mordicai caeli (mordicai) wrote,
mordicai caeli

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more dnd musings from skid row.

so i am in-situ on the forensics of two new races. i mentioned the imps before. right now all i have them down for is +2 con -2 str. i think the -2 strength is enough; the scaling of weapons & encumberance to size takes the reduced muscle mass into account in my opinion. though i'm not at all set on the stats; that con modifier is especially fluid; i might throw that +2 somewhere else. they're small, like i said, but i can't decide whether to make that 20' move rate stay or go on account of the hooves. 30' is easier for me as a dm, since they can keep up with everyone, but 20' is nice for flavour. i'll consider it- maybe i can even makee it 25'? or is that just too stupid of me?

some of the racial powers i have chicken scrawled on the notes are: they spot secret doors as an elf. +2 vs. enchantment. the imps are "fey" as their type, but i made note that rather than possessing total immunity to the enchantment school, they only have a +2. the idea being that they are available as player characters because they are the least fey of the fey.

(brief digression: i'm sick of dnd's catagory of "fey." it has no actual parameters. even though it doesn't sound like it, it is a catch all catagory, in large part. in my game, i decided to give the fey a common history that explained why they all have pointed ears too, in one fell swoop. the basic jist is that the fey are labyrinth creatures that followed & harried the elves during the hejira- the exodous from heaven. eventually they got entranced by the elves & the world. since elves where the only humanoids available, they started mimicing them. okay? thats the nutshell version.)

other imp powers include damage reduction 1/cold iron, squirm (the imp can fit through any space 3/4 the size of his head), & academic savant. that last one is basically my tip of the hat to cornelius; it allows an imp to have 2 more ranks then normal in knowledge skills. so thats really it. i will certainly come up with more. maybe i'll rip off the halfling more than the gnome. i'll keep my eyes open.

the witches cupboards are similarly bare. they've got acid blood, okay? they're favored class is domino- a class only available to supernatural creatures (witches, like elves, are magical humanoids) that allows you to eventually take & wear someone's skin. oh how pleasent. they've got tentacles in their hair that gives them a kind of medusa flavor; i'm thinking i might give them some kind of paralytic/hypnotic gaze. i don't know, i'm stirring that pot as well.

the race i started coming up with yesterday are the ghouls. they are "undead," but undead in the same way that half-orcs are orcs & half-elves are elves. stylistically, i'm thinking about the people from the necropolis litharge in the sandman, & vampire hunter d. you know, pallid & all that, but without any actual blood sucking. more like lots of dark colours & baroque fashions & owning funeral parlors. right now they have a +1 to dcs of necromancy spells cast, a favored class of cabalist (but oh! maybe i want to make it dabbler!), +1 racial bonus on saving throws against mind-affecting effects, poison, sleep, paralysis, stunning, & disease (see, part undead!), & claws for 1d4+str. yawn, basically, but i'll throw some tweaks in before the day is done.

also, i can't help but consider changing "elves" to "wights." i really like the word & its actual meaning of either person, or strong. no big surprise that i like archaic words, hrm? i think its very weird that dwarves (& humans) are the most unchanged from regular dnd, though i did mess with the dwarves a little. if i could think of a name change for dwarves that i liked, i probably would change elf to wight. look at me burning the bridges connecting me to dnd, ma!

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