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The Thinktank => When Inspiration Strikes => Topic started by: bhu on January 29, 2009, 02:50:27 PM

Title: MMII Redux
Post by: bhu on January 29, 2009, 02:50:27 PM
Wherein I pt some updates of the Monster Manual 2.  I'll be beginning with potential races.  Initially fluff will be fairly light as I am uncertain if it would provide trouble for the Gameologists.

INDEX

Page 1: 1 HD Races

Abeil Vassal
Bladeling

Page 2: 1 HD Races

Ixitxachitl
Jermlaine
Racial/Monstrous Feats
Aquatic Class Ability Substitution Levels

Page 3: 1 HD Races

Chaond
Jermlaine (continued)

Page 4: 1 HD Races

Zenythri

Page 5: 2 HD Races

Crested Felldrake
Vampiric Ixitxachitl

Page 6 3 HD Races
Needlefolk
Spitting Felldrake

Page 7 3 HD Races
Sylph

Page 9 4 HD Races
Asperi

Page 10 4 HD Races
Boggle

Page 11 4 HD Races
Horned Felldrake
Title: Re: MMII Redux
Post by: bhu on January 29, 2009, 03:12:52 PM
ABEIL (Vassal)

(http://Picture URL if you have one)
   
"Every society honors its live conformists, and its dead troublemakers."

 Abeil Vassals are elflike bee people standing roughly 7 feet tall.  

Abeil (V) RACIAL TRAITS
∑   +2 Dex, +4 Wis, -2 Cha
∑   Size Class: Medium
∑   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
∑   Base land speed 30 ft.
∑   Fly speed 60 ft. (Average)
∑   Drone (Su): As a Full Round Action an Abeil can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a Willpower Save (Save DC is Charisma Based).  This ability does not effect Abeil's, nor does it have a HD limit.
∑   Improved Grab (Ex): If the Abeil hits a creature at least 1 Size category smaller than itself with both claw attacks it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If the Grapple Check succeeds, it automatically Stings it's opponent.  The opponent takes damage from both claws and the sting as long as the Grapple is maintained.
∑   Poison (Ex): Injury, Fortitude Save is based on Constitution, Initial and Secondary Damage is 1d4 Strength.
∑   Hive Mind (Ex): All Abeil's within 25 miles of their Queen are in constant mental communication, and if one of them is not flat-footed, none of them are.  Abeil's within Hive Mind range cannot be flanked unless all of them are.  This also means that all Abeil can effectively communicate with each other telepathically so long as they are all within range of the Queen.
∑   Abeil have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Sting attack doing 1d6 plus half Strength Bonus plus Poison.  They get 2 Claw attacks and 1 Sting attack with a Full Attack.  They are proficient with all Simple Weapons and the Flail.
∑   Non-humanoid Form: Due to their non humanoid form, armor for Abeils costs twice as much.  Despite having 4 legs it does not get multiple body slots for Feet magic items.  Your multiple legs give you a +4 Racial Bonus to resist Bull Rush and Trip attempts.
∑   Automatic and Bonus Languages: Abeil automatically speak Common, Elven, and Sylvan.  Bonus languages: Giant, Gnoll, Gnome, Goblin, Halfling, Orc
∑   Level Adjustment: +2
∑   Favored Class: Druid

STARTING AGE
 Adulthood: 40 years
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +9d6

AGING EFFECTS
 Middle Age: 100
 Old: 150
 Venerable: 200
 Maximum Age: +3d% years


HEIGHT AND WEIGHT  
 Base Height: 6' 6"
 Height Modifier: +2d6
 Base Weight: 200 lbs.
 Weight Modifier: x2d10

Abeil (V) CHARACTERS
 If you want to play a character who can fly and is proficient with Divine Magic, the Abeil will do (although the Charisma penalty limits what type of spellcaster they can be).  Also, if you want to play a societal outcast and loner they fit the bill perfectly.
 Adventuring Race: The Abeil are exceptionally conformist.  For one to go on adventures of any kind he has to have been ordered by his Queen to do so... or he is an exile.  if he is an exile there can be any number of reasons he has gone on the adventuring path, but the most likely will be simple survival.  Adventurers are unusual people, and usually of mixed race and class, which possibly hints they may be more accepting of an unusual race.
 Character Development: Abeil Vassals are manual laborers.  Some will abandon physical work for more political or philosophical endeavors, but the bulk of the Vassals are NPC classes.  If they take levels in a PC class at all (and wish to remain within their society), they will probably become Druids or Healers (although some few of them try for Spirit Shaman as well).  Martial classes designed for combat put them at odds with the Soldier caste, and may get them exiled. Likewise spellcasters other than those mentioned, or classes based on sneakiness (like the Rogue) tend to get them expelled as their fellows think of them as untrustworthy.  Which means if you wish to remain within the hive your abilities will need to be kept secret.
 Character Names: Abeils use Elven names.

ROLEPLAYING AN ABEIL (V)
 As an Abeil your pretty exotic.  This will draw some people to you, and repel others.  Your obvious insectoid heritage will make many nervous, especially if they know about your people.  The Abeil are fairly warlike after all, and many wars have been fought with them by virtually every humanoid species surrounding their territory.  Few will initially trust you once you get expelled from the hive.  You'll need their help to survive possibly, so you'll have to do whatever it takes to ingratiate yourself until you can learn to live on your own, or find new comrades who will accept you.
 Personality: Abeils don't like risk, change, or the unknown.  Which make them a little bit twitchy when it comes to adventuring.  On the good side they tend to plan ahead  for contingencies, even if they are prone to nervousness and depression if they've been separated from the hive.
 Behaviors: Abeil vassals do what they are told.  They aren't there to fight (the soldiers do that), they aren't there to think (the Queen does that), they're there to work.  At least that's what your fellow vassals believe.  If you're any different the odds favor you're not far from being exiled and becoming an adventurer to survive.  Even you tend to work and plan compulsively.
 Language: The Abeil themselves have no language, speaking either Elven or Sylvan amongst themselves, and using the Elvish alphabet.  Common is used to communicate with other races.

Abeil (V) SOCIETY
 The Abeil are a rigid caste hierarchy.  What you are born as defines what you can become, and what function you will perform in society.  Deviation from this norm causes problems.  As long as your aberrant nature is useful it may be permitted as long as no one too powerful objects.  But if you train in something forbidden to your caste, you will most likely be killed or exiled, with little in the way of fair trial. There are a small handful of exiles who become able to return after performing great deeds in the service of their people, but these few tend to be somewhat legendary.
 Alignment : Almost all Abeil are Lawful, and a majority of them are Lawful Neutral.  Lawful Good or Evil are minorities, and other alignments tend to be societal outcasts who inevitably end up exiled (which is considered a death sentence in Abeil society as it means parting from the Queen).  An exiled Abeil must flee beyond his Queen's Hive Mind range as quickly as he can, or he may be slain.
 Lands : The Abeil prefer warmer climes, but will live in temperate ones if they have to.  They also prefer open areas (deserts, plains), but will accept hillier country if it's easily enough defended from outsiders.
 Settlements : The Abeil do not leave their homelands unless forced to, or if population growth has become such that a new Queen is sent to establish a new colony.  Such colonies are usually scouted out and prepared well in advance, and are of a terrain that the Abeil prefer.
 Beliefs :The Abeil have no personal gods or religion.  Most do not consider any being more worthy of affection than their Queen.
 Relations: Relations with other races are strained at best, as the Abeil are highly xenophobic, and regard any race that stands in the way of their species expansion as an enemy to be exterminated.  Some races have been able to make treaties with them, but generally this is because they live in areas the Abeil don't want or need.
Abeil (V) ADVENTURES
∑   Due to aberrant behavior (i.e. you aren't Lawful neutral, and you didn't wish to conform) you have been exiled.  Fleeing the hive you come upon a ragtag band of wanderers who are exploring some ruins your people left alone.  Do you join them and risk dying in the ruins?  Or part ways and possibly die alone in the wilderness?
∑   Your hive is dying.  Abeil are dropping dead mysteriously in the night for no apparent reason and shriveling away.  The Queen has commanded you to pose as an Outcast, and scout out the cities of nearby races to see if you can determine if they are the cause of this malady.
∑   The Queen has gone mad after some sort of Artifact was brought to the hive after being taken from a band of marauders.  It seems to have influenced bot her and the council and they are now acting in unusual ways, and killing any who disagree with them.  As much as it pains you to admit it, if you wish to rescue her you will have to find some outside help...


ABEIL RACIAL SUBSTITUTION LEVELS


DRUID
 Level 1: Replace Animal Companion with Vermin Companion, Replace Wild Empathy with Vermin Empathy
 level 5: Replace Wild Shape with Wild Shape (Vermin)
  Vermin Companion (Ex):  This is identical to Animal Companion, except the Abeil Druid chooses from the following list: Giant Ant Worker, Giant Bee, Giant Dragonfly, Giant Firefly, Giant Fire Beetle, Monstrous Centipede (Medium or Large), Monstrous Scorpion (Small or Medium), or Worker Termite (See Sandstorm or Arms and Equipment Guide for some of these).  If the Druid wishes to have an improved Vermin Companion it may get one of the following at level 4: Giant Soldier Ant, Giant Bombardier Beetle, Giant Cockroach, Monstrous Centipede (Huge), or Termite Soldier (See Sandstorm or the Underdark).  At 7th level he can get Giant Praying Mantis, Giant Stag Beetle, Giant Wasp, or Monstrous Scorpion (Large).  At 10th level he can get a Giant Ant Lion, or Giant Velvet Worm (see Sandstorm or Lost Empires of Faerun).  At 13th level he can get a Monstrous Scorpion (Huge).  At 16th level he can get a Monstrous Centipede (Colossal).
  Vermin Empathy (Ex): This works exactly like Wild Empathy, but it only affects Vermin.
  Wild Shape (Vermin) (Ex): This works exactly like Wild Shape, but the Abeil may also change into Vermin as well as animals.


RANGER
 Level 1: Replace Wild Empathy with Vermin Empathy
 levels 2,6,11: New options with Combat Style
 Level 4: Replace Animal Companion with Vermin Companion
  Vermin Empathy (Ex): This works exactly like Wild Empathy, but it only affects Vermin.
  Combat Style (Ex): The Abeil has two additional Combat Styles to choose from: Bee, and Wasp.  If the Abeil chooses Bee they get the Following Feats: Earth's Embrace (Level 2, see Complete Warrior), Virulent Poison (Level 6), and Deadly Poison (Level 11, see Savage Species).  If the Abeil chooses Wasp they get the following Feats: Flyby Attack (Level 2), Improved Flyby Attack (Level 6), and Greater Flyby Attack (Level 11, see Savage Species).
  Vermin Companion (Ex): This is identical to Animal Companion, except the Abeil Druid chooses from the following list: Giant Ant Worker, Giant Bee, Giant Dragonfly, Giant Firefly, Giant Fire Beetle, Monstrous Centipede (Medium or Large), Monstrous Scorpion (Small or Medium), or Worker Termite (See Sandstorm or Arms and Equipment Guide for some of these).
Title: Re: MMII Redux
Post by: bhu on January 30, 2009, 12:01:33 PM
Any thoughts on age for these guys?  They're elf like which may imply long life, but they're also bee like which could imply a short life.
Title: Re: MMII Redux
Post by: bhu on January 31, 2009, 03:00:29 PM
ABEIL SURVIVOR

(http://Picture URL)
   
"Life is surprisingly difficult away from the Queen.  If I'd known how difficult I might have hesitated to do this."

 Abeil's who are too different and stand out too much inevitably get singled out by their fellows for persecution until they conform to their societies standards.  If this ends up in the unfortunate social outcast breaking the law (usually because he/she has lashed out in self defense), they risk exile (assuming the Soldiers haven't simply killed them).  They will have to quickly learn to survive on their own, or die.  Most will end up dying as they have no applicable survival skills, and rarely do they find allies willing to help them in time.

BECOMING AN ABEIL SURVIVOR  
All you really need to do is be exiled from the hive, and meet a few skill requirements.  Pretty much most nature themed classes can become a Survivor.  Most will either be Druids, Rangers, Rogues, or Scouts.

 ENTRY REQUIREMENTS
   Race:  Abeil
   Skills:  Hide 4 ranks, Knowledge (Nature) 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Spot 6 ranks, and Survival 6 ranks
   Feats:  Eyes in the Back of Your Head (CW), Quick Reconnoiter (CA)
   BAB:  +4
   Special:  Must have been permanently exiled from your hive.


Class Skills
 The Abeil Survivor's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level :  4+ int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    A Stab in the Dark +2
2. +1    +3     +3     +0    Tenacious Grappler +2
3. +2    +3     +3     +1    Elusive +2
4. +3    +4     +4     +1    A Stab in the Dark +4
5. +3    +4     +4     +1    Tenacious Grappler +4
6. +4    +5     +5     +2    Elusive +4
7. +5    +5     +5     +2    A Stab in the Dark +6
8. +6    +6     +6     +2    Tenacious Grappler +6
9. +6    +6     +6     +3    Elusive +6
10.+7    +7     +7     +3    Death Sting


Weapon Proficiencies: Abeil Survivors become proficient with all Simple Weapons.  They gain no proficiency with Armor or Shields.
 
A Stab in the Dark (Ex): At 1st level if the Survivor manages to successfully Sting an opponent when he is Flat-footed or denied his Dexterity Bonus to AC the Save DC of the stings poison is increased by +2.

This bonus increases to +4 at level 4, and +6 at level 7.

Tenacious Grappler (Ex): The Survivor has learned to be a ferocious Grappler, and at level 2 it gains a +2 Competence Bonus to Grapple Checks.

This Bonus increases to +4 at level 5, and +6 at level 8.

Elusive (Ex): Due to the Abeil's dislike for Armor they have learned to become adept at dodging blows in combat.  At 3rd level they get a +2 Dodge Bonus to AC.  This stacks with other Dodge Bonuses, and is lost if the Survivor is denied his AC Bonus to AC or Flat-footed, or if he wears armor or carries more than a Light Load.

This Bonus increases to +4 at level 6, and +6 at level 9.

Death Sting (Ex): The Abeil's diet and body take a pounding once they are expelled from the hive.  With their newfound need to expel accumulated toxins from their diet the Abeil's venom become much more toxic.  Initial and Secondary damage becomes 1d6 Constitution.  If the victim is Flat-footed, and rolls a natural 1 on his Saving Throw, he dies instead.

PLAYING AN ABEIL SURVIVOR
 While initially you seem frightening due to your appearance, smart people will be frightened of you when they realize your drive to survive at all costs.  It's a good thing to have you on their side, because as an enemy you have few if any limits to what you will do when it comes to your own survival.  While this extends to your comrades somewhat, you still don't trust them after the bitter betrayal by your own people. 
 Combat: Survivors prefer ambushes to straightforward fighting.  They'll set traps, attack opponents in their sleep, etc.  Whatever it takes to get the drop on them and make sure they come out on top.  There are no rules, or such foolishness ad "fair fights".  They will stay at range as long as possible, grappling and stinging if an opponent gets close.
Advancement: Few Abeil Survivors get the chance to choose another path once they are sent out to exile.  They will most likely never see their home or familiar friends again in their lives, and if they do most likely their former comrades will try to kill them.  This leads many to become bitter and twisted, but others reject their old life and try to make do as best they can with their new one.  If they are accepted by another community and treated well thy may even shake off their depression and become productive members of the community again.
Resources: Abeil Survivors generally have whatever resources they can personally take by force or steal.  Unless they can convince someone to trust them.  Then they have their friends.  But that's still probably pretty small compared to what some more wealthy and accepted classes can come up with.

ABEIL SURVIVORS IN THE WORLD
"Do you think we can trust the bug-man?"
 Initially people are somewhat divided over you being a possible spy, an evil monster, or a cringing lapdog.  Your attempts to curry favor with the locals in order to find a safe have may be misinterpreted as base flattery to get them to lower their guard or cowardice on your part.  Assuming you survive these initial misunderstandings and are given chances to prove  yourself things will get better.  But there will always be some paranoia on your part, never letting you fully trust others.  Which means by default they may never really fully trust you.
 Daily Life: Your life is about living to see tomorrow.  The world is a hostile place, and you aren't very well liked.  There are many enemies out to get you, and you need to be ready for them. If you aren't doing chores, hunting for food, or trying to convince others you mean them no harm, you're getting ready for the day someone inevitably comes for you.
 Notables: Aust (LG Male Abeil Vassal Monk 9/Abeil Survivor 3) was always a sickly child.  A local Healer said he could put Aust through strength training to develop him into a fit worker.  In reality the Healer was a fairly high level Monk who had trained secretly in his youth when separated from his people in a battle.  Upon finding them again decades later he was accepted, but hid his abilities so as not to cause trouble.  Aust was not so wise.  Openly beating a Soldier in public he was exiled.  Drusilia (LE Female Abeil Vassal Rogue 9/Abeil Survivor 3) always wanted to be a Queen.  Since she had no way to vent her jealousy and frustration she took to stealing to see if she could get away with it.  Obviously she didn't.
 Organizations: Abeil Survivors are rare enough, and usually far enough apart that they can't really form any sort of organization.  That doesn't prevent them from joining any that they come across that will accept them, but there aren't really any dedicated to, or formed by, them.

NPC Reaction
 NPC's tend to fear and mistrust you.  If the city is near Abeil territory, the odds are that citizens will have been slain fighting Abeil Soldiers.  So you may need to flee there as well.  If the city is far away, people will only know of you through rumor (usually bad) if they know about you at all.  You're in for a hard life.

ABEIL SURVIVORS IN THE GAME
 Because Abeil Survivors are on the run from the Hive, if you have Abeil in the game adding them will be easy enough as the hives can be in a wide range of territory.  They can encounter a party just aout anywhere.
 Adaptation: This is best for campaigns where the Abeil are a potential menace to other civilizations.  It may also serve as a way to introduce the Abeil to your campaign as the Abeil Survivor may have spoken out against plans to invade into the city the PC's operate from, and is now fleeing for his life because of it.
 Encounters: PC's will almost always encounter Survivors on the run.  Either from tehir own people, from angry mobs, the Law, organized crime, etc.  They tend to get into trouble a lot.

Sample Encounter
EL 12: The PC's are traveling in the forest when they come across a scene of devastation.  The village that was their destination lies burning, and many dead men and insectlike monsters lay dead.  A heavily injured bee man manages to croak out "help me" before losing consciousness.  If the PC's want to know what happened they will have to revive him.  And if they do he seems scared to talk...


Name
LG Male Abeil Vassal Monk 9/Abel Survivor 3
Init +3, Senses: Listen +11, Spot +11,
Languages Common, Elven, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, +6 Wis, +2 Dodge, )
hp 75 (12 HD)
Fort +11, Ref +12, Will +12 
Evasion, Improved Evasion, Still Mind
------------------------------------------------
Speed 60 ft. (6 squares), Fly 60 ft. (Average)
Melee 2 Claws +11 (1d4+1) and 1 Sting +6 (1d6 plus poison)
Melee Unarmed Strike +11/+6 (2d6+1)
Melee Flurry +8/+8/+3 (2d6+1)
Base Atk +8, Grp +11
Atk Options A Stab in the Dark +2, Tenacious Grappler +2
Combat Gear
-----------------------------------------------
Abilities Str 12, Dex 16, Con 14, Int 10, Wis 20, Cha 8
SQ Poison (DC 18), Drone (DC 15), Hive Mind, Improved Grab, Purity of Body, Wholeness of Body, Slow Fall 40 ft, Ki Strike (Magic), Unarmored Speed Bonus, Elusive +2
Feats Eyes in the Back of Your Head, Flyby Attack, Quick Reconnoiter, Superior Unarmed Strike, Weapon Finesse, Combat Reflexes (B), Improved Trip (B), Stunning Fist (B)
Skills Concentration +6, Diplomacy +5, Hide +7, Knowledge (Local, Nature) +6, Listen +11, Move Silently +9, Sense Motive +11, Spot +11, Survival +11, Tumble +7
Possessions



EPIC ABEIL SURVIVOR

Hit Die: d6
Skills Points at Each  Level : 4 + int
A Stab in the Dark The Save DC of the Abeil's poison when his opponent is flat-footed or denied his Dex bonus to AC increases by +2 at level 21, and every 3 levels thereafter.
Tenacious Grappler The Survivors Competence Bonus to Grapple checks increases by +2 at level 22 and every 3 levels thereafter.
Elusive The Survivors Dodge Bonus to AC while unarmored increases by +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Abeil Survivor gains a Bonus Feat every 5 levels higher than 20th


ABEIL FEATS



Vermin Summoner
You may use your Summoning spells to call up Vermin.
 Prerequisites: Abeil, Augment Summoning, must be able to cast any of the Summon Nature's Ally spells.
 Benefits: You add the following beings you can summon to the list of creatures available in the Summon nature's Ally spells:

I: Axiomatic Giant Fire Beetle, Medium Centipede, Small Scorpion (LN)
II: Phase Wasp (MM2), Axiomatic Giant Bee, Giant Bombardier Beetle, Large Centipede, Medium Scorpion, Giant Ant Soldier
III: Axiomatic Huge Centipede
IV: Axiomatic Giant Wasp, Giant Praying Mantis
V: Axiomatic Giant Stag Beetle, Large Scorpion
VI: Axiomatic Gargantuan Centipede
VII: Axiomatic Huge Scorpion
VIII: Axiomatic Colossal Centipede
IX: Axiomatic Gargantuan Scorpion



Hornet's Favor
The attacks of your summoned vermin are more potent.
 Prerequisites: Abeil, Augment Summoning, Vermin Summoner
 Benefits: The poison attacks of vermin you summon (if any) have a +4 bonus to the Save DC.


Droning Master
Your drone attacks are more potent.
 Prerequisites: Abeil, Constitution 13+
 Benefits: The Save DC of your Drone Attacks is based on Constitution instead of Charisma.



Mind-numbing Drone
You may achieve a different effect with your Drone attack.
 Prerequisites: Abeil, Droning Master
 Benefits: Your Drone attack can either mimic the Sleep or Hypnotism spells.



Distracting Buzz
You may achieve a different effect with your Drone attack.
 Prerequisites: Abeil, Droning Master
 Benefits: Your Drone attack can mimic either the Sleep or the Buzzing Bee spells (in the case of the second spell there is no bee that follows the victim, the buzzing keeps echoing in his head).



Swarm Mastery
When you cast the Summon Swarm spell you can direct the Swarm.
 Prerequisites: Abeil, must be able to cast the Summon Swarm spell
 Benefits: When you cast Summon Swarm you summon a Wasp Swarm (see Fiend Folio), and it is under your control.



Improved Swarm Mastery
You may now summon more powerful Swarms.
 Prerequisites: Abeil, Swarm Mastery, must be able to cast Summon Swarm, and Summon Nature's Ally VII
 Benefits: When you cast the Summon Swarm spell you may summon a Hellwasp Swarm instead of the regular Swarm types.  When you cast the spell it uses up a 7th level spell slot.


Shielded Mind
You may hide your thoughts from the Hive Mind
 Prerequisites: Abeil, Base Will Save +4 or Iron Will
 Benefits: You may hide thoughts from the Hive Mind, which will be necessary if you wish to perform activities the Abeil society disapproves of (you lose your Hive Mind Racial Ability while this Feat is in use).  Activating or de-activating this Feat is a Free Action.  Other Abeil assume you were born with some sort of defect.  You also gain a +2 Bonus on Saving throws against any spell, power, or effect that would read your thoughts.
Title: Re: MMII Redux
Post by: bhu on February 01, 2009, 01:37:32 PM
Well the Abeils themselves are done.  Their listed as LA +4, and I'm unsure if I agree with that.  I was thinking making it a +3 unless there are any objections.  I gave them a lifespan similar to Gnomes.
Title: Re: MMII Redux
Post by: SixthDeclension on February 01, 2009, 06:40:32 PM
I definitely wouldn't take an LA+4 for that race. I really don't see anything that is that worth it. LA+3 would be nice.
Title: Re: MMII Redux
Post by: CountArioch on February 02, 2009, 02:19:35 AM
+3 LA, no racial hit dice, and the "ability" that stuff costs twice as much for them as anyone else?

LA +1, max.  And even that's pushing it.  They get nothing that justifies +3 LA.
Title: Re: MMII Redux
Post by: EjoThims on February 02, 2009, 03:17:00 AM
LA +3 is still too high. Drone has no real impact, since it's keyed off a stat that get a penalty to. Hivemind is only good as a party or for NPCs, so it's not very relevant to balance outlooks.

But they do get 3 natural attacks, +4 Wis, good creature type, Darkvision, plus a good fly speed, so LA +1 is too low.

Anthro bats are still better Druids though.
Title: Re: MMII Redux
Post by: bhu on February 02, 2009, 12:11:32 PM
+2 it is then.  I'll have the capstone for the PrC and the Feats up soon.  May do a few spells or items too.
Title: Re: MMII Redux
Post by: CountArioch on February 02, 2009, 01:48:18 PM

 Darkvision, plus a good fly speed, so LA +1 is too low.


Balderdash.  None of those abilities will keep the abeil from dying from a stray arrow in a level 3 environment. 
Title: Re: MMII Redux
Post by: EjoThims on February 02, 2009, 02:38:46 PM

 Darkvision, plus a good fly speed, so LA +1 is too low.


Balderdash.  None of those abilities will keep the abeil from dying from a stray arrow in a level 3 environment. 

Nor was that the extent of the list for why LA +1 is too low.

Additionally, survival is by no means the only measure of power, so even were your false assumption the case, your conclusion is meaningless.
Title: Re: MMII Redux
Post by: bhu on February 04, 2009, 02:35:13 PM
OK the Abeil Survivor is done except for the example NPC, and the Feats.  I still think I'd like to do some racial class substitution stuff, or spells.  Do you want a second PrC, or shall I move on to the next race?
Title: Re: MMII Redux
Post by: bhu on February 05, 2009, 01:26:25 PM
Stunning silence.  Well I guess I'll give you a sneak peek of whats up next while I think about feats for the abeil:

BLADELING

(http://Picture URL if you have one)
   
"If I were you I'd kill myself to save me the trouble of doing it later."

 Bladelings are a race of ugly humanoid Outsiders with dull metallic skin covered in patches of metal spines, pointed ears, sharp teeth, and white eyes.

BLADELING TRAITS
∑   +2 Dex
∑   Size Class: Medium
∑   Type: Outsider with the Lawful and Native subtypes, giving it 60' Darkvision
∑   Base land speed 30 ft.
∑   Razor Storm (Ex): Once per day the Bladeling can shed sharp pieces of it's skin, doing 2d6 piercing damage in a 15 foot cone.  Reflex Save for half damage (Save DC is 10 plus half Hit Dice plus Constitution Modifier).  The Bladelings Natural AC Bonus drops to +2 for 24 hours after doing this. 
∑   The Bladeling have a Primary Spiked Fist attack doing 1d4 piercing damage plus Strength Modifier, and a secondary Bite attack doing 1d4 damage plus half Strength Modifier.  They get 2 Spiked Fists and a Bite with a Full Attack.  Bladelings are proficient with all Simple and Martial weapons
∑   +4 Natural Armor Bonus to AC
∑   Energy Resistance 5 (Cold and Fire)
∑   Immune to Acid damage and rust attacks
∑   Damage Reduction 5/Magic and Bludgeoning
∑   Automatic and Bonus languages: Bladelings automatically speak Common. Bonus Languages: Infernal.
∑   Level Adjustment: +2
∑   Favored Class: Fighter

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
Being Outsiders the Bladelings do not suffer age related penalties, and do not die from old age.

HEIGHT AND WEIGHT  
 Base Height: Male: 4' 10"  Female: 4' 5"
 Height Modifier: +2d10
 Base Weight: Male: 130 lb.   Female: 100 lb
 Weight Modifier: x2d6

BLADELING CHARACTERS
 If you want some extra defenses on your tough melee fighter, a Bladeling is a decent choice.  The Damage Reduction is always welcome, and the Energy Resistance is okay too.  Load them up with the right items and tanking is a natural choice for them.
 Adventuring Race: Bladelings tend to go on adventures to acquire wealth and power.  Especially if there's no way they can advance back home.  A few successful expeditions may give them enough magic items to pull off a political coup or assassination if they do really well.  And sometimes they're just fleeing the bad consequences of a moment of anger.  Those moments come often to Bladelings.
 Character Development: Bladelings are martial characters at heart.  they live to fight.  Given a choice most will become Fighters, Samurai, or Barbarians.  If they have the appropriate stats many will also opt for Warblade or Crusader.  Particularly odd individuals who have the right stats will opt for things like Ranger, Hexblade, Duskblade, Monk, or Knight.  Divine spellcasters are virtually unknown among them as they mostly refuse to worship other beings, and Arcane Casters are few aside from warlike types such as the Warmage.  Given a choice of Psionic classes they usually go for Soulknife or Psychic Warrior.  This single mindedness in believing in fighting as the best way to solve all problems is actually quite a setback for their race.
 Character Names: Male: Adamantios, Agapitos, Aristodimos, Athanasios, Demos, Diamantis, Iakovos, Iraklis, Kharalios, Kirios, Kostos, Nikos, Manos, Panagos, Pantelis, Panayotis, Stylianos, Theron.  Female: Androulla, Arhontoula, Glykera, Irini, Kanta, Katingo, Koula, Maro, Megali, Mirsena, Nakova, Nitsa, Polymnia, Rano, Tassina, Tsavena, Vasiliki, Xantho

ROLEPLAYING A BLADELING
 You don't really trust anyone, and as a result they don't really see any reason to trust you.  You're exotic, but not really in a beguiling way.  You look intimidating.  Your culture virtually ensures you will do your best to Be intimidating.  The Bladelings believe terrifying other beings is the easiest way to keep them at bay, and prevent them from causing trouble.  And that works fine when they're on a hostile plane far away, and few care to venture into Ocanthus, let alone deal with belligerent natives.  But when traveling that doesn't work so well, as the rest of the universe now outnumbers you.  And they don't like being told how inferior they are.
 Personality: You don't like things you don't know.  You prefer familiarity, and do your best to avoid change.  Travel may loosen up your racism a little, but you will always have trust issues regarding all beings not of your race.  If you adventure with a party you may come to consider them friends, maybe even family, but everyone else (even their friends and family) is trouble waiting to happen.
 Behaviors: Always make sure your leader is fit to lead.  Look for signs of weakness in others.  Obey the rules when you know or suspect you are being watched.  Do what is necessary to get the job done when you aren't being watched.  Always make sure your enemies are dead, or they will come back to haunt you.  Never trust anyone fully.  Not even family.
 Language: The Bladelings themselves have no real language, or it has been forgotten.  They use the Common tongue and their written alphabet is Infernal.  Some also speak Infernal.

BLADELING SOCIETY
 For a Lawful society the Bladelings can seem incredibly Chaotic.  Outsiders think that their life consists mostly of violent bloodshed.  And it does.  But it follows many rules and rituals, and isn't nearly as random as other races believe it to be.  Strangely enough the many small rules of daily life are what keep the Bladelings a stable society.  An incredibly draconian one full of assassination and murder to be sure, but more stable than it would be if they were allowed to be impulsive.
 Alignment : Almost all Bladelings are Lawful, and the Bulk of them are Evil.  There is a substantial Lawful neutral minority that is looked down upon, and the rare Lawful Good Bladeling is usually killed by his own people.  Their strict adherence to Law is the only reason they still survive, as they might have killed themselves off if it weren't for strict rules about how their own can deal with one another.
 Lands : The Bladelings normally live on Ocanthus, the fourth layer of the realm of Acheron.  They are not natives, but they have lived there so long no one (including themselves) remembers their Plane of origin.
 Settlements : The Bladelings have nomadic tendencies, and they wander a lot.  Permanent settlements are usually in hostile places though.  They prefer Planes that are difficult for races other than themselves to survive as it makes their homes more easily defendable if anyone is foolish enough to go there.
 Beliefs : Some Bladelings may worship deities (particularly Lawful Evil ones) or the more powerful Devils, but their blind hatred for all beings other than themselves tends to make them somewhat atheistic (they know Gods exist, but can't bring themselves to worship one).
 Relations: Bladelings relate to the other races at the point of their swords.  Few races in the Planes are as xenophobic as they are, and even the rare Bladeling of Good alignment still has fairly racist tendencies, or believes in racial stereotypes.  The more evil ones don't see other races as "real", and butchering them is the same as killing animals.  They would see torture, rape, or murder of their own as wrong, but are mostly incapable of seeing how this applies to other peoples.

BLADELING ADVENTURES
∑   You were on the losing end of a political dispute, and things went pretty bad.  Everyone you know is dead, and you only escaped by jumping through a portal.  Now you're on the Prime Material Plane, and everyone things you're a hideous monster.  Except a few local monsters who seem to accept you.  They're going on a raid and they'd like you to join. What else have you got to do?
∑   Something has made your people ill.  No one knows what's causing it, but the cities top Wizards have found out through divination that the source of the disease seems to have originated on the Prime Material Plane.  Somehow you haven't fallen ill, and they're in a rush to send you off before you do so you can find out what's going on and effect a cure.  of course that means working with...y'know...Them.  Outsiders.  Not gonna be fun...
∑   Having pissed off a local Demon Lord, you now find yourself on the run from him throughout the Planes.  Fortunately you've hooked up with a few other travelers he's pissed at too.  Now if only you can all find a way to distract him or take him out.


BLADELING RACIAL SUBSTITUTION LEVELS


FIGHTER
 Level 1: Replace 1st level Feat with Unarmored AC Bonus.
  Unarmored AC Bonus: If the Bladeling is unarmored, not using a Shield and carrying no more than a Light Load it gains a Bonus to it's AC equal to it's Wisdom Modifier plus it's level divided by 5 (round down).  Effectively this is the same as the Monk's AC Bonus.

SAMURAI
 Level 1, 2, 5, 11,17: Replace Feats at these levels with one's appropriate for Falchions.
  Level 1: Instead of Daisho Proficiency you gain the Power Attack Feat.
  Level 2: Instead of Two Swords as One you gain the Improved Sunder Feat.
  Level 5: You still have Iaijutsu Master, but now it is usable only with the Falchion.
  Level 11: Instead of Improved Two Swords as One you now gain the Improved Critical (Falchion) Feat.
  Level 17: Instead of Greater Two Swords as One you now gain the Combat Brute Feat, but only when using your Falchion.

RANGER
 Level 1: Replace Wild Empathy with Monstrous Empathy.
 Levels 2, 6, 11: New Options with Combat Style.
 Level 4: Replace Animal Companion with Monstrous Companion.
  Monstrous Empathy: This is the same as Wild Empathy but works on any Magical Beast with an Intelligence of 3 or less that can be found on the Planes outside the Prime.
  Combat Style: The Bladeling can choose from the Executioner or Gauntlet Styles.  If he chooses Executioner he gets Power Attack at Level 2, Power Critical (Falchion) at level 6, and Improved Critical (Falchion) at Level 11.  If he chooses Gauntlet he gets Multiattack at Level 2, Improved Multiattack at Level 6, and Improved Natural Attack (Spiked Fist) at Level 11.
  Monstrous Companion: This is identical to Animal Companion, except the Bladeling chooses from the following list: Axiomatic Light Warhorse, Axiomatic Wolf, Blood Hawk, Brain Mole, Darkmantle, Krenshar, Skiurid, or Tirbana Eyewing (see Fiend Folio, MMIV, MMV).  If the Ranger wishes to have an improved Vermin Companion it may get one of the following at level 8: Bloodsilk Spider, Death Dog, Phase Wasp, Shocker Lizard, Terlen, or Worg.  At level 14 it may choose an Ankheg, Cockatrice, or Ethereal Marauder. At Level 20 you may choose a Basilisk, or Winter Wolf.
Title: Re: MMII Redux
Post by: bhu on February 08, 2009, 03:10:19 PM
Okay the listed LA for Bladelings is +2.  Anyone object to that?
Title: Re: MMII Redux
Post by: EjoThims on February 09, 2009, 04:09:45 AM
Seems kind of high, but +1 seems too low, what with outsider type and all their defenses.
Title: Re: MMII Redux
Post by: Bozwevial on February 09, 2009, 04:11:34 AM
Maybe give the bladeling a natural attack to make up for the difference?
Title: Re: MMII Redux
Post by: bhu on February 09, 2009, 05:07:41 AM
Maybe give the bladeling a natural attack to make up for the difference?

I've been thinking about it.  I mean if you look at their picture it would seem they should have one.  I mean they are covered in spikes...
Title: Re: MMII Redux
Post by: bhu on February 10, 2009, 01:04:33 PM
Edited in a new Feat for the Abeils, and I'm in the process of editing in Racial Substitution levels (did you want some for classes other than Druid and Ranger?).  tweaked Bladeling a lil too.


ADAMANTINE WARRIOR

(http://Picture URL)
   
"Who needs armor?  Armor is for the lesser beings."

 Adamantine Warriors are warriors who have enhanced their natural defenses and spiny metallic skin through magical rituals.  They are walking suits of armor, eventually becoming psychopathic engines of destruction.

BECOMING AN ADAMANTINE WARRIOR  
Adamantine Warriors begins as fighting types of some kind, usually Fighters or Samurai.  The toughest among them either earn the money for the rituals needed to be done, or gain someone willing to sponsor them in return for mercenary work of some kind.

 ENTRY REQUIREMENTS
   Race:  Bladeling
   BAB:  +6
   Feats:  Hardened Skin, Improved Toughness
   Skills:  Intimidate 8 ranks 
   Special: You must find a sponsor or be able to pay 1000 GP in costs per level of this class, as well as endure a 12 hour magical ritual to gain the class abilities of each level.


Class Skills
 The Adamantine Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), and Knowledge (Local).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Armor Skin (AC Bonus)
2. +2    +3     +0     +0    Fortification (25%)
3. +3    +3     +1     +1    Enhanced Toughness
4. +4    +4     +1     +1    Armor Skin (DR Bonus)
5. +5    +4     +1     +1    Fortification (50%)
6. +6    +5     +2     +2    Enhanced Toughness
7. +7    +5     +2     +2    Armor Skin (Energy Resistance Bonus)
8. +8    +6     +2     +2    Fortification (75%)
9. +9    +6     +3     +3    Enhanced Toughness
10.+10   +7     +3     +3    Armored Juggernaut


Weapon Proficiencies: An Adamantine Warrior gains no new weapon or armor proficiencies.
 
Armor Skin (Ex): At 1st level the Adamantine Warriors skin begins to harden, increasing his Natural AC Bonus by an amount equal to his Adamantine Warrior level.

At 4th level the Adamantine Warriors Damage Reduction increases by an amount equal to half his Adamantine Warrior level.

At 7th level the Adamntine Warrior's Fire and Cold Resistance increases by an amount equal to his Adamantine Warrior level.

Fortification (Ex): At 2nd level the Adamantine Warrior has a 25% chance to convert any successful critical hit into a normal hit.  This rises to 50% at level 5, and 75% at level 8.

Enhanced Toughness (Ex): At levels 3, 6, and 9 the Adamantine Warriors hit points increase by +20.

Armored Juggernaut (Ex): At Level 10 the Adamantine Warrior becomes immune to critical hits, cold/fire damage, and stunning, and can no longer be flanked.  If an opponent rolls a natural 1 when he strikes you, you get a Sunder attack against his weapon as a Free Action without provoking an attack of opportunity.  Effectively your skin is so hard he stands a small chance of just breaking his weapon on it.

PLAYING AN ADAMANTINE WARRIOR
 Other beings are beneath you unless they can match you in a fight.  Non warriors are the lowest forms of life.  Even spellcasters, though they may be problematic to deal with.  Despite this you will comport yourself with the law or some personal code of honor.  Unless they provoke you too much...
 Combat: Adamantine Warriors rely on their heavily armored skin to get into melee range so they can begin wailing on opponents with the largest weapon they can find.  They really aren't subtle or complex.  Many rely on charging in, and then smashing away till the opponent is dead.
 Advancement: Most Adamantine Warriors just increase their powers as fast as they (or their sponsor) will allow.  They single-mindedly pursue what they consider perfection in combat, even if that idea of perfection is flawed or not applicable in all situations.
Resources: Adamantine Warriors usually require a sponsor to afford the costs of becoming a member of this class.  They can usually draw upon that sponsor for support as he will be loath to lose the investment he has placed in the Bladeling.

ADAMANTINE WARRIORS IN THE WORLD
"My sword broke on his skull.  How the hell do you damage these things?"
 Adamantine Warriors tend to interact with the world with their swords.  They are consummate professionals as mercenaries, but they have little need for the company of others not of their own kind, and they make it a point to let others know that leaving them alone is the best option if a continued life is something they'd like to have.
 Daily Life: Most of an Adamantine Warriors day is spent doing whatever his sponsor wants of him.  Usually dirty work of some sort, or guarding something or someone of significance.  Unless the Warrior has earned enough XP to level up.  Then he'll be paying the fees to endure the long rituals that will increase his power.
 Notables: Theron (LE Male Bladeling Fighter 6/Adamantine Warrior 4) is an infamous mercenary, and one of the few members of his people to overcome his racial xenophobia if not his lack of morality.  Nakova (LN Female Bladeling Samurai 6/Adamantine Warrior 4) is one of the few Bladelings known to have permanently abandoned her people for a lord among the outside realms.  No one knows why, but there are many atempts on her life because of it.
 Organizations: Many organizations hire Bladeling mercenaries, and the ones with money will also sponsor a few to become Adamantine Warriors.  But there are no real organizations of, or specifically for, Adamantine Warriors.

NPC Reaction
 NPC's regard you with fear and mistrust, most probably since your a sociopathic alien with moderate paranoia and a belief in solving your problems through violence.

ADAMANTINE WARRIORS IN THE GAME
 Bladelings will be difficult unless they play in an all Bladeling or all Evil party.  There are those among their race who overcome their racism and evil tendencies, but the actions of the fellows will make them suspicious in the eyes of others regardless.
 Adaptation: Assuming your campaign is a plane hopping one similar to Planescape, and the PC's end up near Acheron or the lower Planes, this is a nice way to introduce Bladeling PrC's.  If you don't have planar travel, then the Bladeling in question is obviously quite a long way from home, and may be the only one of his kind there.  Making him more than a wee bit twitchy.
 Encounters: Adamantine Warriors are usually encountered as bodyguards, mercenaries, hitmen, hired muscle, etc.  Usually working for whoever can afford the price of their "enhancements".

Sample Encounter
EL 12: The PC's have been asked to take down a group of seemingly invulnerable mercenaries guarding a site for a local warlord.  A warlord who isn't what he seems as his guards definitely aren't from this world...


Theron
LE Male Bladeling Fighter 6(Racial Variant)/Adamantine Warrior 4
Init +2, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common
------------------------------------------------
AC 26, touch 18, flat-footed 24  (+2 Dex, +8 Natural, +2 Wis, +4 Deflection)
hp 119 (10 HD)
Fort +12 (+12 w/Cloak), Ref +5 (+7 w/Cloak), Will +4 (+6 w/Cloak)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Falchion +16/+11 (2d4+3/18-20)
Melee w/Belt +4 Falchion +18/+13 (2d4+6/18-20)
Melee 2 Spiked Fists +12 (1d6+2) and 1 Bite +7 (1d4+1)
Melee w/Belt 2 Spiked Fists +14 (1d6+4) and 1 Bite +9 (1d4+2)
Base Atk +10, Grp +12
-----------------------------------------------
Abilities Str 14 (18 w/Belt), Dex 15, Con 16, Int 10, Wis 12, Cha 8
SQ Razor Storm 1/day (DC 18), Fire and Cold Resistance 5, Immune to Acid and rust, Damage Reduction 8/Magic and Bludgeoning, Fortification 25%
Feats Hardened Skin, Improved Natural Attack, Improved Toughness, Spiny Warrior
Skills Climb +6 (+8 w/Belt), Concentration +7, Intimidate +7, Jump +5 (+7 w/Belt), Knowledge (Local) +4, Ride +5
Possessions +4 Ring of Protection, +4 Falchion, +4 Belt of Giant Strength, Cloak of Resistance +2, True Strike Gauntlets, 125 GP



EPIC ADAMANTINE WARRIOR

Hit Die: d12
Skills Points at Each  Level : 2 + int
AC Bonus The Adamantine Warriors AC Bonus still increases +1 per level.
DR Bonus The Adamantine Warriors DR still increases by +1 every 2 levels.
HP Bonus The Adamantine Warrior gets +20 hit points at level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Adamantine Warrior gains a Bonus Feat every 5 levels higher than 20th



BLADELING FEATS



Spiny Warrior
The spines embedded in your skin are longer and more prevalent, potentially damaging opponents.
 Prerequisites: Bladeling, Improved Natural Attack (Spiked Fists)
 Benefits: Any opponent attacking you with an Unarmed Strike, grapple, or Natural Weapon takes 1d6 plus his own Strength Modifier in Piercing damage.  Your successful Grapple checks do an additional 1d6 piercing damage.



Hardened Skin
Your metallic skin is harder than usual.
 Prerequisites: Bladeling, Improved Toughness
 Benefits: This Feat may be taken multiple times.  Each time your Damage Reduction increases by +1.



Sundering Blow
You may make sunder attacks with your Spiked Fists.
 Prerequisites: Bladeling, Improved Sunder
 Benefits: You may make Sunder attacks with your Spiked Fists which are considered to be Light Weapons, but ignore half Hardness.



Razor Spines
You may wound opponents with your spines, causing them to bleed profusely.
 Prerequisites: Bladeling, Spiny Warrior
 Benefits: If your Spiked Fist attack (or your spiny defense from the Spiny Warrior Feat) does 6 or more points of damage your opponent continues to bleed losing 1 hit point per round until either Healed magically or a DC 15 heal check is made upon him.



Hardened Defenses
Your Energy Resistance improves.
 Prerequisites: Bladeling, Hardened Skin
 Benefits: This Feat may be taken multiple times.  Each tme your Energy Resistance to Fire and Cold increases by +2.



Razor Sniper
As opposed to shedding most of your skin with your Razor Storm attack you can shed it in smaller pieces at a time.
 Prerequisites: Bladeling, Spiny Warrior
 Benefits: You may make up to 4 ranged attacks per day doing 1d6 piercing damage.  Range increment is 50', and every two uses of this ability lowers your Natural AC Bonus by 1 for 24 hours.



Improved Razor Storm
Your Razor Storm attack is now more powerful.
 Prerequisites: Bladeling, Spiny Warrior
 Benefits: Your Razor Storm now does 4d6 piercing damage.



Spiny Charge
Your charge attacks can be devastating.
 Prerequisites: Bladeling, Spiny Warrior, Improved Bull Rush
 Benefits: You may slam your body into your opponent on a Charge or Bull Rush attack doing 2d6 piercing damage plus double your Strength modifier.
Title: Re: MMII Redux
Post by: bhu on February 11, 2009, 01:59:13 PM
In the interests of keeping the LA at +2 I'm making the possibility of hitting the Bladeling spines a Feat instead of a racial ability.  Any objections?
Title: Re: MMII Redux
Post by: bhu on February 13, 2009, 02:51:56 PM
Okay the Abeil stuff is pretty much done and edited in, and with luck the Bladelings will be done this weekend.  Then its on to the Ixitxachitl, which will be a wee bit tougher to do seeing as they have no legs, hands, etc.
Title: Re: MMII Redux
Post by: bhu on February 14, 2009, 02:24:00 PM
Racial Feats and Substitution Levels for the Bladeling are up.  Lemme know what you think.

IXITXACHITL

(http://Picture URL if you have one)
   
"You will make a useful slave."

 Ixitxachitl are small intelligent rays living in reefs.

IXITXACHITL RACIAL TRAITS
∑   +2 Str, +6 Dex, +2 Con, +2 Int, +2 Wis, -4 Cha
∑   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
∑   Aberration with the Aquatic Subtype, giving you Darkvision 60'.
∑   Base swim speed 30'
∑   +2 Natural Armor Bonus
∑   The Ixitxachitl has Primary Bite attack doing 1d6 damage plus Strength Bonus.
∑   Non Humanoid Form (Ex): The Ixitxachitl's body is nonhumanoid.  Armor for them is 1/10th the normal weight, and they cannot be Tripped.  They have different body slots for magic items than humanoids.  They don't have slots for Arms, Feet, and Hands, but do have a slot for their tail which they can use for rings.  Magic items will need to be specially made for them to account for their body.
∑   No Hands (Ex): The Ixitxachitl aren't humanoid and have no hands. They may not make Climb, Craft, Disable Device, Disguise, Forgery, Heal, Jump, Open Lock, Sleight of Hand, Tumble, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor.
∑   +8 Racial Bonus to all Swim checks, and can always take 10 on a Swim check.  Can use the Run Action while swimming in a straight line.  In areas where the sea bottom is sandy or has fine silt the Ixitxachitl may make a Full Round Action to disturb the silt and let it settle on top of him after laying down, gaining a +8 Racial Bonus to Hide checks as long as he remains immobile.  Once he moves the silt sloughs off and he is revealed.
∑   Automatic Languages: Common and Aquan.  Bonus Languages: Abyssal, Elven, Darfellan, Sahuagin, and Sylvan.
∑   Level Adjustment: +2
∑   Favored Class: Cleric

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years
Many Ixitxachitl get bigger with age, becoming Medium size if they live to become Old, and possibly Large when they become Venerable.  They do not take age related penalties to Physical Ability scores.


HEIGHT AND WEIGHT  
 Base Length: 2'8"
 Length Modifier: +2d4
 Base Weight: 30 lbs
 Weight Modifier: x1 lb.

IXITXACHITL CHARACTERS
 If you want to play an underwater race as a spellcaster you cant do much better than the Ixitxachitl (assuming its casting ability isn't Charisma Based).  They have a Racial Bonus in every stat except Charisma so they're pretty verssatile.
 Adventuring Race: Ixitxachitl go on adventures for power, wealth, glory, or because their God tells them to (usually because their God tells them to).  They tend towards laziness, so they adventure mostly to achieve a specific goal.
 Character Development: Most Ixitxachitl tend to be Clerics, and others will prefer spellcasting as well.  They can't Turn as well as other Clerics do to their Charisma hit, so try to find another use for that ability via Feats.  Make sure to get Feats or Class Ability Variants, or Racial Substitution Levels that let you get around their lack of hands and unusual body.  If you do go the Melee route, go for Racial Feats for special attacks, or use Feats to get around only having the one attack per round.
 Character Names: Male: Acacitli, Acamapichtli, Acapipilotzin, Achitometl, Acolmiztli, Chimalli, Coyotl, Cuauhtemoc, Cuetlachtli, Huitzilihuitl, Huitzillin, Ilhicamina, Ilhuitl, Mecatl, Meztli, Nezahualcoyotl, Nezahualpilli, Nopaltzin, Tezcacoatl, Tlazopilli, Toltecatl, Xiuhcoatl
Female: Ahuiliztli, Amoxtli, Atl, Chalchiuitl, Chicahua, Citlalli, Citlalmina, Coaxoch, Cozamolotl, Coszcatl, Cuicatl, Etalpalli, Eztli, Ichtacha, Icnoyotl, Ilhuicatl, Itotia, Ixtli, Malinalxochitl, Nenetl, Nochtli, Ohtli, Patli, Quetzalxochitl, Tenoch, Tlalli, Tlachinolli, Xihuitl, Xochitl, Yolotli, Yaotl

ROLEPLAYING AN IXITXACHITL
 The world is doomed.  Demons and Evil Gods will win in the end, and it's damn time everyone else realized it and got on the winning side.  You're sick and tired of being ostracized by pathetic surface worlders who think they're better than you because they wrongly assume they will inherit the world when they refuse to see their own weaknesses.  They aren't willing to do what needs to be done.  They insist on making rules that get in the way of doing what needs to be done.  When they are exterminated eventually whoever is left will thank you one day.
 Personality: You are a sadist, a bully, and a coward.  Massively socially insecure you keep everyone at a distance because everyone else is an enemy out to get you, even if you call them an ally in public.  The Ixitxachitl can't afford to really trust anyone even their "freinds" and families.  This and their tendencies towards spontaneous mutations cause them lives of endless turmoil.  Fortunately they don't consider other species as worthy as themselves and feel no guilt towards killing or torturing them so they have a perfect outlet for stress.
 Behaviors: The Ixitxachitl are often cruel for cruelties sake.  After years of worshiping dark gods they are almost compulsively evil, as any act that could be considered good means they're open to being murdered by their fellows.  So they always feel as if they have to perform ever more vile acts to be considered accepted by their society and their God.
 Language: The Ixitxachitl speak Aquan, and have no written script.

IXITXACHITL SOCIETY
 Ixitxachitl society is based entirely on slavery.  Slaves do all menial or constructive labor so the Ixitxachitl can concentrate on furthering the plans of their evil Gods.  The slaves outnumber their masters 2 to 1 or more, and an Ixitxachitl's social prominence is enhanced by the number of slaves he has, and by how badly he treats them.  They are considered as disposable as the reefs which house the Ixitxachitl.  Their despoiling the area before moving on is one of the key reasons most underwater races are at war with them: if the Ixitxachitl had their way they'd end up wiping out all life in the seas eventually.
 Alignment : Ixitxachitl are exclusively Chaotic Evil.  it is possible due to magical influence or some odd twist of fate for one to become another Alignment (usually Chaotic Neutral), but if such an event occurs that Ixitxachitl must flee or be murdered by his fellows.
 Lands : Ixitxachitl prefer coral reefs where it is easy to hide in and tunnel.  They quickly devastate the local flora and fauna with their carelessness and rapid appetites, and after a decade or so must move to another reef.
 Settlements : Ixitxachitl are always on the move, and prefer easily defended areas.  Coral reefs or sargasso fields are prime real estate for them.
 Beliefs :The Ixitxachitl worship various Chaotic Evil deities (usually Ilxendren) or Demon Princes (usually Demogorgon).
 Relations: All other races besides themselves are slaves or food.  There are no exceptions.  The Ixitxachitl are prolific slavers since slaves do the bulk of work and crafting for them (and because they often work them to death or kill them in fits of pique).

IXITXACHITL ADVENTURES
∑   In a vision Demogorgon has commanded you to destroy an Artifact at an undersea temple.  The artifact is linked to a Demonic rival he wishes to punish.  Unfortunately every slave you send in to fetch it doesn't come back.  And you're running out of slaves...
∑   Your leader has found an artifact that ca polymorph your people into a member of the land dwelling races.  He wishes you to become one, and go out among their people and learn about them in preparation for raiding them.
∑   Your mutations have finally caused you to be rejected by your fellow Ixitxachitl who have exiled you due to madness (i.e. your alignment became something other than Chaotic Evil).  While swimming aimlessly trying to figure out what to do, you come upon a group of surface dwellers looking for a guide to the area. 


IXITXACHITL RACIAL SUBSTITUTION LEVELS


WARLOCK
 Level 1: Incantations
  Incantations (Ex):  The Save DC of the Ixitxachitl Warlocks Incantations are based on his Wisdom Modifier instead of his Charisma Modifier.

BARBARIAN
 Levels 3, 6, 9, 12, 15, and 18: Lose Trap Sense
  Tough Hide (Ex): Your Natural Armor Bonus to AC increases by +1 at levels 3, 6, 9, 12, 15, and 18.

FAVORED SOUL
 Levels 3, 11, 17: Lose Bonus Feats at levels 3 and 11, and Wings at level 17.
  Level 3: You gain Spell Focus (Evil) as a Bonus Feat (see Complete Divine).
  Level 11: You gain Corrupt Spell as a Bonus Feat (see Complete Divine).
  Level 17: At 17th level you gain Spell Resistance equal to 10 plus your Hit Dice.
Title: Re: MMII Redux
Post by: veekie on February 14, 2009, 06:03:04 PM
How the hell is that one pronounced anyway,I've never figured THAT out.
Title: Re: MMII Redux
Post by: Chemus on February 14, 2009, 07:00:51 PM
Ik-sit-zat-chit-ul
Title: Re: MMII Redux
Post by: bhu on February 17, 2009, 03:25:50 PM
Okay I got the last of the class abilities for the Bladeling up.  let me know what you think, the capstone is a lil odd.
Title: Re: MMII Redux
Post by: bhu on February 18, 2009, 02:28:35 PM
Anyoine besides me think LA +2 is too high?
Title: Re: MMII Redux
Post by: EjoThims on February 18, 2009, 05:19:56 PM
It's kind of an odd combo. At higher levels it's likely too low, because with those stats mods, aberration type, and a natural attack, once you can account for higher gear prices, you win out. But before you can have the gear you really need to make it work +2 is too high.
Title: Re: MMII Redux
Post by: bhu on February 19, 2009, 02:10:28 PM
So would you all prefer I lower the LA, or modify it to deserve the +2?
Title: Re: MMII Redux
Post by: bhu on February 19, 2009, 02:17:57 PM
IXITXACHITL MUTATE

(http://Picture URL)
   
"My face is hard to look at isn't it?

 Ixitxachitl Mutates are the odd men out in their species.  Evolutionary dead ends that pop up every so often that are powerful, but infertile.

BECOMING AN IXITXACHITL MUTATE  
You don't really become an Ixitxachitl mutate, you're born one. 

 ENTRY REQUIREMENTS
   Race:  Ixitxachitl
   Base Saves:  Must have any Base Saving Throw at +5
   Skills:  Any 3 skills 6 ranks
   Feats:  Whichever 2 Feats are required for their initial mutation.


Class Skills
 The Ixitxachitl Mutate's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Deformity
2. +2    +3     +0     +0    Mutation
3. +3    +3     +1     +1    Enhanced Class Ability
4. +4    +4     +1     +1    Deformity
5. +5    +4     +1     +1    Mutation
6. +6    +5     +2     +2    Enhanced Class Ability
7. +7    +5     +2     +2    Deformity
8. +8    +6     +2     +2    Mutation
9. +9    +6     +3     +3    Enhanced Class Ability
10.+10   +7     +3     +3    Abomination


Weapon Proficiencies: An Ixitxachitl Mutate gains no new weapon or armor proficiencies.
 
Deformity: At 1st level you begin to show physical deformities due to your mutation.  You gain a +2 Racial Bonus to Intimidate checks, and a -2 Racial Penalty to Diplomacy checks.  Your Constitution Score permanently improves by 1.

At 4th level the Bonus/Penalty increases to +4/-4, and your Constitution Score improves by +1 again.

At 7th level the Bonus/Penalty increases to +6/-6, and your Constitution Score improves by +1 again.

Mutation (Ex): The Ixitxachitl are prone to mutations, but these mutations tend to be stable and predictable.  Tend to.  This is not always the case.  The Ixitxachitl has a Mutation of some sort it gains at second level that progresses over time:

Giantism (Prerequisites: Improved Natural Attack, Improved Toughness): At 2nd level you gain the Powerful Build ability (see Expanded Psionics Handbook page 12).

At 5th level you become Medium Size (+4 Str, +2 Con, -2 Dex, Bite now does damage 1 class higher).

At 8th level you become Large Size (+8 Str, +4 Con, -2 Dex, -1 Size Penalty to Attack rolls and AC, increase Natural Armor Bonus to AC by +2, and Bite now does damage 1 class higher).

Electrical Discharge (Prerequisites: Shock, Enhanced Shock): At second level the damage of your Shock Feat ability is 4d6, and your opponent is Stunned for 1 round if he fails his Saving Throw.  You may use Shock one additional time per day.

At 5th level the damage increases to 6d6, and your opponent is Stunned 1d4 rounds if he fails his Saving Throw.  You may use Shock one additional time per day.

At 8th level the damage increases to 8d6, and your opponent is Paralyzed for 1d4 rounds if he fails his Saving Throw.  You may use Shock one additional time per day.

Stingray (Prerequisites: Tail Spines, Venomed Spines): At 2nd level the Initial and Secondary damage of your tail poison becomes 1d6 Constitution.

At 5th level the Save DC of your tail poison gets a +4 Racial Bonus.

At 8th level the Initial Damage of your tail poison is 1d6 Constitution, and the Secondary damage is death.

Devourer (Prerequisites: Hunger, Greater Hunger): At 2nd level the Bonus from your Hunger Feat increases to +3.

At 5th level the Bonus from your Hunger Feat increases to +4.

At 8th level the Bonus from your Hunger Feat increases to +5.

Chameleon (Prerequisites: Lurker, Experienced Lurker): At second level you can become Invisible as per the spell at will as a Full Round Action.  Since this is a color change effect it is still an Ex ability, and See Invisibility still doesn't detect you.

At 5th level you can use Greater Invisibility 3 times per day as a Full Round Action.

At 8th level you can use Superior Invisibility once per day as a Full Round Action.

Spotter (Prerequisites: Alertness, Blind-Fight): At 2nd level you gain Blindsight 30'.

At 5th level the range increases to 60'.

At 8th level the range increases to 120'.

Templar (Prerequisites: Improved Natural Armor x2): At 2nd level you gain DR 2/-.  This stacks with DR/- gained from other class levels.

At 5th level this increases to DR 4/-.

At 8th level this increases to DR 6/-.

Protean (Prerequisites: Endurance, Diehard): At 2nd level you have a 50% chance to change a successful critical hit into a normal one.

At 5th level this increases to 75%.

At 8th level you become immune to critical hits.


Enhanced Class Ability: Choose any 1 Class Ability from one the Base Classes you had levels in before taking levels in this PrC.  Levels 3, 6, and 9 of the Mutate PrC stack with levels of that Class to determine your abilities with that class ability.

Abomination:  A number of times per day equal to your Constitution Modifier you can reroll a failed Saving Throw.

PLAYING AN IXITXACHITL MUTATE
 You are a freak, a monster even among monsters.  No one of your race will mate with you as you cannot produce offspring.  Your deformities in body are sometimes thought of as physical manifestations of mental deformities as well, so rarely are you considered for leadership positions.  In short you get pissed off a lot at social prejudices aimed against you.
 Combat: Combat for a Mutate really depends on what combination of classes and mutations they choose.  It will vary heavily from one individual to another.
 Advancement: Advancement varies just as much as combat technique does.  A Mutates bodily changes will choose his path for him, whether he likes it or not.
Resources: Mutates are often used as soldiers by their people, so they usually have several slaves and some military backup.  Otherwise they're on their own and have whatever resources they can dredge up themselves.

IXITXACHITL MUTATES IN THE WORLD
"What the hell is that?"
 Mutates are left alone, exiles in all but name, until the reef is assaulted, or they are needed to fight.  Then the leaders sooth their anger with many kind words, but after the fighting they are alone again.  Even among a race of sadistic slavers the Mutates are known for mental issues.
 Daily Life: Mutates spend their days in pain as more changes pile up over the years.  They go through many slaves as they often murder them in berserker rages or just because there's nothing else to take their pain out on.
 Notables: Xiuhcoatl (CN Male Ixitxachitl Barbarian 6/Ixitxachitl Mutate 4) is known for his many destructive rages, as well as his increasing size.  Icnoyotl (CE Female Ixitxahcitl Druid 6/Ixitxachitl Mutate 4) is researching using her Wild Shape abilities to invade the land, and thereby gain enough glory to be more than just an outcast.
 Organizations: There are no real organizations devoted to helping Mutates, though there are several that study them.  The Ixitxachitl military sometimes could be considered a loose organization, and many Mutates belong to ti.

NPC Reaction
 NPC's tend to react to Mutates in fear and revulsion.  They aren't pretty to look at, and their impressive tempers don't dissuade people from considering them horrifying monstrosities.

IXITXACHITL MUTATES IN THE GAME
 This class assumes you are having an underwater campaign.  it's possible to use the Mutate out of water, but it still won't do as well on land as in water.
 Adaptation: The Mutate is best used in an all Evil or all Ixitxachitl campaign.  Their mental and physical problems make them unsuitable for much of anything else.
 Encounters: PC's usually encounter Mutates as lone killers, or as shock troops used by the military.  They use them frequently on coastal raids.

Sample Encounter
EL 12: The PC's have been asked to solve the mystery of what has been disrupting a coastal villages fishing industry.  A larger than normal skate has been spotted, and the fishermen assume it has been eating their catches.


Xiuhcoatl
CN Male Ixitxachitl Barbarian 6 (racial variant)/Ixitxachitl Mutate 4
Init +5, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Aquan, Common, Abyssal
------------------------------------------------
AC 24, touch 20, flat-footed 19 (+1 Size, +5 Dex, +4 Natural, +4 Deflection)
AC Raging 22, touch 18, flat-footed 17 (-2 Rage, +1 Size, +5 Dex, +4 Natural, +4 Deflection)
hp 111 (10 HD), 131 Raging
Fort +12 (+14 Raging), Ref +8, Will +3 (+5 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (40 squares)
Melee Bite +17 (1d6+6)
Melee Raging or Belt Bite +19 (1d6+8)
Melee Raging and Belt Bite +21 (1d6+10)
Base Atk +10, Grp +14
Atk Options Rage 2/day
Combat Gear
-----------------------------------------------
Abilities Str 18/22 w Belt (22 Raging/26 w Belt), Dex 20, Con 18 (22 Raging), Int 12, Wis 10, Cha 9
SQ Trap Sense +2, Fast Movement, Illiteracy, Enhanced Class Ability (Rage), Mutation (Giantism), Deformity
Feats Combat Reflexes, Improved Natural Attack (Bite), Improved Toughness, Instantaneous Rage
Skills Concentration +6 (+10 Raging), Diplomacy -5, Hide +9, Intimidate +12, Knowledge (Nature, Geography) +3, Listen +9, Move Silently +7, Spot +9, Survival +9, Swim +21 (+25 Raging)
Possessions +2 Amulet of Mighty Fists, +4 Ring of Deflection, Ring of Avoidance, Mask of Blood, Belt of Giant Strength +4, 2700 GP



EPIC IXITXACHITL MUTATE

Hit Die: d10
Skills Points at Each  Level : 2 + int
Deformity At Level 21 and every 3 levels thereafter your Bonus/Penalty increases by +2/-2, and your Constitution permanently improves by another +1.
Enhanced Class Ability Level 23 and every 3 levels thereafter stack with the levels of your Base Class for whichever ability you first chose for Enhanced Class Ability.
Bonus Feats: The Epic Ixitxachitl Mutate gains a Bonus Feat every x levels higher than 20th



IXITXACHITL FEATS



Tail Spines
You were born with a spiny tail that can be used as a weapon.
 Prerequisites: Ixitxachitl, must be taken at 1st level
 Benefits: Your tail does 1d6 piercing damage, and criticals on a 19-20.  It is also poisonous: Injury, Fortitude Save DC is (10 plus half Hit Dice, plus Constitution Modifier), Initial and Secondary damage is 1d4 Dex.


Venomed Spines
Your spines venom is much worse.
 Prerequisites: Ixitxachitl, Tail Spines
 Benefits: Initial and Secondary damage becomes 1d4 Con.



Shock
You were born with organs that generate electricity.
 Prerequisites: Ixitxachitl, must be taken at 1st level
 Benefits: A number of times per day equal to your Constitution modifier you may gerate an electrical pulse that radiates out 5' from your square.  Everything in that area takes 1d6 electricity damage and must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution modifier) or be Dazed 1 round.



Enhanced Shock
Your electrical shock ability is much more powerful.
 Prerequisites: Ixitxachitl, Shock
 Benefits: Range of the electrical shock is now 10', and does 2d6 damage.



Hunger
You were born with certain...issues.
 Prerequisites: Ixitxachitl, must be taken at 1st level
 Benefits: Whenever you successfully Bite an opponent you gain a +1 Circumstance Bonus to attack and damage rolls for the rest of the encounter.



Greater Hunger
You could charitably be called a monster.  Even if you weren't an Ixitxachitl.
 Prerequisites: Ixitxachitl, Hunger
 Benefits: The Bonus from your Hunger Feat increases to +2.



Lurker
You were born able to shift the color and texture of your skin a little bit.
 Prerequisites: Ixitxachitl, must be taken at 1st level
 Benefits: If you are unobserved, and take a Full Round Action to make a Hide check, you may hide in an area with no cover (i.e. in plain sight).



Experienced Lurker
Your ability to change colors has improved.
 Prerequisites: Ixitxachitl, Lurker
 Benefits: You gain a +4 Racial Bonus to Hide checks when using your Lurker Feat ability.



Demonic Heritage
You can summon demons for aid due to your parentage.
 Prerequisites: Ixitxachitl, Turn Undead, must have one of the following: The Half Fiend template, the Fiendish Heritage Feat (See Complete Mage), or the Thrall to Demon Feat (See Hordes of the Abyss, must be bound to Demogorgon),
 Benefits: You can expend 1 daily use of your Turn Undead ability to spontaneously cast a Summon Monster spell equal to the highest spell level you can cast.  You may only summon Demons or creatures with the Fiendish template.
Title: Re: MMII Redux
Post by: bhu on February 21, 2009, 02:49:52 PM
How about if I give the ma Hide Bonus like a lot of skates would have (i.e. disturbing the silt or sand on the bottom and then letting it settle on top of them).  Think that would make it a +2??  It even mentions them doing it in the description of their race.
Title: Re: MMII Redux
Post by: bhu on February 23, 2009, 02:20:16 PM
Is there any interest in the Jermlaine as a player race? If so it'll be up next.  I think I could find a way to make it work.
Title: Re: MMII Redux
Post by: Chemus on February 23, 2009, 07:52:12 PM
I thought that people already used Jermlaine in druid builds. This is ignoring the 3.5 update though so why not?
Title: Re: MMII Redux
Post by: bhu on February 24, 2009, 12:06:17 PM
yeah but we shiuld find a way to make them playable besides Druids.

PS: Which clases would you like to see alternate racial levels for the Ixitxachitl??  I want to use them to make up for their lack of hands.
Title: Re: MMII Redux
Post by: Chemus on February 24, 2009, 07:22:05 PM
Well they're eevuh, and though I hate the default dark flavor of the warlock, they are a good candidate, especially if you give them mage hand early and telekinesis later.
Title: Re: MMII Redux
Post by: bhu on February 25, 2009, 11:09:43 AM
I'd have to change what stats their saves are based on for that.  Their Charisma penalty makes them a bit iffy for Warlocks.
Title: Re: MMII Redux
Post by: bhu on February 25, 2009, 12:58:48 PM
A post I will be using to edit in revised racial/Monstrous Feats, and add new ones.


RACE/MONSTER FEATS



Anklebiter
Despite your size you are well prepared to fight bigger foes.
 Prerequisites: Reach 0
 Benefits: Normally with a Reach of 0 you would provoke an attack of opportunity when entering someone elses square.  But not in this case.  You're a special kitty who breaks that rule due to training.  You do not provoke an Attack of Opportunity from entering an opponents square.


Amphibious Casting
You can cast spells with verbal components or use Bardic Music above water despite not being able to breathe air.
 Prerequisites: The Aquatic Subtype
 Benefits: Pretty much what the description says.


Racial Scion
You are exceptional for a member of your species.
 Prerequisites: Must be taken at Level 1, must belong to a race with Racial Penalties in two or more Ability Scores, or a penalty of -4 or more in one Ability Score
 Benefits: Choose 1 Ability Score you have a Racial Penalty in.  That Penalty is lessened by 2 (i.e. if you had a -2, you now have +0).


Ankle Cutter
You're good at cutting the big personses.
 Prerequisites: Anklebiter, Hamstring
 Benefits: You may use the Hamstring Feat without foregoing the 2 dice of Sneak Attack damage.


Feat
Description
 Prerequisites:
 Benefits:


Feat
Description
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Feat
Description
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Feat
Description
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Feat
Description
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Feat
Description
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Feat
Description
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Feat
Description
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Title: Re: MMII Redux
Post by: bhu on February 25, 2009, 01:01:09 PM
Some of the races have enough similarities I can make some racial class substitution levels to cover a bunch of htem at once.  They'll be edited in here.


AQUATIC CLASS ABILITY SUBSTITUTION LEVELS
These racial substitution levels may be taken by races with only a swim move or the Aquatic Subtype.

Fast Movement: Any class giving you Fast Movement increases your Swim Speed instead of your Land Speed if you have no Land Speed.  If you have both you choose which movement rate gains the Bonus.
 

Bardic Music and Spells:  Bardic Music and spells with Verbal components may be used normally underwater, but not in the air above it unless the race has the Amphibious quality or the Amphibious Casting Feat.
 
Woodland Stride: Instead of Woodland Stride you gain Seafloor Stride.  It works the same, but you may now move through corals, seaweed and anemones instead.

Trackless Step: You gain Scentless instead, and may not be Tracked by Scent.

Animal Companion: Druids and Rangers can choose from the following list for Animal Companions:

Level 1: Barracuda (Stormwrack), Eel (Stormwrack), Manta Ray, Medium Shark, Octopus, Porpoise, Small Crab (Stormwrack), Squid

level 4: Large Sea Snake (Stormwrack), Large Shark, Medium Crab (Stormwrack)

Level 7:  Dire Eel (Stormwrack), Huge Sea Snake (Stormwrack)

Level 10: Dire Barracuda (Stormwrack), Huge Shark, Large Crab (Stormwrack), Orca Whale

Level 13: Archelon (Stormwrack), Elasmosaurus, Giant Octopus, Huge Crab (Stormwrack)

Level 16: Dire Shark, Giant Squid


Slow Fall:

Special Mount: Instead of a Special Mount the Paladin gains a Special Companion.  Choose an Animal from the following list: Large Shark, Medium Crab.

Familiar:

Scribe Scroll:

Spellbooks:

Unicorn Companion: Instead of a Unicorn the Healer gets a Celestial Dire Eel.  At 12th level or higher the Healer can have a Celestial Baleen Whale, Celestial Sea Tiger, or Water Naga.  At 16th level or higher it may have a Celestial Archelon or Celestial Cachalot Whale.

Draconic Adaptation: If you're Draconic Adaptation gives you Water Breathing you gain the ability to breath and cast spells in air instead.

Mounted Combat: If a class gives you Mounted Combat as a Bonus Feat you may choose any Feat from the Fighter list that you qualify for.

Great Leap: Regardless of whether or not the aquatic creature has legs it may use this ability to leap from the water.

Acrobatics: If the aquatic creature has no legs (and therefore no use for Climb skills) it gains a Bonus Feat instead of this ability.

Speed Climb: If the aquatic creature has no legs (and therefore no use for Climb skills) it gains a Bonus Feat instead of this ability.

Flawless Stride: Aquatic creatures can use this ability to move through terrain that requires a swim check.

Acrobatic Charge: Aquatic creatures can use this ability to move through terrain that requires a swim check.

Acrobatic Skill Mastery: Aquatic Creatures get a Bonus Feat instead.

Wings:

Skills:
Title: Re: MMII Redux
Post by: bhu on February 26, 2009, 02:19:35 PM
I've begun editing in some of the racial substitution levels and Feats.  Any racial Feats that anyone things need revised due to suckage?

Oh and any thoughts on the Deformity ability I just edited in to the mutate?
Title: Re: MMII Redux
Post by: bhu on February 27, 2009, 03:34:32 PM
I'm modifying my ideas for the racial substitution levels a bit (you'll see what I mean when you see the revised post).  It'll write and read easier this way.  I think I peeked at every class except Dragonfire Adept (and it's coming), the Factotum and Incarnum classes (I don't have the books), and the classes from the Dragon Magazines.  Obviously I didn't include PrC's.
Title: Re: MMII Redux
Post by: bhu on February 28, 2009, 01:24:24 PM
The Ixitxachitl Racial Subs are done, and the PrC is done except for the capstone.  I wanted some feedback on the mutations before adding it.  Then I can start on the Jermlaine while I continue editing in the racial variant class abilities/feats in the other posts.
Title: Re: MMII Redux
Post by: bhu on March 01, 2009, 02:39:54 PM
Since the Ixitxachitl hasn't gotten much enthusiasm I have finished it up, and will try tweaking it later.  I've also added a new Racial Feat: Racial Scion.  Im curious to see what everyone thinks.

JERMLAINE

(http://Picture URL if you have one)
   
"Squeak! Squeak I say!"

 Jermlaine's are filthy, big-nosed Fey about the size of cats that live with rats in the sewers of large cities.

JERMLAINE RACIAL TRAITS
∑   -8 Str (minimum 3), +6 Dex, -2 Con, -2 Int, +6 Wis, -6 Cha
∑ Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character. Space is 2 1/2', Reach is 0'.
∑   Fey, giving you Low Light Vision
∑   Base speed 40 ft.
∑   Speak With Rats (Sp): The Jermlaine may cast Speak With Animals at will, but it may only communicate with rodents (including rodents that are Magical Beasts such as Ash Rats or Cranium Rats) and bats.
∑   Wild Empathy (Ex): This works exactly like the Druid Class Feature, except the Jermlaine has a +6 Racial Bonus.
∑   Immunities: Jermlaine are immune to non-magical diseases and ingested poisons.
∑   Jermlaine are proficient with all Simple Weapons.
∑   Automatic and Bonus Languages: The Jermlaine speak Jermlaine.  Bonus Languages include Common, Dwarf, Gnome, Goblin, or Orc.
∑   Level Adjustment: +0
∑   Favored Class: Rogue or Scout

STARTING AGE
 Adulthood: 5
 Barbarian, Rogue, Sorcerer: +1d2
 Bard, Fighter, Paladin, Ranger: +1d3
 Cleric, Druid, Monk, Wizard: +1d6

AGING EFFECTS
Jermlaine are effectively immortal unless killed (and most are killed long before they reach any great age).

HEIGHT AND WEIGHT  
 Base Height: 1' 6"
 Height Modifier: +1d6"
 Base Weight: 6 lbs.
 Weight Modifier: x4 ounces

JERMLAINE CHARACTERS
 If you want a Wisdom based spellcaster that's good at hiding (or just a character that's good at stealth period) Jermlaine fit the bill.  Their small size means they won't be handing out a lot of damage if they aren't a caster, but it does give them other advantages.
 Adventuring Race: Jermlaine go on adventures for wealth, because they've been exiled from their own kind, or for minor fits of personal insanity that lead them to believe they're far more powerful than they really are.  Sometimes they're just curious about event.  There are claims that teams of adventurers have gone for months without realizing a Jermlaine was among them, doing things behind the scenes.
 Character Development: With your incredibly small size it's kind of pointless to make a frontline fighter.  You can't hand out (or take) enough damage.  For melee fighters, Jermlaine are best used as stealthy, light fighters who help out as spoilers.  As Wisdom based spellcasters they are quite good though (but they won't be turning much undead as Clerics). 
 Character Names: Most Jermlaine names sound like variations of squeaking, much like their language.  This causes most other races to call them all Squeak, which doesn't exactly endear them to the Jermlaine's.

ROLEPLAYING A JERMLAINE
 You're damn sick and tired of the other humanoid races calling you ugly.  Where do they get off deciding what's attractive or not?  And since when is height required to be a member of any society that considers itself civilized?  So you steal a little food and spread disease.  Who gives a fuck.  Everyone steals food sometime, and Elves need to get sick every now and then.  Fucking elves.
 Personality: Survival is paramount.  Your own survival first, your race second.  A very close second.  While they are generally evil the Jermlaine's  truly vicious behavior is reserved for the humanoid races taller and prettier than themselves.  They almost consider themselves at war with the humans, elves, dwarves, etc.  Some Jermlaine's believe if it weren't for these races they'd occupy a higher station in the world.  They forget about things like Dragons and Mindflayers and such.
 Behaviors: While the Jermlaine ted to be self-centered and survival oriented, this can be construed to be the natural result of their spending most of their lives getting the short end of things (in more ways than one).  They show little mercy to surface worlders or taller humanoids because those races openly consider them vermin.  When you spend your time watching your race get exterminated you get bitter.  And then you start setting traps...
 Language: The Jermlaine's basic language consists of an odd squeaking that reminds people of rats or bats.  It has no written alphabet.  There are people who say it IS the language of rats, but scholars widely regard these people as retarded.  In public at least.

JERMLAINE SOCIETY
 The Jermlaine have little in the way of permanent society, as they are mostly nomadic tribes, constantly at risk of being wiped out.  While they are as cultured as any surface race, this is rarely seen as instances of their meeting other races are usually violent and end in one sides destruction.  There are those who liken the Jermlaine to the human gypsies, with very close family ties.  But since they rarely communicate with outsiders it's difficult to really tell.
 Alignment : The Jermlaine's are widely regarded as foul.  Whether they began as an evil race, or centuries of being stepped on by bigger races made them so is debatable.  Regardless of that, most Jermlaine now operate on naked self interest, largely being Neutral Evil.  Many of the more remote areas see Neutral or Chaotic Neutral Jermlaine, as they have never met any other races.
 Lands : The Jermlaine share underground caverns with rats and bats, the only members of the animal kingdom willing to accept them.  They defend their underground warrens quite fiercely with traps, which they train the local rodents to avoid.
 Settlements : If Jermlaine venture from more rural areas into the cities they live in cellars and sewers, tunneling where they can.  Anywhere close enough to steal food, but that can be easily concealed.
 Beliefs : Jermlaine sometimes worship neutral Evil deities, but their life is pretty much taken up by the simple act of survival.  Elaborate ceremonies and prayer aren't something they have a lot of time to devote to.
 Relations: The Jermlaine don't much care for other races, especially those bigger than themselves.  And other races return the favor, pretty much regarding the Jermlaine as little more than vermin to be exterminated.  If the Jermlaine were more powerful they'd probably go to war with the larger humanoids, but they seem content to merely steal from them at the moment.

JERMLAINE ADVENTURES
∑   While exploring the cities sewers your people have found a horde of alien monstrosities slowly breeding into a massive population.  They feed on your kind now, and you're getting desperate.  So the elders have decided to have you contact surface adventurers somehow and lead them to the lair of the monsters one way or the other in the hopes that they'll wipe them out.
∑   A Wizard is kidnapping your people for experiments.  You don't have much of any real defense against him, so it's time to convince the surface worlders he's turning your people into a private army of magically enhanced assassins.  Let's hope they buy it.
∑   While exploring a campsite you fall asleep in the travel bags stashed in the groups covered wagon.  Waking up you find yourself alone in a strange place with these odd people.  It looks like you'll have to travel with them till you figure out where you are and how to get back home.  Now if only you can keep them from finding out you're here while you help them along.


JERMLAINE RACIAL SUBSTITUTION LEVELS


DRUID
 Level 1: Lose Wild Empathy
 Levels 5, 8, 11: Wild Shape receives some changes.
  Rat Friend: At 1st level you gain Rat Friend instead of Wild Empathy.  You may spontaneously lose any prepared spell to cast a spell from the Healing subschool of the same level as long as that spell is cast upon a rodent.
  Wild Shape: At 5th level you may become any Tiny or smaller Animal.  At 8th level you can become any Small or Medium Animal.  At 11th level you can become any Large Animal.

RANGER
 Level 1: Lose Wild Empathy, replace it with Scent
 Levels 2, 6, and 11: New options with Combat Style
  Sniffer: Instead of Wild Empathy the Jermlaine gets Scent.
  Combat Style: The Jermlaine may also choose from the Toemasher or AIGH! combat styles.  Toemasher style gives them the Anklebiter Feat at 2nd level, Swarmfighting at 6th level, and Giantbane at 11th level.  AIGH! gives them Dodge at 2nd level, Mobility at 6th level, and Elusive Target at 11th level. (See Complete Warrior

Title: Re: MMII Redux
Post by: bhu on March 01, 2009, 02:42:41 PM
JERMLAINE SCAVENGER

(http://Picture URL)
   
"I don't understand why anyone would throw away perfectly good food..."

 Jermlaine Scavengers are the scouts and gatherers of their people.  They are sent out to find food and materials, or just find whatever the Jermlaine's want found.

BECOMING A JERMLAINE SCAVENGER  
Jermlaine Scavengers usually come from fairly skilled classes such as Rangers, Rogues, and Scouts.  They specialize in finding stuff for hire.

 ENTRY REQUIREMENTS
   Race:  Jermlaine
   Skills:  Appraise 6 ranks, Listen 8 ranks, Search 8 ranks, Spot 8 ranks
   Feats:  Quick Reconnoiter, Track
   Class Abilities:  Skirmish or Sneak Attack +3d6 or Improved Combat Style


Class Skills
 The Jermlaine Scavenger's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Dex), Disable Device (Int), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Improved Movement
2. +1    +0     +3     +0    Improved Stealth
3. +2    +1     +3     +1    Curiosity
4. +3    +1     +4     +1    Improved Movement
5. +3    +1     +4     +1    Improved Stealth
6. +4    +2     +5     +2    Curiosity
7. +5    +2     +5     +2    Improved Movement
8. +6    +2     +6     +2    Improved Stealth
9. +6    +3     +6     +3    Curiosity
10.+7    +3     +7     +3    Sneaky Bastid


Weapon Proficiencies: Jermlaine Scavengers gain no new weapon or armor proficiencies.
 
Improved Movement (Ex):  You are an expert at scurrying about int odd places while avoiding attacks.  At 1st level you do not become Flat-Footed or lose your Dexterity Bonus to Armor Class while using the Balance or Climb skills and you take no penalties to Armor Class when kneeling/sitting/prone. 

At 4th level you may use Accelerated Movement while Balancing or Climbing without taking a penalty to the Skill Checks.  You may also move at Full Speed in a Crawl Navigable or Low space (see Underdark page 111).

At 7th level you gain Improved Evasion (see PHB page 51) if you have Evasion, or gain Evasion if you don't

Improved Stealth (Ex): At 2nd level you gain an Insight Bonus to Hide and Move Silently Checks equal to your Wisdom Modifier.

At 5th level you can move at full speed while using Hide or Move Silently without taking a penalty on the Skill Check.

At 8th level, if your opponent is at least 2 Size Classes larger than you, you may Hide in Plain Sight (see PHB page 48).  You do not need to be in a natural setting, your opponent just has to be much bigger than you.

Curiosity (Ex): You are adept at paying attention to things.  At 3rd level you add an Insight Bonus equal to your Wisdom Modifier to Listen, Search, and Spot checks.

At 6th Level you take no penalty to Listen Checks while sleeping, and no penalty to Listen or Spot checks while Fascinated.

At 9th level you gain Dark Vision 60'.

Sneaky Bastid (Ex): At 10th level if your opponent is Denied his Bonus to AC and is at least 2 Size Classes bigger than you, your attacks are considered to be Touch Attacks.

PLAYING A JERMLAINE SCAVENGER
 You're among the more inquisitive members of your species, and you like seeking out and stealing new and exciting things.  Unfortunately the clan just wants you to snatch food and supplies.  How boring is that?  Why can't you steal artifacts of incredible power and questionable worth?  Why can't you steal things that will improve your peoples lives?  So that one jeweled skull made all the dead in a 5 mile radius walk.  What's one little mistake?
 Combat: You aren't really a fighter.  You track things down, hunt for food or valuables, and maybe sabotage the efforts of others.  But you aren't built for standing toe to toe with opponents. 
 Advancement: Scavengers tend to be skill based.  They influence things quietly, by monkey wrenching opponents or helping out allies.  Keeping that in mind most tend to advance their skillsets towards this goal, and avoid anything that exposes them to risk (i.e. fighting).
Resources: Jermlaine Scavengers are employed by their people to find whatever is needed, be that food, water, equipment, raw materials, etc.   If the rest of their people aren't about they get first pick of what they find, and are often rewarded by their rulers if they are successful.  But besides that, they only have the resources they can scrounge up.

JERMLAINE SCAVENGERS IN THE WORLD
"OMG there's a weird lil' gremlin critter in mah backpack!!"
 Scavengers generally interact with the world by sneaking into it's house at night and stealing it's shoes.  Or it's corn.  Sometimes it's pet dog.  Whatever isn't nailed down really.  Even what is nailed down if you can find a prybar.  Sometimes you leave a little poop in the corner so they know you stopped by.
 Daily Life: Scavengers tend to spend long periods of time away from their people on solo missions hunting things up.  Or trying to figure out what the newest doodad they've stolen does.
 Notables: Squeak (N Male Jermlaine Rogue 6/Jermlaine Scavenger 6) is his clans top sniffer outer of stuff.  He has an affinity for dealing with humans too.  Squeak (NE Female Jermlaine Scout 6/Jermlaine Scavenger 6) is her clans top finder of people.  She makes sure anyone offending her people is found so they can be dealt with.  permanently.
 Organizations: Scavengers rarely belong to an organization bigger than a small Thieve's Guild or a gang.  They definitely don't have any based on training new Scavengers or supporting existing ones.  It's more of an occasional collection of like minded individuals.

NPC Reaction
 NPC's generally treat you with respect (if they're Jermlaine) or abject horror (if they aren't Jermlaine).  You're like a rat, but with a face and intelligence.  That spooks some people.

JERMLAINE SCAVENGERS IN THE GAME
 This class may tend to make players split from the main party to sneak off on their own because they'll believe they can't be caught.  Which may cause some concern for GM's.
 Adaptation: This is hopefully a decent PrC for sneaky type Jermlaine, and it can pretty much be used in various tones of campaign from humorous to horror.
 Encounters: PC's will usually encounter Scavengers sneaking into their stuff, or someone elses belongings, or breaking into god knows what.  Some of them may target PC's for pranks, and some may come to them if they discover something really bad.

Sample Encounter
EL 12: Opening your backpack you have stowed in the wagon, you find a strange wizened little creature who immediately says "I can explain".


Squeak
N Male Jermlaine Rogue 6/Jermlaine Scavenger 6
Init +7, Senses: Listen +15, Spot +15, Low Light Vision
Languages Jermlaine, Common
------------------------------------------------
AC 29, touch 23, flat-footed 22 (+2 Size, +7 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +4, Ref +17, Will +9 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Dagger +17/+12 (1d2-3)
Ranged +1 Dagger +17 (1d2-3)
Base Atk +8, Grp -4
Atk Options Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 3, Dex 24, Con 10, Int 11, Wis 20, Cha 4
SQ Trapfinding, Trap Sense +2, Speak With Rats, Wild Empathy, Immunities, Improved Movement, Improved Stealth, Curiosity
Feats Alertness, Quick Reconnoiter, Spotter, Track, Veteran Spotter
Skills Appraise +8, Balance +15, Climb +4, Disable Device +8, Escape Artist +15, Hide +28, Listen +20, Move Silently +20, Open Lock +15, Search +13, Sense Motive +11, Spot +20, Swim +4, Tumble +15, Use Magic Device +5
Possessions  +4 Ring of Protection, +6 Bracers of Armor, +1 Distance Returning Dagger, Arcane Thieve's Tools, 298 GP



EPIC JERMLAINE SCAVENGER

Hit Die: d6
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability
Bonus Feats: The Epic Jermlaine Scavenger gains a Bonus Feat every x levels higher than 20th



JERMLAINE FEATS



Spotter
Your good at finding stuff.
 Prerequisites: Jermlaine, Spot 4 ranks, Must be taken at 1st level.
 Benefits: You may cast Appraising Touch, Instant Search, and Spontaneous Search (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Sniper
You're good at throwing darts.
 Prerequisites: Jermlaine, Spot 4 ranks, Must be taken at 1st level
 Benefits: You may cast Critical Strike, Guided Shot, and Sniper's Shot (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Pest
You're good at annoying people.
 Prerequisites: Jermlaine, Bluff 4 ranks, Must be taken at 1st level.
 Benefits: You may cast Distract, Distract Assailant, and Shock and Awe (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Sneaker
You're good at stealth.
 Prerequisites: Jermlaine, Hide or Move Silently 4 ranks, Must be taken at 1st level
 Benefits: You may cast Camouflage, Remove Scent, and Swift Invisibility (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Spotter
Few things make their way past you.
 Prerequisites: Jermlaine, Spotter, 6th level
 Benefits: You may cast Arcane Sight, Clairvoyance/Clairaudience, and Deeper Darkvision (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Sniper
You are a dart throwing machine.
 Prerequisites: Jermlaine, Sniper, 6th level
 Benefits: You may cast Arrow Storm, Dolorous Blow, and Find the Gap (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Pest
People really, really hate you.
 Prerequisites: Jermlaine, Pest, 6th level
 Benefits: You may cast Flashburst, Stinking Cloud, and Stinking Cloud (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Sneaker
You aren't here.  Really you swear.
 Prerequisites: Jermlaine, Sneaker, 6th level
 Benefits: You may cast Forestfold, Invisibility Sphere, and Phantasmal Decoy. (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Wisdom of the Fey
You don't need to be pretty to be good at using weird little magic devices.
 Prerequisites: Jermlaine, Use Magic Device 4+ ranks, Must be taken at 1st level
 Benefits: Use Magic Device is a Wisdom based skill for you.
Title: Re: MMII Redux
Post by: bhu on March 02, 2009, 01:36:52 PM
Ive edited in the crunch for the Jermlaine race, and as they stand they're a negative LA.  I was thinking of adding skill bonuses to even it out unless there are other ideas anyone would like me to try out (trackless step maybe).
Title: Re: MMII Redux
Post by: bhu on March 04, 2009, 01:36:18 PM
After updating the Jermlaine a bit I tried editing the aquatic class ability variants.  There isn't mush to choose from for an Animal Companion or Special Mount for Paladins/Druids/Rangers.  Should I make a few appropriate critters in my monster thread to increase the list size?
Title: Re: MMII Redux
Post by: bhu on March 05, 2009, 01:16:32 PM
I'm thinking of negating the Jermlaine penalty to Con.  They already have plenty of stat penalties, and they live with rats, which means they should be fairly hardy against disease.
Title: Re: MMII Redux
Post by: Bozwevial on March 05, 2009, 10:55:21 PM
You could just give them disease immunity, but yeah, they're poor stat-wise as it is.
Title: Re: MMII Redux
Post by: Bozwevial on March 05, 2009, 10:56:41 PM
Also, I like Racial Scion. That should help with certain races.
Title: Re: MMII Redux
Post by: bhu on March 07, 2009, 02:33:13 PM
Sorry this is taking so long.  With recent events Im finding it hard to be creative right now :(

So, any thoughts on what I should replace Wild Empaty with for Jermlaine Druids/Rangers?
Title: Re: MMII Redux
Post by: Bozwevial on March 07, 2009, 04:12:14 PM
Umm...Burrow speed? Yeah, I've got nothing. At any rate, though, you might want to make a few changes to Wild Shape for the Jermlaine substitution levels--the Jermlaine is Tiny, and the Wild Shape sizes are rather awkward for them.
Title: Re: MMII Redux
Post by: bhu on March 08, 2009, 01:53:44 PM
But turning from a teensy Jermlaine into a Leopard has to just be awesome if you're a Jermlaine :D
Title: Re: MMII Redux
Post by: Bozwevial on March 08, 2009, 02:58:54 PM
True, but not very useful for them in the small confines of a sewer. :P
Title: Re: MMII Redux
Post by: bhu on March 09, 2009, 01:24:17 PM
True, but not very useful for them in the small confines of a sewer. :P

True nuff.

But dont gators live in sewers (cue Jaws theme music).

lols
Title: Re: MMII Redux
Post by: bhu on March 11, 2009, 01:17:57 PM
Any thoughts on Jermlaine names?  Their language is made up of squeaks, which doesn't lend itself well to a list of names.
Title: Re: MMII Redux
Post by: Chemus on March 11, 2009, 07:15:42 PM
Pip, Eep, Peep, Pat, ... umm... ;)
Title: Re: MMII Redux
Post by: bhu on March 12, 2009, 01:46:39 PM
Added some Jermlaien Feats and finished their racial substitution levels.
Title: Re: MMII Redux
Post by: bhu on March 14, 2009, 10:57:28 AM
Okay th Jermlaine and its Racial Feats are done, and I've got the PrC done except for the class abilities.  I'll hopefully finish them soon and start the next race this weekend.


My thanks for being patient about this while my job is screwing me over.
Title: Re: MMII Redux
Post by: bhu on March 16, 2009, 12:40:56 PM
CHAOND

(http://Picture URL if you have one)
   
"The next person who calls me "toad" loses a limb."

 Chaonds are lumpy, deformed humanoids that many believe sound toadlike.  Color highlights shift randomly in their gray skin, and colorless hair and eyes.  Despite being stocky to the point of being apelike, they are no stronger than any other human, but much more agile.  They claim to be descended from Slaad blood, but given the Slaads parasitic nature of reproduction this seems unlikely.

CHAOND RACIAL TRAITS
∑   +4 Dex, +2 Con, -2 Cha
∑   Size Class: Medium
∑   Type: Outsider (giving them 60' Darkvision) with the Native Subtype.
∑   Base land speed 30 ft.
∑   Shatter (Sp): The Chaond may cast Shatter 1/day as a Spell-Like Ability, Caster Level is equal to Character Level.
∑   Energy Resistance 5 (Acid, Cold, Sonic)
∑   Chaonds receive a +2 Racial Bonus to Escape Artist and Tumble Checks.
∑   Automatic and Bonus Languages: Chaond automatically speak Common. Bonus Languages: Abyssal, Celestial, Draconic, Githzerai, Slaadi, Sylvan
∑   Level Adjustment: +1
∑   Favored Class: The first class taken by a Chaond is it's Favored Class.

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +1d8
 Cleric, Druid, Monk, Wizard: +2d8

AGING EFFECTS
 Middle Age: 45
 Old: 68
 Venerable: 90
 Maximum Age: +3d20

HEIGHT AND WEIGHT  
 Base Height: Male: 4'10"  Female: 4'5"
 Height Modifier: +2d10
 Base Weight: Male: 120 lbs.    Female: 85 lbs.
 Weight Modifier: x2d4 lbs.
Chaond Height and weight varies a little each day.  They can gain or lose up to 1d3" in height, and gain or lose up to 10 lbs.

CHAOND CHARACTERS
 If you want to play a native of Limbo or someone with a strong connection to Chaos, the Chaond is one way to go.  Particularly if you want some sort of link to the Slaad or just be exotic and somewhat spooky.
 Adventuring Race: The Chaond's reasons for adventuring vary as much or more as the human races do.  Some do it just on whim because they have nothing else to do, or they're bored and crave some sort of excitement.  Of course a lot go on adventures since they need to leave the local town in a hurry...
 Character Development: Although Classes that require a Lawful alignment are out, that doesn't limit the Chaond's much.  Most prefer versatility and change, so classes that allow they a wide range of abilities or skills tend to draw their attention.  Since many live in the wilderness or less lawful areas, classes with abilities related to nature are common as well.  Many will multiclass quite a bit just to try new experiences or maybe even just because.
 Character Names: Chaonds who were raised by other humans or in human dominant Planes tend to use human names.  Chaonds raised in Limbo tend to use Slaad names.

ROLEPLAYING A CHAOND
 As a Chaond you're a bit off-putting to civilized humanoids.  You resemble a toad in someways, especially your croaking voice, and people just can't help but think of you as some sort of abomination.  You tend to be difficult to peg down or predict, and enjoy how much this makes other nervous.  This is good, as your trust is hard to gain, and the ability to put people off-guard keeps them away long enough for you to evaluate them.
 Personality: Chaonds are excitable, sneaky, hard to predict, and are often thought of as having little in the way of self control. 
 Behaviors: Chaonds never do what they are told, and to be a leader of a group of one of them you have to be more obviously powerful than they are.  It's also difficult to get them to plan or think ahead, or in general organize them in any way.  Chaonds who seem meek and accepting of demands are generally thought of as cowards by their fellows.
 Language: Being as they are humans, Chaonds speak Common, although many speak Slaadi as well.

CHAOND SOCIETY
 The Chaonds don't really have any traditions or culture other than their dedicated non conformity.  Most adopt whatever aspects they personally like of nearby peoples, but most prefer life in the wilderness as solitary hermits, or in small groups if they aren't living on Limbo.  Chaonds living in Limbo tend to adopt the culture of the Slaad (such as it is).
 Alignment : The vast majority of Chaonds are Chaotic Neutral, with a small minority being Chaotic Evil (usually those associating with the Slaad).  Chaotic Good isn't unknown, but non Chaotic alignments would be very unusual, and Lawful is simply unknown.
 Lands : Chaonds live in the ever changing Chaos of Limbo, but can be found just about anywhere that doesn't have a civilized society nearby.
 Settlements : Chaonds who leave Limbo prefer wild, untouched places where they don't have to put up with anyone else's rules or expectations.  They will live virtually anywhere, in any environment so long as there isn't the infuence of Law nearby.
 Beliefs : If the Chaonds worship a God (a good many actively oppose deities just because they can or because many Gods represent the victory of law over Chaos) it will be a Chaotic Neutral deity, though some rare few do worhsip Chaotic Good or Evil gods. 
 Relations: So long as other races aren't Lawful, or don't go out of their way to tell them what they can or can't do the Chaonds don't mind them much.  But the volatile nature of their Heritage makes it difficult for other races to truly befriend a Chaond unless they're pretty chaotic themselves.

CHAOND ADVENTURES
∑   The local village of law abiding citizens needs more space and resources, and they've decided to intrude on the swamps to get them.  They're clear cutting trees, and killing off the wildlife.  It's time you taught them a lesson.
∑   There are brief moments of stability appearing in Limbo.  Moments where things freeze into place and refuse to change.  You have been sent out with many other groups to see if any of you can find out what the hell is going on.
∑   Your daughter is dead.  The arrows in her are  used by the guard in a nearby city.  But the city is a day or two's ride away, and you find it difficult to believe that the guard simply rode here, murdered her, and left without taking anything.  Especially since there aren't any footprints.  It's time you did some poking around...


CHAOND RACIAL SUBSTITUTION LEVELS


Druid
 Level 16: Wild Shape (Elemental) is replaced by Wild Shape (Chaos)
  Wild Shape (Chaos) (Ex):  Instead of using your Wild Shape to become an Elemental you can become any Small, Medium, or Large Aberration or any Outsider whose alignment is Chaotic Neutral.

RANGER
 Level 10: Favored Enemy (Law)
  Favored Enemy (Law) (Su): When you gain your 3rd Favored Enemy you have the option of making your new Favored enemy Law (i.e. any opponent with a Lawful Alignment).

BARBARIAN
 Levels 1, 11, 20: You gain Chaotic Rage instead of Rage.
  Level 1: Instead of the normal Stat bonuses you gain a primary Claw Attack doing 1d6 + Str, and a Secondary Bite Attack doing 1d8 + 1/2 Str.  You can make 2 Claw Attacks and 1 Bite with a Full Attack.
  Level 11: Your Claws increase to 1d8, and your Bite increases to 2d6.  Your natural attacks are considered magical for purposes of overcoming Damage Reduction while Raging.
  Level 20: Your Claws increase to 2d6 and your Bite increases to 2d8. You gain DR 10/Lawful while Raging.
Title: Re: MMII Redux
Post by: bhu on March 16, 2009, 12:43:13 PM
SLAADI CULTIST

(http://Picture URL)
   
"your death serves a purpose."

 Slaadi Cultists are willing tools of the Death Slaad, furthering their masters ends by sabotage and assassination through arcane means.  They rarely know why they ae doing what they do, but they know they're rewarded well enough for it.

BECOMING A SLAADI CULTIST  
Usually Cultists begin as Clerics who worship an ideal as opposed to a God.  Their ideal just happens to make them attractive for recruitment by the Death Slaadi.

 ENTRY REQUIREMENTS
   Race:  Chaond
   Spellcasting:  Must be able to cast 4th level Divine spells and have access to the Chaos and Limbo Domains
   SKills:  Bluff 4 ranks, Diplomacy 6 ranks, Intimidate 4 ranks, Knowledge (The Planes) 6 ranks
   Feats:  Limbo Native, Planar Summoner
   Saving Throws:  Base Will Save +5


Class Skills
 The Slaadi Cultist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana, Local, the Planes)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Smite Law
2. +1    +0     +3     +3    +1 level of Divine spellcasting class
3. +2    +1     +3     +3    Summon Help, +1 level of Divine spellcasting class
4. +3    +1     +4     +4    Smite Law
5. +3    +1     +4     +4    +1 level of Divine spellcasting class
6. +4    +2     +5     +5    Summon Help, +1 level of Divine spellcasting class
7. +5    +2     +5     +5    Smite Law
8. +6    +2     +6     +6    +1 level of Divine spellcasting class
9. +6    +3     +6     +6    Summon Help, +1 level of Divine spellcasting class
10.+7    +3     +7     +7    Deathseeker


Weapon Proficiencies: Slaadi Cultists gain no new weapon or armor proficiencies.
 
Smite Law (Su): At 1st level you may expend 1 daily use of your Rebuke Undead ability to cause any one Lawful opponent within 60' to take a -2 to all rolls for the next 24 hours.

At 4th level you may expend 1 daily use of your Rebuke Undead ability to cause any one Lawful opponent within 60' to take a -2 penalty to the Save DC's of all spells, spell-like abilities, or supernatural abilities they posses for the next 24 hours.

At 7th level you may expend 1 daily use of your Rebuke Undead ability to automatically do maximum damage or effect with any spell targeted on a Lawful opponent. 

Summon Help (Su): At 3rd level you may 'lose' any 1 spell you have memorized to spontaneously cast a Summon Monster spell of the same level.  This must be used to summon an Anarchic creature or a Slaad.

At 6th level you may 'lose' any 1 spell of the appropriate level you have memorized to spontaneously cast Lesser Planar Ally, Planar Ally, or Greater Planar Ally (as soon as the spells become available to you).

At 9th level you may 'lose' any 1 spell of 9th level or greater (once you have 9th level spells) you have memorized to spontaneously cast Gate.  But you may only use it for Calling Creatures.  Once you use this you may not use any other abilities granted by your Summon Help class ability for 24 hours.  It summons 1 Death Slaad whose Hit Dice are advance to twice you caster level +1 (i.e. who is not under your control), and who may not be pleased about your screwing up so badly you need his help.  He'll deal with the problem at hand as best he can, but then you have some explaining to do.

Deathseeker (Su): You have learned to use the power of Chaos to bend reality, but at some cost to yourself.  At any time as a Free Action you may force an opponent to reroll any die roll he has just made, but you are stuck with the new result.  You take 1 point of Constitution Drain whenever this ability is used.

PLAYING A SLAADI CULTIST
 You wish to drown all of existence in Death and Chaos.  Diplomacy and bargaining with you are pointless.  Money is useless to you, and so is fame.  All that is important is to watch reality burn.  Even your own life means nothing if it will bring about the Apocalypse.
 Combat: You rely on summoned allies and spells for combat.  There are more important things to do with your talents than brawl with fools.
 Advancement: You advance in whatever direction your Slaadi Lord wishes you to.  If he needs you to do something you will pursue whatever skills or powers are required to get it done.
Resources: You may occasionally call upon the Slaad for help, but you're supposed to be a stealthy agent of sabotage and assassination.  If helping you would reveal their involvement, you're largely on your own.

SLAADI CULTISTS IN THE WORLD
"Why is that guy in the hooded cloak just sitting out there on the road to the city gate?  He's been there for hours."
 You rarely interact with anyone you haven't been assigned to work with.  Sometimes in between assignments you are allowed to pursue your own goals or do what is necessary to support yourself, but you're expected to drop that when your master calls as well.
 Daily Life: Much of your time is spent in study, training, or missions.  You have no time for much of anything else, and wouldn't do anything else if you did.
 Notables: Toad (CE male Chaond Cleric 7/Slaad Cultist 4) is an agent for Ssendam himself.  At least until he provokes his master.
 Organizations: The Slaad couldn't really be called an organized force due to their Chaotic nature, but they can occasionally focus enough to accomplish interesting things.  If you can get their attention they can be quite helpful to you.

NPC Reaction
 NPC's are initially put off by your appearance, and don't change much given your rude discourteous manner.  If they knew what you really were they'd be terrified.

SLAADI CULTISTS IN THE GAME
 This is probably better for NPC's than players.  Your ties to a Slaad might interfere with adventuring unless you're the party leader.
 Adaptation: This is better used for darker campaigns where the Slaad are a significant danger.
 Encounters: PC's could encounter a Slaad Cultist virtually anywhere doing almost anything.  Much of their assignments make no sense even to them.  At least not at the time.

Sample Encounter
EL 12: The PC's are pursuing leads on an assignment to track down a terrorist, when they're beckoned to an alley by a hooded figure.  As they approach large toadlike creatures step out of the shadows.  You'd think the players would know better by now.


Toad
CE Chaond Cleric 7/Slaadi Cultist 4
Init +1, Senses: Listen +8, Spot +4, Dark Vision 60'
Languages Common
------------------------------------------------
AC 23, touch 11, flat-footed 22  (+1 Dex, +12 Armor)
hp 82 (11 HD)
Fort +10, Ref +8, Will +14 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Anarchic Heavy Mace +10/+5 (1d8+2)
Base Atk +8, Grp +9
Combat Gear 1 Potion of Cure Serious Wounds
Spells Per Day 0: 6+1 (DC 14)
1: 6+1 (DC 15)
2: 5+1 (DC 16)
3: 5+1 (DC 17)
4: 4+1 (DC 18)
5: 2+1 (DC 19)
6: 1+1 (DC 20)
Caster Level 11
-----------------------------------------------
Abilities Str 13, Dex 12, Con 16, Int 10, Wis 18, Cha 10
SQ Energy Resistance 5 (Acid, Cold, Sonic), Shatter, Rebuke Undead 3/day, Domains (Chaos, Limbo)
Feats Augment Summoning, Limbo Native, Planar Summoner, Spell Focus (Conjuration)
Skills Bluff +4, Concentration +7, Diplomacy +6, Gather Information +4, Intimidate +4, Knowledge (The Planes) +6, Listen +8, Sense Motive +8
Possessions Ring of Invisibility, Scry Shroud, Scentblinder, +5 Half Plate, +1 Anarchic Heavy Mace, Gauntlets of Lassitude, Boots of Big Stepping, 1 Potion of Cure Serious Wounds, 188 GP



EPIC SLAADI CULTIST

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells Your Epic levels continue to increase your caster level, but you don't gain additional spells per day.
Bonus Feats: The Epic Slaadi Cultist gains a Bonus Feat every 3 levels higher than 20th



CHAOND FEATS



Limbo Native
Your can summon natives of Limbo.
 Prerequisites: Chaond, must be able to cast any Summon Monster spell
 Benefits: If your summoning spells allow you to summon Fiendish or Celestial animals or creatures, you summon them with the Anarchic Template instead.


Planar Acquaintances
You have friends in the outside places...
 Prerequisites: Chaond, must be able to cast 4th level spells, Knowledge (The Planes) 8 ranks
 Benefits: You may add Lesser Planar Ally, Planar ally, and Greater Planar Ally to your spell list if you don't already have them, and your spell list goes up to 9th level spells.


Planar Summoner
You can summon monsters regardless of what spellcasting class you are.
 Prerequisites: Chaond, Knowledge (The Planes) 4 ranks, must be able to cast spells
 Benefits: You may add Summon Monster I-IX to your spell list (or if your spell list stops at 4th or 6th level spells you can add Summon Monster I-!V or I-VI).


Anarchic Soul
You are healed by Chaotic spells, as you are able to absorb some of their Chaotic energy.
 Prerequisites: Chaond, must be able to cast spells
 Benefits: Any spell cast on you with the Chaos descriptor heals 1d8 plus the level of the spell in damage, even if the spell is otherwise damaging or malicious to you.


Chaos Engine
Chaotic spells last longer when cast on you, feeding off of your Chaotic Nature.
 Prerequisites: Chaond, Anarchic Soul
 Benefits: Spells with the Chaos descriptor that are cast on you (and have a beneficial effect) are considered to have been cast with the Extend Spell Feat.


Anarchic Metamagician
You are adept at casting Chaotic Magic.
 Prerequisites: Chaond, Chaos Engine
 Benefits: When casting spells with the Chaos descriptor with a Metamagic Feat the level of the spell is increased 1 level less.  For example if you cast a 4th level spell with the Maximize spell Feat it uses up a 6th level spell slot instead of a 7th. 


Shifting Physique
You can alter the density and volume of your body somewhat.
 Prerequisites: Chaond, Base Fortitude or Reflex Save +3
 Benefits: As a Standard Action once per round you may either gain the Powerful Build or Slight Build ability for (3+Constitution modifier) rounds.  You must wait 1d4 rounds before using the ability again once it wears off.


Improved Shifting Physique
You're getting better at changing your body.
 Prerequisites: Chaond, Shifting Physique
 Benefits: As a Standard Action once per round you may change your Size Class up or down one step (i.e. to Small or Large) for (3+Constitution modifier) rounds.  You must wait 1d4 rounds before using the ability again once it wears off.  See MM page 291 and 314 for the effects this has.


Greater Shifting Physique
Your flesh is like putty.
 Prerequisites: Chaond, Improved Shifting Physique, Base Fortitude Save +6
 Benefits: You cannot be flanked and are immune to critical hits.
Title: Re: MMII Redux
Post by: bhu on March 18, 2009, 12:31:30 PM
Got most of the fluff for the Chaond up.  SHould I keep shatter as their spell like ability?  It would seem there are more appropriate spells.

Plus does anyone else think they look awful big for no Str adjustment?
Title: Re: MMII Redux
Post by: Radmelon on March 18, 2009, 09:52:53 PM
Chaonds are awesome, or at least my favorite planetouched. :smirk
Title: Re: MMII Redux
Post by: PhaedrusXY on March 18, 2009, 11:35:30 PM
The drone ability of the Abeil has no range listed. Also, does it have the same HD limitations as the Sleep spell? If not, you need to say so.

I didn't have a chance to read anything else (yet).
Title: Re: MMII Redux
Post by: bhu on March 21, 2009, 02:41:14 PM
Abeil Fixed.

Some of the Slaadi have Shatter, so it stays I guess  :p

Does any book list age for the Aasimar/Tieflings?  I wanna see what they're like before doing age/height/weight for the Chaonds.
Title: Re: MMII Redux
Post by: bhu on March 23, 2009, 12:18:18 PM
Chaond itself is done cept for the racial substitution levels, and I got half the Feats up.  Wasn't able to do as much this weekend as I'd hoped.
Title: Re: MMII Redux
Post by: Snizor on March 24, 2009, 08:33:07 AM
Does any book list age for the Aasimar/Tieflings?  I wanna see what they're like before doing age/height/weight for the Chaonds.
I think Planar Handbook does.
Title: Re: MMII Redux
Post by: bhu on March 29, 2009, 01:54:45 PM
Okay I finished the Chaond Feats and added the Racial Substitution levels.  Think they're okay?

Should have the Cultist up shortly and I can get to next critter.
Title: Re: MMII Redux
Post by: bhu on March 30, 2009, 01:33:19 PM
I have enough of the class abilities up that it should be obvious where Im going wiht them.  Any thoughts on how many caster levels if any they'll be losing?
Title: Re: MMII Redux
Post by: bhu on April 04, 2009, 02:34:18 PM
Okay if you guys dont think the Deathseeker capstone is over the top Ill be finishing up and moving on...
Title: Re: MMII Redux
Post by: bhu on April 07, 2009, 01:32:35 PM
ZENYTHRI

(http://Picture URL if you have one)
   
"Ancient laws remain in force long after the people have the power to change them."

 The Zenythri are a race of bluish or purple skinned humanoids who claim descendance from an exemplar race of Lawful beings.  They are perfect in form and speech, and this perfection is their blessing and their curse.

ZENYTHRI RACIAL TRAITS
∑   +2 Str, +2 Dex, +2 Wis, -2 Cha
∑   Size Class: Medium
∑   Type: Outsider (giving them 60' Darkvision) with the Native Subtype.
∑   Base land speed 30 ft.
∑   True Strike (Sp): The Zenythri may cast True Strike 1/day as a Spell-Like Ability, Caster Level is equal to Character Level.
∑   Energy Resistance 5 (Electricity, Fire, Sonic)
∑   Zenythri receive a +2 Racial Bonus to Balance and Survival Checks.
∑   Automatic and Bonus Languages: Zenythri automatically speak Common. Bonus Languages: Celestial, Draconic, Dwarven, Formian, Goblin, Infernal
∑   Level Adjustment: +1
∑   Favored Class: Monk

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +1d8
 Cleric, Druid, Monk, Wizard: +2d8

AGING EFFECTS
 Middle Age: 45
 Old: 68
 Venerable: 90
 Maximum Age: +3d20

HEIGHT AND WEIGHT  
 Base Height: Male: 4'10"  Female: 4'5"
 Height Modifier: +2d10
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x2d4 lbs.

ZENYTHRI CHARACTERS
 If you want to play a character with strong ties to the Law, is somewhat alien, and who isn't necessarily Good, the Zenythri personify Law quite well.  Particularly if you want to play warrior types. 
 Adventuring Race: Zenythri often go on adventures because they're ordered to by an official of the law, or a nobleman (particularly one of hteir own kind), or for a church.  Some also go on adventures to earn money to support Lawful causes, or to help raise lawless cities and towns from their chaotic state.
 Character Development: Classes that require a Lawful alignment or that have abilities/spells with the Lawful descriptor are common to Zenythri, and they tend to shun anything that forbids a Lawful alignment.  They are also obsessed with perfection, and only occasionally multiclass or take a Prestige Class. 
 Character Names: Given that the Zenythris mysterious progenitor race seems to have disappeared they generally use the names of humans or whatever society they were raised in.

ROLEPLAYING A ZENYTHRI
 You're a living example of perfection, with few physical flaws, and this causes quite a bit of jealousy or mistrust in other humanoids.  They assume nothing is perfect, and your appearance makes them keep looking for the flaws hidden within you.  In some ways you don't mind this as it keeps them distanced long enough to learn if their truly worth trusting or working with, or they're overly emotional children like many of the others surrounding you.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Zenythri are almost obsessive compulsive, always tidying up and putting things in order or cataloguing them, or taking notes.  It's enough to drive others mad if they aren't patient.  They obey all orders from authority figures, and expect others to do so as well, unless that authority figure has shown himself incapable of understanding the laws of the land as written. 
 Language: The Zenythri speak Common, and probably the language of whatever race they live near as well.

ZENYTHRI SOCIETY
 The Zenythri do not really have a society as such.  Whatever race mingles with humanity to produce them has long ago left or died off.  If even the Zenythri remember them they do not speak of it.  So they adapt to whatever society or culture they find themselves in, and do their best to live by it's rules.  Many tend to find fault with the rulers of these lands, and strive to replace them to better uphold the laws of their society.  They can easily turn into dictators (benevolent or otherwise) as they attempt to impose order on what they perceive to be the chaos around them.
 Alignment : The majority of Zenythri are Lawful Neutral beings.  There are very small minorities of Lawful Good or Lawful Evil members of their race, but they are politely looked down upon as it is believed that they hold another concept in their minds as equal to or greater than the Law.  Something most Zenythri cannot abide.  If there are any of another alignment it is the result of mental insanity, severe trauma, or some cataclysmic event has altered their perception of reality.
 Lands : The Zenythri have no homeland.  All Zenythri live in settlements or in the cities of other races.
 Settlements : Zenythri  seem to be of one of two minds.  Some prefer to seek out untamed areas to impose order on them (and their definition of untamed extends to what many people would call civilized areas).  The rest prefer highly Lawful urban societies where strict codes of conduct are enforced. 
 Beliefs : The Zenythri believe in the Law over all else.  Those prone to worshiping Gods tend towards Lawful neutral deities.  Some few will worship Lawful God or Lawful Evil ones, but these are very much minorities in their race.
 Relations: The Zenythri do not relate well to other races.  They themselves are free from deformity, with never a hair out of place.  They're like living dolls or statues, and this alienates less perfect looking races who cannot bring themselves to trust these alien beings who may look like them, but are so very different.  While they do their best to assimilate into any society they find themselves in, and work to uphold that societies laws, they are rarely found in any but the most Lawful of areas.

ZENYTHRI ADVENTURES
∑   The local High Priest of the Church of St. Cuthbert has asked for your assistance in bringing a local criminal to justice.  A man named Hosk from the local Barbarian tribes has been caught and convicted of murder several times, and has been executed each time.  But every time he is killed and buried he is caught some weeks later slaughtering another citizen...
∑   The PC has been asked to help negotiate a treaty between the Formians and a much less Lawful society of humanoids.  Will he remain true to his human employers or sign on with the Formians?
∑   An old friend of yours has been seen acting chaotically in public, covered in scars and tattoos, and bearing many self inflicted deformities he has randomly assaulted members of the community for no reason.  You have been asked to find out what is going on since you have a common past.


ZENYTHRI RACIAL SUBSTITUTION LEVELS


MONK
 Level 12: Replace Abundant Step with Trigram of Power
 Level 15: Replace Quivering Palm with Enlightened Judgement
 Level 19: Replace Empty Body with
 Level 20: Modify Perfect Self
  Trigram of Power (Su):  You may cast Order's Wrath once per day, caster level is half Monk Level.
  Enlightened Judgement(Su): You may cast Dictum once per day, caster level is half Monk level.
  :
  Perfect Self: Perfect Self is unchanged except the Zenythri Monk gains DR 10/Lawful, and the Law Subtype.


PALADIN
 Level 1: Replace Smite Evil with Smite Chaos, Alignment, Replace Detect Evil with Detect Chaos, Replace Aura of Good with Aura of Law, Modify Code of Conduct
 Level 6: Replace Remove Disease with Ward
  Alignment: All Zenythri Paladins are the Paladins of Lawful neutral Dieties, and must be Lawful Neutral themselves.
  Smite Chaos (Su): This works exactly like Smite Evil but you may Smite anyone of Chaotic Alignment.
  Detect Chaos (Sp): Works exactly as the Detect Evil ability, but detects Chaos instead.
  Aura of Law (Ex): Works exactly as the Aura of Good ability, but you project a Lawful aligned aura.
  Code of Conduct: The Paladin may not commit a Chaotic act.
  Ward (Sp): Instead of gaining weekly uses of Remove Disease you gain weekly uses of Magic Circle against Chaos.


KNIGHT
 Level 1: Replace Knight's Code with Code of Law
  Code of Law: Whenever you knowingly brak the laws of the city/state/nation you are in, you lose 1 daily use of your Knights challenge ability.  You must do your best to familiarize yourself with the laws wherever you go, and you replace Knowledge (Nobility) with Knowledge (Local) on your class skill list.


Title: Re: MMII Redux
Post by: bhu on April 07, 2009, 01:36:33 PM
MYRMIDON

(http://Picture URL)
   
"I AM THE LAW!"

 Myrmidons are warriors of the Law, champions of the ruling classes.  This does not make them good, or just, or even merciful.  They exist to uphold the rules of society, regardless of what those rules are.  Many are appointed by dictators (even benevolent ones) to be judge, jury, and executioner of the populace under their charge.  They can be useful allies as long as you follow the rules.  But otherwise many consider them more difficult to get along with than Paladins.

BECOMING A MYRMIDON  
Most Myrmidons begin as a warrior of some sort that is Lawful.  Typically they are former Knights, Paladins, Samurai, Monks, or Lawful Crusaders.

 ENTRY REQUIREMENTS
   Race:  Zenythri
   Alignment:  Must be Lawful Neutral
   BAB:  +5
   Skills:  Knowledge (Local, Nobility) 4 ranks, Sense Motive 4 ranks
   Feats:  Endurance, Diehard, Improved Toughness


Class Skills
 The Myrmidon's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility, Religion)(Int), Listen (Wis), Ride (Dex), Search (Int), and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Force of Law, Continued Career, Code of Law
2. +2    +3     +0     +3    Shield of Law
3. +3    +3     +1     +3    Legal Prowess
4. +4    +4     +1     +4    Force of Law
5. +5    +4     +1     +4    Shield of Law
6. +6    +5     +2     +5    Legal Prowess
7. +7    +5     +2     +5    Force of Law
8. +8    +6     +2     +6    Shield of Law
9. +9    +6     +3     +6    Legal Prowess
10.+10   +7     +3     +7    Champion of Law


Weapon Proficiencies: Myrmidons gain no new additional weapon or armor proficiencies.
 
Force of Law (Su): At 1st level you gain new options for some of your previous classes abilities.  At 1st level you may expend 1 daily use of your Smite Chaos, Kiai Smite, or Knight's Challenge (or 2 daily uses of your Stunning Fist) ability to add +1d6 Axiomatic damage to all of your attacks for the rest of the encounter.

At 4th level you can expend 2 daily uses of your Smite Chaos, Kiai Smite, or Knight's Challenge (or 3 daily uses of your Stunning Fist) ability to add +1d6 Axiomatic damage to all of your attacks for the rest of the encounter, and increase the critical threat rating of all attacks you make by 1 (i.e. if it used to critical on a 20, now it's a 19-20).

At 7th level you can expend 2 daily uses of your Smite Chaos, Kiai Smite, or Knight's Challenge (or 3 daily uses of your Stunning Fist) ability to add +1d6 Axiomatic damage to all of your attacks for the rest of the encounter, and increase the critical threat rating of all attacks you make by 1 (i.e. if it used to critical on a 20, now it's a 19-20).  If you critical successfully you do extra damage based on the attacks critical multiplier (x2=+1d6, x3=+2d6, x4=+3d6).  If the attack is a spell or ability that does damage but doesn't have additional critical effects it does +1d6 axiomatic damage.

Continued Career: Your Mymridon class levels stack with the levels of one other class you have levels in for purposes of determining certain class abilities (you may also freely multiclass between these classes and Myrmidon, Continued Career only works with one of these classes and you must choose which as soon as you gain this ability):

Knight: Your Myrmidon and Knight levels stack for purposes of determining how many times per day you may use your Knight's Challenge ability.

Monk: Your Myrmidon and Knight levels stack for purposes of determining how many times per day you may use your Stunning Fist ability and for purposes of determining your Unarmed Strike Damage.

Paladin: Your Myrmidon and Paladin levels stack for purposes of determining how many times per day you may use your Smite Chaos ability.

Samurai: Your Myrmidon and Samurai levels stack for purposes of determining how many times per day you may use your Kiai Smite ability.

Code of Law: You may not willingly violate the laws of the land.  If you do violate the Law you must make suitable restitution and gain an Atonement spell to regain your class abilities.

Shield of Law (Su): At second level you gain an Axiomatic Bonus to your Armor Class equal to your Charisma Modifier.

At 5th level you can expend 1 daily use of your Smite Chaos, Kiai Smite, or Knight's Challenge (or 2 daily uses of your Stunning Fist) ability to increase the Shield or Armor Bonus of your equipment by an amount equal to your Charisma Modifier for 1 round per level of Myrmidon.  If you are unarmored and don't use Shields you gain a Dodge Bonus instead.

Legal Prowess (Ex): At 3rd level you gain an Insight Bonus to all Diplomacy, Knowledge (Local), and Sense Motive Checks equal to your Charisma Modifier.

At 6th level you can always take 10 on a Knowledge (Local) check for purposes of determining what the local laws (and criminal punishment for breaking them) are.

At 9th level you have achieved such fame that you are legally considered a member of whatever form of police or authority exists as long as you are in a Lawful society, and do not yourself violate the Law.  

Champion of Law (Ex): At 10th level you gain the Lawful Subtype, and Damage Reduction 10/Lawful.  You gain an Axiomatic Bonus to all Saves against spells or abilities with the Chaotic descriptor (or against any attack or ability used by opponents with the Chaotic Subtype).

PLAYING A MYRMIDON
 Myrmidons are warriors of the Law.  Good and Evil are pointless exercises in philosophy for them.  Only the Law has meaning.  On the one hand they are adored as they are great foes of Demons and other Chaotic Evil monsters, but on the other they pursue Chaotic Good beings with the same fanaticism.  Once on the trail of something they will pursue it to their own deaths if need be.  Which probably accounts for the astonishingly high amount of casualties they suffer.
 Combat: Myrmidons believe mercy is for the foolish, if you let an enemy live he will come back to cause you grief.  Be smarter than they are, be tougher than they are.  If they have allies or family be sure to put them to the sword as well, for they will return to take the place of those you dispatch.
 Advancement: You try to become as good a combatant as you can, as you never know when Chaos or unrest will strike, and you need to be ready for it.  Most Myrmidons are single minded to the point of obsession when it comes to fighting disorder.
Resources: Myrmidons usually have a patron of some kind.  Most of the time it's the Church of a Lawful deity, or the military, or a nobleman.  They can ask them for resources, but many just tend to requisition what they need from whoever has it if the law allows for it.

MYRMIDONS IN THE WORLD
"The most persistent sound which reverberates through the worlds history is the beating of war drums."
 Myrmidons rarely get along well with anyone but they're own kind, or with others as fanatic in their observance of the Law.  Most consider them stubborn fools who are at best misguided, and at worst dictatorial megalomaniacs.
 Daily Life: Your day is consumed by your mission.  Except for brief moments to eat and bathe, or perform maintenance on your equipment, you must pursue your goal.  You don't have many friends...
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Many Myrmidons belong to various military, religious, or political organizations, and they maintain a loose coalition among themselves.  They infiltrate every Lawful organization they can in an attempt to bring order to the world.

NPC Reaction
 NPC's generally tend to be terrified of Myrmidons as they personify the letter of the Law over it's spirit.  Some of the Myrmidons feel justified in killing the peasantry if they're living in a Lawful Evil country since the law allows for it.  

MYRMIDONS IN THE GAME
 Myrmidons will be difficult to play realistically.  This might be better off for NPC enemies of the party.
 Adaptation: This is a twitchy one for campaigns.  The concept of a Lawful Neutral Paladin type will probably cause as much unrest in parties as traditional Paladins do.  
 Encounters: PC's will usually encounter Myrmidons wherever Chaotic forces have gathered as the Myrmidons will be there to kill them off.  Also, if the PC's break the law, it's possible Myrmidons will be sent ot capture or kill them.

Sample Encounter
EL 12: You're sitting in a local bar when some lunatic man with purple skin tells everyone to cease drinking or face judgment, as the local Duke has just officially outlawed alcohol.  Everyone laughs until 12 of his friends come in and start slaughtering everyone.  Might be time to find the back door...


Name
LN Male Zenythri Paladin 6/Myrmidon 5
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common
------------------------------------------------
AC 33, touch 13, flat-footed 33 (+3 Axiomatic, +13 Armor, +7 Shield) Shield of Law +3
hp 71 (11 HD)
Fort +13, Ref +6, Will +12
Divine Grace
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +3 Longsword +17/+12/+7 (1d8+6)
Base Atk +11, Grp +14
Atk Options Smite Chaos 3/day (+3 hit, +1d6+6 damage), Turn Undead 6/day, Force of Law
Combat Gear
Spells Per Day 1st: 2 (DC 14)
-----------------------------------------------
Abilities Str 16, Dex 10, Con 13, Int 10, Wis 16, Cha 16
SQ Energy Resistance 5 (Electricity, Fire, Sonic), True Strike, Aura of Law, Detect Chaos, Lay on Hands (18 pts), Aura of Courage, Divine Health, Special Mount, Magic Circle Against Law 1/week, Continued Career, Code of Law, Legal Prowess
Feats Diehard, Endurance, Improved Smiting, Improved Toughness
Skills Concentration +3, Diplomacy +6, Intimidate +7, Knowledge (Local) +7, Knowledge (Nobility) +4, Ride +4, Search +2, Sense Motive +10
Possessions +5 Full Plate, +5 Heavy Steel Shield, +3 Mighty Smiting Longsword, Gloves of Fortunate Striking, Third Eye Improvisation, 865 GP



EPIC MYRMIDON

Hit Die: d10
Skills Points at Each  Level : 2 + int
Continued Career If you would normally gain extra uses per day of your Smite Chaos, Kiai Smite, Stunning Fist, or Knight's Challenge Ability by taking Epic Levels in the appropriate class, you still gain them with Epic levels of Myrmidon (but only in one of those classes).
Bonus Feats: The Epic Myrmidon gains a Bonus Feat every 3 levels higher than 20th




ZENYTHRI FEATS



Perfection of Form
Your body is flawless, even for a Zenythri.
 Prerequisites: Zenythri, must be taken at 1st level
 Benefits: When using any Charisma based skill against an opponent in an opposed skill check (i.e. Bluff vs Sense Motive for example) your opponent must make a Willpower Save (DC is 10 plus half Hit Dice plus Constitution Bonus) or you get a +2 Circumstance Bonus to the check.


Perfection of Mind
Chess matches with you are largely a futile experience for your opponent.
 Prerequisites: Zenythri, Int 15+, must be taken at 1st level
 Benefits: All Intelligence Based skills are considered Class Skills for you regardless of what class you take, and you gain +1 skill point per level (but it must be spent on an Intelligence Based skill).


Emotionless
You have suppressed your emotions to the point that you no longer have any.
 Prerequisites: Zenythri,
 Benefits: You gain a +4 Axiomatic Bonus on all Saving Throws against Mind Affecting Effects.


Perfect Strike
Your proficiency with unarmed strikes is something to behold.
 Prerequisites: Zenythri, Improved Unarmed Strike, Superior Unarmed Strike
 Benefits: You may add your Wisdom Modifier in addition to your Strength modifier to your unarmed strike damage.


Improved Perfect Strike
You can do massive damage with your fists.
 Prerequisites: Zenythri, Perfect Strike
 Benefits: Your unarmed strikes do x3 damage on a successful critical hit.


Superior Perfect Strike
You are a Kung Fu master.
 Prerequisites: Zenythri, Improved Perfect Strike
 Benefits: A roll of "1" is not an automatic miss when you are attacking with your unarmed strikes.


Armor of Law
You are protected from Chaos.
 Prerequisites: Zenythri, must have access to the Law Domain
 Benefits: As long as you have a spell with the Law descriptor available to cast, spells cast within 30' of you that have the Chaos descriptor are cast at -1 caster level.  You also gain a +2 Axiomatic Bonus to AC.


Zeal
You are truly devoted to serving deities of the Law.
 Prerequisites: Zenythri, Law Devotion
 Benefits: You are only required to expend 1 daily use of your Turn/Rebuke Undead ability to gain one additional daily use of your Law Devotion ability.


Tribunus
You are one of the Law's supreme champions.
 Prerequisites: Zenythri, Zeal, Law Devotion, Armor of Law, must have access to 9th level spells.
 Benefits: You may expend 2 daily uses of your Turn/Rebuke Undead ability to affect anything with a Chaotic alignment instead of just Undead.
Title: Re: MMII Redux
Post by: bhu on April 09, 2009, 11:53:36 AM
Okay, so how many Lawful Neutral Outsiders are there?  Any idea? The Formians and Modrons are all I can think of.
Title: Re: MMII Redux
Post by: veekie on April 09, 2009, 02:13:18 PM
Isn't there also the Inevitables as the 3rd major LN Outsider?
Title: Re: MMII Redux
Post by: PhaedrusXY on April 09, 2009, 06:51:13 PM
As Tiny creatures, Jermalaine should have a +8 size bonus to Hide, not +4.
Title: Re: MMII Redux
Post by: bhu on April 09, 2009, 11:36:13 PM
Isn't there also the Inevitables as the 3rd major LN Outsider?

They're listed as Constructs.

Jermlaine is fixed.  Thanks man.
Title: Re: MMII Redux
Post by: veekie on April 10, 2009, 07:48:07 AM
Oh, I thought they were outsiders with construct traits, guess I was mistaken.
Title: Re: MMII Redux
Post by: bhu on April 10, 2009, 10:34:09 AM
Oh, I thought they were outsiders with construct traits, guess I was mistaken.

Don't feel bad I had the same idea till I peeked at the MM.

I'm looking for something I can tie the Zenythri to.  There don't seem to be many options available.  I can see why their parent race is unknown in the MM2.
Title: Re: MMII Redux
Post by: Bozwevial on April 10, 2009, 02:57:30 PM
Githzerai?
Title: Re: MMII Redux
Post by: bhu on April 10, 2009, 11:17:13 PM
I'd have to really do some odd creative writing to use them.  For all the other planetouched their ancestors who mixed with humanity were significantly more powerful than humans.  Plus the Zenythri look like flawless purple skinned humans.  The Githzerai can be kinda fugly sometimes.
Title: Re: MMII Redux
Post by: Radmelon on April 11, 2009, 07:12:12 PM
Kinda fugly? Cancerous is how I'd put it...  :P
Title: Re: MMII Redux
Post by: bhu on April 12, 2009, 11:36:01 AM
While I'm working on the Zenythri, is anyone interested in the Twig Blight as a possible race?  Theoretically they could be a race, but with a -6 to Int and Cha they're pretty darn limited...
Title: Re: MMII Redux
Post by: Radmelon on April 12, 2009, 08:23:40 PM
Oh, I thought they were outsiders with construct traits, guess I was mistaken.
Actually, those do exist, and are called Mechanatrix, and are on FF pg. 137.  :eh
Title: Re: MMII Redux
Post by: bhu on April 17, 2009, 02:01:27 PM
Okay the Racial Substitution levels are done (except Monk), and I have all the fluff fro the Myrmidon done.  Finishing up soon.

No takers on that Twig Blight huh?
Title: Re: MMII Redux
Post by: bhu on April 20, 2009, 02:00:50 PM
The Myrmidon is done and ready for comments.  As soon as I do the Racial Feats I'll be working on our first 2 HD race: The Crested Felldrake.
Title: Re: MMII Redux
Post by: bhu on April 22, 2009, 02:21:27 PM
Zenythri racial Feats are done so:

CRESTED FELLDRAKE

(http://Picture URL if you have one)
   
"Stare a little harder why don't you.  Yes, that's right the big lizard talks."

 Crested Felldrakes resemble small wingless Green Dragons with a bright orange or yellow crest on their heads.

CRESTED FELLDRAKE RACIAL TRAITS
∑   +2 Con, -4 Int, +2 Wis, -2 Cha
∑ Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5', Reach is 5'.
∑   Dragon, giving you Low Light Vision, Dark Vision 60', and immunity to sleep and paralysis effects.
∑   Base Land speed 40 ft.
∑   +4 Natural Armor Class Bonus
∑   Scent
∑   Crested Felldrakes have a Primary Bite Attack doing 1d8 plus Strength bonus.
∑   A Crested Felldrake has 2 Racial Hit Dice, giving it the following: 2d12 Hit Points, +2 base Attack Bonus, +3 Fort Save, +3 Ref Save, +3 Will Save, and (6 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Jump, Listen, and Spot. It also gets 1 Feat.
.            Non Humanoid Form: The Crested Felldrakes aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get.  Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost but half the weight for them.
∑   The Felldrakes automatically speak Draconic and Sylvan.  Bonus Languages include Elven, Gnoll, Gnome, Goblin, and Orc.
∑   Level Adjustment: +1
∑   Favored Class: Scout

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years


HEIGHT AND WEIGHT  
 Base Length: 3'
 Length Modifier: +2d4"
 Base Weight: 40 lbs.
 Weight Modifier: x1 lb.

CRESTED FELLDRAKE CHARACTERS
 If you wish to play a small race that doesn't take a Strength penalty, or just play a dragon of some sort (no matter what kind), Felldrakes are a decent option for you.
 Adventuring Race: Felldrakes normally go on adventures because they were assigned to by the Elves, the Church of Bahamut, or on rare occasions because their God told them to in their dreams.  Some also get bored when the towns under their care are in no danger anymore because the lawless frontier is no longer so lawless.
 Character Development: Remember that you have a major disadvantage: you have no hands, and you can't stand upright.  At first this won't seem to be too much of a problem (especially if you have a lenient DM), but at times when you need to, say, open a door to save someone it will be immediately apparent there's a significant problem.  Make sure to take steps beforehand.
 Character Names: Felldrakes normally have Elven or Draconic names.

ROLEPLAYING A CRESTED FELLDRAKE
 Make sure your packmates and adopted humanoid family are safe and taken care of.  Make sure everything else is dead, or kept at a respectable distance.  This doesn't mean you have to be deliberately suicidal, but do try to find a way to dispose of threats before they can manifest.   You can always ask for help if said threat is too powerful.  Always try to live up to the standards your Creator has made for you.
 Personality: Felldrakes are loyal and caring to their loved ones, and quick tempered with everything else.  When dealing with them it is wise to remember that they are a supernatural predator species, and despite being intelligent tend to think of others as food, enemies, or pack mates.  Meaning most strangers will have to prove themselves (assuming they get the chance).
 Behaviors: In some ways Crested Felldrakes are almost like hyper aggressive cats.  They get into absolutely everything out of curiosity, and can always be counted on to be spying on something.  It's what makes them decent guardians.  Unlike housecats however, they are very aggressive, and almost always attack before considering the possibilities (i.e. that attacking may not be necessary). 
 Language: Felldrakes normally speak Sylvan or Draconic.  Surprisingly most aren't illiterate given their lack of hands.

CRESTED FELLDRAKE SOCIETY
 The Felldrakes themselves tend not to have a separate culture or civilization.  As per the directives of Bahamut they live with and guard the Elves.  They adopt the ways of Elven society when living among them, and revert to packs in the wild.
 Alignment : As divinely created beings the Felldrakes are always Neutral Good.  There are magics or possible incidents that would change this, but without some cataclysmic event or deliberate intervention a Felldrake will always be Neutral Good.
 Lands : Being the guardians of the Elves, Crested  Felldrakes live wherever the Elves choose to live.  They are a common sight in Elven lands, especially the wilder frontiers.
 Settlements : Felldrakes tend to follow the Elves, and usually only settle lands if the Elves are moving in as well.
 Beliefs : The Felldrakes worship the Good deities of the Draconic Pantheon, particularly their creator Bahamut.
 Relations: the Felldrakes get along with the Elves, Gnomes, and Halflings particularly well.  They find Dwarves to be too self limiting with their various rules and laws, and simply don't trust the Orcish or Goblinoid races.  Humans are considered a mixed bag at best due to their unpredictability.

CRESTED FELLDRAKE ADVENTURES
∑   You and your team have been assigned to guard an Elvish noblewoman to a distant town on the border of the badlands, and keep her alive while she negotiates with a newly discovered race of humanoids there.
∑   A particularly vile Half-Orc criminal, well known for murder, rape, and just about any other crime imaginable has escaped.  You have been assigned to hunt him down.  bringing him back is unnecessary.  He's escaped several times before, and would do so again if locked up.
∑   The town your pack protects has awakened and offended a mysterious tribe of monstrous creatures that live in caverns outside the cities.  You must protect the city at nightfall as the creatures awaken after the sun goes down and try to sneak into town.




CRESTED FELLDRAKE RACIAL SUBSTITUTION LEVELS


RANGER
 Level 1, 6, 11: New Options for Combat Style
 Level 1: Replace Wild Empathy
 Level 4: Replace Animal Companion
  Combat Style (Ex):  Scaly Wolf Style gets Combat Reflexes at 1st level, Improved Trip at 6th level, and Go For the Leg at 11th level.

Pack Hunters get Combat Reflexes at 1st level, Adaptable Flanker at 6th level, and Vexing Flanker at 11th level.
  Draconic Empathy (Su): The Crested Felldrake Ranger gains a +2 Bonus on Diplomacy checks against Dragons or Elves.
  Natural Casting (Su): The Crested Felldrake gains the Eschew Materials Feat as a Bonus Feat.  He may also cast spells from the Ranger list that do not have material of focus components at +1 caster level.


DRAGON SHAMAN
 Level 1: You may choose Platinum as your Totem Dragon (see below).
 Level 4: Draconic Resolve is modified.
  Draconic Resolve (Ex): You become immune to all Fear effects and morale penalties.

Totem Dragon: Platinum
Acceptable Alignment: NG, LG, LN
Class Skills: Bluff, Diplomacy, Gather Information
Breath Weapon: Cone of Cold
Draconic Adaptation (Sp): Vision of Glory, as per the spell (see Spell Compendium), at will.




DRAGONFIRE ADEPT
 Level 19: Replace Immunities
  Immunities: Instead of becoming immune to sleep and paralysis you become immune to fear and morale penalties.


Title: Re: MMII Redux
Post by: bhu on April 22, 2009, 02:25:26 PM
BORDER GUARD

(http://Picture URL)
   
"And where do you suppose you're going?"

 Border Guards scout the frontiers of elven lands, and guard their outermost towns.  They also occasionally track down fugitives or go on missions for the Elvish government or the Church of Bahamut.

BECOMING A BORDER GUARD  
Border Guards are usually a rural warrior type, most commonly a Barbarian, Ranger, or Scout.

 ENTRY REQUIREMENTS
   Race:  Crested Felldrake
   Skills:  Climb 4 ranks, Jump 4 ranks, Listen 4 ranks, Survival 4 ranks
   Feats:  Improved Trip, Track
   Class Abilities:  Must have either Trap Sense +2, Flawless Stride, or Improved Combat Style
   Saves:  Must have a Base Fort or Ref Save of +5


Class Skills
 The Border Guard's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Takedown
2. +2    +3     +0     +0    Enhanced Senses
3. +3    +3     +1     +1    Favored Enemy
4. +4    +4     +1     +1    Maul
5. +5    +4     +1     +1    Enhanced Senses
6. +6    +5     +2     +2    Favored Enemy
7. +7    +5     +2     +2    Disable
8. +8    +6     +2     +2    Enhanced Senses
9. +9    +6     +3     +3    Favored Enemy
10.+10   +7     +3     +3    Swift Hunter


Weapon Proficiencies: A Border Guard gains no new weapon or armor proficiencies.
 
Takedown (Ex): You no longer take Size Penalties when making Trip Attacks.

Enhanced Senses (Ex): At levels 2, 5, and 8 you may choose one of the following skills: Listen, Search, Sense Motive, Spot, or Survival.  Once chosen, you may always Take 10 on Skill Checks with that Skill.

Favored Enemy (Ex): At level 3 you gain a Favored Enemy (see Page 46 of the PHB).  This stacks with any Favored Enemy Bonuses you gain from the Ranger Class and is identical to that ability.

At 6th level choose any 1 Favored Enemy you have already selected.  You now gain +2 on all Saving Throws made against that enemy. 

At 9th level choose any 1 Favored Enemy you have already selected.  You now gain a +2 on all opposed combat checks (bull rush, grapple, overrun, trip, etc.) made against that enemy.

Maul (Ex): You get a Bonus to damage rolls equal to your Border Guard Level when attacking opponents who are Flat-Footed or Prone.

Disable (Ex): If you successfully Critical on an opponent with your Bite attack when he is Flat Footed or Prone, he must make a Reflex Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be seriously injured.  You may choose to injure an arm, a leg, the body, or the head.  If you choose to injure an arm, that arm is useless for 24 hours, or until the opponent is magically healed.  It cannot even be used to open a door, much less hold a weapon.  You have a 25% chance that any spell with Somatic components will fail.  If you choose a leg, it is useless for 24 hours or until magically healed.  Until then the opponent must crawl or be carried to travel.  If you choose to injure the body the opponent is Exhausted for 24 hours or until magically healed, and he loses his Dexterity Bonus to AC during this time.  If you choose to injure the head, the opponent cannot use skills or abilities that require Concentration for 24 hours or until magically healed.  Creatures immune to criticals are immune to this ability.

Swift Hunter (Ex): The Border Guard gains Skirmish (+2d6, +2 AC), or it's regular Skirmish ability increases by that amount.

PLAYING A BORDER GUARD
 While you aren't seen in the Elven High Court so often, you don't miss the fancy life.  You prefer being in the forests out with the pack.  Court life is too soft for one such as you.  Plus you don't have to worry about people freaking out when they se you eating.  you are a predator after all...
 Combat: You often fight as either part of a pack, or as a spoiler amongst non Felldrakes.  Tactical combat is preferred to simple slash and hack.  Despite your appearance you aren't an animal.  You do have some options available that the beasts of the forest do not.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Felldrakes usually have their fellows to draw upon for help, as well as the Elven military (or whoever employs you), or the Church.  they are surprisingly resourceful, and should not be underestimated due to their appearance.  They have friends in many places.

BORDER GUARD IN THE WORLD
"You're blasted pet just bit my leg!"
 The Elves and other Dragons know what you are, and you can be yourself among them.  Many outsiders to Elven society assume Felldrakes are dumb reptiles, and who are you to change their view.  It makes them underestimate you more often.  Granted you definitely aren't any sort of genius, but you aren't complete morons either.
 Daily Life: Life varies according to your assignment.  You could be guarding someone of importance, guarding a township, hunting a dangerous fugitive, or even taking part in battles.  Rare is the moment of peace for you, and you wouldn't have it any other way.
 Notables: Aust (NG Male Crested Felldrake Scout 6/Border Guard 3) is a local "captain" of sorts amongst his kind.
 Organizations: Many Felldrakes belong to churches of the Draconic or Elven Pantheons (particularly Bahamut), and often are members of the Elven military.  Many Elvish nobles also use Felldrakes as elite groups of assassins or a personal guard.

NPC Reaction
 Elves tend to immediately think of you as friendly (except Drow of course).  Everyone else assumes you're a potentially dangerous monster.

BORDER GUARD IN THE GAME
 Think a bit before letting players use one of these.  Not having hands may turn out to be complicated than they think, and they're possibly being involved in multiple schemes may be difficult for them.
 Adaptation: This is a good PrC for PC's who wish to play something other than an elf in a primarily Elven campaign.
 Encounters: In the right lands PC's can encounter you just about anywhere doing anything.  Most often of course they'll encounter Border Guards because they've often caught doing something they need a phenomenally good explanation for.

Sample Encounter
EL 12: The PC's are traveling towards an Elvish village on the outskirts of the realm when they are surrounded by Felldrakes.  One (apparently a leader) asks them where they are going and what their intentions are.  He looks pretty serious...


Aust
NG Male Crested Felldrake Scout 6/Border Guard 3
Init +3, Senses: Listen +6, Spot +6, Low Light Vision, Dark Vision 60', Scent
Languages Draconic, Sylvan
------------------------------------------------
AC 24, touch 14, flat-footed 21 (+1 Size, +3 Dex, +4 Natural, +6 Armor)
hp 89 (11 HD)
Fort +11, Ref +12, Will +7 
Uncanny Dodge, Evasion, Battle Fortitude +1
------------------------------------------------
Speed 50 ft. (10 squares)
Melee Bite +14 (1d8+4)
Melee w/Belt Bite +16 (1d8+6)
Base Atk +9, Grp +7
Atk Options Skirmish (+2d6, +1 AC)
Combat Gear
-----------------------------------------------
Abilities Str 14 (18 w/Belt), Dex 16, Con 16, Int 8 (10 w/Stone), Wis 12, Cha 6
SQ Trapfinding, Trackless Step, Fast Movement, Flawless Stride, Takedown, Enhanced Senses (Listen), Favored Enemy (Monstrous Humanoids)
Feats Combat Reflexes, Go For the Leg, Improved Trip, Weapon Finesse, Track (B)
Skills Balance +7, Climb +9, Escape Artist +7, Hide +9, Jump +6, Knowledge (Geography, Local, Nature) +3 (+4 w/Stone), Listen +6, Move Silently +9, Search +5 (+6 w/Stone), Sense Motive +5, Spot +6, Survival +5, Swim +6, Tumble +7
Possessions +6 Bracers of Armor, +2 Amulet of Mighty Fists, +4 Belt of Giant Strength, 2 Ioun Stones (scarlet and blue, Clear)



EPIC BORDER GUARD

Hit Die: d10
Skills Points at Each  Level : 4 + int
Favored Enemy The Epic Border Guard can choose a new Favored Enemy at level 25, and every 5 levels thereafter.
Bonus Feats: The Epic Border Guard gains a Bonus Feat every 3 levels higher than 20th




CRESTED FELLDRAKE FEATS



Go For The Leg
You have learned that no matter how big the opponent, they always fall if you go for the legs.
 Prerequisites: Crested Felldrake, Improved Trip
 Benefits: If the Crested Felldrake succeeds with it's Bite attack it can immediately make a Trip Attack as a Free Action.


Maul
Prone opponents are so much easier to kill
 Prerequisites: Crested Felldrake, Go For the Leg
 Benefits: You automatically threaten a critical when attacking a Prone opponent.


Ambush
Surprise attacks can always even the odds a little.
 Prerequisites: Crested Felldrake, Hide 6 ranks
 Benefits: If your opponent is flat-footed, you automatically threaten a critical if you successfully attack.


Pack Attack
Friends are always good to have, especially when you're fighting...
 Prerequisites: Crested Felldrake, Swarmfighting
 Benefits: When using the Aid Another option to increase an allies Attack Rolls, you may increase it by an additional +1 for every ally also threatening his opponent.


Pack Defense
Always make sure to back up your packmates.
 Prerequisites: Crested Felldrake, Pack Attack
 Benefits: When using the Aid Another option to increase an allies AC, you may increase it by an additional +1 for every ally also threatening his opponent.


Pack Intimidation
Boo.
 Prerequisites: Crested Felldrake, Pack Attack
 Benefits: When you make an Intimidate check against an opponent, you gain a +1 Bonus to the roll for every ally within 30'.


Keen Sight
You definitely have a Dragon's enchanted sight.
 Prerequisites: Crested Felldrake, Spot 6 ranks
 Benefits: Your Dark Visions range increases +30 ft.


Keen Ears
Your sense of hearing is among the best.
 Prerequisites: Crested Felldrake, Listen 6 ranks
 Benefits: You do not take penalties to Listen checks when sleeping or Fascinated.


Keen Scent
You have a nose that puts some bloodhounds to shame.
 Prerequisites: Crested Felldrake, Survival 6 ranks
 Benefits: You gain a +4 Racial Bonus on all Survival checks made to Track by Scent.
Title: Re: MMII Redux
Post by: Radmelon on April 23, 2009, 01:43:51 AM
Quote
CRESTED FELLDRAKE

How very very strange....
Title: Re: MMII Redux
Post by: bhu on April 24, 2009, 01:36:14 PM
Quote
CRESTED FELLDRAKE

How very very strange....

Well technically they are intelligent enough to be a race  ;)
Title: Re: MMII Redux
Post by: bhu on April 26, 2009, 01:23:10 PM
Okay Wizards lists Crested Felldrakes  LA at +2.  I can't see it being higher than +1.  Am I alone in this?
Title: Re: MMII Redux
Post by: bhu on April 28, 2009, 01:06:01 PM
Any thoughts on age for the Felldrakes? I cant seem to find any listing for any of the lesser dragons.
Title: Re: MMII Redux
Post by: Chemus on April 28, 2009, 06:12:56 PM
Use dragonwrought kobold?
Title: Re: MMII Redux
Post by: bhu on May 01, 2009, 01:47:20 PM
Got most of the fluff up.  God willing I should have it done by Monday.
Title: Re: MMII Redux
Post by: bhu on May 06, 2009, 12:58:15 PM
Okay it's Tuesday so obviously God doesn't happen to like Felldrakes  :p

I just need to edit in some class abilities and the racial feats/sub levels and the next race will be up.  It'll be vampiric ixitxachitl, so it'll go quicker.
Title: Re: MMII Redux
Post by: bhu on May 13, 2009, 02:12:13 PM
Okay I have some of the Feats and class abilities up.  Sorry for the delays.  I've spread myself a little thin.
Title: Re: MMII Redux
Post by: bhu on May 14, 2009, 12:59:17 PM
VAMPIRIC IXITXACHITL

(http://Picture URL if you have one)
   
"Your life goes to feed a greater cause: me."

 Vampiric Ixitxachitl are the leaders (sometimes) of their more normal brethren.

VAMPIRIC IXITXACHITL RACIAL TRAITS
∑   +2 Str, +6 Dex, +2 Con, +2 Int, +2 Wis, -4 Cha
∑   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
∑   Aberration with the Aquatic Subtype, giving you Darkvision 60'.
∑   Base swim speed 30'
∑   Energy Drain (Su): Any living creatue successfully bitten by a Vampiric Ixitxachitl gains a negative energy level, and the VI gains 5 temporary hit points.  The Save DC for the Vampiric Ixitxachitl's Energy Drain is Constitution Based.
∑   Fast Healing (Ex): Vampiric Ixitxachitl have Fast Healing 3.
∑   +2 Natural Armor Bonus
∑   The Ixitxachitl has Primary Bite attack doing 1d6 damage plus Strength Bonus.
∑   A Vampiric Ixitxachitl has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +0 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are LHide, Knowledge (Nature), Listen, Spot, Swim, and Tumble.
∑   Non Humanoid Form (Ex): The Ixitxachitl's body is nonhumanoid.  Armor for them is 1/10th the normal weight, and they cannot be Tripped.  They have different body slots for magic items than humanoids.  They don't have slots for Arms, Feet, and Hands, but do have a slot for their tail which they can use for rings.  Magic items will need to be specially made for them to account for their body.
∑   No Hands (Ex): The Ixitxachitl aren't humanoid and have no hands. They may not make Climb, Craft, Disable Device, Disguise, Forgery, Heal, Jump, Open Lock, Sleight of Hand, Tumble, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor.
∑   +8 Racial Bonus to all Swim checks, and can always take 10 on a Swim check.  Can use the Run Action while swimming in a straight line.  In areas where the sea bottom is sandy or has fine silt the Ixitxachitl may make a Full Round Action to disturb the silt and let it settle on top of him after laying down, gaining a +8 Racial Bonus to Hide checks as long as he remains immobile.  Once he moves the silt sloughs off and he is revealed.
∑   Automatic Languages: Common and Aquan.  Bonus Languages: Abyssal, Elven, Darfellan, Sahuagin, and Sylvan.
∑   Level Adjustment: +3
∑   Favored Class: Cleric

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: ?
Vampiric Ixitxachitl get bigger with age, becoming Medium size if they live to become Old, and Large when they become Venerable.  They do not take age related penalties to Physical Ability scores.  Theoretically unless killed they are nearly immortal.  There are rumors of incredibly ancient Vampires that are over 20' wide.


HEIGHT AND WEIGHT  
 Base Length: 2'8"
 Length Modifier: +2d4
 Base Weight: 30 lbs
 Weight Modifier: x1 lb.

IXITXACHITL CHARACTERS
 If you want to play an underwater race that can use Energy Drain, or has some sort of connection to negative energy the Vampiric Ixitxachitl work nicely.
 Adventuring Race: Vampiric Ixitxachitl are usually jockeying for leadership position, or fighting to keep one.  This leaves little time for adventuring, but many ousted leaders go on adventures to gain power for revenge.
 Character Development: Most Ixitxachitl tend to be Clerics, and others will prefer spellcasting as well.  They can't Turn as well as other Clerics do to their Charisma hit, so try to find another use for that ability via Feats.  Make sure to get Feats or Class Ability Variants, or Racial Substitution Levels that let you get around their lack of hands and unusual body.  If you do go the Melee route, go for Racial Feats for special attacks, or use Feats to get around only having the one attack per round.
 Character Names: Male: Acacitli, Acamapichtli, Acapipilotzin, Achitometl, Acolmiztli, Chimalli, Coyotl, Cuauhtemoc, Cuetlachtli, Huitzilihuitl, Huitzillin, Ilhicamina, Ilhuitl, Mecatl, Meztli, Nezahualcoyotl, Nezahualpilli, Nopaltzin, Tezcacoatl, Tlazopilli, Toltecatl, Xiuhcoatl
Female: Ahuiliztli, Amoxtli, Atl, Chalchiuitl, Chicahua, Citlalli, Citlalmina, Coaxoch, Cozamolotl, Coszcatl, Cuicatl, Etalpalli, Eztli, Ichtacha, Icnoyotl, Ilhuicatl, Itotia, Ixtli, Malinalxochitl, Nenetl, Nochtli, Ohtli, Patli, Quetzalxochitl, Tenoch, Tlalli, Tlachinolli, Xihuitl, Xochitl, Yolotli, Yaotl

ROLEPLAYING AN IXITXACHITL
 The world is doomed.  Demons and Evil Gods will win in the end, and it's damn time everyone else realized it and got on the winning side.  You're sick and tired of being ostracized by pathetic surface worlders who think they're better than you because they wrongly assume they will inherit the world when they refuse to see their own weaknesses.  They should be little more than food for you and your Masters, and it's time they learned that.
 Personality: You are a supernatural predator.  You have allies of convenience, and food.  You don't see any being that isn't more powerful than yourself in any other way. Powerful beings are just stepping stones to be conquered.  Some Vampires even see the Gods in this way.  Hubris is a problem in the species.
 Behaviors: The Ixitxachitl are often cruel for cruelties sake.  After years of worshiping dark gods they are almost compulsively evil, as any act that could be considered good means they're open to being murdered by their fellows.  So they always feel as if they have to perform ever more vile acts to be considered accepted by their society and their God.
 Language: The Ixitxachitl speak Aquan, and have no written script.

IXITXACHITL SOCIETY
 Ixitxachitl society is based entirely on slavery.  Slaves do all menial or constructive labor so the Ixitxachitl can concentrate on furthering the plans of their evil Gods.  The slaves outnumber their masters 2 to 1 or more, and an Ixitxachitl's social prominence is enhanced by the number of slaves he has, and by how badly he treats them.  They are considered as disposable as the reefs which house the Ixitxachitl.  Their despoiling the area before moving on is one of the key reasons most underwater races are at war with them: if the Ixitxachitl had their way they'd end up wiping out all life in the seas eventually.
 Alignment : Ixitxachitl are exclusively Chaotic Evil.  it is possible due to magical influence or some odd twist of fate for one to become another Alignment (usually Chaotic Neutral), but if such an event occurs that Ixitxachitl must flee or be murdered by his fellows.
 Lands : Ixitxachitl prefer coral reefs where it is easy to hide in and tunnel.  They quickly devastate the local flora and fauna with their carelessness and rapid appetites, and after a decade or so must move to another reef.
 Settlements : Ixitxachitl are always on the move, and prefer easily defended areas.  Coral reefs or sargasso fields are prime real estate for them.
 Beliefs :The Ixitxachitl worship various Chaotic Evil deities (usually Ilxendren) or Demon Princes (usually Demogorgon).
 Relations: All other races besides themselves are slaves or food.  There are no exceptions.  The Ixitxachitl are prolific slavers since slaves do the bulk of work and crafting for them (and because they often work them to death or kill them in fits of pique).

IXITXACHITL ADVENTURES
∑   In a dream you have had a vision of a lost temple to the Ixitxachitl deity, carved with massive reliefs of Vampiric Ixitxachitl.  You believe it holds some secret power, but the fact that you know it's location from a dream disturbs you.  Time to do some research.
∑   Your slaves have been stolen by a rival.  Upon arriving with a vengeful army at his abode, you find it completely destroyed.  obviously you do not wish to share his fate, so you must find out what happened with all due haste.
∑   You awake one day with no memory of who you are, or where you are.  You seem to be in a cage, surrounded by strange beings who don't speak your language.  And you seem to think of them as food.  But if that's so, why are you the one in the cage?  And who are those weird freaks in the cages next to you?



VAMPIRIC IXITXACHITL RACIAL SUBSTITUTION LEVELS


WARLOCK
 Level 1: Incantations
  Incantations (Ex):  The Save DC of the Ixitxachitl Warlocks Incantations are based on his Wisdom Modifier instead of his Charisma Modifier.

DREAD NECROMANCER
 Levels 1+: Spellcasting and clasd abilities
  Tough Hide (Ex): Your spellcasting and the Save DC's of your class abilities are Wisdom based instead of Charisma based.

FAVORED SOUL
 Levels 3, 11, 17: Lose Bonus Feats at levels 3 and 11, and Wings at level 17.
  Level 3: You gain Spell Focus (Evil) as a Bonus Feat (see Complete Divine).
  Level 11: You gain Corrupt Spell as a Bonus Feat (see Complete Divine).
  Level 17: At 17th level you gain Spell Resistance equal to 10 plus your Hit Dice.


Editor's Note: Vampiric Ixitxachitl can use Racial Feats specific to Ixitxachitl.
Title: Re: MMII Redux
Post by: bhu on May 14, 2009, 01:03:18 PM
DEATH RAY

(http://Picture URL)
   
Am I afraid of death?  I am Death!"

 It all started during feeding one day.  You bit down into a nice fleshy human slave, and got more of a rush than usual.  You skin took on a slightly phosphorescent look despite it darkening and eventually turning black.  Everything you touched started to fall ill, and eventually wither and die.  After it became clear that your merest touch could cause death your court fled, and left you alone to haunt your reef.  You left it without looking back.  No point in having an empty kingdom.  Now you wander the oceans in despair and madness wondering what could have caused you to come to this.

BECOMING A DEATH RAY  
It is unknown how one becomes a Death Ray exactly, for there are many who meet the criteria who do not become one.  It is possibly a genetic mutation.

 ENTRY REQUIREMENTS
   Race:  Vampiric Ixitxachitl
   Domains:  Death, Suffering
   Base Saving Throws:  Base Fort and Will Saves of +5
   Feats:  Death Devotion, Holy Potency (see Complete Champion)


Class Skills
 The Death Ray's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Improved Energy Drain, +1 Level of Divine Spellcasting Class
2. +1    +3     +0     +3    Power of Darkness
3. +2    +3     +1     +3    +1 Level of Divine Spellcasting Class
4. +3    +4     +1     +4    Improved Energy Drain, +1 Level of Divine Spellcasting Class
5. +3    +4     +1     +4    Power of Darkness
6. +4    +5     +2     +5    +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    Improved Energy Drain, +1 Level of Divine Spellcasting Class
8. +6    +6     +2     +6    Power of Darkness
9. +6    +6     +3     +6    +1 Level of Divine Spellcasting Class
10.+7    +7     +3     +7    True Vampire, +1 Level of Divine Spellcasting Class


Weapon Proficiencies: Death Rays gain no new weapon or armor proficiencies.
 
Improved Energy Drain (Su): At 1st level the Death Ray may use his Energy Drain with a Grapple or as a Touch Attack (this can be combined with spell attack or supernatural ability with a range of touch).

At 4th level anyone attacking the Death Ray with a successful Natural Weapon, Unarmed Strike, or Grapple is affected by it's Energy Drain.

At 7th level anyone attacking the Death Ray with a successful melee attack is affected by it's Energy Drain.

Power of Darkness (Su): At 2nd level the Save DC's of the Death Ray's Domain spells, Inflict spells and Energy Drain gain a +2 Profane Bonus.

This bonus increases to +4 at 5th level, and +6 at 8th level.

True Vampire (Ex): At 10th level the Death Rays ability to drain life becomes so strong that it takes the Ixitxachitl's own life.  He gains the Undead Type, and all the abilities/disadvantages that come with it.  The Save DC of any abilities it has that are Constitution based are now Charisma based, and the Save DC of it's Energy Drain increases by an additional +2.  If the Death Ray has been damaged, the hit points gained by it's Energy Drain are not temporary, and they heal damage it has taken.

PLAYING A DEATH RAY
 Death Rays are Vampiric Ixitxachitl whose ability to drain the life force from beings around them has not only gotten increasingly powerful, it has begun to get beyond their ability to control it.  They rarely have followers like other Vampiric Ixitxachitl, and swim the oceans alone leaving a trail of dead bodies in their wake.
 Combat: Death Rays are fairly good in combat considering as most of their opponents have few ways to avoid their life being ripped from them.  If the Death Ray should encounter things like Undead which are immune to it's abilities it usually flees.  Why risk fighting an opponent who can fight back when you're potentially immortal.
 Advancement: Death Rays rarely have any choice about their path, and almost all are forced to be nomadic outcasts.  More than a few are insane as well from the loneliness, and some study magic to create undead imply so they have someone to talk to.
Resources: Death Rays have whatever they can carry.  Even their own kind don't want anything to do with them.

DEATH RAYS IN THE WORLD
"Oh shit."
 Assuming that most creatures he meets are living, the Death Ray sends them to their grave fairly quickly.  The more powerful it gets, the more likely that nothing living is willing (or even able) to approach him.
 Daily Life: The Death Rays days generally consist of drifting aimlessly through the ocean, killing what it meets for sustenance, and occasionally having moments of insane fury.
 Notables: Toltecatl (CE Male Vampiric Ixitxachitl Cleric 6/Death Ray 1) is a broken ruler who now roams the sea in a state of madness.
 Organizations: There are some organizations devoted to exterminating Death Rays, but none devoted to supporting them.  Although they'd willingly finance one that would cure them if they could.

NPC Reaction
 NPC's generally flee in terror if they know what you are.  If not they probably flee the moment they see everything you touch shriveling up and dying.

DEATH RAYS IN THE GAME
 This is probably better for NPC's than players given the Death Rays "personal issues".
 Adaptation: This is meant for a darker campaign obviously. 
 Encounters: PC's will probably encounter Death Rays in remote open spaces of the deep sea.

Sample Encounter
EL 12: The PC's here singing in the distance underwater.  Coming upon a Sahuagin city (or whats left of it), they find a large black ray singing horribly disturbing songs, while blackened wasted corpses float around him in the water.  Spotting the PC's he stops singing and watches them for a moment before saying "I am Ozymandias, King of Kings.  Look on my works ye mighty and know despair."  Then it begins laughing maniacally...


Toltecatl
CE Male Vampiric Ixitxachitl Cleric 6/Death Ray 1
Init +4, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Aquan, Abyssal, Sahuagin
------------------------------------------------
AC 22, touch 20, flat-footed 18 (+1 Size, +4 Dex, +2 Natural, +4 Deflection, +1 Insight)
hp 49 (9 HD)
Fort +8, Ref +6, Will +14 
------------------------------------------------
Speed Swim 30 ft. (6 squares)
Melee Bite +9 melee (1d6 plus Energy Drain)
Base Atk +5, Grp +1
Atk Options Energy Drain (DC 15), Turn Undead 3/day
Spells Per Day 0: 6 (DC 14)
1st: 5 (DC 15)
2nd: 4 (DC 16)
3rd: 3 (DC 17)
4th: 2 (DC 18)
Caster Level 7th
-----------------------------------------------
Abilities Str 10, Dex 18, Con 12, Int 15, Wis 19, Cha 10
SQ Fast Healing 3, Domains (Death, Suffering)
Feats Corpsecrafter, Death Devotion, Holy Potency, Weapon Finesse
Skills Concentration +7, Hide +13, Intimidate +4, Knowledge (History, Religion) +8, Listen +9, Spellcraft +8, Spot +9, Swim +8, Tumble +9
Possessions +4 Ring of Protection, Ioun Stone (Orange, Dusty Rose, Dark Blue), Pearl of Power (1st level)



EPIC DEATH RAY

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells Epic levels continue to increase te Death Rays caster level, but he does not gain extra spells per day.
Bonus Feats: The Epic Death Ray gains a Bonus Feat every 3 levels higher than 20th
Title: Re: MMII Redux
Post by: Radmelon on May 15, 2009, 01:58:33 AM
Quote
Death Ray

 :lol
Title: Re: MMII Redux
Post by: bhu on May 15, 2009, 11:51:11 AM
Quote
Death Ray

 :lol

Yeah.  It's rare I get to do a pun like that   :D
Title: Re: MMII Redux
Post by: bhu on May 19, 2009, 01:53:00 PM
Should I still do a few racial feats/sub levels for the vampires separate from teh regular ixitxachitl?
Title: Re: MMII Redux
Post by: Midnight_v on May 19, 2009, 04:25:41 PM
Bhu... your work and dedication if fucking awesome. Jus sayin...
I think you should move the prc abilities towards being per encounter and costing but overall awesome stuff...
Title: Re: MMII Redux
Post by: bhu on May 20, 2009, 11:47:10 AM
Bhu... your work and dedication if fucking awesome. Jus sayin...
I think you should move the prc abilities towards being per encounter and costing but overall awesome stuff...

costing?

And thanks very much for the compliment :D

If you ever have any requests feel free :D
Title: Re: MMII Redux
Post by: bhu on May 22, 2009, 02:17:59 PM
Is htere any real info on Ilxendren the Ixitxachitl god?  I'm sure not finding much online.
Title: Re: MMII Redux
Post by: bhu on May 24, 2009, 12:13:12 PM
All of the Death Rays abilities except the capstone are up.

Any thoughts?
Title: Re: MMII Redux
Post by: bhu on May 27, 2009, 02:07:42 PM
Capstone is up.  I shall await feedback, and if there is none I will finish up and move on.
Title: Re: MMII Redux
Post by: bhu on May 29, 2009, 02:01:25 PM
Finished Death Ray, and added variant class abilities to the vampiric ixitxachitl:

SPITTING FELLDRAKE

(http://Picture URL if you have one)
   
"You should be more polite at this range."

 The Spitting Felldrakes are larger, more snakelike cousins of the Crested Felldrake.  it sort of resembles a wingless serpentine Copper Dragon with bronze scales.

SPITTING FELLDRAKE RACIAL TRAITS
∑   +4 Str, +4 Dex, +2 Con, -2 Int, -2 Cha
∑   Size Class: Medium
∑   Dragon, giving you Low Light Vision, Dark Vision 60', and immunity to sleep and paralysis effects.
∑   Base Land speed 40 ft.
∑   +4 Natural Armor Class Bonus
∑   Spit Acid (Ex): The Spitting Felldrake can spit Acid, doing 2d4 Acid damage out to a range of 30' with no range increment.
∑   Spitting Felldrakes have a Primary Bite Attack doing 1d6 plus Strength bonus.
∑   A Spitting Felldrake has 3 Racial Hit Dice, giving it the following: 3d12 Hit Points, +3 base Attack Bonus, +3 Fort Save, +3 Ref Save, +3 Will Save, and (6 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Jump, Listen, and Spot. It also gets 2 Feats.
.            Non Humanoid Form: The Spitting Felldrakes aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get.  Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost but half the weight for them.
∑   The Felldrakes automatically speak Draconic and Sylvan.  Bonus Languages include Dwarf, Elven, Gnoll, Goblin, and Undercommon.
∑   Level Adjustment: +2
∑   Favored Class: Ranger


STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT  
 Base Length: 4'10"
 Length Modifier: +2d12"
 Base Weight: 150 lbs.
 Weight Modifier: x 2d6 lbs.

SPITTING FELLDRAKE CHARACTERS
 If you want to play a Ranger that can specialize in tunnel fighting the Spitting Felldrake is a decent choice.  Without Racial Feats or PrC's it's ranged abilities are limited though, so that skews your choices a little.
 Adventuring Race: Felldrakes normally go on adventures because they were assigned to by the Elves, the Church of Bahamut, or on rare occasions because their God told them to in their dreams.  Some also get bored when the towns under their care are in no danger anymore because the lawless frontier is no longer so lawless.
 Character Development: Remember that you have a major disadvantage: you have no hands, and you can't stand upright.  At first this won't seem to be too much of a problem (especially if you have a lenient DM), but at times when you need to, say, open a door to save someone it will be immediately apparent there's a significant problem.  Make sure to take steps beforehand.
 Character Names: Felldrakes normally have Elven or Draconic names.

ROLEPLAYING A SPITTING FELLDRAKE
 You're a professional mercenary whose goal is to seek out, close with, and destroy the enemy (usually an underground enemy).  You may look like a brute animal, but you are quite a bit more intelligent.  Since you will be alone much of the time due to the demands of your profession you try to be as self sufficient as possible.
 Personality: Felldrakes are loyal and caring to their loved ones, and quick tempered with everything else.  When dealing with them it is wise to remember that they are a supernatural predator species, and despite being intelligent tend to think of others as food, enemies, or pack mates.  Meaning most strangers will have to prove themselves (assuming they get the chance).
 Behaviors: In some ways Spitting Felldrakes are almost like hyper aggressive cats.  They get into absolutely everything out of curiosity, and can always be counted on to be spying on something.  It's what makes them decent guardians.  Unlike housecats however, they are very aggressive, and almost always attack before considering the possibilities (i.e. that attacking may not be necessary). 
 Language: Felldrakes normally speak Sylvan or Draconic.  Surprisingly most aren't illiterate given their lack of hands.


SPITTING FELLDRAKE SOCIETY
 The Felldrakes themselves tend not to have a separate culture or civilization.  As per the directives of Bahamut they live with and guard the Elves.  They adopt the ways of Elven society when living among them, and revert to packs in the wild.
 Alignment : As divinely created beings the Felldrakes are always Neutral Good.  There are magics or possible incidents that would change this, but without some cataclysmic event or deliberate intervention a Felldrake will always be Neutral Good.
 Lands : Being the guardians of the Elves, Crested  Felldrakes live wherever the Elves choose to live.  They are a common sight in Elven lands, especially the wilder frontiers, or with Elves who live in/near the Underdark.
 Settlements : Felldrakes tend to follow the Elves, and usually only settle lands if the Elves are moving in as well.
 Beliefs : The Felldrakes worship the Good deities of the Draconic Pantheon, particularly their creator Bahamut.
 Relations: the Felldrakes get along with the Elves, Gnomes, and Halflings particularly well.  unlike other Felldrkaes they get along well with Dwarves, and have a vicious hatred of the Drow and Orcs/Goblinoids.  Humans are considered a mixed bag at best due to their unpredictability.


SPITTING FELLDRAKE ADVENTURES
∑   Tunnel openings have appeared recently in the forest leading down into the earth.  Strange noises and lights can occasionally be seen from them.  Your team has been assigned to find out what they are.
∑   The Elven Duchess Vadania Starflower has been kidnapped by what are assumed to be Drow.  You are part of an expedition to find and retrieve her (along with possibly finding out why she was taken).
∑   The Elves and Derro are at war, for reasons known only to the Derro who recently began attacking.  You are being sent it to help determine what is driving them to attack (and if possible assassinate as many as you can along the way).


SPITTING FELLDRAKE RACIAL SUBSTITUTION LEVELS


RANGER
 Level 1, 6, 11: New Options for Combat Style
 Level 1: Replace Wild Empathy with Draconic Empathy
 Level 4: Replace Animal Companion with Natural Casting
  Combat Style (Ex)
  Draconic Intimidation (Su): The Spitting Felldrake Ranger gains a +2 Bonus on Intimidate Checks.
  Natural Casting (Su): The Spitting Felldrake gains the Eschew Materials Feat as a Bonus Feat.  He may also cast spells from the Ranger list that do not have material of focus components at +1 caster level.


DRAGONFIRE ADEPT
 Level 19: Replace Immunities
  Immunities: Instead of becoming immune to sleep and paralysis you become immune to fear and morale penalties.


BARBARIAN
 Level 1, 11, 20: Replace Rage with the Whirling Frenzy variant from Unearthed Arcana.

Title: Re: MMII Redux
Post by: bhu on May 29, 2009, 02:03:18 PM
TUNNEL HUNTER

(http://Picture URL)
   
"Let me clear my throat..."

 Tunnel Hunters are professional Spitting Felldrake mercenaries who are veterans of tunnel warfare.  Most are snipers, using their enhanced Dark Vision to surprise the enemy, and then blast it with acid.

BECOMING A TUNNEL HUNTER  
Most Tunnel Hunters begin as Scouts or Rangers.  Anything that enhances their stealth abilities.

 ENTRY REQUIREMENTS
   Race:  Spitting Felldrake
   Skills:  Hide 6 ranks, Move Silently 6 ranks, Spot 6 ranks, Survival 6 ranks
   Feats:  Alertness, Quick Reconnoiter
   Class Abilities:  Flawless Stride or Improved Combat Style


Class Skills
 The Tunnel Hunter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, Nature)(Int), Listen (Wis), Move Silently (Des), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +1    +0     +2     +0    Tunnel Fighting
2. +2    +0     +3     +0    Increased Dark Vision
3. +3    +1     +3     +1    Tunnel Sniper
4. +4    +1     +4     +1    Tunnel Fighting
5. +5    +1     +4     +1    Increased Dark Vision
6. +6    +2     +5     +2    Tunnel Sniper
7. +7    +2     +5     +2    Tunnel Fighting
8. +8    +2     +6     +2    Increased Dark Vision
9. +9    +3     +6     +3    Tunnel Sniper
10.+10   +3     +7     +3    Acid Cannon


Weapon Proficiencies: Tunnel Hunters gain no new armor or weapon proficiencies.
 
Tunnel Fighting (Ex): Due to training, specific diet regimens, etc the Tunnel Hunter gains Slight Build at 1st level. 

At level 4 he gains Tunnelrunner as a Bonus Feat (see Underdark).

At level 7 he gains Tunnelfighter as a Bonus Feat (see Underdark).

Increased Dark Vision (Ex): At levels 2, 5, and 8 the range of your Dark Vision increases by +30 ft.

Tunnel Sniper (Ex): At 3rd level the range of your Acid Spit increase to 60' (still without range modifier).  Damage increases to 3d4.

At 6th level it increases to 120'. Damage increases to 4d4.

At 9th level it increases to 240'. Damage increases to 5d4.

Acid Cannon (Ex): Once every 1d4 rounds the Tunnel Hunter can unleash a 60' Line of Acid doing 10d6 damage as a Standard Action

PLAYING A TUNNEL HUNTER
 You are a professional soldier/assassin.  Let the others stand toe to toe with the bad guys while you sneak up on them and take them out.  It's better you remain unseen by the enemy.  After all if they don't know you're about they can't prepare for you.
 Combat: Tunnel Hunters are ambushers who prefer to fight from range, preferably out of their opponents sight.  They try to memorize how far their opponents can see in the dark, and remain outside that range, sniping at will.
 Advancement: Tunnel Hunters do whatever is necessary to succeed in their missions, and will train in whatever manner seems necessary to get the job done.  They'll multiclass if it seems necessary, but otherwise they pursue the class to it's end.
Resources: When on missions for the Elven government the Tunnel Hunters have whatever they need to get things done.  You can still call on them for help on personal quests, but you'd better have done a pretty good job.

TUNNEL HUNTERS IN THE WORLD
"Once my legs regenerate the surface elves will pay for this.  OH HOW THEY WILL PAY!!"
 Nothing makes life better than blasting everyone in sight with your acidic vomit.  You live for this.  Well that and sneaking into the rooms of those snooty Drow Priestesses at night and spiking their wine with laxatives.  Sure you could kill them, but humiliating them is so much more fun...
 Daily Life: Life consists of long boring moments waiting for assignment interspersed with brief moments of hellish violence with you spitting at everything within range.  Still you wouldn't trade the actiony bits for anything.  They help you relieve stress.
 Notables: Tharivol (NG Male Spitting Felldrake Ranger 6/Tunnel Hunter 1) is a recet addition to the Tunnel Hunters, and hopes to prove himself worthy.
 Organizations: The Tunnel Hunters are attached to the Elven Military, and are their preferred units for leading campaigns into the Underdark.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

TUNNEL HUNTERS IN THE GAME
 This is kind of a wicked class in some ways.  I mean sure you're technically murdering bad guys, but you're still sneaking into people's homes and melting their faces off.  That's gotta make some party members squick.
 Adaptation: This is a good PrC is all the group is in a military campaigns or adventures based in the Underdark.  But otherwise it doesn't get the best use of it's abilities.
 Encounters: Tunnel Hunters are almost always encountered in the Underdark on assassination or sabotage missions.  If not they're seen in elven cities.  They're the scaly vomiting ninjas of the Elven lands.
Sample Encounter
EL 12: The PC's are sitting quietly in the Underdark spying on some Drow warriors waiting for them to sleep.  Just as they pass out some sort of freakish lizard creatures scrambles down out of hiding from a niche and melts their heads one by one.  Then it turns and winks at them before scampering off.  You are so not getting blamed for this.  You're outta here.


Tharivol
NG Male Spitting Felldrake Ranger 6/Tunnel Hunter 1
Init +4, Senses: Listen +10, Spot +10, Low Light Vision, Dark Vision 60'
Languages Draconic, Sylvan
------------------------------------------------
AC 28, touch 18, flat-footed 24 (+4 Dex, +4 Natural, +6 Armor, +4 Deflection)
hp 80 (10 HD)
Fort +11, Ref +14, Will +8 (+10 w/Periapt)
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Bite +13 (1d6+3)
Ranged Spit Acid +14 (2d4)
Base Atk +10, Grp +13
Atk Options Improved Combat Style
Combat Gear
Spells Per Day 1st: 2 (DC 14, DC 16 w/Periapt)
Caster Level: 3
-----------------------------------------------
Abilities Str 16, Dex 18, Con 16, Int 8, Wis 16 (20 w/Periapt), Cha 6
SQ Favored Enemy (Drow +4, Vermin +2), Draconic Intimidation, Natural Casting, Tunnel Fighting (Slight Build)
Feats Alertness, Point Blank Shot, Precise Shot, Quick Reconnoiter, Endurance (B), Eschew Materials (B), Track (B)
Skills Climb +8, Concentration +7, Hide +11, Jump +10, Knowledge (Dungeoneering, Geography, Nature) +2, Listen +10, Move Silently +10, Search +5, Spot +10, Survival +10
Possessions +4 Ring of Protection, +6 Bracers of Armor, +4 Periapt of Wisdom, Clear Ioun Stone



EPIC TUNNEL HUNTER

Hit Die: d6
Skills Points at Each  Level : 8 + int
Increased Dark Vision At level 22 you may now see perfectly normally in regular or magical darkness of any kind.
Tunnel Sniper At level 23 and every 3 levels thereafter the damage of the Tunnel Hunters Acid Spit increases by +1d4.
Bonus Feats: The Epic Tunnel Hunter gains a Bonus Feat every x levels higher than 20th



CRESTED FELLDRAKE FEATS



Potent Spit
Your acid is more damaging than normal
 Prerequisites: Spitting Felldrake, Con 13
 Benefits: Your Acid Spit does +1d4 damage.  This may be taken multiple times, increasing it an additional +1d4 each time.  This Stacks with the damage gained by the Tunnel Sniper ability.


Acrid Spit
Your Acid is incredibly foul smelling.
 Prerequisites: Spitting Felldrake
 Benefits: If you successfully attack an opponent who has Scent with your Acid Spit he loses his Scent ability for 1d4 hours.


Toxic Spit
Your Acid Spit is mildly venomous.
 Prerequisites: Spitting Felldrake, Acrid Spit
 Benefits: Opponents you successfully hit with your Acid Spit must make a Fortitude Save (10 plus half Hit Dice plus Con Modifier) or be poisoned.  Initial and Secondary damage is 1 Strength.


Deadly Spit
Your posionous spittle has gotten worse over time.
 Prerequisites: Spitting Felldrake, Toxic Spit
 Benefits: Initial and Secondary Damage is now 1 Constitution.


Blinding Spit
Always aim for the face
 Prerequisites: Spitting Felldrake, Acrid Spit
 Benefits: Whenever you successfully critical with your Acid Spit attack your opponent must make a Fortitude Save (10 plus half Hit Dice plus Con Modifier) or be Blinded for 1d6 rounds.


Blinding Mist
Your spit is now a stream of fine mist, much easier to get into your opponents eyes.
 Prerequisites: Spitting Felldrake, Blinding Spit
 Benefits: Your opponent must Save to avoid being blinded on any successful hit now, not just criticals.


Toughened
Your scales are more acid resistant due to many fights with your own kind over the years.
 Prerequisites: Spitting Felldrake, Con 15
 Benefits: You gain Acid Resistance 5.


Snipers Endurance
You are used to long hours at work.
 Prerequisites: Spitting Felldrake, Endurance
 Benefits: You gain a +4 Racial Bonus on any Saving Throw against any effect that would cause Fatigue or Exhaustion.


Draconic Endurance
You are an excellent guardian.
 Prerequisites: Spitting Felldrake, Snipers Endurance.
 Benefits: You only need to sleep 1 hour a day, and can recover from being Fatigued Exhausted in one hours time with rest.
Title: Re: MMII Redux
Post by: bhu on June 04, 2009, 02:25:34 PM
Is anyone interested in the Needlefolk or the Stonespike?  Theoretically either could be a playable race, but they have some pretty big challenges to overcome if you want me to try making them.  If there's any interest one of them is up next. 
Title: Re: MMII Redux
Post by: Radmelon on June 05, 2009, 02:06:36 AM
needlefolk FTW!  :D
Title: Re: MMII Redux
Post by: bhu on June 05, 2009, 02:06:04 PM
Wow I didn't think they had fans!

No takers for the Stonespike then?

I shall finish up the Felldrake this weekend.  Sorry bout the delays.
Title: Re: MMII Redux
Post by: Radmelon on June 06, 2009, 12:38:27 AM
Quote
Wow I didn't think they had fans!

Not really, I just think that plant is an underused type.

Ok, I still like them.  :D
Title: Re: MMII Redux
Post by: bhu on June 10, 2009, 01:52:05 PM
Does the Tunnel Sniper ability seem too weak?
Title: Re: MMII Redux
Post by: bhu on June 12, 2009, 02:27:56 PM
Once I finish the Racial Feats for the drakes I shall start the Needlefolk (unless there is any more feedback on teh tunnel hunter).

On a side note would you guys like me to do up the Gods of any of these critters that hasn't been translated?  Ilxendren comes to mind.
Title: Re: MMII Redux
Post by: bhu on June 14, 2009, 02:57:29 PM
Okay the Racial Feats are done for the Spitting Felldrake, I just need to edit in some Ranger stuff for him.  So time to get the next one up:

NEEDLEFOLK

(http://Picture URL if you have one)
   
"The Elves...they are not welcome here...except as meat."

 Needlefolk are thin plant beings resembling something of a cross between a humanoid insect and a pine tree or bush with hands ending in large thorns that resemble claws.  Their color changes from season to season to reflect the forest around them, helping them to blend in easier.  

NEEDLEFOLK RACIAL TRAITS
∑   +2 Str, +2 Con, -4 Int, +4 Wis, -6 Cha
∑   Size Class: Medium
∑   Plant, giving it Low Light Vision, doesn't sleep; and is immune to Mind-Affecting Effects, poison, sleep effects, paralysis, polymorph, stunning, and critical hits.
∑   Base speed 30'
∑   +4 Natural Armor Bonus
∑   Natural Camouflage (Ex): Needlfolk have the Camouflage class ability listed on page 48 of the PHB.  They may also Hide in Plain Sight (as per the ability listed on the same page) as long as they remain still, and are somewhere a plant would reasonably grow.
∑   Elfsense (Ex): Needlefolk automatically know the presence of any Humanoid with the Elf subtype (including Half Elves) within 1500' of their position.  They are driven to attack them once they are detected, but need not be suicidal.  However they will never accept traveling with one.  If there is a Needlefolk in the party, no one else had better be an  Elf or he'll be murdered eventually.
∑   Dormancy (Ex): Needlefolk become dormant during the winter.  When the temperature falls below 40 degrees for more than a week, a Needlefolk must make a DC 25 Willpower Check at the beginning of each day or slip into hibernation.  While hibernating they do not need food or water, as their metabolism slows to a crawl.  They are also immune to damage from exposure to the wind and cold.  They tend o resemble plants more and more once they go into hibernation, and a DC 25 Spot Check is needed to realize they are a dormant plant being as opposed to just a small pine tree or something.  Once the temperature raises to 60 degrees or higher on a daily basis, the Needlefolk re-awakens.  It also immediately wakes up if attacked.
∑   The Needlefolk have a Primary Claw Attack doing 1d4 + Str Modifier damage.  it also has a primary Ranged Needle Attack doing 1d12 + Str Modifier damage.  Range Increment is 20', maximum range is 200'.
∑   A Needlefolk has 3 Racial Hit Dice, giving it the following: 2d8 Hit Points, +2 Base Attack Bonus, +3 Fort Save, +1 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Move Silently, and Spot.  It also gets 2 Feats.
∑   Needlefolk gain a +16 Racial Bonus to Hide Checks while remaining stationary within a forest.  This drops to +8 if it moves up to half speed.
∑   Automatic Languages: Sylvan  Bonus Languages: It's rare that a Needlefolk has the intellect to speak more than it's native language, and it usually learns the language of a nearby race.
∑   Level Adjustment: +2
∑   Favored Class: Ranger or Scout

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT  
 Base Height: 4' 10"
 Height Modifier: +2d12
 Base Weight: 150 lbs.
 Weight Modifier: x2d6 lbs.

NEEDLEFOLK CHARACTERS
 If you want a character who fights at range and is at his best in a wilderness setting being all stealthy like, the Needlefolk are for you.  Or if you just want to play something really alien.
 Adventuring Race: Needlefolk usually go on adventures because they are mentally unbalanced.  At least they are in the eyes of their own kind.  Most live the lives of plants.  Somewhat more nomadic, but plants all the same.  Some do adventure for revenge if their comrades are wiped out, and some are serial killers who like eating elves.
 Character Development: Your natural abilities at camouflage make you an excellent choice for stealth characters.  And you have a built in ranged attack, so archery Feats are an obvious choice.  You may also wish to take a racial Feat or two to offset some of your racial disadvantages.
 Character Names: Needlefolk names are unpronounceable by other beings as they include components not based on speech.  They usually choose a name in the language of whatever race they are dealing with if they wish to communicate with them.

ROLEPLAYING A NEEDLEFOLK
 You lack what the humanoid races term 'empathy'.  You do not understand what other beings feel, or why they feel it unless it is something you yourself have experienced.  And since your kind have no real culture or social structure, there isn't much you have experienced.  Initially others see you as being gullible and naive because of this, but the casual way in which you kill enemies soon makes them think twice about attempting to take advantage of you.
 Personality: Needlefolk have little to nothing in the way of personality.  they don't express joy, and rarely seem to express sorrow or regret, or anything resembling a conscience.  Unless Elves are around even anger is an uncommon emotion for them.  Adventuring Needlefolk have the beginnings of some sort of personality, but they are outcast among their own for this who consider them mentally disabled because of it.
 Behaviors: Except for eating, most Needlefolk simply stand underneath the sun like any other plant.  Emotion is almost never seen with the exception of encounters with Elves.  Many compare them to Constructs, and many people believe hey are no more intelligent than animals until it is proven otherwise.
 Language: Needlefolk speak Sylvan.  They rarely have the inclination (or ability) to learn other languages.  They also usually have no need to.

NEEDLEFOLK SOCIETY
 The Needlefolk have no society or culture, and despite their intelligence exist almost like any other tree or bush would.  Most live their lives simply dreaming in the forest, occasionally eating or tending to fellow Needlefolk in trouble.  The only thing that really causes them to show emotion, or that would give outsiders a hint of their intelligence is their undying hatred of Elves, whom they have often conducted shadow wars against.  The reasons for their hatred or their ability to so easily sense the Elves is unknown, and the Needlefolk do not discuss it with outsiders.
 Alignment : Virtually all Needlefolk are True Neutral.  They do not have enough emotion or semblance of a society to have developed ideas like Good or Evil at this point.  This can make them dangerous to deal with, as it makes their thought processes alien to most humanoids.
 Lands : Needlefolk live exclusively in forests, preferably ones far away from humanoid cities where they can avoid the stench and noise of men.  They like unspoiled wilderness, and will leave any area that receives too much pollution from "civilized" beings.
 Settlements : Needlefolk rarely leave the forest, and only to find other forests even then.  Settlement usually only occurs when their current home becomes uninhabitable.
 Beliefs : The Needlefolk have an odd mindset, and are only dimly aware of the idea of worshiping Gods.  Some few have managed to puzzle out what Clerics are, and a very few of their number have actually become one (usually the Cleric of a Neutral nature deity).
 Relations: The Needlefolk do not much understand the other races, and aren't compelled to seek the company of other like humanoids are.  But they will tolerate other races, standing silently hidden in plain sight as they pass by.  Except for the Elves.  They will violently murder Elves without provocation on sight.  

NEEDLEFOLK ADVENTURES
∑   Elves have begun settling close to your valley.  More elves than you can kill by yourself.  You must gather others of your kind for the coming slaughter.
∑   Bitterleaf, an Elven Ranger who has killed many of your kind over a centuries old grudge (your people killed his family) has joined a local Adventurers Guild.  Since you own a magical item capable of making you look like a humanoid, you have decided to apply to the Guild yourself to find out what his plans are, and possibly murder him if he wishes to continue to destroying your race (there are several groves of you hidden away locally).
∑   An Elf with Needlefolk features has appeared, and is leading your people to the slaughter in a pointless fight against a far greater force of Orcs.  For some reason you seem to be immune to whatever power she has over your people, and unless you can find help soon you will be left to confront her alone.


NEEDLEFOLK RACIAL SUBSTITUTION LEVELS


RANGER
 Level 1: Replace Wild Empathy with Plant Empathy
 Level 4: Replace Animal Companion with Elf Hatred
 Level 13: Replace Camouflage with Improved Elf Hatred
  Plant Empathy (Ex): This works exactly like Wild Empathy, but only on Plants with an Intelligence of 2 or less (or that are Mindless).
  Elf Hatred (Ex): Your Favored Enemy Bonus against Elves increases by +2 if you have it (or you gain a +2 Favored Enemy Bonus against Elves if you do not).
  Improved Elf Hatred (Ex): Your Favored Enemy Bonus against Elves increases by +2 again.

SCOUT
 Level 8: Replace Camouflage with Spiny Defense
  Spiny Defense: Opponents who attack you with an Unarmed Strike, Natural Weapon, or Grapple take 1d6 plus their own Strength Modifier in damage.


DRUID
 Level 1: Lose Animal Companion.
 Level 1: Replace Wild Empathy with Plant Empathy.
 Level 6: Gain Green Brother in place of Animal Companion.
 Levels 5 and 12: Wild Shape changes.
  Plant Empathy (Ex): This works exactly like Wild Empathy, but only on Plants with an Intelligence of 2 or less (or that are Mindless).
  Green Brother (Ex): You get a Needlefolk Follower.  His level is half yours, and as you increase in level so does he (when you reach 8th level he is 4th, when you reach 10th level he is 5th, etc).  He is fanatically loyal to you, and has levels in a class of your choice.
  Wild Shape (Su): At 5th level when you gain Wild Shape you may only become Plants.  You cannot become Animals until level 12.
Title: Re: MMII Redux
Post by: bhu on June 14, 2009, 03:06:39 PM
CATUSAUM

(http://Picture URL)
   
"..."

 The origin of the name Catusaum has been forgotten, but it's apparent meaning is "murderer".  All Needlefolk are driven to rage by the presence of elves, but most can control it to some extent.  They aren't suicidally insane, and will back off from larger groups of Elves.  They also won't usually pursue them great distances.  The Catusaum are different.  If the Needlefolk had a term for serial killers, it would be applied to the Catusaum.  They stalk and kill Elves on a regular basis, along with whatever else takes their fancy.  Unlike most Needlefolk they have some emotions, and a curious nature.  Many an adventuring party open minded enough to take on a Needlefolk member has regretfully learned that they have a monster in their midst.  Because some Catusaum eventually decide to pursue prey other than Elves...

BECOMING A CATUSAUM  
You're kind of born a monster, you rarely become one.   Most Catusuam become Rangers because it allows them to pursue their goals.

 ENTRY REQUIREMENTS
   Race:  Needlefolk
   Class Abilities:  Favored Enemy (Elves)
   Skills:  Hide 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Spot 4 ranks, Survival 4 ranks
   Feats:  Stealthy
   Alignment:  Must be Evil, cannot be Lawful


Class Skills
 The Catusaum's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (Geography, Nature (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Improved Favored Enemy
2. +2    +3     +0     +3    Quiet Rage
3. +3    +3     +1     +3    Stalker
4. +4    +4     +1     +4    Improved Favored Enemy
5. +5    +4     +1     +4    Quiet Rage
6. +6    +5     +2     +5    Stalker
7. +7    +5     +2     +5    Improved Favored Enemy
8. +8    +6     +2     +6    Quiet Rage
9. +9    +6     +3     +6    Stalker
10.+10   +7     +3     +7    Man Killer


Weapon Proficiencies: The Catasaum gains no new weapon or armor proficiencies.
 
Improved Favored Enemy (Ex): At 1st level you gain a Dodge Bonus to Armor Class against your Favored enemies.  For example if your Favored Enemy Bonus against Elves is +4, you get a +4 Dodge Bonus to AC against them.

At 4th level you gain an additional Favored Enemy, and he gains his Favored Enemy Bonus on Intimidate Checks when applicable.

At 7th level you gain an additional Favored Enemy, and you gain your Favored Enemy Bonus on Critical Confirmation Rolls when applicable.

Quiet Rage (Ex): Whenever the Catusuam is frustrated it goes into a rage.  It's called the Quiet Rage, because to all intents and purposes it's effects aren't immediately apparent.  

Should the Catusuam be accused of a crime (especially one it's committed), refuse something, insulted (perceived or otherwise), or somehow interfered with it must make a DC 20 Willpower Save.  If it succeeds it may go on as normal, but the next time it must roll the Save DC is +1 (this is cumulative until it fails).  Once it fails it enters a state known as Quiet Rage.  This has all the disadvantages of the Barbarian Rage Ability, including the AC penalty, and it lasts until the Catusuam has murdered or destroyed the object of his frustration.  While in the Quiet Rage the Catusuam has a +2 Bonus on all Saving Throws against whichever opponent or thing caused him to become enraged, and he temporarily gains DR 2/-.

At 5th level the Save Bonus increases to +4, and the DR becomes 4/-.

At 8th level the Save Bonus increases to +6, and the DR becomes 6/-.

Stalker (Ex): At levels 3, 6 and 9 you may choose a skill from the following list: Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, and Survival.  From now on you may always Take 10 with this skill.

Man Killer (Ex): At 10th level the Catasuam's Favored Enemy Bonus against Elves applies to all Humanoids.

PLAYING A CATUSAUM
 You are curious about the Others.  How they taste.  How they bleed.  How they die.  How they scream when you've split open their bodies after breaking their limbs so they can't move.  You can't tell them this of course.  They'd hunt you down and burn you.  Like they did your family.  So you smile and play along.  After all the Others you have chosen travel a lot, which gives you reason to move about a lot, and gets you out of tight situations, as you'll be leaving town before your deeds are discovered.  they're also killers themselves, so they're willing to allow you some fun if you only kill "evil" opponents, and do it by their rules.  Their ever-chafing rules.

You'll make the rules...

Someday...

 Combat: Catusuam prefer the traditional Needlefolk combat methods of stealth and range.  At least when they're pretending to be typical adventurers.  Otherwise they like to be up close and personal, and they like to make the deaths last.  Many seem hypnotized by the sight of humanoids in absolute agony.
 Advancement: Catusuam follow pretty similar paths, ever perfecting their skills of stealth and deception.
Resources: Like many Needlefolk a Catusuam has whatever resources it can carry with it, which is to say not much unless it has some magical items.  Catusuam can recognize one another (even though regular Needlefolk cannot recognize a Catusuam immediately), and they do aid one another.  Although given their insanity, aid is a shaky prospect at best.

CATUSAUM IN THE WORLD
"He just sits in the fields all day when we don't have an assignment.  Just staring at the children.  I think maybe he's sad because he misses his own kind."
 Catusuam present themselves as outcasts of their own kind because they've left behind their hidebound nature for a life of seeking.  They leave out the bit about what they're seeking for.  Regular Needlefolk who recognize one of these creatures for what it is will inform others, and they will pursue it to the ends of the earth if need be.  It usually ends in tragedy one way or the other.
 Daily Life: Much of your day is spent learning new things (of which you are genuinely curious), and soaking up as much information as you can.  You need good information if you plan to murder any prospective targets. You also try to reinforce your lies and make believe life story as much as possible.  You'll need that to deflect attention.
 Notables: Thrush (CE Male Needlefolk Ranger 6/Catasuam 1) is a local figure in his town.  What nobody knows is that whenever strangers leave town they don't make it to their destination.   And since the nearby forests do have a decent amount of monsters, no one really goes looking for them.
 Organizations: Catusuam are loners by nature.  Even when they travel with others, it's as part of a charade.  the traveling companions aren't companions, they're a visual aid (and a primary defense if they meet up with other Needlefolk who may recognize the Catusuam).

NPC Reaction
 NPC's consider you exotic and mysterious, and they flock to you.  It makes convincing them to go along with you into the woods easier.  So much easier.

CATUSAUM IN THE GAME
 This PrC is pretty damn creepy, and lends itself to trouble.  PC's taking this are rabid serial killers with no redeeming values.  It can only end bad if they play it to cause trouble.
 Adaptation: This is definitely for really dark campaigns.  And preferably ones in which your friends are really understanding...
 Encounters: PC's can encounter you just about anywhere due to your wandering, but it will almost always be in rural areas, preferably forests where your skills are at their best.

Sample Encounter
EL 12: The PC's notice a strange plant man upon coming to town.  he always seems to be in the distance staring at them.  The locals assure them he does that a lot needing to soak up the sun.  he doesn't mean anything.

So why do they keep seeing him once they've left town?


Thrush
CE Male Needlefolk Ranger 6/Catasuam 1
Init +3, Senses: Listen +7, Spot +7, Low Light Vision
Languages Sylvan
------------------------------------------------
AC 23, touch 13, flat-footed 20 (+3 Dex, +4 Natural, +6 Armor, )
hp 75 (10 HD)
Fort +13, Ref +9, Will +11  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Claws +12 melee (1d4+3)
Ranged Needles +12 Ranged (1d12+3)
Base Atk +9, Grp +12
Atk Options Combat Style (Manyshot, Rapidshot), Favored Enemy (Elf +6, Human +2), Improved Favored Enemy
Combat Gear
Spells Per Day 1st: 2/day (DC 14)
-----------------------------------------------
Abilities Str 16, Dex 16, Con 16, Int 6, Wis 16, Cha 3
SQ Natural Camouflage, Elfsense, Dormancy, Track, Plant Empathy, Elf Hatred
Feats Improved Camouflage, Needle Resin, Point Blank Shot, Stealthy, Endurance (B), Track (B)
Skills Climb +7, Hide +9, Knowledge (Nature) +4, Listen +7, Move Silently +9, Spot +7, Survival +7
+8 Racial Bonus to Hide Checks if moving up to half speed, +16 if standing still
Possessions +6 Bracers of Armor, +2 Amulet of Mighty Fists, Ring of Invisibility, Talisman of Undying Fortitude



EPIC CATUSAUM

Hit Die: d8
Skills Points at Each  Level : 6 + int
Favored Enemy At 25th level and every 5 levels thereafter the Catusuam gains an additional Favored Enemy.
Stalker At 23rd level and every 3 levels thereafter the Catusuam may choose an additional skill to Take 10 on.
Bonus Feats: The Epic Catusaum gains a Bonus Feat every 3 levels higher than 20th




NEEDLEFOLK FEATS



Improved Needle Range
The Range increment of your Needle Attacks is better.
 Prerequisites: Needlefolk, Con 13
 Benefits: Your Needle Attack now has a Range Increment of 50', and a maximum range of 250'.


Pincushion
Your needles are pretty good in Grapples too.
 Prerequisites: Needlefolk, Improved Grapple
 Benefits: You do 1d12 damage with a successful Grapple Check due to the needles sprouting from your body.


Improved Pincushion
Ouch...just ouch.
 Prerequisites: Needlefolk, Pincushion
 Benefits: You gain a +3 Racial Bonus to Grapple Checks.


Improved Camouflage
Plants are sneaky.
 Prerequisites: Needlefolk, Dex 15+
 Benefits: You no longer need to stand still to use your Camouflage Ability.


Evergreen
The cold doesn't hurt you as much.
 Prerequisites: Needlefolk, Con 15+
 Benefits: You don't go dormant in cold weather.


Elf Foe
You hate the Elves.
 Prerequisites: Needlefolk
 Benefits: You gain a +4 Racial Bonus on Critical confirmation rolls against Elves.


Veteran Elf Foe
You really hate the Elves
 Prerequisites: Needlefolk, Elf Foe
 Benefits: You gain a +2 Racial Bonus on Saving Throws against spells cast by Elves.


Foaming Elf Foe
You really, REALLY hate the Elves
 Prerequisites: Needlefolk, Veteran Elf Foe
 Benefits: Once per encounter you may choose to do maximum damage to an opponent if it is an Elf.  


Needle Resin
Due to oddities in your diet and possible mutations you get rid of your bodies toxins by sweating it out as a sort of pine resin.  Incidentally it makes your needles really sting.
 Prerequisites: Needlefolk, Con 15+
 Benefits: If an opponent is struck by your needles it must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Constitution Modifier) or be mildly poisoned.  initial and Secondary Damage is 1d3 Dexterity.
Title: Re: MMII Redux
Post by: Radmelon on June 14, 2009, 09:12:34 PM
Don't you mean "Cactus"?  :rollseyes
Title: Re: MMII Redux
Post by: bhu on June 15, 2009, 02:10:17 AM
nope

Catus is Latin for, uh, something or other
Title: Re: MMII Redux
Post by: bhu on June 18, 2009, 02:47:51 PM
You think +2 LA is too much, or shall I lower it back to +1?
Title: Re: MMII Redux
Post by: Generic_PC on June 18, 2009, 04:50:12 PM
With 3 hitdice, 2LA is much too high. I think.
Title: Re: MMII Redux
Post by: bhu on June 20, 2009, 11:35:21 AM
Woopsie, forgot a few abilities.

How about now? Still an LA +1?
Title: Re: MMII Redux
Post by: bhu on June 26, 2009, 02:35:43 PM
Some minor updates.


Is the Catusuam creepy enuff now?
Title: Re: MMII Redux
Post by: bhu on June 29, 2009, 01:37:29 PM
Okay I'm getting close enough to finishing the Needlefolk, so it's last call for the Stonespike.  If no one wants them as a race I'll move on to the Sylph and Asperii.

Also, again I must ask: With all the stealth stuff added do the Needlefolk still seem like a +1 LA?
Title: Re: MMII Redux
Post by: bhu on July 04, 2009, 02:51:37 PM
Okay I almost got the variant class levels up for the Needlfolk, and since im supposed to have this weekend off (and they better not change their mind), I'll be finishing them up and moving on to the Transvestite Dwarves.

















just seeing if you're paying attention   :p
Title: Re: MMII Redux
Post by: veekie on July 05, 2009, 06:06:31 PM
Whats the difference? They got beards right?
Title: Re: MMII Redux
Post by: Radmelon on July 06, 2009, 01:30:29 AM
Whats the difference? They got beards right?

Epic Win  :D
Title: Re: MMII Redux
Post by: bhu on July 09, 2009, 01:59:08 PM
Whats the difference? They got beards right?

Epic Win  :D

Yes, but now they have beards and pleather corsets.   :smirk
Title: Re: MMII Redux
Post by: veekie on July 09, 2009, 04:36:33 PM
Until they grow spiked steel codpieces from their nether hair, I remain unfazed!
Title: Re: MMII Redux
Post by: Radmelon on July 09, 2009, 09:53:41 PM
Until they grow spiked steel codpieces from their nether hair, I remain unfazed!
That would require a lot of iron in their diets.
Title: Re: MMII Redux
Post by: bhu on July 16, 2009, 01:59:17 PM
Crap.  I sorta let real life events distract me and I keep forgetting to update this. 


Sorry bout that guys  :blush

I'm starting to edit in Needlfolk Feats now.
Title: Re: MMII Redux
Post by: bhu on July 19, 2009, 02:40:42 PM
Okay does everyone think teh Racial Sub levels for Needlefolk Druids are okay?

I have all the Feats but one up so I just need to finish teh PrC and it's on to the next one.
Title: Re: MMII Redux
Post by: bhu on July 27, 2009, 02:04:12 PM
Lemme figure out the Quiet Rage ability and the Needlfolk are done.
Title: Re: MMII Redux
Post by: bhu on July 29, 2009, 01:50:30 PM
Class abilities are all up.  Any thoughts?  If not Im finishing up and moving on.
Title: Re: MMII Redux
Post by: bhu on July 31, 2009, 02:10:56 PM
SYLPHS

(http://Picture URL if you have one)
   
"This is my friend Mr. Unyielding Storm of Death.  He doesn't like your face."

"Sorry."

"I don't like you either! You just watch yourself! We're wanted me...er...fey...er...thingies! We're wanted thingies! So you just watch it mister!"


 Sylphs appear to be small women no more than 3' tall with brightly colored, translucent insect wings.  They prefer to wear filmy, light clothing that provides little if anything in the way of protection, and bright jewelry.

SYLPH RACIAL TRAITS
∑   -2 Str, +2 Dex, -2 Con, +4 Int, +6 Wis, +6 Cha
∑   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
∑   Outsider with the Air and Extraplanar Subtypes, granting Dark Vision 60'.
∑   Base land speed 30 ft.
∑   Fly speed 90 ft. (Good)
∑   Spells: All Sylphs cast spells as a Sorcerer equal to their (Racial Hit Dice +4).  This stacks with levels they may have in the Sorcerer class as well.
∑   Improved Invisibility (Sp): Sylphs can cast Greater Invisibility on themselves only at will as a Spell-Like Ability.
∑   Spell Resistance (Ex): Spell Resistance equal to (11 + HD).
∑   Wild Empathy (Ex): This ability works exactly like the Druid Class Feature of the same name.
∑   Summon Elemental (Sp): 1/day the Sylph can cast Summon Monster VI (Caster Level is 12th), but can only summon Elementals.
∑   A Sylph has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 base Attack Bonus, +3 Fort Save, +3 Ref Save, +3 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Concentration, Escape Artist, Handle Animal, Hide, and Move Silently. They also get 2 Feats.
∑   Automatic Languages: Common and Auran.  Bonus Languages:
∑   Level Adjustment: +5
∑   Favored Class: Sorcerer

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Age: Sylphs do not age upon attaining adulthood, and do not receive bonuses or penalties due to age.

HEIGHT AND WEIGHT  
 Base Height: 2' 6"
 Height Modifier: +2d4"
 Base Weight: 25 lbs.
 Weight Modifier: x1 lb.

SYLPH CHARACTERS
 If you wish to play a Sorcerer without losing levels due to Racial Hit Dice, you could do worse than a Sylph.  
 Adventuring Race: Sylphs love travel, and usually if they're on an adventure they simply got caught up in circumstances, or their curiosity got the better of them.
 Character Development: Sylphs already can summon an Elemental and turn Invisible at will, so go the summoning route.  You have a fairy who cant be seen that makes monsters pop up out of nowhere.  Bad guys luv that.  Really they do.
 Character Names: Sylphs tend to use names that belong to whatever race was common in the area they grew up in, or whatever area they currently reside in now.  Many change their name several times over their lifetims, but keep their family surname (which is usually Elvish).

ROLEPLAYING A SYLPH
 You are somewhat exotic to the mortal races.  You tend to not judge by race or appearance but by actions, which makes you fit into other societies easily, and allows you to dwell in the cultures of other races with less problems than most.  But the wild places of the world are sacred, and regardless of your ability to blend socially you will not bend or alter your mind on that point.  You will always oppose despoiling the wilderness.
 Personality: Sylphs are curious, friendly, and pretty even tempered.  it's kind of hard to really make one angry, but it's unwise to do so because they can hold grudges against those few who do truly anger them for decades or longer.  They're also insatiably curious, even to the point of putting themselves at risk on odd occasion (but usually their invisibility negates that risk).  
 Behaviors: Sylphs are always getting into things, always trying to find new and exciting stuff.  They'll always be the one tinkering with magic items or pushing buttons they know shouldn't be pushed just to see what happens.  They'll always be the ones who offend the local demigod by speaking to him as if he was an equal and pestering him with questions.
 Language: Sylphs speak Auran, but have learned Common to communicate with the other races.  Many of them learn other languages due to their willingness to spend their long lives traveling.

SYLPH SOCIETY
 The Sylphs are always moving, and can't really be said to have a true culture or society because they're always absorbing bits and pieces form the various civilizations thy travel through.  They have a few common conventions, but just enough to maintain ties to friends and family really.  Most don't perceive the world in terms that mortal races would understand, and as a result many of the driving forces behind humanoid society (wealth, power, greed, etc) are lost on them.
 Alignment : Most Sylphs are Neutral, with some few being Chaotic Neutral.  Evil and Good don't run strong among them, and neither does Law.  There are always exceptions to the rule of course, but most Sylphs will tend towards neutrality.  Most people think of them as forces of nature more than people.
 Lands : Normally Sylphs live in the Elemental Plane of Air, but being curious and outgoing they love to travel.
 Settlements : Many Sylphs live in the Prime Material Plane at the tops of warm or temperate mountains.  it is rare to actually encounter them there as they tend to travel quite a bit.  But their actual homes tend to be in high, secluded areas.
 Beliefs : Sylphs are a bit flighty, and rarely sit still long enough to absorb any form of religion, although many might worship nature deities if introduced to them properly.
 Relations: Due to their inquisitive and sometimes contradictory nature, the Sylphs rarely get understood to any degree by mortal races.  Races in touch with nature such as Elves get along with them best, but they consider Dwarves to be too dour, Half-Orcs too violent, and Gnomes to be too unpredictable.  Most of them prefer the company of Neutral Fey or Elementals of the Air.

SYLPH ADVENTURES
∑   Someone has kidnapped your precious little Mr. Pinkertons, and THE SONOFABITCH MUST PAY!
∑   While vacationing on the Prime Material Plane you can't help but notice the small war between a local town and some of the stupidest demons you've ever seen.  Seriously they must be low on the totem pole, because most of them seem too dumb to notice they're even being attacked.  Come to think of it why are the demons here?  And why are they letting the villagers pitchfork them without response?
∑   Several Air Elementals are quite peeved about constantly being pestered (summoned) by a human mage and they'd like you to do something about.  And by like, they mean you'll do it or else...After all they can't visit unless summoned, and they aren't allowed to attack the summoner, but they can find your relatives on the Elemental Plane.  Which is where you come in...


SYLPH RACIAL SUBSTITUTION LEVELS


SORCERER
 Level 1: Replace Familiar with Spell Focus Feat.
  Spell Focus:  Instead of a Familiar you get the Spell Focus (Conjuration) Feat.


DRUID
 Level 1: Replace Animal Companion and Wild Empathy with Elemental Companion and Elemental Empathy.
  Elemental Companion: Instead of an Animal Companion you gain a Small Air Elemental.  As usual you can try to gain a more powerful companion at the cost of losing some of their abilities just like an Animal Companion: 4th level (Medium), 10th level (Large), 13th level (Huge), 16th level (Huge, 21 HD).
  Elemental Empathy: You gain a +4 Circumstance Bonus on Diplomacy Checks against Elementals.

WARLOCK
 Level 1: Sylph Warlocks have access to a race specific Least Eldritch Essence Invocation.
  Spectral Blast: Your Eldritch Blast is invisible this round.
Title: Re: MMII Redux
Post by: bhu on July 31, 2009, 02:14:31 PM
SYLVAN DEFENDER

(http://Picture URL)
   
"Unhand that squirrel! And put down his nuts too!

"MIMSY!"

"What? What'd I say.  Oooooh...nuts...right, right...sorry."

 Sylvan Defenders are defenders of the wild places, particularly the smaller, cuter denizens of the wild places.  In other words they're rabid eco-warriors who have a thing for bunnies and chinchillas.  And don't mind blasting you to make a point.

BECOMING A SYLVAN DEFENDER  
Generally you just need to be a Sylph willing to take on the defense of the wilderness or your  homeland.  The Defenders really don't ask much of their applicants.

 ENTRY REQUIREMENTS
   Race:  Sylph
   Spellcasting:  Must be able to cast Arcane spells of at least 3rd level without preparation, at least one of which from each level should be Conjuration or Abjuration.
   Feats:  Flyby Attack, Hover, Silent Spell
   Skills:  Concentration 8 ranks, Hide 6 ranks, Move Silently 6 ranks


Class Skills
 The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Handle Animal (Cha), Hide (Dex), Knowledge (Arcana, Nature, The Planes)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    TAKE YOUR HANDS OFF THAT SKWIRL!, +1 level of Arcane Casting Class
2. +1    +0     +0     +3    My Friend Doesn't Like You
3. +1    +1     +1     +3    I Don't Like You Either!, +1 level of Arcane Casting Class
4. +2    +1     +1     +4    TAKE YOUR HANDS OFF THAT SKWIRL!, +1 level of Arcane Casting Class
5. +2    +1     +1     +4    My Friend Doesn't Like You
6. +3    +2     +2     +5    I Don't Like You Either!
7. +3    +2     +2     +5    TAKE YOUR HANDS OFF THAT SKWIRL!, +1 level of Arcane Casting Class
8. +4    +2     +2     +6    My Friend Doesn't Like You
9. +4    +3     +3     +6    I Don't Like You Either!
10.+5    +3     +3     +7    Apologize, Or We Will Crush Your Prostate Like A Grape, +1 level of Arcane Casting Class


Weapon Proficiencies: A Sylvan Defender gains no new weapon or armor proficiencies.

TAKE YOUR HANDS OFF THAT SKWIRL! (Su): At 1st level you may "lose" 1 spell of any level to attempt to force any Enemy within 60' to drop any object it is holding (or release a creature it is Grappling) if it fails a Willpower Save (Save DC is 10 plus half HD plus Charisma Modifier) as a Standard Action.

At 4th level you may instead place a Sanctuary spell on any one creature.

At 7th level you may extend your Invisibility to all Allies within a certain range by "losing" a spell of any level.  Range is equal to 5' times the spells level.

My Friend Doesn't Like You (Su): At 2nd level the creatures you Summon using Spells or Abilities are more powerful, and gain an Enhancement Bonus on all Damage Rolls equal to your Wisdom score.

At 5th level they also get this ability to Attack rolls.

At 8th level the Critical Threat Range of all their attacks increases by =1 (i.e. if they normally threatened a Critical on a 20, it's now a 19-20).  This does not stack with other effects that expand Critical Threat Range.

I Don't Like You Either! (Su): At 3rd level when the Sylvan Defender successfully damages an opponent with a spell she gains a Damage Bonus to the roll equal to her Wisdom modifier.

At 6th level she also gains this Bonus on all Attack rolls for spells that require them.

At 9th level the Save DC of any spell she casts that does damage increases by +2 (this does stackk with Feats like Spell Focus).

Apologize, Or We Will Crush Your Prostate Like A Grape (Su):  If you attack an opponent with a spell that does damage when he is unaware of your presence or Denied his Dexterity Bonus to AC he gets no Saving Throw to negate or halve the damage.

PLAYING A SYLVAN DEFENDER
 The wild places are almost holy.  They are unique, and being despoiled by those nasty little humanoid races that consider themselves 'civilized' while killing everything they encounter and spewing their waste everywhere.  They're icky.  And you hate them.   That's why you wait till they're sleeping before you cast the first Lightning Bolt spell right in their ass just to be mean.
 Combat: Your preferred method of fighting is to Summon some Elemental support, go invisible, and zap away with spells or summon more help and buff while remaining unobserved.  No sense taking a club to the face.  the Gods only know how long it's been since that things been washed...
 Advancement: Sylvan Defenders usually concentrate on spells that allow them to hide and summon help.  That way opponents don't realize who their true foe is, and if the summoned mooks get offed they still aren't looking for you.
Resources: Most Sylphs don't really use or understand money, and they have little political or material influence in the world.  However Elementals and Fey admire their dedication to preserving the wild places of the world and will often give their help if they can.

SYLVAN DEFENDERS IN THE WORLD
"Ah was havin' a perfectly good dream bout forcibly humpn' nuns when my taint caught fire.  Never did trust them fairy types, no sir."
 Sylvan Defenders concentrate on keeping unspoiled wilderness in said unspoiled condition.  And they mess up anyone who tries to invade their turf.  Usually being Good by nature they do try to help when they can if someone is in trouble, but the price is leaving the woods behind and not returning (or perhaps doing them a favor).
 Daily Life: Other than the occasional lunch break you tirelessly patrol the woods invisibly waiting for something to happen.  Anything.  Sometimes you get so bored you revise your definition of 'unspoiled wilderness' just so you can go fuck with the locals.
 Notables: Pale Flower (N Female Sylph Sorcerer 6/Sylvan Defender 1) got tired of her remote mountain home being visited by strangers intent on killing her and taking her stuff, so she joined the Defenders.
 Organizations: The Sylvan Defenders are a fairly loose organization that is mostly composed of loners and their friends.  They do keep in contact with one another over long distance in whatever manner they can however, and if need be can summon each other for big problems.

NPC Reaction
 NPC's don't react at all well to invisible pranksters who attach giant leeches to their toes while they're sleeping in an effort to drive them away.  The Defenders have a somewhat bad rep among many of the frontier areas.

SYLVAN DEFENDERS IN THE GAME
 The Defenders obsession with nature doesn't always make them the best for group play unless other PC's are of a similar mind.  They'll do okay in nature themed campaigns, but there's really no reason for them to be in an urban one for any length of time.
 Adaptation: This is equally adaptable to humorous or serious campaigns.  It has more options for the funny one though.  Who doesn't want to play an invisible summoner of doom?
 Encounters: PC's will encounter the Sylvan Defenders on the Elemental Planes (usually Air), some of the more 'wild' Planes like the Beastlands, and of course in areas of remote wilderness untouched by humanoids.  Or at war with humanoids intent on touching said wilderness.  Damn kinky them humanoids.

Sample Encounter
EL 15: "Take your hands off my silverware, and step away from the kitchen with your hands in plain view.  Or I will be forced to open fire."


Pale Flower
N Female Sylph Sorcerer 6/Sylvan Defender 1
Init +3, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Common, Auran
------------------------------------------------
AC 27, touch 19 flat-footed 24  (+1 Size, +3 Dex, +5 Deflection, +8 Armor)
hp 32 (10 HD)
Fort +5, Ref +8, Will +15  
+3 w/Cloak
------------------------------------------------
Speed 30 ft. (6 squares), Fly 90 ft. (Good)
Base Atk +6, Grp +0
Atk Options Summon Elemental
Combat Gear 2 Potions of Cure Serious Wounds
Spells Prepared 0: 6 (DC 16)
1st: 8 (DC 17)
2nd: 8 (DC 18)
3rd: 7 (DC 19)
4th: 7 (DC 20)
5th: 7 (DC 21)
6th: 6 (DC 22)
7th: 3 (DC 23)
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 14, Wis 20, Cha 22
SQ Improved Invisibility, SR 21, Wild Empathy,
Feats Flyby Attack, Hover, Silent Spell
Skills Bluff +15, Concentration +12, Escape Artist +9, Handle Animal +12, Hide +9, Knowledge (Arcana, Nature) +8, Listen +8, Move Silently +9, Search +5, Spellcraft +6, Spot +8, Survival +8
Possessions +4 Ring of Protection, +8 Bracers of Armor, Robe of Mysterious Conjuration, Staff of Evocation, +3 Cloak of Resistance, 2 Potions of Cure Serious Wounds, 500 GP



EPIC SYLVAN DEFENDERS

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells The Sylvan Defenders Caster Level continues to improve with Epic levels, but she doesn't gain more spells per day or learn new spells.
Bonus Feats: The Epic Sylvan Defender gains a Bonus Feat every 3 levels higher than 20th



SYLPH FEATS


Improved Summoning
Your buddies from the Elemental Plane of Air hang around longer.
 Prerequisites: Sylph, Augment Summoning
 Benefits: When you use your racial ability to Summon an Air Elemental your Caster Level is now equal to 1th level or your Effective Character Level, whichever is greater.


Greater Summoning
Your friends from the Elemental Planes have gotten bigger
 Prerequisites: Sylph, Improved Summoning, Increased Summoning, Caster Level 18th
 Benefits: When using your racial ability to Summon Air Elementals, you now cast Summon Monster IX instead of VI.


Increased Summoning
Your friends drop in to visit more often.
 Prerequisites: Sylph, Improved Summoning, Cha 17
 Benefits: You may now use your Racial Summoning ability 3 times per day.


Epic Summoning
You've put an awful lot of effort into making friends back home, and it's paid off.
 Prerequisites: Sylph, Greater Summoning, Caster Level 21+
 Benefits: When you use your racial Summoning ability you cast it as a Quickened, Silent Spell.  


Invisible Familiar (Metamagic)
Your Familiar shares your invisibility powers.
 Prerequisites: Sylph, Combat Familiar, Lurking Familiar
 Benefits: Whenever you turn invisible as per your Racial ability you may opt to turn your Familiar invisible as well so long as it is within 30' of you.  It remains invisible until you become visible or it is targeted by an effect that dispels invisibility.


Invisible Spell-Like Ability
Your Spell-Like abilities can be used invisibly too.
 Prerequisites: Sylph, Invisible Spell (see Cityscape)
 Benefits: Choose 1 Spell-Like ability, you can use it 3 times per day completely invisibly as per the Invisible Spell Feat.


POW!
It's so much easier to hurt people when they can't see you.
 Prerequisites: Sylph, Invisible Spell
 Benefits: Spells that you cast while invisible that normally do damage do an additional 2 dice of damage.


HYPER POW!
Invisible Fireballs in the taint area are sooooo painful...
 Prerequisites: Sylph, POW!
 Benefits: Spells that you cast while invisible that normally do damage now do an additional 4 dice of damage.


HYPER DEATH POW!
Nothing hurts like a Magic Missile right in the corneal area...
 Prerequisites: Sylph, HYPER POW!
 Benefits: Spells that you cast while invisible that normally do damage now do an additional 6 dice of damage.
Title: Re: MMII Redux
Post by: bhu on August 04, 2009, 02:17:47 PM
Does anyone now if Sylphs are immortal?  They all appear to be female  so I figured they tend to at least be pretty long lived since they might not have lots of kids...
Title: Re: MMII Redux
Post by: bhu on August 09, 2009, 03:01:55 PM
Minor updates to Sylph.  Should I leave their Spell Resistance at 14 or have it scale with level?  And do you think LA +5 is okay?  They only lose 1 caster level id they become a Sorcerer.
Title: Re: MMII Redux
Post by: bhu on August 13, 2009, 02:20:51 PM
Decent update to the Sylph, smaller update toe the PrC.  Asperi will be coming when they're done. 


Anyone still out there?
Title: Re: MMII Redux
Post by: Radmelon on August 14, 2009, 01:09:44 AM
Still reading daily!  :p
Title: Re: MMII Redux
Post by: bhu on August 15, 2009, 01:49:37 PM
Still reading daily!  :p

I must have disappointed you greatly in the last month or so then  :smirk
Title: Re: MMII Redux
Post by: Radmelon on August 16, 2009, 02:53:36 AM
Still reading daily!  :p

I must have disappointed you greatly in the last month or so then  :smirk
It's okay, I have no free will of my own.
Title: Re: MMII Redux
Post by: bhu on August 18, 2009, 02:09:02 PM
That spider does look mighty 'lordly'...


Think 11 plus HD is okay for the Spell Resistance?
Title: Re: MMII Redux
Post by: Bozwevial on August 18, 2009, 03:59:05 PM
That should be fine.

Also, if you were to change the quote under the Sylph's entry to mirror the cantina scene in Star Wars, I would be very happy.  ;)
Title: Re: MMII Redux
Post by: bhu on August 19, 2009, 10:42:22 AM
That should be fine.

Also, if you were to change the quote under the Sylph's entry to mirror the cantina scene in Star Wars, I would be very happy.  ;)

You wouldn't perchance remmeber the quote would you?
Title: Re: MMII Redux
Post by: Bozwevial on August 19, 2009, 05:03:53 PM
"He doesn't like you." "Sorry." "I don't like you either! You just watch yourself! We're wanted men."
Title: Re: MMII Redux
Post by: bhu on August 20, 2009, 05:32:10 AM
I embellished a little :D
Title: Re: MMII Redux
Post by: Bozwevial on August 20, 2009, 05:03:53 PM
I embellished a little :D

 :D
Title: Re: MMII Redux
Post by: bhu on August 23, 2009, 02:07:50 PM
Got the Sylph race done, working on teh PrC now.  Think I should make the Sylvan Defenders arcane or divine?  I'm leaning towards arcane, but elementals are summoned by divine spells unless I make that a class ability.
Title: Re: MMII Redux
Post by: bhu on September 05, 2009, 01:43:06 PM
Minor updates to Sylvan Defender.
Title: Re: MMII Redux
Post by: bhu on September 07, 2009, 12:33:40 PM
The Sylph, it's Racial Feats, and Racial Sub levels are done.  I just need to finish the class abilities for the Sylvan Defender and we can move on to the Asperi.

Any thoughts on what the spell level modifier for the Invisible Spell Metamagic Feat should be?  I was gonna go with 2 levels higher.
Title: Re: MMII Redux
Post by: Chemus on September 07, 2009, 11:19:54 PM
It's remarkably like the Invisible Spell feat from... Cityscape. The one from Cityscape actually costs nothing to use...
Title: Re: MMII Redux
Post by: bhu on September 08, 2009, 12:23:08 PM
It's remarkably like the Invisible Spell feat from... Cityscape. The one from Cityscape actually costs nothing to use...

I has not Cityscape :D

hmmm

Whats the text of the Cityscape one?  I'll need to modify Invisible SLA possibly, and make a new Racial Feat.
Title: Re: MMII Redux
Post by: Chemus on September 09, 2009, 05:17:38 AM
Quote from: Cityscape, p.61
INVISIBLE SPELL [METAMAGIC]
You can make your spell effects invisible.
Prerequisite: Any metamagic feat.
Bene?t: You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. Note that this feat has no bearing on any components required to cast the enhanced spell, so the spellís source might still be apparent, depending on the situation, despite its effects being unseen.
 For example, a ?reball cast by someone with this feat could be made invisible in the moment of its detonation, but everyone in the area would still feel the full effect (including the heat), and any ?ammable materials ignited by the explosion would still burn visibly with nonmagical ?re.
 Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the casting will see whatever visual manifestations typically accompany the spell.

A spell modi?ed using the Invisible Spell feat uses a spell slot of the spellís normal level.
Title: Re: MMII Redux
Post by: bhu on September 27, 2009, 04:03:26 PM
I replaced Invisible Spell with Invisible Familiar,  Lemme know what you think.

I also named her PrC abilities.  Hopefully you find them amusing :D
Title: Re: MMII Redux
Post by: bhu on October 04, 2009, 01:39:57 PM
Got teh Take Your Hands off that Skwirl ability up.  Any thoughts.
Title: Re: MMII Redux
Post by: Chemus on October 04, 2009, 10:04:09 PM
Losing a 0-level spell (or any other level for that matter) to command: Drop, and later cast sanctuary or invisibility...'tis fine. The DC for the command might be based on the level of spell 'lost' rather than the HD of the Sylph, but that's not horrific, just a minor nit-pick. The DC for the sanctuary should also be taken from the spell level 'lost' (or the HD of the Sylph, no big deal really) so that it's actually useful when you get it...

Edit: Actually, unless the Sylvan Defender gains spellcasting levels, the DC should remain HD based.
Title: Re: MMII Redux
Post by: bhu on October 08, 2009, 01:31:27 PM
Losing a 0-level spell (or any other level for that matter) to command: Drop, and later cast sanctuary or invisibility...'tis fine. The DC for the command might be based on the level of spell 'lost' rather than the HD of the Sylph, but that's not horrific, just a minor nit-pick. The DC for the sanctuary should also be taken from the spell level 'lost' (or the HD of the Sylph, no big deal really) so that it's actually useful when you get it...

Edit: Actually, unless the Sylvan Defender gains spellcasting levels, the DC should remain HD based.

Still considering about whether or not she'll gain spell levels.  one of her class abilities will be summoning buffs, and the other will be offensive buffs for her won attack spells.
Title: Re: MMII Redux
Post by: bhu on October 10, 2009, 01:37:15 PM
Okay the class abilities are up, and it should be obvious she a blaster/summoner.  Any thoughts on the abilities or caster levels?  Soon as I get htis done the long awaited Asperi is up...
Title: Re: MMII Redux
Post by: Chemus on October 12, 2009, 04:38:14 AM
So it looks to me like the Sylph's sorcerer casting at HD+4 is for all hit dice, not just Sylph HD? This allows shenanigans like Loredrake does: a sylph sorcerer 5 is effectively a 17th level sorcerer and is ECL 13. At sorcerer 10, ECL is 18 and Sorcerer level is 27. Is this intentional? Rewording it so that it only effects Sylph HD would bring it back in line with making the Sylph effectively LA +1 for sorcerers only.
Title: Re: MMII Redux
Post by: bhu on October 12, 2009, 11:30:14 AM
That seemed to be their intent in MMII, making SYlphs quite nasty.  It also means they can take PrC's missing up to 4 caster levels and still not lose any casting abilities as long as they're a Sorcerer.
Title: Re: MMII Redux
Post by: bhu on October 14, 2009, 12:31:56 PM
So it looks to me like the Sylph's sorcerer casting at HD+4 is for all hit dice, not just Sylph HD? This allows shenanigans like Loredrake does: a sylph sorcerer 5 is effectively a 17th level sorcerer and is ECL 13. At sorcerer 10, ECL is 18 and Sorcerer level is 27. Is this intentional? Rewording it so that it only effects Sylph HD would bring it back in line with making the Sylph effectively LA +1 for sorcerers only.

Okay looking at it a sylph sorcerer 5 should effectively be a 12th level sorcerer, and at sorcerer 10 should effectively be a 17th level sorcerer.  Did I word something in a vague way?
Title: Re: MMII Redux
Post by: Chemus on October 15, 2009, 08:01:30 AM
Quote from: bhu
All Sylphs cast spells as a Sorcerer equal to their (Hit Dice +4).  This stacks with levels they may have in the Sorcerer class as well.

The way I read that, the sorcerer levels count twice, once as HD, and once as sorcerer levels, so the 12 (at sorcerer 5) becomes a 17.

I'm not trying to be an ass here, but if it said: "...as a Sorcerer equal to their (Racial Hit Dice +4).  This stacks with..." then it would work as you say. If the convention is that the only HD considered in that calculation are Racial Hit Dice, then I missed it and am an ass.
Title: Re: MMII Redux
Post by: bhu on October 15, 2009, 11:01:58 AM
I still have no idea how you're arriving at the numbers you are.  No dig at you, it's just that I'm tired, and deeply in the throes of bronchitis/medication, and I keep reading what you said and I still don't see how you get 17 caster levels.  I modified the post to say Racial Hit Dice, not that it makes a difference.

3 Sylph HD + 5 Sorcerer HD = 8 HD + 4 caster levels, i.e. a 12th level caster.
Title: Re: MMII Redux
Post by: Chemus on October 16, 2009, 09:15:19 AM
That's cool. As I had read the ability, the sylph could count any sorcerer levels twice for sorcerer casting ability; once as HD for the sylph special ability and once as sorcerer levels.

Sylph Sorcerer 5 has 3 Racial HD, 5 Class HD, and 5 Sorcerer levels. The sorcerer levels stack with the sylph's HD (I had read that as total HD) thus the sylph counts the sorcerer levels twice. So, 3 HD + 5 HD + 4 (sylph bonus) + 5 sorcerer levels = 8+4+5 = 17th level sorcerer casting.

That's how I came up with 17th level casting. Putting in the Racial HD limitation means that they are as you say; 12th level sorcerers at ECL 13.
Title: Re: MMII Redux
Post by: bhu on October 16, 2009, 03:12:15 PM
Aaah I got it.  Sorry the cold and meds have been screwing me up bad lately...
Title: Re: MMII Redux
Post by: bhu on October 24, 2009, 01:22:08 PM
Okay unles there are no objections, I'm gonna say the Defender loses 5 caster levels, and move on.
Title: Re: MMII Redux
Post by: bhu on October 25, 2009, 02:18:22 PM
ASPERI

(http://Picture URL if you have one)
   
"No I will not wiggle my lips and call you Wilbur.  Freak."

 The Asperi are magical intelligent horses, and from a distance the only obvious difference is that their mane extends down their shoulder to their forelegs.  Most are white, grey, or dun colored with a mane of silver, white, or light grey.  Asperi above 5 HD have hides that sparkle like snow with rainbow like lights flickering through their manes and tails.

ASPERI RACIAL TRAITS
∑   +2 Str, +2 Dex, +4 Con, +2 Int, +2 Wis
∑   Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10', Reach is 5'.
∑   Magical Beast with the Cold Subtype, giving you 60' Dark Vision
∑   Base land speed 60'
∑   Fly speed 30' (Good)
∑   +3 Natural Armor Bonus
∑   Uncanny Dodge (Ex): Identical to ability on page 50 of the PHB.
∑   Improved Uncanny Dodge (Ex): Identical to the ability on page 50 of the PHB.
∑   Dodge Arrows (Ex): While flying the Asperi gains a +2 Dodge Bonus to AC against Ranged Attacks any turn in which it takes a Move Action.  if it has a rider, he also gains this bonus.  This Bonus lasts until the beginning of the Asperi's next turn.
∑   Wind Immunity (Ex): Winds, magical or otherwise, have no effect on an Asperi, and they take no damage or penalties of any kind from them.
∑   Feather Fall (Sp): An Asperi can cast Feather Fall 4/day as a Supernatural ability.
∑   Ride the Wind (Su): When moving with winds over 20 MPH the Asperi's Fly speed increases +1' per 1 MPH the wind is over 20 MPH (round up).  If moving against the wind the Asperi gains no benefit, but neither dow the wind slow it down.
∑   Telepathy (Su): The Asperi can communicate telepathically with any creature whose intelligence is at least 1 or higher and within 60', including animals.
∑   Asperi have a Primary Hoof Attack doing 1d6 plus Str Modifier, and a Secondary Bite Attack doing 1d6 plus half Str Modifier.  A Full Attack gives it 2 Hoof Attacks and 1 Bite Attack.
∑   An Asperi has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Intimidate, Listen, Spot, and Survival. It also gets 2 Feats.
.            Non Humanoid Form: The Asperi aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them.
∑   Asperi automatically speak Auran and Sylvan.  Bonus languages include Common, Elven, Giant, or Goblin.
∑   Level Adjustment: +3
∑   Favored Class: Scout

STARTING AGE
 Adulthood: 14 years
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 63
 Old: 93
 Venerable: 125
 Maximum Age: +3d20 years
Asperi tend to reach maturity fairly quickly (although pretty slow in comparison to actual horses), and then enjoy a fairly lengthy lifespan as their aging slows down dramatically.

HEIGHT AND WEIGHT  
 Base Height: 5'
 Height Modifier: +2d6"
 Base Weight: 900 lbs'
 Weight Modifier: x25 lbs.

ASPERI CHARACTERS
  If you want to play an 'intelligent animal' character, especially one that can fly, the Asperi are made for you.  There's a small downside that you don't have hands, but there are ways around that.
 Adventuring Race: Asperi tend to be 'herd centric' for lack of a better term.  They will not hesitate to protect their extended family, and often go adventuring for this purpose.  If his herd has been decimated an Asperi may go through a severe mental crisis and begin life as a loner and wanderer who may end up making friends with an adventuring party.
 Character Development: Asperi scream 'make me a scout'.  Their native combat style works with scout quite well, and their ability to fly gives them a bit of an edge (less so if it isn't windy but you get the idea).  Druids are the most common caster among their people, and whatever casting type they may be they try to specialize in spells that control or raise winds to give their side an advantage in speed and maneuverability.
 Character Names: Asperi names tend to be descriptive of either their appearance or abilities (for example "Bright Mane" or "Swift Runner:).  

ROLEPLAYING AN ASPERI
As an Asperi you're pretty exotic to the other races, even though many of them can't get past you looking like a horse.  If you weren't the shy type you'd probably end up in many fights.  However, you will not willingly serve as a mount to anyone except in the most dire of circumstances.  This is one point you will fight over (the other being protecting the herd and keeping them away from outsiders).  You like your privacy, and dislike any form of flying predator as they are dangerous to the Asperi people and must be put down.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Asperi are suspicious and distrustful of strangers, usually with good reason.  They tend to be shy and a bit distant among anyone but their herds, and while they prefer to run rather than fight (fighting is only done when necessary) they are quite ferocious if cornered.
 Language: Asperi speak and understand Auran and Sylvan.  They have no written alphabet, but most can read Auran even if they cannot write.  Telepathy gives them a bit of an edge over most other races as far as communication goes, so their lack of common languages is no barrier.

ASPERI SOCIETY
 Asperi have no civilization in the common sense of the term as they have no written language, nor forms of art they produce, or anything resembling currency.  They have a herd mentality, with the strongest males at the top, followed by the women, followed by the rest of the males, and then the children.  The Abeil consider women to be exceptionally important because without them the race dies, and there are few of them in the world as it is.
 Alignment : The vast majority of the Asperi are Neutral Good with an incredibly small minority being Neutral.  other alignments are almost unknown.  They tend towards neutrality as they are mostly concerned with themselves, but they are willing to help those in need.
 Lands : The Asperi prefer the very tops of mountain ranges where few other races tend to venture into.  This affords them the privacy they want, and makes their homes adequately defensible to all but the most determined (or magically capable) of land dwelling races.
 Settlements : Asperi rarely settle elsewhere, though some herds have been found on the Elemental Plane of Air.
 Beliefs : Since they're mostly isolated, with only occasional traffic with other races, the Asperi religion focuses strongly on themselves; with their gods being almost an extension of hte herd. Indeed, Asperi believe themselves to be descendants of their gods. While valuing their freedom, Asperi very seldom stray from the path of good. And since they spend much of their time away from most of the herd, their clergy perform more of a ceremonial than a guiding role in Asperi society.
 Relations: The Asperi hate airborne predators such as Rocs, Griffins, and hippogriffs.  They occasionally find allies among the Pegasus (who rarely venture into the cold mountains the Asperi prefer).  While they do not actively hate land dwelling races, they have learned many are dangerous and like to kidnap and enslave Asperi as mounts, so they tend to be suspicious initially of any of them.

ASPERI ADVENTURES
∑   Someone is kidnapping the herds children in the night directly from under the herds nose.  You have been asked to hide and remain unobserved to watch them from a distance, and find the culprit.  You can even bring long your weird friends as long as they stay out of sight.
∑   A human nobleman with less than average sanity needs steeds for his knights to lead an impending invasion of a nearby territory, and for some reason your people are thought to be perfect despite not being dumb animals.  His offer to breed with normal horses was offensive, and you kicked him out.  Subsequently his mages have begun attacking your people.  You have been sent to find sympathetic help.
∑   Entire flocks of Rocs are being sighted by your people, and they find themselves quite nervous as it seems to be an Omen of difficult times ahead.  Eventually you find out the Rocs are despoiling the valleys below destroying villages.  Yet they ignore your people almost deliberately which seems abnormal.  Perhaps something is directing them...



ASPERI RACIAL SUBSTITUTION LEVELS


DRUID
 Level 1: Replace Animal Companion with Windmaster
  Windmaster (Su): All spells cast by you that have the Air Subtype, or that manipulate Winds (such as Control Weather) are cast at +2 Caster Levels.


RANGER
 levels 2,6,11: New options with Combat Style
  Combat Style (Ex): The Asperi has two additional Combat Styles to choose from: Charger, and Grace.  If the Asperi chooses Charger they get the Following Feats: Improved Bull Rush, Powerful Charge (see the Miniatures Handbook), and Shock Trooper (Level 11, see Complete Warrior).  If the Asperi chooses Grace they get the following Feats: Flyby Attack (Level 2), Improved Flyby Attack (Level 6), and Greater Flyby Attack (Level 11, see Savage Species).
  

SORCEROR OR WIZARD
 Level 1: Replace Familiar with Windmaster
  Windmaster (Su): All spells cast by you that have the Air Subtype, or that manipulate Winds (such as Control Weather) are cast at +2 Caster Levels.

VARIOUS
As Uncanny Dodge and Improved Uncanny Dodge are Racial Asperi abilities, they instead gain a Bonus Feat on any class level where they would normally receive these abilities.
Title: Re: MMII Redux
Post by: bhu on October 29, 2009, 01:21:50 PM
ASPERI MUSTANG

(http://Picture URL)
   
"Protect the women at all costs. They are our future.  Without them we have no way of producing children."

"Or getting laid!"

"SHUT UP MARLBORO!!

 Asperi Mustangs are the warriors and protectors of their race, ensuring the females and children are protected from threats and outsiders (i.e. threats) at any cost.  They can be a temperamental and paranoid bunch, but are very loyal to those who have proven themselves regardless of race or origin (You still don't touch their women though.  Ever.  On pain of death.).

BECOMING AN ASPERI MUSTANG  
Asperi who have proven themselves in fights with monsters and outsiders, are childless, and without a mate are asked to join in defense of the herd.

 ENTRY REQUIREMENTS
   Race:  Asperi
   Class Abilities:  Evasion, SKirmish +2d6
   Skills:  Knowledge (Geography) 8 ranks, Listen 8 ranks, Spot 8 ranks, Survival 8 ranks
   Feats:  Power Attack, Flyby Attack, Improved Bull Rush
   Special:  Must be accepted by the herds current Mustangs.


Class Skills
 The Asperi Mustang's class skills (and the key ability for each skill) are Hide (Dex), Intimidate (Cha), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Swift Moving
2. +1    +0     +3     +0    Skirmish (+1d6, +1 AC)
3. +2    +1     +3     +1    Combat Training
4. +3    +1     +4     +1    Swift Moving
5. +3    +1     +4     +1    Skirmish (+2d6, +2 AC)
6. +4    +2     +5     +2    Combat Training
7. +5    +2     +5     +2    Swift Moving
8. +6    +2     +6     +2    Skirmish (+3d6, +3 AC)
9. +6    +3     +6     +3    Combat Training
10.+7    +3     +7     +3    Rainbowmane


Weapon Proficiencies: Asperi Mustangs gain no new weapon or armor proficiencies.
 
Swift Moving (Ex): The Mustangs Land and Fly Speeds increase +10 feet at levels 1, 4, and 7.  This is cumulative with other effects increasing speed, such as Fast Movement.

Skirmish (Ex): The Mustangs Skirmish abilities improve at levels 2, 5, and 8.  This is cumulative with Skirmish gained from other classes.

Combat Training (Ex): At levels 3, 6, and 9 you get a Bonus Feat from the following list if you meet the prerequisites: Chosen by the Ice, Chosen by the Wind, Combat Tactician, Cometary Collision, Dodge, Elusive Target, Frozen Soul, Greater Powerful Charge, Great Flyby Attack, Hover, Improved Dodge Arrows, Improved Flyby Attack, Improved Wind Running, Mobility, Multiattack, Power Climb, Power Dive, Powerful Charge, Pushback, Reckless Charge, Shock Trooper, Sidestep, Spring Attack, Telling Blow, Thundering Charge, Unassailable Charge, and Unstoppable Charge.  Feats not in the PHB and the MM are in Complete Warrior, PHB II, The Miniatures Handbook, or Savage Species.

Rainbowmane (Ex): At 10th level your type changes to Outsider with the Cold and Native Subtypes (plus any Subtypes you may have from Feats).  You also permanently have the benefits of a Freedom of Movement spell in effect on your person (this second part of the ability is a Supernatural Ability).

PLAYING AN ASPERI MUSTANG
 You are expected to die for the sake of others.  Not uselessly, but if there is no other choice.  You are the first, last, and only defense of your herd.  If there's anything that needs taking care of, you do it.  You ensure your races continued prosperity and survival through your deeds, and will be remembered long afterwards for it.  Not that this comforts you much in the meantime.
 Combat: You prefer to fight ground bound opponents as they are easier to neutralize by pushing them off cliff walls, or if fighting flying opponents to knock them from the sky.  Utilize your movement to your advantage, especially during high winds.
 Advancement: Since you are expected to be the defense of your tribe, you are often required to hone your combat skills whenever possible.  This means most Mustangs never become anything but a warrior, and rarely branch out into other concepts.
Resources: The herd will gladly give you any aid they can as long as it doesn't endanger them as a whole.  You also tend to make a good impression of your race on others by helping out, and you may find friends in the unlikeliest places because of it.

ASPERI MUSTANGS IN THE WORLD
"I wish we had more Mustangs like Flaming Nethers.  Does us proud he does."
 You protect the herd above all.  If the herd has somehow fallen, you will adopt a new one.  If there is no nearby Asperi herd, and you cannot find one, your definition of what is acceptable becomes a bit looser, and you may end up protecting livestock, or towns of humanoids, or an adventuring party.
 Daily Life: Your day is spent protecting the herd, practicing for combat, and going on missions.  You pretty much do nothing else.
 Notables: Swift Hooves (NG Male Asperi Scout 6/Asperi Mustang 3) is young Mustang looking to prove himself.
 Organizations: The Mustangs are a pseudo organization of sorts, open to any childless, mateless Asperi male on reaching maturity.  They have no money or political power in the world, but are highly revered among their own people who will do whatever they can to help them.

NPC Reaction
 NPC's usually think you're a horse until you talk or they see you fying.  Then they think you'll make a fabulous mount, and have the gall to be annoyed when you say no.  And they wonder why you don't like the land dwellers so much.

ASPERI MUSTANGS IN THE GAME
 Given it's position in protecting the herd this might be best for an all Asperi campaign, or for one in which the Asperi PC has lost his herd somehow.
 Adaptation: This can go well in either dark or comedy campaigns as long as they have Asperi.
 Encounters: PC's will almost always encounter the Mustangs anytime they try to approach an Asperi herd.  If the Asperi are having any problems the PC's somehow become involved in, odds are they'll end up dealing with the Mustangs first and foremost.

Sample Encounter
EL 16: "What we've got here is... failure to communicate. Some men you just can't reach. So you get what we had here last week, which is the way he wants it... well, he gets it. I don't like it any more than you men.  But we are NOT horses dammit...."


Name
NG Male Asperi Scout 6/Asperi Mustang 3
Init +5, Senses: Listen +17, Spot +17, Dark Vision 60'
Languages Auran, Common, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, +3 Natural, )
hp 94 (13 HD)
Fort +12, Ref +16, Will +6  
Uncanny Dodge, Improved Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 80 ft. (12 squares), Fly 40 ft. (Good)
Melee
Base Atk +10, Grp +17
Atk Options Skirmish (+2 AC, +3d6)
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 18, Con 18, Int 13, Wis 14, Cha 8
SQ Cold Subtype, Dodge Arrows, Wind Immunity, Feather Fall, Ride the Wind, Telepathy, Trapfinding, Fast Movement, Flawless Stride, Trackless Stride, Swift Moving
Feats Flyby Attack, Improved Bull Rush, Hover, Power Attack, Wingover, Improved Dodge Arrows (B), Improved Initiative (B), Quick Reconnoiter (B),
Skills Intimidate +9, Knowledge (Geography) +9, Knowledge (Nature) +5, Listen +17, Search +13, Sense Motive +14, Spot +17, Survival +17, Tumble +9
Possessions



EPIC ASPERI MUSTANGS

Hit Die: d8
Skills Points at Each  Level : 6 + int
Skirmish At level 22, and every 3 levels thereafter the Mustang gains an extra +1d6 Skirmish.  At level 25 and every 6 levels the Mustangs Skirmish AC improves by +1.
Combat Training At level 23 and ever 3 levels thereafter the Mustang can choose an additional Feat from the Combat Training list as well as the following Epic Feats: Blinding Speed, Dire Charge (see Draconomicon), Epic Dodge, Superior Initiative.
Bonus Feats: The Epic Asperi Mustang gains a Bonus Feat every 4 levels higher than 20th





ASPERI FEATS


Improved Dodge Arrows
Winds swirl about you on a constant basis, making it difficult to shoot you down.
 Prerequisites: Asperi
 Benefits You no longer need to move (or be flying) to get your Dodge Bonus to AC against Ranged attacks due to swirling winds about your person.



Unstoppable Charge
When using your Ride the Wind ability you can make truly devastating charges.
 Prerequisites: Asperi, Improved Bull Rush
 Benefits: For every +5 ft. of movement you gain while using your Ride the Wind ability, you gain a +1 Circumstance Bonus on Bull Rush Checks.


Thundering Charge
Your charges are truly damaging.
 Prerequisites: Asperi, Unstoppable Charge
 Benefits: For every +5 ft. of movement you gain while using your Ride the Wind ability, you gain a +1d6 damage on while making a Charge Attack.


Unassailable Charge
You are surprisingly quick when charging with the winds.
 Prerequisites: Asperi, Unstoppable Charge
 Benefits: When moving using your Ride the Winds ability, you gain a +4 Dodge Bonus against Attacks of Opportunity (this stacks with the Bonus gained from the Mobility Feat).


Improved Wind Running
You can turn much quicker than usual in the air.
 Prerequisites: Asperi, Dex 15
 Benefits: The Asperis Flight Maneuverability increases from Good to Perfect.


Chosen By The Wind
The Winds are your protector.
 Prerequisites: Asperi, Improved Dodge Arrows
 Benefits: Your +2 Dodge Bonus from your Dodge Arrows ability becomes a +4 Deflection Bonus.  You also gain the Air Subtype.


Chosen By The Ice
You are colder even than the average Asperi
 Prerequisites: Asperi, Con 18+
 Benefits: Your Natural Weapons do +1d6 Cold damage.


Frozen Soul
You are now so cold you even diminish the power of Fire to hurt you.
 Prerequisites: Asperi, Chosen By The Ice
 Benefits: You no longer take double damage from Fire, and have Fire Resistance 3.
Title: Re: MMII Redux
Post by: Midnight_v on October 29, 2009, 03:22:25 PM
its funny I always felt like these asperi horses where the paladins answer to nightmare...

Most of the time I rule that paladins get them instead of warhorses. Interested to see what you do here. . .
Title: Re: MMII Redux
Post by: bhu on November 03, 2009, 02:56:28 PM
Okay no languages are listed for the Asperi.  I was gonna go with Sylvan as their Automatic language.  Any objections?
Title: Re: MMII Redux
Post by: Chemus on November 04, 2009, 07:21:21 AM
As written, their telepathy obviates the need for any languages at all. Perhaps Auran as their automatic language, considering their strong ties to air? Nothing wrong with sylvan, but it tastes funny to me :)
Title: Re: MMII Redux
Post by: bhu on November 05, 2009, 02:16:13 PM
True enough I'd forgotten the elemental languages.


Anyone know how old horses get?  I'm assuming the Asperi live longer, but i'm having trouble pinning down an age.
Title: Re: MMII Redux
Post by: Chemus on November 06, 2009, 06:27:30 AM
My family had a horse that lived to be 39, but wikipedia (http://en.wikipedia.org/wiki/Horse#Age) says that 25-30 is average, with 62 being the oldest known horse.
Title: Re: MMII Redux
Post by: bhu on November 09, 2009, 02:44:31 PM
Is there a difference in weight between male of female horses?  I've found sites saying horses weigh 840 to 1200 pounds, but nothing on possible sexual dimorphism.
Title: Re: MMII Redux
Post by: bhu on November 21, 2009, 04:03:33 PM
minor update to the Asperi.  Any thoughts on their religion?
Title: Re: MMII Redux
Post by: Chemus on November 21, 2009, 11:05:46 PM
As to religion, Asperi might be seen as horse-gods (gods to horses) themselves. They're the poor (good) man's Nightmare... (I'm musing/brainstorming here...)

Air gods, Mountain gods, Elhonna (Unicorn, but horse-like plus she's neutral good, though she's more woodsy), Fharlanghn would also suit well. Perhaps the Asperi deities are related to Elhonna and Fharlanghn; similar, but not copies, maybe aspects, but with more directly related powers.

Asperi can talk with anything not mindless via telepathy. This gives them speak with animals as well as tongues spells. So their religion may be colored by that.

I suggest Asperi names be description based rather than sound based as they would be using telepathy for their entire lives. Names that include words, perhaps names that are descriptive such as Stalker, Bright-mane, Dainty-hoof, Sprinter, etc., would be the norm. I'll be putting "< >" around the Asperi names for deities to show that these are the Asperi names; other creatures will hear the names as words in their native language.

Hmm...

Religion: Asperi worship and revere their gods, but see them as almost an extension of the herd; the <Wind Father> and <Great Artisan> themsleves might simply be distant parents. Indeed, Asperi see themselves as descendants of their gods. They even have legends of Asperi of unknown origin who seem to be such children. Their abilities to magically fly, ride the wind and speak telepathically with almost any creature also seems to support this view.

With courtship and marriage ceremonies as well as rites of thanksgiving and death, the Asperi have as much ceremony and formal religion as most other goodly races. Asperi believe that dead Asperi are reborn to another Asperi, not necessarily in the same herd, sometimes even to the <Great Artisan> herself. The Asperi have both clerics and druids, seeing little distinction between them.

Since they're mostly isolated, with only occasional traffic to and from other races, the Asperi religion focuses almost exclusively on themselves; their gods do not seem to be concerned with animals or other peoples except when they come into conflict with the Asperi. Asperi clerics need not choose between deities, they may choose domains from any deity of their pantheon if they worship the pantheon.

<Wind Father> Lesser Deity (Neutral Good):
The <Wind Father> is the paragon of Fatherly protectiveness. He is seen as the father of the Wind steeds and the father of the wind itself.

Portfolio: The <Wind Father> pays attention to Asperi defense, freedom and travel. His Domains are Liberation, Protection, Strength, Travel, and Weather.

<Great Artisan> Lesser Deity (Neutral Good):
The <Great Artisan> is the counterpart to the <Wind Father> in the Asperi pantheon. She gave birth to the first Wind Steeds and grants some of them magic to craft items and structures for themselves.

Portfolio: The <Great Artisan> watches over Asperi welfare, knowledge and the dead. Her Domains are Artifice, Creation, Community, Knowledge, and Repose.


<Master of Monsters> Demigod (Chaotic Neutral (Evil?)):

Not strictly a deity of the Asperi's pantheon, but rather an adversary or antagonist, the <Master of Monsters> is chaotic and capricious. It looks like a Nightmare, and it sends humanoids and monsters such as griffons and hippogriffs, as well as the occasional Nightmare, to attack and devil the Asperi. Its few, almost exclusively outcast, Asperi clerics can cause as much damage as, say, the clerics of Erythnul or Nerull, but are much less organized and focused. It does not aim to destroy the Asperi outright, but it is always there, harrying and pushing them. Occasionally, an Asperi will follow the <Master of Monsters> in secret, and is welcomed into the priesthood in much the same way as a fallen paladin would be welcomed as a blackguard.

Portfolio: The <Master of Monsters> is concerned with bedeviling the Asperi. Its Domains are Charm, Darkness, Destruction, Fire, and Madness.

I hope you can use some of this, and thanks a bunch for the all toys! It all looks really great.
Title: Re: MMII Redux
Post by: Chemus on November 22, 2009, 07:40:24 AM
Is there a difference in weight between male of female horses?  I've found sites saying horses weigh 840 to 1200 pounds, but nothing on possible sexual dimorphism.

Forgot to answer this, sorry. As far as I can find out, unless a mare is pregnant, you have to look under the hood to know for sure if a horse is male or female. If you want, go with a 5% difference so that males are bigger and heavier, but I don't think it's necessary; there's a not lot of difference.

Also, I got a humorous/fun concept here: Asperi Soulknife/Pyrokineticist. You get a 'horn' like a unicorn that you can enchant, you can throw the weapon, reducing your handless difficulties, and you get fire abilities and resistance to complement your [Cold] subtype. Poor man's nightmare indeed!

Title: Re: MMII Redux
Post by: bhu on November 22, 2009, 10:56:31 AM
I should think you would be able to tell a horse was male from space  :p

Title: Re: MMII Redux
Post by: Chemus on November 22, 2009, 11:07:57 AM
That's the 'under the hood' bit. :D

Edit: I am remiss. I really didn't look at the amount of stuff you put into the other MMII races' beliefs sections. How 'bout I just boil what I wrote up there down a teensy bit?

Beliefs:Since they're mostly isolated, with only occasional traffic with other races, the Asperi religion focuses strongly on themselves; with their gods being almost an extension of hte herd. Indeed, Asperi believe themselves to be descendants of their gods. While valuing their freedom, Asperi very seldom stray from the path of good. And since they spend much of their time away from most of the herd, this means that their clergy perform more of a ceremonial than a guiding role in Asperi society.
Title: Re: MMII Redux
Post by: bhu on November 23, 2009, 02:32:10 PM
I would like to increase the fluff on most of the races once I get done.  It's only fair.
Title: Re: MMII Redux
Post by: bhu on November 24, 2009, 01:04:16 PM
The Apseri itself is done except for the Ranger sub levels.  THink the +# LA is fair?

Got the fluff done for the Mustang and just need to fill in abilities and do the feats
Title: Re: MMII Redux
Post by: Chemus on November 24, 2009, 09:55:48 PM
The ride the wind ability in the MMII actually references the air walk (http://dndsrd.net/spellsAtoB.html#air-walk) spell; neither one limits the speed bonus gained by high winds. Rather they say that the 21+ mph wind speed is a gateway to winds affecting the speed of the or air walker. If the wind is 21 mph, the air walker gains +20 movement. Asperi have the special ability that adverse winds don't hamper their movement.

The bit I found unclear in the MMII is their fly speed. They fly at 30' (Good), but Ride the Wind references air walk, which uses land movement rate, and it says "An asperi carrying a rider gallops through the air so smoothly..." This suggests that they actually move at 60' via Ride the Wind, buoyed by any high winds going their way. Personally, their fly speed seems superfluous, or

Already having 4HD, the +3 LA feels very heavy initially, especially as they can't use use hand-held items. I think that they're actually LA +0, but I'm gonna examine it closely here and see if my feeling holds up to scrutiny.

Asperi Racial Class:

Asperi Base Race:
Medium Magical Beast [Cold]
Str -6, Dex +4, Wis +2
Darkvision
Low-light Vision
Wind Immunity
Telepathy
Non-Humanoid form
40' move
Hoof (Pri., 1d4+str), Bite (Sec., 1d4+Str/2)

Class levels
Hit Dice: d10
Skill Points: (2+Int) x (Level+3)
Class Skills: Intimidate, Listen, Spot, and Survival

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    feather fall 1/day, +5 Mv, Uncanny Dodge
2. +2    +3     +3     +0    feather fall 2/day, +5 Mv, Dodge Arrows, +1 Nat AC
3. +3    +3     +3     +1    feather fall 3/day, Fly 20' (A), +5 Mv, +1 Int, Large (long) Size (+8 Str, +4 Con, -2 Dex, +2 Nat AC, -1 Att/AC)
4. +4    +4     +4     +1    feather fall 4/day, Fly 30' (G), +5 Mv, Ride the Wind, Imp Uncanny Dodge

Being Large (long) gives the penalties of large size without reach, and only nets them the +4 to bullrush, grapple and co.

I will grant that they have a lot of ability bonuses (But a large creature gets the adjustments above coming from medium. And a creature with 4 HD/levels gets +1 to an ability for free...).

They do have the cold subtype, but fire hurts them more, and it's the most common energy type. Perhaps consider removing the cold subtype; give them part of the effect of endure elements (http://dndsrd.net/spellsDtoE.html#endure-elements) as an (ex) ability, like this:
Quote
Mountaintop Endurance (ex): An Asperi suffers no harm from being in a cold environment. It can exist comfortably in conditions between Ė50 and 90 degrees Fahrenheit without having to make Fortitude saves). This protection extends to the Asperi's equipment, but doesnít provide any protection from cold damage.

Whaddaya think?
Title: Re: MMII Redux
Post by: bhu on December 07, 2009, 02:53:40 PM
Well I initially used the SS as a Guide with a few alterations:

Unbalanced ability scores: at least +1
Natural Armor Bonus +1
Fly Speed with Good maneuverability +2
More attacks per round than similar level Fighter: +1
Rest of it's stuff +1
Nonhumanoid form: at least -1

Leaving me with a total +5

I dropped the Armor Bonus cause other people can have heavier armor at that level, and the rest of its abilities weren't great so I dropped that as well, leaving it with a total +3 (maybe a +2 with nonhumanoid)

Also, why the heck don't they have the Air subtype?
Title: Re: MMII Redux
Post by: Chemus on December 07, 2009, 09:20:50 PM
Unbalanced ability scores: at least +1
Natural Armor Bonus +1
Fly Speed with Good maneuverability +2
More attacks per round than similar level Fighter: +1
Rest of it's stuff +1
Nonhumanoid form: at least -1

That's a good analysis, and at +2, or even +1, I think you're in line with LA as 3.5 runs it. Compare to the Unicorn (at +4):

Unbalanced Scores: +10 Str, + 7 Dex, +11 Con, +11 Wis, +14 Cha.
Natural Armor: +6
Flight (Good): Magic Circle vs Evil all the time. As useful, and possibly more so considering the immuntites. Especially in combat where the flight requires ranged attacks to be truly useful.
More attacks: Would be a push, but the horn is magical and +3. Asperi may not use weapons, let alone +3 magical ones, in most games not using Savage Species, and never increase in attacks per round.
Other abilities: detect evil as a free action(radar!), (limited) greater teleport, CLW 3/day (5th), CMW 1/day (5th), neutralize poison 1/day (DC 14+cha, 8th), Wild Empathy as druid +6.
Nonhumanoid Form: Same


Quote
Also, why the heck don't they have the Air subtype?
They're described as living on mountaintop glaciers. Plus the Air subtype says "...usually is used for elementals and outsiders with a connection to the Elemental Plane Air..."




[derailment]
Now here's my harangue about LA and Racial HD in general:

While the Unicorn's +4 is much more value for LA, overall, the racial HD alone of both the Unicorn and the Asperi severely limit options at any levels. At 4th level, assuming +0 LA, they have some special abilities that will make them useful, but limited, party members without unbalancing play. The unicorn gets to be a limited option cleric, and the asperi is a weak mobile hitter. At 10th level, they have 6 levels of any class to play with, and unless those levels are melee based, their abilities help them only a little bit, and don't make up for the 4 lost levels in most cases. At 20th level, casters lose the most at 9th level spells altogether, a fighter loses the least at 2 feats, and all other classes the top 4 levels of their classes. With racial HD, high LA is redundant. It will cause some issues at low levels, where the abilities gained are only occasionally better than class levels, but will severely penalize every class at high levels, for little or no benefits at those levels.

For PC's, add racial HD equal to appropriate LA. Allow retraining at intervals equal to Non-Adjusted Racial HD, trading the HD from LA first. Once the LA HD go away, reduce the intervals as you replace the non-adjusted racial HD. So for the Unicorn, at every 4th level, he may trade 1 racial HD for a class level, thus he starts as an 8th level character with 6HD, and 2 levels. At 12th, he has 5HD and 7 levels, at 16th, 4 HD and 12 levels, and at 20th, 3HD and 17 levels. Going into Epic, the unicorn replaces another HD at 23rd, 25th, and 26th. This keeps all HD, HP, BAB and saves at somewhat competitive levels, and allows for characters to have options.

Hell, I'll make a new thread here. (http://brilliantgameologists.com/boards/index.php?topic=6593.0)
[/derailment]

Thank's again for the updates bhu! You're a cat among men!
Title: Re: MMII Redux
Post by: bhu on December 08, 2009, 01:07:07 PM
Yeah but their wind abilities kind of imply they have a conncetion to the Plane of Air (and I think their fluff might too I have to reread that).
Title: Re: MMII Redux
Post by: Agita on December 08, 2009, 03:06:02 PM
Some True Dragons also have the [Air] subtype, so I see nothing wrong with giving it to Magical Beasts.
Title: Re: MMII Redux
Post by: bhu on December 12, 2009, 03:14:07 PM
Okay I got the Asperi Feats up, along with the Ranger levels.  You likee?
Title: Re: MMII Redux
Post by: Chemus on December 12, 2009, 07:42:52 PM
Looks good. It's not worth 7 levels of anything but fighter or monk (or samurai), but almost nothing is, and this is well done. The 4 HD +3 LA make it so that at 16th, you can buy off (via LA buyback from UA) 1 level, and then at 21st the second, and at 24th, you can buy off the third.
Title: Re: MMII Redux
Post by: bhu on December 19, 2009, 12:09:01 PM
Okay the Mustang is done cept for the capstone.  Soon as I think of one I'll get it up and I can do the next one.
Title: Re: MMII Redux
Post by: bhu on January 05, 2010, 02:56:52 PM
WOuld having a permanent Freedom of Movement spell in effect on your person make a worthy cap do you think?
Title: Re: MMII Redux
Post by: bhu on January 07, 2010, 02:18:01 PM
Capstone is up.  If you guys like Ill finish the example npc, and then it's Boggle time.
Title: Re: MMII Redux
Post by: bhu on January 16, 2010, 03:09:31 PM
BOGGLE

(http://Picture URL if you have one)
   
"SHRIEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEK!!!"

 Boggles are deformed humanoids with hairless rubbery hide.  They normally have large heads and ears with various odd little deformities that vary between individuals.  Skin color is dark gray to blue-black.  

BOGGLE RACIAL TRAITS
∑   +10 Dex, - 6 Int, -2 Wis, -4 Cha
∑   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
∑   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
∑   Base land speed 40 ft.
∑   Base climb speed 30 ft.
∑   Improved Grab (Ex): If a Boggle successfully hits an opponent up to 1 Size Class larger than itself with it's claw attack, it gets an immediate Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may then Rend the next round.  If the Boggle takes a -20 to the grapple Check it is not considered grappled, but can do nothing to the victim but hold him.  
∑   Dimension Door (Sp): A Boggle can cast Dimension Door 6 times per day as a Spell-Like Ability.  Caster Level is 7th.
∑   Grease (Su): Boggles can secrete an oily non-flammable substance from their skin.  Effectively they can cast Grease at will as a Supernatural ability.  Unlike normal the range is touch, and it lasts a number of founds equal to the Boggles Hit Dice.  The Save DC has a +2 Racial Bonus.
∑   Rend (Ex): If both of the Boggles claw attacks hit it then Rends for 2d4 damage plus it's Strength Modifier.  It also deals this damage with a successful Grapple Check.
∑   Scent (Ex): Identical to the ability listed in the Monster Manual.
∑   Increased Reach (Ex): Boggles can stretch and compress their body at will and because of this their Reach is 15'.
∑   A Boggle has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Escape Artist, Hide, Move Silently, and Sleight of Hand. It also gets 2 Feats.
∑   Boggles have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus.
∑   Boggles get a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.  Due to the oiliness of their skin they also gain a +10 Racial Bonus on Escape Artist Checks
∑    Boggles automatically speak Boggle.  Bonus languages include Common.
∑   Level Adjustment: +3
∑   Favored Class: Rogue

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT  
 Base Height: 2'8"
 Height Modifier: +2d4
 Base Weight: 30 lbs.
 Weight Modifier: x1 lb.

BOGGLE CHARACTERS
 If you want to play a character built for stealing and that has some odd combat abilities it would be hard to do better than the Boggle.  It's Reach and Improved Grab present opportunities for decent fighting builds, and  you can always use his magical abilities to escape anything too difficult to deal with otherwise.
 Adventuring Race: Boggles are an odd Chaotic lot, but they rarely adventure.  Usually this happens because they've been separated from their tribe and have adopted an adventuring group that was kind to them.  Also, they get neat shinies.
 Character Development: Boggles are built to be thieves.  Despite their small size they could also make decent grapplers due to some of their abilities. Because of their mental stats they make lousy casters, and they tend to superstitiously fear magic anyway.    
 Character Names: Boggle names are usually grunting or screeching sounds in their own language.  They don't have surnames.  

ROLEPLAYING A BOGGLE
 People consider you vermin, and even if you understood their weird languages you wouldn't care.  They're all freaks and nutcases.  They actually think they can permanently own things like land or shinies.  What morons.  Beings so dumb shouldn't look down their noses at you.
 Personality: Boggles are often compared to screeching monkeys, and the comparison is sometimes apt.  They do posture and make threat displays often, but are somewhat cowardly unless cornered or enraged.
 Behaviors: Boggles are obsessed with shiny objects, and steal them almost compulsively.  The same goes for food as Boggles have little to no concept of personal property.  They take what they want and if someone else can successfully keep them from it it wasn't meant to be theirs  At that time.  They're also mighty persistent.
 Language: Boggles speak their own rudimentary language composed mostly of whistles and grunting sounds, similar to some monkeys.

BOGGLE SOCIETY
 Boggles don't really have a society.  They're barely above the level of apes.  They have no form of art, currency, agriculture, or government.  The toughest Boggle rules until he is killed or screws up badly enough no one is willing to listen to him anymore.
 Alignment : Boggles tend towards Chaotic Neutral.  Being stone age primitives they have little if any in the way of laws, and for the most part concepts such as Good and Evil are foreign to them.  
 Lands : Boggles are fairly ubiquitous and live just about everywhere except underwater.  They avoid water as it washes off the oily secretions they use to escape predators.
 Settlements : Boggles are already omni-present.  They don't settle anywhere so much as move in and get exterminated because they're considered vermin.
 Beliefs : Boggles have no religion.  Oddly they are one of the few primitive humanoid races that seem to have come about fairly independently of Gods, and seem to have no concept of worshiping them.
 Relations: Other races consider Boggles vermin to be slaughtered, or a resource to be exploited.  Fear pretty much sums up their reaction to anything else, and they have good reason for it.

BOGGLE ADVENTURES
∑   Some humanoids broke into your cave while you were gone and stole your shinies.  You and the boys have been lookin' for an excuse to start something...
∑   Some pale. somewhat furry weirdo apparently needs you to swipe a bunch of shiny rocks because everyone knows he wants them.  At least that's what you think he's saying.  He's kind of a jerk, so maybe you'll just hide them instead...
∑   Your tribe was massacred by marauding adventurers.  That's it.  That's the absolute last straw.  That's the fifth time this year and you aren't taking it anymore.  It's time to find some means of getting a little back.


BOGGLE RACIAL SUBSTITUTION LEVELS


Barbarian
 Level 7, 10, 13, 16, and 19: Replace Damage Reduction with Metamorphic Rage
  Metamorphic Rage (Ex): Boggle Barbarians seem to boil and mutate from one moment to the next when Raging.  Beginning at Level 7 they gain a +2 Circumstance Bonus to all Opposed Combat Checks (Bull Rush, Grapple, etc).  This increases by an additional +1 at levels 10, 13, 16, and 19.


Scout
 Level 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19: Replace Skirmish with Phase Skirmish
  Phase Skirmish (Su): At 1st Level the Boggle Scout may use a daily use of it's Dimension Door ability to teleport up to 10' and make a Full Attack as a Full Action.  Any opponent within it's Reach is considered to be Flat-footed.  At levels 3, 5, 7, 9, 11, 13,15, 17, and 19 the range of this ability increases by +10'. 


Rogue
 Level 10, 13, 16, and 19: Gains new options to choose from the Rogue Special Ability list in addition to the regular ones.
  Special Abilities (Ex):
Grease Defense (Ex): By oiling himself with his Grease ability as a Swift Action the Boggle may gain a +4 Circumstance Bonus to Escape Artist Checks made to escape Grapples for 1d3 rounds.  The Bonus increases by +2 for each Size Class larger than the Boggle it's opponent is..

Teleport Defense(Ex): 3 times per day a Boggle can use it's Dimension Door ability  as a Free Action when it is being attacked or would suffer damage.

Stretching (Ex): As a Standard Action a Boggle can increase it's Reach to 30' for one round.  It must wait 1d4 rounds before using this ability again.

Grease Offense (Ex): By oiling himself with his Grease ability as a Swift Action the Boggle gains a +4 Circumstance Bonus to Trip Attempts (+8 if he makes the Trip as part of a Charge) for 1d3 rounds. 
Title: Re: MMII Redux
Post by: Radmelon on January 16, 2010, 10:56:56 PM
Capstone is up.  If you guys like Ill finish the example npc, and then it's Boggle time.
Stop! boggle time.  :D
Title: Re: MMII Redux
Post by: bhu on January 19, 2010, 12:53:04 PM
BURGLAR

(http://Picture URL)
   
'SHINIES!"

 Burglars are Boggles who have been trained (i.e. beaten until they perform) to burgle houses as cat burglars.  Many races see them as trained animals and don't bother to catch and prosecute them, simply killing them on sight.  Even the more culturally advanced races admit caging them is risky at best, and they honestly are too stupid to realize what they're doing is wrong so they'll continue doing it if let free.  Life as a Boggle is not always fun...

BECOMING A BURGLAR  
You have to be caught by some Thieve's Guild (or other brutal dehumanizing organization) and soundly tortured and beaten until you you learn to perform on command.  

 ENTRY REQUIREMENTS
   Race: Boggle
   Skills:  Balance 4 ranks, Climb 4 ranks, Disable Device 4 ranks, Hide 9 ranks, Jump 4 ranks, Move Silently 9 ranks, Open Lock 4 ranks
   Feats:  Cunning Evasion, Tactile Trapsmith
   Class Abilities:  Trap Sense +2


Class Skills
 The Burglar's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Architecture, Dungeoneering, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), or Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Entry
2. +1    +0     +3     +0    Avoidance
3. +2    +1     +3     +1    Escape
4. +3    +1     +4     +1    Entry
5. +3    +1     +4     +1    Avoidance
6. +4    +2     +5     +2    Escape
7. +5    +2     +5     +2    Entry
8. +6    +2     +6     +2    Avoidance
9. +6    +3     +6     +3    Escape
10.+7    +3     +7     +3    Veteran Burglar


Weapon Proficiencies: Burglars gain no new weapon or armor proficiencies.
 
Entry (Ex): At 1st level the Burglar can make ooze grease into complicated works, either making them slick or gumming up the works.  He gains a +4 Racial Bonus on Disable Device and Open Lock checks.

At 4th level the Burglar can make his Grease coating sticky, effectively allowing him to Spider Climb at will as per the spell (this is till an Ex ability).

At 7th level can make Hide or Move Silently Checks while moving at full speed.

Avoidance (Su): At second level if the Burglar sets off a trap, it can make a second Saving Throw to halve the damage.  This is a Reflex Saving Throw, and the Save DC is the same as the original traps Save DC.

At 5th level if the Burglar sets off a trap, it can use 1 daily use of it's Dimension Door ability as a Free Action to teleport to safety if it can make a Reflex Save (Save DC is equal to the Traps Save DC or its Search DC if it has no Save, you still lose the daily use of Dimension Door if you fail the Save roll).  

At 8th level you no longer lose a daily use of Dimension Door if you fail the Saving Throw.  If you make a second save to avoid trap damage you take no damage instead of half.

Escape (Ex): At 3rd level you have learned to run while greasing your feet.  Your Base Land speed increases by +10 ft.

At 6th level when squeezing into a space (see PHB page 148-149) you do not lose your Dex Bonus to AC, and your movement is not halved due to your slipperiness and slightly metamorphic nature.

At 9th level you permanently gain the benefits of a Freedom of Movement spell (this is a Supernatural ability).

Veteran Burglar (Su): You may cast Greater Dimension Door when using your Racial ability now.

PLAYING A BURGLAR
 Bright lights and sudden noises scare you.  Things bigger than you scare you.  People carrying things in their hands scare you.  Your 'training' has left you with a few lingering mental issues.
 Combat: You were never trained for combat, and are just smart enough to realize it's not in your best interests to get involved in it.  You really only fight if cornered, or you outnumber foes.  
 Advancement: Escape is your only goal.  Anyone promising you escape from your masters is worth listening to, although your paranoia will make it hard for you to trust them.  The masters have tested your willingness to escape before...
Resources: You have your 'owner', but he really doesn't think of you as more than a useful tool that's expendable if necessary.   Even if you escape him, you'll be dirt poor and considered a monster by most.  You are well and truly on your own.

BURGLARS IN THE WORLD
"My grandmother always told me not to feed stray animals or they'd reproduce."
 You don't really interact with the world much, and it doesn't interact with you.  Your pretty much kept in a cage until your skills are needed, and hten you're either returning to the cage, fleeing the law, or fleeing your captors.
 Daily Life: You spend your days being beaten or left alone, or being taught to burgle better.  Sometimes you actually spend it burgling.  At least then you get ot be on your own a bit once you're inside the targets house.
 Notables: EEp (CN Male Boggle Rogue 6/Burglar 2) is a poor tortured soul who desperately wishes to escape his life, and will probably bond with the first group that's not willing to kill him out of hand.
 Organizations: Many criminal organizations have a few Burglars enslaved, but they don't really do much to support them.  They can always make more after all.

NPC Reaction
 NPC's think of you as a monster, nuff said.  You're unlikely to get help from any source other than stray adventurers who are more open minded than usual.  honestly it's enough to make you pray for death.

BURGLARS IN THE GAME
 This PrC assumes the player is a slave who is beaten and mistreated.  Not many people like that idea, so assume he's already escaped if the PC's are starting out high enough, or give him opportunities to do so.
 Adaptation: This is kind of a dark PrC.  it could be adapted for a lighter campaign, but torture and slavery make for pretty dark humor.
 Encounters: Burglars are usually caught in the act, or seen rapidly fleeing the scene from the destruction of their masters Guild.  Escaped Burglars can often be seen stealing food, hiding in the cities darker place, or fleeing for the woods.

Sample Encounter
EL 15: "Bert...a weird hairless greasemonkey just tried to lift my coinpurse..."


EEp
CN Male Boggle Rogue 6/Burglar 2
Init +7, Senses: Listen +, Spot +, Dark Vision 60'
Languages Boggle
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +7 Dex, )
hp 70 (12 HD)
Fort +5, Ref +19, Will +6  
------------------------------------------------
Speed 40 ft. (8 squares), Climb 30 ft.
Melee
Base Atk +9, Grp +5
Atk Options Improved Grab, Rend, Increased Reach
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 25, Con 14, Int 8, Wis 10, Cha 6
SQ Dimension Door, Scent, Entry, Avoidance
Feats
Skills
Possessions



EPIC BURGLAR

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Burglar gains a Bonus Feat every 2 levels higher than 20th



Boggle FEATS



Squeeze
You can alter your form a little more than the average Boggle.
 Prerequisites: Boggle, Escape Artist 4 Ranks
 Benefits: You gain a +4 Racial Bonus to Escape Artist Checks, and as a FUll ROund Action can squeeze through openings as small as 8" across.


Springheel
You can alter your leg muscles for more spring in your step.
 Prerequisites: Boggle, Jump 4 Ranks
 Benefits: You gain a +4 Racial Bonus to Jump Checks, and you do not take penalties to your Jump Checks due to speed.


Sprinter
You can move faster than the average Boggle
 Prerequisites: Boggle, Springheel
 Benefits: Your Base Land and Climb Speed increases by +10 ft.  This stacks with other Feats abilities increasing your Land or Climb Speed.


Body Hammer
You can alter your form to increase the damage of your Natural Attacks.
 Prerequisites: Boggle, Con 15+
 Benefits: Your Natural Attacks and Unarmed Strikes do an extra +1d6 damage.


Improved Dimension Door
Your Dimension Door ability improves significantly.
 Prerequisites: Boggle, 3rd level
 Benefits: You may now use Dimension Door as a Supernatural Ability, and Caster Level is equal to 7th Level or your HD, whichever is Greater.


Greater Dimension Door
You have mastered your primitive natural ability to teleport.
 Prerequisites: Boggle, Improved Dimension Door
 Benefits: You may now use Dimension Door at Will, and unlike the spell are no longer forbidden to take any other actions this Turn (any Actions you take must still be applicable by the rules however).


Improved Grease
Your Grease is slightly more versatile.
 Prerequisites: Boggle, Con 13+
 Benefits: The duration of your Grease ability is doubled.  it also becomes slightly fire resistant, and will douse small flames such as a candle or torch.


Greasemonkey
You truly are a master of the use of Grease.
 Prerequisites: Boggle, Improved Grease
 Benefits: You are immune to Grease spells and similar effects.  When coating yourself with your Grease, you gain Fire Resistance 3.
Title: Re: MMII Redux
Post by: bhu on January 30, 2010, 11:05:24 AM
Did the Boggles ever have a religion in previous editions?
Title: Re: MMII Redux
Post by: Chemus on January 30, 2010, 06:43:50 PM
Not in 1e...
Title: Re: MMII Redux
Post by: Radmelon on February 06, 2010, 03:30:25 AM
For the next race, you should do the Myconids. They are win in shroom form. ;)
Title: Re: MMII Redux
Post by: bhu on February 06, 2010, 02:38:13 PM
I want to but there's some minor barriers vis a vis their size, abilities, and power level varying with age. 

Minor Boglish updates.
Title: Re: MMII Redux
Post by: Radmelon on February 07, 2010, 03:17:19 AM
Im sure you'll think of a way.  ;)
Title: Re: MMII Redux
Post by: bhu on February 08, 2010, 02:02:20 PM
okay in the MM2 it says area reach is 5'/15'.  In the revised file it says 5'/5' (5' magic). 

wtf?
Title: Re: MMII Redux
Post by: bhu on February 21, 2010, 02:25:54 PM
Anyone have an opinion on whether Boggles should age?  Their body tends to warp constantly so I'm wondering if that speeds aging up or retards it.  Should I also make height/weight variable as well?
Title: Re: MMII Redux
Post by: bhu on February 23, 2010, 02:42:54 PM
Any objections to making Rogue thir favored class?
Title: Re: MMII Redux
Post by: Radmelon on February 24, 2010, 02:51:03 AM
Why would we object to giving a small, sneaky, goblinoidish creature rogue favord class? ??? :rollseyes
Title: Re: MMII Redux
Post by: bhu on March 09, 2010, 05:53:31 AM
Minor updates to Boggle and Burglar.
Title: Re: MMII Redux
Post by: bhu on March 13, 2010, 12:41:53 AM
Boggle is done, as soon as I get the Burglars class abilities up all thats left are the racial class substitution levels and feats.
Title: Re: MMII Redux
Post by: jojolagger on March 13, 2010, 07:33:33 AM
Considering that a boogle needs a roll of 18 in INT to get the bonus language, it might as well just be Bonus language Common.
Title: Re: MMII Redux
Post by: bhu on March 27, 2010, 07:34:29 AM
Sorry about the delays (damn job situation has put me behind again).  I should have the Feats, racial class levels up this weekend.
Title: Re: MMII Redux
Post by: bhu on March 31, 2010, 06:47:09 AM
I hadda help mom move unexpectedly so obviously the weekend was a wash.  I got part of the Feats/class variants up tonight, more coming soon.
Title: Re: MMII Redux
Post by: Radmelon on April 01, 2010, 12:26:56 AM
No problem.
Title: Re: MMII Redux
Post by: bhu on April 19, 2010, 03:47:45 AM
Racial Feats and Class Substitution levels for the Boggle are done, and await feedback.
Title: Re: MMII Redux
Post by: bhu on April 23, 2010, 07:04:03 AM
First two class abilities are up for the Burglar.  Any thoughts?
Title: Re: MMII Redux
Post by: bhu on May 11, 2010, 07:59:56 AM
Burglar just needs a capstone now.
Title: Re: MMII Redux
Post by: bhu on May 15, 2010, 09:07:00 AM
okay if everyone likes the capstone it's high time i finished up and moved to a new critter.
Title: Re: MMII Redux
Post by: bhu on May 21, 2010, 07:51:34 AM
HORNED FELLDRAKE

(http://Picture URL if you have one)
   
"Step away from the Elf."

 Horned Felldrakes are medium sized creatures vaguely resembling blue dragons with 4 large horns on their heads, vestigial wings, and raised scutes along their back and tail.  They tend to be bright blue with their horns and spine being golden in color.

HORNED FELLDRAKE RACIAL TRAITS
∑   +6 Str, +4 Con, -6 Int, +2 Wis, -2 Cha
∑   Size Class: Medium
∑   Dragon, giving you Low Light Vision, Dark Vision 60', and immunity to sleep and paralysis effects.
∑   Base Land speed 30 ft.
∑   +7 Natural Armor Class Bonus
∑   Charge (Ex): The Felldrakes Horn Attack does 4d6 plus twice Strength damage with a successful Charge Attack.
∑   Horned Felldrakes have a Primary Horn Attack doing 2d6 plus one and a half times Strength bonus.
∑   A Horned Felldrake has 4 Racial Hit Dice, giving it the following: 4d12 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +4 Will Save, and (6 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Jump, Listen, and Spot. It also gets 2 Feats.
.            Non Humanoid Form: The Horned Felldrakes aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get.  Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost but half the weight for them.
∑   The Felldrakes automatically speak Draconic and Sylvan.  Bonus Languages include Elven, Gnoll, Gnome, Goblin, and Orc.
∑   Level Adjustment: +2
∑   Favored Class: Fighter

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT  
 Base Length: 5' 10"
 Length Modifier: +2d12"
 Base Weight: 180 lbs.
 Weight Modifier: x 2d8 lbs.

HORNED FELLDRAKE CHARACTERS
 If you want to play a Dragon without an enormous LA, and don't want to be as small as some of the other Drakes, the Horned Felldrake is a decent choice.  Particularly if you want to make a charging build.
 Adventuring Race: Felldrakes normally go on adventures because they were assigned to by the Elves, the Church of Bahamut, or on rare occasions because their God told them to in their dreams.  As the Horned Felldrakes are usually bodyguards they often accompany their charge on adventures to protect him.
 Character Development: Remember that you have a major disadvantage: you have no hands, and you can't stand upright.  At first this won't seem to be too much of a problem (especially if you have a lenient DM), but at times when you need to, say, open a door to save someone it will be immediately apparent there's a significant problem.  Make sure to take steps beforehand.
 Character Names: Felldrakes normally have Elven or Draconic names.

ROLEPLAYING A HORNED FELLDRAKE
 Quick generalization about playing a member of this race.
 Personality: Horned Felldrakes are not the brightest of Drakes, and unfortunately are among the stronger ones physically.  They tend to eat things smaller than themselves unless they know better, and are used to intimidating others as a means of social interaction.  they are more predator than citizen, and their Elven companions often have to apologize for them.
 Behaviors: Horned Felldrakes anger easily, and are naturally suspicious of anything they don't know or understand immediately.  This can be both good and bad given that they typically tend to be employed as bodyguards.  Attack is almost a Pavlovian response from the worst of them, but they calm down almost as quickly if someone they know intervenes.
 Language: Felldrakes normally speak Sylvan or Draconic.  Surprisingly most aren't illiterate given their lack of hands.

HORNED FELLDRAKE SOCIETY
 The Felldrakes themselves tend not to have a separate culture or civilization.  As per the directives of Bahamut they live with and guard the Elves.  They adopt the ways of Elven society when living among them, and revert to packs in the wild.
 Alignment : As divinely created beings the Felldrakes are always Neutral Good.  There are magics or possible incidents that would change this, but without some cataclysmic event or deliberate intervention a Felldrake will always be Neutral Good.
 Lands : Being the guardians of the Elves,Horned Felldrakes live wherever the Elves choose to live.  They are a common sight in Elven lands.
 Settlements : Felldrakes tend to follow the Elves, and usually only settle lands if the Elves are moving in as well.
 Beliefs : The Felldrakes worship the Good deities of the Draconic Pantheon, particularly their creator Bahamut.
 Relations: The Felldrakes get along with the Elves, Gnomes, and Halflings particularly well.  They find Dwarves to be too self limiting with their various rules and laws, and simply don't trust the Orcish or Goblinoid races.  Humans are considered a mixed bag at best due to their unpredictability.

HORNED FELLDRAKE ADVENTURES
∑   A young Elven noble woman has eloped with a suitor her parents disapprove of.  Your job is to find and return her, which isn't so easy since you agreed with her that her choice of mate seemed more ideal than the nerf herders her parents had lined up for her.
∑   Your Elven employer has a new husband.  A husband of questionable (i.e. non humanoid) parentage who the staff and court DO NOT like.  While guarding her they want you to get info on him and watch him for signs of trouble, such as  the possibility he may be mind controlling her.  The court does not accept that your Mistress could simply have an odd fetish or two...
∑   You have been assigned to guard a visiting dignitary who just happens to be a Blue Dragon the Elven Kingdom is hoping to avoid outright war with.  Not that she needs a guard.  She also misses her harem and has hinted you may be an acceptable replacement whether you like the idea or not.  Gonna be one of those days...


HORNED FELLDRAKE RACIAL SUBSTITUTION LEVELS


Barbarian
 Level 3, 6, 9, 12, 15, and 18: Replace Trap Sense with Push Bonus
  Push Bonus (Ex): Instead of getting a Bonus to Reflex Saves against Traps you get a Bonus on Bull Rush and Overrun Checks.


Scout
 Level 8: Replace Camouflage with Charge Bonus
 Level 14: Replace Hide in Plain Sight with Improved Charge Bonus.
  Charge Bonus (Ex):  At Level 8 you gain an additional +2 on Attack and Damage rolls when making a Charge.
  Improved Charge Bonus (Ex):  At Level 14 your Charge Bonus becomes +4.


Ranger
 Level 1, 6, 11: New Options for Combat Style
 Level 1: Replace Wild Empathy with Draconic Empathy
 Level 4: Replace Animal Companion with Natural Casting
  Combat Style (Ex): Rangers who choose Charging Rhino Style gets Reckless Charge at Level 1, Powerful Charge at Level 6, and Greater Powerful Charge at Level 11.  Rangers who choose Stubborn Charger get Power Attack at Level 1, and Improved Bull Rush at Level 6, and Shock Trooper at Level 11.
  Draconic Empathy (Su): The Crested Felldrake Ranger gains a +2 Bonus on Diplomacy checks against Dragons or Elves.
  Natural Casting (Su):  The Crested Felldrake gains the Eschew Materials Feat as a Bonus Feat.  He may also cast spells from the Ranger list that do not have material of focus components at +1 caster level.
Title: Re: MMII Redux
Post by: bhu on May 24, 2010, 06:59:43 AM
FELLDRAKE BODYGUARD

(http://Picture URL)
   
"Fuck off."

 Felldrake bodyguards are tasked with protecting Elven royalty (or at least very important persons), visitors who are important as well,

BECOMING A FELLDRAKE BODYGUARD  
Generally you have to be a pretty decent Felldrake Warrior who hasn't made any serious goofups, like letting one of your charges get killed or publicly embarrassed,

 ENTRY REQUIREMENTS
   Race:  Horned Felldrake
   Skills:  Sense Motive 4 ranks, Spot 4 ranks
   Feats:  Bodyguard, Veteran Bodyguard
   BAB:  +6
   Spells:  Must be able to cast spells from the Ranger spell list.


Class Skills
 The Felldrake Bodyguard's class skills (and the key ability for each skill) are BLuff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, Nature, Nobility), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Takedown Charge, + Level of Divine Spellcasting Class
2. +2    +3     +0     +3    Distracting Roar, + Level of Divine Spellcasting Class
3. +3    +3     +1     +3    Piercing Gaze, + Level of Divine Spellcasting Class
4. +4    +4     +1     +4    Takedown Charge, + Level of Divine Spellcasting Class
5. +5    +4     +1     +4    Distracting Roar, + Level of Divine Spellcasting Class
6. +6    +5     +2     +5    Piercing Gaze, + Level of Divine Spellcasting Class
7. +7    +5     +2     +5    Takedown Charge, + Level of Divine Spellcasting Class
8. +8    +6     +2     +6    Distracting Roar, + Level of Divine Spellcasting Class
9. +9    +6     +3     +6    Piercing Gaze, + Level of Divine Spellcasting Class
10.+10   +7     +3     +7    Deadly Charge, + Level of Divine Spellcasting Class


Weapon Proficiencies: Felldrake Bodyguards gain no new weapon or armor proficiencies.
 
Takedown Charge (Ex): At 1st Level, whenever you perform a successful Charge Attack against an opponent you may choose to make a Trip Attack as a Free Action against it without provoking an Attack of Opportunity (and if it fails your opponent gets no Trip attempt in return).  You also get a +4 Circumstance Bonus on the Trip Check (this stacks with the Improved Trip Feat).

At 3rd Level, whenever you perform a successful Charge Attack against an opponent you may choose to make a Bull Rush Attack as a Free Action against it without provoking an Attack of Opportunity.  You also get a +4 Circumstance Bonus on the Trip Check (this stacks with the Improved Trip Feat).

At 6th Level when using your Trip or Bull Rush Class Abilities, if your opponent fails the opposed Check he must also make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or drop whatever he is holding as well.

Distracting Roar (Su):  At 2nd Level, once per round as a Standard Action you can make a loud resonating roar that has many effects.  Anything within 30' of you takes a -6 Penalty on all Concentration Checks, and has a 25% chance of botching a spell until your next turn (the Spell is lost for the day and has no effect).

At 5th Level anything within 30' of you automatically fails any spell they were casting this round as well as any Concentration Checks.  They have a -6 Penalty to Concentration Checks and a 25% chance to fail to cast spells for a number of rounds equal to your Charisma Modifier.

At 8th Level anything within 30' is Stunned one round, loses one spell they had memorized for the day, and is -6 to Concentration Checks for the duration of the encounter.  They still have a 25% chance to fail at spellcasting for a number of rounds equal to your Charisma Modifier.

Piercing Gaze (Ex): At 3rd Level you gain a Bonus on Sense Motive and Spot Checks equal to half your Felldrake Bodyguard Level.  

At 6th Level you can cast Detect Magic at will as a Supernatural Ability.

At 9th Level you permanently gain the benefits of the See Invisible spell as a Supernatural Ability.


Deadly Charge (Ex): At Level 10 whenever you successfully hit an opponent with a Charge Attack you automatically threaten a critical, and he is Stunned for 1 round (he receives no Save against this effect), and drops whatever he is holding.

PLAYING A FELLDRAKE BODYGUARD
 You are the bodyguard to the cream of Elven society.  Other Elves recognize this and usually provide you the proper respect.  Non-Elven races at best consider you a dangerous pet.  You have...issues with this.
 Combat: Your job is to identify threats, charge, and take them down.  You're usually part of a team, and you are the point man.  
 Advancement: Advancement for you depends on what skills you need to protect your current charge.  If it means learning to swim you do so.  If it means learning some obscure fighting art you do that as well.
Resources: Since you guard fairly wealthy individuals, they do sometimes outfit you with the equipment necessary to do your job.

FELLDRAKE BODYGUARDS IN THE WORLD
"I'm not afraid of a pet lizard."
 You generally interact with the world by staring it down until it submits.  No one approaches your employer unless you say it's okay.  No one.  Even Devils.  Granted you'll have to think fast against them, but still...
 Daily Life: Almost all your time is spent guarding your master.  What little is left is usually consumed by training.  You're ambivalent about the training because you know you need it to get better, but somebody else has to guard the Master while you take time off.
 Notables:
 Organizations: There are several training schools for Felldrake Bodyguards, and you probably have attended at least one of them.  They tend to look out for graduates if they can.

NPC Reaction
 You make NPC's nervous, and that's good.  It's your job to make them nervous.

FELLDRAKE BODYGUARDS IN THE GAME
 This generally assumes are a significant military/economic power.  If not, there may be some tweaking of the fluff required.
 Adaptation: Probably better for serious campaigns.
 Encounters: Bodyguards are usually encountered during diplomatic visits or during wartime, or whenever an Elven noble goes on holiday.

Sample Encounter
EL 12: The PC's have applied to become mercenaries for an Elven Duke.  Their interviewer is a dragonlike creature who looks at them like they're dinner, as does his interpreter.  Gonna be a bad day...


Name
NG Male Horned Drake Ranger 4/Felldrake Bodyguard 2
Init +6, Senses: Listen +7, Spot +6, Low Light Vision, Dark Vision 60'
Languages Draconic, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+2 Dex +7 Natural, )
hp 103 (10 HD)
Fort +16, Ref +10, Will +10  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +10, Grp +15
Atk Options Favored Enemy (Orcs) +2, Charge, Combat Style (Charging Rhino)
Combat Gear
Spells Per Day 2/Day (DC 13), Caster Level 3
-----------------------------------------------
Abilities Str 20, Dex 14, Con 20, Int 4, Wis 14, Cha 6
SQ Immunity to Sleep/Paralysis Effects, Draconic Empathy, Natural Casting,
Feats Alertness, Bodyguard, Veteran Bodyguard, Endurance (B), Eschew Materials (B), Reckless Charge (B), Track (B)
Skills Concentration +9, Hide +6, Jump +9, Knowledge (Local, Nobility) +0, Listen +7, Move Silently +6, Sense Motive +10, Spot +6
Possessions



EPIC FELLDRAKE BODYGUARD

Hit Die: d8
Skills Points at Each  Level : 2 + int
Class Ability
Class Ability
Bonus Feats: The Epic Felldrake Bodyguard gains a Bonus Feat every x levels higher than 20th



HORNED FELLDRAKE FEATS



Bodyguard
You are quick and discerning.
 Prerequisites: Horned Felldrake, Alertness
 Benefits: You get a +2 Bonus to Initiative and Sense Motive Checks.  This stacks with Improved Initiative.

Veteran Bodyguard
You are difficult to get by.
 Prerequisites: Horned Felldrake, Bodyguard
 Benefits: Your Bonus increases to +4.

Draconic Atavism
You are more like your Dragon ancestors.
 Prerequisites: Horned Felldrake, must be taken at 1st Level
 Benefits: Your Dark Vision extends to 120'.

Greater Draconic Ativism
You are very sensitive to the presence of other beings.
 Prerequisites: Horned Felldrake, Draconic Atavism, Wis 15+
 Benefits: You gain Blindsight out to 30'.

Horns of Power
Your horns are terrible weapons.
 Prerequisites: Horned Felldrake, Greater Draconic Atavism
 Benefits: Your horns are considered +1 weapons, and may now be enchanted as any other manufactured weapon.

Piercing Horns
Your horns are terrible indeed.
 Prerequisites: Horned Felldrake, Weapon Focus (Horns)
 Benefits: Your horn attack does x3 damage on a successfully confirmed critical.

Mage Eater
You are trained in killing mages.
 Prerequisites: Horned Felldrake, Draconic Atavism
 Benefits: You gain a +2 Competence Bonus on all Saving Throws against Spells or Spell-Like Abilities.

Wings of Doom
You can fly as your wings have assumed their full size and strength.
 Prerequisites: Horned Felldrake, Greater Draconic Atavism, 12 Hit Dice.
 Benefits: You gain a Fly speed of 60' (Good).
Title: Re: MMII Redux
Post by: bhu on June 04, 2010, 08:05:21 AM
Some minor updates finally. 

No ones freaking out I made fighter the favored class are they?
Title: Re: MMII Redux
Post by: Radmelon on June 05, 2010, 12:25:42 AM
Nice quote! :D
Fighter seems good.
Title: Re: MMII Redux
Post by: jojolagger on June 05, 2010, 12:35:43 AM
No ones freaking out I made fighter the favored class are they?
Fighter is a common dip for all full BAB characters. Also favored class doesn't amount to much.
Title: Re: MMII Redux
Post by: bhu on June 05, 2010, 04:22:47 AM
Nice quote! :D
Fighter seems good.

I stole it shamelessly from Kick Ass
Title: Re: MMII Redux
Post by: Radmelon on June 06, 2010, 12:02:32 AM
And every other human male in human history.
Title: Re: MMII Redux
Post by: bhu on June 17, 2010, 07:29:11 AM
You guys think LA +2 is okay for the Horned Felldrake?
Title: Re: MMII Redux
Post by: jojolagger on June 17, 2010, 03:06:29 PM
You guys think LA +2 is okay for the Horned Felldrake?
Yes, but only due to the 4 RHD.
Title: Re: MMII Redux
Post by: bhu on July 14, 2010, 02:21:51 AM
I've been thinking about hte bodyguard PrC.  Theres already a 'take a bullet for someone else' bodyguard PrC.  WOuld you like to see me go in another direction with this one?
Title: Re: MMII Redux
Post by: jojolagger on July 14, 2010, 04:38:13 AM
I've been thinking about hte bodyguard PrC.  Theres already a 'take a bullet for someone else' bodyguard PrC.  WOuld you like to see me go in another direction with this one?
If you have another direction you want to use.
Title: Re: MMII Redux
Post by: bhu on July 21, 2010, 11:02:02 PM
I've been thinking about hte bodyguard PrC.  Theres already a 'take a bullet for someone else' bodyguard PrC.  WOuld you like to see me go in another direction with this one?
If you have another direction you want to use.

Possibly.  I just got the actual rce done today, so the PrC is a' coming.
Title: Re: MMII Redux
Post by: bhu on July 26, 2010, 11:48:41 PM
Any objections to changing the Horned Felldrakes Favored Class?  Fighter doesn't have Listen or Spot as Class Skills and you'd think a Bodyguard would need those.
Title: Re: MMII Redux
Post by: Radmelon on July 28, 2010, 12:26:04 AM
knight? (PH2)
Title: Re: MMII Redux
Post by: bhu on August 12, 2010, 09:19:00 AM
Knight require Lawful Good.  The Drakes are compulsorily NG.
Title: Re: MMII Redux
Post by: Radmelon on August 12, 2010, 10:21:42 PM
Knight is any lawful, but I see your point.
Title: Re: MMII Redux
Post by: bhu on August 26, 2010, 09:44:41 AM
How about Ranger as the Favored Class?
Title: Re: MMII Redux
Post by: bhu on September 06, 2010, 07:33:06 AM
Racial substitution levels are up.
Title: Re: MMII Redux
Post by: bhu on October 08, 2010, 09:35:34 AM
Bodyguard is finally updated.
Title: Re: MMII Redux
Post by: bhu on October 16, 2010, 07:06:32 AM
Updated Felldrake
Title: Re: MMII Redux
Post by: bhu on November 13, 2010, 10:16:38 AM
Got most of the Racial Feats done.
Title: Re: MMII Redux
Post by: bhu on December 12, 2010, 02:13:44 AM
Feats are done, Bodyguard has half its abilities up.
Title: Re: MMII Redux
Post by: bhu on December 22, 2010, 08:40:02 AM
Felldrake Bodyguard has the last of it's class abilities.  Any thoughts?
Title: Re: MMII Redux
Post by: Monotremeancer on December 22, 2010, 10:21:20 PM
I like it, the capstone could become a bitch with a X4 weapon and some well spent feats and enchantments. Shouldn't Wings of Doom be tied to HD or ECL rather than just level?
Title: Re: MMII Redux
Post by: bhu on January 04, 2011, 10:11:05 AM
I like it, the capstone could become a bitch with a X4 weapon and some well spent feats and enchantments. Shouldn't Wings of Doom be tied to HD or ECL rather than just level?

CHanged to 12 HD

GRIMALKIN

(http://Picture URL if you have one)
   
"Of course I'm just a normal cat."
 Grimalkin appear to be large blue-grey housecat about 80 pounds or so (okay a very large housecat).  

GRIMALKIN RACIAL TRAITS
∑   -2 Str, +2 Dex, -2 Int, +2 Wis, +2 Cha
∑   Size Class: Medium
∑   Type: Magical Beast with the Shapechanger Subtype, giving it 60' Dark Vision
∑   Base land speed 40 ft.
∑   +1 Natural AC Bonus
∑   Empathy (Ex): Grimalkin can detect the surface emotions of any creature within 50' that they can see.  It can sense basic needs, drives, and emotions (but not thoughts) unless it's opponent makes a Willpower Save (Save DC is Charisma based).  If the Save is successful, the opponent is immune to this Grimalkin's Empathy for 24 hours.
∑   Alternate Form (Su): Can assume any Animal or Vermin form of Medium size or smaller as a
free action. This ability functions as a polymorph spell cast on itself at a caster
level of 4th, except that the Grimalkin does not regain hit points for changing
form and can only assume the form of an Animal or Vermin. The creature can
remain in its animal or vermin form until it chooses to assume a new one or
return to its natural form.
∑   A Grimalkin has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 2 Feats.
∑   Grimalkins have a Primary Claw Attack doing 1d4 plus Str Modifier, and a Secondary Bite Attack doing 1d6 plus half Str Modifier.
∑   Non-humanoid Form: Due to their non humanoid form, armor for Grimalkin costs twice as much.  Despite having 4 legs it does not get multiple body slots for Feet magic items.  Your multiple legs give you a +4 Racial Bonus to resist Bull Rush and Trip attempts.
∑   Grimalkin get a +4 Racial Bonus on Move Silently Checks, and a +2 Racial Bonus on Climb and Jump Checks.
∑   Automatic Languages: Grimalkin automatically speak Common.  Bonus Languages: Varies depending on what races are nearby.
∑   Level Adjustment: +3
∑   Favored Class: Rogue

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT  
 Base Length: Male: 4'5"  Female: 4'5"
 Height Modifier: +2d6"
 Base Weight: Male: 85 lbs.   Female: 80 lbs.
 Weight Modifier: x1d6 lbs.

GRIMALKIN CHARACTERS
 Grimalkin are common pets, and have some fairly versatile shape shifting abilities that allow them to further pass unseen if someone is looking for a Grimalkin.  So basically if you want to be a spy or a sneak thief, they're purrfect,
 Adventuring Race: Grimalkins go on adventures to protect their owners, their families, or for less obvious ends such as gaining more rights for their race so they can be seen as beings instead of pets (though some prefer the pet roles since it allows them a freer hand, and no one assumes certain acts are due to them).
 Character Development: Grimalkins are meant for stealth.  Rogue type stuff works perfectly for them as surprising people will be simple for you.  Casters will also do well with the right Feats, but if you wanna go the melee route you'll want some of the Racial Feats.
 Character Names: Grimalkins are usually named by their owners so the names given them depend on where they live.

ROLEPLAYING A GRIMALKIN
 You're a big cute kitty, and everyone loves you.  At least this is the reality you intend to project and reinforce.  The Grimalkin race isn't popular as pets because they're big and fluffy, it's because they make great spies.  Having a Grimalkin is like having your own personal ninja.  One has to be careful though as the Grimalkin can be extremely chatty, and the dumber ones don't know when to shut up.   And you don't want the ninjas of your rivals finding that you like to pound underage boys because that would be one hell of a crimp in your lifestyle.  That, and the populace would probably support them killing you.
 Personality: Other than being extremely sociable Grimalkin are pretty catlike.  It's just that unlike regular housecats, they don't quite have to take shit off you.  After all they have 4 times the Hit Dice of the average peasant.
 Behaviors: Grimalkin love typical cat things such as food and napping.  They also love gossip.  If you want to know whats going on in town, bribe the local Grimalkin.  Some of them have brought down nations by letting secrets spill for even juicier secrets.  
 Language: Grimalkin tend to speak Common.  Intelligent ones speak the language of whatever race is prevalent in their area.

GRIMALKIN SOCIETY
Since they've been pets for generations, the Grimalkin really have little in the way of culture and society, and take bits and pieces from places they've lived in.  They tend to be nomadic and if their humanoid 'owners' die they usually move on to some other family they adopt.
 Alignment : Most Grimalkin tend to be True Neutral.  They don't really care about life outside their family, and while they don't follow rules as much as Lawful races do, they don't have the weird randomness factor the Chaotic ones do.
 Lands : Almost all Grimalkin live in urban or rural cities.  Being 'domesticated' has made them slightly lazy.
 Settlements : Non-pet Grimalkin tend to live in Temperate Plains areas.  
 Beliefs :  The Grimalkin acknowledge that there are Gods, but they don't tend to worship them.  After all Gods interfere and poke their nose in ones business.  And you don't like huge amounts of drama in your life.
 Relations: The Grimalkin secretly think most other intelligent races are utter boobs.  After all they know you aren't a dumb animal (in theory), they know you can shapeshift, and yet they still treat you as dumb pets who just want food and affection.  What morons.  Still they feed you, so they are good for something and you're used to having them around.

GRIMALKIN ADVENTURES
∑   You have discovered that all of Farmer Johnson's steers are awakened.  And transvestites to boot.  And he likes to spank them.  You've told everyone before you also figure out he's the head of the local organized crime Guild.   Oopsie.
∑   Your masters new stepson just kicked one of your kittens, whom you now have to hide.  Vengeance will be yours since they don't know you're true nature.  You just have to arrange something fitting that can't be traced back to you.
∑   Your brother Furrbie burned down the pier in a fit of pique.  Or at least you thought he did, but it turns out instead of crazy he's being paid.  So now you have to figure out how to stop some of his further escapades without messing up relationships in your family.  If only Mom didn't like him.



GRIMALKIN RACIAL SUBSTITUTION LEVELS


Rogue
 Levels 1, 3, 6, 9, 12, 15, 18: Remove Trapfinding and Trap Sense and Replace with Sneaky at Level 1.
  Sneaky (Ex): The Bonus you would have gotten from Trap Sense is applied to Hide and Move Silently Checks instead.


Ninja
 Level 2 and 10: Replace Ghost Step with Ghost Form.
 Level 8: Replace Ghost Strike with Shift Strike
  Ghost Form (Su):  At 2nd level you can expend a daily use of your Ki power as a Swift Action that does nor provoke an Attack of Opportunity to cause opponents to suffer a 20% chance to miss you for 1 round.  At Level 10 this increases to 50%.
  Shift Strike (Su):  You may expend one daily use of your Ki power to avoid miss chances such as those created by Blur spells or the Displacer Beasts Special Ability.


Ranger
 Levels 2, 6, 11: Gets different options for Combat Style
  Combat Style (Ex): You may also choose the Battleshifter or Ambush Styles.
Battleshifter gets the following Feats: Battle Shifting at Level 2, Improved Battle Shifting at Level 6, and Intimidating Form at Level 11.  Ambush gets: +1d6 Sneak Attack at Level 2, Telling Blow at Level 6, and Deft Strike at Level 11.
Title: Re: MMII Redux
Post by: bhu on January 09, 2011, 11:25:41 AM
PET

(http://Picture URL)
   
"Only Sharon gets to call me Piddums.  You call me sir.  Asshole."

 Pets are official bodyguards, servants, friends, and companions of those able to afford them (and whom the Grimalkin is willing to put up with in turn).  Some are paid companions, some are bodyguards and protectors out of love.

BECOMING A PET  
Most Pets pretty much begin as Rogues.

 ENTRY REQUIREMENTS
   Race:  Grimalkin
   Skills:  Hide 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Spot 6 ranks
   Feats:  Any 1 Grimalkin Racial Feat
   Class Abilities:   Sneak Attack +1d6


Class Skills
 The Pet's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Just a Pet
2. +1    +0     +3     +0    +1d6 Sneak Attack
3. +2    +1     +3     +1    Always Watching
4. +3    +1     +4     +1    Just a House Servant
5. +3    +1     +4     +1    +2d6 Sneak Attack
6. +4    +2     +5     +2    Always Watching
7. +5    +2     +5     +2    Just part of the Background Scenery
8. +6    +2     +6     +2    +3d6 Sneak Attack
9. +6    +3     +6     +3    Always Watching
10.+7    +3     +7     +3    Professional Babysitter


Just a Pet (Su): You gain Amusing Form as a Bonus Feat.

Sneak Attack (Ex): This is identical to the Rogue ability listed on page 50 of the PHB.

Always Watching (Ex): At Level three you can always take 10 on Spot and Listen Checks.  At Level 6 you take no penalties to those rolls for being distracted or asleep.  At Level 9 you take no penalties due to inclement wind or weather.

Just a House Servant (Su):  You gain I Am But An Innocent Bystander as a Bonus Feat.

Just part of the Background Scenery (Su): You may turn Invisible as a Standard Action, and remain that way so long as you don't Move or Attack.  The See Invisible spell does not reveal you, but True Seeing does as this is more of a camouflage effect than magical invisibility.

Professional Babysitter (Su): Once per day you can pick one person as your 'Charge'.  So long as you are within 60' of your Charge you get a +4 Circumstance Bonus on all Saving Throws, and all rolls or Opposed Checks made to protect him or prevent him from coming to harm (yes this includes Attack and Damage rolls if you attack someone trying to harm him)..  You may change your charge every 24 hours.

Weapon Proficiencies: Pet's gain no new weapon or armor proficiencies.
 
PLAYING A PET
 You are the magical, cuddly companion of someone who is either deserving, or has enough money to offer, or who is outright blackmailing you.  You keep them safe and aware of goings on, and you get food, affection, and a home (and sometimes money or gifts).  You also keep their families out of trouble, and they look after yours if you are close enough.  After all someone has to tend to the kittens while your occupied saving the butt of the Duke's only heir.
 Combat: You prefer to watch safely from the shadows and gather as much information as you can possibly get before attempting a strike.  Even then you prefer misdirection and ambushes to open fighting.  Always play it safe.
 Advancement: Advancements depends on the needs of your client/possible loved one.  What skills you learn are the ones you deem most necessary to keeping yourself and your charges alive.
Resources: Your patron dotes on you if he knows whats good for him, so you may have access to stuff depending on his wealth.

PETS IN THE WORLD
"Aren't you just the cutest little Piddums!"
 You're a pet.  This is what you want the world to believe.  This is what you need the world to believe, otherwise your job becomes exceedingly difficult.  On the plus side you get lots of treats and people pet you, and they don't care that your balls are showing in public.  After all you're a critter.
 Daily Life: Much of your day is play acting the goofy kitty while watching over your charge or spying.  Then it's training, training, training, and perhaps a few hours with your own friends or family.
 Notables:
 Organizations: Most Pets don't belong officially to organizations other than perhaps the school that trained them.  They are personal bodyguards, and as such if attached to nobility may have great authority in his household.

NPC Reaction
 NPC's assume you're a magical talkin' kitty, and an endless source of amusement.  At least till they piss you off.

PETS IN THE GAME
 This assumes you 'belong' to someone.  They may consider you a loved one or a slave, and this may be troublesome.  Make sure you know what you're getting into.
 Adaptation: This could work easily as good in silly or serious campaigns.
 Encounters: Pets are usually encountered in social functions or when the PC's are in someone's home (especially if they aren't supposed to be there).

Sample Encounter
EL 12: The PC's have been asked to protect the Princess and her pet mouse Boo Boo.  Boo Boo seems to be an odd mouse, and you'd swear he's being stalked by a cat.  Cause anytime the mouse isn't around, there's a cat nosing about.


Boo Boo
CN Grimalkin Rogue 3/Pet 2
Init +3, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, +1 Natural)
hp  (9 HD)
Fort +, Ref +, Will +  
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 10, Wis 18, Cha 16
SQ
Feats
Skills
Possessions



EPIC PET

Hit Die: d6
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability
Bonus Feats: The Epic Pet gains a Bonus Feat every x levels higher than 20th




I Am But a Humble Houseplant
Juuust a fern, nuthin' to see here....
 Prerequisites: Grimalkin, Level 6 or better
 Benefits: You may now use Alternate Form to become a Plant.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


Battle Shifting
You have learned to use your shifting form to effect in battle.
 Prerequisites: Grimalkin
 Benefits: Any round in which you shift form in battle you gain a +1 Dodge Bonus to AC.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


Improved Battle Shifting
You can repair damage while shifting.
 Prerequisites: Grimalkin, Battle Shifting
 Benefits:  You may now heal hit point damage as you normally would if casting a Polymorph spell when shifting form.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


Amusing Form
"Awwww..."
 Prerequisites: Grimalkin, Bluff 6 ranks
 Benefits: When using your Alternate Form Ability you may declare yourself to be using this Feat.  While in Alternate Form your hypercute antics make killing you unthinkable.  Effectively so long as you attack no one you get the benefits of the Sanctuary Spell as a Supernatural Ability.   This Feat may be taken a second time, and if it is the Save DC increases by +1 for each Size Class smaller you are than your opponent.  This Feat may not be used the same time as Intimidating Form.


Intimidating Form
You look badass when shifting.
 Prerequisites: Grimalkin, Intimidate 6 ranks, Battle Shifting
 Benefits: When using your Alternate Form ability you may declare you are using this Feat.  While in Alternate Form you now have Frightful Presence, and any time you charge or attack your opponent must make a Willpower Save ( Save DC is 10 plus Hit Dice plus Charisma Modifier) or be Shaken for 1d6 rounds.  This Feat may be taken a second time,  If it is, your opponent is Frightened instead of Shaken.  This Feat may not be used the same time as Amusing Form.


I Am But An Innocent Bystander
"Me?  I'm a Gardener..."
 Prerequisites: Grimalkin, Level 9
 Benefits: You may now use Alternate Form to become Humanoids.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


I Am But A Teensy Elf
"I just showed up to play some pranks, I don't even live here..."
 Prerequisites: Grimalkin, Level 12
 Benefits:  You may now use Alternate Form to become Fey.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


Impersonation
You've become pretty good at impersonating the locals.
 Prerequisites: Grimalkin, I Am But An Innocent Bystander
 Benefits: You no longer take penalties to Disguise Checks for portraying different genders/races/ages, and gain a +2 Bonus on Disguise Checks.


Improved Ghost Form
You're hard to hit.
 Prerequisites: Grimalkin, Ghost Form
 Benefits: The miss chance of your Ghost Form ability increases to 30% (60% at Level 10).
Title: Re: MMII Redux
Post by: Amechra on January 12, 2011, 09:18:13 PM
The Myrmidon PrC mentions Smite Law a couple of times. I think that's supposed to be Smite Chaos.
Title: Re: MMII Redux
Post by: bhu on January 12, 2011, 11:50:08 PM
FIxed  :D
Title: Re: MMII Redux
Post by: bhu on January 24, 2011, 04:19:57 AM
Grimalkins now have fluff.
Title: Re: MMII Redux
Post by: bhu on February 11, 2011, 09:27:27 AM
Should i make the Grimalkins long lived?
Title: Re: MMII Redux
Post by: bhu on March 11, 2011, 11:37:26 AM
Pet now has fluff
Title: Re: MMII Redux
Post by: bhu on March 24, 2011, 04:37:46 AM
Pets and Grimalkins updated
Title: Re: MMII Redux
Post by: bhu on July 21, 2011, 06:21:54 AM
Pet is updated my massive apologies for the wait
Title: Re: MMII Redux
Post by: bhu on September 13, 2011, 09:24:23 AM
got some of the grimalkin race feats done
Title: Re: MMII Redux
Post by: bhu on October 09, 2011, 10:31:27 AM
Racial feats and Sub levels are done, PrC just needs captone
Title: Re: MMII Redux
Post by: bhu on October 15, 2011, 11:27:31 AM
Capstone is up, if you like i will move on to next critter