The Vorpal Tribble
2006-04-28, 04:46 PM
Cricketman
Small Monstrous Humanoid (psionic)
Hit Dice: 4d8+16 (34 hp)
Initiative: +5
Speed: 30 ft. (6 squares), climb 30 ft., fly 40 ft. (clumsy)
Armor Class: 18 (+3 dex, +2 luck, +2 natural, +1 size), touch 16, flat-footed 15
Base Attack/Grapple: +4/-1
Attack: Slam +8 melee (1d4-1) or sling +8 melee (1d3-1)
Full attack: 4 slams +8 melee (1d4-1) plus bite +6 melee (1d4-2 plus poison) or sling +8 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ki strike, poison, psi-like abilities
Special Qualities: Blacktea, darkvision 60 ft., deadwood dread, glide, jademind, luck of the cricket, natural camouflage, naturally psionic, one with his surroundings
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 8, Dex 17, Con 19, Int 16, Wis 22, Cha 8
Skills: Autohypnosis +17, Climb +7, Concentration +12, Jump +7, Knowledge (nature) +14, Listen +9, Profession (gardener) +13, Spot +9, Survival +15, Swim +7
Feats: Iron Will, Weapon Finesse(B), Up the Walls
Environment: Any mountains
Organization: Solitary or school (3-8 cricketmen)
Challenge Rating: 5
Treasure: Standard
Alignment: Always True Neutral or Neutral Good
Advancement: By character class
Level Adjustment: +5
The cricketman is a hideous looking creature that nevertheless is fascinating to look upon. Its body is alike to that of a giant cricket's, with a light dull green color to an olive so dark as to be almost black. Its carapace, instead of being hard and rigid like a true cricket's, appears merely thick and leathery and possessed of great flexibility. His four long legs are multi-jointed, ending in small grasping talons. The body then rises vertically, spourting four arms, a pair able to touch the ground, and a somewhat thinner pair going up the lean torso. Its arms have two elbos and six fingers with naturally thickened skin covering in the palm.
Whats most disturbing is the nearly human visage upon an extended neck. Its head is very much humanoid, with only an odd triangular pattern of thickened skin going from forehead and down its back. The eyes are small and slanted and completely black with a solemn, serious look. It has no nose, but where it would sprounts two long anntennae that droop nearly to the ground. The mouth is overly large and appears unhinged, with extremely sharp edges for nipping.
Cricketman are an oddity, but a normally harmless one, living peacably within vast, beautiful gardens in higher elevations, preferably with a nearby waterfall and stream. These gardens are planted by the cricketman and express many things, most so complex or involved or so deeply personal that few non-cricketmen can puzzle it out. A rock here, a bush there, a particular shade of flower, all have some meaning that forms a part of the harmony of the garden. Cricketman tend to remain here for most their lives, walking in deep contemplation or planting and nuturing and gradually expanding their locale.
This period is only interupted by their mating journeys once a century. At this point their wings grow out, allowing them to take flight for one of the few instances in their life. This takes several weeks, allowing them to prepare for their departure. As they fly for their destination their minds slowly weaken and eventually become driven purely by instinct. Hundreds if noth thousands of cricketman then gather in the hidden breeding grounds, sometimes weeks of day and night journeying from their homes. While all are arriving the nearby countryside is stripped of vegetation and the masses brought together. The mating frenzy then starts and lasts for several days. Every cricketman, which are genderless, then lay their eggs within the vegetation. As their reason returns most choose to leave back for their gardens. A few however remain to protect the collective eggs, wrapping them in ceremonial birthing sashes of silk and burying them within the gathered foliage. Those that hatch several years later are almost identical, albeit much smaller, versions of the parent. These that remain choose out the brightest and closest in personality to itself to raise and teach specially. Those who have returned to their gardens must now travel on foot to collect their charges. Though there is much affection between master and pupil, the relationship is much more that of teacher and student. They consider the training of their charges one of their greatest joys, and so despite the treacherous journey required, they are eager to make it. The journey back is slow, for the pupil is not strong, but by the time the garden has been reached most have matured and are now wise to the ways of the world through both experience and teachings. The pupils remain until they are ready to seek out their own garden spot. Blessings are given from the student to the master, verbal and material, such as seeds and tools and other gifts that will aid them once they reach their destination.
Cricketman only rarely associate with other races whom seek out Cricketmen for their knowledge. Occassionally a cricketman will accept a student not of his race, but only if he has no others remaining. Even then this outsider is given tests to see if he is worth the effort.
However, before a cricketman will speak with anyone they must first have tea together. That which is served is rather poisonous to other species, though it is severely watered down for the visiter. The cricketman expects them to share this tea despite its toxicity, and if his visiter is unable to tolerate it or incapable of healing himself, an antidote can be concocted easily by the cricketman. If the visiter refuses to drink the cricketman will refuse to speak with him. No matter how the visiter pleads the cricketman simply ignores him. If however the visiter becomes violent the cricketman will protect himself and his garden if need be.
Cricketmen do not sleep but go into a trance several times day or night for an hour or so at a time. They are pure vegetarians though disdain fruit, instead focusing on the lush leaves of their gardens, many of which would cause severe stomach upset amongst other races.
Cricketmen live, on average, roughly as long an elf. They speak Rrit, their native language, composed of both spoken sylabbles and those from vibrating certain membrances along the edges of their lower bodies. Occassionally another tongue is learned, but it is an uncommon exception. They stand about four feet tall and weigh from 50 to 80 lbs.
Combat
Cricketmen engage in a great many exercises that taxes both body and mind, but despite this they are naturally pacifistic. Only to defend themselves, their students, or their garden, will they resort to combat. They fight intelligently then, attempting to lead their opponent into traps or dangerous terrain while tampering with their sense through their natural mental powers. A cricketman, though no coward, will eventually submit if the alternative would be to die. They prefer to only incapacitate their opponents and drag them far from their lands if possible.
Blacktea (Ex):
From their earliest age a Cricketman is given a tea brewed of bits of the most dangerous plants about. As they age the dosage is increased until they are completely immune to any kind of imbibed poison. They also gain a +2 bonus to ignore the affects of other poison types.
Deadwood Dread (Ex):
A cricketman has an unusual weakness, that of non-living wood. Any exclusively wooden weapon that deals damage to a cricketman sickens him for as many rounds as the damage that was dealt. He may make a fortitude save to resist being sickened (DC equals 5 + damage dealt). Penalties from multiple blows from wooden weapons do not stack, though once the duration is over he may be sickened again. As well, while standing on a deadwood surface, he is sickened for the duration. These penalties stack with that from deadwood damage. Shoes or a mat is enough to negate his sickness from the surface.
A cricketman who is somehow imprisoned in a wooden object, such as as box or cage, is paralyzed.
Glide (Ex):
A cricketman 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. A cricketman glides at a speed of 30 feet (clumsy meuverability). Even if a cricketman's maneuverability improves, he can't hover while gliding. A cricketman can't glide while carrying a medium or heavy load.
If a cricketman becomes unconscious or helpless while in midair it instinctively manifests its catfall power, though otherwise falls normally.
Jademind (Su):
Cricketmen are strangely difficult to spy upon and gains the benfits of the Escape Detection power as a 10th level manifester. As well, he also gains a +2 bonus on saving throws against spells and effects from the school of enchantment. Lastly, a cricketman is immune to all sleep spells and effects.
Ki Strike (Su): A cricketman's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Luck of the Cricket (Su):
A cricketman is naturally lucky, and has a +2 luck bonus to Armor Class, initiatives, saves, and skill checks. This luck bonus stacks with any other luck bonus it may gain from another source. This bonus extends to any ally within 20 feet of the cricketman.
Natural Camouflage (Ex):
A cricketman gains a +10 bonus to hide checks in forested locales.
Naturally Psionic: A cricketman gains 2 bonus power points.
One With His Surroundings (Ex):
A Cricketman is naturally in tune with his surroundings, wherever he might go, and gains a +6 insight bonus to Climb, Jump, and Swim checks.
Poison (Ex): Bite, initial damage 1d6 Strength, secondary damage unconsciousness, DC 14 + Con modifier. As well, a cricketman may breathe upon an item made of alchemical silver, which immediately turns black and loses its properties.
Psi-like Abilities:
At will/Catfall, Clairvoyant Sense, Sensitivity to Psychic Impressions, Synesthete; 3/day Call to Mind, Body Equilibrium, Psionic True Seeing, Precognition; 1/day Mass Cloud Mind, Remote Viewing. Manifester level 8th. Save DC's are Wisdom based.
-=-=-=-=-=-=-
Ichzzu Tea
Meaning "Respectful Greeting" in the Rrit tongue, it is also known amongst other races as Cricketman's Black, Belly Reaper, and Death's Handshake. Brewed from the toxic foliage of certain ceremonial plants, it is part of the standard greeting ritual of the cricketman from their earliest years. Every morning when master and student meet they share a cup, honoring one another and the rising sun. It is, indeed, a punishment for a master to share none with his student, for it is meaning the master has been dishonored and will speak to him not until he has made amends. Likewise, visitors to a cricketman's garden must have tea before he will entreat with them. Visitors who are unable to tolerate it are quickly given an anti-toxin that negates any ill affects.
The standard daily tea of the cricketman deals 2d6 initial Constitution damage plus nausea for 1 round per point of damage and 1d6 secondary damage. Ingested DC 18.
Visitors are generally given only an extremely weakened version that deals 1 point of initial constitution damage, and 1d4 secondary damage plus nausea for 1 round per point of damage. Ingested DC 14.
Small Monstrous Humanoid (psionic)
Hit Dice: 4d8+16 (34 hp)
Initiative: +5
Speed: 30 ft. (6 squares), climb 30 ft., fly 40 ft. (clumsy)
Armor Class: 18 (+3 dex, +2 luck, +2 natural, +1 size), touch 16, flat-footed 15
Base Attack/Grapple: +4/-1
Attack: Slam +8 melee (1d4-1) or sling +8 melee (1d3-1)
Full attack: 4 slams +8 melee (1d4-1) plus bite +6 melee (1d4-2 plus poison) or sling +8 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ki strike, poison, psi-like abilities
Special Qualities: Blacktea, darkvision 60 ft., deadwood dread, glide, jademind, luck of the cricket, natural camouflage, naturally psionic, one with his surroundings
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 8, Dex 17, Con 19, Int 16, Wis 22, Cha 8
Skills: Autohypnosis +17, Climb +7, Concentration +12, Jump +7, Knowledge (nature) +14, Listen +9, Profession (gardener) +13, Spot +9, Survival +15, Swim +7
Feats: Iron Will, Weapon Finesse(B), Up the Walls
Environment: Any mountains
Organization: Solitary or school (3-8 cricketmen)
Challenge Rating: 5
Treasure: Standard
Alignment: Always True Neutral or Neutral Good
Advancement: By character class
Level Adjustment: +5
The cricketman is a hideous looking creature that nevertheless is fascinating to look upon. Its body is alike to that of a giant cricket's, with a light dull green color to an olive so dark as to be almost black. Its carapace, instead of being hard and rigid like a true cricket's, appears merely thick and leathery and possessed of great flexibility. His four long legs are multi-jointed, ending in small grasping talons. The body then rises vertically, spourting four arms, a pair able to touch the ground, and a somewhat thinner pair going up the lean torso. Its arms have two elbos and six fingers with naturally thickened skin covering in the palm.
Whats most disturbing is the nearly human visage upon an extended neck. Its head is very much humanoid, with only an odd triangular pattern of thickened skin going from forehead and down its back. The eyes are small and slanted and completely black with a solemn, serious look. It has no nose, but where it would sprounts two long anntennae that droop nearly to the ground. The mouth is overly large and appears unhinged, with extremely sharp edges for nipping.
Cricketman are an oddity, but a normally harmless one, living peacably within vast, beautiful gardens in higher elevations, preferably with a nearby waterfall and stream. These gardens are planted by the cricketman and express many things, most so complex or involved or so deeply personal that few non-cricketmen can puzzle it out. A rock here, a bush there, a particular shade of flower, all have some meaning that forms a part of the harmony of the garden. Cricketman tend to remain here for most their lives, walking in deep contemplation or planting and nuturing and gradually expanding their locale.
This period is only interupted by their mating journeys once a century. At this point their wings grow out, allowing them to take flight for one of the few instances in their life. This takes several weeks, allowing them to prepare for their departure. As they fly for their destination their minds slowly weaken and eventually become driven purely by instinct. Hundreds if noth thousands of cricketman then gather in the hidden breeding grounds, sometimes weeks of day and night journeying from their homes. While all are arriving the nearby countryside is stripped of vegetation and the masses brought together. The mating frenzy then starts and lasts for several days. Every cricketman, which are genderless, then lay their eggs within the vegetation. As their reason returns most choose to leave back for their gardens. A few however remain to protect the collective eggs, wrapping them in ceremonial birthing sashes of silk and burying them within the gathered foliage. Those that hatch several years later are almost identical, albeit much smaller, versions of the parent. These that remain choose out the brightest and closest in personality to itself to raise and teach specially. Those who have returned to their gardens must now travel on foot to collect their charges. Though there is much affection between master and pupil, the relationship is much more that of teacher and student. They consider the training of their charges one of their greatest joys, and so despite the treacherous journey required, they are eager to make it. The journey back is slow, for the pupil is not strong, but by the time the garden has been reached most have matured and are now wise to the ways of the world through both experience and teachings. The pupils remain until they are ready to seek out their own garden spot. Blessings are given from the student to the master, verbal and material, such as seeds and tools and other gifts that will aid them once they reach their destination.
Cricketman only rarely associate with other races whom seek out Cricketmen for their knowledge. Occassionally a cricketman will accept a student not of his race, but only if he has no others remaining. Even then this outsider is given tests to see if he is worth the effort.
However, before a cricketman will speak with anyone they must first have tea together. That which is served is rather poisonous to other species, though it is severely watered down for the visiter. The cricketman expects them to share this tea despite its toxicity, and if his visiter is unable to tolerate it or incapable of healing himself, an antidote can be concocted easily by the cricketman. If the visiter refuses to drink the cricketman will refuse to speak with him. No matter how the visiter pleads the cricketman simply ignores him. If however the visiter becomes violent the cricketman will protect himself and his garden if need be.
Cricketmen do not sleep but go into a trance several times day or night for an hour or so at a time. They are pure vegetarians though disdain fruit, instead focusing on the lush leaves of their gardens, many of which would cause severe stomach upset amongst other races.
Cricketmen live, on average, roughly as long an elf. They speak Rrit, their native language, composed of both spoken sylabbles and those from vibrating certain membrances along the edges of their lower bodies. Occassionally another tongue is learned, but it is an uncommon exception. They stand about four feet tall and weigh from 50 to 80 lbs.
Combat
Cricketmen engage in a great many exercises that taxes both body and mind, but despite this they are naturally pacifistic. Only to defend themselves, their students, or their garden, will they resort to combat. They fight intelligently then, attempting to lead their opponent into traps or dangerous terrain while tampering with their sense through their natural mental powers. A cricketman, though no coward, will eventually submit if the alternative would be to die. They prefer to only incapacitate their opponents and drag them far from their lands if possible.
Blacktea (Ex):
From their earliest age a Cricketman is given a tea brewed of bits of the most dangerous plants about. As they age the dosage is increased until they are completely immune to any kind of imbibed poison. They also gain a +2 bonus to ignore the affects of other poison types.
Deadwood Dread (Ex):
A cricketman has an unusual weakness, that of non-living wood. Any exclusively wooden weapon that deals damage to a cricketman sickens him for as many rounds as the damage that was dealt. He may make a fortitude save to resist being sickened (DC equals 5 + damage dealt). Penalties from multiple blows from wooden weapons do not stack, though once the duration is over he may be sickened again. As well, while standing on a deadwood surface, he is sickened for the duration. These penalties stack with that from deadwood damage. Shoes or a mat is enough to negate his sickness from the surface.
A cricketman who is somehow imprisoned in a wooden object, such as as box or cage, is paralyzed.
Glide (Ex):
A cricketman 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. A cricketman glides at a speed of 30 feet (clumsy meuverability). Even if a cricketman's maneuverability improves, he can't hover while gliding. A cricketman can't glide while carrying a medium or heavy load.
If a cricketman becomes unconscious or helpless while in midair it instinctively manifests its catfall power, though otherwise falls normally.
Jademind (Su):
Cricketmen are strangely difficult to spy upon and gains the benfits of the Escape Detection power as a 10th level manifester. As well, he also gains a +2 bonus on saving throws against spells and effects from the school of enchantment. Lastly, a cricketman is immune to all sleep spells and effects.
Ki Strike (Su): A cricketman's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Luck of the Cricket (Su):
A cricketman is naturally lucky, and has a +2 luck bonus to Armor Class, initiatives, saves, and skill checks. This luck bonus stacks with any other luck bonus it may gain from another source. This bonus extends to any ally within 20 feet of the cricketman.
Natural Camouflage (Ex):
A cricketman gains a +10 bonus to hide checks in forested locales.
Naturally Psionic: A cricketman gains 2 bonus power points.
One With His Surroundings (Ex):
A Cricketman is naturally in tune with his surroundings, wherever he might go, and gains a +6 insight bonus to Climb, Jump, and Swim checks.
Poison (Ex): Bite, initial damage 1d6 Strength, secondary damage unconsciousness, DC 14 + Con modifier. As well, a cricketman may breathe upon an item made of alchemical silver, which immediately turns black and loses its properties.
Psi-like Abilities:
At will/Catfall, Clairvoyant Sense, Sensitivity to Psychic Impressions, Synesthete; 3/day Call to Mind, Body Equilibrium, Psionic True Seeing, Precognition; 1/day Mass Cloud Mind, Remote Viewing. Manifester level 8th. Save DC's are Wisdom based.
-=-=-=-=-=-=-
Ichzzu Tea
Meaning "Respectful Greeting" in the Rrit tongue, it is also known amongst other races as Cricketman's Black, Belly Reaper, and Death's Handshake. Brewed from the toxic foliage of certain ceremonial plants, it is part of the standard greeting ritual of the cricketman from their earliest years. Every morning when master and student meet they share a cup, honoring one another and the rising sun. It is, indeed, a punishment for a master to share none with his student, for it is meaning the master has been dishonored and will speak to him not until he has made amends. Likewise, visitors to a cricketman's garden must have tea before he will entreat with them. Visitors who are unable to tolerate it are quickly given an anti-toxin that negates any ill affects.
The standard daily tea of the cricketman deals 2d6 initial Constitution damage plus nausea for 1 round per point of damage and 1d6 secondary damage. Ingested DC 18.
Visitors are generally given only an extremely weakened version that deals 1 point of initial constitution damage, and 1d4 secondary damage plus nausea for 1 round per point of damage. Ingested DC 14.