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Post by Hussar on Jan 5, 2016 6:18:55 GMT -7
Obviously, since PT is using the OGL, they can't use a number of the 5e races. Notably absent are Tieflings and Dragonborn. Now, for my own campaign, I'm not terribly interested in Tieflings... too magical. But, I could easily see Dragonborn. Reskin them as "Dinosaurborn" and have them an atavistic race of evolved dinosaurs that are dying out as the ice encroaches on the land. I'd probably limit the colors a bit - no fire or lightning breath, but, acid or poison would be perfectly cromulent. Given gnomes have a pretty strong tie with technology, I'm thinking they don't fit, and the other gnomes are too close to the niche that halflings have taken - little people with close ties to nature and nature magic. OTOH, I'm thinking that Aarococra from the Elemental Evil companion guide would fit in quite nicely. Bird men in a savage land works cool. Heck, you could tie them to evolved dinosaurs too if you like. Genasi and Deep Gnomes are out, AFAIC, but, what about Goliaths? Would seem that icy, mountain dwelling half-giants would fit rather well. What races would you consider adding to the setting?
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Post by dicewrangler on Jan 5, 2016 9:03:49 GMT -7
In my campaign,
Goliaths are in, they are the Hyperboreans. Half-Beastmen are in, they are Neanderthal/Homo Sapiens "hybrids" and fill the Half-Orc role. No Half-Elves (as a race, though there are some Elf/Human offspring). Aarakocra might fit the setting but, as a DM, I think I would have a hard time compensating for flight at 1st level. I like your idea of a Saurian humanoid race but that breath weapon seems a bit too much for my campaign (with no spellcasters).
There are no spellcasting classes and I replaced Darkvision with Low-Light Vision plus added a combat penalty for Dim Light (more than just disadvantage on Perception checks) so the PCs need to carry a light source when venturing in the dark. Some monsters have Darkvision.
I also gave Elves and Halflings "Forestwalk", Goliaths "Icewalk" and Dwarves "Earthwalk." Halflings also have "Swampwalk."
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Post by dicewrangler on Jan 5, 2016 11:28:23 GMT -7
I am considering allowing a Saurian race and would use the Dragonborn as a starting point. To compensate for removing their breath weapon, I would give them a tail (Dragonborn don't have tails!) and a Tail Swipe attack (1d4 bludgeoning melee weapon attack as a Bonus action with a chance to Trip). Saurians can add specialized blades or spikes to their tails for 1d6 slashing or piercing damage, respectively. The DC to avoid being tripped is 8 + Proficiency Bonus + STR (or DEX) modifier; same as a Battle Master's Maneuver save DC.
Saurians would be almost universally hated in human lands and often confused with Serpentmen. Using a disguise (including binding their tail) is recommended plus they have a difficult time communicating -- especially if trying to hide their race. Saurian PCs can speak Draconic and Low Atlantean.
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Post by egamma on Jan 5, 2016 12:32:59 GMT -7
Why not just use the serpentmen and beasties racial templates from the campaign guide?
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Post by maceo13 on Jan 5, 2016 21:19:48 GMT -7
I have been thinking of using the ones listed plus half-elves, tieflings (using the sub-races from the Unearthed Arcana demon/devil), and the lizardfolk entry from Kobold Press' Southlands Heroes (5e) for serpentmen. The serpentmen would only be used in certain campaigns though. I'm more concerned about the classes at this point and I hope we get the Player's Guide soon! By the way egamma where do you see the serpentmen racial template? I only see the beastman one...
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Post by egamma on Jan 5, 2016 21:31:15 GMT -7
Whoops, never mind. Thought I had seen one.
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Post by Athkethin on Jan 6, 2016 18:43:02 GMT -7
For my campaign, PCs are human only. I made an exception for one player, who had a great idea for an elf necromancer, but generally I'm humans only and no full casters.
In my own defense, the campaign started before I ever heard of Thule, and was originally set in the Thunder Rift of Mystara. All three of my initial players were first timers, and I encouraged them all to play humans to ease them into the game. My plan worked beautifully, and handed off well when I decided that the Thunder Rift Was located in the mountains northwest of Ren Shaar instead of Mystara.
The elf player has been a constant in my gaming groups since 1994, and as such I place a great deal of trust in him as a PC. He also came into the campaign later, taking over what was essentially an NPC.
In my Thule, magic exacts a price upon human minds, which cannot handle it for long and are subject to deterioration when they try. Nonhumans do not have this problem. It makes for an interesting dynamic and some flovorful NPCs.
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Post by egamma on Jan 6, 2016 19:37:52 GMT -7
I have a freeblade dwarf fighter, Beastfriend halfling ranger, black book Atlantean sorcerer, corsair Atlantean rogue, guardian human cleric, and Atlantean myrmidion fighter. The fighters are bodyguards for the casters.
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Post by beastman on Jan 8, 2016 10:22:32 GMT -7
I like the addition of beastmen and serpentmen, but to my knowledge the serpentmen have no racials in the book. I would definitely not start with the dragonborn when trying to create serpentman racials as nothing they get strikes me as serpentman-like from their ability score adjustments to their traits. Midgard's serpentman race may be adequate, though I can't recall what it's traits look like. As far as other races go, I love the idea of Hyperboreans and think they were the best addition in the GM's Companion even if they had no racials. I don't know what you would use as a reference for them, but I think they'd be an easy one to make yourself.
However much I like beastmen, serpentmen, and Hyperboreans, I have a distaste for the standard fantasy races which have made the cut in Thule (dwarves, elves, halflings, etc). I never like using them in my own games unless I'm running high magic settings similar to those of Forgotten Realms or Eberron. And being a fan of Conan, I wish a note was taken from Howard and the Tolkien races were excluded. Halflings as pygmies isn't bad, but I'd rather them just be pygmy humans.
Lets get past all that negativity though and talk about something else I like. Some spawn of a Great Old One similar to Wilbur Whateley from the Dunwich Horror would be cool to see as a player option, sort of substituting the Tiefling race. The Servants of R'lyeh section has the deep one halfbreed which is probably the best place to start.
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Post by Hussar on Jan 9, 2016 22:17:25 GMT -7
Yeah, I gotta agree that dragon born as serpent men is probably not a good fit. I do like them as dinosaur men though. I think I'll just limit the types to those with breath weapons that are at least plausible - acid and poison, maybe some sort of gas - and not look too hard at it. Since they are native to the setting (at least in my setting), I'm going to avoid the "Everyone Hates You" trope and just maybe bring it up a few times, if it looks like an interesting thing to bring up.
As far as dealing with flight, I'm honestly not really convinced its a problem. It's not like the whole group can fly. A flying archer type isn't all that different than a non-flying archer type - they both avoid melee combat, it's just that the flyer is a bit better at it. 5e does not really have much in the way of flight rules, so, I might add in a "stall" speed. The character must move at least half his movement every round or land. In a jungle setting, that could actually be an issue, since trees get in the way a lot more when you're 15 feet off the ground than at ground level. Have to see if any of my players bite on the option before worrying about it too much.
If you're looking for serpent folk stuff, check out the old Scarred Lands material on the Asaathi. Would fit perfectly well for Thule. Converting over the monsters wouldn't actually be too much work either. They are doing a 5e Kickstarter for Scarred Lands right now, too, so, you might just get translations from there.
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Post by maceo13 on Jan 11, 2016 20:29:05 GMT -7
I would suggest again the Southlands Heroes lizardfolk (plus the pdf comes with a gnoll player race too which wouldn't be completely out of place IMO). There are a bunch of racial options to choose from including a poisoned bite. The product is different than other 5e products and has options which replace others so if you choose the poisoned bite you lose the natural armor, swim speed, etc. There's even a class archetype assassin to replace some rogue abilities specifically for the lizardfolk.
I do like the Scarred Land kickstarter-it's just waiting until August to get the 5E one that is making me question whether I will get it.
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Post by birdy on Feb 17, 2017 6:51:19 GMT -7
I like idea of including Beastmen. It reminds me of Enkidu in the _Epic of Gilgamesh_.
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