Author Topic: MMII Redux  (Read 36042 times)

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bhu

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Re: MMII Redux
« Reply #20 on: February 14, 2009, 02:24:00 PM »
Racial Feats and Substitution Levels for the Bladeling are up.  Lemme know what you think.

IXITXACHITL


   
"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.
« Last Edit: February 28, 2009, 01:21:30 PM by bhu »

veekie

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Re: MMII Redux
« Reply #21 on: February 14, 2009, 06:03:04 PM »
How the hell is that one pronounced anyway,I've never figured THAT out.
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.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[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~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

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"I won't die. I've been ordered not to die."

Chemus

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Re: MMII Redux
« Reply #22 on: February 14, 2009, 07:00:51 PM »
Ik-sit-zat-chit-ul
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bhu

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Re: MMII Redux
« Reply #23 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.

bhu

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Re: MMII Redux
« Reply #24 on: February 18, 2009, 02:28:35 PM »
Anyoine besides me think LA +2 is too high?

EjoThims

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Re: MMII Redux
« Reply #25 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.

bhu

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Re: MMII Redux
« Reply #26 on: February 19, 2009, 02:10:28 PM »
So would you all prefer I lower the LA, or modify it to deserve the +2?

bhu

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Re: MMII Redux
« Reply #27 on: February 19, 2009, 02:17:57 PM »
IXITXACHITL MUTATE


   
"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.
« Last Edit: March 01, 2009, 02:28:40 PM by bhu »

bhu

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Re: MMII Redux
« Reply #28 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.
« Last Edit: February 21, 2009, 03:00:12 PM by bhu »

bhu

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Re: MMII Redux
« Reply #29 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.

Chemus

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Re: MMII Redux
« Reply #30 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?
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bhu

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Re: MMII Redux
« Reply #31 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.
« Last Edit: February 24, 2009, 01:27:25 PM by bhu »

Chemus

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Re: MMII Redux
« Reply #32 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.
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bhu

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Re: MMII Redux
« Reply #33 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.

bhu

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Re: MMII Redux
« Reply #34 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.


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« Last Edit: March 14, 2009, 11:00:45 AM by bhu »

bhu

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Re: MMII Redux
« Reply #35 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:
« Last Edit: March 14, 2009, 11:27:18 AM by bhu »

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Re: MMII Redux
« Reply #36 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?
« Last Edit: February 26, 2009, 02:26:19 PM by bhu »

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Re: MMII Redux
« Reply #37 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.

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Re: MMII Redux
« Reply #38 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.

bhu

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Re: MMII Redux
« Reply #39 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


   
"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

« Last Edit: April 09, 2009, 11:36:44 PM by bhu »