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Gameplay | Topic subject | Dunestalker: Seasonal Summer Race Idea. | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=48866 |
48866, Dunestalker: Seasonal Summer Race Idea.
Posted by Quezzumpliet on Wed 31-Dec-69 07:00 PM
Dunestalker: Despite the myths surrounding their creation, Dunestalkers do not hail from the plane of fire though distant ancestors did and were able to remain permanently on this plane of existence. Because of this distant connection to a foreign plane Dunestalkers cannot channel the power of the Gods and are unable to join any of the empowering guilds. They do, however, have an affinity for fire and aversion to water that reflects in the guilds of conjurer and invoker.
Dunestalkers prefer dry climates, the dryer the better, so much so that they have a strong aversion to water and easily drown. Their solitary existences in the desert make them very sensitive to sound providing a form of sonic vision and are able to track prey with ease and are very hard to suprise and have their sight denied them. This sensitivity can cause them to suffer more from loud noises from Bards, thunder, and the deafening howls of enemies.
Dunestalkers can go for long periods without drinking water due to their dry skin that resists being cut. They also bleed less than other races but also heal more slowly.
Dunestalkers average eight feet in height and have slight muscular builds. Their skin is the color of the sand from whichever desert they inhabit. Their eyes are a milky white with no visible pupil.
Though Dunestalkers do not actually have a 'Kiss of Death' (as witnesses probably saw them 'scanning' a victims face up close before breaking their neck) they can emit a strong focused shout that can force prey from hiding though the effort means they can only do so infrequently.
Str: 23 Int: 23 Wis: 18 Dex: 18 Con: 18 Chr: 12
total stat points 116 which is towards the bottom race wise.
Classes: Anti-Paladin (Possibly too much?), Conjurer, Invoker, Necromancer, Ranger, Transmuter, Warrior
Vulnerable Water to the point they cannot go underwater willingly. Morale decreases dramatically when traveling over it.
Vulnerable Sonic so some bard songs that cause raw sonic damage are more potent as well as caverndwellers deafening howl. and such attacks cause a blindness like effect.
resistant to slashing because of their dry leathery skin however not resistant to blunt and piercing.
resistant to heat/fire (Not vulnerable to cold as deserts can get very cold at night)
Able to go extended periods without drinking water.
Rangers cannot be Mariner or Marshdweller, Perhaps only bedouin for terrain, perfect tralking/stalking due to sonic 'vision'
sonic 'vision' makes them hard to sneak up on, ambushes and other sneak attacks are more likely to fail.
Can't be fully blinded due to sonic abilities but do suffer from partial blindness like bards/caverndwellers
due to heritage from plane of fire conjurers and invokers are attuned to that plane but cannot summon/follow water.
NO kiss of death, but perhaps a sonic attack of some kind.
Immune to dirt kicking and any other debris based attacks to their eyesight.
--Quezzumpliet
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48873, They wouldn't have conjurer
Posted by Kamuela_ on Wed 31-Dec-69 07:00 PM
If you are going to take off that much charisma for the race, it is enough to say they wouldn't have the ability to command extraplanar servitors. Imagine conjurers with 12 cha, yikes!
There is a lot of work done here to make the race unblindable, which is too strong as a racial trait. However, it might be possible to give them an inherent skill that attempts to cure a spell/physical blindness on a 24 or 48 hour cooldown. Either that, or you could give them an inherent 'sonic blast' that has a chance to deafen foes and has the nifty side effect of marking them (like assassin mark) for the duration of the sonic blast debuff.
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48870, RE: Dunestalker: Seasonal Summer Race Idea.
Posted by Splntrd on Wed 31-Dec-69 07:00 PM
This looks OP as #### as written.
But pretty neat regardless.
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