Author Topic: MMII Redux  (Read 48580 times)

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bhu

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Re: MMII Redux
« Reply #160 on: October 24, 2009, 09:22:08 AM »
Okay unles there are no objections, I'm gonna say the Defender loses 5 caster levels, and move on.

bhu

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Re: MMII Redux
« Reply #161 on: October 25, 2009, 10:18:22 AM »
ASPERI


   
"No I will not wiggle my lips and call you Wilbur.  Freak."

 The Asperi are magical intelligent horses, and from a distance the only obvious difference is that their mane extends down their shoulder to their forelegs.  Most are white, grey, or dun colored with a mane of silver, white, or light grey.  Asperi above 5 HD have hides that sparkle like snow with rainbow like lights flickering through their manes and tails.

ASPERI RACIAL TRAITS STARTING AGE
 Adulthood: 14 years
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 63
 Old: 93
 Venerable: 125
 Maximum Age: +3d20 years
Asperi tend to reach maturity fairly quickly (although pretty slow in comparison to actual horses), and then enjoy a fairly lengthy lifespan as their aging slows down dramatically.

HEIGHT AND WEIGHT
 Base Height: 5'
 Height Modifier: +2d6"
 Base Weight: 900 lbs'
 Weight Modifier: x25 lbs.

ASPERI CHARACTERS
  If you want to play an 'intelligent animal' character, especially one that can fly, the Asperi are made for you.  There's a small downside that you don't have hands, but there are ways around that.
 Adventuring Race: Asperi tend to be 'herd centric' for lack of a better term.  They will not hesitate to protect their extended family, and often go adventuring for this purpose.  If his herd has been decimated an Asperi may go through a severe mental crisis and begin life as a loner and wanderer who may end up making friends with an adventuring party.
 Character Development: Asperi scream 'make me a scout'.  Their native combat style works with scout quite well, and their ability to fly gives them a bit of an edge (less so if it isn't windy but you get the idea).  Druids are the most common caster among their people, and whatever casting type they may be they try to specialize in spells that control or raise winds to give their side an advantage in speed and maneuverability.
 Character Names: Asperi names tend to be descriptive of either their appearance or abilities (for example "Bright Mane" or "Swift Runner:).  

ROLEPLAYING AN ASPERI
As an Asperi you're pretty exotic to the other races, even though many of them can't get past you looking like a horse.  If you weren't the shy type you'd probably end up in many fights.  However, you will not willingly serve as a mount to anyone except in the most dire of circumstances.  This is one point you will fight over (the other being protecting the herd and keeping them away from outsiders).  You like your privacy, and dislike any form of flying predator as they are dangerous to the Asperi people and must be put down.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Asperi are suspicious and distrustful of strangers, usually with good reason.  They tend to be shy and a bit distant among anyone but their herds, and while they prefer to run rather than fight (fighting is only done when necessary) they are quite ferocious if cornered.
 Language: Asperi speak and understand Auran and Sylvan.  They have no written alphabet, but most can read Auran even if they cannot write.  Telepathy gives them a bit of an edge over most other races as far as communication goes, so their lack of common languages is no barrier.

ASPERI SOCIETY
 Asperi have no civilization in the common sense of the term as they have no written language, nor forms of art they produce, or anything resembling currency.  They have a herd mentality, with the strongest males at the top, followed by the women, followed by the rest of the males, and then the children.  The Abeil consider women to be exceptionally important because without them the race dies, and there are few of them in the world as it is.
 Alignment : The vast majority of the Asperi are Neutral Good with an incredibly small minority being Neutral.  other alignments are almost unknown.  They tend towards neutrality as they are mostly concerned with themselves, but they are willing to help those in need.
 Lands : The Asperi prefer the very tops of mountain ranges where few other races tend to venture into.  This affords them the privacy they want, and makes their homes adequately defensible to all but the most determined (or magically capable) of land dwelling races.
 Settlements : Asperi rarely settle elsewhere, though some herds have been found on the Elemental Plane of Air.
 Beliefs : Since they're mostly isolated, with only occasional traffic with other races, the Asperi religion focuses strongly on themselves; with their gods being almost an extension of hte herd. Indeed, Asperi believe themselves to be descendants of their gods. While valuing their freedom, Asperi very seldom stray from the path of good. And since they spend much of their time away from most of the herd, their clergy perform more of a ceremonial than a guiding role in Asperi society.
 Relations: The Asperi hate airborne predators such as Rocs, Griffins, and hippogriffs.  They occasionally find allies among the Pegasus (who rarely venture into the cold mountains the Asperi prefer).  While they do not actively hate land dwelling races, they have learned many are dangerous and like to kidnap and enslave Asperi as mounts, so they tend to be suspicious initially of any of them.

ASPERI ADVENTURES ASPERI RACIAL SUBSTITUTION LEVELS


DRUID
 Level 1: Replace Animal Companion with Windmaster
  Windmaster (Su): All spells cast by you that have the Air Subtype, or that manipulate Winds (such as Control Weather) are cast at +2 Caster Levels.


RANGER
 levels 2,6,11: New options with Combat Style
  Combat Style (Ex): The Asperi has two additional Combat Styles to choose from: Charger, and Grace.  If the Asperi chooses Charger they get the Following Feats: Improved Bull Rush, Powerful Charge (see the Miniatures Handbook), and Shock Trooper (Level 11, see Complete Warrior).  If the Asperi chooses Grace they get the following Feats: Flyby Attack (Level 2), Improved Flyby Attack (Level 6), and Greater Flyby Attack (Level 11, see Savage Species).
  

SORCEROR OR WIZARD
 Level 1: Replace Familiar with Windmaster
  Windmaster (Su): All spells cast by you that have the Air Subtype, or that manipulate Winds (such as Control Weather) are cast at +2 Caster Levels.

VARIOUS
As Uncanny Dodge and Improved Uncanny Dodge are Racial Asperi abilities, they instead gain a Bonus Feat on any class level where they would normally receive these abilities.
« Last Edit: December 12, 2009, 10:18:50 AM by bhu »

bhu

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Re: MMII Redux
« Reply #162 on: October 29, 2009, 09:21:50 AM »
ASPERI MUSTANG


   
"Protect the women at all costs. They are our future.  Without them we have no way of producing children."

"Or getting laid!"

"SHUT UP MARLBORO!!

 Asperi Mustangs are the warriors and protectors of their race, ensuring the females and children are protected from threats and outsiders (i.e. threats) at any cost.  They can be a temperamental and paranoid bunch, but are very loyal to those who have proven themselves regardless of race or origin (You still don't touch their women though.  Ever.  On pain of death.).

BECOMING AN ASPERI MUSTANG
Asperi who have proven themselves in fights with monsters and outsiders, are childless, and without a mate are asked to join in defense of the herd.

 ENTRY REQUIREMENTS
   Race:  Asperi
   Class Abilities:  Evasion, SKirmish +2d6
   Skills:  Knowledge (Geography) 8 ranks, Listen 8 ranks, Spot 8 ranks, Survival 8 ranks
   Feats:  Power Attack, Flyby Attack, Improved Bull Rush
   Special:  Must be accepted by the herds current Mustangs.


Class Skills
 The Asperi Mustang's class skills (and the key ability for each skill) are Hide (Dex), Intimidate (Cha), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Swift Moving
2. +1    +0     +3     +0    Skirmish (+1d6, +1 AC)
3. +2    +1     +3     +1    Combat Training
4. +3    +1     +4     +1    Swift Moving
5. +3    +1     +4     +1    Skirmish (+2d6, +2 AC)
6. +4    +2     +5     +2    Combat Training
7. +5    +2     +5     +2    Swift Moving
8. +6    +2     +6     +2    Skirmish (+3d6, +3 AC)
9. +6    +3     +6     +3    Combat Training
10.+7    +3     +7     +3    Rainbowmane


Weapon Proficiencies: Asperi Mustangs gain no new weapon or armor proficiencies.
 
Swift Moving (Ex): The Mustangs Land and Fly Speeds increase +10 feet at levels 1, 4, and 7.  This is cumulative with other effects increasing speed, such as Fast Movement.

Skirmish (Ex): The Mustangs Skirmish abilities improve at levels 2, 5, and 8.  This is cumulative with Skirmish gained from other classes.

Combat Training (Ex): At levels 3, 6, and 9 you get a Bonus Feat from the following list if you meet the prerequisites: Chosen by the Ice, Chosen by the Wind, Combat Tactician, Cometary Collision, Dodge, Elusive Target, Frozen Soul, Greater Powerful Charge, Great Flyby Attack, Hover, Improved Dodge Arrows, Improved Flyby Attack, Improved Wind Running, Mobility, Multiattack, Power Climb, Power Dive, Powerful Charge, Pushback, Reckless Charge, Shock Trooper, Sidestep, Spring Attack, Telling Blow, Thundering Charge, Unassailable Charge, and Unstoppable Charge.  Feats not in the PHB and the MM are in Complete Warrior, PHB II, The Miniatures Handbook, or Savage Species.

Rainbowmane (Ex): At 10th level your type changes to Outsider with the Cold and Native Subtypes (plus any Subtypes you may have from Feats).  You also permanently have the benefits of a Freedom of Movement spell in effect on your person (this second part of the ability is a Supernatural Ability).

PLAYING AN ASPERI MUSTANG
 You are expected to die for the sake of others.  Not uselessly, but if there is no other choice.  You are the first, last, and only defense of your herd.  If there's anything that needs taking care of, you do it.  You ensure your races continued prosperity and survival through your deeds, and will be remembered long afterwards for it.  Not that this comforts you much in the meantime.
 Combat: You prefer to fight ground bound opponents as they are easier to neutralize by pushing them off cliff walls, or if fighting flying opponents to knock them from the sky.  Utilize your movement to your advantage, especially during high winds.
 Advancement: Since you are expected to be the defense of your tribe, you are often required to hone your combat skills whenever possible.  This means most Mustangs never become anything but a warrior, and rarely branch out into other concepts.
Resources: The herd will gladly give you any aid they can as long as it doesn't endanger them as a whole.  You also tend to make a good impression of your race on others by helping out, and you may find friends in the unlikeliest places because of it.

ASPERI MUSTANGS IN THE WORLD
"I wish we had more Mustangs like Flaming Nethers.  Does us proud he does."
 You protect the herd above all.  If the herd has somehow fallen, you will adopt a new one.  If there is no nearby Asperi herd, and you cannot find one, your definition of what is acceptable becomes a bit looser, and you may end up protecting livestock, or towns of humanoids, or an adventuring party.
 Daily Life: Your day is spent protecting the herd, practicing for combat, and going on missions.  You pretty much do nothing else.
 Notables: Swift Hooves (NG Male Asperi Scout 6/Asperi Mustang 3) is young Mustang looking to prove himself.
 Organizations: The Mustangs are a pseudo organization of sorts, open to any childless, mateless Asperi male on reaching maturity.  They have no money or political power in the world, but are highly revered among their own people who will do whatever they can to help them.

NPC Reaction
 NPC's usually think you're a horse until you talk or they see you fying.  Then they think you'll make a fabulous mount, and have the gall to be annoyed when you say no.  And they wonder why you don't like the land dwellers so much.

ASPERI MUSTANGS IN THE GAME
 Given it's position in protecting the herd this might be best for an all Asperi campaign, or for one in which the Asperi PC has lost his herd somehow.
 Adaptation: This can go well in either dark or comedy campaigns as long as they have Asperi.
 Encounters: PC's will almost always encounter the Mustangs anytime they try to approach an Asperi herd.  If the Asperi are having any problems the PC's somehow become involved in, odds are they'll end up dealing with the Mustangs first and foremost.

Sample Encounter
EL 16: "What we've got here is... failure to communicate. Some men you just can't reach. So you get what we had here last week, which is the way he wants it... well, he gets it. I don't like it any more than you men.  But we are NOT horses dammit...."


Name
NG Male Asperi Scout 6/Asperi Mustang 3
Init +5, Senses: Listen +17, Spot +17, Dark Vision 60'
Languages Auran, Common, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, +3 Natural, )
hp 94 (13 HD)
Fort +12, Ref +16, Will +6  
Uncanny Dodge, Improved Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 80 ft. (12 squares), Fly 40 ft. (Good)
Melee
Base Atk +10, Grp +17
Atk Options Skirmish (+2 AC, +3d6)
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 18, Con 18, Int 13, Wis 14, Cha 8
SQ Cold Subtype, Dodge Arrows, Wind Immunity, Feather Fall, Ride the Wind, Telepathy, Trapfinding, Fast Movement, Flawless Stride, Trackless Stride, Swift Moving
Feats Flyby Attack, Improved Bull Rush, Hover, Power Attack, Wingover, Improved Dodge Arrows (B), Improved Initiative (B), Quick Reconnoiter (B),
Skills Intimidate +9, Knowledge (Geography) +9, Knowledge (Nature) +5, Listen +17, Search +13, Sense Motive +14, Spot +17, Survival +17, Tumble +9
Possessions



EPIC ASPERI MUSTANGS

Hit Die: d8
Skills Points at Each  Level : 6 + int
Skirmish At level 22, and every 3 levels thereafter the Mustang gains an extra +1d6 Skirmish.  At level 25 and every 6 levels the Mustangs Skirmish AC improves by +1.
Combat Training At level 23 and ever 3 levels thereafter the Mustang can choose an additional Feat from the Combat Training list as well as the following Epic Feats: Blinding Speed, Dire Charge (see Draconomicon), Epic Dodge, Superior Initiative.
Bonus Feats: The Epic Asperi Mustang gains a Bonus Feat every 4 levels higher than 20th





ASPERI FEATS


Improved Dodge Arrows
Winds swirl about you on a constant basis, making it difficult to shoot you down.
 Prerequisites: Asperi
 Benefits You no longer need to move (or be flying) to get your Dodge Bonus to AC against Ranged attacks due to swirling winds about your person.



Unstoppable Charge
When using your Ride the Wind ability you can make truly devastating charges.
 Prerequisites: Asperi, Improved Bull Rush
 Benefits: For every +5 ft. of movement you gain while using your Ride the Wind ability, you gain a +1 Circumstance Bonus on Bull Rush Checks.


Thundering Charge
Your charges are truly damaging.
 Prerequisites: Asperi, Unstoppable Charge
 Benefits: For every +5 ft. of movement you gain while using your Ride the Wind ability, you gain a +1d6 damage on while making a Charge Attack.


Unassailable Charge
You are surprisingly quick when charging with the winds.
 Prerequisites: Asperi, Unstoppable Charge
 Benefits: When moving using your Ride the Winds ability, you gain a +4 Dodge Bonus against Attacks of Opportunity (this stacks with the Bonus gained from the Mobility Feat).


Improved Wind Running
You can turn much quicker than usual in the air.
 Prerequisites: Asperi, Dex 15
 Benefits: The Asperis Flight Maneuverability increases from Good to Perfect.


Chosen By The Wind
The Winds are your protector.
 Prerequisites: Asperi, Improved Dodge Arrows
 Benefits: Your +2 Dodge Bonus from your Dodge Arrows ability becomes a +4 Deflection Bonus.  You also gain the Air Subtype.


Chosen By The Ice
You are colder even than the average Asperi
 Prerequisites: Asperi, Con 18+
 Benefits: Your Natural Weapons do +1d6 Cold damage.


Frozen Soul
You are now so cold you even diminish the power of Fire to hurt you.
 Prerequisites: Asperi, Chosen By The Ice
 Benefits: You no longer take double damage from Fire, and have Fire Resistance 3.
« Last Edit: November 07, 2011, 12:42:05 AM by bhu »

Midnight_v

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Re: MMII Redux
« Reply #163 on: October 29, 2009, 11:22:25 AM »
its funny I always felt like these asperi horses where the paladins answer to nightmare...

Most of the time I rule that paladins get them instead of warhorses. Interested to see what you do here. . .
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bhu

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Re: MMII Redux
« Reply #164 on: November 03, 2009, 09:56:28 AM »
Okay no languages are listed for the Asperi.  I was gonna go with Sylvan as their Automatic language.  Any objections?

Chemus

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Re: MMII Redux
« Reply #165 on: November 04, 2009, 02:21:21 AM »
As written, their telepathy obviates the need for any languages at all. Perhaps Auran as their automatic language, considering their strong ties to air? Nothing wrong with sylvan, but it tastes funny to me :)
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bhu

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Re: MMII Redux
« Reply #166 on: November 05, 2009, 09:16:13 AM »
True enough I'd forgotten the elemental languages.


Anyone know how old horses get?  I'm assuming the Asperi live longer, but i'm having trouble pinning down an age.

Chemus

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Re: MMII Redux
« Reply #167 on: November 06, 2009, 01:27:30 AM »
My family had a horse that lived to be 39, but wikipedia says that 25-30 is average, with 62 being the oldest known horse.
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bhu

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Re: MMII Redux
« Reply #168 on: November 09, 2009, 09:44:31 AM »
Is there a difference in weight between male of female horses?  I've found sites saying horses weigh 840 to 1200 pounds, but nothing on possible sexual dimorphism.

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Re: MMII Redux
« Reply #169 on: November 21, 2009, 11:03:33 AM »
minor update to the Asperi.  Any thoughts on their religion?

Chemus

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Re: MMII Redux
« Reply #170 on: November 21, 2009, 06:05:46 PM »
As to religion, Asperi might be seen as horse-gods (gods to horses) themselves. They're the poor (good) man's Nightmare... (I'm musing/brainstorming here...)

Air gods, Mountain gods, Elhonna (Unicorn, but horse-like plus she's neutral good, though she's more woodsy), Fharlanghn would also suit well. Perhaps the Asperi deities are related to Elhonna and Fharlanghn; similar, but not copies, maybe aspects, but with more directly related powers.

Asperi can talk with anything not mindless via telepathy. This gives them speak with animals as well as tongues spells. So their religion may be colored by that.

I suggest Asperi names be description based rather than sound based as they would be using telepathy for their entire lives. Names that include words, perhaps names that are descriptive such as Stalker, Bright-mane, Dainty-hoof, Sprinter, etc., would be the norm. I'll be putting "< >" around the Asperi names for deities to show that these are the Asperi names; other creatures will hear the names as words in their native language.

Hmm...

Religion: Asperi worship and revere their gods, but see them as almost an extension of the herd; the <Wind Father> and <Great Artisan> themsleves might simply be distant parents. Indeed, Asperi see themselves as descendants of their gods. They even have legends of Asperi of unknown origin who seem to be such children. Their abilities to magically fly, ride the wind and speak telepathically with almost any creature also seems to support this view.

With courtship and marriage ceremonies as well as rites of thanksgiving and death, the Asperi have as much ceremony and formal religion as most other goodly races. Asperi believe that dead Asperi are reborn to another Asperi, not necessarily in the same herd, sometimes even to the <Great Artisan> herself. The Asperi have both clerics and druids, seeing little distinction between them.

Since they're mostly isolated, with only occasional traffic to and from other races, the Asperi religion focuses almost exclusively on themselves; their gods do not seem to be concerned with animals or other peoples except when they come into conflict with the Asperi. Asperi clerics need not choose between deities, they may choose domains from any deity of their pantheon if they worship the pantheon.

<Wind Father> Lesser Deity (Neutral Good):
The <Wind Father> is the paragon of Fatherly protectiveness. He is seen as the father of the Wind steeds and the father of the wind itself.

Portfolio: The <Wind Father> pays attention to Asperi defense, freedom and travel. His Domains are Liberation, Protection, Strength, Travel, and Weather.

<Great Artisan> Lesser Deity (Neutral Good):
The <Great Artisan> is the counterpart to the <Wind Father> in the Asperi pantheon. She gave birth to the first Wind Steeds and grants some of them magic to craft items and structures for themselves.

Portfolio: The <Great Artisan> watches over Asperi welfare, knowledge and the dead. Her Domains are Artifice, Creation, Community, Knowledge, and Repose.


<Master of Monsters> Demigod (Chaotic Neutral (Evil?)):

Not strictly a deity of the Asperi's pantheon, but rather an adversary or antagonist, the <Master of Monsters> is chaotic and capricious. It looks like a Nightmare, and it sends humanoids and monsters such as griffons and hippogriffs, as well as the occasional Nightmare, to attack and devil the Asperi. Its few, almost exclusively outcast, Asperi clerics can cause as much damage as, say, the clerics of Erythnul or Nerull, but are much less organized and focused. It does not aim to destroy the Asperi outright, but it is always there, harrying and pushing them. Occasionally, an Asperi will follow the <Master of Monsters> in secret, and is welcomed into the priesthood in much the same way as a fallen paladin would be welcomed as a blackguard.

Portfolio: The <Master of Monsters> is concerned with bedeviling the Asperi. Its Domains are Charm, Darkness, Destruction, Fire, and Madness.

I hope you can use some of this, and thanks a bunch for the all toys! It all looks really great.
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Chemus

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Re: MMII Redux
« Reply #171 on: November 22, 2009, 02:40:24 AM »
Is there a difference in weight between male of female horses?  I've found sites saying horses weigh 840 to 1200 pounds, but nothing on possible sexual dimorphism.

Forgot to answer this, sorry. As far as I can find out, unless a mare is pregnant, you have to look under the hood to know for sure if a horse is male or female. If you want, go with a 5% difference so that males are bigger and heavier, but I don't think it's necessary; there's a not lot of difference.

Also, I got a humorous/fun concept here: Asperi Soulknife/Pyrokineticist. You get a 'horn' like a unicorn that you can enchant, you can throw the weapon, reducing your handless difficulties, and you get fire abilities and resistance to complement your [Cold] subtype. Poor man's nightmare indeed!

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bhu

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Re: MMII Redux
« Reply #172 on: November 22, 2009, 05:56:31 AM »
I should think you would be able to tell a horse was male from space  :p


Chemus

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Re: MMII Redux
« Reply #173 on: November 22, 2009, 06:07:57 AM »
That's the 'under the hood' bit. :D

Edit: I am remiss. I really didn't look at the amount of stuff you put into the other MMII races' beliefs sections. How 'bout I just boil what I wrote up there down a teensy bit?

Beliefs:Since they're mostly isolated, with only occasional traffic with other races, the Asperi religion focuses strongly on themselves; with their gods being almost an extension of hte herd. Indeed, Asperi believe themselves to be descendants of their gods. While valuing their freedom, Asperi very seldom stray from the path of good. And since they spend much of their time away from most of the herd, this means that their clergy perform more of a ceremonial than a guiding role in Asperi society.
« Last Edit: November 22, 2009, 11:19:42 PM by Chemus »
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bhu

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Re: MMII Redux
« Reply #174 on: November 23, 2009, 09:32:10 AM »
I would like to increase the fluff on most of the races once I get done.  It's only fair.

bhu

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Re: MMII Redux
« Reply #175 on: November 24, 2009, 08:04:16 AM »
The Apseri itself is done except for the Ranger sub levels.  THink the +# LA is fair?

Got the fluff done for the Mustang and just need to fill in abilities and do the feats

Chemus

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Re: MMII Redux
« Reply #176 on: November 24, 2009, 04:55:48 PM »
The ride the wind ability in the MMII actually references the air walk spell; neither one limits the speed bonus gained by high winds. Rather they say that the 21+ mph wind speed is a gateway to winds affecting the speed of the or air walker. If the wind is 21 mph, the air walker gains +20 movement. Asperi have the special ability that adverse winds don't hamper their movement.

The bit I found unclear in the MMII is their fly speed. They fly at 30' (Good), but Ride the Wind references air walk, which uses land movement rate, and it says "An asperi carrying a rider gallops through the air so smoothly..." This suggests that they actually move at 60' via Ride the Wind, buoyed by any high winds going their way. Personally, their fly speed seems superfluous, or

Already having 4HD, the +3 LA feels very heavy initially, especially as they can't use use hand-held items. I think that they're actually LA +0, but I'm gonna examine it closely here and see if my feeling holds up to scrutiny.

Asperi Racial Class:

Asperi Base Race:
Medium Magical Beast [Cold]
Str -6, Dex +4, Wis +2
Darkvision
Low-light Vision
Wind Immunity
Telepathy
Non-Humanoid form
40' move
Hoof (Pri., 1d4+str), Bite (Sec., 1d4+Str/2)

Class levels
Hit Dice: d10
Skill Points: (2+Int) x (Level+3)
Class Skills: Intimidate, Listen, Spot, and Survival

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    feather fall 1/day, +5 Mv, Uncanny Dodge
2. +2    +3     +3     +0    feather fall 2/day, +5 Mv, Dodge Arrows, +1 Nat AC
3. +3    +3     +3     +1    feather fall 3/day, Fly 20' (A), +5 Mv, +1 Int, Large (long) Size (+8 Str, +4 Con, -2 Dex, +2 Nat AC, -1 Att/AC)
4. +4    +4     +4     +1    feather fall 4/day, Fly 30' (G), +5 Mv, Ride the Wind, Imp Uncanny Dodge

Being Large (long) gives the penalties of large size without reach, and only nets them the +4 to bullrush, grapple and co.

I will grant that they have a lot of ability bonuses (But a large creature gets the adjustments above coming from medium. And a creature with 4 HD/levels gets +1 to an ability for free...).

They do have the cold subtype, but fire hurts them more, and it's the most common energy type. Perhaps consider removing the cold subtype; give them part of the effect of endure elements as an (ex) ability, like this:
Quote
Mountaintop Endurance (ex):

Whaddaya think?
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bhu

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Re: MMII Redux
« Reply #177 on: December 07, 2009, 09:53:40 AM »
Well I initially used the SS as a Guide with a few alterations:

Unbalanced ability scores: at least +1
Natural Armor Bonus +1
Fly Speed with Good maneuverability +2
More attacks per round than similar level Fighter: +1
Rest of it's stuff +1
Nonhumanoid form: at least -1

Leaving me with a total +5

I dropped the Armor Bonus cause other people can have heavier armor at that level, and the rest of its abilities weren't great so I dropped that as well, leaving it with a total +3 (maybe a +2 with nonhumanoid)

Also, why the heck don't they have the Air subtype?

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Re: MMII Redux
« Reply #178 on: December 07, 2009, 04:20:50 PM »
Unbalanced ability scores: at least +1
Natural Armor Bonus +1
Fly Speed with Good maneuverability +2
More attacks per round than similar level Fighter: +1
Rest of it's stuff +1
Nonhumanoid form: at least -1

That's a good analysis, and at +2, or even +1, I think you're in line with LA as 3.5 runs it. Compare to the Unicorn (at +4):

Unbalanced Scores: +10 Str, + 7 Dex, +11 Con, +11 Wis, +14 Cha.
Natural Armor: +6
Flight (Good): Magic Circle vs Evil all the time. As useful, and possibly more so considering the immuntites. Especially in combat where the flight requires ranged attacks to be truly useful.
More attacks: Would be a push, but the horn is magical and +3. Asperi may not use weapons, let alone +3 magical ones, in most games not using Savage Species, and never increase in attacks per round.
Other abilities: detect evil as a free action(radar!), (limited) greater teleport, CLW 3/day (5th), CMW 1/day (5th), neutralize poison 1/day (DC 14+cha, 8th), Wild Empathy as druid +6.
Nonhumanoid Form: Same


Quote
Also, why the heck don't they have the Air subtype?
They're described as living on mountaintop glaciers. Plus the Air subtype says "...usually is used for elementals and outsiders with a connection to the Elemental Plane Air..."




[derailment]
Now here's my harangue about LA and Racial HD in general:

While the Unicorn's +4 is much more value for LA, overall, the racial HD alone of both the Unicorn and the Asperi severely limit options at any levels. At 4th level, assuming +0 LA, they have some special abilities that will make them useful, but limited, party members without unbalancing play. The unicorn gets to be a limited option cleric, and the asperi is a weak mobile hitter. At 10th level, they have 6 levels of any class to play with, and unless those levels are melee based, their abilities help them only a little bit, and don't make up for the 4 lost levels in most cases. At 20th level, casters lose the most at 9th level spells altogether, a fighter loses the least at 2 feats, and all other classes the top 4 levels of their classes. With racial HD, high LA is redundant. It will cause some issues at low levels, where the abilities gained are only occasionally better than class levels, but will severely penalize every class at high levels, for little or no benefits at those levels.

For PC's, add racial HD equal to appropriate LA. Allow retraining at intervals equal to Non-Adjusted Racial HD, trading the HD from LA first. Once the LA HD go away, reduce the intervals as you replace the non-adjusted racial HD. So for the Unicorn, at every 4th level, he may trade 1 racial HD for a class level, thus he starts as an 8th level character with 6HD, and 2 levels. At 12th, he has 5HD and 7 levels, at 16th, 4 HD and 12 levels, and at 20th, 3HD and 17 levels. Going into Epic, the unicorn replaces another HD at 23rd, 25th, and 26th. This keeps all HD, HP, BAB and saves at somewhat competitive levels, and allows for characters to have options.

Hell, I'll make a new thread here.
[/derailment]

Thank's again for the updates bhu! You're a cat among men!
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bhu

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Re: MMII Redux
« Reply #179 on: December 08, 2009, 08:07:07 AM »
Yeah but their wind abilities kind of imply they have a conncetion to the Plane of Air (and I think their fluff might too I have to reread that).