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View Full Version : Mischevious Lord(s) of the Thicket [3.5 Monster/Race, PEACH]



strawberryman
2010-08-04, 03:27 AM
Just a random thing I felt like after some renewed inspiration (http://bitey.com/category/animation/brackenwood/).

Dashkin
http://www.oohbitey.com/artwork/biteyMovie/bitey_uglyChase2.jpg

Bitey of Brackenwood, Advanced Dashkin
Size/Type: Medium Monstrous Humanoid
Hit Dice: 6d8 (27 hp)
Initiative: +6
Speed: 80 ft. (16 squares)
Armor Class: 19 (+6 Dex, +3 natural), touch 16, flat-footed 13
Base Attack/Grapple: +6/+7
Attack: Head butt +7 melee (1d6+1) or stone +13 ranged (1d4+1)
Full Attack: Head butt +7 melee (1d6+1) and bite +2 melee (1d4) or stone +13 ranged (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stone Throwing
Special Qualities: Dashkin's prowess
Saves: Fort +2, Ref +11, Will +4
Abilities: Str 12, Dex 22, Con 11, Int 12, Wis 8, Cha 7
Skills: Balance +12, Bluff +0, Jump +34, Intimidate +0, Hide +12, Tumble +18
Feats: Dodge1, Mobility, Point Blank Shot, Run1, Spring Attack
Environment: Temperate Forests, or Brackenwood (see below)
Organization: Unique
Challenge Rating: 4
Treasure: None
Alignment: Chaotic Neutral
Advancement: By class level
Level Adjustment: -

Bitey is a cunning opportunist that causes mischief for little reason other than to make others as miserable as him. He rarely, if ever, speaks, preferring to growl unintelligibly or make (usually rude) gestures with his hands, or let his actions speak for him.
Bitey usually avoids direct combat, preferring to use his speed as an advantage to keep out of reach of his opponents (or victims).

Stone Throwing (Ex)
Dashkin are adept at throwing stones to defend themselves (or, in Bitey's case, cause trouble), most of them living in wild environments with little in the way of technology or weapons. A dashkin can throw a tiny stone weighing 1 to 8 pounds each, using their Dexterity modifier (with a +1 racial bonus), and dealing 1d4 damage with a 30 foot range increment.

Dashkin's Prowess (Ex)
Dashkin are extremely fast, agile creatures; as such, they can perform amazing feats of speed every so often. Dashkins have a pool of points that refill every day, and allow them to perform the special actions below. This pool is equal to half their Hit Dice plus their Intelligence modifier, and each of these specials cannot be used while they are caught flatfooted, helpless, entangled, or otherwise incapable of moving. Each special action costs one point to use.
Dashkin Dodge: As an immediate action, a Dashkin can choose to make an opposed Reflex save against an attack roll made against them. The result of this roll is their effective Armor Class.
Dashkin Sprint: A Dashkin can invoke this ability to move quadruple their land speed during a charge. They deal double damage on a successful head butt attack at the end of this charge.
Godly Dash: A Dashkin can invoke this ability to use the run action at ten times their land speed. During this run action, they ignore the effects of difficult terrain, and receive a +8 Dodge bonus to Armor Class (or, their base land speed divided by ten) until their next turn.
Godly Leap: A Dashkin can invoke this ability to double the distance result (http://www.d20srd.org/srd/skills/jump.htm) of a Jump check. For this jump check, they need not make a running start. They receive a +1d6 bonus to damage on melee attacks for every 20 feet they travel as part of a horizontal jump, or every 5 feet they move for a vertical jump, until their next turn, however this bonus dice is capped at half of their hit die.
Ex: Bitey makes a 36 on his jump check. Where he would normally move 35 feet with a horizontal jump, he instead moves 70 feet; or, if he were making a vertical jump, instead of traveling 9 feet, he instead travels 18 feet. The damage bonus he receives for either is +3d6.

Skills
Dashkin receive a +20 bonus to jump checks, because of their speed (http://www.d20srd.org/srd/skills/jump.htm). They also receive a +4 bonus to Balance and Tumble checks from their natural nimbleness.

Dashkin as Characters

+8 Dexterity, +2 Intelligence, -2 Charisma.
Medium size.
A dashkin’s base land speed is 80 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A dashkin begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
Racial Skills: A dashkin’s monstrous humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Balance, Bluff, Jump, Intimidate, Hide, and Tumble. Dashkin receive a +12 racial bonus to Jump checks, and a +4 bonus to Balance and Tumble checks.
Racial Feats: A dashkin’s monstrous humanoid levels give it two feats. A dashkin receives Dodge and Run as bonus feats.
+3 natural armor bonus.
Natural Weapons: Head butt (1d6), secondary bite (1d4).
Special Attacks (see above): Stone Throwing.
Special Qualities (see above): Dashkin's Prowess.
Automatic Languages: Sylvan. Bonus Languages: Common, Gnoll, Goblin, and Terran.
Favored Class: Ranger.
Level Adjustment +4.

Age: As Halfling.
Height/Weight: As Human.

Dashkin Society
Dashkins prefer a nomadic, tribalistic society, taking only what they need and worshipping nature spirits, much like many other races of the wild. They make very adept hunters, and many tests of adolescence involve catching particularly quick prey. Their moral tendencies are equally balanced, however many of them are chaotic in nature.

Dashkin Characters
Dashkin make for usually simple characters, though their speed may lend to a more mischievous end, such as the Rogue class. Many adventure to learn more about the world (or worlds) outside of the forests, and may not know many conveniences of modern-day living; though their slight natural cunning allows them to adapt quickly.

The Last Dashkin
This character option lends itself to many roleplaying possibilities; the character may not necessarily be the last Dashkin, but something has been causing (or has caused) the destruction of their species, leaving them alone to fend for themselves and learn of the world, and what led to the (impending) extinction of their species. It may also lend to attempting to grasp at a sense of identity - having no others of their kind to look to, the character is unsure of who they are as a person.

Dashkin in Planescape
Dashkin originate from a tiny demiplane known as Brackenwood (http://www.chluaid.com/brackenwood/), a lush, small plane with forest covering much of its landmass, majestic mountains, vast grasslands, as well as ample sources of water.
http://img72.imageshack.us/img72/4864/brackenwood.jpg

Dashkin in Eberron
Dashkin originate from the Twilight Forest of Lamannia, living a nomadic tribal lifestyle; some tribes have allowed lycanthropic refugees from Eberron into their midst, being one of the few other humanoids of the vast wild of the plane. Naturally, Dashkin only happen upon Eberron when Lamannia is coterminous, sometimes leaving the rare unfortunate soul behind when the period ends, forcing them to adapt to the drastic change in lifestyle. As such, there may be slightly more civilized Dashkin living amongst large settlements; good and neutral dashkin of this nature are like to worship Balinor, or the Sovereign Host as a whole, and evil (possibly even some neutral) dashkin usually worship the Dark Six. Otherwise, they tend to follow the variant Druid sects, or may even worship the Sovereign Host in spirit, attributing them to animalistic spirits of nature.

((Naturally, all images and concepts belong to Adam Phillip. This doesn't even do justice to the awesomeness of his work on the setting. :smallredface:

Side statistic: Dashkin can run at 90 miles per hour. I feel this is appropriate, given the source material. :smalltongue:))

Morph Bark
2010-08-04, 12:55 PM
Dashkiiii~n.

Nicely done, I especially like the unique take with the Dashkin Prowess points. I feel as if it is a bit over-the-top perhaps, but that's just a gut feeling. When dealing with races with a lot of HD and LA, it gets tough to accurately judge their abilities and such.

The crunch all fits the fluff though, so congratulations on that.