Wacky planar race - the Ouvial

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Bob the Efreet's picture
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Wacky planar race - the Ouvial

They are a race somewhat different than the other races, in that they are only peripherally real. Some accident set them slightly askew from the vibrations of the rest of the multiverse, and they are perpetually on a slightly different physical level than everything else. Their bodies are blue and semitransparent, like water. Their only noticeable facial feature is their eyes, which appear as solid red dots in the translucent blue head.

Personality: Distant and a bit paranoid. They can see things others can't, and often react to something that's seemingly not there. Chant goes that they see a great shadow constantly looming over the horizon, but whenever asked they refuse to speak of it.

Physical Description: They look like a blob of tinted water held vaguely into a humanoid shape. The only noticable feature they display is a pair of red dots, presumably eyes, in the blue field of their head.

Relations: Not well. They are pretty insular, and only interact with other people when they feel they need to.

Religion: They scoff at the gods, claiming no just being would toss them askew like they have been.

Language: They cannot speak. Rather, they have a limited telepathy with which to convey images and feelings.

Ouvial Racial Traits

    +2 Intelligence, +4 Wisdom -2 Strength, -2 Constitution. Ouvial cannot properly interact with the world around them, so all they have left are their mental faculties.
    Medium-sized outsider. Ouvial are out of phase enough to be considered extraplanar creatures. This status does confer upon them darkvision 60'. As medium-sized creatures, Ouvials gain no bonusi or penalties from size.
    Phaseless: Ouvial base speed is 25'. They move a touch slower than humans, due to their out of phase nature.
    Phasing (Ex): Ouvial do not exist completely within our reality. Any physical attacks they make or that are made on them have a 25% chance to miss due to the Ouvial not really being there. They cannot use fully in-phase equipment.
    Body Shaping (Ex): Ouvial can shape their forms to mimic any melee weapon they are proficient in. When they use such weapons, they are considered armed and deal real damage, as though they were using the weapon.
    Phase Sight (Ex): Ouvial can see many things others cannot. This grants a +2 racial bonus to initiative and Spot checks, as they detect the trails left behind by things real and not. They can also see more exotic things; for example there's something about the exemplar races they see that frightens them greatly.
    Telepathic (Su): Ouvial communicate with a limited form of telepathy that conveys images and feelings. They can use this to communicate (both ways) with any intelligent creature.
    Favoured Class: Wizard. The Ouvial seek some way back into our world, be it magic or machine.

Before I submit this to the site (*sprays a wide swath of Clueless-be-gone*) I was looking for a little input. Mostly if the race warrants a level adjustment. I felt that the penalties and bonuses mostly outweighed each other, so I didn't give them one. Another's opinion on the matter would be valued, though.

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Wacky planar race - the Ouvial

This is certainly an interesting idea for a planar race... Although, I'd like to hear more about their origins and development. And possibly, more about this accident that lead to their current predicament.

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hi....

you do realize they would have a lvl adjustment of +4 (+1 for every ability)

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Wacky planar race - the Ouvial

On a purely fluff level, they seem more of a sci-fi race, in both behaviour and appearance, than a fantasy race. Perhaps you could alter their appearance to be less like a "grey" alien (which is what they remind of), or detail their origins so that they fit in better with the mythological presentation of the Outer Planes?

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Wacky planar race - the Ouvial

I dont think they warrant a level adjustment. They have special abilities, and the phaselessness is downright nifty, but they seem to have enough negetives to make them a challenging play.

I wonder, because of their phaselessness, are their times when they can walk through amtter, ignore elements, or spontaneosly being unable to grasp items?

That would be awkward, not being able to pick up the arrows for your bow.

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Re: Wacky planar race - the Ouvial

"Bob the Efreet" wrote:
Before I submit this to the site (*sprays a wide swath of Clueless-be-gone*)

HA! :twisted:

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Wacky planar race - the Ouvial

"Evil Construct" wrote:
This is certainly an interesting idea for a planar race... Although, I'd like to hear more about their origins and development. And possibly, more about this accident that lead to their current predicament.

Ah... originally, the race was for a Prime world, initially of a rather high technological level, that destroyed itself in a great war - the Ouvial were left somewhere between worlds. I tried to generalise them a little and make them more planar, although details (or at least chant) on what happened to them is certainly doable.

"shiido" wrote:
you do realize they would have a lvl adjustment of +4 (+1 for every ability)

That doesn't sound quite right to me... from what source do you draw this information?

"Krypter" wrote:
On a purely fluff level, they seem more of a sci-fi race, in both behaviour and appearance, than a fantasy race. Perhaps you could alter their appearance to be less like a "grey" alien (which is what they remind of), or detail their origins so that they fit in better with the mythological presentation of the Outer Planes?

Aye... originally, they kind of were a sci-fi race. I can try to make them more fantasy/mythological.

"Fidrikon" wrote:
I wonder, because of their phaselessness, are their times when they can walk through amtter, ignore elements, or spontaneosly being unable to grasp items?

Yes, that's exactly their problem. For simplicity and functionality they won't fall through the floor (unless, possibly, to a hidden basement level below, if the DM wants that to happen), but they can't reliably use normal weapons or armour. It's said there's an Ouvial smith somewhere who can forge items partly out-of-phase for their use, but nobody seems to know how to find him... and if he exists, why hasn't he turned his skills to fixing his people?

I have to go get ready for a game, but later tonight (or maybe tomorrow night) I'll look at revising them a bit to fit better.

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Re: Wacky planar race - the Ouvial

"Bob the Efreet" wrote:
They are a race somewhat different than the other races, in that they are only peripherally real.

Like the tweens of the Ethereal Plane. Could they be related?

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"Kaelyn" wrote:
"Bob the Efreet" wrote:
They are a race somewhat different than the other races, in that they are only peripherally real.

Like the tweens of the Ethereal Plane. Could they be related?

Maybe. I haven't heard of these. Where could I find more information? Guide to the Ethereal?

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Wacky planar race - the Ouvial

Hmmmmm, you could even have some fun with important Ouvial NPCs.

"BLAST! he fell through the floor agian. I swear this happens every time we walk over a dungeon or something. C'mon, lets go find the Ouvial."
Eye-wink

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Wacky planar race - the Ouvial

They seem more suited to NPCS than normal PCs in my opinion just for the sheer fact of having to find it if loses materiality(I not sure that's the right word) at some time when you need to have it do something or if it tries to cheat you at a game of poker

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Re: Wacky planar race - the Ouvial

"Bob the Efreet" wrote:
"Kaelyn" wrote:
"Bob the Efreet" wrote:
They are a race somewhat different than the other races, in that they are only peripherally real.

Like the tweens of the Ethereal Plane. Could they be related?

Maybe. I haven't heard of these. Where could I find more information? Guide to the Ethereal?

Yes, but PSMC3 has more info. Here's the 3.5 conversion from the WotC planescape boards.

TWEEN
Small Humanoid (Extraplanar)
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 ft.
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Claw +4 melee (1d4-1)
Full Attack: 2 claws +4 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, luck, resistances (cold 10, fire 10)
Saves: Fort +1, Ref +6, Will +0
Abilities: Str 8, Dex 15, Con 11, Int 12, Wis 9, Cha 13
Skills: Disguise +3, Hide +11, Search +4, Spot +4, Survival +4
Feats: Weapon Finesse
Environment: Ethereal Plane
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

You can barely discern the smoky, shadowy silhouette of this small humanoid creature in the already foggy Ethereal medium.

A tween is a parasitic creature that needs an intelligent being for a host. They live in the Border Ethereal and scour the neighboring Prime Material Plane for potential hosts.
Some graybeards suspect that tweens were once members of a race called the kyleen, who dwelled on the Outlands millennia ago. The kyleen were infected with a strange chaos-plague that transformed the whole race. While most mutated kyleen ended up as devete wandering the Astral Plane, some found a new home on the Ethereal Plane as the tweens. Both races seem to lack any goal or independent purpose, and either mimic other beings (devete) or bind themselves to them (tweens).

COMBAT
An unattached tween prefers to run away from a threat, and fights only when cornered. The combat actions of an attached tween typically resemble the actions of its host.

Attach (Su): Once an unattached tween discovers a suitable host (which could be anyone, really), it begins stalking it, following its every move. As this bonding behavior begins, the tween begins to visually resemble the host more and more with each passing minute, and it can be seen on the Material Plane (if the host is there) as an extra shadow next to the host’s. After 2d6 hours spent within sight of the new host (regardless of whether or not they are on the same plane), the tween and the host become permanently “bonded”. An attached tween typically makes its presence known to the host, in case the host wasn’t aware of it previously. The tween now looks very much like its host (usually a miniature version), both in appearance, speech, and behavior. Its alignment changes to match the host’s, and the tween compulsively follows its host everywhere, mimicking his actions and moods, and occasionally obeying his orders. The tween is not a mindless servant however, nor is it charmed to the host; they think very much alike, but that does not necessarily mean that they get along.
The bond lasts until either the host or the tween dies - neither is able to voluntarily sever the bond. If the tween dies, its host must make a Will save (DC 15) or suffer a -2 morale penalty on all dice rolls for one month. If the host of a tween dies, the shock and grief of losing the host literally causes the tween to fission in two, birthing a new tween. Both tweens then begin looking for new hosts.

Ethereal Jaunt (Su): A tween can shift between the Ethereal Plane and the Material Plane at will as a standard action.

Luck (Su): Tweens have a +1 luck bonus on all saving throws, but it is also said that tweens are luck. Somehow, through their mimic-like bond, they are able to subtly affect probability in the host's vicinity. While the host is within 30 ft. of his attached tween, the host has a +1 luck bonus on AC, attack rolls, and saving throws. However, all other creatures within 30 ft. of the tween suffer a -1 luck penalty on their saving throws.

Skills: Tweens have a +2 racial bonus on Disguise and Hide checks.

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Re: Wacky planar race - the Ouvial

"Nemui" wrote:
Yes, but PSMC3 has more info. Here's the 3.5 conversion from the WotC Planescape boards.

Interesting. They give me an idea for the history of this race.

"sphagetti man" wrote:
They seem more suited to NPCs than normal PCs in my opinion just for the sheer fact of having to find it if loses materiality (I'm not sure that's the right word) at some time when you need to have it do something or if it tries to cheat you at a game of poker.

Yeah, that's why I figure it's easier to rule that they generally won't phase through, say, the floor/ground.

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Re: Wacky planar race - the Ouvial

"Bob the Efreet" wrote:
"Nemui" wrote:
Yes, but PSMC3 has more info. Here's the 3.5 conversion from the WotC Planescape boards.

Interesting. They give me an idea for the history of this race.


Will we be reading it?

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"Evil Construct" wrote:
"Bob the Efreet" wrote:
Interesting. They give me an idea for the history of this race.
Will we be reading it?

Heh, yes. I've just been a bit distracted by other work.

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Wacky planar race - the Ouvial

generally if you go by the DM guide, for every special ability it has it should have a +1 modifier, stat boosts don't really count towards lvl adjustments

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Wacky planar race - the Ouvial

"shiido" wrote:
generally if you go by the DM guide, for every special ability it has it should have a +1 modifier, stat boosts don't really count towards lvl adjustments

That seems inconsistent. None of the PHB races have level adjustments, and they all have abilities.

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Wacky planar race - the Ouvial

True, but the PHB races have stat changes and little else.

Just have them have a +1 level adjustment. Same ECL of a teifling.
Or even +2 if you let Shiido nag you too much.
But I dont know anyone who seriously considers any race for play that has an ECL of three or more.

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Wacky planar race - the Ouvial

I agree +2 to ecl is just fine but if it's a +7 like a mindflayer it's just to powerful to be PC

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Wacky planar race - the Ouvial

"Fidrikon" wrote:
True, but the PHB races have stat changes and little else.

Just have them have a +1 level adjustment. Same ECL of a teifling.
Or even +2 if you let Shiido nag you too much. But I dont know anyone who seriously considers any race for play that has an ECL of three or more.

I do!! Eye-wink

No seriously, the campaign I'm currently in we were given 10 levels as base to start with that we could assign to classes or races. (We're now well into epic and the game is nearing its end). This let us have a lupinal in the party (+9), a half celestial (+4), a half fey (+4), and originally a risen succubus (8 or 9 I don't recall). Suffice to say, the higher ECL races are usable if you're starting in with a higher level party in the first place.

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Wacky planar race - the Ouvial

True, but I was refering to the good old fashions starting at levl one gameplay. Sure, you could be a +4, but you have to make damn sure you dont pick a class that will be too heavly hinderd by a low level.
Fighter might work nice.
Wizards would most likly die an embarresing death.

(The wizard charges into the fray, laying down cover fire in the form of a ray of frost. The swarm of Trelons rip into him with a vengeance, devour his remains, and go on with the battle))

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Wacky planar race - the Ouvial

Depends on how you're playing it... there are certain combinations that are just downright dumb, but a good number of them should do perfectly fine. (Of course you'd have to ask too... WHY is a wizzie charging into physical battle if his +4 races of something don't give him something to handle it? Eye-wink )

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Wacky planar race - the Ouvial

True but unless the guys a cluless berk no offense clueless or berk the guy should know not to charge that or at least have a proper spell ready
*charges at a mindflayer brandishing a longsword , the mindflayer has a good meal that night*

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Wacky planar race - the Ouvial

An updated history of the Ouvial:

Chant goes these unfortunate berks were once human, dwelling on an advanced Prime world. It was millennia ago that they were discovered by a race of planar scavengers, the race now called the Tween. This lead to war. It was a great and terrible war, filled with both devastating spells and annihilating machines. In the end, it is said, the entire crystal sphere was destroyed. Both races still live, though not as the once did. The Tween are stuck on the ethereal plane, while the Ouvial made their way to the outer planes. Neither race remains real, yet they still exist. It is said that the formidable technology the Ouvial created could have made a solution for them, but all machines and plans were lost, and though some still remember their art today none can find the materials to create the machines of their once-great empire. Some still seek such a path, though most have given it up. This is not to say they no longer care about becoming in-tune with the multiverse once more, merely that they feel the old technology is lost to them, and a futile quest. Most Ouvial are mages, now, seeking a magical way to realign themselves. Ouvial priests are a divided issue among the people: While there are no priests among the Ouvial, there are two very different reasons for this. The most prevalent is that they adamently refuse to offer any powers worship. They claim that if any of these 'gods' were so great and good, they would not have abandoned the Ouvial to their fate. The other reason is more interesting, yet unfortunately not often followed-up on. It is said that those few Ouvial who do become priests are granted their lost humanity by their power. If this is true, none know why none of these priests have come back, to share the joyous news.

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Wacky planar race - the Ouvial

Hmmm... An Ouvial Athar might be an interesting character to roleplay...

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Wacky planar race - the Ouvial

"Evil Construct" wrote:
Hmmm... An Ouvial Athar might be an interesting character to roleplay...

It occured to me that might make a natural faction choice for them. I didn't want to come out and say that a lot of Ouvial find friends in the Athar, though.

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Perhaps only a few are truly dedicated to the ways of the Athar. For the rest, I would assume that they merely acknowledge the possibility of the Great Unknown... or maybe don't even regard that as anything worthy of their "worship".

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Wacky planar race - the Ouvial

"Evil Construct" wrote:
Perhaps only a few are truly dedicated to the ways of the Athar. For the rest, I would assume that they merely acknowledge the possibility of the Great Unknown... or maybe don't even regard that as anything worthy of their "worship".

I think they would be unlikely to even acknowledge the Great Unknown as valid. Their approach to antidiety beliefs is different than the Athar's... it is purely because they feel abandoned by the gods. There must be no true, just gods, known or unknown, because if there were but one, one single deity who cared for mortals, the Ouvial would not be where they are now. They would not have millennia of torment behind them. That is why the Ouvial reject the gods.

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Wacky planar race - the Ouvial

Hmmm...

Perhaps we could look at the Ouvial's view on deities, as an alternate interpretation of the Athar system... taken to extremes. At least, that's how someone on the outside may interpret it...

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Wacky planar race - the Ouvial

mabye they have founded their own religion since their on a hard to reach plane or they worship a single powerful being like the githyanki

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Or Perhaps they could be a race of followers, worshiping a larger, stronger group of creatures, worship elders, or even worship their leaders.

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..

i Have thought over the bonuses and penalties and agree that they should have no level adjustment, i know this is an older subject but i figured i'd say it anyway

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