Author Topic: MMII Redux  (Read 39328 times)

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MMII Redux
« on: January 29, 2009, 09:50:27 AM »
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.


Page 1: 1 HD Races

Abeil Vassal

Page 2: 1 HD Races

Racial/Monstrous Feats
Aquatic Class Ability Substitution Levels

Page 3: 1 HD Races

Jermlaine (continued)

Page 4: 1 HD Races


Page 5: 2 HD Races

Crested Felldrake
Vampiric Ixitxachitl

Page 6 3 HD Races
Spitting Felldrake

Page 7 3 HD Races

Page 9 4 HD Races

Page 10 4 HD Races

Page 11 4 HD Races
Horned Felldrake
« Last Edit: January 04, 2011, 05:12:22 AM by bhu »


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Re: MMII Redux
« Reply #1 on: January 29, 2009, 10:12:52 AM »
ABEIL (Vassal)

"Every society honors its live conformists, and its dead troublemakers."

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

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

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

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

 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.

 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.

 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.

 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.

 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).
« Last Edit: March 27, 2010, 03:33:30 AM by bhu »


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Re: MMII Redux
« Reply #2 on: January 30, 2009, 07:01:33 AM »
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.


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Re: MMII Redux
« Reply #3 on: January 31, 2009, 10:00:29 AM »

"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.

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.

   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.

 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.

"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.

 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...

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


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


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.
« Last Edit: February 22, 2009, 09:23:08 AM by bhu »


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Re: MMII Redux
« Reply #4 on: February 01, 2009, 08:37:32 AM »
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.


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Re: MMII Redux
« Reply #5 on: February 01, 2009, 01:40:32 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.
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Re: MMII Redux
« Reply #6 on: February 01, 2009, 09:19:35 PM »
+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.
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Re: MMII Redux
« Reply #7 on: February 01, 2009, 10:17:00 PM »
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.


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Re: MMII Redux
« Reply #8 on: February 02, 2009, 07:11:32 AM »
+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.


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Re: MMII Redux
« Reply #9 on: February 02, 2009, 08:48:18 AM »

 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. 
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She has come to steal your sanity with just one glance

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Re: MMII Redux
« Reply #10 on: February 02, 2009, 09:38:46 AM »

 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.


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Re: MMII Redux
« Reply #11 on: February 04, 2009, 09:35:13 AM »
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?


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Re: MMII Redux
« Reply #12 on: February 05, 2009, 08:26:25 AM »
Stunning silence.  Well I guess I'll give you a sneak peek of whats up next while I think about feats for the abeil:


"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.

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

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

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

 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

 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.

 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.


 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.

 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.

 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.
« Last Edit: February 14, 2009, 08:53:01 AM by bhu »


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Re: MMII Redux
« Reply #13 on: February 08, 2009, 10:10:19 AM »
Okay the listed LA for Bladelings is +2.  Anyone object to that?


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Re: MMII Redux
« Reply #14 on: February 08, 2009, 11:09:45 PM »
Seems kind of high, but +1 seems too low, what with outsider type and all their defenses.


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Re: MMII Redux
« Reply #15 on: February 08, 2009, 11:11:34 PM »
Maybe give the bladeling a natural attack to make up for the difference?


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Re: MMII Redux
« Reply #16 on: February 09, 2009, 12:07:41 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...


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Re: MMII Redux
« Reply #17 on: February 10, 2009, 08:04:33 AM »
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.


"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.

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.

   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.

 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.

"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.

 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...

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


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


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.
« Last Edit: February 22, 2009, 09:23:35 AM by bhu »


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Re: MMII Redux
« Reply #18 on: February 11, 2009, 08:59:13 AM »
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?


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Re: MMII Redux
« Reply #19 on: February 13, 2009, 09:51:56 AM »
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.