Saturday, August 30, 2014

The Center Cannot Hold: Ursyklon Racial Traits v1.1

Here are the stats for Ursyklons, version 1.o.  Its still in the "see if this works" stage.  Races in Crux are 16 RP minimum, so I tried to upgrade Halflings in Ursyklons.  Opinions are welcome!

9/4/2014 Update: I realized that Halflings were a Dex race, and I don't think Ursyklons quite represent that.  I'm altering their stats to be a Con race, partly because Crux doesn't have a Con race, and because I think having a race that is both a plus in Con and Cha sounds interesting to me.  Constitution makes more sense because Ursyklons were once a prominent warrior race.  Theirs is a fierce feral kind of warfare, and part of it survives in them to this day.  So, they get a Con bump and lose their Dex bump in the process.  What do you think?  Do the Ursyklon as a race seem more Constitution or Dexterity to you?

The Ursyklon: Statistics (RP 16 I think)

The Ursyklons are a variant version of the Halfling race.  Note that the word Halfling is considered a racial slur by most Ursyklon.  They are unafraid to take it as an excuse to challenge one to a duel.

They once ruled the planet using druidic magics, having come to this world from interstellar space.  After they won their long war with the Aboleth, the Ursyklon conquered the nations of the world.  Eventually they fell from power, too spread out and too disparate to maintain their empires.  The Ursyklon forgot their greatest magics and technologies, keeping some traditions while losing the keys to secrets that once let them rule over star systems.

Physiology: Ursyklon stand at half the height of a human.  Their flesh is somewhat harder, their eyes more feral than a human's.  Their eyes look almost lupine.

Same Stats as Halfling except for below:
Ability Score: +2 Con, +2 Cha, -2 Str. Ursyklons are tougher than most races, with fierce strong personalities that are hard to keep repressed.  But they still are smaller than most races, making them not quite as strong as others.
Feral Skin: Ursyklon's skins are thicker than a humans- well worn with inborn calluses and scars from rough-housing as children.  All Ursyklon have a +1 racial bonus to their natural armor.
Natural-Born Survivors: Ursyklons grow up with a natural instinct for dangers, capable of resisting some follies that other races succumb to.  All Ursyklons have a +2 racial bonus on all saving throws.  This replaces the Halfling Luck trait.
Clan Totem: All Ursyklons are born into a clan, whose family totem dates back to when their noble race conquered worlds.  Each totem reveals that family's close ties to a particular kind of animal, as well as quirks that share after generations of caring for and honoring them.  All Ursyklons select one of the following clan totems to represent their family's particular totem:
  • Bat: Night-lovers, members of a Bat clan have darkvision 60 ft.  At will they can use Speak With Animals with any Bat, as a Druid of their character level. 
  • Bear: Into wrestling, members of a Bear clan all gain a +2 racial bonus on all CMB rolls when grappling.  At will  they can use Speak With Animals with any Bear, as a Druid of their character level. 
  • Eagle: Their eyes precise, members of a Eagle clan increase their racial bonus on perception to +4.  At will they can use Speak With Animals with any Eagle, as a Druid of their character level. 
  • Raven: Clever and knowledgeable, members of a Raven clan always treat Linguistics as class skill, have a +2 racial bonus on the knowledge skill of their choice, and begin play with one bonus starting language of their choice.  At will they can use Speak With Animals with any Raven or Crow, as a Druid of their character level. 
  • Stag:  Proud and noble, members of a Stag clan have a movement speed of 30 ft, not 20 ft.  At will  they can use Speak With Animals with any Elk or Deer, as a Druid of their character level. 
  • Tiger: Stealthy like cats, members of a Tiger (or any cat) clan always gain a +2 racial bonus on stealth checks.  At will they can use Speak With Animals with any Cat, as a Druid of their character level. 
  • Wolf:  Known for their practicality, members of a Wolf clan always gain a +2 racial bonus on Sense Motive checks.  At will they can use Speak with Animals with any Canine, as a Druid of their character level.

Ursyklon Favored Class Bonuses
Listed below are Ursyklon Favored Class Bonuses.  If a class isn't listed here, then the bonus for a Ursyklon is the same as a baseline halfling:
Bloodrager: Add +1/4 to Natural Armor or +1/2 Dodge Bonus to AC while Bloodraging.
*Greenrager Bonus: Add +1/4 to Natural Armor, Strength and Dexterity of animals summoned with summon nature's ally.
Barbarian: Add +1 to the bite damage from the Animal Fury rage power or +1/4 to Natural Armor.
Druid: Druid's Animal Companion gains +1/4 of an ability score increase or Add +1/4 to Natural Armor, Strength and Dexterity of animals summoned with summon nature's ally.
*Urzahadi Bonus: Add +1/4 to the Strength score, Dexterity score and Natural Armor of any animal form the Urzahadi wildshapes into.
Hunter: The Hunter's Animal Companion gains +1/4 of an ability score increase.
Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger's favored enemies or add +1 to claw damage from the feat Aspect of the Beast.
Rogue: Add +1/2 to racial bonuses on Acrobatics and Stealth.

Ursyklon Traits
Forgot to include these... here we go!
Stormwood Valiant (Stormwood Ursyklon) Those in Stormwood live in rough mountains, used to centuries of quick reactions in the face of marauding Trolls and Ogres.  You gain a +1 trait bonus on Initiative rolls.  Furthermore, when you make Will Saving Throw to resist Fear, you roll twice and take the better result.
Gruudl Acolyte (Gruudl Ursyklon) You were raised in Crux, and spent many years near the ruins of the ancient Ursyklon city of Gruudl.  The dark corners and hidden dangers of Gruudl have honed your senses; you gain a +1 trait bonus on Acrobatics checks and always treat Acrobatics as a class skill.  Furthermore, when you make Acrobatics checks you roll twice and take the higher of the two rolls.
Child of a Seawolf (Ursyklon) Some Ursyklon clans devote themselves to keep an eye on their ancient enemies, never forgetting that what imprisons the Aboleth could fail and fall.  Weaker Aboleths and their creations often come to dry land to fuel the machinations of their masters.  Your parents were a Seawolf, and you grew up learning best how to fight the horrors the Aboleth unleash.  You gain a +1 trait bonus on attack and damage rolls made against aberrations (this stacks with any Favored Enemy or Studied Target bonuses you may have).  Furthermore, whenever making a Knowledge (Dungeoneering) or (Nature) roll about Aberrations, you roll twice and take the higher result.
Ursyklon Banker (Ithic Ursyklon) You've used your family's wealth to leverage power in a Ithic bank, creating more power and wealth for yourself with the service you've helped to provide.  You gain a +2 trait bonus on Profession (Banker) checks.  Furthermore, when you make Profession (Banker) checks, you roll twice and take the higher of the two rolls.
Feyborn Raised (Ursyklon) Your family has various Feyborn Animals it uses for servants.  These Feyborn raised you, and that has granted you more insight into how those kinds of animals think.   Select one kind of animal (like cats, rodents, canines, etc.)  With those kinds of animals, you gain a +2 trait bonus on Handle Animal checks.  Furthermore, when you make Handle Animal checks with those kinds of animals you roll twice and take the better of the two rolls.

*****
Thanks for reading!  All comments get read, good ideas get praise while great ideas are stolen outright.  More race traits as I get my first wandering through them done.  See yah around the bend.