Author Topic: MMII Redux  (Read 48607 times)

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bhu

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Re: MMII Redux
« Reply #60 on: March 21, 2009, 10:41:14 AM »
Abeil Fixed.

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

Does any book list age for the Aasimar/Tieflings?  I wanna see what they're like before doing age/height/weight for the Chaonds.

bhu

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Re: MMII Redux
« Reply #61 on: March 23, 2009, 08:18:18 AM »
Chaond itself is done cept for the racial substitution levels, and I got half the Feats up.  Wasn't able to do as much this weekend as I'd hoped.

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Re: MMII Redux
« Reply #62 on: March 24, 2009, 04:33:07 AM »
Does any book list age for the Aasimar/Tieflings?  I wanna see what they're like before doing age/height/weight for the Chaonds.
I think Planar Handbook does.
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bhu

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Re: MMII Redux
« Reply #63 on: March 29, 2009, 09:54:45 AM »
Okay I finished the Chaond Feats and added the Racial Substitution levels.  Think they're okay?

Should have the Cultist up shortly and I can get to next critter.

bhu

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Re: MMII Redux
« Reply #64 on: March 30, 2009, 09:33:19 AM »
I have enough of the class abilities up that it should be obvious where Im going wiht them.  Any thoughts on how many caster levels if any they'll be losing?

bhu

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Re: MMII Redux
« Reply #65 on: April 04, 2009, 10:34:18 AM »
Okay if you guys dont think the Deathseeker capstone is over the top Ill be finishing up and moving on...

bhu

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Re: MMII Redux
« Reply #66 on: April 07, 2009, 09:32:35 AM »
ZENYTHRI


   
"Ancient laws remain in force long after the people have the power to change them."

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

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

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

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

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

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

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

ZENYTHRI ADVENTURES ZENYTHRI RACIAL SUBSTITUTION LEVELS


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


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


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


« Last Edit: April 17, 2009, 09:59:39 AM by bhu »

bhu

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Re: MMII Redux
« Reply #67 on: April 07, 2009, 09:36:33 AM »
MYRMIDON


   
"I AM THE LAW!"

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

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

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


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

Hit Dice: d10

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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



EPIC MYRMIDON

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




ZENYTHRI FEATS



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


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


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


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


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


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


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


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


Tribunus
You are one of the Law's supreme champions.
 Prerequisites: Zenythri, Zeal, Law Devotion, Armor of Law, must have access to 9th level spells.
 Benefits: You may expend 2 daily uses of your Turn/Rebuke Undead ability to affect anything with a Chaotic alignment instead of just Undead.
« Last Edit: January 12, 2011, 06:49:48 PM by bhu »

bhu

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Re: MMII Redux
« Reply #68 on: April 09, 2009, 07:53:36 AM »
Okay, so how many Lawful Neutral Outsiders are there?  Any idea? The Formians and Modrons are all I can think of.
« Last Edit: April 09, 2009, 07:59:50 AM by bhu »

veekie

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Re: MMII Redux
« Reply #69 on: April 09, 2009, 10:13:18 AM »
Isn't there also the Inevitables as the 3rd major LN Outsider?
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]

There is no higher price than 'free'.

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

PhaedrusXY

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Re: MMII Redux
« Reply #70 on: April 09, 2009, 02:51:13 PM »
As Tiny creatures, Jermalaine should have a +8 size bonus to Hide, not +4.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

bhu

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Re: MMII Redux
« Reply #71 on: April 09, 2009, 07:36:13 PM »
Isn't there also the Inevitables as the 3rd major LN Outsider?

They're listed as Constructs.

Jermlaine is fixed.  Thanks man.
« Last Edit: April 09, 2009, 07:38:10 PM by bhu »

veekie

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Re: MMII Redux
« Reply #72 on: April 10, 2009, 03:48:07 AM »
Oh, I thought they were outsiders with construct traits, guess I was mistaken.
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]

There is no higher price than 'free'.

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

bhu

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Re: MMII Redux
« Reply #73 on: April 10, 2009, 06:34:09 AM »
Oh, I thought they were outsiders with construct traits, guess I was mistaken.

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

I'm looking for something I can tie the Zenythri to.  There don't seem to be many options available.  I can see why their parent race is unknown in the MM2.

Bozwevial

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Re: MMII Redux
« Reply #74 on: April 10, 2009, 10:57:30 AM »
Githzerai?

bhu

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Re: MMII Redux
« Reply #75 on: April 10, 2009, 07:17:13 PM »
I'd have to really do some odd creative writing to use them.  For all the other planetouched their ancestors who mixed with humanity were significantly more powerful than humans.  Plus the Zenythri look like flawless purple skinned humans.  The Githzerai can be kinda fugly sometimes.

Radmelon

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Re: MMII Redux
« Reply #76 on: April 11, 2009, 03:12:12 PM »
Kinda fugly? Cancerous is how I'd put it...  :P

bhu

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Re: MMII Redux
« Reply #77 on: April 12, 2009, 07:36:01 AM »
While I'm working on the Zenythri, is anyone interested in the Twig Blight as a possible race?  Theoretically they could be a race, but with a -6 to Int and Cha they're pretty darn limited...

Radmelon

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Re: MMII Redux
« Reply #78 on: April 12, 2009, 04:23:40 PM »
Oh, I thought they were outsiders with construct traits, guess I was mistaken.
Actually, those do exist, and are called Mechanatrix, and are on FF pg. 137.  :eh

bhu

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Re: MMII Redux
« Reply #79 on: April 17, 2009, 10:01:27 AM »
Okay the Racial Substitution levels are done (except Monk), and I have all the fluff fro the Myrmidon done.  Finishing up soon.

No takers on that Twig Blight huh?