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View Full Version : Player Race: Doringerey(Giant Bunny things) D&D 3.5



Gourtox
2009-06-15, 02:03 PM
Ok here's something that I want thoughts and opinions about. Also are there any balance issues?

The Doringerey

A vampire starving in a forest that seemed unnaturally empty. He was come upon by a rabbit. About to die of starvation it bit the rabbit, drew its blood, and left it for dead. Surprisingly the rabbit didn’t die. It was however dieing. A Wizard and Cleric came upon the rabbit and they knew what had happened. The cleric wanted to kill it, but the Wizard convinced him otherwise. Taking the rabbit they used their magic to ensure its survival. The rabbit that had gained new found intelligence traveled with the pair trying to repay them for their kindness. Immediately the three set out. After many years the rabbit had learned Common and found out what the pair had been searching for. The vampire that had bitten him. After a fierce battle the vampire was slain. The pair destroyed the vampire completely, thus leaving no doubt to whether the rabbit could control himself or not. Many adventures were had by the pair and a bond was formed. As such the Wizard and Cleric aged, but the Rabbit did not. As they got older they started to think and the Cleric and Wizard often held secret conversations. The pair came to the rabbit one day and told him that they had a plan. When he asked what it was they just said he would have to trust them. The pair took the rabbit to a special room they had prepared. After hours of work the Wizard and Cleric said one word and the magic came into effect. The Rabbit felt himself change he grew larger, stronger, and tougher. The Wizard and Cleric smiled. He looked at himself and saw that he was humanoid. His natural language had been changed by his size and was now completely different, but still he could speak Common. He thanked the Wizard and Cleric. Then they sat down together and explained all the effects of his transformation. Soon after the pair was murdered by their rival Glistus. However Glistus hadn’t gotten the now giant and angry Rabbit. When he found out about the murders he buried his old friends and named himself Doringerey in memory of them by combining the name of Dorin the Cleric and Jostgerey the Wizard. He then set after Glistus. He found him and took revenge for his friends. Not long after he created the second Doringerey. He told him the whole story, which after many generations is now embedded in the minds of all Doringerey.

Personality:
Doringerey are everywhere and yet they have no place to call home. They are often thrill seekers as the thrill keeps them from remembering that fact. They also have been known to live well into one thousand years old. They are also curious and vengeful. They do have a deep respect for nature. For it was one the first one’s home. Males tend to be more aggresive and protective and Females tend to be gentler and more caring.

Physical Description:
They look like giant hulking rabbits. While most are white, brown, or spotted some say they have seen ones that have been black, dark blue, or dark red. Doringerey are tall and heavy. Regular Doringerey have been seen to be as tall as 8ft or as short as 6ft. They have also been known to weigh anywhere from 356lbs to 500lbs. There is no difference between genders other than personality quirks. Reproducing any way other than Bunnai Bite has never been tried.

Relations
They get along well with any race, but especially well with Half-orcs and Elves. Some races like gnomes or humans are scared of them and think of them as monsters, but the Doringerey don’t hold this against them unless they kill or hurt their friends. Half-orcs and Orcs respect them for their strength and elves respect them for love of nature.

Alignment:
Doringerey tend to be Chaotic Good or Chaotic Neutral. Doringerey are free spirited and share a love of good. Some love good less than others. A few have been known to be Lawful Good and some have even been known to be Evil, but none are ever true neutral. Their love of thrills leads them to lean to one side of Good and Evil and Law and Chaos.

Adventures
Doringerey love to adventure. Adventure brings with it a promise of thrills and excitement. Many doringerey become Barbarians or Fighters due to their physical strength. Very few become other magic classes or Rangers, but there have been known to be Doringerey Rangers or Druids. Hardly ever do you see a Doringerey Wizard or Sorcerer though some have exsisted.
Monsterous Humaniod Medium

Stats: +2 Str +2 Con -2 Int –2 Cha –2 Dex Doringerey are strong and tough, but they aren’t particulary smart and being a giant rabbit doesn’t make people want to like them. Also their large hands aren’t good at manipulating objects.

Speed: 40ft Being a rabbit-like creature makes you faster than normal humanoids

Darkvision out to 60ft Their eyes are naturally attuned to darkness and it provides no hinderence to the.

Scent Being a giant rabbit their sense of smell is particularly sensitive

Natural Armor +1 Their thick hide provide extra protection against attacks

+2 Racial bonus to Listen Checks Doringerey have huge floppy ears that enhance their hearing.

-2 Racial modifier on Hide Checks Giant rabbit-like creatures are hard to hide

Natural Weapon
Primary: Bite damage decided by size. For medium 1d6Their giant buck teeth offer a nice way to defend themselves when unarmed.

Bunnaic Bite/once per day
Once per day on a successful bite attack a Doringerey can attempt a Bunnaic Bite. As a free action make another attack with the same bonuses as the previous attack. If the attack roll is higher than the reflex save, but not the will save the attack is treated as normal and the power is wasted. If the attack is higher than the reflex save and the will save you drain hp equal to three times your bite damage.(3d6 for Medium) You regain HP equal to damage done. HP regained cannot put you over your normal Hp.

Also if the drained creature is humanoid and dies within 1d6 hours it will change. If it has less than or equal to 5HD it will become a zombie in 1d6 hours that zombie is under your control for 1d6 days, after that it returns to a normal dead state. If the creature has more than 5HD it will become a Doringerey in 1d6 minutes. The Doringerey isn’t under your control, but shares your bloodline.

Note: You may not have more than two zombies with you at a time. To find out the statistics of the Zombies use the normal way as given in Monster Manual 1 page 265 and 266(the combined challenge level of the zombies has to be equal or less than 4. Also there is no limit of Doringerey you can create. The Doringerey created must pick a class at creation. If the Doringerey isn’t a PC the Dm picks the Class. Also the created Doringerey retains no memory of their previous life. They also drop any previous racial modifiers and any equipment they were previously wearing is covered in a scent that is revolting to Doringerey(Other Doringerey can smell it, but no other creature can and the smell is not revolting to other Doringerey and is called The Birth Scent). However if the equipment is worn by another character (PC or NPC) the scent disappears until it is taken off. The scent totally disappears after 2d6 days. The scent cannot be removed and can only be covered when worn or in use. the scent must stay there for the 2d6 days. Also the new Doringerey retains its gender.

Bloodline Telepathy/once per day. Lasts one hour.
You may contact the Doringerey that created you or any Doringerey you created telepathically once per day for one hour. Also you can contact any Doringerey created by Doringerey you’ve created. You will also be aware of any Doringerey created by those you created. However you may only contact one Doringerey of your bloodline once per day. You can’t contact any Doringerey that were created by the Doringerey that created you or any that were created by the one that created him and so on so forth. If you are contacted it doesn’t effect you bloodline Telepathy.

Note: During the hour Bloodline Telepathy is used the two can talk freely and start and stop conversation as they want. However if you of the two sends a Telepathic message the other recives it unless killed or knocked unconscious.
Height and Weight
Height: 6ft +2d12
Weight 356lb + height modifier * 1d6

Age
Adult: 20 years after ‘Birth’
Middle age: 200
Old: 300
Venerable: 400
Maximum age: +6d% years

At 10HD you can take a level in Doringerey. Taking that level increases you size by one category and applies the normal ability adjustments for changing size. However you also apply a –2 Int and –2 Cha. They gain 1d12+ Con modifier HP

At 15HD you may take another level in Doringerey, but only if you took the level at 10HD. Taking that level increases you size by one category and applies the normal ability adjustments for changing size. However you also apply a –4 Int and –4 Cha. Those ability adjustments stack. You however may not be reduced below 3 Int if taking this level would reduce you below 3 Int you may not take this level. They gain 1d12+ Con modifier HP
Note: Doringerey can become larger at each 20HD, 25HD an so forth, but PCs cannot not even at Epic Levels. The larger Doringerey are only available at Epic Levels since a Gargantuan Doringerey would have to be level 21, and a Colossal Doringerey would have to be level 26

Automatic Languages: Common, Doringeric
Bonus Languages: Draconic, Sylvan, Elven, Orcish, Abyssal, Infernal, Celestial
Favored Class: Barbarian

EDIT:Now has Genders.
EDIT2:Added answers to DracoDei's questions.

Owrtho
2009-06-15, 02:54 PM
Not long after he created the second Doringerey. He told him the whole story, which after many generations is now embedded in the minds of all Doringerey.

I can't help but wonder how these later generations came about unless the orriginal made multiple Doringerey (and eventualy made a female one).

Owrtho

Gourtox
2009-06-15, 03:04 PM
I can't help but wonder how these later generations came about unless the orriginal made multiple Doringerey (and eventualy made a female one).

Owrtho

Bunnaic Bite. Also you just made me think of the different Genders. Some editing to do.

Owrtho
2009-06-15, 03:26 PM
Bunnaic Bite.

Not sure how I missed that...

Owrtho

Jane_Smith
2009-06-15, 03:35 PM
... Oh sweet zombie monkey robot jesus.

ITS THE VIZZERDRIX! D= RUN FOR YOUR LIVES!

http://bestuff.com/images/images_of_stuff/210x600/vizzerdrix-86010.jpg
http://www.youtube.com/watch?v=1mf4jgq251o

Gourtox
2009-06-15, 03:46 PM
... Oh sweet zombie monkey robot jesus.

ITS THE VIZZERDRIX! D= RUN FOR YOUR LIVES!

http://bestuff.com/images/images_of_stuff/210x600/vizzerdrix-86010.jpg
http://www.youtube.com/watch?v=1mf4jgq251o

I didn't know those exsisted, but the picture is alot like it, but without the claws and with smaller nostrils

DracoDei
2009-06-15, 04:19 PM
How long does the telepathy last?
Is the Bite a Primary or Secondary attack and how much damage does it do?
Can Prestidigitation or washing speed the smell-removal process?

Gourtox
2009-06-15, 04:43 PM
How long does the telepathy last?
Is the Bite a Primary or Secondary attack and how much damage does it do?
Can Prestidigitation or washing speed the smell-removal process?

1 hour. Primary and decided by size. No. Also added answers in first post.

Maerok
2009-06-15, 10:37 PM
http://i90.photobucket.com/albums/k244/woodengnome/donniedarko1b.jpg

Hmm?