Okay, so... I've finally internalized the greatest truth in worldbuilding: When in doubt, throw some dice. I've been hammering down my "Americans get thrown into a Fantasy world" setting, and I've finally just left some stuff that I can't decide on to chance. So for right now... The Americans are thrown down into the southern most tip of this shattered cotinent... They have been given twenty years to develop technologically from the ground up.... and have been able to regress down to a quasi-steampunk technological level... and have a functioning railroad that has been built from scratch... However they're electronic technology might as well be ancient magic, as they can't reproduce it on a mass scale anymore. Individuals have been able to build old style computers from scratch though....They don't have any standing armies, relying on Militia groups... And they have been effectively conquered by a foreign power that has yet to be determined.
So far I have a couple of races in mind. First off, I bought Races of the Dragon, and by gosh, I'm gonna suck some use out of that book. There was a group of Kobolds that were conquered by the Americans, and were introduced to capitalist principles. Now they have become an industrial, business minded group. Does this version look broken?
[spoiler=American Kobolds]
Standard Racial Traits
Ability Score Racial Traits: Kobolds gain -2 Str, +2 Dex, and +2 Wis.
Type: Kobolds are humanoids with the reptilian subtype.
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Kobolds have a base speed of 30 feet.
Languages: Kobolds begin play speaking Common and Draconic. Kobolds with high intelligence scores can choose from the following: Dwarven, Gnome, or Undercommon
Defense Racial Traits
Natural Armor: Kobolds have a +1 natural armor bonus to their Armor Class.
Feat and Skill Racial Traits
Skill Bonus: Kobolds have a +2 racial bonus on any single Craft skill and Profession checks.
Sociable: When a kobold attempts to change a creature's attitude with a Diplomacy check and fail by 5 or more, she can try to influence the creature a second time even if 24 hours have not passed.
Cave Dweller: Kobolds have a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
Magical Racial Traits
Movement Racial Traits
Offense Racial Traits
Senses Racial Traits
Darkvision: Kobolds can see in the dark up to 60 feet.
Weakness Racial Traits
Other Racial Traits
[/spoiler]
Also, I can't remember if this was Rhamnousias, Weaves, or Polycarps idea, but they said I could use this, so I went with it. "Elves" are a gender Dimorphic species, with the males being "elves", and the females being "Orcs". I rather like this idea actually as they represent two sides of Draconic nature which was the initial idea of this world. Dragons experimented on humans, and created the dwarves and "elves". Dwarves are greedy like dragons, and Elves are proud like dragons. Males represent the magical nature of dragons, while females represent their ferocity. It's a lot like Gerudos in Zelda actually.
Again dwarves are basically the same, but I'm still trying to come up with an interesting "twist".
There are going to be more races, I'm still trying to figure out the world dynamics.
Also my take on Gnomes.
Kharlonian Gnomes
Being built by Immigrants to the NAC who practice magic, these strange little clockwork driven beings were built by several magicians who wanted personal assistance in their laboratories. However pretty soon it became apparent that these strange little "Robognomes", as americans began dubbing them due to their pointed heads, had a certain degree of "sentience", in fact they had a great deal of self awareness, and the courts soon determined that possessing one of these "Gnomes" as they became foreshortened to, is tantamount to slavery, which was unconstitutional.
(http://media02.hongkiat.com/humanoid_robot_artwork/Steamnocchio-robot-concept-by-Fabricio-Moraes.jpg)
Skip a few more years, and now no one knows how to sort out the mess that was created by making these little things. The creation of these little golems (sorry but that's what they are) opened a whole new can of Civil Rights Tinged worms. The courts decided to basically outlaw the creation of sentient constructs, seeing it as a highly controversial form of playing God. The youngest known gnome is roughly 16 years old by this point, so no one is currently throwing opposition towards this bill. However if the Gnomes ever developed a sense of racial belonging, they could easilly argue for the right to prolong their own race. Gnomes are easilly the youngest race of all of the Kharlonian races.
Rumors persist that Kobolds are creating their own army of gnome workers under the Pointed Mountains. If this is happening, no one in the courts or government is pitching a fit over it.
Physical Description: Gnomes are small mechanical beings that look like adorable little steampunk robots. They stand roughly three feet tall, and are generally unthreatening. Being the youngest beings to develop on Kharlonia, they have no sense of "racial identity".
[spoiler]Standard Racial Traits
Ability Score Racial Traits: Kharlonian gnomes gain -2 Str, +2 Con, +2 Int, and -4 Wis.
Type: Kharlonian gnomes are humanoids with the living construct subtype.
Size: Kharlonian gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Kharlonian gnomes have a base speed of 20 feet.
Languages: Kharlonian gnomes begin play speaking Common.
Defense Racial Traits
Natural Armor: Kharlonian gnomes have a +1 natural armor bonus to their Armor Class.
Feat and Skill Racial Traits
Master Tinker: Kharlonian gnomes have a +1 bonus on Disable Device and Knowledge (engineering) checks. Kharlonian gnomes are also treated as proficient with any weapon they have personally crafted.
Skilled: Kharlonian gnomes gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Magical Racial Traits
Movement Racial Traits
Offense Racial Traits
Kneecapper: Kharlonian gnomes have a +4 racial bonus on combat maneuver checks to trip an opponent.
Senses Racial Traits
Weakness Racial Traits
Other Racial Traits
Extra Component: Gnomes choose between one of the following traits
Gyrocopter: Some gnomes have a built in helicopter blade, and have a gliding/Hover ability.
Treads: Some Gnomes were given treadwheels rather than legs. These gnomes have a climb speed, and treat rough terrain as normal terrain.
Headlamp: Some gnomes were given lamps on their heads so that wizards would have extra assistance with light, or for when walking through a dark house. These Gnomes are treated as having a constant "Torch" effect, and can turn their lamps on and off at will.
More on the way.
[/spoiler]
Quote from: LoA
Okay, so... I've finally internalized the greatest truth in worldbuilding: When in doubt, throw some dice. I've been hammering down my "Americans get thrown into a Fantasy world" setting, and I've finally just left some stuff that I can't decide on to chance. So for right now... The Americans are thrown down into the southern most tip of this shattered cotinent... They have been given twenty years to develop technologically from the ground up.... and have been able to regress down to a quasi-steampunk technological level... and have a functioning railroad that has been built from scratch... However they're electronic technology might as well be ancient magic, as they can't reproduce it on a mass scale anymore. Individuals have been able to build old style computers from scratch though....They don't have any standing armies, relying on Militia groups... And they have been effectively conquered by a foreign power that has yet to be determined.
The setting sounds interesting to me. Have you read "Codex Alera"? It's humans were lost Romans that got pulled into a fantasy world. It's generations later (8 specifically IIRC), so they've adapted to the world. It might have some inspiration for you.
QuoteSo far I have a couple of races in mind. First off, I bought Races of the Dragon, and by gosh, I'm gonna suck some use out of that book. There was a group of Kobolds that were conquered by the Americans, and were introduced to capitalist principles. Now they have become an industrial, business minded group. Does this version look broken?
I'm not familiar with where the balance point on Pathfinder races is, but it looks fine. The only thing I'm wary of is the AC bonus ontop of +2 Dex and +1 size bonus to AC; that's +3 AC right there (armor permitting). They're definitely going to be hard to hit.
I like that they're sociable. That's a nifty ability that really speaks to their personalities. I can imagine them being pushy, as they eventually will win over anyone.
QuoteAlso, I can't remember if this was Rhamnousias, Weaves, or Polycarps idea, but they said I could use this, so I went with it. "Elves" are a gender Dimorphic species, with the males being "elves", and the females being "Orcs". I rather like this idea actually as they represent two sides of Draconic nature which was the initial idea of this world. Dragons experimented on humans, and created the dwarves and "elves". Dwarves are greedy like dragons, and Elves are proud like dragons. Males represent the magical nature of dragons, while females represent their ferocity. It's a lot like Gerudos in Zelda actually.
Interesting. So do they come together only to breed, or do they live together?
QuoteAgain dwarves are basically the same, but I'm still trying to come up with an interesting "twist".
Making dwarves unique is always difficult. I've always liked the idea of living construct dwarves; not that they're actual machines, but they are stone or iron given life. I imagine dwarven crafters carving their children, with gems for eyes and all that. Just a half-baked idea that popped up.
QuoteThere are going to be more races, I'm still trying to figure out the world dynamics.
Are you going for a fancy kitchen sink approach? Is this chiefly for gaming?
Quote from: LoA
Also my take on Gnomes.
Oh, well there you go. These are awesome. Mustn't steal (I want to use "Gnome" as an "Earth Spirit", along with salamanders, sylphs, and undines, so I wouldn't quite do this, but it's awesome).
QuoteAbility Score Racial Traits: Kharlonian gnomes gain -2 Str, +2 Con, +2 Int, and -4 Wis.
Again, I don't know where the balance point is, but this adds up to -2 while the kobolds added up to +2. Also, I'm under the assumption the wizards who first crafted them were intelligent, but it's interesting that their average creation is smarter than the average human.
Again, you have +1 size alongside +1 natural; that's going to be tough.
QuoteMaster Tinker: Kharlonian gnomes have a +1 bonus on Disable Device and Knowledge (engineering) checks. Kharlonian gnomes are also treated as proficient with any weapon they have personally crafted.
That's nifty.
QuoteExtra Component: Gnomes choose between one of the following traits
Gyrocopter: Some gnomes have a built in helicopter blade, and have a gliding/Hover ability.
Treads: Some Gnomes were given treadwheels rather than legs. These gnomes have a climb speed, and treat rough terrain as normal terrain.
Headlamp: Some gnomes were given lamps on their heads so that wizards would have extra assistance with light, or for when walking through a dark house. These Gnomes are treated as having a constant "Torch" effect, and can turn their lamps on and off at will.
I love this too.
QuoteMore on the way.
Keep it coming. I like the "familiar, but different" feel.
Quote from: Xeviat
The setting sounds interesting to me. Have you read "Codex Alera"? It's humans were lost Romans that got pulled into a fantasy world. It's generations later (8 specifically IIRC), so they've adapted to the world. It might have some inspiration for you.
A friend of mine recommended them to me after I told him about this setting. Definitely on the reading list. Another friend told me that I should give them at least a hundred years for them to really develop into something. I chose to put it twenty years after the fact. Which do you think is a better decision?
Quote from: Xeviat
I'm not familiar with where the balance point on Pathfinder races is, but it looks fine. The only thing I'm wary of is the AC bonus ontop of +2 Dex and +1 size bonus to AC; that's +3 AC right there (armor permitting). They're definitely going to be hard to hit.
I like that they're sociable. That's a nifty ability that really speaks to their personalities. I can imagine them being pushy, as they eventually will win over anyone.
Too true. Maybe I can afford to cut the Natural Armor +1. And yeah other than that these feel alright.
Also too paraphrase: Elves and Orcs have different societal structures depending. Some Orcs are amazonian super warrior societies, but sometimes it's like a lion pack and Elves rule over a "pride".
I lol'd at the "Dwarves should be constructs" as you acknowledged.
Quote from: Xeviat
Quote from: LoA
Also my take on Gnomes.
Oh, well there you go. These are awesome. Mustn't steal (I want to use "Gnome" as an "Earth Spirit", along with salamanders, sylphs, and undines, so I wouldn't quite do this, but it's awesome).
Again, LOL
Quote from: Xeviat
Again, I don't know where the balance point is, but this adds up to -2 while the kobolds added up to +2. Also, I'm under the assumption the wizards who first crafted them were intelligent, but it's interesting that their average creation is smarter than the average human.
Again, you have +1 size alongside +1 natural; that's going to be tough.
QuoteMaster Tinker: Kharlonian gnomes have a +1 bonus on Disable Device and Knowledge (engineering) checks. Kharlonian gnomes are also treated as proficient with any weapon they have personally crafted.
That's nifty.
QuoteExtra Component: Gnomes choose between one of the following traits
Gyrocopter: Some gnomes have a built in helicopter blade, and have a gliding/Hover ability.
Treads: Some Gnomes were given treadwheels rather than legs. These gnomes have a climb speed, and treat rough terrain as normal terrain.
Headlamp: Some gnomes were given lamps on their heads so that wizards would have extra assistance with light, or for when walking through a dark house. These Gnomes are treated as having a constant "Torch" effect, and can turn their lamps on and off at will.
I love this too.
QuoteMore on the way.
Keep it coming. I like the "familiar, but different" feel.
Thank you, for that last comment, that's what I'm striving for. Maybe I should re-adjust the stat bonuses a little bit. Nat armor is the closest I could represent them being made of metal. Still I dunno. More components are coming, just busy at the moment.
Quote from: Xeviat
Are you going for a fancy kitchen sink approach? Is this chiefly for gaming?
Kind of, but I want there to be a rhyme and reason. Sure there are hippogriffs, and Gryphons. Why do they exist though? A society of Eagle worshippers got their hands on life warping magic, and created new species of monsters. And so on and so forth. The Draconic Calamity brought forth a great deal of the monsters that exist nowadays.