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Titanathid Race Idea

(Open to all suggestions)

The Titanathids are a psychic race of large insect-like beings which originated in the depths of shadow grove, once connected to the underdark. Evolving slowly over a millennia in their hive structures resembling vast underground cities. Initially, they were a mentally dominated slave race forced to mine and harvest underground mithril veins by an unknown force in their once hidden grove. However, one eventful day this species had somehow broken their psychic domination and became solitary creatures, each carving out their territories and living independently from the once dominating hive mind, living in fear from being enslaved once more. As their populations grew and resources became scarcer, they began to forget their ancestral fear and began branching back out, exploring Aabahran.

Str:  18

Int:   21

Wis: 16

Dex: 22

Con: 22 20

Size: Medium  Small

Alignment: Neutral or Evil

Vulnerability: Electricity

Resist: Magic

Racial Abilities: Telepathy, Burrow, Scuttle, Armoured Carapace

SCUTTLE:

The insect creature is able to navigate the dangerous terrain of Aabahran with ease. As long as the Titanathid isn't mounted it gains the ability to float across water without a boat and climb mountain sides as if it were flying.  

ARMOURED CARAPACE:

The Titanathid is able to hunker itself down, protecting his most vulnerable joints and areas with the natural carapace of the species. As long as the insect stays hunkered down without chasing or running they become immune to fired weapons and resist mundane damage and become able to recover quickly from bashes and bodyslams.

 

Classes: Adventurer, Berserker, Monk, Warrior, Cleric, Shaman, Invoker, Battlemage, Blademaster, Psionicist.

Edited

53 minutes ago, Xultantris said:

race of large ... beings

Do we really need yet another large race?

8 minutes ago, Kassieti said:

Do we really need yet another large race?

Large for an insect. Size is medium

Missed that.  Small might be better still, we've only got two of those currently.

I think being completely immune to fired weapons is a bit much even if it's just when they aren't moving. At least make it to where archer path isn't affected by this as it kills their path.

I do have a slight issue with mundane resist invokers that can have chronoshield as well, or shroud of discord.  They would be near impervious to melee. 

This would also be giving another low int psi race which is interesting.  But, the arrow immunity even temporary would be an issue with petrify/leash combo.

3 hours ago, Rygothran said:

I think being completely immune to fired weapons is a bit much even if it's just when they aren't moving. At least make it to where archer path isn't affected by this as it kills their path.

Great point. I figured immune to fired weapons so you couldn't hunker down, and have several classes able to just shoot you from the other room. But archers should definitely have a pass, akin to the missile immunity scrolls.

 

1 hour ago, Archbishop Monk said:

I do have a slight issue with mundane resist invokers that can have chronoshield as well, or shroud of discord.  They would be near impervious to melee. 

This would also be giving another low int psi race which is interesting.  But, the arrow immunity even temporary would be an issue with petrify/leash combo.

When I added invoker to the class list, I was thinking it would be A LOT of defence for such an offensive class. But having the lightning vuln I feel would offset it enough. However, upon reflection I'm thinking 22 con is a bit much. Maybe 20.

21 hours ago, Xultantris said:

ARMOURED CARAPACE:

The Titanathid is able to hunker itself down, protecting his most vulnerable joints and areas with the natural carapace of the species. As long as the insect stays hunkered down without chasing or running they become immune to fired weapons and resist mundane damage and become able to recover quickly from bashes and bodyslams.

 

 

16 hours ago, Archbishop Monk said:

I do have a slight issue with mundane resist invokers that can have chronoshield as well, or shroud of discord.  They would be near impervious to melee. 

This would also be giving another low int psi race which is interesting.  But, the arrow immunity even temporary would be an issue with petrify/leash combo.

 

17 hours ago, Rygothran said:

I think being completely immune to fired weapons is a bit much even if it's just when they aren't moving. At least make it to where archer path isn't affected by this as it kills their path.

 

See, now armored carapace sounds interesting, and I've got a radical idea.

Namely in that it's a toggleable effect, like fly in avians and faeries.

You're effectively a pillbox, but at the expense of attacking from a pillbox:

  • It makes you immune to fired weapons.
  • You take no bash/bodyslam/etc lag.
  • Chance to be blinded by dirt kick is halved.
  • You are resistant to all damage.
  • Number of attacks per round is halved, rounded down.
  • Your chance to parry/riposte/shield block/dodge is halved.
  • Any ability you use or spell you cast has up to triple the lag placed upon it.  Eg:

Dirt kick is 2-6 rounds instead of 2.

  • Kick is 2-6 rounds instead of 2.
  • Fireball is 1-3 rounds instead of 1.

You cannot move/flee from the room you're in.

1 hour ago, Kassieti said:

See, now armored carapace sounds interesting, and I've got a radical idea.

Namely in that it's a toggleable effect, like fly in avians and faeries.

You're effectively a pillbox, but at the expense of attacking from a pillbox:

  • It makes you immune to fired weapons.
  • You take no bash/bodyslam/etc lag.
  • Chance to be blinded by dirt kick is halved.
  • You are resistant to all damage.
  • Number of attacks per round is halved, rounded down.
  • Your chance to parry/riposte/shield block/dodge is halved.
  • Any ability you use or spell you cast has up to triple the lag placed upon it.  Eg:

Dirt kick is 2-6 rounds instead of 2.

  • Kick is 2-6 rounds instead of 2.
  • Fireball is 1-3 rounds instead of 1.

You cannot move/flee from the room you're in.

I don't hate this; I just think you'd never use it if it nerfed your offence THAT much. Look at defensive monks after all.

  • It makes you immune to fired weapons.
  • You take no bash/bodyslam/etc lag.
  • You are resistant to all damage.
  • Number of attacks per round is halved, rounded down Lowered by one
  • Your chance to parry/riposte Halved. Dodge is removed. Shield block is increased
  • Any ability you use or spell you cast has up to triple the lag placed upon it. Increased lag by 1 full round
  • You cannot move/flee from the room you're in unless breaking your stance, flee/wimpy won't work.
  • Ability has a sizeable cooldown based on damage mitigated... or maybe some chronoshield vibes.