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{{author
 
{{author
 
|author_name=Skyrock
 
|author_name=Skyrock
|date_created=May 5th 2022
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|date_created=May 7th 2022
|status=rambling
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|status=Sandbox
 
}}
 
}}
  
==Planetouched, Jukurche==<!-- Insert Race Name -->
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==Planetouched, Glynn==
  
[[Summary::The mischievous and sneaky offspring of bugbears and quasits.<!-- Write a short one or two sentence summary of your race here. This will show up on the navigation page.-->]]
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[[Summary::Glynn are to gnomes what aasimar are to humans.]]
  
 
===Personality===
 
===Personality===
Jukurches are wittier than their goblinoid brethren, but more mischievous than outright hostile. They prefer stealth and guile, and tend to avoid physical confrontation unless forced to.
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GLYNNS can be considered the opposite of imps, in that they are sometimes known as the heaven's messengers.  This may be a slight exaggeration as to their origin, but there is something mystical about their appearance. A glynn's body has a natural golden-yellow glow. They are almost never seen in multitudes, and rarely seen at all.  When they do appear, most humans behave toward them in a more courteous and gentle manner than usual.
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<!-- Insert here how your race tends to act in a normal day. -->
  
 
===Physical Description===
 
===Physical Description===
Jukurches resemble goblins with reddish skin, small knobs on their forehead and a weak knobbed quasit tail. They tend to have a persistent smirk.
 
  
Jukurches prefer to wear little, easily disrobed clothes such as loin-cloths to make better use of their limited invisibility. Some even go buck naked. Those who join a magical profession will often learn the [[Clothes Swap (3.5e Spell)|clothes swap]] cantrip, especially if they have a more refined fashion sense.
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<!-- Insert here your race's average height, weight, skin color, eye color, and other such physical features which might include forms of common clothing, typical gear, and posturing. -->
  
 
===Relations===
 
===Relations===
Bugbears, fearful that Jukurches might be the agents of the dreaded Skiggaret, dutifully raise the Jukurches born amongst them to avoid their ire of the bugbear boogeyman, but tend to cast them out once they come of age. The disciplined and strict hobgoblins see little use in these unorganized tricksters.<br>Among the goblinoids, Jukurches have the best relationship with goblins, with whom they share the same size. They do especially well with roving and undisciplined bands existing outside the greater tribal structures, who lacking shamans and witch-doctors will often welcome an Jukurche's magic tricks with open arms.
 
  
As outcasts within their own society Jukurches often live on the margins of humanoid society, where they are not welcome but neither hunted down to the extent that other goblinoids are - they are thought of more of a nuisance than a threat. When a man loses the key to his cellar door, or other such trivialities, and finds it in the last place he looks, he often blames an Jukurche for that mishap, an accusation that isn't always undeserved.
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<!-- Insert here how your race gets along with other races and detail why. -->
  
 
===Alignment===
 
===Alignment===
Being naturally mischievous, Jukurches tend strongly towards chaotic alignments, and also (but less strongly) towards evil. Occasionally an Jukurche outcast by his goblinoid home society, if he gets treated well by his new humanoid host society, will act as a force of good not dissimilar to a kabouter if he is so inclined, but those are already two "ifs".
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<!-- Insert here the alignment, if any, your race chooses the most often. -->
  
 
===Lands===
 
===Lands===
Jukurches, only showing up in scattered small numbers, don't form fiefdoms or settlements of their own kind, but exist on the margins of humanoid or goblinoid society. They prefer living near people over living in the wilderness or inside dungeons, for who else could they play their tricks on and steal from for a living?
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<!-- Insert here the areas your race feels most comfortable living in. You may wish to include information on their cities or culture as well. -->
  
 
===Religion===
 
===Religion===
According to bugbear legends, the first Jukurches were created by Grankhul and/or Skiggaret, blessing nubile bugbear maidens with the seed of their quasit servants: For Grankhul to create the ideal bugbear scout who can walk unseen, for Skiggaret to remind the bugbears of his watchful eye by having agents walk among them who can induce fear. Jukurches were never considered to be very religious, and with both Grankhul and Skiggaret considered destroyed there are even fewer Jukurches who play heed to their creators.
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Baravar Cloakshadow and Nebelun the Meddler
  
Jukurches rooted in goblinoid society may pay lip service to Maglubiyet, but the war-like and well-ordered chief deity of goblins makes for a poor fit for the tricksters. If they pay heed to any deity, they tend to be wiley demon princes like Graz’zt.
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<!-- Insert here the Religion(s) your race practices. -->
  
Jukurches so rooted in humanoid society that they've got religion prefer trickster deities.
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===Language===
  
===Language===
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<!-- Insert here the Language(s) your race speaks. Languages are capitalized, such as Common, Giant, and Abyssal. -->
Jukurches speak Common, Goblin and Abyssal. During their youth some pick up the monstrous languages such as Gnoll common among the bugbears, but the humanoid languages such as Halfling are more popular, especially later in life when they are cast out, and when they provide extra verisimilitude for their humanoid alternate form disguises.
 
  
 
===Names===
 
===Names===
Same as their bugbear parents.
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<!-- Insert the way your race acquires names. You may wish to include sample names as well. -->
  
 
===Racial Traits===  
 
===Racial Traits===  
  
 
{{3.5e Racial Traits
 
{{3.5e Racial Traits
|name=Jukurche
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|name=Glynn
  
|attribbonus1=-2
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<!-- If your race does not have any racial attribute modifiers, delete the attrib lines below. Otherwise, place one attrib modifier per line. -->
|attrib1=Strength
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|attribbonus1=+2
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|attrib1=Dexterity
  
<!--Additional attrib lines are available, from 2 through 6. Copy and paste the below section and update the numbers as needed to add additional special abilities to your race. -->
 
 
|attribbonus2=+2
 
|attribbonus2=+2
|attrib2=Dexterity
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|attrib2=Charisma
  
 
|attribfluff=<!-- Fluff about why the race has the modifiers they do. Can also hold weird modifiers not supported above, but they will not appear on the nav page without specialized formatting. Not required. -->
 
|attribfluff=<!-- Fluff about why the race has the modifiers they do. Can also hold weird modifiers not supported above, but they will not appear on the nav page without specialized formatting. Not required. -->
  
|type=Outsider<!-- Racial type. Defaults to "Humanoid" if the line is removed. -->
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|type=Outsider
|subtype=Goblinoid, Native<!-- Racial subtype(s), if they have any. Not required. -->
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|subtype=Gnome, Native
 
|typefluff=<!-- Fluff about why they are this type. Not required. -->
 
|typefluff=<!-- Fluff about why they are this type. Not required. -->
  
|size=Small<!-- Size of the race, generally "Medium" or "Small". -->
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|size=Small
|basespeed=20<!-- "30", or whatever their base move rate is. -->
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|basespeed=20
 
|othermove=<!-- Additonal movement types or descriptions. -->
 
|othermove=<!-- Additonal movement types or descriptions. -->
  
|vision=Darkvision<!-- "darkvision" or "low-light". Delete this line if the race has no special vision. -->
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|vision=low-light
|darkdist=60<!-- "60", or whatever distance their darkvision extends to. Delete this line if vision is not set to "darkvision". -->
 
  
|specialtext1=+4 racial bonus on Move Silently checks<!-- Description of special ability. -->
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|specialtext1=Glynn may treat [[Glitterblade (3.5e Equipment)|glitterblades]] as martial weapons rather than exotic weapons.
|special1=<!-- Name of special ability if appropriate, like "Stonecunning". Not required. -->
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|special1=Weapon Familiarity
 
|specialtype1=<!-- Ability type, like "Ex", "Su", "Sp", or "Ps". Not required. -->
 
|specialtype1=<!-- Ability type, like "Ex", "Su", "Sp", or "Ps". Not required. -->
  
<!--Additional special lines are available, from 2 through 16. Copy and paste the below section and update the numbers as needed to add additional special abilities to your race -->
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|specialtext2=+2 racial bonus on saving throws against spells and spell-like abilities with the Evil descriptor
|specialtext2=At-will: [[Hotfoot_(3.5e_Spell)|Hotfoot]] (but doesn't affect evil creatures) and [[Minor_Animation_(3.5e_Spell)|Minor Animation]]. 1/day: Herald's Call<sup>SpC</sup> and [[Naked_Invisibility_(3.5e_Spell)|Naked Invisibility]]. Caster level equal to character level. The save is Intelligence-based.<br>A jukurche of 6 or more hit dice can use [[Naked_Invisibility_(3.5e_Spell)|Naked Invisibility]] at-will, and their Herald's Call<sup>SpC</sup> affects all creatures of less hit dice than the jukurche.
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|special2=
|special2=[[SRD:Spell-Like_Ability|Spell-like abilities]]
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|specialtype2=
|specialtype2=Sp
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|specialtext3=Add +1 to the Difficulty Class for all saving throws against spells with the Good descriptor cast by glynns. This adjustment stacks with those from similar effects.
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|special3=
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|specialtype3=
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|specialtext4=+1 racial bonus on attack rolls against creatures with the Evil subtype
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|special4=
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|specialtype4=
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|specialtext5=+4 dodge bonus to Armor Class against creatures with the Evil subtype. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
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|special5=
 +
|specialtype5=
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 +
|specialtext6=+2 racial bonus on Bluff and Sense Motive checks
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|special6=
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|specialtype6=
  
|specialtext3=A jukurche can assume another form at will as a standard action. Each jukurche can assume one or two forms from the following list: Small humanoid, tiny or small monstrous centipede, toad and riding dog.<br>A jukurche of 6 or more hit dice can also assume the form of a bat.
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|specialtext7=1/day—[[SRD:Dancing Lights|Dancing Lights]], [[Guilt (3.5e Spell)|Guilt]], [[Nostrum_(3.5e_Spell)|Minor Nostrum]], [[Thaumaturgy (3.5e Spell)|Thaumaturgy]]. Caster level = character level; save DC 10 + glynn’s Cha modifier.
|special3=[[SRD:Alternate_Form|Alternate Form]]
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|special7=Spell-Like Abilities
|specialtype3=Su
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|specialtype7=Sp
  
|autolanguage=Common, Goblin, Abyssal<!-- Languages that the race begins with. Defaults to "Common" if the line is removed. -->
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|specialtext8=As per the <nowiki>[http://web.archive.org/web/20190210044718/http://archive.wizards.com/default.asp?x=dnd/we/20070228a Cityscape web enhancement]</nowiki>. This replaces the usual gnome ability to speak with burrowing animals.
|bonuslanguage=Draconic, Elven, Giant, Gnoll, Gnome, Halfling, Orc<!-- Bonus languages that the race can select with their Int bonus. Defaults to "None" if the line is removed. -->
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|special8=Voice of the City
|favoredclass=Rogue<!-- Class names, as they appear on the wiki. Multiple classes may be separated by 'or'. Example: "Wizard" and "Barbarian or Berserker". Leave blank for "Any" -->
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|specialtype8=
|la=1<!-- "0", or the level adjustment of the race. Defaults to "0" if the line is removed. -->
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|ecl=2<!-- "1", or the ECL (sum of Racial Hit Dice (min 1) and Level Adjustment) of the race. Defaults to "1" if the line is removed. -->
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|autolanguage=Common, Gnome, Celestial
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|bonuslanguage=Draconic, Dwarven, Elven, Giant, Goblin, Orc, Sylvan
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|favoredclass=Favored Soul
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|la=1
 +
|ecl=2
 
}}
 
}}
 
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<sub>(Note: Jukurche can explicitely be Lesser Planetouched, as detailed in ''Player’s Guide to Faerun'' p.191)</sub>
  
 
===Vital Statistics===
 
===Vital Statistics===
  
 
{{3.5e Racial Starting Age
 
{{3.5e Racial Starting Age
|name=Jukurche<!-- insert race name -->
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|name=Glynn
|start=12<!-- Starting age for PCs. -->
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|start=40
|simple=1d4<!-- Age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) -->
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|simple=4d6
|moderate=1d6<!-- Age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) -->
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|moderate=6d6
|complex=2d6<!-- Age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) -->}}  
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|complex=9d6}}  
  
 
{{3.5e Racial Aging Effects
 
{{3.5e Racial Aging Effects
|name=Jukurche<!-- insert race name -->
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|name=Glynn
|middle=20<!-- starting age for middle age -->
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|middle=100
|old=30<!-- starting age for old age -->
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|old=150
|venerable=40<!-- starting age for venerable age -->
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|venerable=200
|maximum=40+1d20<!-- max age modifier -->}}  
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|maximum=3d100}}  
  
 
{{3.5e Racial Height and Weight
 
{{3.5e Racial Height and Weight
|name=Jukurche<!-- insert race name -->
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|name=Glynn
|mHeightBase=2'8''<!-- male base feet height -->' <!-- inches -->"
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|mHeightBase=3'0''
|mHeightMod=2d4<!-- male height modifier -->
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|mHeightMod=2d4
|mWeightBase=30<!-- male base weight -->
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|mWeightBase=40
|mWeightMod=x1<!-- male weight modifier -->
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|mWeightMod=1
|fHeightBase=2'6''<!-- female base feet height -->' <!-- inches -->"
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|fHeightBase=2'10''
|fHeightMod=2d4<!-- female height modifier -->
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|fHeightMod=2d4
|fWeightBase=25<!-- female base weight -->
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|fWeightBase=30
|fWeightMod=x1<!-- female weight modifier -->}}  
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|fWeightMod=1}}  
  
  

Latest revision as of 13:32, 8 May 2022

Homebrew.png
Author: Skyrock (talk)
Date Created: May 7th 2022
Status: Sandbox
Editing: Clarity edits only please
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Planetouched, Glynn[edit]

Glynn are to gnomes what aasimar are to humans.

Personality[edit]

GLYNNS can be considered the opposite of imps, in that they are sometimes known as the heaven's messengers. This may be a slight exaggeration as to their origin, but there is something mystical about their appearance. A glynn's body has a natural golden-yellow glow. They are almost never seen in multitudes, and rarely seen at all. When they do appear, most humans behave toward them in a more courteous and gentle manner than usual.


Physical Description[edit]

Relations[edit]

Alignment[edit]

Lands[edit]

Religion[edit]

Baravar Cloakshadow and Nebelun the Meddler


Language[edit]

Names[edit]

Racial Traits[edit]

  • +2 Dexterity, +2 Charisma
  • Outsider (Gnome, Native) 
  • Small: As a Small creature, a glynn gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Glynn base land speed is 20 feet.  
  • Low-Light Vision: A glynn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. 
  • Weapon Familiarity: Glynn may treat glitterblades as martial weapons rather than exotic weapons. 
  • +2 racial bonus on saving throws against spells and spell-like abilities with the Evil descriptor 
  • Add +1 to the Difficulty Class for all saving throws against spells with the Good descriptor cast by glynns. This adjustment stacks with those from similar effects. 
  • +1 racial bonus on attack rolls against creatures with the Evil subtype 
  • +4 dodge bonus to Armor Class against creatures with the Evil subtype. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. 
  • +2 racial bonus on Bluff and Sense Motive checks 
  • Spell-Like Abilities (Sp): 1/day—Dancing Lights, Guilt, Minor Nostrum, Thaumaturgy. Caster level = character level; save DC 10 + glynn’s Cha modifier. 
  • Voice of the City: As per the [http://web.archive.org/web/20190210044718/http://archive.wizards.com/default.asp?x=dnd/we/20070228a Cityscape web enhancement]. This replaces the usual gnome ability to speak with burrowing animals.
  • Automatic Languages: Common, Gnome, Celestial
  • Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc, Sylvan
  • Favored Class: Favored Soul
  • Level Adjustment: +1
  • Effective Character Level: 2

(Note: Jukurche can explicitely be Lesser Planetouched, as detailed in Player’s Guide to Faerun p.191)

Vital Statistics[edit]

Table: Glynn Random Starting Ages
Adulthood Simple Moderate Complex
40 years +4d6 +6d6 +9d6
Table: Glynn Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
100 years 150 years 200 years +3d100 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Glynn Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3'0 +2d4 40 lb. × (1) lb.
Female 2'10 +2d4 30 lb. × (1) lb.