Temple Termagant
Posts: 6
Joined: Friday, 29th June 2012, 06:46
Species: Yeti
Size: Large (but NOT like Ogres/Trolls, no large rocks, no GSC/GC)
No gloves (hands and arms are too big) or boots (legs and feet are too big), but normal body armor restrictions otherwise (torso is still small enough to fit into plate and the like)
Racial Mutations:
Fur (1/2/3 depending on XL, like Felids)
(Maybe not Deformed Body to help differentiate it more from the other large races?)
EXP: 0
HP: +2
MP: 0
Apts:
Fighting: 1
Short Blades: -3
Long Blades: -2
Maces & Flails: -2
Axes: -1
Polearms: -2
Staves: -3
Slings: -4
Bows: -4
XBows: -3
Throw: 1
Armour: -1 (or maybe -2 if the metallic armor restriction goes through?)
Dodging: -1 (like ogres)
Stealth: -4
Shields: -2 (or -3?)
Unarmed Combat: 1
Spellcasting: 0 (above average!)
Conj: 1
Hexes: 2
Charms: -1
Summ: 1
Nec: 1
Tloc: 0
Tmut: 1
Fire: -2 (or -2)
Ice: 2 (or 3?)
Air: 1
Earth: 1
Poison: 0
Invo: 0 (or -1)
Evo: 1
Starting Stats: 11/10/4 (not as strong as an ogre, but pretty smart by species standards; that large size and thick fur does mean they aren't very dexterous)
Stat Gain: SI/4
Recommended for backgrounds (from race): Monk, Transmuter, Warper, Wizard, Conjurer, Ice Elementalist, Air Elementalist,
Recommended as race for: Monk, Transmuter, Warper, Wizard, Necromancer, Ice Elementalist
"Yetis are large humanoids who dwell at the top of mountains. Their solitude gives them great wisdom in addition to strength."
Concept: We really haven't had a non-gimmicky new race in a very long time (i.e. something closer to HO or DE in design than VS or Sp), and the niche of large spellcaster race still hasn't really been filled yet. People during the nostalgia branch discussion talked about how there really isn't anything like OM, so I set out to make something that was large like an OM but wasn't anywhere near as mediocre/bad.
No large rocks or GSC/GCs to avoid the Tr/Og problem of being skewed towards those weapons, axes are at -1 to represent all those woodcutters who run afoul of yetis in stories)
Ice Magic is at 2 because +3 ice magic probably would end up being really overpowered; as it is no race gets more than +1 ice magic anyways. Of course, with a dex on par with Ghouls and being a large race on top of that (i.e. worst ev in the game), the +3 apt probably would end up not really breaking things all that much. Best to be on the safe side however.