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2011-01-08, 04:46 PM (ISO 8601)
- Join Date
- Dec 2008
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Redwall Project ('otter than otter 'otroot soup)
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Image by Inkthinker
I intend to stat up all the races of redwall, some monsters, a couple racial prestige classes, items, and possibly more, in 3.5 D&D. I'll probably be making some base classes like a mystic, seer, or fortune teller for games that want to stay true to the lack of magic feel of redwall (No full casters, no flashy magic, etc), though I think it could also be fun to use normal D&D rules in a Redwall game (Perhaps magic is newly discovered). Feel free to give me ideas, help me balance, and offer critique/encouragement.
I am using some of the ideas Admiral Squish used in his Redwall thread, he's given me the go-ahead.
Edit: Looks like people want me to do a low-magic Redwall like the books, so I'll be re-doing some arcane classes to fit.
1. Mammal Races
2. Bird Races
3. Reptile/Amphibian Races
4. Monsters
5. Prestige Classes
6. Base Classes
7. Items
Last edited by The Antigamer; 2011-03-23 at 04:09 AM.
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2011-01-08, 04:47 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Seattle
- Gender
Re: Redwall
Mammals
Bat
Spoiler
(Can't seem to find a good bat image, let me know if you know of one.)
- Bats gain +2 wisdom, -4 strength. Bats are physically weak, but have extraordinary senses.
- Small size
- Base land speed is 20 feet
- Darkvision 60'
- Light Sensitivity
- +4 racial bonus on listen checks. Bat ears are very sensitive.
- Gliding (Ex): A bat can use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Bats glide at a speed of 40 feet (average maneuverability). Even if a bat's maneuverability improves, it can't hover while gliding. A bat can't glide while carrying a medium or heavy load. If a bat becomes unconscious or helpless while in midair, its wings naturally unfurl and powerful ligaments stiffen the wings. The bat descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
- Flight (Ex): When a bat reaches 3 Hit Dice, it becomes able to fly at a speed of 40 feet (average maneuverability). Bats can't fly while carrying a medium or heavy load or while fatigued or exhausted. Bats can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Bats are likewise fatigued after spending a total of more than 10 minutes per day flying. Because bats can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
When they reach 7 Hit Dice, bats have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. Bats with flight can make a dive attack. A dive attack works like a charge, but the bat must move a minimum of 30 feet and descend at least 10 feet. A bat can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A bat with flight can use the run action while flying, provided it flies in a straight line.
Ferrets:
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Image from Ferahgo-the-Assassin
- Ferrets gain +2 dexterity, -2 charisma. Ferrets are nimble, but lack sophistication
- Medium size
- Base land speed is 30 feet
- +2 bonus on Sleight of Hand, Open Lock and Disable Device checks. Ferrets excel at skills requiring deft hands.
- Ferrets receive a +1 racial bonus on attack rolls with thrown weapons
Flitchaye:
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Image from Evil-Weasel
- +2 Dexterity, -2 Constitution, -2 Strength; Flitchaye are quick and frail like their larger weasel cousins, but also weaker.
- Small size.
- Base land speed 20 feet.
- Flitchaye receive a +1 racial bonus to resist sleep effects, from working with their herbs building up a tolerance.
- +2 racial bonus to Hide checks.
- +2 racial bonus on Escape Artist checks. Flitchaye are hard to hold.
- Flitchaye may use their dexterity modifier or strength modifier on grapple checks, whichever is higher.
Foxes:
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Image from Chichapie
- Foxes gain +2 to charisma.
- Medium size
- base land speed is 30 feet
- +2 bonus on Diplomacy, Bluff, and Gather Information checks. Foxes are glib, and are skilled at convincing others.
- +1 luck bonus on all saves. Foxes are extraordinarily lucky and capable of avoiding mishaps.
- Low-light vision
Hamsters:
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Image from Ursulav
- Hamsters gain +2 to charisma, +2 to wisdom, and -2 to dexterity. Hamsters have charismatic golden fur, and have a natural affinity for the world around them, but lack quick reflexes.
- Medium size
- Base land speed is 30 feet
- +2 racial bonus on Diplomacy checks
- Gains skill focus feat of his choice at first level. This feat can never be changed.
Hares:
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Image from Kaiser Flames
- Hares gain +2 charisma, +2 dexterity, and -2 wisdom. Hares are charismatic and quick, but lack common sense
- Medium size
- Base land speed is 40 feet
- Hares can kick powerfully with their hind legs, giving them a slam attack for 1d6 damage with 1 1/2 strength bonus to damage
- +2 Racial Bonus to Hide, Jump, Listen, and Move Silently checks
- Enormous appetite: Hares require twice the amount of food as other beasts their size. If they go 2 hours without eating, they take -1 to all checks until they eat again.
- Base languages: Common
Hedgehogs:
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Image from Chichapie
- Hedgehogs gain +2 constitution, -2 dexterity. Hedgehogs are sturdy and tough, but slow
- Medium size
- Base land speed is 20 feet
- +1 natural armor bonus
- Spikes: Any beast attempting to grapple a hedgehog (except another Hedgehog) takes 1d6 piercing damage.
- Curl: As a standard action that provokes attacks of opportunity, a hedgehog can curl up into a ball, providing an additional +2 natural armor bonus to AC (stacks). Unrolling is a free action that doesn’t provoke attacks of opportunity. A hedgehog cannot voluntarily move while curled up into a ball, but doesn’t lose its Dexterity bonus to Armor Class and can still be moved by other means, such as gravity or being pushed. The curled hedgehog automatically fails grapple checks, but enemies grappling it must make a Reflex save (DC 10 + 1/2 the hedgehog's HD + its con modifier) or take d6 + HD/2 d6 points of piercing damage. The hedgehog cannot attack while in a ball, unless it is rolled into another creature, who must make a reflex save as if it were trying to grapple the hedgehog, taking damage if it fails. The hedgehog is able to see where it's going.
- Cannot wear normal armor, all armor for hedgehogs must be custom-made, and of at least masterwork quality.
- Base languages: Common
Hedgehog feats:
Rolling 'hog:
-Prerequisite: Hedgehog race.
-Benifit: A hedgehog may move at its base land speed while in a defensive ball.
Mice:
SpoilerSpoiler
Image from Chichapie
- Mice gain no ability modifiers.
- Small size
- Base land speed is 20 feet
- All skill ranks cost 1 skill point for mice to purchase, even if they're cross-class. The maximum number of ranks remains the same
- Mice gain one additional feat at first level
- Base languages: Common. Bonus languages: Any
- Mice gain four bonus skill points at first level, and another one each level thereafter.
- Mice gain a no natural attacks
Moles:
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Image from Skia
- Moles gain +2 wisdom, -2 intelligence. Moles are bastions of sensibility, but generally lack book smarts.
- Small size
- Base land speed is 20 feet, burrow 20 feet
- Moles gain a natural claw attack dealing 1d4 piercing or bludgeoning damage.
- Difficult speech: Moles have to spend twice as many skill points as another race to learn a new language. They can spend the normal amount, but take a -4 to charisma-based checks using that language.
- Darkvision 60 feet
- +4 to spot and search checks to notice unusual stonecutting.
- Moles use wisdom instead of intelligence as the key skill for Craft, Disable Device, Knowledge (Engineering and Architecture), and Knowledge(Geography)
Mole Feats:
Tingling Claws:
-Prerequisite: Mole
-Benefit: The mole gains SLA's based on its HD, listed on the table below.
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{table=head]HD|SLA
1-2|Omen of Peril 1/day
3-4|Detect Metal and Minerals 1/day
5-6|Augury 1/day
7-8|Detect Secret Doors 1/day
9-10|Know Direction at will
11-12|Anamensis 1/day
13-14|Status 1/day
15-16|Moment of Prescience 1/day
17-18|Hindsight 1/day
19-20|Foresight 1/day
[/table]
Otters:
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Image from Chichapie
- Otters gain +2 strength or dexterity, and -2 to intelligence or charisma, choices made at first level. Otters are a flexible beast, sometimes strong, sometimes quick, but they can be gruff or simple.
- Medium size
- Base land speed is 30 feet, swim speed 50 ft
- Otters can hold their breath for 4 times their constitution modifier
- Otters gain weapon familiarity with otter javelins and slings
- Otters gain a +8 racial bonus on swim checks, and can always choose to take 10, even if rushed or threatened.
- Otters gain a natural tail attack that deals 1d4 damage
- Base languages: Common, Otter silent
Rabbits:
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Image from Tony Diterlizzi
- +2 intelligence, -2 strength. Rabbits aren't as strong as their hare cousins, but are generally more intelligent.
- Medium size
- Base land speed is 40 feet
- +4 Racial Bonus to Jump and Listen checks
- Rabbits treat all Knowledge skills as class skills, and gain a +1 racial bonus to each of them.
Rat:
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- +2 Constitution, -2 Intelligence. Rats can take a lot of punishment, but aren't known for their brains.
- Medium size
- Low-light vision
- Base land speed is 30 feet
- Gain Improved Toughness as a bonus feat
- +2 bonus to Intimidate and Hide checks
- Rats gain a natural bite attack that deals 1d6 + 1.5 Strength damage
Sea Otters:
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- Sea Otters gain +2 strength, +2 constitution, and -2 to two mental stats, choice made at first level. Sea Otters are hardier than their river cousins.
- Medium size
- Base land speed is 30 feet, swim speed 30 ft
- Sea Otters can hold their breath for 6 times their constitution modifier
- Sea Otters are proficient in Profession(Sailing), and gain a +2 to all such checks.
- Sea Otters gain a +8 racial bonus on swim checks, and can always choose to take 10, even if rushed or threatened.
- Sea Otters gain a natural tail attack that deals 1d4 damage
- Base languages: Common
Shrews:
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- Shrews gain +2 dexterity, -4 strength. Shrews are agile fighters, but their size makes them lack strength.
- Small size
- Base land speed is 20 feet
- Mob tactics: A shrew gains a +1 bonus to attack, and a +2 bonus to damage for every ally adjacent to it. Shrews gain +2 damage in addition to +2 to attack when flanking an enemy. Also, Shrews using aid another give a +4 bonus, rather than a +2 bonus.
- Shrews gain a racial +4 on swim checks.
- Shrews gain a +2 on all survival checks on rivers or oceans.
- Shrews consider Profession(Sailor) to be a class skill, and gain +2 bonus to it
- Base languages: Common
Squirrel:Spoiler
Spoiler
Image from Chichapie
- Squirrels gain +2 dexterity, -2 constitution. Squirrels are agile but frail
- Medium size
- Base land speed is 30 feet, climb speed 30
- Squirrels gain a +8 on climb checks, and can always choose to take 10, even if rushed or threatened.
- Squirrels gain a +2 Bonus to Reflex Saves and Initiative
- +2 Bonus to Jump and Balance checks
- Squirrels gain weapon proficiency with short bows and slings.
- Base languages: Common
Stoats:
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Image from Chichapie
- Stoats gain +2 strength, +2 intelligence, and -2 wisdom. Stoats are strong and generally more intelligent than most vermin, but they lack comprehension
- Medium size
- Base land speed is 30 feet
Tree Rats
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Image from AllSwansAreWhite
- +2 Dexterity, -2 Intelligence, -2 Strength. Tree Rats are nimble, but simple, and generally weak.
- Small size
- Low-light vision
- Base land speed is 20 feet, climb speed 30ft
- Suffers -2 penalty on all rolls to resist fear effects or intimidation in the presence of fire. Suffers a -1 to all other rolls in the presence of fire.
- Tree rats uses their Dexterity modifier for, and gain a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
- Tree Rats gain a +2 racial bonus on Hide and Move Silently checks, which increases to +4 in forested areas.
- Weapon Familiarity: Tree Rats treat nets and blowguns as martial weapons rather than as exotic weapons.
Weasels:
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Image from xcgirl08
- +2 Dexterity, -2 Constitution; Weasels are quick and agile, but frail.
- Medium size.
- Base land speed 30 feet.
- +4 racial bonus on Escape Artist checks. Weasels are hard to hold.
- +2 racial bonus on grapple checks. Weasels may use their dexterity modifier or strength modifier on grapple checks, whichever is higher.
- Lithe build: When hiding, attacking, or squeezing through tight spaces, weasels are treated as Small creatures, adding a +4 bonus on Hide checks and adding +1 bonus on attack rolls.
To do:
+0 LA Races:
Pygmy Shrew
Voles (Water and Field)
Tree Rats
Monster Class Races:
Cats
Ermine
Marlfox
Pure Ferret
Pine Martens
Sables
Wearets
Wildcats
WolverinesLast edited by The Antigamer; 2011-03-20 at 06:20 AM.
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2011-01-08, 04:48 PM (ISO 8601)
- Join Date
- Dec 2008
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- Seattle
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Re: Redwall
Mammal monster classes will go here. Size chart for reference.
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Image from Benalene.
Badgers:
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Image from Kaiser Flames.
Hit Dice: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|+1|+2|+0|+0|Badger Body, Powerful Build, +1 Strength, +2 Constitution
2nd|+2|+3|+0|+0|Badger Weapon, Stability +1 Strength, +1 Charisma
3rd|+3|+3|+1|+1|Grip of Death, Confident Leader, +1 Strength, +1 Wisdom
4th|+4|+4|+1|+1|Growth, +1 Strength, +2 Constitution
5th|+5|+4|+1|+1|Bloodwrath, +1 Strength, +1 Charisma
6th|+6|+4|+2|+2|Indomitable, +1 Strength, +1 Wisdom
[/table]
Skills Points at 1st Level: (4+Intelligence Modifier) x 4
Skills Points at Each Level: (4+Intelligence Modifier)
Class Skills: The Badger’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Intimidate (Cha), Listen (Wis), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), and Survival (Wis).
Proficiencies: The Badger gains proficiency with all simple and martial weapons, a single exotic weapon decided at first level, light and medium armor, and shields.
Class Features:
Badger Body: A badger 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. Badgers gain two slam attacks that deal 1d6+strength damage. (It may not attack with a slam on the same turn it attacks with a weapon held in that paw.)
Powerful Build: At first level, a Badger gains Powerful Build. The physical stature of Badgers lets them function in many ways as if they were one size category larger. Whenever the Badger 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 Badger is treated as one size larger if doing so is advantageous to him. A Badger 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 Badger 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.
Badger Weapon: Upon reaching 2nd level the badger has become familiar with a weapon he will most likely use for the rest of his life. Choose a weapon you are proficient with. You gain weapon focus with that weapon, and may take fighter feats that center around that weapon as if you were a fighter of your HD.
Stability: Badgers 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.
Grip of Death: By 3rd level the badger is exceptionally skilled at wrestling foes to the ground. They receive a +4 racial bonus to all grapple checks.
Confident Leader: Badgers naturally draw the admiration of those around them, and creatures follow where they lead. Badgers, and each ally within 10 feet of them, receive a morale bonus against fear (magical or otherwise) equal to the badger's charisma modifier.
This ability functions while the Badger is conscious, but not if he is unconscious or dead.
Growth: At 4th level the Badger 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, and its slams now deal d8 damage.
Bloodwrath: Badgers can enter a state of rage once per day, plus one additional use for every 6 HD it has. This ability is identical to a barbarian's rage, except for the following:
The bloodwrath ends after 4+the badger's constitution modifier rounds. A badger may end his bloodwrath prematurely with a DC 15 Will save.
A badger in bloodwrath must make a DC 15 will save to avoid attacking friends who get in the way of getting to the enemy.
A badger driven to 15% of its total hit points must make a DC 15 will save to avoid entering the bloodwrath involuntarily.
Indomitable: Badgers are steadfast foes who can continue fighting long after they should by rights be dead. Once per week, plus one additional use per every 10 HD, when a badger reaches 0 or less hit points he may enter a special Bloodwrath that does not cost any of his daily uses. For the duration of the Bloodwrath, the Badger acts as if he had positive hit points, and is immune to death from damage. Upon exiting the Bloodwrath, if the Badger is at zero or higher hit points, he falls unconscious until he is restored to full health, and is fatigued for 24 hours following his awakening.
If the Badger exits his Bloodwrath and has negative hitpoints equal to less than half his total hit points, he falls immediately unconscious, and dies if he is not at -10 hit points or higher on the start of his next turn. If he is at or above -10 hit points, he remains unconscious until he is restored to full health, and is fatigued for 42 hours following his awakening.
If the Badger exits his Bloodwrath and has negative hitpoints greater than half his total hit points, he immediately dies.
Ermine:
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SpoilerNo picture yet
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|+1|+2|+2|+0|Ermine Body, Track, Cold Endurance
[/table]
Ermine Body:
- Ermine gain +2 strength, +2 dexterity. Ermine are strong, swift creatures who generally have more common sense than the average vermin.
- Medium size
- Base land speed is 30 feet
- Ermine gain the Scent special quality
- +2 racial bonus on Survival checks to track creatures
Track: Ermine gain Track as a bonus feat. Ermine are generally trackers or hunters in vermin hordes.
Cold Endurance: Hailing from the Lands of the Frozen North, Ermine are used to the cold, and gain Cold Endurance as a bonus feat.
Pine Martens:
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Image from PsychoAngel51402.
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|+1|+0|+0|+2|Pine Marten Body, Strategy, Keen Mind
[/table]
Pine Marten Body:
- Pine Marten gain +4 intelligence, and +2 charisma. Pine Marten are cunning, charismatic, and intelligent individuals.
- Medium size
- Base land speed is 30 feet
Strategy: Once per day, a Pine Marten may reroll any d20 roll he just made, before knowing the results of the roll.
Keen Mind: A Pine Marten's mind allows it to resist many mental influences. They receive a +2 racial bonus to will saves and a +2 racial bonus to saving throws against mind-effecting affects.
Pure Ferrets:
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Image from 1-Renaissance.
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|+1|+0|+2|+2|Pure Body, Murky-eyed, Quick retreat
[/table]
Pure body:
- Pure Ferrets gain +2 dexterity and +2 charisma. Pure Ferrets are more sophisticated than their cousins, and have striking white fur
- Medium size
- Base land speed is 30 feet
- +2 bonus on Sleight of Hand, Open Lock and Disable Device checks. Pure Ferrets excel at skills requiring deft hands.
Murky-eyed: Pure Ferrets automatically receive the Murky-Eyed flaw, and the free feat that goes with it. Like most albinos, Pure Ferrets tend to have vision problems.
Quick Retreat: A pure ferret knows how to run away. Once per day, as a standard action a Pure Ferret may increase its base land speed by 30' for 1 min/HD.
Last edited by The Antigamer; 2011-03-20 at 02:14 PM.
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2011-01-08, 04:49 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Seattle
- Gender
Re: Redwall
Birds
Sparra:
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Image from Meirya.
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Features
1st|+1|+2|+2|+0|Sparra Body, Worm Flight, +2 Dexterity
2nd|+2|+3|+3|+0|Warrior flight, Strafe, +2 Dexterity
[/table]
Sparra Body:
- Base land speed 10'
- Small Size
- 2 claw attacks for 1d4, and a peck attack for 1d6
- +2 to survival checks
- Sparra claws are able to preform some manipulation, but are unsuited for wielding normal weapons
- Base Language: Sparra
Worm Flight: Young Sparra can fly 30' with poor maneuverability. Sparra can never fly with anything more than a Light Load
Warrior Flight: Sparra flight is now 30' plus 5' for every 3 HD the sparra has, and their maneuverability increases by one level every 3 HD (Average at 3rd, Good at 6, Perfect at 9th). While flying, Sparra gain +2 AC against ranged attacks.
Strafe: At second level, the Sparra is liable to lunge by to strike at opponents and then dart or flap her way out of range. Treat this ability as the Flyby Attack feat, but it may also be used on land. Movement while using this ability does not provoke attacks of opportunity from an attacked target, but may provoke attacks of opportunity from other enemies.
Provided she utilizes Strafe and moves at least 5' before and after the attack, the Sparra may attack with both claws as a standard action.
To do:
Eagles
Falcons
Gannets
Geese
Gulls
Hawks
Herons
Kestrel
Kite
Osprey
Owls
Sparra
SwansLast edited by The Antigamer; 2011-03-20 at 03:00 PM.
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2011-01-08, 04:51 PM (ISO 8601)
- Join Date
- Dec 2008
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- Gender
Re: Redwall
Reptiles/Amphibians
To do:
+0 LA Races:
Grass Snakes
Newts
Sand Lizards
Toads
Monster Class Races:
Adders
Monitor Lizards
SmoothsnakesLast edited by The Antigamer; 2011-01-15 at 06:12 PM.
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2011-01-08, 04:52 PM (ISO 8601)
- Join Date
- Dec 2008
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Re: Redwall
Monsters
To do:
Scorpion
Deepcoiler
DirgecallersLast edited by The Antigamer; 2011-01-10 at 05:47 AM.
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2011-01-08, 04:53 PM (ISO 8601)
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- Dec 2008
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- Seattle
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Re: Redwall
Prestige Classes
To do:
Abbey Dweller
Badger Lord
Bloodwrath warrior
Foremole
Guisom Shrew
Log-a-Log
Long Patrol Hare
Marlfox
Painted One
Skipper of the Otters
Sword-bearerLast edited by The Antigamer; 2011-03-17 at 02:45 PM.
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2011-01-08, 04:54 PM (ISO 8601)
- Join Date
- Dec 2008
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Re: Redwall
Base Classes suitable for Redwall:
Barbarian
Fighter
Knight
Rogue
Scout
Swashbuckler
Base Classes to create/change:
Some sort of Geurilla Class
Some sort of Ranger Class
Healer (Mundane healing, somehow)
Some sort of Mundane Paladin type class
Trickster
Diviner/Seer
Shaman
Skirmisher
Thief
Searat racial substitution level
Bard
Potential homebrewed classes:
The Sublime Matador, by Dead_Jester
The Swashbuckler, by Samm
The Brawler, by BRC
The Fool, by ForzaFiori (Slight changes to reflect Redwall-verse)
The Corsair and Privateer, by Fax Celestis
The Dreadnaught, by Fax Celestis
Ideas?Last edited by The Antigamer; 2011-03-23 at 04:10 AM.
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2011-01-08, 04:56 PM (ISO 8601)
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- Dec 2008
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Re: Redwall
Items
To do:
Martin's sword
Martin's shield
Otter Javelins
Stone Sparrow
Gullwhacker
Sleeping herbs
Flowers of IcetorLast edited by The Antigamer; 2011-02-07 at 02:35 PM.
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2011-01-08, 04:57 PM (ISO 8601)
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- Dec 2008
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- Seattle
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Re: Redwall
All right, that should be enough.
Ideas to help differentiate the vermin races, or ideas for racial abilities for others greatly appreciated.
I'm not including wolves, as the only one ever mentioned was the one whose pelt Urgan Nagru wore.
Should I include Beaver, since technically there was one in Redwall the novel?
Should I include Dolphins, Seals, and Sea Lions?
If there are any races I forgot, plese let me know.
Any more PrC or item ideas?Last edited by The Antigamer; 2011-01-08 at 05:06 PM.
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2011-01-08, 08:03 PM (ISO 8601)
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- Aug 2010
- Gender
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2011-01-08, 08:23 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Seattle
- Gender
Re: Redwall
Frogs might not be entirely PC-worthy, but toads are definitely an intelligent race.
As for painted ones, weren't they like pygmy rats? Or were they normal sized rats? I forget. I could do them though. I had to run off in the middle of my editing in races earlier, but I'll be back later tonight posting them from my word file on my computer.Last edited by The Antigamer; 2011-01-08 at 08:23 PM.
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2011-01-08, 08:40 PM (ISO 8601)
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- Aug 2010
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Re: Redwall
OK. (Can't really remember which books have had Toads.)
I'm not sure about the Painted Ones myself. I think they've been differet creatures in different books... (don't take my word for it though.)
EDIT: A quick Googling has revealed them to be Tree Rats.
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2011-01-09, 05:25 AM (ISO 8601)
- Join Date
- Dec 2008
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- Seattle
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Re: Redwall
It's getting late, I'll finish up the +0 LA Mammals tomorrow. I plan to do a monster class for badgers and other LA +1 races. The birds are all going to be at least LA + 1, since they can fly.
Ideas to help differentiate the vermin races are still needed. Well, all of my questions are still up for answering, but the vermin will be coming up tomorrow.
Right now, stoats are going to be better fighters than weasels or ferrets, weasels are going to excel at escaping, and ferrets are going to be quick and dexterous, probably with throwing bonuses. Foxes and rats could probably use some more flavorful abilities.Last edited by The Antigamer; 2011-01-09 at 05:29 AM.
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2011-01-09, 10:00 AM (ISO 8601)
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Re: Redwall
Okay so are horses going to be much larger? Redwall's perspective on animals isn't consistent (I've read most of the books).
Anthropomorphizing animals isn't the problem, it's keeping the sizes relative to one another.
I'd recommend that the animals keep their sizes Diminutive or Tiny unless you specifically note that in a Redwall campaign all animals increase in size.
DebbyP.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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2011-01-09, 10:03 AM (ISO 8601)
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Re: Redwall
Horses aren't in Redwall. (Hasn't read a knew one snce the one with the Wolverine.)
Well yeah. Mice are human child sized, and Badgers are pushng Large.
Also, I find this:
Originally Posted by Debihuman
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2011-01-09, 12:16 PM (ISO 8601)
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This looks interesting. If done well, it could be very good.
There was a horse in the original book. It was gigantic compared to the rats.Homebrew:
Misc:
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2011-01-09, 12:26 PM (ISO 8601)
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2011-01-09, 02:43 PM (ISO 8601)
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Re: Redwall
The point is that all the animals are around human size
In the books, there's not much difference in size between a hedgehog and a hare, but hedgehogs are much smaller in real life. Making everyone in the world tiny or diminutive is not the plan. And I have no plan to include the horse Cluny uses.
As pointed out, there is one horse in redwall, but Jacques himself said it was a mistake, and horses are never heard from again. I guess the spikes thing is true, I'll edit it out.
Thanks, glad you're intrigued.
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2011-01-09, 02:50 PM (ISO 8601)
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2011-01-09, 02:56 PM (ISO 8601)
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2011-01-09, 02:59 PM (ISO 8601)
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2011-01-09, 03:03 PM (ISO 8601)
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2011-01-09, 06:14 PM (ISO 8601)
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Re: Redwall
There, all the common mammals are done for now. Working on the uncommon ones.
I think stoats need some work, and I'm trying to decide whether hares should get a bonus to both dexterity and charisma as they do now, or if I should cut one.
I also need to figure out languages. Everyone seems to understand one another in the series, with the language variations I can think of being Common, Molespeech, Sparra, Toad, Flitchaye, and Pygmy Shrew. Should I keep that aspect, or add more languages to bring it more in line with d&d?
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2011-01-09, 06:27 PM (ISO 8601)
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Re: Redwall
You are a good man.
I think stoats need some work, and I'm trying to decide whether hares should get a bonus to both dexterity and charisma as they do now, or if I should cut one.
I also need to figure out languages. Everyone seems to understand one another in the series, with the language variations I can think of being Common, Molespeech, Sparra, Toad, Flitchaye, and Pygmy Shrew. Should I keep that aspect, or add more languages to bring it more in line with d&d?
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2011-01-09, 07:42 PM (ISO 8601)
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Re: Redwall
I think the animal languages should all be variations of Common, just a bunch of heavy accents. It's more for flavor than for anything else, even in the books.
I hadn't realized the horse was a mistake in the book. It makes sense if the animals are supposed to be comparable to human sizes.
DebbyP.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
my creations in homebrew signature thread
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2011-01-09, 07:50 PM (ISO 8601)
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Re: Redwall
Yeah, Redwall was meant to be a one-off, IIRC, and he turned it into a series, but the initial book has some discrepancies from the rest of the series. I mentioned the Beaver, which never appeared again because Jacques decided he only wanted animals native to the UK in the series, and the horse was literally gigantic, hauling a cart with hundreds of rats.
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2011-01-09, 08:00 PM (ISO 8601)
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Re: Redwall Project
I don't think I've been so excited since... well... I can't bally remember when.
If there's anything you need or want a hand with let me know, otherwise I'll be watching this closely.Having trouble writing up hard stat blocks but I'm doing a lot of sharing ideas and soft mechanics lately.
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2011-01-09, 08:05 PM (ISO 8601)
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Re: Redwall
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2011-01-09, 09:32 PM (ISO 8601)
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Re: Redwall
Thanks! I think I've posted most of the questions I have for now. I could use some feedback on the vermin races, and some more item ideas.
I'll think about it, but it's down on the priority list. Wolverines aren't native, but they were the main villains in one book, travelling from the far, far north. They're supposed to be the most powerful intelligent mammals out there.