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KristofFri 13-May-05 11:05 AM
Member since 01st Mar 2005
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#8629, "Race idea: Skinks"


  

          

Skinks are reptilian beings of an average height, 3.5 to 5 feet, at home in the swamps and bogs. They are elusive creatures and have the ability to hide within the swamps that is their birthground. They are known for their endurance and agility. Skinks are cold blooded creatures like their reptilian brothers and need an external heat source to accumulate energy. They delight in basking in the sun's light, while cold, dark places fill them with dread.

Living in and near water, Skinks have developed a natural affinity with water. Because of this and the slowing of their heart rythm, they are able to stay underwater for several hours without having to surface, without gills, but it makes them vulnerable to lightning. Used to the darkness of water, they see in the dark with infravision.

The coloring of their scales varies largely, shades of blue and green are common, but red and dark gray is also possible. Because of their sleek frame they can't use any of the heavy headwear. Their feet and hands are claw shaped and prevent the wearing of regular gloves and footwear. Generally, Skinks rely on their agility and quick wits, rather than wearing heavy armor, as they find it limits their movement.


Max stats: Str: Strong (17) Int: Genius (17) Wis: Sagacious (21) Dex: Quick (23)
Con: Healthy (19) Cha: Average (16)


100% Skill: None
Sp.Ability: Infravision
Vulnerable: Cold, Lightning
Resistance: Light, Drowning


Skinks may become Warriors, Thieves, Rangers, Assassins, Transmuters, Invokers, Shapeshifters and Shamans.


INHERENTS:

1: Hold Breath 75%

By lowering their heart rythms and using their familiarity with water, Skinks are able to hold their breath for several hours, allowing them to swim underwater without the use of gills. When they run out of breath, they need to surface quickly.

12: Hide 75%

At home within the swamps of Thera, Skinks use the terrain to their benefit, hiding themselves from view. Movement or large gestures betrays their position.

25: Hibernate 75%

By lowering their biorythm dramatically, Skinks are able to survive for a long time, as they require very little energy to stay alive. While hibernating, Skinks are unable to do anything, as their energy level is way below normal. After awaking, they need to eat and drink immediately to build up new strength.

(It's like a sleep you can't wake from, as if a necro slept you. Any disruptive corrosives they may be suffering from, keep having their effect, but at a drastically reduced effect, which allows Skinks to survive poisons and plagues that would normally kill them)

"What is mind, don't matter. What is matter? Nevermind"

  

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ValkenarFri 13-May-05 05:45 PM
Member since 04th Mar 2003
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#8636, "My opinion"
In response to Reply #0


          

At first glance I thought they were a bit underpowered, and a bit too much like felar in terms of mechanics. The stats are basically felar with 4 less con, 2 more strength and everything else functionally equivalent (20 vs 21 is almost as meaningless as 16 vs 17 charisma). They both have claws (is the slot different or is felar gear skink-friendly?). The vulns are different, though about equally balanced I'd say. What are their hitpoints like, aside from the low con? After all (unless I'm on the pipe again) a dwarf with 20 con and a human with 20 con don't get equal gains.

Thematically I'd want to know where these things come from. There has to be some kind of story as to why there's a bunch of Skink heros running wild when there were none before. What are their personalities like? Do they have any alignment restrictions? Also, I wasn't clear on why they're lightning vuln.

I like your ideas, I think the hibernate thing is pretty cool, and inherent short-duration water-breathing is cool. (hide is hide, and is quite powerful... but overall I'd say skinks are very weak statistically)

  

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RodriguezSat 14-May-05 12:35 AM
Member since 30th Jan 2005
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#8638, "RE: My opinion"
In response to Reply #3


          

>At first glance I thought they were a bit underpowered, and a
>bit too much like felar in terms of mechanics.

Maybe theyr claws are not sharp enough for real fighting but theyr tail is more useful to them or something like that... There should be enough possibilitys to make them different from felars.

And if they are underpowerd you could always beef them up with some inherent abilitys. Better an intresting and weak race then a strong and boring one ^^

  

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jasminFri 13-May-05 12:48 PM
Member since 04th Mar 2003
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#8632, "You realize a skink is a real animal right?"
In response to Reply #0


          

Just making sure, because I was actually going to buy a blue tongued skink at one time. I could see this being a shifter form, but not a whole race. Maybe just re-name it?

  

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KristofFri 13-May-05 12:50 PM
Member since 01st Mar 2005
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#8633, "Yep, had a skink (the animal) in mind, rather than a Dr..."
In response to Reply #1


  

          

nt

"What is mind, don't matter. What is matter? Nevermind"

  

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