Designing an aquatic setting (Part 2, the automaton and lycan races)

SnowleopardVK

First Post
Well now that I've made decent progress into creating the setting, backstory, and relationships of the races in the world of Gamislore that a friend and I have been cooking up, it's time to specifically look at our two homebrewed races, automatons and lycans. Now at the moment my friend is still working on the lycans (they're more complicated due to having three forms to shift between) so I'm going to start with the race I was in charge of. The automatons are living-suit-of-armour men, and because Gamislore is a very water-filled world, I designed them with the intention of creating a race that is not inconvenienced by water, and also not inconvenienced by being out of water.

I've never homebrewed a race before though, so I'm hoping others could tell me where the automatons might be in need of adjustment balance-wise, and maybe give me some tips on how to do that. (And once I get my friend's finished results with the lycans I plan to ask the same about that race. Automatons for now though.)

Racial Traits:

+2 Str, +2 Int, -2 Dex

Medium sized

Base speed 30ft

Natural Armour +1

Breathless: Automatons do not breathe so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison).

Fearless: Automatons receive a +2 racial bonus on all saving throws against fear.

Sleepless: Automatons are immune to the effects of magic sleep, and may stay awake constantly without penalty if they choose to. An automaton is still capable of going dormant in the same way other races would sleep however, and automaton spellcasters must go dormant as if they were sleeping to regain spells. Dormant automatons follow the same rules any other races would follow for sleeping, including regaining health, as they unconsciously repair themselves while dormant.

Heavy: Automatons are too heavy to swim, and cannot put skill ranks into swim. They will always sink to the bottom of any liquid they are in, and act as though they are still on dry land even underwater. (This does not mean that automatons ignore any bonuses given to other creatures as a result of being underwater.

Stability: Automatons receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Languages: Automatons begin play speaking Common. They are incapable of learning any other languages and may not put skill ranks into linguistics.

Age: Automatons do not age in the same way as other races, because automatons are considered to be adults the moment they are built. By about 200 years old an automaton has reached a state of use similar to middle age, and an automaton is considered old at around 500 years of age. The maximum age of all automatons, assuming they aren`t destroyed before reaching it, is 700 years. An automaton that reaches 700 years shuts down permanently, resisting all attempts to reactivate it and becoming, essentially, a hollow suit of very old armor.

Height and Weight: Automatons generally stand anywhere from 6 to 7-and-a-half feet tall, occasionally reaching heights as great as 8 feet. They can weigh anywhere from 400 to 800 pounds depending on their size and the amount and types of metal that their bodies are composed of.
 

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A few points

Why an intelligence boost? There may be a very good real, but it is not stated so I have to ask. I understand the reasoning being +2 net, + physical, + mental, - Physical, just wondering the reason Int and not Wis or Cha

Further more, with a boosted Int, why only common? Golems can all be taught more languages so this is curious to me.

Can they wear armor seeing as they are described as mobile suits (most likely Full plate). This is an important point as they lose dex and only has +1 Natural Armor

As for the Lycan. You should look into Stormwrack from 3.5, it had a decedents of were orcas race that might be a good starting point or comparison
 

A few points

Why an intelligence boost? There may be a very good real, but it is not stated so I have to ask. I understand the reasoning being +2 net, + physical, + mental, - Physical, just wondering the reason Int and not Wis or Cha

Further more, with a boosted Int, why only common? Golems can all be taught more languages so this is curious to me.

Can they wear armor seeing as they are described as mobile suits (most likely Full plate). This is an important point as they lose dex and only has +1 Natural Armor

As for the Lycan. You should look into Stormwrack from 3.5, it had a decedents of were orcas race that might be a good starting point or comparison

The intelligence boost is a combination of the military natures of these guys, and the fact that they have a partial hive-mind with some sort of mysterious entity (still not quite designed yet but the thing that connects, and partially controls them is very intelligent and some of that leaks through to each and every automaton). Essentially every one of them is like a military strategist to some degree. (Not to mention Charisma doesn't really seem to be suited to living armour-people, and Intelligence seemed more fitting than Wisdom)

Only knowing common comes from the intentions of the mysterious force behind the creation and hive-mind of the automatons. In this setting they're the second oldest of the PC races (after the elves) and they only really started to do anything long after the elves had stopped paying attention to them. Since they began to take action they've systematically claimed every single island that the elves abandoned that wasn't already taken by another race. Automatons themselves are each a mix of an individual personality and the hive mind, so although they can be good, neutral, or evil, the hive mind seems to intend to slowly continue the process of claiming all the islands as its own. It doesn't really want each island to retain its individual culture, hence the language restriction. The automaton soldiers are physically incapable of learning the language of any potential land they take over, so the other inhabitants of the land, assuming any remain, are forced to adopt common. It's essentially the slaves being forced to adopt the language of the masters, only in this case it's because the "masters" simply can't learn any other languages).

And yes, they can wear armour over their already armoured body. They were built to accommodate such needs. Essentially an automaton with no clothes or amour is like a frame (metaphorically. It's not actually a frame of wire and stuff). It still looks like a full suit of living armour, and gives a natural armor bonus because it is metal, it's just not as great metal as most real armour, and is weaker because it needs to be able to bend and move like a human body might (which it can do to a degree. It's not perfectly fluid in many of its movements, hence the lower Dex). Automatons still have to supplement their bodies with additional layers of armour to be truly and effectively protected. Because of this an automaton is also capable of choosing how much more armour it puts on, which is useful since automatons of different classes would obviously have different armour needs.
 
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given Automatons are incapable of swimming in an aquatic setting, whats typical water-depth/terrain between islands?? IOW presumably they sink/walk between islands so presumably crushing water-pressure and impassible undersea terrain (ie chasms/mountain climbing) are critical issues in their island-travels??
 

Typical water depth varies. There are deep chasms and mountains yes, but there are also islands with only shallows between them that the automatons would indeed be able to walk between.

Regardless, there would be magic designed to resist deep-sea pressure, although I would make it not available until a bit higher levels.

There are boats to aid in travel though, not to mention there are halfling airships and hobgoblin submarines, both of which the other races have some access to.
 

I would assume their metal bodies would either be made of bronze, gold, or a similar metal that resists undersea corrosion. Otherwise, perhaps the metal is ensorcelled to resist the elements.

I went a different route, when I repurposed the kapoacinth (aquatic gargoyle) as a living construct made of live rock , inspired by this image:
underwater-sculpture-grenada_35194_990x742.jpg

from the underwater sculpture garden of Jason deCaires Taylor
 


And, after some delay we've now got the Lycans. We've been able to start playtesting too, which is nice. The group has a lycan in it, but not an automaton. We opted not to test both at once, as it'll probably be easier to see where issues are being caused if there are as few homebrewed elements as possible occurring at the same time.

Lycans

Racial Traits:

+2 Wis, -2 Cha,
+2 Str OR +2 Con while in beast form (Choose which at character creation)

Medium sized

Base speed 30ft

Natural Armour +1

Natural Weapons: 2 Claws (1d4 each), 1 Bite (1d6)

Change Shape (Su):
Changing to beast form is a Constitution check at DC 15. Changing to
humanoid form is DC 20. The werewolf automatically changes to humanoid
form after 8 hours of rest or if rendered unconscious.

Lycanthropic Empathy (Ex):
Can communicate with animals of the same type (wolves and other canines in this case) and gains a +4 to Diplomacy checks when dealing with them.

Languages: Lycans begin play speaking Common and Sylvan. Lycans with high Intelligence scores can choose from among the following bonus languages: Aklo, Aquan, Draconic, Elven, Goblin, Halfling, Orc.

Age: Lycans age at the same rate as half-orcs (Adulthood - 14 years, middle-age - 30 years, old - 45 years, venerable - 60 years). They have a lower maximum age than half orcs however, 60 + 1d10 years.

Height and Weight: Lycans are large and heavy for a medium-sized race, they generally stand anywhere from 5-and-a-half to 7 feet tall. They tend to weigh in the range of 150 to 220 pounds in their human form, and from 180 to 250 pounds in their beast form, but this can vary both due to the height and lifestyle of any particular individual.

(We know what conservation of mass is by the way. We chose to ignore it for the sake of having a cool werewolf race.)
 

As for the Lycan. You should look into Stormwrack from 3.5, it had a decedents of were orcas race that might be a good starting point or comparison

It also has a 3.5e version of the sea wolf:
90760.jpg


which I recently used in my game as a foil for a shifter of my own design, the wolffish, based on the beastie of the same name:
Wolffish01.jpg
 

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