LordOfNarf
2006-08-31, 05:27 PM
Wildruner Template
Occasionally a person is born, often on the fringes of the jungle that is exceptionally small and deformed for their race. These are usually cast into the wilderness by disgusted parents. Scholars debate over whether this is caused by specific gene combinations, or if its is due to the toxic environments on the fringe of the jungles, where many plants with unknown effects grow. While most die, a few survive, and some find others of their kind and create tribes. They usually have a despotic society ruled by the strongest, as defined by combat. They are considered "savages" by many civilized societies, but they can actually be quite noble. If they make a friend, they consider them a part of their tribe. They will defend them with their life if necessary, and expect their friend to do the same for them. If two Wildruner creatures mate, they breed true. Wildruners often create high canopy villages on branches that would break under others weight, or they sleep in cliff caves, where their skill at climbing lets them reach places where others may not be able to get to.
A Wildruner looks like a small version of their base creature; they often have childlike heads in proportion to their bodies. Their skin is often paler than the base creature, but they dye their skin in patterns to camouflage in the jungle. Different tribes have different cultures, so there is no overreaching society. Due to the genetics that created them, Wildruners usually have what is considered recessive genetic traits (in humans: blonde hair, blue eyes, etc). Tribes are usually 50-300 members, and are usually all of one base race, but integrated tribes are known to occur.
Wildruners are rarely interested in the worship of gods, but often have a strong animist belief that is led by a tribal shaman (usually a mid-level druid). Wildruners have some fighters among their race, but barbarians are far, far more common. Some Wildruners become rogues, but they are more likely to learn survival oriented skills than dungeon crawling skills. Wildruner wizards are almost unheard of, since so many cannot read, but Wildruner sorcerers are some of the most feared people in their tribes. They hold a position as high, if not higher than the shaman, since they are believed to have exceptionally strong spirits.
Creating a Wildruner Creature
Wildruner is an inherited template that can be added to any corporeal fey, giant, humanoid or monstrous humanoid.
Size and Type: Type remains unchanged, add augmented subtype. The size is unchanged, but has special rules, see below.
Speed: A Wildruner has all speeds reduced to 2/3 the base creatures movement speed in all types, rounded to the nearest 5 ft. This cannot bring any speed below 10 ft in any circumstances. The pygmy also gains a climb speed equal to their base land speed.
Armor Class: A Wildruner gains a size bonus to AC as if they were one size category smaller.
Special Attacks: A Wildruner gains Poison use (as the Assassin class feature) due to their skill in using the multitude of poisons in their native jungles.
Special Qualities: A Wildruner creature gains Diminutive Build (see below)
Saves: As base creature, but the Wildruner gains a +4 racial bonus to saves against poison
Abilities: -2 Str +2 Dex +2 Con -4 Int +2 Wis Wildruners are quicker and hardier, and have sharp perception, but are physically weak and uneducated.
Skills: A Wildruner creature gets a +2 racial bonus to Climb, Spot, Listen, Hide, Move silently, and Craft (poison making) due to the rigors of their home jungles. A [name] can also choose to use her strength or dexterity on climb checks, whichever is higher.
Skills: A Wildruner creature has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
CR: As base creature + 1
LA: As base creature +1
Diminutive Build (ex) A Wildruner creature is smaller than normal for the race creature. This makes them be able to act in may ways as a creature of one size category lower. A Wildruner creature gains the AC and attack bonuses for a creature one size category below them. They use the grapple, trip, disarm, and other size modifiers in a way that is most advantageous to them. They gain a bonus to hide checks based on the smaller size category. Wildruner creatures can choose to use a weapon of their size category or the one smaller than them, based on their choice.
[hr]
I designed this since powerful build gets an extraordinary amount of milage from peple grabbing at the power, so I wanted that, but in reverse, all the benifits of a smaller size, but not the penalties.
this has been submitted to Monsters in the Playground (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557461 87)
Occasionally a person is born, often on the fringes of the jungle that is exceptionally small and deformed for their race. These are usually cast into the wilderness by disgusted parents. Scholars debate over whether this is caused by specific gene combinations, or if its is due to the toxic environments on the fringe of the jungles, where many plants with unknown effects grow. While most die, a few survive, and some find others of their kind and create tribes. They usually have a despotic society ruled by the strongest, as defined by combat. They are considered "savages" by many civilized societies, but they can actually be quite noble. If they make a friend, they consider them a part of their tribe. They will defend them with their life if necessary, and expect their friend to do the same for them. If two Wildruner creatures mate, they breed true. Wildruners often create high canopy villages on branches that would break under others weight, or they sleep in cliff caves, where their skill at climbing lets them reach places where others may not be able to get to.
A Wildruner looks like a small version of their base creature; they often have childlike heads in proportion to their bodies. Their skin is often paler than the base creature, but they dye their skin in patterns to camouflage in the jungle. Different tribes have different cultures, so there is no overreaching society. Due to the genetics that created them, Wildruners usually have what is considered recessive genetic traits (in humans: blonde hair, blue eyes, etc). Tribes are usually 50-300 members, and are usually all of one base race, but integrated tribes are known to occur.
Wildruners are rarely interested in the worship of gods, but often have a strong animist belief that is led by a tribal shaman (usually a mid-level druid). Wildruners have some fighters among their race, but barbarians are far, far more common. Some Wildruners become rogues, but they are more likely to learn survival oriented skills than dungeon crawling skills. Wildruner wizards are almost unheard of, since so many cannot read, but Wildruner sorcerers are some of the most feared people in their tribes. They hold a position as high, if not higher than the shaman, since they are believed to have exceptionally strong spirits.
Creating a Wildruner Creature
Wildruner is an inherited template that can be added to any corporeal fey, giant, humanoid or monstrous humanoid.
Size and Type: Type remains unchanged, add augmented subtype. The size is unchanged, but has special rules, see below.
Speed: A Wildruner has all speeds reduced to 2/3 the base creatures movement speed in all types, rounded to the nearest 5 ft. This cannot bring any speed below 10 ft in any circumstances. The pygmy also gains a climb speed equal to their base land speed.
Armor Class: A Wildruner gains a size bonus to AC as if they were one size category smaller.
Special Attacks: A Wildruner gains Poison use (as the Assassin class feature) due to their skill in using the multitude of poisons in their native jungles.
Special Qualities: A Wildruner creature gains Diminutive Build (see below)
Saves: As base creature, but the Wildruner gains a +4 racial bonus to saves against poison
Abilities: -2 Str +2 Dex +2 Con -4 Int +2 Wis Wildruners are quicker and hardier, and have sharp perception, but are physically weak and uneducated.
Skills: A Wildruner creature gets a +2 racial bonus to Climb, Spot, Listen, Hide, Move silently, and Craft (poison making) due to the rigors of their home jungles. A [name] can also choose to use her strength or dexterity on climb checks, whichever is higher.
Skills: A Wildruner creature has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
CR: As base creature + 1
LA: As base creature +1
Diminutive Build (ex) A Wildruner creature is smaller than normal for the race creature. This makes them be able to act in may ways as a creature of one size category lower. A Wildruner creature gains the AC and attack bonuses for a creature one size category below them. They use the grapple, trip, disarm, and other size modifiers in a way that is most advantageous to them. They gain a bonus to hide checks based on the smaller size category. Wildruner creatures can choose to use a weapon of their size category or the one smaller than them, based on their choice.
[hr]
I designed this since powerful build gets an extraordinary amount of milage from peple grabbing at the power, so I wanted that, but in reverse, all the benifits of a smaller size, but not the penalties.
this has been submitted to Monsters in the Playground (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557461 87)