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3 years ago  ::  Dec 26, 2009 - 12:11PM #1
Twisted9
Date Joined: Jul 19, 2009
Posts: 165

Twi'lek


Seductive schemers who thrive despite an ongoing history of enslavement.

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Racial Traits

Average Height: 5'5"-6'5"
Average Weight: 120-170 lbs.
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Ability Scores: +2 Dexterity or Intelligence, +2 Charisma
Size: Medium
Speed: 6
Vision: Low-light
_______________________________
Languages: Common, Iekku, choice of one other
Skill Bonuses: +2 Diplomacy, +2 Endurance


Eloquent Speech: Whenever you make a Diplomacy check, you may roll twice and use either result.
Graceful Bound: You have the graceful bound power.
Twi’lek Resilience: You gain a +2 bonus to saving throws against poison and a +2 bonus to endurance checks against disease.

Graceful Bound
Twi'lek Racial Power
You move with flawless motion, allowing yourself to escape harm that would otherwise threaten your well-being.
Encounter
Immediate Interrupt Personal
Trigger:
You take damage from a miss by an area or close attack that deals damage on a miss.
Effect: You take no damage from the miss.


Highly desired for their beauty by slavers, Twi’leks are often sold by their own families for profit. They are highly capable at mastering a number of languages and Twi’leks come in as many colors as there are languages. Twi’leks do not seek out conflict but instead wait for the storm to blow over before they use their cunning to take advantage of a situation.


Play a Twi'lek if you want...

  • to be sought after for your beauty and seductive charm.
  • to use your natural cunning to take advantage of another’s crisis.
  • to be a member of a race that favors the bard, rouge, sorcerer, and warlock classes.


Physical Qualities:

Twi’leks are humanoids characterized by the twin appendages that protrude from the back of the head. These prehensile appendages are known as “Iekku” and contain brain material used for communication and cognitive functions, as well as storing fat. Their skin is as smooth as polished stone and comes in a multitude of colors such as black, blue, brown, gray, green, orange, pink, purple, red, turquoise, white, and yellow, all varying in shades and hues. Some Twi’leks dye their skin to produce patterns that express their own individuality. A Twi’leks eye color is also extremely varied, sometimes matching the Twi’lek’s skin color, sometimes not. Male Twi’leks have humanoid ears while females have cone-like ears. Twi’leks have no hair to speak of anywhere on their bodies except for eyelashes which are used to keep out the dust of their homeland. Twi’leks reach adulthood at the age of 16 and have lifespan comparable to those of humans.


Playing a Twi'lek:


The sight of the graceful motion of a Twi'lek has doomed generations of young Twi'leks into servitude, as the corrupt and wealthy have taken to brandishing Twi'leks as status symbols. Free Twi'leks live in city complexes carved into mountains to escape the unforgiving environment of their homelands. Each city complex is autonomous from each other and governed by a head-clan.


Twi'leks are extremely proud of their Iekku, keeping them meticulously groomed. They are very sensitive parts of a Twi'lek and damage to the Iekku may cause brain damage to the Twi'lek. As such, tightly grasping an Iekku can incapacitate a Twi’lek instantly. Twi’leks sometimes wrap their Iekku around their necks like a scarf, let then hang naturally loose, or in the cases of enslaved Twi’leks, wrapped together to prevent their use. In Twi’lek culture, larger Iekku are more desirable than short Iekku, most likely because it shows maturity since Twi’leks are born without Iekku and develop them through maturity. 


Twi'leks are not known for choosing sides; many stay as neutral third parties who flock to the winning side after a conflict has ended to take advantage of the situation. However, if a Twi'lek does choose to side with someone, they can be extremely trustworthy, loyal, and reliable. They make for resourceful warriors who use their brain over brawn.


It is customary for Twi'leks to exchange gifts when meeting someone or welcoming guests. Twi'leks are raised to be respectful hosts, throwing parties and using their traditional dances to entertain large numbers of guests. Twi'leks are easily insulted if they are not shown similar hospitality when they themselves are guests.


Twi'leks are industrious, although primitive in technology. Most Twi'leks worship Sune, the Lady of Love as their primary goddess, although other gods may be worshipped to a lesser degree and on a personal level.


Twi'lek Characteristics: ambitious, calculating, charismatic, cunning, exotic, graceful, greedy, organized, patient, sly.

Male Names: Anoon, Bib, Boc, Cham, Connus, Deesra, Griff, Guun, Kandon, Kas’im, Kh’aris, Kopecz, Nat, Nawara, Nilim, Orn, Shado, Tal’dira, Tardon, Tol, Tott, Zhar, Z’ozpheratu.

Female Names: Aayla, Alema, Ann, Astraal, Ayy, B’ink, Daeshara, Dia, Dren, Laranth, Lunae, Lyn, Memah, Mission, Nima’tar, Nolaa, Numa, Oola, Pampy, Rianna, Seddwia, Shakka, Sienn’rha, Sinya, Tann, Vokara, Xiaan, Yuthura


For more names, visit the Twi’lek Name Generator.

Twi'lek Adventurers:

Three sample twi’lek adventures are described below.

Aayla is an avenger who was taken under the wing of a passing warrior after being saved by rampaging orcs. She was taken to a monastery where she trained to become a powerful warrior of Bane. While on a mission investigating the source of an illness that wiped memories, she was captured and contracted the amnesia inducing illness. She frantically fought with her captors and escaped to a world she could remember nothing of. Periodically however, her past training would rear its head, saving her life numerous times. Curious as to how she has acquired these powers, Aayla set off to unknown lands searching for answers.


Kas’im is a Twi’lek warlock who served as a servant for a noble before exacting revenge for the harsh treatment he received by sacrificing the noble’s soul for the gain of dark powers. He is now on the run from the noble’s father’s men for killing his son and witch hunters for performing shadow magic. He wanders the countryside in search of a means of controlling his dark powers that seem to be slowly taking over his mind day by day.


Sienn’rha is a Twi’lek bard who was given up for slavery at a very young age. She grew up learning to dance, sing, and entertain. She, along with another Twi’lek were rescued during a night raid by a band of freedom fighters. However, her heroes turned out to be cultists who planned on sacrificing her for their god. Just hours before her sacrifice, she managed to seduce a guard into letting her out where she promptly gutted the guard with his own knife and made her escape.  She now travels the land looking for a place to belong and using her silver tongue to help guide her way.



HEROIC FEATS


Agile Whirl
Prerequisite: Twi’lek
Benefit: When you use your graceful bound racial power, you may shift one-half your speed.


Cunning Strategist
Prerequisite: Twi’lek
Benefit: You gain a +3 bonus to initiative and you gain a +2 bonus to AC against the first enemy that attacks you.


Predicted Riposte
Prerequisite: Twi’lek
Benefit: You gain a +2 bonus to damage rolls when you hit with a readied action.


Twi’lek Linguistics
Prerequisite: Twi’lek
Benefit: Choose three languages. You can now speak, read, and write those languages. In addition, you gain a +2 bonus to diplomacy checks.


Unforgiving Homeland
Prerequisite: Twi’lek
Benefit: You gain a +2 bonus to athletics and endurance checks. You also gain resist 5 fire.


PARAGON FEATS


Blossoming Potential
Prerequisite: 11th level, Twi’lek
Benefit: Using your graceful bound racial power does not count toward your total number of immediate actions during the round it is used.


Enticing Veil
Prerequisite: 11th level, Twi’lek
Benefit: You gain a +1 bonus to attack rolls with powers that have the charm or illusion keywords. In addition, you gain a +2 bonus to saving throws against charm effects.


Graceful Charity
Prerequisite: 11th level, Twi’lek
Benefit: When you are hit by an area or close attack, you may expend your use of your graceful bound racial power you gain a +4 bonus against the triggering attack.


Guiding Gore
Prerequisite: 11th level, Twi’lek
Benefit: Whenever an enemy charges you, you may make a saving throw. If you pass the saving throw, the attack misses you and you can switch positions with that enemy. If you fail the saving throw, you take a -2 penalty to AC and Reflex against the attack.


Unrivaled Beauty
Prerequisite: 11st level, Twi’lek
Benefit: At the start of an encounter, enemies with the humanoid or magical beast type take a -2 penalty to attack rolls against you (save ends). Enemies that do not rely on sight are unaffected.


EPIC FEATS


Alluring Entrapment
Prerequisite: 21st level, Twi’lek
Benefit: When you end your turn next to an insubstantial enemy, that enemy loses its insubstantial condition until the end of your next turn.


Evergrace                       
Prerequisite: 21st level, Twi’lek
Benefit: You gain an additional use of your graceful bound racial power. In addition, you gain a +2 feat bonus to Reflex.


Finishing Blow
Prerequisite: 21st level, Twi’lek
Benefit: Once per round, whenever an ally scores a critical hit against a bloodied enemy you can see, you may make a basic attack against the target if it is within range.


Full Bloom
Prerequisite: 21st level, Twi’lek
Benefit: You gain the use of an additional immediate action per round. If you do so, you take a -2 penalty to AC until the start of your next turn.
__________________________________________________________________________

I'm sure someone has been wanting to play as a Twi'lek. I am no Star Wars expert and I wrote this class based on internet sources so if there are any experts of there that could give any feedback, be my guest.

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3 years ago  ::  Dec 26, 2009 - 12:47PM #2
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,993

Dec 26, 2009 -- 12:11PM, Twisted9 wrote:

Ability Scores: +2 Dexterity or Intelligence, +2 Charisma


This sort of thing has become really popular with home-brew races ever since the Changeling came out, but I have to mention that most of the time, this is completely unwarranted. The Changeling gets to do this because the entire point of playing that race is flexibility and versatility, so if flexibility and versatility aren't a very major part of your race's concept, then you probably shouldn't do this. Admittedly, I don't know very much about this Star Wars race, so it may in fact be that it is appropriate here, but I do feel obligated to mention that it's a bigger deal than most people assume.

Twi’lek Resilience: You gain a +2 bonus to saving throws to saving throws against poison and disease.


There's no such thing as a saving throw versus disease. Diseases are deal with through Endurance checks.

Graceful Bound
Twi'lek Racial Power
You move with flawless motion, allowing yourself to escape harm that would otherwise threaten your well-being.

Encounter

Immediate Interrupt Personal

Trigger:
You take damage from a miss by an area or close attack that deals damage on a miss.
Effect:
You take no damage from the miss.


I think that this is really cute, and I like it.

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3 years ago  ::  Dec 26, 2009 - 2:14PM #3
Twisted9
Date Joined: Jul 19, 2009
Posts: 165

Dec 26, 2009 -- 12:47PM, Crimson_Concerto wrote:

This sort of thing has become really popular with home-brew races ever since the Changeling came out, but I have to mention that most of the time, this is completely unwarranted. The Changeling gets to do this because the entire point of playing that race is flexibility and versatility, so if flexibility and versatility aren't a very major part of your race's concept, then you probably shouldn't do this. Admittedly, I don't know very much about this Star Wars race, so it may in fact be that it is appropriate here, but I do feel obligated to mention that it's a bigger deal than most people assume.




The sources I used talked about the adaptability of Twi'leks and how they are both cunning and graceful. I feel that Charisma is a must with this species, but I do believe the optional dex or int is appriopriate in this instance.

There's no such thing as a saving throw versus disease. Diseases are deal with through Endurance checks.




Whoops. Fixed.

I think that this is really cute, and I like it.




Thanks. I like to look at paragon feats (in this case evasion and mettle) for inspiration for racial powers if there are no obvious natural abilities.

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3 years ago  ::  Dec 26, 2009 - 5:02PM #4
Arakis
  • Stampeding Hybrid
Date Joined: Jul 15, 2008
Posts: 607
Rool 2 dice on diplomacy, take higher? I think a +2 Diplomacy, +2 Endurance (to get back on the disease resilience) is enough.
Actually Play'ng:

Nothing. My old party is full of short-sighted racists and sexists (on their own admission), so I left.
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3 years ago  ::  Dec 26, 2009 - 9:04PM #5
Twisted9
Date Joined: Jul 19, 2009
Posts: 165

Dec 26, 2009 -- 5:02PM, Arakis wrote:

Rool 2 dice on diplomacy, take higher? I think a +2 Diplomacy, +2 Endurance (to get back on the disease resilience) is enough.




Goliaths get +2 Athletics and can roll twice when they make an athletics check to jump or climb so I don't think this is overpowered for a racial feature. Especially when you consider that this feature is basically useless if you have charisma as a dump stat.

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3 years ago  ::  Dec 27, 2009 - 1:36PM #6
Pluisjen
Date Joined: May 13, 2009
Posts: 14,168
I think their racial power is really weak... the only way to use it is by being missed by an area power that deals half damage... how many monsters actually even have those?

I thought that was quite a rare power for monsters to have, ones that deal half damage on a miss. 
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Update 5th Sep 2011: Added a sample kingdom, as well as sample of play.
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