Author Topic: MMII Redux  (Read 35736 times)

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bhu

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Re: MMII Redux
« Reply #100 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.

bhu

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Re: MMII Redux
« Reply #101 on: May 29, 2009, 02:01:25 PM »
Finished Death Ray, and added variant class abilities to the vampiric ixitxachitl:

SPITTING FELLDRAKE


   
"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.

« Last Edit: June 09, 2009, 12:13:43 PM by bhu »

bhu

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Re: MMII Redux
« Reply #102 on: May 29, 2009, 02:03:18 PM »
TUNNEL HUNTER


   
"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.
« Last Edit: June 14, 2009, 02:54:37 PM by bhu »

bhu

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Re: MMII Redux
« Reply #103 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. 

Radmelon

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Re: MMII Redux
« Reply #104 on: June 05, 2009, 02:06:36 AM »
needlefolk FTW!  :D

bhu

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Re: MMII Redux
« Reply #105 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.

Radmelon

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Re: MMII Redux
« Reply #106 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

bhu

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Re: MMII Redux
« Reply #107 on: June 10, 2009, 01:52:05 PM »
Does the Tunnel Sniper ability seem too weak?

bhu

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Re: MMII Redux
« Reply #108 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.

bhu

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Re: MMII Redux
« Reply #109 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


   
"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.
« Last Edit: July 19, 2009, 02:24:06 PM by bhu »

bhu

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Re: MMII Redux
« Reply #110 on: June 14, 2009, 03:06:39 PM »
CATUSAUM


   
"..."

 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.
« Last Edit: July 31, 2009, 02:07:08 PM by bhu »

Radmelon

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Re: MMII Redux
« Reply #111 on: June 14, 2009, 09:12:34 PM »
Don't you mean "Cactus"?  :rollseyes

bhu

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Re: MMII Redux
« Reply #112 on: June 15, 2009, 02:10:17 AM »
nope

Catus is Latin for, uh, something or other

bhu

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Re: MMII Redux
« Reply #113 on: June 18, 2009, 02:47:51 PM »
You think +2 LA is too much, or shall I lower it back to +1?

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Re: MMII Redux
« Reply #114 on: June 18, 2009, 04:50:12 PM »
With 3 hitdice, 2LA is much too high. I think.
Witty sayings? Nah, not right now. Currently playing Dwarf Fortress and League of Legends. I really recommend League of Legends.

bhu

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Re: MMII Redux
« Reply #115 on: June 20, 2009, 11:35:21 AM »
Woopsie, forgot a few abilities.

How about now? Still an LA +1?

bhu

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Re: MMII Redux
« Reply #116 on: June 26, 2009, 02:35:43 PM »
Some minor updates.


Is the Catusuam creepy enuff now?

bhu

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Re: MMII Redux
« Reply #117 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?

bhu

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Re: MMII Redux
« Reply #118 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

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Re: MMII Redux
« Reply #119 on: July 05, 2009, 06:06:31 PM »
Whats the difference? They got beards right?
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

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[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
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[/spoiler]

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