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2011-02-08, 10:21 PM (ISO 8601)
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2011-02-09, 12:38 AM (ISO 8601)
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- Hell itself (Ohio)
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Re: Redwall Project (Now with 100% more badgers!)
I am a sad kitteh
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Mah Fluffy Death Critters
Orcs and Goblins
Behold the Power of Kitteh!
Backup threads available here
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2011-02-10, 06:56 AM (ISO 8601)
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- Jan 2011
Re: Redwall Project (Now with 100% more badgers!)
This is probably thinking waaaaaay ahead, but can I write up some basic details for significant locations? I'd only be making a framework, and we could all expand on them afterward.
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2011-02-10, 07:06 AM (ISO 8601)
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2011-02-10, 08:30 PM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
Drew up some stats for the Wearet. I will be making the suggested fixes on the adder soon.
Wearet
Spoiler
Spoiler
Wearets are strange creatures living in the deep underground. They are usually solitary, but sometimes lead vermin hordes or are found in the service of powerful underground nations.
Hit Dice: d12
{table=“head”]Level|BAB|Fort|Ref|Will|Features
1|+1|+2|+0|+0|Wearet Body, Powerful Build, +1 Strength, +2 Constitution
2|+2|+3|+0|+0|Wearet Fighting Style, Stability, +1 Strength, +1 Constitution
3|+3|+3|+1|+1|Tireless Fighter, Intimidating Presence, +1 Strength, +1 Constution
4|+4|+4|+1|+1|Growth, +1 Strength, +1 Constitution
5|+5|+4|+1|+1|Improved Fighting Style, +1 Strength, +1 Constitution
6|+6|+5|+2|+2|Insane Energy, +1 Strength, +1 Constitution
7|+7|+5|+2|+2|Fighting Style Mastery, +1 Strength, +1 Constitution
[/table]
Skills Points at 1st Level: (2+Intelligence Modifier) x 4
Skills Points at Each Level: (2+Intelligence Modifier)
Class Skills: The Wearet’s class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Survival (Wis).
Proficiencies: A Wearet gains proficiency with all simple and martial weapons, light and medium armor, and shields.
Wearet Body: A Wearet is a medium-sized animal with a base land speed of 30'. It has low-light vision, scent, and a natural armour bonus equal to its constitution bonus.
Powerful Build: At first level, a Wearet gains Powerful Build. The physical stature of Wearets lets them function in many ways as if they were one size category larger. Whenever the Wearet is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Wearet is treated as one size larger if doing so is advantageous to him. A Wearet is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Wearet can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Wearet Fighting Style:
Upon reaching second level, a Wearet has achieved a mastery at a style of fighting. The Wearet chooses his fighting style from among Two-Weapon Fighting, Sword and Shield, and Brute Force. The second-level Wearet gains the following benefits depending on the fighting style chosen.
Two-Weapon Fighting: The Wearet gains Two-Weapon Fighting and Two-Weapon Defense as bonus feats.
Sword and Shield:: The Wearet adds his Strength bonus to his shield bonus to AC while wielding a shield.
Brute Force: The Wearet gains Power Attack as a bonus feat.
Stability: Wearets are exceptionally stable on their feet. They gain a +4 racial bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
Tireless Fighter: A Wearet can go on fighting indefinitely without tiring. At level 3, the Wearet becomes immune to fatigue.
Intimidating Presence: The presence of a Wearet inspires fear in its enemies. All enemies within 30 feet of the Wearet take a morale penalty to saving throws equal to the Wearet’s Charisma modifier.
Growth: At 4th level the Wearet grows to large size (-1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/reach: 10 feet/10 feet.). It loses all benefits from Powerful Build.
Improved Fighting Style: A Wearet at 5th level has further mastered its chosen style of fighting. He gains the following benefits depending on his chosen weapon style.
Two-Weapon Fighting: The Wearet can attack once with each weapon it wields as a standard action or a part of a charge.
Sword and Shield: All allies adjacent to the Wearet gain the Wearet’s shield bonus to AC.
Brute Force: The Wearet gains Leap Attack as a bonus feat.
Insane Energy: At 6th level, the Wearet has become such a fearsome fighter that even wounds cannot slow it down. The Wearet gains fast healing equal to its Constitution modifier.
Fighting Style Mastery: At 7th level, the Wearet has become a perfect master of its chosen fighting style. He gains the following benefits depending on his chosen weapon style.
Two-Weapon Fighting: When the Wearet successfully strikes a foe with both weapons, it can make another attack with the primary action as a swift action.
Sword and Shield: When a melee attack against the Wearet misses, the Wearet can make an attack of opportunity against the attacker.
Brute Force: When the Wearet deals damage on a charge, the target must make a Fortitude save (DC = 10 + damage dealt) or be stunned for one turn.
Last edited by Blue Ghost; 2011-02-10 at 08:31 PM.
Blue Ghost, Lawful Good generalist wizard, at your service.
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2011-02-10, 10:48 PM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
Hmmmmm, I don't believe wearets deserve to have more monster class levels than the badger. They're tough, sure, but not badger tough, and the only mammal race that I plan on making a higher monster level than badgers is wolverine. Do you think you could scale it back a little, maybe to a 3-4 level class?
I think Powerful Build, Growth, and Stability are appropriate.
Tireless Fighter? I'm not sure. Wasn't Matthias tiring him out in Mattimeo? Or did he never get tired while they were fighting? I forget.
Insane Energy might work, it would depend on the changes made.
I'm not a fan of giving them Intimidating Presence, the Adder more than deserves that, some giant birds too, but the wearet? If others feel it's appropriate though, I guess it might work.
Now, the fighting styles. I'm a big fan of multiple styles like this myself, but I'm not sure if Wearets are the best choice for them. Wearets are big, strong, slower, and dumb, and we've seen them use tridents, spears, and nets. They don't seem like two-weapon fighters, nor sword and board fighters.
That may have sounded harsh, but I've found tough critiques really bring out the best in the final product. I have confidence you can turn this into a good classLast edited by The Antigamer; 2011-02-10 at 10:49 PM.
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2011-02-11, 01:42 AM (ISO 8601)
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- Jul 2008
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Re: Redwall Project (Now with 100% more badgers!)
Thanks for your advice. I didn't find it harsh at all.
I guess our interpretations of the Wearet are different. I always thought of Wearets as gladiators, hence the fighting styles.
The main thing about the Wearet I remember is that he never got tired. Maybe I'm remembering wrong, but I believe he was able to keep fighting when Matthias was exhausted.
Maybe the class is a bit overpowered? I might have to cut it down a bit.
Next I'll be working on a write-up of the wolverine. This should be fun.
Blue Ghost, Lawful Good generalist wizard, at your service.
Love wins. S'agapo.
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2011-02-11, 02:08 AM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
I'm already working on the Wolverine, so I wouldn't worry about that.
There were only two Wearets in the books, (Mattimeo and Loamhedge) and I can't recall the exact wording of the scenes. If you say he didn't get tired out, I'll take your word for it. I remember Matthias trying to tire him out, but not whether he succeeded or not.
Like I said, I think it would work well as a 3, maybe 4 level monster class.
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2011-02-13, 03:12 PM (ISO 8601)
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- Sep 2009
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- NYC
Re: Redwall Project
Alright, after a bit of editing...
Berserker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Blood Rage 1/day, Wrath Feat x3
2nd|+2|+3|+0|+0|Wrath Featx2, +2 Con or Strength (Player's Choice)
3rd|+3|+3|+1|+1|Blood Rage 2/day, Diehard (Rage Only), Wrath Featx2
4th|+4|+4|+1|+1|Wrath Featx2 +2 Con or Strength (Player's Choice)
5th|+5|+5|+1|+1|Blood Rage 3/Day Improved Diehard (Rage Only), Wrath Feat
6th+|Good|Good|Poor|Poor|Wrath Feat x2
[/table]
Prerequisites:
[SOMETHING], Bab +5
OR
Badger
[SIZE="3"]
Blood Rage
SpoilerA Berserker's Blood Rage is functionally the same as the standard Barbarian Rage, except that in addition to any effects of the standard Barbarian Rage ability, for every level he has in Berserker, a Berserker gains a +2 bonus to Strength and a +1 morale bonus on Will saves and takes a -2 penalty to Armor Class. For every two levels in Berserker, he is treated as a Size Category larger.
If a Berserker has previously taken levels in Barbarian, The Standard Rage is overwritten by Blood Rage. Furthermore, Berserker levels count as Barbarian Levels for determining when additional uses of Blood Rage are gained. For example, A 6th Level Barbarian who multiclasses to Berserker Will gain three Wrath Feats and have his Rage overwritten as Blood Rage, however, he will not gain Damage Reduction 1/-. At the same time, an 11th Level Barbarian who multiclasses to Berserker will gain an extra use of rage, but his Trap Sense would not increase. Levels in Berserker stack with Levels in Barbarian for determining uncanny dodge, however.
Wrath Feats
Wrath Feats are only available to the Berserker while in Blood Rage.
SpoilerYeah, need help with these, too. Anything that came out of the book can work.
Undying Enemy
You can live for -5 Hit Points Longer. Can be taken multiple times.
Death Attack
The Berserker chooses a target and declares Death Attack against it and makes an attack roll. If the attack hits, the target must make a DC 15+(Berserker's CON), or be slain immediately, and the Berserker exits Blood Rage. If the attack misses, the Berserker must make a DC 30 Fort Save or exit Blood Rage. Using this feat triples the fatigue penalty upon exiting Blood Rage, whether the attack hits or not.
Red Eyes, Take Warning
Once per turn, as a free action, A Berserker can make a Gaze attack against one or more creatures. Each of the target(s) must make a Will save (DC 10 + ½ the Berserker’s level + the Berserker’s Cha modifier) or become shaken for 2d6 rounds. The gaze attack acts as a Cone-shaped burst that travels 10 ft/Berserker Level. A creature that successfully saves against the frightful presence of a Berserker cannot be affected again by the same Berserker’s frightful presence for 24 hours. This feat can be taken multiple times; The berserker may increase the DC by 5, OR increase its range by 5/level OR add 1 to the roll to determine how long the affected creature(s) are shaken.
Improved Diehard
The Bloodwrath allows a beast to live past the brink of death. If you are knocked down to Death, you may still make actions for a number of rounds equal to 1/2 your Constitution Modifier, after which point, you die.
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2011-02-13, 07:21 PM (ISO 8601)
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- Feb 2011
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Re: Redwall Project (Now with 100% more badgers!)
I must stop this injustice about badgers! Badgers were able to pick up hares in one paw! A full adult is huge or gargantuan, not large!
I must stop this injustice about bloodwrath! It is a trait! Badgers should have a 50% or 75% to get it, everyone else that is a member of a warrior class (I'll leave exact definition of that up to the DM) should get 5% or 10% to get it! It should be the same as a regular barbarians rage, except that he automatically succeeds on will saves, that activates whenever he faces his hated foe, or when he falls below half hit points!
Also, on a side note, you can't see the flitchaye image, you forgot to put a bracket on one side of the first IMG.Last edited by Hiro Protagonest; 2011-02-13 at 07:27 PM.
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2011-02-13, 07:32 PM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
I don't know how it works in the book, but in the movie, all creature's sizes are somewhat normalized. Badgers are not that much bigger than everyone else, and nor is any other race, save for maybe cats for some reason. Any type of bird of prey is also at least huge, if not gargantuan.
Long Sig (now with nonsense riddles).
Squadron leader of =Knights of Wolf= in War Thunder
...you either learn to laugh, or you go insane. I prefer to laugh.
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2011-02-13, 07:38 PM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
In the long patrol, near the end, Russano picked up a hare. And in the books, cats aren't any larger, and they might be smaller than, badgers.
However, I distinctly remember there being different sizes in the first one, namely the horse, but also the cat in that one.
And about people saying the first book was different, it's true, there are mentions of a town dog and cattle, indicating that there were humans, but there wasn't any mention of humans in the others.Last edited by Hiro Protagonest; 2011-02-13 at 07:47 PM.
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2011-02-13, 07:45 PM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
It's not that hard to pick up a creature of one size category smaller. That would be something the size of a dog for humans. I have a hard time picturing badgers as ten times bigger than the rest of the characters.
As for cats, the depiction in the first book is really not at all consistent with the depiction in the rest of the series. Normal cats are probably on the larger end of Medium.
Blue Ghost, Lawful Good generalist wizard, at your service.
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2011-02-13, 07:49 PM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
Russano lifted him up on one paw.
As for cats, the depiction in the first book is really not at all consistent with the depiction in the rest of the series. Normal cats are probably on the larger end of Medium.
Campaign ideas: Redwall doesn't work well for a typical campaign, it's probably best suited for either a series of short campaigns (aka super adventures) that are unrelated, similar to what Martin did when he escaped slavery in one book, killed the thousand eyes queen (I can remember her title but not her name?) in another, and seeked to learn about his past in the last. Or an exploration campaign, similar to what Mariel was doing at the start of the bellmaker.Last edited by Hiro Protagonest; 2011-02-13 at 08:01 PM.
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2011-03-01, 04:46 PM (ISO 8601)
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2011-03-01, 06:38 PM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
Oh no, it's not dying. But it's crunch time, finals are just around the corner, and I have projects that need completing. Therefore, no fun work on this until after my real work is done.
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2011-03-01, 10:12 PM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
I only read Mossflower, Mariel, Redwall and Mattimeo, but nonetheless...
Regional and other Feats:
SpoilerHardened
Having grown up in the cold and harsh Northlands you are used to conflict and strife.
Prerequisites: Region:The North, 1st level
Benefit: You get +2 on all Fortitude saves and on saves against fear.
Special: This feat may be used instead of Great Fortitude as a prerequisite for other feats and prestige classes.
Oath of Peace
You are a member of the order of Redwall and have sworn to protect life, show mercy, help those in need and not harm other living beings. Others respect the name of your order.
Prerequisites: Region:Redwall, 1st level
Benefit: You get +4 on Diplomacy, Craft and Heal checks. You also gain Literacy if your class doesn't grant it. Non-hostile creatures will start out one step closer to friendly to you than they normally would.
Relentless
Coming from the planes in the West you have developed an unyielding attitude. You will not give up on your goals, even if they lie on the other side of the world.
Prerequisites: Region:Western Planes, 1st level
Benefit: Once per day you may reroll any failed saving throw. You must accept the second result even if it is worse. You get +4 on fortitude saves against fatigue and exhaustion.
Special: This feat may be used instead of Endurance as a prerequisite for other feats and prestige classes.
Educated Scholar
You have studied by books, scrolls and ecperience. As a font of wisdom and Knowledge others seek you out for advice and secrets only you can uncover.
Prerequisites: Int 13, Region:Redwall or Region:Salamandastron
Benefit: Decipher Script and all Knowledge skills are always class skills for you. You gain a bonus language.
True Soul
For some reason you have the heart and mind of a warrior. Even if it's not obvious to anyone, you are strong, courageous and honorable and these qualities are reflected in your abilities.
Prerequisites: Hardened or Region:Salamandastron or Oath of Peace or Relentless or Iron Will
Benefit: Any fear effect on you is reduced by one step, from panicking to frightened and from frightened to shaken. You ignore effects that merely leave you shaken.
Attuned
You have become attuned to the helpful spirits of Redwall, such as Martin the Warrior. In times of need they may lend you their guidance.
Prerequisites: Region:Redwall or True Soul
Benefit: Once per day you may spend a Full Round Action to either get a +10 inspiration bonus on a single skill check or +2 on attack and damage rolls for one encounter.
Special: The spirits you are attuned to may contact you in your dreams or even ask favours of you. You must help them as good as you can or they might stop helping you.
Bloodwrath
In your blood dwells a rage, strong and uncontrollable. Sometimes in takes hold of you, but it also lets you become unstoppable.
Prerequisites: Region:Salamandastron or Region:The North or Region:Western Planes or BAB+5 and Diehard
Benefit: You have the ability/curse to fall into Bloodwrath.
Special: Badgers get this feat as a bonus feat on their first level.
Prestige Classes:
SpoilerBlade Bearer
"I am that is! My sword shall wield for me!" (Martin the Warrior)
You are the rightful bearer of a Blade like none else. It has been crafted especially for you or it has been reached down a line of great and honorable warriors and you have been accepted as its owner. You are the guardian of your people and their leader in war.
Prerequisites: Attuned, True Soul, BAB+5
Special: Must have acquired a special weapon such as Ratdeath, the Sword of Martin, and be accepted by the weapon's spirit as the rightful bearer.
Hit Die: d10
Skill points: 4+Int
Class skills: Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Listen, Sense Motive, Spot, Swim, Tumble
Blade Bearer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Spirit Blade, Aura of Courage, Smite Foe
2nd|+2|+3|+0|+3|Cleave, Danger Sense
3rd|+3|+3|+1|+3|Spirit Guidance, Steel Eyes
4th|+4|+4|+1|+4|Great Cleave, Uncanny Dodge
5th|+5|+4|+1|+4|First Warrior, Wall of Blades
6th|+6|+5|+2|+5|Piercing Blade
7th|+7|+5|+2|+5|Supreme Cleave
8th|+8|+6|+2|+6|Improved Uncanny Dodge, Spirit Sight
9th|+9|+6|+3|+6|Overwhelming Blow
10th|+10|+7|+3|+7|Vengeful Spirit[/table]
Spirit Blade: You can use any ability of the spiritual weapon you acquired with taking your first level in this class. You still need to be of high enough level to use an ability.
Aura of Courage: Inspired by your fearlessness any ally within 10 feet of you gets +4 on saving throws against fear effects. Should you come into range of an effected ally the ally may reroll his save with the bonus.
Smite Foe: Once per encounter you can make an especially commited attack with your Spirit Blade. You add your Charisma modifier to attack and your class level to damage.
You may use this ability additional times, but when you do you become fatigued. If you are already fatigued you become axhausted and if you're exhausted you fall unconscious.
Cleave: A Blade Bearer is used to fighting multiple opponents. He gains the Cleave feat as a bonus feat even if he doesn't meet the prerequisites. If he already has the feat he gains Great Cleave instead.
Danger Sense: The spirits of your weapon watch over you. If your life is in great danger you will be warned by them, possibly in a dream. Once per day this ability can also dispell all mind-affecting effects on the character.
Spirit Guidance: You gain your Charisma bonus (if any) as a bonus to all saves.
Steel Eyes: Even if your body seems weak, your glare shows the warrior spirit in you. When you use intimidate to demoralize an opponent you can effect all enemies in 10ft. that can see you. Each rolls a seperate level check to see if they're affected. Furthermore you can demoralize opponents as a move action.
Great Cleave: The Blade Bearer gains Great Cleave as a bonus feat.
Uncanny Dodge: As the Barbarian ability
First Warrior: You are the official leader of your people's soldiers and they respond to your rallying them. As a standard action you can give an attack bonus equal to your charisma bonus to any ally within 30ft. of you. The effect lasts for 1 round.
Wall of blades: Swinging your blade around your body like a steel cage you brush off light attacks easily. As long as you have your weapon drawn you have DR 5/-
Piercing Blade: Your Smite attack ignores all damage reduction.
Supreme Cleave: If you get bonus attacks for the Cleave or Great Cleave feats you can make a 5ft step before the attack.
Improved Uncanny Dodge: As the Barbarian ability
Spirit Sight: Your senses extend through your blade. You gain Blindsight in 5ft. around you.
Overwhelming Blow: An enemy hit by your Smite attack must make a Fortitude save against a DC of (10+Blade Bearer level+your Cha modifier) or be stunned for 1 round.
Vengeful Spirit: You become one with the spirit of your weapon and your aura becomes as sharp as a blade. You gain Frightful Presence in 30ft. around you. The DC to resist the effect is (10+Blade Bearer level+your Cha modifier).
Design Notes: This is decidedly stronger than core melee, but since we're aiming for T3, it's not particularly powerful.
The cleave feats seemed natural, since Matthias and Martin mow through mooks like a harvester on NO².
The concept is that of a Paladin-like warrior, inspiring his allies through both combat prowess and honor.
The following, the Scourge, is based on exactly the same design frame, I just replaced and refluffed abilities as fitting. While modeled after Cluny it should be general enough to represent most major villains in Redwall.
Scourge
"Give me one good reason why I shouldn't add two more heads to my banner!" (Cluny the Scourge)
You are evil Warlord of a band of murderers, thieves or pirates. Wherever you go you bring pain, death and fear. You strife for riches, revenge or just the fun in killing, but whatever your motivation, the victims are many.
Prerequisites: BAB+5, Leadership
Special: Must have killed a creature of equal or higher CR in single combat.
Hit Die: d10
Skill points: 4+Int
Class skills: Balance, Climb, Craft, Intimidate, Jump, Listen, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble
Scourge
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Aura of Despair, Vicious
2nd|+2|+3|+0|+3|Paranoia, Sneak Attack +1d6
3rd|+3|+3|+1|+3|Cruel Eyes, Whip into Shape
4th|+4|+4|+1|+4|Uncanny Dodge, Sneak Attack +2d6
5th|+5|+4|+1|+4|Signature Attack, Thick Hide
6th|+6|+5|+2|+5|Sneak Attack +3d6, Pouncing Charge
7th|+7|+5|+2|+5|Bloody Claws, Desperate Assault
8th|+8|+6|+2|+6|Improved Uncanny Dodge, Sneak Attack +4d6
9th|+9|+6|+3|+6|Twisted Attack
10th|+10|+7|+3|+7|Evil Banner, Sneak Attack +5d6[/table]
Aura Of Despair: Your brutality exudes fear and damages your enemies morale. Any enemy within 10ft. of you gets -2 on all saves.
Vicious: You get two claw (1d4) attacks and one bite (1d6) attack. If you already have one type of these it counts as one size category higher instead.
Paranoia: You are mad, but there's a twisted slyness in it. You instinctively sense ambushes and traitors. You get +4 to all Sense Motive checks and to saves against mind-affecting abilities.
Cruel Eyes: Your evil glare disturbs everyone around you. You can demoralize all enemies in 10 feet around you with a single move action by making an Intimidate throw.
Whip into Shape: Allies within 10ft. of you can reroll any attack roll. They take 1d6 slashing damage for every reroll.
Uncanny Dodge: As the Barbarian ability
Sneak Attack: As the Rogue ability
Signature Attack: You develop a special way of attacking, either with a weapon or a natural attack. This attack deals 2d4 damage, which is either slashing, piercing or bashing, fitting the type of attack. Once per encounter you can make a melee attack that deals 2d4 Con damage. You are always considered proficient with this attack, even if it is an exotic weapon.
Thick Hide: After countless cruel battles you have begun to ignore lesser injuries. You gain DR 5/-.
Pouncing Charge: You can make a Full Attack after a charge.
Bloody claws: If you kill a foe with your natural attacks you can make a demoralization attempt as a swift action.
Improved Uncanny Dodge: As the Barbarian ability
Desperate Assault: Allies within 30ft. of you deal extra damage on charges equal to your Charisma bonus. This is a morale bonus.
Twisted Attack: Any foe you hit with your Signature attack must make a Reflex Save against a DC of (10+Scourge level+your Cha modifier) or be flatfooted in the next round.
Evil Banner: You make a field sign out of body parts or similar things. You gain Frightful Presence in 30ft. around you. The DC to resist the effect is (10+Scourge level+your Cha modifier).
Sorry, these are all just rough drafts. I've been inspired by the thread and thus spent about from 1:30 to 4:10 writing it down before I forget it. Need to sleep now. Good night. Or morning.
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2011-03-01, 11:52 PM (ISO 8601)
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2011-03-03, 09:23 AM (ISO 8601)
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Re: Redwall Project (Now with 100% more badgers!)
Somehow I imagined the thread to be more active. Maybe I'll write up more, but I'd like to have some feedback before.
Well, it's a quite primitive form of pidginization. It comes to mind easily, conveys its atmosphere and still everyone understands it. No wonder multiple sources use it.
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2011-03-11, 10:36 PM (ISO 8601)
- Join Date
- Jan 2011
Re: Redwall Project (Now with 100% more badgers!)
Been crazy busy, promise to actually contribute this weekend!
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2011-03-11, 11:35 PM (ISO 8601)
- Join Date
- Apr 2008
Re: Redwall Project (Now with 100% more badgers!)
Silly question, but has anyone read Mouse Guard? Graphic novel/comic that runs very much in the same vein as the Redwall series. Inspiration could be drawn there.
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2011-03-11, 11:53 PM (ISO 8601)
- Join Date
- Feb 2011
- Location
- Minnesota
- Gender
Re: Redwall Project (Now with 100% more badgers!)
Avatar of George the Dragon Slayer, from the upcoming Indivisible!
My Steam profile
Warriors and Wuxia, Callos_DeTerran's ToB setting
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2011-03-12, 12:15 AM (ISO 8601)
- Join Date
- May 2006
- Location
Re: Redwall Project (Now with 100% more badgers!)
-\==/-
I always ask a big question on the League thread right before bedtime so I have something to read while trying to wake up.
Responses of any sort are wonderful.
SpoilerI like coming up with concepts for characters, and will do so often. But writing up crunch, especially for anything that isn't level 1, takes me a while, and after wasting lots of time writing unused characters on Mythweavers, I generally don't make a sheet unless a DM really likes the concept. Sorry.
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2011-03-12, 05:02 PM (ISO 8601)
- Join Date
- Apr 2010
Re: Redwall
Homebrew: Ghost Rider, a 3.5e Base Class inspired by Marvel's Comics.
So guys, the new Iron Man trailer, huh?
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2011-03-12, 05:36 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Seattle
- Gender
Re: Redwall
I've played the Mouseguard rpg, and it's fun, but I want to adapt to 3.5.
Not necessarily, frogs are like Croikle, not PC appropriate, but maybe animal companions or familiars. Toads are an actual race.
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2011-03-13, 07:21 AM (ISO 8601)
- Join Date
- Sep 2006
- Location
- Germany
- Gender
Re: Redwall Project (Now with 100% more badgers!)
Not trying to be an attention whore, but could I get a little-pittle comment on my write-ups?
Also, I recommend Mouse Guard but I didn't have opportunity to look at the comics yet. I have wanted to give them a try for some time though.
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2011-03-13, 05:10 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Seattle
- Gender
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2011-03-17, 03:25 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Seattle
- Gender
Re: Redwall Project (Now with 100% more badgers!)
I like regional feats, nice job! Any ideas for Vermin regional feats?
The PrC's look interesting, and I think would be good with a little fixing
In other news, I posted the Tree Rats, but I'm waiting for the forum to allow tables again before I post more mammal monster classes. Expect all the 1-2 level Mammal monster classes once the forum's working right again.
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2011-03-17, 03:38 PM (ISO 8601)
- Join Date
- Apr 2010
Re: Redwall
Homebrew: Ghost Rider, a 3.5e Base Class inspired by Marvel's Comics.
So guys, the new Iron Man trailer, huh?
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2011-03-17, 03:42 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Seattle
- Gender