitting ones, and that one seemed to fit for them. I'm not sure what I'll do with favoured classes, but I have some very minor ideas.
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Last edited by Morph Bark : 08-18-2012 at 06:55 PM.
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Old 08-19-2012, 08:39 AM   Top  -  End  -  #5
D-naras
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

Quote:
Originally Posted by Morph Bark View Post
Whoops! ... due to being compactly built for physical power, hence also being Small with Powerful Build.....
Actually they are medium
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Old 08-19-2012, 03:28 PM   Top  -  End  -  #6
Spiryt
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

It seems to me that this limited Animal Companion from few 'coming from' choices is really weak and mostly a trouble instead of interesting ability, really....

Also, Jotun seem to be a bit 'half-orcish' - they are pretty much bigger dwarves, with maybe slightly more potent bloodlines, but without 344 of other abilities. Kinda like Dwarf-Half Orc situation from in Core.


Other than that it looks pretty good.
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Old 08-20-2012, 07:32 AM   Top  -  End  -  #7
Morph Bark
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

Quote:
Originally Posted by D-naras View Post
Actually they are medium
No they aren't! :P

Quote:
Originally Posted by Spiryt View Post
It seems to me that this limited Animal Companion from few 'coming from' choices is really weak and mostly a trouble instead of interesting ability, really....
Eh, it's moreso somewhat unbalanced. At level 1 it is too strong, but at higher levels way too weak. It does add a bit of bookkeeping, I suppose... what would you put there instead?

Quote:
Also, Jotun seem to be a bit 'half-orcish' - they are pretty much bigger dwarves, with maybe slightly more potent bloodlines, but without 344 of other abilities. Kinda like Dwarf-Half Orc situation from in Core.
Hm, maybe I should remove the dwarves' powerful build then? I don't agree with the Jotun being 'half-orcish' in that sense, since the half-orcs are a weak and uninteresting race, mechanically, which the Jotun definitely aren't.
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Old 08-20-2012, 07:36 AM   Top  -  End  -  #8
Gnorman
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

I removed the Rural human's animal companion because yeah, at level 1 getting a riding dog was too much, and after that, who cares?

I replaced it with natural Wild Empathy. The bloodline abilities really shouldn't be too overwhelming, just a small unique bonus that carries a certain flavor.

As far as Dwarves being Small: with Powerful Build, this basically becomes "Dwarves are Medium creatures who get a +1 bonus to armor class, a +1 bonus to attack rolls, and a +4 bonus to Hide checks." It is all of the advantages with almost literally none of the drawbacks - the only one I can think of is not getting additional reach with Enlarge Person. Why not just let them stay Medium? Medium creatures with Powerful Build get a pass because Large size creatures aren't usually available as player options and take up more space, I always thought, so it was a way of being Large without actually gaining the reach and size.

Last edited by Gnorman : 08-20-2012 at 07:42 AM.
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Old 08-20-2012, 02:41 PM   Top  -  End  -  #9
Morph Bark
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

I think I will instead take away Powerful Build, as they are intended to be small, though definitely at the upper limit of it (the smallest ones would be 3 feet). I'll replace it with a different, unique ability.

I honestly hadn't yet had the time to check out the new races in the new E6 compendium you got, so I will, and see if I can make some better abilities for the humans and the Equrun dwarves. (Though culturally speaking, an Equrun dwarf without a pony would feel dishonoured anyway.)
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Old 08-21-2012, 09:45 AM   Top  -  End  -  #10
Morph Bark
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

The human bloodlines have been changed, basically just taking what Gnorman had. I had a whole bunch of ideas to give to the Soldier or Saltskin (I also changed some of the names to something that I thought sounded better), but in the end those abilities seemed much more perfectly fit for the elves or other races that are yet to come.

The half-elf/orc/dwarf stuff I've instead decided to turn into one-time-only feats. The feats are perhaps a little strong, but I intend for other one-time-only feats to likewise be strong.

I've also taken the dwarves' Powerful Build away and given them a different ability, Power of the Earth. I think I may need to make it stronger though, or change it in both fluff and mechanics to make it work while they aren't in contact with the ground.
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Old 08-21-2012, 10:07 AM   Top  -  End  -  #11
Spiryt
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

Well, Soldier background seems to be of somehow limited use to... soldiers, or rather classes that already have high BaB, Fighters in particular.

I think that Rural/naturalist bonus doesn't have to deal with animals necessarily, as it will always be somehow clunky the way 3.5 rules are built...

Maybe some bonus against getting fatigued and similar? As from background generally connected with constant, monotonous physical activity.


Power of Earth seems fine, useful both in combat and outside, but can't get abused easily.

"Ground" needs clarifying, though.
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Old 08-22-2012, 08:15 AM   Top  -  End  -  #12
Morph Bark
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Quote:
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Well, Soldier background seems to be of somehow limited use to... soldiers, or rather classes that already have high BaB, Fighters in particular.
Hmm, most likely. Another idea was to give them 3/4 initiator level for non-martial adept classes, rather than 1/2, but that'd push them into that direction. Not necessarily a bad thing though, I suppose, especially since martial disciplines will likely be abound in the setting.

Quote:
I think that Rural/naturalist bonus doesn't have to deal with animals necessarily, as it will always be somehow clunky the way 3.5 rules are built...

Maybe some bonus against getting fatigued and similar? As from background generally connected with constant, monotonous physical activity.
Hmm, could be. I'd moreso equate that to fitting better with the Hinterlander. I could do something with a Wis-based skill instead, but the only ones I got for that are... Perception, Sense Motive, Survival, Heal, Profession and Autohypnosis. Still a decent amount, I suppose, but other than Autohypnosis they're all limited, and Autohypnosis would imply inherent psionic power. I could do something unique with Profession instead, but that'd be hard to come up with something good.

Quote:
Power of Earth seems fine, useful both in combat and outside, but can't get abused easily.

"Ground" needs clarifying, though.
Alright, that's good then. Why do you think it needs clarifying though? Or rather, I can see why maybe, but how? I think it's obvious it cannot be used while they're in the air, or swimming, or climbing a tree, or balancing on a rope (but they could use it while balancing on a slope).

Make it "standing on solid underground" instead?
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Old 08-22-2012, 08:33 AM   Top  -  End  -  #13
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Alright, that's good then. Why do you think it needs clarifying though? Or rather, I can see why maybe, but how? I think it's obvious it cannot be used while they're in the air, or swimming, or climbing a tree, or balancing on a rope (but they could use it while balancing on a slope).

Make it "standing on solid underground" instead?
Power name suggest some more or less supernatural bind with earth, and all, so I guess one just should know if it can be anything you can stand on, or just natural ground, for example.
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Old 08-22-2012, 01:20 PM   Top  -  End  -  #14
Morph Bark
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Power name suggest some more or less supernatural bind with earth, and all, so I guess one just should know if it can be anything you can stand on, or just natural ground, for example.
Oh, it isn't meant to be supernatural at all. And even if it is, perhaps slightly, then it is more coming out of the dwarf themselves rather than the Earth.

To be honest I kind of pictured them grunting and shouting while doing their little "powering up", reminiscent of typical shounen anime heroes. Just for a moment, but it was a hilarious image.
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Old 08-22-2012, 09:33 PM   Top  -  End  -  #15
toapat
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

Came here from the worldbuilding:

Your Dwarves are clearly from Minecraft/Dwarf Fortress, but which?
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Old 08-23-2012, 05:15 PM   Top  -  End  -  #16
Morph Bark
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

If you had to hazard a guess, which one would you choose? Trick question!
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Old 08-23-2012, 05:26 PM   Top  -  End  -  #17
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If you had to hazard a guess, which one would you choose? Trick question!
i dont know, Steve and Dwarves both use Lava as a convienient lightsource, both build rediculous machinery from Magic, Stone, and Wood, and build massive, complex cities underground.

we dont have Lawful Psychotic or True Psychotic for racial attributes
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Old 08-23-2012, 05:55 PM   Top  -  End  -  #18
Morph Bark
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

Interesting. I've honestly never played Dwarf Fortress, but have played Minecraft. However, while the exact mechanics of Ymaggion dwarves as a race are fully new, their cities as they are (Acera especially) were created mostly way back in 2006. Admittably, it took a little while before I made it a dwarven city, rather than a human one, but that was at least pre-2008 still.

I presume that you are a fan of both games though, and thus do not see the comparison as a negative trait.
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Old 08-23-2012, 06:09 PM   Top  -  End  -  #19
toapat
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Interesting. I've honestly never played Dwarf Fortress, but have played Minecraft. However, while the exact mechanics of Ymaggion dwarves as a race are fully new, their cities as they are (Acera especially) were created mostly way back in 2006. Admittably, it took a little while before I made it a dwarven city, rather than a human one, but that was at least pre-2008 still.

I presume that you are a fan of both games though, and thus do not see the comparison as a negative trait.
i dont, i like both games, although ive never figured out how to play Slaves to Armok: God of Blood: Chapter 2: Dwarf Fortress sucessfully.

again, are they Lawful Psychotic like Steve the Miner, or True Psychotic like the beerfueled war engines of Dwarf Fortress?
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Old 08-23-2012, 06:36 PM   Top  -  End  -  #20
Morph Bark
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

I'm not sure where they'd fit. I've honestly not thought much on the subject of dwarven morality, though I'd figure maybe only the Mountain Dwarves would stick much to the Dwarf Fortress mentality. Equrun Dwarves are different entirely.

I've also changed the Equrun Dwarves' bloodline stats, so that they do not gain an animal companion of sorts, though it is still considered dishonourable to them to not own (and ride) a pony.
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Old 08-23-2012, 07:34 PM   Top  -  End  -  #21
toapat
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I'm not sure where they'd fit. I've honestly not thought much on the subject of dwarven morality, though I'd figure maybe only the Mountain Dwarves would stick much to the Dwarf Fortress mentality. Equrun Dwarves are different entirely.

I've also changed the Equrun Dwarves' bloodline stats, so that they do not gain an animal companion of sorts, though it is still considered dishonourable to them to not own (and ride) a pony.
no, they fit almost exactly, the only guys who dont really fit are the Duergar (They are Competent) if we are comparing it to DF: The Equaruns are the animal tamers (but the prefered mount is a Bear in DF), the Mountain Dwarves are the entirity of military dwarves, and City Dwarves are the lavasmiths.

the only thing missing is that Dwarf Fortress Dwarves actually perceive present, past, future, Left, Purple, and Buisenberry, simultaineously.
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Old 08-24-2012, 04:32 AM   Top  -  End  -  #22
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Default Re: Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

There isn't a way to play Dwarf Fortress successfully. Remember, losing is fun!

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Old 08-24-2012, 08:08 AM   Top  -  End  -  #23
toapat
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There isn't a way to play Dwarf Fortress successfully. Remember, losing is fun!
i get that, i cant get dwarves to do much more then dig a small appartment cluster, main hall, and then they just all go catatonic
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Old 08-24-2012, 08:21 AM   Top  -  End  -  #24
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i get that, i cant get dwarves to do much more then dig a small appartment cluster, main hall, and then they just all go catatonic
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