Regarding the new Subrace system
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Isn't there ways to increase the stat scores without using the skins? I know that the skins make it extremely easy to give to anyone with that particular template, but perhaps in Debug Mode it is possible to increase the stats so you can have those feats and such. I know that my increased wisdom score gives me an extra spell slot, but I constantly need to refill that slot when I log in because it's applied after I log in.
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Isn't there ways to increase the stat scores without using the skins? I know that the skins make it extremely easy to give to anyone with that particular template, but perhaps in Debug Mode it is possible to increase the stats so you can have those feats and such. I know that my increased wisdom score gives me an extra spell slot, but I constantly need to refill that slot when I log in because it's applied after I log in.
I believe there is, but that opens up a whole new can of worms. They wouldn't be legal charcters, so the DMs would have to turn off the Enforce Legal Characters. THen, of course, that leads to other messes….
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Thats true, it seems though, that a character with a bonus to intelligence would miss out on the most important parts of his bonuses. There are still some bonuses you would receive, but it would hardly seem worth the +1ECL :?
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Don't the DMs have access to the Set(Ability) function? I know it exists in DebugMode and can be used to permanently alter a stat.
I'll admit I don't know if this makes the character 'illegal' or not.
In that case wouldn't it be much the same as the DMs wanding your character for a PrC, faction, etc?
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Sounds right, but I have to be honest, I don't have a clue if this is all canon or not.
Regardless, it seems like a reliable source, and if anyone here can verify that it is canon, its a big source of information.
http://groups.msn.com/EternityBoundDD/tanarukk.msnw
Bred from orc slaves and demons, tanarukks are a powerful and evil strain of planetouched who are spreading across the North. Because of their orc blood they breed rapidly, and there are more tanarukks than any other kind of planetouched. Entire tribes of the creatures have taken root in the Nether Mountains and continue to breed true, so in another twenty years they will be a serious threat to the tenuous peace in the North. With evil parentage on both sides of the family, tanarukks are almost always evil, without a drop of human blood in them to influence their disposition.
Tanarukks are the descendants of orcs and tanar'ri (vrocks, in particular). Similar to tieflings, tanarukks are a mortal Faerûnian creature with the bloodline of an evil outsider. They breed true with their own kind or with pureblooded orcs, and even orcs with one tanarukk grandparent have all the abilities of a tanarukk. Theoretically tanarukks could breed with goblinoids or even ogres and produce strange crossbreeds, although these are likely to be sterile.
Unlike most planetouched, tanarukks have a fairly uniform appearance, resembling short, stocky orcs with stooped postures. Their hair is coarse, whether on their heads or the odd patches that grow on other parts of their bodies. They have sharp teeth and prominent lower tusks, with their lower jaw portruding farther than their small snouts. Their eyes are red and glow when angry. Their foreheads are low and ridged with horn or scales; their skin varies from gray-green to dun brown.
Tanarukks have the same life expectancy and age categories as an orc. They use the dwarf height and weight ranges on Tables 6-5 and 6-6 in the Player's Handbook.History
The citadel now known as Hellgate Keep fell under the sway of demons nearly five hundred years ago. The Harpers placed wards around the site to prevent the demons from conjuring any more of their kind, so Grintharke the balor, the most powerful demon present, ordered his evil minions to breed with the orc slaves of the keep in order to produce fast-breeding but powerful creatures who would serve the demons as shock troops and guards. After a few hundred years, the fiendish bloodlines stabilized, and the race of tanarukks was born.
In recent years, Grintharke was slain. His successors fell to infighting but managed to hold power until the keep itself was destroyed in 1369 DR by an extraplanar artifact known as the Gatekeeper's Crystal. A number of the surviving tanarukks fled to the Nether Mountains, while others remain under the command of one of the keep's cambions, thronging secret halls buried in the Underdark. The tanarukks of the Nether Mountains are mingling with local orc tribes and may soon branch out into the Spine of the World, where they will come into conflict with the tribe of King Obould Many-Arrows.Outlook
Tanarukks have the worst traits of orcs or half-orcs mixed with the temper and power of demons. Generally sullen and prone to rages, tanarukks would rather fight than ponder and would rather kill than argue. Their orc heritage impressed them with a respect for power, which was only reinforced by their tanar'ri mentors. They live recklessly and without moderation, feasting, drinking, and fighting if the opportunity presents itself. They are contemptuous of those weaker than themselves, and consider themselves a superior breed of orc. They are impressed by srength, and only a very powerful leader can convince them to settle down long enough to follow orders against a common enemy.
Among the typical rough-minded tanarukks are a few who are smarter or more moderate in their temperament, possibly because one of their demonic ancestors was a marilith or some other sort of demon prone to thinking before acting. It is these tanarukks who become leaders or, dissatisfied with the life available to them among their own kind, seek out other challenges in new places. These tanarukks can be the most dangerous but also have the greatest chance of being defriended by something other than an orc or tanarukk.Tanarukk Characters
Most of the wiser tanarukks are barbarians or fighters, although a fair number are sorcerers. Leaders multiclass as barbarian/sorcerers, using their limited sorcerer ability to augment their physical prowess. Less rage-prone tanarukks tend to be fighters or rangers.
Favored Class: Barbarian. A tanarukk's potent physical ability becomes downright frightening when he gains the benefits of a barbarian rage.
Prestige Classes: Tanarukk blackguards and assassins are fearsome foes indeed. Tanarukks can also become orc warlords.Tanarukk Society
Of all the planetouched, tanarukks are the only ones with a large and thriving society, for not even the fey'ri have numbers comparable to the tribes of fiend-touched orcs. Of course, tanarukk society is a mixture of orc and demon society, which means that they act like orcs infused with supernatural evil power. However, unlike typical orc society, the strong influence of the mariliths involved in the breeding program has moderated the patriarchal tendencies, resulting in a culture where females are treated much better than slaves. Tanarukk females who give birth to many strong young can earn a measure of respect for themselves and carry some influence over their mates.
Like orcs, tanarukks perform ritual scarring on themselves and each other, particularly as part of adulthood rites. Because they are resistant to fire, many scarring rituals use acid or jagged weapons. Others have iron jewelry or weapons (such as tanarukk battle gauntlets) hammered into place around their limbs while still hot, fusing the item in place when it cools, which prevents theft without killing the tanarukk first.Language and Literacy
Tanarukks speak Orc and Abyssal, using the former for most conversations but inserting words from the latter when more sophisticated concepts need to be communicated. Smart tanarukks usually learn Common so they can more easily interrogate prisoners.
Tanarukks are illiterate, except for those who acquire levels in a player character class other than barbarian.Abilities and Racial Features
Tanarukks have the following racial traits:
• +4 Strength, +2 Dexterity, -2 Wisdom, -4 Charisma. Tanarukks are strong and agile, but have short attention spans and aggressive natures.
• Medium-size. Tanarukks are squat, but broad, like a dwarf.
• Tanarukk land speed is 20 feet.
• Darkvision up to 60 feet.
• Fire resistance 10.
• Spell resistance of 14 + class level.
• +4 natural armor.
• Proficient with all martial weapons.
• Outsider Hit Dice: A tanarukk has 5d8 racial Hit Dice from his demonic heritage. A tanarukk character receives maximum hit points for his first outsider Hit Die, and rolls his other outsider Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class level Hit Die. A tanarukk's racial Hit Dice also provide a +5 base attack bonus and saving throws of Fort +4, Ref +4, and Will +4. Tanarukks with class levels add their class attack bonus and save bonuses to their racial attack bonus and saves.
• Outsider Skills: A tanarukk's outsider Hit Dice grant him skill points equal to (8 + Int modifier) x8. Class skills for these skill points are Hide, Intimidate, Listen, Search, and Spot. A tanarukk does not get the x4 multiplier for skill points acquired from his first class level.
• Outsider Feats: A tanarukk's demonic Hit Dice grant him two feats. A typical tanarukk chooses Alertness and Weapon Focus (battleaxe). A tanarukk with class levels gains feats based on his total Hit Dice.
• Natural Attack: A tanarukk may use his bite as a natural weapon, dealing 1d6 points of damage. A tanarukk can attack with a weapon at his normal attack bonus, and make a bite attack as a secondary attack (-5 penalty on the attack roll and half Strength bonus on the damage roll).
• Control Flame (Sp): Tanarukks can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of illumination. This ability does not change the heat output or fuel consumption of the fire source, lasts 5 minutes, and may be done once per day. They use thios ability as 5th-level sorcerers.
• Orc Blood: Despite all their special abilities and effects, tanarukks are still basically orcs. Thus tanarukks can use or create orc weapons and magic items with racially specific orc powers as if they were orcs.
• Outsider: Tanarukks are native outsiders.
• Automatic Languages: Abyssal, Orc, home region. Bonus Languages: By region.
• Favored Class: Barbarian.
• Level Adjustment: +3. Due to his racial Hit Dice, plus his spell resistance, fire resistance, natural armor, and advantageous ability score modifiers, a tanarukk has an effective character level of 8 plus his class levels. Thus, a 2nd-level tanarukk barbarian would have an ECL of 10. -
Nice GnomishInventor, this is just the kind of thing I was looking for a while back when I was thinking about a Tanarukk character, I couldn't find anything about them and with me if I don't know anything about something I want to make I probibly wont make it.
(I find it easier to play a character when I know something about it)Much love GnomishInventor.
-King <3 -
bump (as people have been looking for this)
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I thought the maximum ECL nowadays was +1?
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There should be a thead in the Player Resource forum, stickied, with all the information on which subraces you can apply for, what the stats of each are and what the ECL is imo.
Someone make it happen
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bump
AKA Forum necromancy.
I also quote caek above.
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lets not forget half ogre, half giant, brownies etc