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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 07-27-2010, 06:55 AM   Top  -  End  -  #1
Admiral Squish
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Default The Fleshforge Legacy (Community World Building Project)

The Rules: With the aid of the playground homebrew community, to create a world for the ground up. Everything from nations, cultures, and customs, to species and geography. Active discussion and debate of ideas is encouraged, practically required if this is to turn out well. I hold authority, but my decisions are not final until I specifically say so. I am not an evil overlord, my decisions may be questioned without getting you sent to the camps. The most important part, though, is to have fun and make something awesome, so go a little crazy. We don't mind. We're all mad here.
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The Concept: Long, long ago, there was a race of ultimately powerful creatures with incredibly powerful magic that came to the material plane. They saw potential in this place, and began to work. Their magic warped flesh, fused bones, and stretched skin. They used their magic to shape generations of man and beast to suit their desires, to fill their needs. The almost perfect systems they created still work to this day. But the creators are long gone. Or, perhaps, hiding.

Map:
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Geography:
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Political Geography:

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Old 07-27-2010, 06:57 AM   Top  -  End  -  #2
Admiral Squish
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Default Re: The Fleshforge Legacy (Community World Building Project)

Races:

Humans:
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Elves:
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Dwarves:
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Warforged:
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Gnomes:
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Halflings:
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Orcs:
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Lesser Illithid:
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Shapertouched:
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Raptorans:
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Changelings:
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Shifters:
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Old 07-27-2010, 06:58 AM   Top  -  End  -  #3
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Old 07-27-2010, 06:59 AM   Top  -  End  -  #4
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Old 07-27-2010, 07:01 AM   Top  -  End  -  #5
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Old 07-27-2010, 07:03 AM   Top  -  End  -  #6
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Old 07-27-2010, 07:47 AM   Top  -  End  -  #7
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Default Re: The Fleshforge Legacy (Community World Building Project)

Well, two things that I think will be needed are grafts and symbionts.

Also, for races, maybe you could have a modular one, where you choose several different features for whatever you need it for?
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Old 07-27-2010, 08:16 AM   Top  -  End  -  #8
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Hmm. I'll see if I can still find my old file on Nethling symbionts and grafts from Etherworld... those should fit nicely.
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Old 07-27-2010, 09:19 AM   Top  -  End  -  #9
Eldan
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After thinking about this a little more, a few ideas I came up with:

Races: I would include several races which are shapeshifting in one way or the other. Eberron's Changelings and Shifters come to mind. Another idea going around in my head currently are Mistborn's Kandra (For those who don't know the books (spoilers, obviously) Kandra are a species lacking any bones (probably non-mindless ooze or aberration type), but able to devour another living creature and then use it's bones to form a body around it, taking it's shape. Similar to doppelgangers, but cooler.) and finally, an idea coming from the thread's title:

The Fleshforged. Obviously, the name is taken from the warforged, and they would be similar in concept, but not mechanical, but organic. The special thing here is that they can use grafts, similar to a warforged's ability to graft magical items to it's body: their special ability is to use the various flesh grafts and symbionts around in the different books (fiendish, aboleth, daelkyr). Instead of grafting them to their body permanently, they can attach and detach them as move actions. Not really strong, but I think a nice basis to work on.

And now I'll go in my "weird creatures" files and find more organs to craft on creatures.
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Old 07-27-2010, 09:56 AM   Top  -  End  -  #10
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Maybe the fleshforged are like Prometheans; they all have this life-long, spiritual quest to find humanity and a soul? The ones who get lost dive straight into the body-horror-monster category; human centipedes, leviathan giants, blobs of flesh, etc.

Obviously, the only vampires for this world are the Tzimisce. If you can't tell, I've kind of got a WoD them going through here.
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Old 07-27-2010, 10:16 AM   Top  -  End  -  #11
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What i think this really needs is the possibility for player mutation. Having one's species warped seems like it would make ones genetics somewhat malleable. Seeing as i have a penchant for culture development (I like writing fluff) and religion I believe ill brainstorm some feats, religions and cultures up and return later.
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Old 07-27-2010, 10:20 AM   Top  -  End  -  #12
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Quote:
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but able to devour another living creature and then use it's bones to form a body around it, taking it's shape. Similar to doppelgangers, but cooler.
That sounds a lot more like a traditional ghoul than a doppelgänger.

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Old 07-27-2010, 10:41 AM   Top  -  End  -  #13
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Quote:
Races: I would include several races which are shapeshifting in one way or the other. Eberron's Changelings and Shifters come to mind. Another idea going around in my head currently are Mistborn's Kandra (For those who don't know the books (spoilers, obviously) Kandra are a species lacking any bones (probably non-mindless ooze or aberration type), but able to devour another living creature and then use it's bones to form a body around it, taking it's shape. Similar to doppelgangers, but cooler.) and finally, an idea coming from the thread's title
Well if we go the mistborn route we could always rip off the Koloss as well. Hordemonsters that continue growing as they age, but their skin dosent, causing them to look like several different creatures through their life cycle. Mistborn has the coolest creatures.
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Old 07-27-2010, 11:04 AM   Top  -  End  -  #14
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A few thoughts occurred to me just now, on the place of aberrations in this world:

The Fleshforgers Tools of War: Aberrations are the custom crafted weapons the forgers created for use against some terrible enemy. they were hasily crafted, for soon after the forgers arrived, their ancient enemies pursued them to this new colony-world. The lack of care in their creation led to their instability and alien outlooks. They now terrorize the surface races from their subterranean lairs.

The Enemy Forces: Aberrations are the soldiers of a terrible enemy that assaulted the fleshforgers in the distant past. They were few in number but mighty and horrifying. The forges superior numbers eventually overwhelmed them, but the survivors of the alien forces now fester deep in the earth, nursing their resentment for the forgers and all their creations

Distant In Time: The aberrations are time travellers from the distant future, from a time in witch the offspring of the forgers have become so twisted and warped as to be barely recognizable. They hope to steal this world from their ancestors, as their own has become uninhabitable, even for their alien form of life.

Just some thoughts i had while looking through Lords of Madness for inspiration.
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Old 07-27-2010, 11:09 AM   Top  -  End  -  #15
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Default Re: The Fleshforge Legacy (Community World Building Project)

Well, here is what I have on tap (light on stats, but these things don't have a strong need for stats I don't think). The is copy-paste from the previous thread.

It sounds like something up my alley, and I would probably end up contributing to it (I like to avoid promising anything).

I would recommend making the trolls naturally shed their weapons etc like a cat's claw layers are shed, or giving them a modified pain response under certain circumstances. Agonized creatures means you have to pay for shackles and then oil the shackles regularly so the blood doesn't rust them... not efficient in the long run.

I have several things to offer, some of which I have been itching to post for months, if not years, but could never figure out the right way to say. I think I started to post them in a "Work in progress, ignore" type thread, but never was able to get further than that.

Existing work of mine that might (or might not) work out:
Wing Dragons: A general that does his own scouting? Their BW isn't very friendly to combined arms, but if you have the advantage in melee (especially having trained your soldiers in Blind-fighting) they can be good for countering massed ranged attacks, especially if they go for the "Fog Cloud" level of opacity, rather than "optic black".


Mepholk: Some fleshforger towards the end decided that humans were out of date, but since they were so numerous, he released a "patch" instead of a "delete and re-install" solution. If deities exist in this setting you can keep Allurehn and her curse just the same as always (although the Mepholk wouldn't be as picky about who they had children with in this case since their mortal masters wouldn't like that). If not, you can call it a bug that didn't get corrected before the fleshforger's left.



New stuff (here is where I have a lot of ideas stored up) :
Massage Squirrels: Based on flying squirrel stock, these creatures have a highly modified biochemistry that allows them to sport lead-laced bones. They are virtually unable to survive in the wild. Normally very lethargic, the only time they show "squirrelly energy" is when they are on a warm horizontal surface of at least 3 feet by 1 foot. In such cases they scamper around on top of said object, dragging their patagium(sp?) and tail heavily until very tired (by which time they will have gradually slowed down noticably), at which point they curl up on top of the object and go to sleep. Literally used by the fleshforgers to give themselves relaxing massages. Shared with the slaves because once they existed, there wasn't any reason not to spread them around?


Ioun Rodents: They don't provide any magical benefits to their wearer, but walking around with 3 mice and a rat orbiting your head is a fashion craze that comes and goes, never completely dying out. Can't fly when not placed into orbit. Very vocal about when they are hungry, thirsty, or need to eliminate. Sleep, on the other hand, they will gladly do in mid-air, regardless of noise levels or temperature.


Parasitic pets: (the best detail, and creates a very interesting dicohtomy of the Alien and the Familiar when one considers what such a creature says about the fleshforger's. "They like pets!"..."Some of the pets are squicky!".)
Pre-spell information: The males of these species are useful only as normal pets and as breeders. The females are the valiable ones. Species include mice, gerbils, hamsters, ferrets, guinea pigs, sugar-gliders, rats, and (for size large and larger hosts only) weasels. Some dragons are rumored to wear dire-weasels.

Spell Transformation: The females are sensitive to a specially designed spell which induces a false pregnancy, then a X days to Y weeks later (need to look up rodent and ferret gestation times, then divide by 4 or something) the resulting placental material is transmuted by the second stage of the spell (which is probably around 2nd or 3rd level for a single pet), effectively spaying the pet. The results of this transmutation are tendrils on the belly that are strongly linked into the pet's nervous and circulatory systems. If a tiny amount of metal is included as a material component in the transformative spell, that metal is transmuted into the tips of the tendrils, this allows the parasitic pet to bypass metal-based damage reduction. I think that for especially hard-bodied creatures (such as dragons) the inclusion of adamintine as necessary would make sense.

Attachment: If pressed against a living creature the tendrils will burrow in, connecting to the capillaries and sensory nerves in the area. The capillary connections handle hydration, nutrition, respiration, and waste removal for the pet just as if the pet were in its mother's womb. The neurological connections mean that any sensation (heat, cold, pressure, pain, etc) felt by the parasite's skin is mapped onto the patch of skin that the tendrils penetrate. This prevents accidental injury to the pet. The host has the "Share Spells" ability with the parasite(s) just as a sorcerer or wizard has with their familiar, except that this also applies to any spell cast on either of them by a third party (always the host's choice, never the parasite's) Any affection shown by the master/host (the same thing as far as the parasitic pet is concerned) is reciprocated in a fluffy of squirming (remember the chest is free to move, just not the belly), licking and happy vocalizations (which may be rather faint due to the disused state of the lungs). An attached parasitic pet is fearless, since they can't run away or fight very well anyway and the design is based on the assumption that the master/host will protect them. A parasitic pet can be induced to eat with treats, but has no appetite really, and most hosts prefer to avoid being excreted on, and thus do not feed them. Note that Heal, Remove Curse, Remove Disease, etc can NOT be used to remove a parasitic pet except in cases where a host has enough that it actually has a mechanical effect on their constitution.

Removal: A level 0 spell (on any spell list that includes either arcane transmutation spells, or curative spells... 1st level for spell lists without a 0th level) is known to remove a LIVING pet touched. If the pet has been attached for an extended period of time (which is often the case) the pet begins to suffocate (as if drowning), and if it is not attached to a new host quickly (as determined by the usual fortitude saves) it will die. A parasitic pet dying of old age also detaches (this is a precaution to avoid gangrene of the tendril-penetrated site). In the case of the violent death of a parasitic pet, Heal checks to remove the tendrils are indicated, and even then a Remove Disease is generally a wise precaution.



Temporary Pets: The "Temporary Tattoo" version of Parasitic pets, these creatures merely secrete a sticky substance from their hairless bellies, allowing them to be placed on, or peeled off. They give the same warning vocalizations about their needs as Ioun Pets, and, if in familiar surroundings will even use their limbs to peel themselves off if the matter becomes serious enough.


Note: Should most or all of these come in unusual colors, or are fur-dyes sufficient for those purposes?


EDIT: Added in Ioun Rodents, temporary pets, and kept working on the parasitic pets. I THINK the parasitic pets are done now.
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Old 07-27-2010, 12:47 PM   Top  -  End  -  #16
Eldan
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I've had a few ideas while taking the train home today (one hour of doing nothing since I forgot my books at home). I've been typing this for over an hour now, so apologies when someone else had the same or a contradicting idea first.
So let me share some:

The Progenitors: In the Dawn of time (or more recent, see current time ideas) a race of almost godlike beings came upon the material world and it's fledgling races. They shaped and reshaped them, each according to their own ideas.
For a long time, they did so in peace, and they did many strange and wondrous things to the material creatures, but eventually, war broke out between them, for their philosophies were very different. They fell on each other with their flesh-forged armies. Many of them were defeated quickly, but in the end, five remained:
(Here I have to admit that I'm horrible with names, so I'm using Placeholders)
Progenitor Law: The progenitor of lawful races believed in strength through unity, and therefore, his creatures were specialized to a degree that, in the end, none of them could survive without the other. He created hive minds, and insectile creatures. Among them were the Formians, symbionts and grafts and many of the fast-breeding horde-creatures he used as cannonfodder.
Progenitor Chaos: The progenitor of chaotic races preached adaptability, believing that no single form of creature could wholly encompass all that was necessary to survive on a battlefield. From his fleshforges came the lycanthropes, the doppelgangers and other shapeshifters.
Progenitor Evil: The progenitor of evil races bred his creatures for strength, creating orcs and giants, believing that the strongest soldiers was the best soldier.
Progenitor Neutral: The neutral progenitor believed in the power of the mind, creating creatures adapt at rational and quick thinking, and eventually discovering psychic powers.
Progenitor good: I must admit, here I'm stumped.

Fleshforges: one of the strongest tools of the progenitors, and one most fought over, where the fleshforges. These were gigantic creatures, hundreds of feet in diameter. Inside their membranous, liquid-filled bodies, these living factories not only changed one creature into another, but also created new creatures from whole cloth when fed enough organic materials. Many of these fleshy creatures became so large, they could no longer suspend themselves and had to be kept under water, or in other environments supporting their enormous bulk.

Neth, the Living Plane (I love Neth, and I use it in pretty much all campaign settings in some way):
When the Progenitors went away, they took their factories, the Fleshforges, with them, hidden or dead, no one knows. All but one: Neth, a creation of Neutral, is the only Fleshforge that was made truly sapient by it's intelligence-focused creator. It was the largest of all Fleshforges, so huge that an entirely new demiplane was made for it, on the ethereal. In a way, Neth is the demiplane, and the demiplane is Neth.
These days, Neth is no longer active as a factory, instead only sending out small creatures, the Nethlings, instead of the battle titans it built in earlier ages. They scout the planes, bringing back information to still Neth's endless inbuilt hunger for Knowledge.
Neth can be useful, however, to those who can satiate it's hunger: in exchange for rare knowledge in a form it can understand, it can lend it's services. Neth can only truly comprehend knowledge presented in biological form. It appreciates the brains of the greatest sages and artists, or the bodies of rare and exotic creatures, if they are well preserved. It will, rarely, be content with knowledge read to it from books, but that is just as likely to anger it.
In exchange, Neth can perform a variety of services: it can dissolve bodies, or rebuild them in a new fashion, adding muscles and body parts, curing diseases or recreating crippled body parts. It can also synthesize body parts of rare creatures, a service appreciated by mages looking for extremely rare spell components.
Few, however, know Neth, for it leads a secretive life on the ethereal, and if a visitor is too knowledgeable and special, it might devour him for his mind.

Edit: comments on the above:

Re: Parasitic pets
Why mammals only? People always focus on mammals so much. I mean, I might be one of the few people who thinks bees are cute (at least outside my research group), but I keep thinking that parasitic creatures, like tapeworms, would be much easier to graft to a living host.
And to extend on this: why not make, say, bat grafts for sonar-vision? You could graft a pet-shark to your arm for a bite attack! Get some magically- enhanced chameleon-skin to fuse with your back, and never again pay for a tattoo you don't want anymore a week later!
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Old 07-27-2010, 02:06 PM   Top  -  End  -  #17
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Here a I present the mutation feats I alluded too earlier. Most are modified from other sources, some are my own.

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Old 07-27-2010, 02:08 PM   Top  -  End  -  #18
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Here a I present the mutation feats I alluded too earlier. Most are modified from other sources, some are my own.

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Of course! Stuff like Aberrant feats!

Some more here.
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Old 07-27-2010, 02:12 PM   Top  -  End  -  #19
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indeed, most are modified from the feats in lords of madness. Im working on more original ones, but I figured id put those up to see if everyone agreed it was a productive area of work.
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Old 07-27-2010, 02:14 PM   Top  -  End  -  #20
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Quote:
Originally Posted by Eldan View Post
Progenitor good: I must admit, here I'm stumped.
Let me take a crack at it... (off of the top of my head pretty much, strays onto the subject of dragons)
Progenitor Good was the only one who identified on a personal level with his subjects. He focused his species-creation efforts on the slower, but safer, method of modifying embryonic creatures rather than fully formed creatures. In the case of intelligent creatures he would only work with couples who gave their informed consent to the specific project they would be involved in. Even the most mis-shapen of his learning experiences were given his care, even if they were never intended to be more than brute beasts in the first place. In fact, he spear-headed the creation of the dragons, simply because his methods were the only ones capable of making so great a leap beyond the capabilities of other creatures. These creatures were only in their more primitive stages (an initial generation of proto-dragons only 1 in 20 of which had survived long enough to reach breeding age) when the war broke out, and thus it was that Neutral, Law, and Chaos all helped at various stages of the project as alliances were formed and broken between The Five. Evil made an especial point of devoting a large portion of his resources towards the theft of tissue samples, wyrmlings, and the modification there-of.
One of Progenator Good's last experiments was to take the adaptability of the draconic form that allowed the existence of the widely varied half-dragons and isolate it. His one foray into applying this knowledge was the Mepholk.
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Edit: comments on the above:

Re: Parasitic pets
Why mammals only?
Because only placental mammals have placentas. A placenta is required for the specific technique I described. Other, competing, techniques might exist, but for this technique, only a placental mammal is worth the trouble of modifying.
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People always focus on mammals so much. I mean, I might be one of the few people who thinks bees are cute (at least outside my research group),
This has nothing to do with my reasoning.
Quote:
Originally Posted by Eldan View Post
but I keep thinking that parasitic creatures, like tapeworms, would be much easier to graft to a living host.
Pre-existing parasites aren't cute and hybridizing them with cute animals would, I would argue, be more difficult from the species-making POV than what I described.
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And to extend on this: why not make, say, bat grafts for sonar-vision? You could graft a pet-shark to your arm for a bite attack! Get some magically- enhanced chameleon-skin to fuse with your back, and never again pay for a tattoo you don't want anymore a week later!
That would be more like the traditional symbiotes, and while such things are probably good things to write up, they are a separate area of endeavor from what I was presenting.




Ponderthought: I might reverse the effects of Bulging and Segmented eyes, but I am really not sure.

Also, unless it already exists, you might want one for Scent.

Despite the lack of a bonus to Spot, I think that Sensitive tongue makes the darkvision granting feat basically pointless... I would knock the tongue down to 5 feet.
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Old 07-27-2010, 02:32 PM   Top  -  End  -  #21
Ponderthought
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Ponderthought: I might reverse the effects of Bulging and Segmented eyes, but I am really not sure.

Also, unless it already exists, you might want one for Scent.

Despite the lack of a bonus to Spot, I think that Sensitive tongue makes the other blind-sight granting feat basically pointless... maybe make the first one grant scaling dark-vision instead, and the tongue a flat 5 foot blindsight?
That sounds right actually. ill switch them.

Theres already a Scent feat, I suppose it could easily be considered a a Mutation feat.

Also, what other blind sight feat? I only count one, unless ive finally gone completely senile.
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Old 07-27-2010, 02:35 PM   Top  -  End  -  #22
Eldan
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...Pre-existing parasites aren't cute...
I disagree. But to each their own, and that's not the subject here.

Anyway, I'll work on a few more grafts, then. I would also include cosmetic grafts, like:

Photophores: Called "phot" in the youth slang of [large city that seems to show up in every setting], Photophores are small bulbs full of light-emitting bacteria which are implanted under the skin. While not bright enough to provide any amount of useful light for reading or navigating in the dark, they are seen as very fashionable and are available in a variety of colours. Those rich enough to afford them (or willing to visit back-alley grafters) often implant whirls and stripes in contrasting colours under their skin.

Crest: Similar to photophores, a variety of colourful and weirdly shaped crests and ridges have taken over the position of hats or diadems in the fashion of some of the more enhancement-happy societies.


As for blindsense: what about sensory hairs, like on insects? They could also provide tremorsense.
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Old 07-27-2010, 02:38 PM   Top  -  End  -  #23
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Also, what other blind sight feat? I only count one, unless ive finally gone completely senile.
Nah, I got blindsight and darkvision temporarily mixed up... see my edits into my longer post above (since I also collapsed my double-post into it).

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Anyway, I'll work on a few more grafts, then. I would also include cosmetic grafts, like:

Photophores: Called "phot" in the youth slang of [large city that seems to show up in every setting], Photophores are small bulbs full of light-emitting bacteria which are implanted under the skin. While not bright enough to provide any amount of useful light for reading or navigating in the dark, they are seen as very fashionable and are available in a variety of colours. Those rich enough to afford them (or willing to visit back-alley grafters) often implant whirls and stripes in contrasting colours under their skin.

Crest: Similar to photophores, a variety of colourful and weirdly shaped crests and ridges have taken over the position of hats or diadems in the fashion of some of the more enhancement-happy societies.
Those look fine, and if I am glad I seem to have inspired you.

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Old 07-27-2010, 02:44 PM   Top  -  End  -  #24
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Nah, I got blindsight and darkvision temporarily mixed up... see my edits into my longer post above (since I also collapsed my double-post into it).
aha, I see. I will consider modifications to those two, but i was also thinking of building some short feat trees for improving each in various ways, like giving the eye one tre bonuses to spot invisible foes and the tongue tree abilities to detect poisoned food or drink, or something similar. It would help differentiate the two and give both meaning.

i ill probably cut down the blindsense abit anyway though.

Edit: The mutation feats gave me an idea for a prestige class,Something based around seizing control of ones own form, but ive never really created one. Any idea?
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Old 07-27-2010, 04:04 PM   Top  -  End  -  #25
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Progenitor good might have made more utilitarian races that were skilled in rendering aid to others. These races would be the craftsmen, the healers, etc. that could do things that would be of benefit to others.

If you notice the traits the other progenitors perused didn't do this. In a hive, everyone works for the good of the hive, and not the good of its members (and while some things may be able to help others, they would only be used for the hive). Shapeshifters are able to benefit, hide, and protect themselves with their powers, but they don't extend to others (not that they couldn't be used to aid others but they don't directly do so). Evil made beings that were strong on their own and thus had little need to make things or help others. Neutral perused rationality and reasoning, which while able to give advice, do little for the more immediate material needs. It also requires action on the part of those receiving the advice to actually make use of it.

Craftsmen and healers would be able to give their work to those that need it and directly aid them through their work. Also, I'd suggest changing it from evil and good to selfish and selfless. The ideas of what they did would work just as well, but wouldn't make the strong solitary races automatically seem like they need to be evil due to their maker, and the craftsmen good due to theirs.


Also, I'd suggest looking at the ozodrin class in my sig for an in progress class that may fit due to its variable nature.

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Old 07-27-2010, 04:06 PM   Top  -  End  -  #26
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So Good made the unicorns and maybe the Martyr Flitters (see my Full List)? I could see that.
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Old 07-27-2010, 06:14 PM   Top  -  End  -  #27
Admiral Squish
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Hey! Sorry I abandoned this with so little this morning. I did a lot of awesome stuff while I was off at class, brainstorming.

Firstly, however, some of the stuff from the old thread that may or may not have been read:

Agriculture:
Spoiler


Warfare:
Spoiler


Common Races:
Spoiler


Mass Production
Spoiler


Second, some other, new ideas that occurred to me, mostly focusing on geography and the associated features.

Geography:
Spoiler


Political Effects:
Spoiler


Also: Shapers were originally going to be based out of Daelkyr, but less insane. Perhaps lawful creatures that emerged from a plane of chaos?

As for the rest of your awesome replies, I'll attempt to respond to each in turn.

Volthawk: Yes, symbionts and grafts will have a HUGE part in this.

As for races, I could make a modular race, but I think the current races, with a little modification, would serve quite well.

Eldan: Shifting races=YES. Did NOT think of that. I do like the bonetheifs, though. Sounds awesome.

As for fleshforged, I could see them, but the world I'd imagined had proper warforged already. Perhaps turn the half-daelkyr into a pregenitor-touched race that allows for the free attaching/detaching of symbionts.

Tygre: I've only read a few pages out of promethian while I was browsing in a game store, but sounds fun.

No idea what the vamp-things are.

Ponderthought: Player mutation sounds like a very solid possibility. I'll have to come up with some kind of system.

Not sure what this mist-thingie is you;re discussing is, but I'll wiki it when I get a chance.

Also interesting ideas. I thought abberations would be more a 'creativity ideal'. Created for no purpose but to show they COULD be created. In the downfall of the shapers, they escape and begin multiplication. You do the math.

Draco: Interesting ideas.

Wing dragon: Might be awesome.

Mepholk: Not sure what those are, and I don't have time at the moment to go look. Brief rundown?

Massage squirrels: Awesome, that sounds pretty fun. Not sure if it'd actually happen, but...

Parasitic pets: I'll get back to these, a little rushed.

Eldan again: Progenitors are more 'ultrapowerful, amoral mages' than godlike beings. Admittably, godlike, but not 'divine' as your idea sounds.

Neth could be fun. I'll need to look it over later...

Ponder again: Looks awesome! Basically abberation blood + a few extras? Also, how about just scent instead of blindsight/sense?

Volt again: Also need to be examined!

Eldand once more: Photophores and crests sound awesome.
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Old 07-27-2010, 06:59 PM   Top  -  End  -  #28
DracoDei
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Draco: Interesting ideas.
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Originally Posted by Admiral Squish View Post
Wing dragon: Might be awesome.
Yeah, I was mostly just going to giving you perfunctory permission to use them, but then I realized that there were some things about them that would seem to make them not very good as a commander of a large battle.
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Mepholk: Not sure what those are, and I don't have time at the moment to go look. Brief rundown?
Skunk people... Ok, I can hear you yawning from here. That isn't the point (although I really fleshed them out). The point is that the child of a Mepholk and a human is ALWAYS a Mepholk. Also, their cultural ideals manage to combine Neutral Good with eugenics in what I felt was a believable way. Seemed like the sort of thing that would fit this world.
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Massage squirrels: Awesome, that sounds pretty fun. Not sure if it'd actually happen, but...
Ok, why not?
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Parasitic pets: I'll get back to these, a little rushed.
Ok, but unless you call them prototypes for something actually USEFUL, rather than just decorative, I think that if you leave out the massage squirrels you will probably leave out these for the same reason(s), whatever those might be.


Don't forget about the Temporary Pets and the Ioun Pets when you get some time.
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Eldan again: Progenitors are more 'ultrapowerful, amoral mages' than godlike beings. Admittably, godlike, but not 'divine' as your idea sounds.
Ok, but the attitudes and accomplishments could be the same, you are just replacing an individual with a group (probably intermingled with the other groups) and removing the Divine Rank/dropping the CRs (if those ever matter). Point is, that work may not go to waste.
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Old 07-27-2010, 07:58 PM   Top  -  End  -  #29
Admiral Squish
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Wing dragons: Still haven't looked too close at then, but I assure there will be lookings soon.

Mepholk: So, skunk people are a patch for humans? Why skunk? What quality does humanity lack that making them skunky would fix?

Massage squirrels: Well, they could work. I could see the shapers making them. But they also don't seem like the sort to treat slave races any better than, well, slaves. And since, by your own admission, the squirrels are unsurvivable in the wild, I believe that in the repetitive conquerings of the capital they would either be exterminated or been driven into the crop rings where either they'd drown, the scytheboars would get them, or the lizards would.

Ioun pets: Maybe. I could see like, little Ioun cages that you could put tiny animals in and maybe gain familiar benefits. Or maybe eyes! Get two, and you have all-around vision, but have to make a save or be nauseated for one minute and sickened for 24 hours or until they're removed,due to the spinnin'!

Parasitic pet: I think it could be cool, but I'd make a specific race of shoulder-dwelling things. Ones that give you something in return, too. Like decorative/semi-useless symbionts. Same applies to temporary pets.

As for divinity/non divinity, did you read my take on it? I think mine's more realistic in dealing with preferences and creativity. Sure, there'd be wars, but they wouldn't be clashes of good and evil, they'd be clashes of evil on evil using thousands of creatures bred specifically to live and die by their whims.
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Old 07-27-2010, 08:39 PM   Top  -  End  -  #30
Ponderthought
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As for divinity/non divinity, did you read my take on it? I think mine's more realistic in dealing with preferences and creativity. Sure, there'd be wars, but they wouldn't be clashes of good and evil, they'd be clashes of evil on evil using thousands of creatures bred specifically to live and die by their whims
.

ithilid armies on the march. God i love lovecraft. A though occurs to me about aberrations, in addition to the ones i posted above. What if they were the mistakes?

Oh and more mutation feats to come, soon as i can focus. Ive a damnable headache.

Edit: Also, I think maybe legendary forgers along the lines of the earlier statement could be cool, but with less focus on alignment and more on the medium they preferred. Say for instance there was a forger who favored creating sea creatures, who was at odd with the forger favored of plants, and so on.
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