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bhu

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Re: MMII Redux
« Reply #80 on: April 20, 2009, 02:00:50 PM »
The Myrmidon is done and ready for comments.  As soon as I do the Racial Feats I'll be working on our first 2 HD race: The Crested Felldrake.

bhu

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Re: MMII Redux
« Reply #81 on: April 22, 2009, 02:21:27 PM »
Zenythri racial Feats are done so:

CRESTED FELLDRAKE


   
"Stare a little harder why don't you.  Yes, that's right the big lizard talks."

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

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

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

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


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

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

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

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

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




CRESTED FELLDRAKE RACIAL SUBSTITUTION LEVELS


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

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


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

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




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


« Last Edit: May 14, 2009, 12:41:16 PM by bhu »

bhu

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Re: MMII Redux
« Reply #82 on: April 22, 2009, 02:25:26 PM »
BORDER GUARD


   
"And where do you suppose you're going?"

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

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

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


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

Hit Dice: d10

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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



EPIC BORDER GUARD

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




CRESTED FELLDRAKE FEATS



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


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


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


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


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


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


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


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


Keen Scent
You have a nose that puts some bloodhounds to shame.
 Prerequisites: Crested Felldrake, Survival 6 ranks
 Benefits: You gain a +4 Racial Bonus on all Survival checks made to Track by Scent.
« Last Edit: May 14, 2009, 12:37:12 PM by bhu »

Radmelon

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Re: MMII Redux
« Reply #83 on: April 23, 2009, 01:43:51 AM »
Quote
CRESTED FELLDRAKE

How very very strange....

bhu

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Re: MMII Redux
« Reply #84 on: April 24, 2009, 01:36:14 PM »
Quote
CRESTED FELLDRAKE

How very very strange....

Well technically they are intelligent enough to be a race  ;)

bhu

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Re: MMII Redux
« Reply #85 on: April 26, 2009, 01:23:10 PM »
Okay Wizards lists Crested Felldrakes  LA at +2.  I can't see it being higher than +1.  Am I alone in this?

bhu

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Re: MMII Redux
« Reply #86 on: April 28, 2009, 01:06:01 PM »
Any thoughts on age for the Felldrakes? I cant seem to find any listing for any of the lesser dragons.

Chemus

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Re: MMII Redux
« Reply #87 on: April 28, 2009, 06:12:56 PM »
Use dragonwrought kobold?
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
Camlen, Enniwey

bhu

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Re: MMII Redux
« Reply #88 on: May 01, 2009, 01:47:20 PM »
Got most of the fluff up.  God willing I should have it done by Monday.

bhu

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Re: MMII Redux
« Reply #89 on: May 06, 2009, 12:58:15 PM »
Okay it's Tuesday so obviously God doesn't happen to like Felldrakes  :p

I just need to edit in some class abilities and the racial feats/sub levels and the next race will be up.  It'll be vampiric ixitxachitl, so it'll go quicker.

bhu

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Re: MMII Redux
« Reply #90 on: May 13, 2009, 02:12:13 PM »
Okay I have some of the Feats and class abilities up.  Sorry for the delays.  I've spread myself a little thin.

bhu

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Re: MMII Redux
« Reply #91 on: May 14, 2009, 12:59:17 PM »
VAMPIRIC IXITXACHITL


   
"Your life goes to feed a greater cause: me."

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

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

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

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


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

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

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

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

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



VAMPIRIC IXITXACHITL RACIAL SUBSTITUTION LEVELS


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

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

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


Editor's Note: Vampiric Ixitxachitl can use Racial Feats specific to Ixitxachitl.
« Last Edit: May 29, 2009, 01:58:47 PM by bhu »

bhu

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Re: MMII Redux
« Reply #92 on: May 14, 2009, 01:03:18 PM »
DEATH RAY


   
Am I afraid of death?  I am Death!"

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

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

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


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

Hit Dice: d8

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


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

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

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

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

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

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

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

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

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

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

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


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



EPIC DEATH RAY

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells Epic levels continue to increase te Death Rays caster level, but he does not gain extra spells per day.
Bonus Feats: The Epic Death Ray gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: May 29, 2009, 01:51:08 PM by bhu »

Radmelon

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Re: MMII Redux
« Reply #93 on: May 15, 2009, 01:58:33 AM »
Quote
Death Ray

 :lol

bhu

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Re: MMII Redux
« Reply #94 on: May 15, 2009, 11:51:11 AM »
Quote
Death Ray

 :lol

Yeah.  It's rare I get to do a pun like that   :D

bhu

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Re: MMII Redux
« Reply #95 on: May 19, 2009, 01:53:00 PM »
Should I still do a few racial feats/sub levels for the vampires separate from teh regular ixitxachitl?

Midnight_v

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Re: MMII Redux
« Reply #96 on: May 19, 2009, 04:25:41 PM »
Bhu... your work and dedication if fucking awesome. Jus sayin...
I think you should move the prc abilities towards being per encounter and costing but overall awesome stuff...
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

bhu

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Re: MMII Redux
« Reply #97 on: May 20, 2009, 11:47:10 AM »
Bhu... your work and dedication if fucking awesome. Jus sayin...
I think you should move the prc abilities towards being per encounter and costing but overall awesome stuff...

costing?

And thanks very much for the compliment :D

If you ever have any requests feel free :D

bhu

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Re: MMII Redux
« Reply #98 on: May 22, 2009, 02:17:59 PM »
Is htere any real info on Ilxendren the Ixitxachitl god?  I'm sure not finding much online.

bhu

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Re: MMII Redux
« Reply #99 on: May 24, 2009, 12:13:12 PM »
All of the Death Rays abilities except the capstone are up.

Any thoughts?