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The Antigamer
2011-01-08, 04:46 PM
http://fc01.deviantart.net/fs11/i/2006/230/2/9/OLD_WORK___Redwall_by_Inkthinker.jpg
Image by Inkthinker (http://inkthinker.deviantart.com/)

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 (http://www.giantitp.com/forums/showthread.php?t=68542), 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 (http://www.giantitp.com/forums/showpost.php?p=10121557&postcount=2)
2. Bird Races (http://www.giantitp.com/forums/showpost.php?p=10121569&postcount=4)
3. Reptile/Amphibian Races (http://www.giantitp.com/forums/showpost.php?p=10121574&postcount=5)
4. Monsters (http://www.giantitp.com/forums/showpost.php?p=10121581&postcount=6)
5. Prestige Classes (http://www.giantitp.com/forums/showpost.php?p=10121590&postcount=7)
6. Base Classes (http://www.giantitp.com/forums/showpost.php?p=10121595&postcount=8)
7. Items (http://www.giantitp.com/forums/showpost.php?p=10121600&postcount=9)

The Antigamer
2011-01-08, 04:47 PM
Mammals

Bat

(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:

http://fc06.deviantart.net/fs8/i/2005/297/e/7/Romsca_by_Ferahgo_the_Assassin.jpg
Image from Ferahgo-the-Assassin (http://Ferahgo-the-Assassin.deviantart.com/)
- 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:

http://fc01.deviantart.net/fs50/f/2009/292/e/4/Redwall__Flitchaye_by_Evil_Weasel.jpg
Image from Evil-Weasel (http://evil_weasel.deviantart.com/)
- +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:

http://fc09.deviantart.net/fs70/f/2010/340/6/7/redwall_races___fox_by_chichapie-d34c9fr.jpg
Image from Chichapie (http://chichapie.deviantart.com/)
- 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:

http://fc08.deviantart.net/fs4/i/2004/252/e/1/Battle_Hamsters_of_the_North__by_ursulav.jpg
Image from Ursulav (http://ursulav.deviantart.com/)
- 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:

http://fc09.deviantart.net/fs24/f/2008/017/d/a/daa7b421c4bf4fe5.jpg
Image from Kaiser Flames (http://kaiserflames.deviantart.com/)
- 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:

http://fc07.deviantart.net/fs71/f/2010/305/0/0/redwall_races___hedgehog_by_chichapie-d31xqwx.jpg
Image from Chichapie (http://chichapie.deviantart.com/)
- 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:
http://fc07.deviantart.net/fs71/f/2010/321/2/9/redwall_races___mouse_by_chichapie-d33156s.jpg
Image from Chichapie (http://chichapie.deviantart.com/)
- 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:

http://fc00.deviantart.net/fs70/f/2010/052/9/c/Mime_by_Skia.jpg
Image from Skia (http://skia.deviantart.com/)
- 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.

{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:

http://fc05.deviantart.net/fs70/f/2010/305/6/a/redwall_races___otters_by_chichapie-d31xqyy.jpg
Image from Chichapie (http://chichapie.deviantart.com/)

- 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:

http://diterlizzi.com/blog/wp-content/uploads/2008/04/wizard.jpg
Image from Tony Diterlizzi (http://diterlizzi.com)

- +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:

http://www.chukw.com/Critters/Redwall_Detail_1.jpg
- +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:

http://images.wikia.com/redwall/images/b/b9/Finbarr.jpg

- 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:

http://images2.wikia.nocookie.net/__cb20090720075346/redwall/images/8/89/RubinShrewArchers.jpg
- 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:
http://fc01.deviantart.net/fs70/f/2010/305/b/a/redwall_races___squirrels_by_chichapie-d31xr16.jpg
Image from Chichapie (http://chichapie.deviantart.com/)
- 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:

http://th04.deviantart.net/fs71/PRE/f/2010/309/2/2/redwall_races___stoat_by_chichapie-d3271gu.jpg
Image from Chichapie (http://chichapie.deviantart.com/)
- 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

http://fc03.deviantart.net/fs70/f/2009/352/b/3/Painted_One_by_AllSwansAreWhite.jpg
Image from AllSwansAreWhite (http://allswansarewhite.deviantart.com/)
- +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:

http://th04.deviantart.net/fs71/PRE/i/2010/168/c/f/Those_Bally_Blue_Peepers_by_xcgirl08.jpg
Image from xcgirl08 (http://xcgirl08.deviantart.com/)
- +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
Wolverines

The Antigamer
2011-01-08, 04:48 PM
Mammal monster classes will go here. Size chart for reference.

http://fc03.deviantart.net/fs48/f/2009/219/7/3/733f742cfcf59f9481b4537dae0c0eb8.jpg
Image from Benalene. (http://benalene.deviantart.com/)


Badgers:

http://fc03.deviantart.net/fs20/f/2007/295/7/9/Badger_Lord_of_Salamandastron_by_KaiserFlames.jpg
Image from Kaiser Flames. (http://kaiserflames.deviantart.com/)

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:

No 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:

http://fc00.deviantart.net/fs70/f/2010/234/8/0/80c3e8bd779aac966f04de16d71b519b.png
Image from PsychoAngel51402. (http://PsychoAngel51402.deviantart.com/)


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:

http://fc03.deviantart.net/fs71/f/2010/004/f/a/Prince_of_DeMort_by_1_Renaissance.png
Image from 1-Renaissance. (http://1-Renaissance.deviantart.com/)

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.

The Antigamer
2011-01-08, 04:49 PM
Birds


Sparra:

http://fc05.deviantart.net/images3/i/2004/081/6/a/Highwing.jpg
Image from Meirya. (http://meirya.deviantart.com/)

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
Swans

The Antigamer
2011-01-08, 04:51 PM
Reptiles/Amphibians

To do:
+0 LA Races:
Grass Snakes
Newts
Sand Lizards
Toads

Monster Class Races:
Adders
Monitor Lizards
Smoothsnakes

The Antigamer
2011-01-08, 04:52 PM
Monsters

To do:
Scorpion
Deepcoiler
Dirgecallers

The Antigamer
2011-01-08, 04:53 PM
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-bearer

The Antigamer
2011-01-08, 04:54 PM
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 (http://www.giantitp.com/forums/showthread.php?t=157657), by Dead_Jester
The Swashbuckler (http://www.giantitp.com/forums/showthread.php?t=155012), by Samm
The Brawler (http://www.giantitp.com/forums/showthread.php?t=149668), by BRC
The Fool (http://www.giantitp.com/forums/showthread.php?t=162124), by ForzaFiori (Slight changes to reflect Redwall-verse)
The Corsair and Privateer (http://www.giantitp.com/forums/showthread.php?t=9711), by Fax Celestis
The Dreadnaught (http://www.giantitp.com/forums/showthread.php?t=10762), by Fax Celestis


Ideas?

The Antigamer
2011-01-08, 04:56 PM
Items

To do:
Martin's sword
Martin's shield
Otter Javelins
Stone Sparrow
Gullwhacker
Sleeping herbs
Flowers of Icetor

The Antigamer
2011-01-08, 04:57 PM
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?

AtlanteanTroll
2011-01-08, 08:03 PM
Wouldnt Frogs have a too horrible Int score to be a race? And I hues syou could do Painted Ones, but that might be dificult...

The Antigamer
2011-01-08, 08:23 PM
Wouldnt Frogs have a too horrible Int score to be a race? And I hues syou could do Painted Ones, but that might be dificult...

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.

AtlanteanTroll
2011-01-08, 08:40 PM
Frogs might not be entirely PC-worthy, but toads are definitely an intelligent race.

OK. (Can't really remember which books have had Toads.)


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.

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.

The Antigamer
2011-01-09, 05:25 AM
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. :smalltongue:

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.

Debihuman
2011-01-09, 10:00 AM
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.

Debby

AtlanteanTroll
2011-01-09, 10:03 AM
Okay so are horses going to be much larger? Redwall's perspective on animals isn't consistent (I've read most of the books).

:smallconfused:

Horses aren't in Redwall. (Hasn't read a knew one snce the one with the Wolverine.)


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.

Well yeah. Mice are human child sized, and Badgers are pushng Large.

Also, I find this:


Spikes: Any beast attempting to grapple a hedgehog (except another Hedgehog) takes 1d6 piercing damage.

Inaccurate. I remember two Hedgehogs hugging eachother and them getting hurt. Probably non-lethal damage, but w/e.

radmelon
2011-01-09, 12:16 PM
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.

AtlanteanTroll
2011-01-09, 12:26 PM
There was a horse in the original book. It was gigantic compared to the rats.

Oh, I remembe that, I thought you meant as a race. I'd say a Horse would be Huge if Rats are medium.

The Antigamer
2011-01-09, 02:43 PM
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.

Debby

The point is that all the animals are around human size :smallconfused:
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.


:smallconfused:

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:

Inaccurate. I remember two Hedgehogs hugging eachother and them getting hurt. Probably non-lethal damage, but w/e.

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.


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.
Thanks, glad you're intrigued. :smallsmile:

AtlanteanTroll
2011-01-09, 02:50 PM
So will you do a Tree Rat subspecies for the Painted Ones? (Sorry for just adding and not contributing.)

Im suppose to be stuying...

The Antigamer
2011-01-09, 02:56 PM
So will you do a Tree Rat subspecies for the Painted Ones? (Sorry for just adding and not contributing.)

Im suppose to be stuying...

Yes, it's in the to-do list, under subraces.

AtlanteanTroll
2011-01-09, 02:59 PM
Yes, it's in the to-do list, under subraces.

:smallconfused:

I see Sea Rats, but not Tree Rats... Anyway, once Im done with midterms this week, I'd be glad to help you out...

The Antigamer
2011-01-09, 03:03 PM
:smallconfused:

I see Sea Rats, but not Tree Rats... Anyway, once Im done with midterms this week, I'd be glad to help you out...

Whoops, I must have done it in an editing session I didn't save because I erased something or somesuch. Fixed now.

The Antigamer
2011-01-09, 06:14 PM
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?

AtlanteanTroll
2011-01-09, 06:27 PM
There, all the common mammals are done for now. Working on the uncommon ones.

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'd let it go. A Though I think it may be more suted to have an Int penatly then a Wis 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?

I'd let it go. (Im a broken record.) Though Snakes could probably have their own language.

Debihuman
2011-01-09, 07:42 PM
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?

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.

Debby

The Antigamer
2011-01-09, 07:50 PM
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.

Debby

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.

The Mentalist
2011-01-09, 08:00 PM
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.

AtlanteanTroll
2011-01-09, 08:05 PM
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.

Do the beeaver anyway. And wolverines are native to the UK? (This brings back memories of RPGing with my friend. It was basically Australian Red Wall. Kangaroos instead of Badgers. Platipi isnstead of Otters. Tazmanian Devils instead of Rats. It was epic.)

The Antigamer
2011-01-09, 09:32 PM
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.
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.


Do the beeaver anyway. And wolverines are native to the UK? (This brings back memories of RPGing with my friend. It was basically Australian Red Wall. Kangaroos instead of Badgers. Platipi isnstead of Otters. Tazmanian Devils instead of Rats. It was epic.)

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.

The Mentalist
2011-01-09, 09:44 PM
I think it will be less items, and more feats. I'm writing some reputation feats based off Sunflash's reputation if you want them. Possibly some of the famed characters favorite items or things not from the books that fit the flavor. The Stone from Triss (was it Triss?) The one of the union of the otter and squirrel tribes. Could be a good one. Maybe a Taggerung Template (or PrC)

As an Example:

Champion Climber's Tail Bracelet
100gp
Slot: -
Activation: -
This bracelet provides a +2 Morale bonus to all climb checks

The Antigamer
2011-01-09, 09:51 PM
Feel free to contribute whatever, and I'll add them in after review :smallsmile:
I probably should have added a feat section, I'll have to make one eventually.
Those are a couple good item ideas. I think Taggerung would work as a template. I was thinking of having it be a PrC, but there aren't enough Taggerungs running around to justify it, so I left it out.

The Mentalist
2011-01-09, 09:59 PM
I think that Badger Lord and Taggerung are both templates as they're things you're born as but PrCs based off them (I can think of two for Badger Lord and two or three possible paths for a Taggerung) but however you want to do them.


A feat that I made for other purposes but that would be lovely for Lana Bowstripe

Horizon Shot
I can hit him.
Prerequisites: Far Shot
Benefits: As a full round action you may make a shot that takes no range penalties.
Normal: You suffer a -2 range penalty per range increment
Special: A fighter may take this as one of his bonus feats

The Antigamer
2011-01-09, 10:27 PM
I believe Badger Lords can be any badger that feels the "call of the mountain," so they're more of a PrC.

I think racial/regional feats would be better to focus on now than general feats, to keep it more Redwall-inclusive. :smallsmile:

The Mentalist
2011-01-09, 10:41 PM
I think racial/regional feats would be better to focus on now than general feats, to keep it more Redwall-inclusive. :smallsmile:

Can do. *goes into massive reading/writing spree*

John Cribati
2011-01-09, 10:53 PM
Foxes are extraordinarily lucky

Wut?

Slagar was bitten on the face by a snake, and went crazy. He later fell into a Hole. Plugg Firetail got eaten by three adders. At once. Bane got killed by an eagle because of a cloak he was wearing. Urgan Nagru was done in by his helmet. All the Marlfoxes died in increasingly horrible manners. I think that's enough to render this point moot.

:smallbiggrin:

radmelon
2011-01-09, 10:56 PM
"Lucky" Does not mean always good luck.
To put another way, all good things come to an end.

The Antigamer
2011-01-09, 11:09 PM
"Lucky" Does not mean always good luck.
To put another way, all good things come to an end.
^^What he said. Their good luck runs out, but they're usually lucky to get there.

Take your example of Slagar. Sure he was bitten, but he survived it. And he survived getting stabbed through with a spear and dumped in a ditch. Somehow he managed to talk his way out of being a slave for a polecat, trap his pursuers in a cave, the list of his luck just grows and grows! :smallwink:
I'm certainly open to a different ability though if you can think of something. :smallsmile:

Also, added bat and rabbit. There aren't many rabbits in the books, but the ones that are seem more sensible and intelligent than the hares.

John Cribati
2011-01-09, 11:38 PM
Bloodwrath Warrior
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Blood Wrage, Wrath Feat
2nd|+2|+3|+0|+0|+4 Con, Wrath Feat
3rd|+3|+3|+1|+1|Diehard (Rage Only), Wrath Feat
4th|+4|+4|+1|+1|+4 Con, Wrath Feat
5th|+5|+5|+1|+1|Improved Diehard, Wrath Feat
[/table]

Blood Wrage
Yes, the W is necessary. Need help statting this out.


Wrath Feats
Yeah, need help with these, too. Anything that came out of the book can work.

Improved Diehard
The Bloodwrath allows a beast to live past the brink of death. If you are knocked down to -10 HP while in Blood Wrage, you may still make actions for a number of rounds equal to 1/2 your Constitution Modifier, after which point, you die.

The Antigamer
2011-01-09, 11:48 PM
Yikes, that's a bit too much for a trait! Also, you've got some copy/paste errors from barbarian in there.
I was planning on making a single-level Bloodwrath Warrior PrC that would give a creature the ability to use Bloodwrath, and the Badger Lord PrC would automatically get Bloodwrath. Bloodwrath might work as a restrictive feat, but if so it should be less powerful than the Barbarian's rage. If it was a feat, then the Bloodwrath warrior would be a progression of the feat. I'm open to discussion on it though.

Actually, on further thought, is there enough of a difference between Bloodwrath and a Barbarian rage to justify a feat/PrC for it? Creatures who want Bloodwrath could take levels in Barbarian or Frenzied Berzerker. Of course, the Badger Lord PrC would still get it.

John Cribati
2011-01-09, 11:58 PM
I see it as more of a trait than a feat, in general. I guess we'll take the middle ground and call it an extraordinary ability, or maybe even a disease.

Though, if you really want it as a feat, I can nerf it, and have characters able to take it more than once, gaining the extra bonuses after taking it a set number of times. (Like Diehard after taking it 5 times, the three rounds past -1 after taking it 10 times), and each time you take it... actually, f*** the rest of this paragraph.

Know what? I'll just rework it as a 10-level PRC.

And I'll fix that Copypasta issue after I sleep.

The Mentalist
2011-01-10, 12:32 AM
A few feats for the Fox Seers of the books.

Vixen Seer(Commune) [Vixen]
The Taggerung shall come from the Redwall place
Prerequisites: Fox
Benefits: You may cast Commune 1/day per Vixen Feat


Vixen Seer(Omen of Peril) [Vixen]
If you attack Redwall all shall perish
Prerequisites: Fox
Benefits: You may cast Omen of Peril 3/day per Vixen Feat


Vixen Seer(Augury) [Vixen]
He shall be a beast of great power
Prerequisites: Fox
Benefits: You may cast Augury 3/day per Vixen Feat


Vixen Seer(Divination) [Vixen]
Sawney Rath is dead
Prerequisites: Fox
Benefits: You may cast Divination 1/day per Vixen Feat


EDIT:

A pair of feats for all those "Must kill the baddie" moments.
Sworn Enemy
On my life, I shall slay him!
Prerequisites: -
Benefits: You gain a +2 on all rolls against a specific enemies
Special: You may take this feat multiple times, it's effects stack

Undying Enemy
I'm taking you with me Badrang!
Prerequisites: Sworn Enemy
Benefits: When fighting your sworn enemy you do not fall unconcious until you've fallen to x10 your con mod in negative hit points

The Antigamer
2011-01-10, 12:40 AM
Hmmm, wouldn't vixen seer work better as a PrC? As-is, those feats feel a bit under-powered individually.

The Mentalist
2011-01-10, 12:44 AM
It would work better that way but I hate writing them. What could we do to bring them up to par? (I think I will be writing a 3lvl class for it)

The Antigamer
2011-01-10, 06:14 AM
You're certainly welcome to take a stab at it :smallsmile:
I was holding off on doing PrC's until I decided whether I was going to design with no full casters in mind, and no flashy magic use, or regular d&d rules. Thoughts on that matter would be nice. What would people like to see?

Notes on remaining mammals as I see them:
Badgers, Cats, Wearets, Wildcats, and Wolverines are in the creation process, I'm doing monster classes for each.

Ermines are tracking-oriented white stoats.

Hamsters: There's been one hamster ever, Mokug in Triss. His golden fur everyone admired points to a cha bonus. I'll need to check Triss for more ideas.

Pine Martens have been seen thrice, always in leadership positions. They seem charismatic, intelligent, and strong. I may make them a +1 race. (Sidenote: Ublaz Madeyes reminds me I need to make either a hypnotist feat or PrC for snakes and Pine Martens)

Sables are incredibly charismatic, and related to martens. They may also be a +1 LA race. I have not yet read The Sable Queen, so more research is needed. If you have ideas for them, feel free to chime in.

Sea Otters are generally gruffer/scarier than their river cousins, and they have sailing proficiencies. They'll get +2 Str, -2 Cha, swimming, sailing abilities, and maybe powerful build, unless I can think of something more original.

Voles are similar to mice, but tend to be whiny/self-serving, IIRC. A minus to charisma is in order I believe, but I'll have to go re-read some vole character stories for more ideas. There will be two varieties.

Pure Ferrets are albino ferrets, considered royalty where they come from. Anyone have ideas for this?

Searats and Tree Rats: Searats need sailing proficiency, and their drawback will be superstion of some sort. Tree Rats require me going and reading the Painted Ones sections of the books.

Pygmy Shrews: These guys are really small, but are they small enough to be considered tiny? I'm leaning towards no, but if not I need to figure out how to differentiate them.

AtlanteanTroll
2011-01-10, 03:24 PM
I'll think about it, but it's down on the priority list. .
Fine by me.


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.
Well, thats why I asked. That's the latest Redwall Book I've read you see.



(Sidenote: Ublaz Madeyes reminds me I need to make either a hypnotist feat or PrC for snakes and Pine Martens)
Id make it a 3 Level PrC. (Which I think most PrC is this Setting should be TBH.)


Pygmy Shrews: These guys are really small, but are they small enough to be considered tiny? I'm leaning towards no, but if not I need to figure out how to differentiate them.
Isn't their a Feat Ability that's the opposite of Powerful Build? Give it to them and make them small.

Averagedog
2011-01-10, 06:11 PM
I love what your doing dude.


But one thing I've noticed. Shouldn't there be an "Abbey warrior" prestige class? Or is the sword bearer prestige class meant to fulfill that role?

The Antigamer
2011-01-10, 06:31 PM
I love what your doing dude.


But one thing I've noticed. Shouldn't there be an "Abbey warrior" prestige class? Or is the sword bearer prestige class meant to fulfill that role?

Thanks! The sword-bearer is meant to be for the current wielder of the sword of Martin. On occassion this is not the abbey warrior, so I didn't name it such, and plan on an ex-sword-wielder clause that let's them still benefit from abilites after they pass on the sword to someone else. (I.E. a Matthias and Mattimeo situation. Once Mattimeo wields the sword, Matthias should still be a formidable warrior.)
Abbey warrior may be something to add also.

radmelon
2011-01-10, 09:50 PM
I'm assuming the sword of martin will be a legacy weapon. Just makes sense, really.

The Antigamer
2011-01-10, 09:56 PM
I'm assuming the sword of martin will be a legacy weapon. Just makes sense, really.

That does make sense. I don't have Weapons of Legacy though, so all I know of them are cribbed from various discussions on the internet.

Averagedog
2011-01-10, 10:36 PM
I have that book... at school. When I get back in a few days I will look through it on the rules, but from what I can remember the sacrifces, and the feats you need to take to use it usually outcosts the benefits.

The Antigamer
2011-01-10, 11:01 PM
I have that book... at school. When I get back in a few days I will look through it on the rules, but from what I can remember the sacrifces, and the feats you need to take to use it usually outcosts the benefits.

That was the feel I got, which is why I never purchased it. I may do something similar though, that doesn't suck :smallwink:

John Cribati
2011-01-10, 11:37 PM
Started working on Turning Bloodwrath into a PrC. Once again, I need slepp in order to continue.

The Antigamer
2011-01-11, 04:26 AM
Badger is up! It took a lot of do-overs and second-guessing, but I think I captured a badger :smallsmile:

Now, let the disagreements commence! :smallwink:

(Joking here, it's just funny that the Badger was the point of so much ire in Admiral Squish's thread.)

I really need to decide whether to go all out and design based on the idea that there is no real "magic" in the world, or allow D&D magic into the Redwall world. No magic means a world closer to the books, with almost entirely martial classes, perhaps some marshals or non-spellcasting bards. Closer to the books, but it doesn't really feel like D&D without magic. Could I get some input on which of those options people would like to see?

AtlanteanTroll
2011-01-11, 03:28 PM
Looks fine to me. But I have to ask why this:


Started working on Turning Bloodwrath into a PrC. Once again, I need slepp in order to continue.

has to happen at all. For Hares?

About Magic: I would let it go. Their are Magic Items sure, like Martin's Sword and the Walking Stone (aas it actually magic? That always confised me...) and more I can't remember I'm sure, but players? Leave it. You need to make a GOOD Healer PC though. I'd also allow the Bard and get rid of his spell casting, and maybe have a Seer PrC that has spells, but that's it.

John Cribati
2011-01-11, 03:34 PM
There are actually several non-badgers (and non-hares) who had Bloodwrath, including Martin the Warrior himself. That's why I originally thought it could work as a trait that increased your LA.

AtlanteanTroll
2011-01-11, 03:38 PM
There are actually several non-badgers (and non-hares) who had Bloodwrath, including Martin the Warrior himself. That's why I originally thought it could work as a trait that increased your LA.

I need to go back in read the books apparently.

According to the Redwall Wiki, so did Triss. I really need to re-read these.

EDIT: I also think you should do Seals f they can talk, but I dont think I've read a book with Seals in them so... Yeah

The Antigamer
2011-01-11, 04:56 PM
Looks fine to me. But I have to ask why this:

has to happen at all. For Hares?

About Magic: I would let it go. Their are Magic Items sure, like Martin's Sword and the Walking Stone (aas it actually magic? That always confised me...) and more I can't remember I'm sure, but players? Leave it. You need to make a GOOD Healer PC though. I'd also allow the Bard and get rid of his spell casting, and maybe have a Seer PrC that has spells, but that's it.

So one vote for no magic. The Walking Stone is a tortoise. And like Herpestidae said, bloodwrath is present in all badgers, but it's not exclusive to them.


There are actually several non-badgers (and non-hares) who had Bloodwrath, including Martin the Warrior himself. That's why I originally thought it could work as a trait that increased your LA.

I see it more as a template or PrC. Looking forwards to seeing your attempt, and seeing how it's similar to and different from the notes I have jotted down.


I need to go back in read the books apparently.

According to the Redwall Wiki, so did Triss. I really need to re-read these.

EDIT: I also think you should do Seals f they can talk, but I dont think I've read a book with Seals in them so... Yeah
There have been several books with seals, Legend of Luke, Pearls of Lutra, Triss, High Rhulain, and they're all intelligent, and have their own language.

Averagedog
2011-01-11, 07:38 PM
If you were to put magic into redwall... the only magic I can see being in this universe is divination magic or even illusion in some cases taking out the spells that deal damage as manifested abilities. Maybe some spells could be reflavored to be morale bonuses? There is a lot of morale boosting type warlord like events seen in the books.

edit. In fact if hit points were relfavored to be more about morale of your character rather than strictly your ability to fight. Healing spells can be reflavored as well.

AtlanteanTroll
2011-01-11, 07:58 PM
The Walking Stone is a tortoise.

But wasn't it a Magic Tortoise?


There have been several books with seals, Legend of Luke, Pearls of Lutra, Triss, High Rhulain, and they're all intelligent, and have their own language.

Further proof I need to re-read, as I have read 3/4 of those. :smallannoyed: Anywho, I'd do them then. Might be kind of akward to play as, but if everyone played one, or it was a shoreline campaign... Im not sure anymore. They're sort of impractical as a PC race.

The Antigamer
2011-01-11, 08:00 PM
But wasn't it a Magic Tortoise?



Further proof I need to re-read, as I have read 3/4 of those. :smallannoyed: Anywho, I'd do them then. Might be kind of akward to play as, but if everyone played one, or it was a shoreline campaign... Im not sure anymore. They're sort of impractical as a PC race.

No, it was just a Tortoise.

That's why I held off on them. I'll do them, but they and the other two intelligent water-dwellers are down on my priority list.




If you were to put magic into redwall... the only magic I can see being in this universe is divination magic or even illusion in some cases taking out the spells that deal damage as manifested abilities. Maybe some spells could be reflavored to be morale bonuses? There is a lot of morale boosting type warlord like events seen in the books.

edit. In fact if hit points were relfavored to be more about morale of your character rather than strictly your ability to fight. Healing spells can be reflavored as well.

Yes, that's what I've been thinking I'll do. There won't be any actual "Spells," but they will be reflavored to non-magical abilities. The closest to magic would be seers and the like. A magician class might be something to add though.
Reworking HP seems a bit more than what I want to do. I'll figure out something for healing.

Wrathofautumn
2011-01-11, 11:15 PM
Oh! Dude! There was another class I just realized you could do. :3

You could do a cavemob shrew and The Painted Ones. Unless the painted ones make better enemies than an actual race. The Cavemob shrews are sort of a fun, primordial class for shrews, though.

radmelon
2011-01-11, 11:21 PM
One simple way to fix the whole magic issue would be to make the game run on D20 Past. Simply allow some of the more magical advanced classes, and BAM!

Wrathofautumn
2011-01-11, 11:30 PM
One simple way to fix the whole magic issue would be to make the game run on D20 Past. Simply allow some of the more magical advanced classes, and BAM!

Another idea is that Magic in this universe is either very subtle or requires material components. Some of these powers include clairvoyance and camouflage, even sixth sense. These powers behave much like the Physical, Healing, and Sensitive Psionic powers found in Rifts. However, these abilities are rare and usually only Foxes or exceptional beasts have these gifts.

Perhaps there's a way to state that Foxes are adept with "magic". The less than subtle magic is usually the stuff that requires cheap tricks or material components to create stuff like sleeping potions or fireballs. Maybe an alchemist class is in order for that. It would be something that would make the fox character shine.

The Antigamer
2011-01-12, 12:02 AM
Oh! Dude! There was another class I just realized you could do. :3

You could do a cavemob shrew and The Painted Ones. Unless the painted ones make better enemies than an actual race. The Cavemob shrews are sort of a fun, primordial class for shrews, though.

Painted ones are Tree Rats, and aren't Cavemob Shrews pygmy shrews?


One simple way to fix the whole magic issue would be to make the game run on D20 Past. Simply allow some of the more magical advanced classes, and BAM!
I'll take a look at it, thanks. Though I wanted to keep this as closely tied to 3.5 D&D as possible, so that more people would use it.


Another idea is that Magic in this universe is either very subtle or requires material components. Some of these powers include clairvoyance and camouflage, even sixth sense. These powers behave much like the Physical, Healing, and Sensitive Psionic powers found in Rifts. However, these abilities are rare and usually only Foxes or exceptional beasts have these gifts.

Perhaps there's a way to state that Foxes are adept with "magic". The less than subtle magic is usually the stuff that requires cheap tricks or material components to create stuff like sleeping potions or fireballs. Maybe an alchemist class is in order for that. It would be something that would make the fox character shine.
There are going to be some subtle effects, like Seer abilities, but if I'm going to stay as close to the books as possible, I might as well go all-out, and not have any flashy magic. Though "spellvials" using alchemical class may be something to allow. Foxes will have their own Seer PrC.

John Cribati
2011-01-12, 12:11 AM
I started on the Bloodwrath thing. My idea was that you could get a Wrath Feat every level.

Blue Ghost
2011-01-12, 12:13 AM
*GASPSQUEEGLOMP*
Haven't actually read through this yet, but I love you. I'll post a proper comment after I've read everything.

The Antigamer
2011-01-12, 12:18 AM
I started on the Bloodwrath thing. My idea was that you could get a Wrath Feat every level.

Looking forward to seeing it! I can't guarantee I'll like it, but I definitely won't discard it. The worst that could happen is me telling you what I don't like about it, and asking you to change up some things :smallsmile:



*GASPSQUEEGLOMP*
Haven't actually read through this yet, but I love you. I'll post a proper comment after I've read everything.

Glad you're excited about it! People liking the project encourages me to do more :smallsmile:

Jolee
2011-01-12, 08:41 PM
Wow, this idea is awesome! :smallsmile:

So, here are a few thoughts I've had while surfing wikipedia's entries on Redwall.

One thing that I've always been confused about whether the Sparra were supposed to be the small songbirds (Sparrows) or any of the numerous birds of prey know as sparrowhawks; I've even heard the claim that the Sparra were American Kestrels (despite the fact they're not from Britain), though it turns out that it does account for the "killy, killy (http://en.wikipedia.org/wiki/American_Kestrel#Vocalizations)" war-cry. So yeah, can anyone clarify what sort of birds they are?

The list of birds could use a few entries covering the roles of ravens, crows (apparently there was a crow seer in Mattimeo?!), magpies, rooks and Jackdaws (or whatever the birds were in Pearls of Lutra). What sizes do you plan on using for the avian races?

On another note, there have been at least two characters in the series who've specialized in disguising themselves as vermin, so an existing PrC's with a disguise focus could be adapted to fit. If you want to know the specific characters/books, Mossflower has an otter called "the Mask" and The Long Patrol has a hare named Midge Manycoats.

The Antigamer
2011-01-12, 09:40 PM
Wow, this idea is awesome! :smallsmile:

So, here are a few thoughts I've had while surfing wikipedia's entries on Redwall.

One thing that I've always been confused about whether the Sparra were supposed to be the small songbirds (Sparrows) or any of the numerous birds of prey know as sparrowhawks; I've even heard the claim that the Sparra were American Kestrels (despite the fact they're not from Britain), though it turns out that it does account for the "killy, killy (http://en.wikipedia.org/wiki/American_Kestrel#Vocalizations)" war-cry. So yeah, can anyone clarify what sort of birds they are?

The list of birds could use a few entries covering the roles of ravens, crows (apparently there was a crow seer in Mattimeo?!), magpies, rooks and Jackdaws (or whatever the birds were in Pearls of Lutra). What sizes do you plan on using for the avian races?

On another note, there have been at least two characters in the series who've specialized in disguising themselves as vermin, so an existing PrC's with a disguise focus could be adapted to fit. If you want to know the specific characters/books, Mossflower has an otter called "the Mask" and The Long Patrol has a hare named Midge Manycoats.

Thanks for the thoughts! In order:
That's actually a really good question. I've always had it in my mind that they were the songbirds, especially since they are about the same size as mice. I know they aren't American Kestrels, but the war cry could have been taken from there.

The list for birds is simply a list right now, until I finish the races up and move on to classes and PrCs I won't really be addressing roles. There are a couple bird seers if I recall. Eagles will be the largest things in the world; they may even shift to a non-pc monster since they'll be so big. Sparras I plan on having be small, crows and magpies medium, ravens may be large. The hawks I need to consider individually.

Yes, I think a Master of Many Masks type PrC will be in order, as well as a "spy" PrC.

Classes will be thought upon and updated with a list tonight.

Blue Ghost
2011-01-12, 10:55 PM
Great work on the races. Some suggestions:
I don't think searats should be a separate subrace. They're probably just ordinary rats who take to seafaring.
For the Painted Ones, have you looked at the Forestkith Goblin from Monster Manual III? I think they fit perfectly.
Maybe the Flitchaye weasels can be a separate subrace. Small size, low Intelligence, skilled in herblore.
I'll try to contribute something. Will be statting up a couple adders pretty soon.

The Antigamer
2011-01-12, 11:54 PM
Great work on the races. Some suggestions:
I don't think searats should be a separate subrace. They're probably just ordinary rats who take to seafaring.
For the Painted Ones, have you looked at the Forestkith Goblin from Monster Manual III? I think they fit perfectly.
Maybe the Flitchaye weasels can be a separate subrace. Small size, low Intelligence, skilled in herblore.
I'll try to contribute something. Will be statting up a couple adders pretty soon.

Searats could be a PrC I guess.
Forestkin Goblin is a great suggestion, thanks!
I had forgotten the Flitchaye, they should be a subrace.
A word of warning, I plan on having the adders have monster levels, like a badger, rather than LA. But I'd appreciate any contribution!

3SecondCultist
2011-01-13, 08:25 AM
This idea is great, loved the Redwall books.

Do you have any idea for a warlord/leader type class or PrC? Think of any character that has had to lead the troops in battle, like Boar the Fighter or Cluny the Scourge.

Lapak
2011-01-13, 02:18 PM
There are going to be some subtle effects, like Seer abilities, but if I'm going to stay as close to the books as possible, I might as well go all-out, and not have any flashy magic. Though "spellvials" using alchemical class may be something to allow. Foxes will have their own Seer PrC.I'd agree with the 'nothing flashy' approach. Strictly divination, mostly minor effects, and I'd think it might be good to model it with SLAs or even a Truenamer-style skill check rather than spells.

The Antigamer
2011-01-13, 07:51 PM
Ugh, got stuck in my lab last night. Updating classes now.


This idea is great, loved the Redwall books.

Do you have any idea for a warlord/leader type class or PrC? Think of any character that has had to lead the troops in battle, like Boar the Fighter or Cluny the Scourge.
Thanks, glad you like it! I think WotC has that covered, with classes like Marshal. But if they seem inadequate, I may add one.


I'd agree with the 'nothing flashy' approach. Strictly divination, mostly minor effects, and I'd think it might be good to model it with SLAs or even a Truenamer-style skill check rather than spells.
SLA's yes, no truenamer skill checking though, too easily abused.

AtlanteanTroll
2011-01-13, 08:29 PM
Geurilla = Barbarian w/ different flavour.

Also what's wrong w/ a spell-less Ranger?

John Cribati
2011-01-13, 08:30 PM
Spell-less ranger? How, may I ask, would Animal Companion work? Lizards and insects are about the only non-intelligent animals in this world.

3SecondCultist
2011-01-13, 08:33 PM
Just take that away and add something else in return. For example, add more skill points, and maybe bonus feats.

AtlanteanTroll
2011-01-13, 08:43 PM
Spell-less ranger? How, may I ask, would Animal Companion work? Lizards and insects are about the only non-intelligent animals in this world.


Just take that away and add something else in return. For example, add more skill points, and maybe bonus feats.

And I didn't even have to do any work. :smallwink:

EDIT: Plus, this Redwall. A Mouse Ranger with a Dire Wolf Campanion? ROFL

Blue Ghost
2011-01-13, 10:43 PM
As promised, here's my version of the adder. I'm pretty new to homebrewing, so I don't know how the balance will be.


http://images.wikia.com/redwall/images/6/6f/Asmodeus_TVseries.png

“Asmodeusssssssss!”

Adders are fearsome reptilian predators that stalk the woodlands. They are among the most feared of all creatures.
Most adult adders cap at level 10. Higher level adders are extraordinary specimens. The largest and most powerful adders are creatures of legend, whose presence can turn the most tranquil of woodlands into a place of nightmare.

Hit Dice: d12
{table=“head”]Level|BAB|Fort|Ref|Will|Features
1|+1|+2|+2|+2|Bite 1d6, +1 Str, +1 Con
2|+2|+3|+3|+3|Poison 1d6, +1 Str, +1 Con
3|+3|+3|+3|+3|Stealthy, improved grab, +1 natural armor
4|+4|+4|+4|+4|Evil eye, +1 Str, +1 Cha
5|+5|+4|+4|+4|Fast movement
6|+6/+1|+5|+5|+5|Growth, bite 1d8, +1 Str, +1 Con, +1 natural armor
7|+7/+2|+5|+5|+5|Scent, poison 2d6
8|+8/+3|+6|+6|+6|Constrict, +1 Str, +1 Cha
9|+9/+4|+6|+6|+6|Frightful presence, +1 natural armor
10|+10/+5|+7|+7|+7|Bite 1d12, +1 Str, +1 Con
11|+11/+6/+1|+7|+7|+7|Lingering gaze
12|+12/+7/+2|+8|+8|+8|Poison 3d6, +1 Str, +1 Cha, +1 natural armor
13|+13/+8/+3|+8|+8|+8|Camouflage
14|+14/+9/+4|+9|+9|+9|Growth, bite 2d6, +1 Str, +1 Con
15|+15/+10/+5|+9|+9|+9|Improved frightful presence, +1 natural armor
16|+16/+11/+6/+1|+10|+10|+10|Evil gaze, +1 Str, +1 Cha
17|+17/+12/+7/+2|+10|+10|+10|Trail of terror
18|+18/+13/+8/+3|+11|+11|+11|Bite 2d8, +1 Str, +1 Con, +1 natural armor
19|+19/+14/+9/+4|+11|+11|+11|Superior frightful presence
20|+20/+15/+10/+5|+12|+12|+12|Growth, bite 3d6, +1 Str, +1 Cha |[/table]
Skill Points at First Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Weapon and Armor Proficiencies: An adder is proficient with its bite attack. It cannot wield other weapons. It is not proficient with any armor.

Bite: An adder has a bite attack that deals 1d6 + 1 ½ Str modifier damage. The base damage increases to 1d8 at level 6, 1d12 at level 10, 2d6 at level 14, and 2d8 at level 18.
Poison: An adder’s bite is poisonous, with initial and secondary damage 1d6 Con. The damage increases to 2d6 Con at 7th level and 3d6 Con at 12th. The save DC to resist the adder’s poison is 10 + ½ the adder’s level + the adder’s Con modifier.
Stealthy: At 3rd level, an adder gains Stealthy as a bonus feat.
Improved Grab: At 3th level, an adder gains the improved grab ability. When an adder hits an opponent of one or more size categories smaller with its bite attack, it can attempt to initiate a grapple as a free action.
Evil eye: An adder of 4th level or higher can use its evil eyes to hypnotize its prey. As a standard action, the adder can target its evil eye toward an opponent. The target must make a Will save (DC 10 + ½ the adder’s level + the adder’s Cha modifier) or be dazed as long as the adder concentrates on holding the gaze (a standard action). Opponents can avoid the adder’s evil eye just as they can avoid a gaze attack. The range of this ability is 5 feet per level of the adder.
Fast Movement: At 5th level and every 5 levels thereafter, the adder gains a +10-ft bonus to its land speed.
Growth: At 6th level, an adder’s size increases to Large. At 14th level, its size further increases to Huge. At 20th level, its size becomes Gargantuan.
Scent: At 7th level, an adder gains the Scent ability.
Constrict: An adder of 8th level or higher deals bludgeoning damage equal to its bite damage with a successful grapple check.
Frightful Presence: An adder of 9th level or higher is a fearsome sight to behold. Any creature near the adder must make a Will save (DC 10 + ½ the adder’s level + the adder’s Cha modifier) or become shaken for 2d6 rounds. The range of this ability is 10 feet per level of the adder. A creature that successfully saves against the frightful presence of an adder cannot be affected again by the same adder’s frightful presence for 24 hours.
Lingering Gaze: A victim of the evil eye of an 11th level or higher adder remains stunned for 1d6 rounds after the adder ceases concentration.
Camouflage: An adder of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Improved Frightful Presence: Creatures affected by the frightful presence of a 15th level or higher adder are frightened instead of shaken.
Evil gaze: At 16th level, the adder’s evil eye ability becomes a true gaze attack. Any creature within range of the adder’s evil eye that catches the adder’s eye is subject to the attack. The adder does not need to take an action.
Trail of Terror: An adder of 17th level or higher leaves an aura of dread in its wake. A creature that approaches within 60 feet of a location in which the adder was present within the last 3 days must make a Will save (DC equals that of the adder’s frightful presence) or become shaken for as long as it remains within 60 feet of the adder’s trail, and 1d6 rounds thereafter.
Superior Frightful Presence: Creatures affected by the frightful presence of an adder of 19th level or higher become panicked. If the adder is aware of the creature’s presence, it can choose to stun the victim instead.


Thoughts? Corrections? Suggestions?

AtlanteanTroll
2011-01-13, 10:45 PM
Adder

+20 BAB? I dont homebrew classes, but shouldn't it be split around 5th level to +5/+1?

John Cribati
2011-01-13, 10:46 PM
I wouldn't wait until the 54th level to give an Adder the Evil Eye. :D

Blue Ghost
2011-01-13, 10:48 PM
+20 BAB? I dont homebrew classes, but shouldn't it be split around 5th level to +5/+1?

Oh right, I forgot about that.


I wouldn't wait until the 54th level to give an Adder the Evil Eye. :D

Huh? :smallconfused:

3SecondCultist
2011-01-13, 10:53 PM
Its a typo, I think you meant 4th level, but you wrote 54th level.

John Cribati
2011-01-13, 10:54 PM
Ninja'd





-snip for great jistice-
Evil eye: An adder of 54th level or higher can use its evil eyes to hypnotize its prey.
-snip for great jistice-




:smallbiggrin:

Blue Ghost
2011-01-13, 10:57 PM
Ah. Fixed.

The Antigamer
2011-01-14, 01:55 AM
It's a good first stab Blue Ghost. Critiques follow in red.



Adders are fearsome reptilian predators that stalk the woodlands. They are among the most feared of all creatures.
Most adult adders cap at level 10. Higher level adders are extraordinary specimens. The largest and most powerful adders are creatures of legend, whose presence can turn the most tranquil of woodlands into a place of nightmare.

Hit Dice: d12
{table=“head”]Level|BAB|Fort|Ref|Will|Features
1|+1|+2|+2|+2|Bite 1d6, +1 Str, +1 Con
2|+2|+3|+3|+3|Poison 1d6, +1 Str, +1 Con
3|+3|+3|+3|+3|Stealthy, improved grab, +1 natural armor
4|+4|+4|+4|+4|Evil eye, +1 Str, +1 Cha
5|+5|+4|+4|+4|Fast movement
6|+6/+1|+5|+5|+5|Growth, bite 1d8, +1 Str, +1 Con, +1 natural armor
7|+7/+2|+5|+5|+5|Scent, poison 2d6
8|+8/+3|+6|+6|+6|Constrict, +1 Str, +1 Cha
9|+9/+4|+6|+6|+6|Frightful presence, +1 natural armor
10|+10/+5|+7|+7|+7|Bite 1d12, +1 Str, +1 Con
11|+11/+6/+1|+7|+7|+7|Lingering gaze
12|+12/+7/+2|+8|+8|+8|Poison 3d6, +1 Str, +1 Cha, +1 natural armor
13|+13/+8/+3|+8|+8|+8|Camouflage
14|+14/+9/+4|+9|+9|+9|Growth, bite 2d6, +1 Str, +1 Con
15|+15/+10/+5|+9|+9|+9|Improved frightful presence, +1 natural armor
16|+16/+11/+6/+1|+10|+10|+10|Evil gaze, +1 Str, +1 Cha
17|+17/+12/+7/+2|+10|+10|+10|Trail of terror
18|+18/+13/+8/+3|+11|+11|+11|Bite 2d8, +1 Str, +1 Con, +1 natural armor
19|+19/+14/+9/+4|+11|+11|+11|Superior frightful presence
20|+20/+15/+10/+5|+12|+12|+12|Growth, bite 3d6, +1 Str, +1 Cha |[/table]
Skill Points at First Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str).
First off, lower the BAB to 3/4 HD. Very rarely should monstrous classes with no weapon training get full BAB, especially if it has Strength bonuses. Also, all the ability bonuses are a bit out of hand. Badgers are too, I'll probably bring them down, but Badgers don't get some of the powerful abilities adders get.

Weapon and Armor Proficiencies: An adder is proficient with its bite attack. It cannot wield other weapons. It is not proficient with any armor.

You need an ability called Snake Body or something at first level that gives the adder's starting size, speed, etc. Its natural bite attack also goes in this ability. Instead of natural armor bonus above, have it gain natural armor bonus equal to its con modifier here.

Bite: An adder has a bite attack that deals 1d6 + 1 ½ Str modifier damage. The base damage increases to 1d8 at level 6, 1d12 at level 10, 2d6 at level 14, and 2d8 at level 18.
As I said, this should go in the Body ability. Also, you should simply say that the bite damage increases with its size, since it does so anyway, rather than spell it out.

Poison: An adder’s bite is poisonous, with initial and secondary damage 1d6 Con. The damage increases to 2d6 Con at 7th level and 3d6 Con at 12th. The save DC to resist the adder’s poison is 10 + ½ the adder’s level + the adder’s Con modifier.
Pretty good, buy I'd make the poison damage go d6->d8->2d6
Stealthy: At 3rd level, an adder gains Stealthy as a bonus feat.
Improved Grab: At 3th level, an adder gains the improved grab ability. When an adder hits an opponent of one or more size categories smaller with its bite attack, it can attempt to initiate a grapple as a free action.
Good.
Evil eye: An adder of 4th level or higher can use its evil eyes to hypnotize its prey. As a standard action, the adder can target its evil eye toward an opponent. The target must make a Will save (DC 10 + ½ the adder’s level + the adder’s Cha modifier) or be dazed as long as the adder concentrates on holding the gaze (a standard action). Opponents can avoid the adder’s evil eye just as they can avoid a gaze attack. The range of this ability is 5 feet per level of the adder.
I'd bump this up a level, replacing fast movement, and put constrict here honestly.
Fast Movement: At 5th level and every 5 levels thereafter, the adder gains a +10-ft bonus to its land speed.
Probably not necessary.
Growth: At 6th level, an adder’s size increases to Large. At 14th level, its size further increases to Huge. At 20th level, its size becomes Gargantuan.
Good for now.
Scent: At 7th level, an adder gains the Scent ability.
Constrict: An adder of 8th level or higher deals bludgeoning damage equal to its bite damage with a successful grapple check.
Throw swallow whole here instead of constrict.
Frightful Presence: An adder of 9th level or higher is a fearsome sight to behold. Any creature near the adder must make a Will save (DC 10 + ½ the adder’s level + the adder’s Cha modifier) or become shaken for 2d6 rounds. The range of this ability is 10 feet per level of the adder. A creature that successfully saves against the frightful presence of an adder cannot be affected again by the same adder’s frightful presence for 24 hours.
Nice idea copying the dragons frightful presence, this is the closest to a dragon, besides Deepcoiler and that lake monster, that Redwall has.
Lingering Gaze: A victim of the evil eye of an 11th level or higher adder remains stunned for 1d6 rounds after the adder ceases concentration.
I thought they were dazed? Either this needs to change to dazed, or it can improve to stunned, but the creature gets another will save each round.
Camouflage: An adder of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hmmmm, I guess this works.
Improved Frightful Presence: Creatures affected by the frightful presence of a 15th level or higher adder are frightened instead of shaken.
Good.
Evil gaze: At 16th level, the adder’s evil eye ability becomes a true gaze attack. Any creature within range of the adder’s evil eye that catches the adder’s eye is subject to the attack. The adder does not need to take an action.
Hmmm, I'm not sure I like this. Adders still had to concentrate on a particular individual to mesmerize it.
Trail of Terror: An adder of 17th level or higher leaves an aura of dread in its wake. A creature that approaches within 60 feet of a location in which the adder was present within the last 3 days must make a Will save (DC equals that of the adder’s frightful presence) or become shaken for as long as it remains within 60 feet of the adder’s trail, and 1d6 rounds thereafter.
Great flavor :smallbiggrin:
Superior Frightful Presence: Creatures affected by the frightful presence of an adder of 19th level or higher become panicked. If the adder is aware of the creature’s presence, it can choose to stun the victim instead.
Nice capstone.


Thoughts? Corrections? Suggestions?

Good job Blue! Fix up some stuff, lower ability points gained, and this sucker's ready to roll! Or slither, as the case may be.

Edit: I just realized, the abilities would be fine if level one is Str+1, Con+1, then it alternates Str+1,Con+1,Cha+1 for the rest, and final level has Str+1, Con+1, and Cha+1.

Lix Lorn
2011-01-14, 07:31 AM
*GASPSQUEEGLOMP*
Seconded. xD

Just thinking... whoever is doing the bloodwrath class, maybe they should get frightful presence?

I need to buy the new books...

John Cribati
2011-01-14, 07:50 AM
I don't need to buy any of the the new books except Long Patrol, Marlfox, Doomwyte and Sable Quean...

FTFY :smallsmile:

Draz74
2011-01-14, 02:27 PM
I'd make "Searat" a set of Racial Substitution Levels for Rat Rogues. That way it can apply to low-level mooks in a way that a PrC can't.

Not sure what it would grant, other than trading Trapfinding for bonuses to Profession (sailor) and Use Rope and maybe Swim.

Lix Lorn
2011-01-14, 02:33 PM
FTFY :smallsmile:
Only Doomwyte and Sable Queen count as new. xD I have/have read all the rest.

The Antigamer
2011-01-14, 02:58 PM
I'd make "Searat" a set of Racial Substitution Levels for Rat Rogues. That way it can apply to low-level mooks in a way that a PrC can't.

Not sure what it would grant, other than trading Trapfinding for bonuses to Profession (sailor) and Use Rope and maybe Swim.

That's actually a great idea, thanks!

Kalusk
2011-01-14, 10:38 PM
I've actually been working on something like this for a while, can I contribute?

The Antigamer
2011-01-14, 11:17 PM
I've actually been working on something like this for a while, can I contribute?

Of course! Whatcha got for me?

Debihuman
2011-01-15, 10:48 AM
Undying Enemy
I'm taking you with me Badrang!
Prerequisites: Sworn Enemy
Benefits: When fighting your sworn enemy you do not fall unconcious until you've fallen to x10 your con mod in negative hit points

How does this benefit work with the rules on death and dying? I'd rather see this as a +2 to the Fortitude saves whenever a character is disabled or dying.

Debby

John Cribati
2011-01-15, 11:15 AM
Blood Berserker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Blood Wrage 1/day, Wrath Feat, Friendly Fire 40
2nd|+2|+3|+0|+0|Blood Wrage 2/day, +4 Con, Friendly Fire 35
3rd|+3|+3|+1|+1|Blood Wrage 3/day, Diehard (Rage Only), Wrath Feat, Friendly Fire 30
4th|+4|+4|+1|+1|Blood Wrage 4/day, +4 Con, Friendly Fire 25
5th|+5|+5|+1|+1|Blood Wrage 5/day, Improved Diehard, Wrath Feat, Friendly Fire 20
[/table]

Prerequisites (Not necessary for Badgers):
Favored Enemy, BaB +4.

Blood Wrage
A Blood Berserker can fly into Blood Wrage a certain number of times per day. In Blood Wrage, for every level he has in Blood Berserker, a Blood Berserker temporarily gains a +4 bonus to Strength and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. While wraging, a Blood Berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. He can use any feat he has except Combat Expertise. A fit of Blood Wrage lasts for a number of rounds equal to 3 + the character’s Constitution modifier. A Blood Berserker may prematurely end his Blood Wrage. At the end of the Blood Wrage, the Blood Berserker loses the Blood Wrage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. During Blood Wrage, any beast he attacks is treated as a Favored Enemy.

A Blood Berserker can fly into a Blood Wrage only once per encounter. At 1st level he can use his Blood Wrage ability once per day. Every level thereafter, he can use it one additional time per day (to a maximum of 5 times per day at 5th level). Entering Blood Wrage takes no time itself, but a Blood Berserker can do it only during his action, not in response to someone else’s action.


Friendly Fire
A Blood Berserker Has difficulty controlling himself in battle. If the Blood Berserker has allies within average movement distance of him, he must make a DC 40(-ranks in Concentration) Will Save. If he fails, he attacks his allies. The DC decreases by 5 each level.

Wrath Feats
Wrathe Feats are only availible to the Blood Berserker while in Blood Wrage.

Yeah, need help with these, too. Anything that came out of the book can work.

Know Your Friends
Decrease Friendly Fire's DC by 10. Can be taken multiple times.

Undying Enemy
If the Blood Berserker meets his Sworn Enemy in battle, he will not die until he reaches -20 Hit Points. If at level 5, Improved Diehard will take effect.

Death Attack
The Blood Berserker chooses a target and declares Death Attack against it and makes an attack roll. If the attack hits, the targer must make a DC 15+(Blood Berserker's CON), or be slain immediately.

Frightful Presence
(As Adder)



Improved Diehard
The Bloodwrath allows a beast to live past the brink of death. If you are knocked down to -10 HP while in Blood Wrage, you may still make actions for a number of rounds equal to 1/2 your Constitution Modifier, after which point, you die.

AtlanteanTroll
2011-01-15, 12:38 PM
Wrage. Please, make it rage. Please! :smalleek:

Also it has very few Prerequisites. Which may not be a bad thing but... IDK, it's maybe a bit too easy to get.

The Antigamer
2011-01-15, 05:49 PM
How does this benefit work with the rules on death and dying? I'd rather see this as a +2 to the Fortitude saves whenever a character is disabled or dying.

Debby
I'm not sure I agree with your fix, but I definitely think that the feat as-is is not a good idea. But I'm not too worried about feats right now, still need to finish races. I'm hoping I'll be able to make a breakthrough on this program that I'm writing, so that I'll have time to do more work on the races sunday.



Herpestidae: I'm not sure about this class :-/ Let's go through it.

Blood Berserker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Blood Wrage 1/day, Wrath Feat, Friendly Fire 40
2nd|+2|+3|+0|+0|Blood Wrage 2/day, +4 Con, Friendly Fire 35
3rd|+3|+3|+1|+1|Blood Wrage 3/day, Diehard (Rage Only), Wrath Feat, Friendly Fire 30
4th|+4|+4|+1|+1|Blood Wrage 4/day, +4 Con, Friendly Fire 25
5th|+5|+5|+1|+1|Blood Wrage 5/day, Improved Diehard, Wrath Feat, Friendly Fire 20
[/table]
First off, I agree with AtlanteanTroll, "Wrage" makes me twitch. Why is it not Wrath? Also, HD and skills are needed.
Prerequisites (Not necessary for Badgers):
Favored Enemy, BaB +4.
Steeper prerequisites are needed, Bloodwrath isn't all that common that any 4th level fighter can take it. Also, just mentioning that the feats Mentalist proposed aren't finalized yet, so i wouldn't base anything off of them at the start.

Blood Wrage
A Blood Berserker can fly into Blood Wrage a certain number of times per day. In Blood Wrage, for every level he has in Blood Berserker, a Blood Berserker temporarily gains a +4 bonus to Strength and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. While wraging, a Blood Berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. He can use any feat he has except Combat Expertise. A fit of Blood Wrage lasts for a number of rounds equal to 3 + the character’s Constitution modifier. A Blood Berserker may prematurely end his Blood Wrage. At the end of the Blood Wrage, the Blood Berserker loses the Blood Wrage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. During Blood Wrage, any beast he attacks is treated as a Favored Enemy.

A Blood Berserker can fly into a Blood Wrage only once per encounter. At 1st level he can use his Blood Wrage ability once per day. Every level thereafter, he can use it one additional time per day (to a maximum of 5 times per day at 5th level). Entering Blood Wrage takes no time itself, but a Blood Berserker can do it only during his action, not in response to someone else’s action.

So identical to Barbarian's rage, plus the favored enemy thing, and with less times per day? What reason is there not to just go Barbarian, and avoid the Friendly Fire clause? Uniqueness is needed.

Friendly Fire
A Blood Berserker Has difficulty controlling himself in battle. If the Blood Berserker has allies within average movement distance of him, he must make a DC 40(-ranks in Concentration) Will Save. If he fails, he attacks his allies. The DC decreases by 5 each level.
This mechanic is really awkward. He automatically attacks his allies if they're close, but what if an enemy is also close? Those in the Bloodwrath sometimes attack friends, sure, but they don't seek out friends to kill. Also, the DC calculation is pretty wonky.

Wrath Feats
Wrathe Feats are only availible to the Blood Berserker while in Blood Wrage.

Yeah, need help with these, too. Anything that came out of the book can work.

Know Your Friends
Decrease Friendly Fire's DC by 10. Can be taken multiple times.

Undying Enemy
If the Blood Berserker meets his Sworn Enemy in battle, he will not die until he reaches -20 Hit Points. If at level 5, Improved Diehard will take effect.
This is the type of ability a Bloodwrath class needs, good. I may give badgers improved diehard, and badger lords get their current "diehard" albility mechanics.

Death Attack
The Blood Berserker chooses a target and declares Death Attack against it and makes an attack roll. If the attack hits, the targer must make a DC 15+(Blood Berserker's CON), or be slain immediately.
Woah, woah, woah! Slow down there man. Unlimited Death attacks are not the way to go here.

Frightful Presence
(As Adder)
"As Adder explains nothing, adders have several stages to their frightful presence.



Improved Diehard
The Bloodwrath allows a beast to live past the brink of death. If you are knocked down to -10 HP while in Blood Wrage, you may still make actions for a number of rounds equal to 1/2 your Constitution Modifier, after which point, you die.
This is a good ability that I may give to badgers instead of their current mechanic.
[COLOR="red"]
This class, I feel, needs something to distinguish itself from Barbarian, if it's going to be made.

TheSleepingDrag
2011-01-16, 06:47 PM
The Long Patrol

Level Base
Attack Bonus
Saving Throws
Special
Fort
Ref
Will

1st +1 +2 +1 +0 +10 movement, Salamandastron Training +1, Fast
2nd +2 +3 +2 +0 (Skirmish +1d6, +1 AC) Evasion, +1 Natural Armor
3rd +3 +3 +2 +1 Bonus Feat: Improved Unarmed Strike, +4 to survival checks, Run
4th +4 +4 +3 +1 Spring Attack, (Skirmish +2d6, +2 AC)
5th +5 +4 +3 +2 Shot on the Run, Salamandastron Training +2, +10 movement, +2 Natural Armor
6th +6/+1 +5 +4 +2 Parting Shot, Duck and Weave +3, (Skirmish +3d6, +3 AC)
7th +7/+2 +5 +4 +3 +4 to survival checks and spot checks, Hop Like a Hare, Big Bones, +6 to Survival checks
8th +8/+3 +6 +5 +3 Blood and Vinegar: +2 to saves, AC, hit, and 1 bonus attack, (Skirmish +4d6, +4 AC)
9th +9/+4 +6 +5 +4 Salamandastron Training +3, +10 Movement, Eulailia 2/day base DC 15,
10th +10/+5 +7 +6 +4 Duck and Weave +4, Veteran, (Skirmish +5d6, +5 AC) +3 Natural Armor, Braveheart
11th +11/+6 +7 +6 +5 Trackless Step, +8 Survival checks
12th +12/+7 +8 +7 +5 (Skirmish +6d6, +6 AC) Tis Death 1/day,
13th +13/+8 +8 +7 +6 Duck and Weave +5, Eulailia 3/day base DC 17, Salamandastron Training +4, +10 movement
14th +14/+9/+1 +9 +8 +6 (Skirmish +7d6, +7 AC) Duck and Weave +6, +4 Natural Armor
15th +15/+10/+2 +9 +8 +7 Blood and Vinegar: +3 to saves, AC, hit, and 2 bonus attacks, Long Strider, +10 Survival checks
16th +16/+11/+3 +10 +9 +7 (Skirmish +8d6. +8 AC) Salamandastron Training +4
17th +17/+12/+4 +10 +9 +8 Duck and Weave +7, Eulailia 4/day base DC 19, +10 movement
18th +18/+13/+5 +11 +10 +8 (Skirmish +9d6, +9 AC) +5 Natural Armor
19th +19/+14/+6 +11 +10 +9 +12 Survival Checks
20th +20/+15/+7 +12 +11 +9 (Skirmish +10d8, +11 AC) +10 movement
The Long Patrol

Alignment: Any Hare
Hit Die: d8
Skill Ranks Per Level: 4+Intelligence Mod
Class Skills: Acrobatics, Climb, Escape Artist, Perception, Sense Motive, Stealth, Survival, Swim
Weapon Proficiencies: Javelins, Spears and Halberds, and Light Armor

1-Salamandastron Training: You are trained in the use of the Javelin, and gain bonuses to hit and to damage rolls while wielding it. It addition, in melee combat, you do not take penalties for wielding it. Members of the Long Patrol can also throw Javelins to a range of up to 30 feet. Additionally, the damage of javelins wielded by you increases to 2d6 at 9th level and 4d6 at 16th level, and the range on throwing javelins increases by 10 feet at 5th level, and 20 feet at 13th level
Fast: The Long Patrol is disciplined and can go without food for long periods of time. You only need to eat and drink half as much as normal for your race, and can survive for twice as long without food, provided there is water.
6-Duck and Weave: The long Patrol members begins to learn how to avoid his enemies blows, and gets a bonus against attack of opportunities. Additionally, there is a 10% chance of ranged attacks missing him/which improves to 20% at 10th level, and 30% at 14th level
7-Hop like a Hare: Gain +10 on Acrobatics checks, and can take a 10 on Acrobatics checks as long as you are wearing light or no armor
Big Bones: Gain +1 constitution, and deal unarmed damage as though you were 1 size category larger than you actually are.
8-Blood and Vinegar: The Long Patrol are trained to always give a good account of themselves. When outnumbered, a member of the Long Patrol gains 10 temporary hit points, +2 AC, +2 to all saves, +2 to damage and to hit, and 1 extra attack at his highest attack bonus. When they outnumber the enemy, allies within 20 feet of the member of the Long Patrol gain +10 movement speed, +2 to damage and to hit, and enemies within 20 feet suffer -2 to hit and to damage and -2 on saving throws.
9-Eulailia: Twice per day, You release the fearsome cry of Salamandastron. Enemies within 20 feet of you must succeed on a DC 15 + your long Patrol level will save or drop whatever weapons they are holding and begin fleeing. They retreat until they can’t see you. If that is impossible, they cower for 1d4 rounds, and can take no offensive actions. Enemies that have been subjected to Eulailia suffer a -2 penalty to damage AC and to hit against you for the remainder of the day. Enemies that successfully save against Eulailia are immune to it for 12 hours.
10-Veteran: The Long Patrol member has survived many battles and gains +2 to one of the following stats: Dex, Con, Wis or Str, 3 permanent hit points, and +2 to hit and damage
Braveheart: The Long Patrol Member is immune to fear affects.
12-Tis Death: Once per day, you can utilize the utter fearlessness and courage that makes the long patrol so renowned. You gain a temporary bonus to AC and Damage equal to the number of enemies you are facing, or your Long Patrol levels, whichever is greater, gain DR 2/-, and you are immune death effects, or death from massive damage for the duration of the ability. If you are reduced between -1 or -9 hit points, you may continue to fight as though you were not disabled or dying. This ability lasts for 1d6 rounds + your con modifier. You may choose to end it voluntarily, but take a -2 to damage and to hit for 1 hour afterwards if you choose to do so. You may not retreat from enemies during the duration of this ability, and if you do, lose all abilities granted by Tis Death, and take a -2 to all checks for the remainder of the day. (note: retreat in this sense means flee the battle, not skirmish)
15-Long Strider: You have become trained to run for hours on end, faster than most creatures can for short amounts of time. You are capable of running at 2x your normal speed for a number of hours equal to your Long Patrol level. Additionally, when you provoke an attack of opportunity by an opponent because of movement, you may make a counter-attack of opportunity. You can take a 10 on climb, Survival, Swim and Escape Artist checks even when threatened or hurried.

This was designed for Pathfinder, so its' understandably a little more powerful than 3.5. You can dice it up or whatever, since this seems like a good idea and no one is doing anything on it, just don't get all technical, as it's a little irritating, and no one wants to make things for someone who tells them they're ****.

radmelon
2011-01-16, 08:17 PM
Formatting would be nice...

AtlanteanTroll
2011-01-17, 07:26 AM
A hare of any alignment can be in the Long Patrol? What?

TheSleepingDrag
2011-01-17, 11:08 AM
Have you ever heard of an evil hare?

AtlanteanTroll
2011-01-17, 02:32 PM
Have you ever heard of an evil hare?

No, but that's not the point. I think. If someone made an evil hare, which they can do if they want, they can have it be part of the Long Patrol.

TheSleepingDrag
2011-01-17, 04:07 PM
You sure man? I'm pretty sure that as long as its a hare, it doesn't matter

The Antigamer
2011-01-17, 04:28 PM
Let's get this formatted for you, shall we?

The Long Patrol

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special

1st|+1|+2|+1|+0|+10 movement, Salamandastron Training +1, Fast
2nd|+2|+3|+2|+0|(Skirmish +1d6, +1 AC) Evasion, +1 Natural Armor
3rd|+3|+3|+2|+1|Bonus Feat: Improved Unarmed Strike, +4 to survival checks, Run
4th|+4|+4|+3|+1|Spring Attack, (Skirmish +2d6, +2 AC)
5th|+5|+4|+3|+2 |Shot on the Run, Salamandastron Training +2, +10 movement, +2 Natural Armor
6th|+6/+1|+5|+4|+2|Parting Shot, Duck and Weave +3, (Skirmish +3d6, +3 AC)
7th|+7/+2|+5|+4 |+3|+4 to survival checks and spot checks, Hop Like a Hare, Big Bones, +6 to Survival checks
8th|+8/+3|+6|+5|+3|Blood and Vinegar: +2 to saves, AC, hit, and 1 bonus attack, (Skirmish +4d6, +4 AC)
9th|+9/+4|+6|+5 |+4|Salamandastron Training +3, +10 Movement, Eulailia 2/day base DC 15,
10th|+10/+5|+7|+6|+4|Duck and Weave +4, Veteran, (Skirmish +5d6, +5 AC) +3 Natural Armor, Braveheart
11th|+11/+6|+7|+6|+5|Trackless Step, +8 Survival checks
12th|+12/+7|+8|+7|+5|(Skirmish +6d6, +6 AC) Tis Death 1/day,
13th|+13/+8|+8|+7|+6|Duck and Weave +5, Eulailia 3/day base DC 17, Salamandastron Training +4, +10 movement
14th|+14/+9/+1|+9|+8|+6|(Skirmish +7d6, +7 AC) Duck and Weave +6, +4 Natural Armor
15th|+15/+10/+2|+9|+8|+7|Blood and Vinegar: +3 to saves, AC, hit, and 2 bonus attacks, Long Strider, +10 Survival checks
16th|+16/+11/+3|+10|+9|+7|(Skirmish +8d6. +8 AC) Salamandastron Training +4
17th|+17/+12/+4|+10|+9|+8|Duck and Weave +7, Eulailia 4/day base DC 19, +10 movement
18th|+18/+13/+5|+11|+10|+8|(Skirmish +9d6, +9 AC) +5 Natural Armor
19th|+19/+14/+6|+11|+10|+9|+12 Survival Checks
20th|+20/+15/+7|+12|+11|+9|(Skirmish +10d8, +11 AC) +10 movement
[/table]

Alignment: Any
Hit Die: d8
Skill Ranks Per Level: 4+Intelligence Mod
Class Skills: Acrobatics, Climb, Escape Artist, Perception, Sense Motive, Stealth, Survival, Swim
Weapon Proficiencies: Javelins, Spears and Halberds, and Light Armor

1-Salamandastron Training: You are trained in the use of the Javelin, and gain bonuses to hit and to damage rolls while wielding it. It addition, in melee combat, you do not take penalties for wielding it. Members of the Long Patrol can also throw Javelins to a range of up to 30 feet. Additionally, the damage of javelins wielded by you increases to 2d6 at 9th level and 4d6 at 16th level, and the range on throwing javelins increases by 10 feet at 5th level, and 20 feet at 13th level
This needs to get scaled back a bit, but otherwise it seems fine.
Fast: The Long Patrol is disciplined and can go without food for long periods of time. You only need to eat and drink half as much as normal for your race, and can survive for twice as long without food, provided there is water.
I like this, it's a good flavor ability. As an addendum, this should also remove the hare's "Enormous appetite" racial ability.
6-Duck and Weave: The long Patrol members begins to learn how to avoid his enemies blows, and gets a bonus against attack of opportunities. Additionally, there is a 10% chance of ranged attacks missing him/which improves to 20% at 10th level, and 30% at 14th level
Ok, makes sense.
7-Hop like a Hare: Gain +10 on Acrobatics checks, and can take a 10 on Acrobatics checks as long as you are wearing light or no armor
Good ability
Big Bones: Gain +1 constitution, and deal unarmed damage as though you were 1 size category larger than you actually are.
Hmmm, I'm not sure about this one, not all hares are that good with their unarmed attacks.
8-Blood and Vinegar: The Long Patrol are trained to always give a good account of themselves. When outnumbered, a member of the Long Patrol gains 10 temporary hit points, +2 AC, +2 to all saves, +2 to damage and to hit, and 1 extra attack at his highest attack bonus. When they outnumber the enemy, allies within 20 feet of the member of the Long Patrol gain +10 movement speed, +2 to damage and to hit, and enemies within 20 feet suffer -2 to hit and to damage and -2 on saving throws.
I love this flavor, but the mechanics might need some toning down.
9-Eulailia: Twice per day, You release the fearsome cry of Salamandastron. Enemies within 20 feet of you must succeed on a DC 15 + your long Patrol level will save or drop whatever weapons they are holding and begin fleeing. They retreat until they can’t see you. If that is impossible, they cower for 1d4 rounds, and can take no offensive actions. Enemies that have been subjected to Eulailia suffer a -2 penalty to damage AC and to hit against you for the remainder of the day. Enemies that successfully save against Eulailia are immune to it for 12 hours.
I'd rather is Eulailia gave bonuses to your allies than made your enemies afraid.
10-Veteran: The Long Patrol member has survived many battles and gains +2 to one of the following stats: Dex, Con, Wis or Str, 3 permanent hit points, and +2 to hit and damage
Hmmm, this is probably too much.
Braveheart: The Long Patrol Member is immune to fear affects.
Sounds fine
12-Tis Death: Once per day, you can utilize the utter fearlessness and courage that makes the long patrol so renowned. You gain a temporary bonus to AC and Damage equal to the number of enemies you are facing, or your Long Patrol levels, whichever is greater, gain DR 2/-, and you are immune death effects, or death from massive damage for the duration of the ability. If you are reduced between -1 or -9 hit points, you may continue to fight as though you were not disabled or dying. This ability lasts for 1d6 rounds + your con modifier. You may choose to end it voluntarily, but take a -2 to damage and to hit for 1 hour afterwards if you choose to do so. You may not retreat from enemies during the duration of this ability, and if you do, lose all abilities granted by Tis Death, and take a -2 to all checks for the remainder of the day. (note: retreat in this sense means flee the battle, not skirmish)
Last stand type ability is good
15-Long Strider: You have become trained to run for hours on end, faster than most creatures can for short amounts of time. You are capable of running at 2x your normal speed for a number of hours equal to your Long Patrol level. Additionally, when you provoke an attack of opportunity by an opponent because of movement, you may make a counter-attack of opportunity. You can take a 10 on climb, Survival, Swim and Escape Artist checks even when threatened or hurried.
I need to go through this more thoroughly since not all of the abilities gained are in the stat block, but I'm running out of time. I was going to make Long Patrol Hare a ten level PrC, and while I like this class, it does need some toning down, there are several levels with too many class features gained. I may be convinced that Long Patrol Hare could be a base, rather than prestige, class.


This was designed for Pathfinder, so its' understandably a little more powerful than 3.5. You can dice it up or whatever, since this seems like a good idea and no one is doing anything on it, just don't get all technical, as it's a little irritating, and no one wants to make things for someone who tells them they're ****.
Thanks for contributing it! I'm not sure what you mean by "all technical," I'm not trying to tell anyone their creations suck :smallconfused:

I agree that there can be evil hares in the Long Patrol.

AtlanteanTroll
2011-01-17, 07:38 PM
You sure man? I'm pretty sure that as long as its a hare, it doesn't matter

Well, I'm not Anti, but I'm pretty sure a Badger Lord wouldn't have Evil Hares in his ranks.

The Antigamer
2011-01-17, 07:45 PM
Well, I'm not Anti, but I'm pretty sure a Badger Lord wouldn't have Evil Hares in his ranks.

A hare can be evil and still act "good" to fit in. Just not care about others, only look out for themselves, etc.
Plus, what about hares who leave the Long Patrol?
I feel like alignment restrictions are almost always a bad plan. Why not have a chaotic monk, or an evil paladin who trains to kill others like him and further his position?

AtlanteanTroll
2011-01-17, 08:10 PM
A hare can be evil and still act "good" to fit in. Just not care about others, only look out for themselves, etc.
Plus, what about hares who leave the Long Patrol?
I feel like alignment restrictions are almost always a bad plan. Why not have a chaotic monk, or an evil paladin who trains to kill others like him and further his position?

IDK, that's why I mess with those classes. I think a Double Axis restrcition is too harsh, but Always Good or w/e is fine. But you're the boss, Boss.

Lix Lorn
2011-01-18, 03:29 AM
I feel like alignment restrictions are almost always a bad plan. Why not have a chaotic monk, or an evil paladin who trains to kill others like him and further his position?
Hooray! I'm not alone!

TheSleepingDrag
2011-01-21, 10:11 PM
Level Base
Attack Bonus
Saving Throws
Special
Fort
Ref
Will

{table]1st|+1|+2|+1|+0|+10 movement, Salamandastron Training +1, Fast
2nd|+2|+3|+2|+0|(Skirmish +1d6) Uncanny Dodge
3rd|+3|+3|+2|+1|Bonus Feat: Improved Unarmed Strike, +4 to survival checks, Run
4th|+4|+4|+3|+1|Spring Attack, (Skirmish +2d6, +1 AC)
5th|+5|+4|+3|+2|Replacement Feat: Shot on the Run, Salamandastron Training +2,
6th|+6/+1|+5|+4|+2|Parting Shot, Duck and Weave +3, (Skirmish +3d6, +2 AC)
7th|+7/+2|+5|+4|+3|+4 to survival checks and spot checks, Hop Like a Hare, Big Bones, +6 to Survival checks, +10 movement speed
8th|+8/+3|+6|+5|+3|Blood and Vinegar: +2 to saves, AC, hit, and 1 bonus attack, (Skirmish +4d6, +3 AC)
9th|+9/+4|+6|+5|+4|Salamandastron Training +3, +10 Movement, Eulailia 2/day base DC 15,
10th|+10/+5|+7|+6|+4|Duck and Weave +4, Veteran, (Skirmish +5d6, +4 AC) Braveheart
11th|+11/+6|+7|+6|+5|Trackless Step, +8 Survival checks
12th|+12/+7|+8|+7|+5|(Skirmish +6d6, +5 AC) Tis Death 1/day,
13th|+13/+8|+8|+7|+6|Duck and Weave +5, Eulailia 3/day base DC 17, Salamandastron Training +4, +10 movement
14th|+14/+9/+1|+9|+8|+6 |(Skirmish +7d6, +6 AC) Duck and Weave +6,
15th|+15/+10/+2|+9|+8|+7|Blood and Vinegar: +3 to saves, AC, hit, and 2 bonus attacks, Long Strider, +10 Survival checks
16th|+16/+11/+3|+10|+9|+7|(Skirmish +8d6. +7 AC) Salamandastron Training +4
17th|+17/+12/+4|+10|+9|+8|Duck and Weave +7, Eulailia 4/day base DC 19, +10 movement
18th|+18/+13/+5|+11|+10|+8|(Skirmish +9d6, +8 AC)
19th|+19/+14/+6|+11|+10|+9|+12 Survival Checks
20th|+20/+15/+7|+12|+11|+9|(Skirmish +10d8, +9 AC) +10 movement [/table]
The Long Patrol

Removed natural armor, and fixed skirmish so its more true to scout class. Fixing abilities

Alignment: Any
Hit Die: d8
Skill Ranks Per Level: 4+Intelligence Mod
Class Skills: Acrobatics, Climb, Escape Artist, Perception, Sense Motive, Stealth, Survival, Swim
Weapon Proficiencies: Javelins, Spears and Halberds, and Light Armor

1-Salamandastron Training: You are trained in the use of the Javelin, and gain bonuses to hit and to damage rolls while wielding it. It addition, in melee combat, you do not take penalties for wielding it. Members of the Long Patrol can also throw Javelins to a range of up to 30 feet.
Fast: The Long Patrol is disciplined and can go without food for long periods of time. You only need to eat and drink half as much as normal for your race, and can survive for twice as long without food, provided there is water.
6-Duck and Weave: The long Patrol members begins to learn how to avoid his enemies blows, and gets a bonus against attack of opportunities. Additionally, there is a 10% chance of ranged attacks missing him/which improves to 20% at 10th level, and 30% at 14th level
7-Hop like a Hare: Gain +10 on Acrobatics checks, and can take a 10 on Acrobatics checks as long as you are wearing light or no armor
Big Bones: Gain +1 constitution, and deal unarmed damage as though you were 1 size category larger than you actually are.
8-Blood and Vinegar: The Long Patrol are trained to always give a good account of themselves. When outnumbered, a member of the Long Patrol gains 10 temporary hit points, +2 AC, +2 to all saves, +2 to damage and to hit, and 1 extra attack at his highest attack bonus. When you and your allies outnumber the enemy, allies within 20 feet of the member of the Long Patrol gain +10 movement speed, +2 to damage and to hit, and enemies within 20 feet suffer -2 to hit and to damage and -2 on saving throws.
9-Eulailia: Twice per day, You release the fearsome cry of Salamandastron. Enemies within 20 feet of you must succeed on a DC 15 + your long Patrol level will save or drop whatever weapons they are holding and begin fleeing. They retreat until they can’t see you. If that is impossible, they cower for 1d4 rounds, and can take no offensive actions. Enemies that have been subjected to Eulailia suffer a -2 penalty to damage, AC, and to hit against you for the remainder of the day. Enemies that successfully save against Eulailia are immune to it for 12 hours.
10-Veteran: The Long Patrol member has survived many battles and gains +1 natural armor, a permanent+1 to dex, con, str or wis, and a bonus feat
Braveheart: The Long Patrol Member is immune to fear affects.
12-Tis Death: Once per day, you can utilize the utter fearlessness and courage that makes the long patrol so renowned. You gain a temporary bonus to AC and Damage equal to the number of enemies you are facing, or your Long Patrol levels, whichever is greater, gain DR 2/-, and you are immune death effects, or death from massive damage for the duration of the ability. If you are reduced between -1 or -9 hit points, you may continue to fight as though you were not disabled or dying. This ability lasts for 1d6 rounds + your con modifier. You may choose to end it voluntarily, but take a -2 to damage and to hit for 1 hour afterwards if you choose to do so. You may not retreat from enemies during the duration of this ability, and if you do, lose all abilities granted by Tis Death, and take a -2 to all checks for the remainder of the day. (note: retreat in this sense means flee the battle, not skirmish)
15-Long Strider: You have become trained to run for hours on end, faster than most creatures can for short amounts of time. You are capable of running at 2x your normal speed for a number of hours equal to your Long Patrol level. Additionally, when you provoke an attack of opportunity by an opponent because of movement, you may make a counter-attack of opportunity. You can take a 10 on climb, Survival, Swim and Escape Artist checks even when threatened or hurried.

John Cribati
2011-01-21, 10:34 PM
{table]1|2|3|4|5
1|2|3|4|5
1|2|3|4|5
1|2|3|4|5
1|2|3|4|5[/table]


Gives you


{table]1|2|3|4|5
1|2|3|4|5
1|2|3|4|5
1|2|3|4|5
1|2|3|4|5[/table]

Also, Bloodwrath as Class was a BAAAAD Idea. I guess, then, that it could be a template, just like there's a Half-dragon and half-ogre template.

Kalusk
2011-01-25, 07:50 PM
Of course! Whatcha got for me?

Give me a bit. I'll bring up a few class ideas that I've been working on.

Also been working on several of the reptilian races.

The Antigamer
2011-01-25, 08:01 PM
Give me a bit. I'll bring up a few class ideas that I've been working on.

Also been working on several of the reptilian races.

Good, I've been sick this last week and that combinned with work has made homebrewing hard. This project is far from abandoned though, I'm slowly tweaking monster classes.

Jallorn
2011-01-25, 08:04 PM
I disagree with you that Shrews are weak. In fact, they are often shown to be stronger than Mice, despite their smaller size. I would decrease the Wis and/or Cha or both, rather than Str.

Kalusk
2011-01-25, 08:17 PM
Excellent, sounds good!

By the way, you might be interested in this.

http://redwall-animation.deviantart.com/

The Antigamer
2011-01-25, 08:24 PM
I disagree with you that Shrews are weak. In fact, they are often shown to be stronger than Mice, despite their smaller size. I would decrease the Wis and/or Cha or both, rather than Str.

Hmmm, are they? I don't think, as a race, that they're stronger than mice. A couple individuals maybe, but an average shrew compared to an average mouse? :smallconfused:
Feel free to try to convince me though, I welcome the critique :smallsmile:

Kalusk
2011-01-25, 08:28 PM
Was "Redwaller" marked as a prestige class?

The Antigamer
2011-01-25, 08:32 PM
Was "Redwaller" marked as a prestige class?

I currently have them as Abbey-Dweller. Do you have ideas for them? The main thing I have written down in my notes is "Gets Heroes' Feast as an SLA somehow." :smallbiggrin:

AtlanteanTroll
2011-01-25, 08:46 PM
I currently have them as Abbey-Dweller. Do you have ideas for them? The main thing I have written down in my notes is "Gets Heroes' Feast as an SLA somehow." :smallbiggrin:

Something where they can take an option to take people alive. Oh, and sub-dual damage.

Kalusk
2011-01-25, 09:15 PM
I currently have them as Abbey-Dweller. Do you have ideas for them? The main thing I have written down in my notes is "Gets Heroes' Feast as an SLA somehow." :smallbiggrin:

I was thinking significant crafting bonuses and feats. And the "educated" feat, as well.

TheSleepingDrag
2011-01-27, 12:38 PM
Lizard
-+2 str, +2 dex, -2 wis, -2 con
-Lizards are strong and agile, but lack the common sense and courage of most creatures
-Medium Creature
-Base Land of 30 feet, Burrow speed of 20 feet
-Darkvision 30 ft
-2 claw attacks, 1d4
-+1 natural armor
-Tail Diversion-1/week, a lizard can drop its tail, which begins wriggling wildly. All enemies within 5 feet of the lizard must succed on a dc 15 will save or attack the tail, and ignore the lizard for 1d4 rounds, not taking advantage of any attacks of oppertunity they might have. If the lizard attacks them, this affect ends immediately
LA +1

Lizard Feats

Fightening Frill
Prerequisites: Lizard
Affect-You grow a large, brightly colored frill around your neck. You gain a passive +2 to Intimidation checks, additionally, enemies within 10 feet of you must succeed on a DC 10 + your level, or be shaken for as long as they remain within 10 feet of you. Enemies that succeed on this check are immune to the abilties of your frightening frill for 12 hours

Large Talons
Prerequisites: Lizard
Affect: Your claws are unusually large for one of your race. You deal 1d6 instead of 1d4, and gain a +1 to hit when you use them.

Blood of the Moniter
Prerequisites: Lizard, level 3
Affect: You have the blood of the powerful moniters from the far southern seas in your veins, and are stronger than normal. You become a large creature, with all the penalties and bonuses that incurs, and gain +1 to str or con. Additionally, you gain a bite attack as normal as a creature of your size

Deadly Bite
Prerequisites: Lizard, Blood of the Moniter, base attack bonus +6
Affect: Your jaws grow stronger, dealing 1d8. Additionally, any enemy bitten by you must suceed on a dc fort save equal to 15 + your level, or become infected with Moniter Rot. Any enemy affected by Moniter Rot takes -1 to all attack and damage rolls, and -1 to all saves. There is a 50% chance that a creature affected by Moniter Rot will catch another disease within 48 hours. It can be cured by a heal check equal to the dc of the check the afflicted creature failed.

Horny Hide
Prerequisites: Lizard, 3 Hd or more
Affect: You gain an additional +1 natural armor. Additionally, Any creatures attempting to grapple you or touch you, except another lizard, takes 1d6 damage.

Large Tail
Prerequisites: Lizard
Affect: You gain a natural tail attack for 1d6. Additionally, the dc on your dropping tail becomes 18, and last for an additional round
Jagged Scales
Prerequisites: Lizard, Horny Hide, 8 hd or more
Affect: You gain +6 to escape artist checks, and fast healing 1

Horntoad
Prerequisites: Lizard, Horny Hide, 5 hd or more
Affect: You gain +4 on hide checks, and 1/day can shoot blood from your eyes. This counts as a ranged touch attack with a range of 30 feet. Any opponent hit by it must succeed on a dc 17 fort save or be blinded for 1d4+your con modifier rounds.

Greenscale
Prerequisites:Lizard
Affect: Your scales become a brilliant shade of green. You gain a +2 on climb and balance checks

Gray Scale
Prerequisites: Lizard
Affect: Your scales become a dull shade of gray. You gain a +2 on hide and move silently checks

Heat Sensors
Prerequisites: Lizard, Base attack bonus +6
Affect: Your darkvision increases to 60 feet, and you gain blindsense 30 feet.

Scion of the Lizardking
Prerequisites: Lizard, Moniter Blood, and any 2 other lizard feats, Base attack bonus +8
Affect: You are a powerful creature among your people. You gain a +4 on intimidate, climb, balance, move silently and escape artist. The dc for your tail becomes 20 for 1d6 rounds, you gain an additional hit die, and an additional +1 natural armor. You also develope a distinctive marking, whether it be an unusual coloration, sound, or other such things. You gain an additional +2 to bluff, diplomacy and intimidate when dealing with other lizards.

Lix Lorn
2011-01-27, 01:29 PM
I don't think they oughta get -con...

TheSleepingDrag
2011-01-27, 02:06 PM
Sparra
+2 Dex, -2 Cha
-Sparra are quick and agile, but they are uncouth, and their language is difficult to understand
-Fly speed of 40 feet (good)
-Medium creatures
-2 claw attacks for 1d6, and a peck attack for 1d8
-+2 to survival checks
-Agile-While flying, Sparra gain +2 AC against ranged attacks
LA +1

radmelon
2011-01-27, 02:08 PM
Seems a bit too powerful.

Shades of Gray
2011-01-27, 02:32 PM
I think a bonus to AC against ranged attacks is a much simpler and fairer solution than a percentage based attack negation for the Long Patrol and Sparra. Then again, I haven't read Redwall, but I doubt the author said that "The Long Patrol could dodge roughly 10% of the enemy's fire; particularly experienced ones could dodge 20%!" :smalltongue:

In addition, you said they get a bonus against attacks of opportunity. You did not state that bonus. I recommend that it is the same propsed bonus to AC that they get against ranged weapons.

+2/+4/+6 seems like a good progression for the AC bonus.

The skirmish scaling also seems incredibly fast compared to the scout class. The scout class progresses, IIRC, like (+1d6, 0 AC), (+1d6, 1 AC), (+2d6, 1 AC)... and so on.

Necro_EX
2011-01-27, 04:50 PM
Definitely lookin' forward to when this is all complete.

Once you've got it to a playable amount, my local group might just run this, and I'll definitely make sure to give plenty of feedback if we do. :D

AtlanteanTroll
2011-01-27, 06:51 PM
Lizard? Dont they get some better classification in the books?

John Cribati
2011-01-27, 06:56 PM
Lizard? Dont they get some better classification in the books?

There were some frilled lizards. That's about it.

TheSleepingDrag
2011-01-27, 06:56 PM
Scourge
Prerequisites: Rat, Base Attack Bonus +7,
Special: Must have killed a creature of equal power in single combat
Hit Die: d8

1s|+1|+2|+1|+0| Muster, Commanding word 1/day, Improvised Weapon
2nd|+2|+3|+1|+0| Lithe Tongue, Throw Sand 1/day
3rd|+3|+4|+2|+1| Whip of the Conquerer, Frenzy
4th|+4|+4|+2|+1| Rouse the Horde, Commanding Word 2/day
5th|+5|+5|+3|+2| Deathrat Whip 3/day, Throw Sand 2/day, Scourge

Blue Ghost
2011-01-27, 06:58 PM
Scourge
Prerequisites: Rat, Base Attack Bonus +7,
Special: Must have killed a creature of equal power in single combat
Hit Die: d8

1s|+1|+2|+1|+0| Muster, Commanding word 1/day, Improvised Weapon
2nd|+2|+3|+1|+0| Lithe Tongue, Throw Sand 1/day
3rd|+3|+4|+2|+1| Whip of the Conquerer, Frenzy
4th|+4|+4|+2|+1| Rouse the Horde, Commanding Word 2/day
5th|+5|+5|+3|+2| Deathrat Whip 3/day, Throw Sand 2/day, Scourge

So this is for Cluny alone? There haven't been any other Scourges in the books, have there?
Maybe it'll be better as a generic Warlord class, with some of Cluny's unique abilities as special feats.

The Antigamer
2011-01-27, 07:26 PM
Wow SleepingDrag, you're dropping a lot of stuff for me to go through, nice work! I'll get some words in on my thoughts when I get done with classes tonight. Off the bat though, I was planning on doing a number of lizard races, rather than a single typical one.

101jir
2011-01-27, 09:17 PM
It looks like we have some interesting stuff as far as classes, animals etc. I actually was thinking something like this would be really cool as well. However, I don't see any stats for specific heros or villains. I was thinking about taking a specific Redwall story and having the PCs alter it. I can kindof see how "Scourge", etc, are based off of prexisting characters, but how about the characters themselves? That would be cool I think. (BTW, Badrang should be able to destroy Cluny stat wise LOL:smalltongue:)

Bhu
2011-01-28, 03:22 AM
Kudos on attempting a job this large

Lix Lorn
2011-01-28, 03:37 AM
Kudos on attempting a job this large
Says the president of America to that of Norway. :smalltongue:

The Antigamer
2011-01-28, 05:55 AM
It looks like we have some interesting stuff as far as classes, animals etc. I actually was thinking something like this would be really cool as well. However, I don't see any stats for specific heros or villains. I was thinking about taking a specific Redwall story and having the PCs alter it. I can kindof see how "Scourge", etc, are based off of prexisting characters, but how about the characters themselves? That would be cool I think. (BTW, Badrang should be able to destroy Cluny stat wise LOL:smalltongue:)
I have no plans to make stats for heroes/villains, especially not without first laying out the frame for everything w/ races, classes, etc. :smalltongue:


Kudos on attempting a job this large
Thanks, hopefully my luck will come 'round and I'll have a easy load next week to do some updating.


Sparra
+2 Dex, -2 Cha
-Sparra are quick and agile, but they are uncouth, and their language is difficult to understand
-Fly speed of 40 feet (good)
-Medium creatures
-2 claw attacks for 1d6, and a peck attack for 1d8
-+2 to survival checks
-Agile-While flying, Sparra gain +2 AC against ranged attacks
LA +1
I would really prefer the sparra, and everything in the world, to have a monster class progression rather than an LA. LA always seems a waste to me. That said, let's examine the spara. Aren't they of similar size to a mouse, and therefore small? They need a landspeed too, probably 10', and I'd make the flight, and their maneuverability, be based on HD. Other than that, a good start. I like the Agile ability.

Lizard

Lizard
-+2 str, +2 dex, -2 wis, -2 con
-Lizards are strong and agile, but lack the common sense and courage of most creatures
-Medium Creature
-Base Land of 30 feet, Burrow speed of 20 feet
-Darkvision 30 ft
-2 claw attacks, 1d4
-+1 natural armor
-Tail Diversion-1/week, a lizard can drop its tail, which begins wriggling wildly. All enemies within 5 feet of the lizard must succed on a dc 15 will save or attack the tail, and ignore the lizard for 1d4 rounds, not taking advantage of any attacks of oppertunity they might have. If the lizard attacks them, this affect ends immediately
LA +1

Like I said, I really prefer monster classes to LA races. That brings up another point though; there were several lizards in the books, I have some listed in the Reptiles section, and most of them were rather weak individuals. Monitor lizards are definitely a monster class race, but newts? Frilled lizards? I don't see something this specific covering all of the lizards out there. I like the Tail Diversion ability a lot though, nice touch.

Lizard Feats

Fightening Frill
Prerequisites: Lizard
Affect-You grow a large, brightly colored frill around your neck. You gain a passive +2 to Intimidation checks, additionally, enemies within 10 feet of you must succeed on a DC 10 + your level, or be shaken for as long as they remain within 10 feet of you. Enemies that succeed on this check are immune to the abilties of your frightening frill for 12 hours
Interesting way to go about the frills, but was anyone ever frightened by the frilled lizards?

Large Talons
Prerequisites: Lizard
Affect: Your claws are unusually large for one of your race. You deal 1d6 instead of 1d4, and gain a +1 to hit when you use them.
Standard feat, good.

Blood of the Moniter
Prerequisites: Lizard, level 3
Affect: You have the blood of the powerful moniters from the far southern seas in your veins, and are stronger than normal. You become a large creature, with all the penalties and bonuses that incurs, and gain +1 to str or con. Additionally, you gain a bite attack as normal as a creature of your size
I'm not sure if this meshes well with the Redwall world. The only hybrids we ever see are the wearets. I like the idea, and normally it'd work fine, but I'm not sure if it works in Redwall. Thoughts?

Deadly Bite
Prerequisites: Lizard, Blood of the Moniter, base attack bonus +6
Affect: Your jaws grow stronger, dealing 1d8. Additionally, any enemy bitten by you must suceed on a dc fort save equal to 15 + your level, or become infected with Moniter Rot. Any enemy affected by Moniter Rot takes -1 to all attack and damage rolls, and -1 to all saves. There is a 50% chance that a creature affected by Moniter Rot will catch another disease within 48 hours. It can be cured by a heal check equal to the dc of the check the afflicted creature failed.
Like I said above, this is great flavor, and I want to use it, but did monitor lizards even have a diseased bite? It'd make sense to give them one, of course, to make them mesh better with 3.5. But I run up against the staying faithful to the books problem.

Horny Hide
Prerequisites: Lizard, 3 Hd or more
Affect: You gain an additional +1 natural armor. Additionally, Any creatures attempting to grapple you or touch you, except another lizard, takes 1d6 damage.
I like this one, nothing wrong with it!

Large Tail
Prerequisites: Lizard
Affect: You gain a natural tail attack for 1d6. Additionally, the dc on your dropping tail becomes 18, and last for an additional round
Jagged Scales
Prerequisites: Lizard, Horny Hide, 8 hd or more
Affect: You gain +6 to escape artist checks, and fast healing 1
Another solid feat

Horntoad
Prerequisites: Lizard, Horny Hide, 5 hd or more
Affect: You gain +4 on hide checks, and 1/day can shoot blood from your eyes. This counts as a ranged touch attack with a range of 30 feet. Any opponent hit by it must succeed on a dc 17 fort save or be blinded for 1d4+your con modifier rounds.
Ranging into non-canon ground again, but if monitors can have a diseased mouth, there's no reason a rare horned toad from the far south could show up. All of the Redwall creatures are meant to be native to England, however.

Greenscale
Prerequisites:Lizard
Affect: Your scales become a brilliant shade of green. You gain a +2 on climb and balance checks
Eh, +2/+2 skill feats aren't really that interesting. Maybe giving a slow climb speed instead?

Gray Scale
Prerequisites: Lizard
Affect: Your scales become a dull shade of gray. You gain a +2 on hide and move silently checks


Heat Sensors
Prerequisites: Lizard, Base attack bonus +6
Affect: Your darkvision increases to 60 feet, and you gain blindsense 30 feet.
I think I remember blind lizards in a cave, this would work for them

Scion of the Lizardking
Prerequisites: Lizard, Moniter Blood, and any 2 other lizard feats, Base attack bonus +8
Affect: You are a powerful creature among your people. You gain a +4 on intimidate, climb, balance, move silently and escape artist. The dc for your tail becomes 20 for 1d6 rounds, you gain an additional hit die, and an additional +1 natural armor. You also develope a distinctive marking, whether it be an unusual coloration, sound, or other such things. You gain an additional +2 to bluff, diplomacy and intimidate when dealing with other lizards.
Thanks for the posts SleepingDrag, even if I sounded a bit down on them. I really appreciate what you've posted so far, and it's going into my notes on what this is eventually going to become. If I wasn't trying to stick as close to Redwall canon as I can for the start, the lizard feats would be an awesome idea, with the Scion feat an eventual goal for most lizards. But I think some of them might need to be reworked, or wait to be added on later in the project if it branches out into non-canon ideas. Keep 'em coming though!

Lix Lorn
2011-01-28, 06:53 AM
If I wasn't trying to stick as close to Redwall cannon as I can for the start,
(twitch)
(twitchtwitch)
(twitchtwitchtwitch)
Canon.

TheSleepingDrag
2011-01-28, 12:40 PM
The Taggerung
Prerequisites: Must have spent at least one year in the wild/or with a savage people, Base attack Bonus +6, Survival +8

{table]1st|+1|+0|+2|+1|Bonus Feat: Improved Toughness, +2 on hide and survival checks
2nd|+2|+0|+3|+2| Favored Enemy 1d6, Strength of the Taggerung +1
3rd|+3|+1|+4|+3| Massive Weapon, +3 on hide and survival checks
4th|+4|+1|+5|+3| Savage 1/day, Mark of the Taggerung
5th|+5/+1|+2|+6|+4| Favored Enemy 2d6, Strength of the Taggerung +2
6th|+6/+2|+2|+7|+4| +4 on hide and survival checks, +10 movement
7th|+7/+3|+3|+8|+5| Savage 2/day, Mark of the Taggerung
8th|+8/+4|+3|+9|+5| Favored Enemy 3d6, Strength of the Taggerung +3
9th|+9/+5|+4|+10|+6| +5 on hide and survival checks, Mark of the Taggerung
10|+10/+6/+1|+4|+11|+6| Grim Determination, Savage 3/day [/table]

Abilities
2: Strength of the Taggerung-You gain a bonus to strength or dexterity
-Favored Enemy-*As ranger
3: Massive Weapon-You may weild weapons one size larger than you would normally be able to weild
4: Savage-Taggerung are savage fighters. When damaged for the first time in a battle, a Taggerung enters a type of rage. They gain +2 to constitution, dexterity, and strength and dr 1/-, but take a -2 to wisdom, int, and cha. You cannot use skills that require int, cha, or wis while savage. You are savage for 1d6 rounds, but are fatigued afterwards
At level 7, you are not fatigued afterwards.
At level 10, you gain +3 to con, str, and dex, and dr 2/-
Mark of the Taggerung-As a taggerung, you are festooned with tattoos, and markings. Some of these hold strange powers. You cannot take the same one twice
-Mark of Vermin Fear: Whenever you encounter and have dealings with vermin, they take a -2 on bluff, attack and damage rolls.
-Mark of the Shade: You gain a +4 on survival, hide, and move silently checks
-Mark of the Wind-You gain +10 movement
-Mark of the Eel-You gain a +8 on escape artist checks, and are not encumbered by walking over marshy terrain
-Mark of the Walking Stone-You gain +2 to constitution, and +1 natural armor
-Mark of the Poisonteeth-You are immune to poison. In addition, when using poison, you never risk accidentally poisoning yourself
-Mark of the Wanderer-You can understand and speak any language, and gain a +4 on diplomacy checks
-Mark of Foebane-When facing your favored enemy, you deal an additional hit die of damage, and gain +1 to all saves against them
-Mark of Fury-When Savage, you gain an additional +2 to dexterity and strength, and stay savage for an additional round
-Mark of Earth-You need eat and drink only 1/week
-Mark of Battle-When using your massive weapon, you gain an inherent +2 to hit and damage
-Mark of Resilience-When in battle, you gain fast healing 1
-Mark of the River-You gain swim speed equal to your landspeed, and +4 to all swim checks.
-Mark of the Eagle-You gain +2 dexterity, and gain +6 on all spot checks
-Mark of the Owl-You gain darkvision 60 feet, and +6 to all spot checks
10: Grim Determination-When facing your favored enemy, you gain crit chance 16-20 with all weapons you use against them. Additionally, if you would sustain damage that would kill you, you remain alive for a number of rounds equal to your strength modifier. At the end of that time, you fall unconscious

radmelon
2011-01-28, 01:07 PM
2: Strength of the Taggerung-You gain a bonus to strength or dexterity
When do you choose?

TheSleepingDrag
2011-01-29, 08:24 AM
each level you get it, you decide whether you get dex or str

AtlanteanTroll
2011-01-29, 11:00 AM
You get a Strength or Dexterity Bonus at every level??? :smalleek:

Blue Ghost
2011-01-29, 12:55 PM
You get a Strength or Dexterity Bonus at every level??? :smalleek:

Each level where you get the Strength of the Taggerung ability.

There totally needs to be a bard-like class for Redwall. Can't have Slagar, Laterose, or Tarquin without it.

radmelon
2011-01-29, 01:41 PM
Why not just play a bard? :smallconfused:

Blue Ghost
2011-01-29, 01:44 PM
Why not just play a bard? :smallconfused:

Well, some of the bard's abilities and spells may need to be altered a bit, wot?

The Antigamer
2011-01-29, 05:59 PM
The Taggerung
Prerequisites: Must have spent at least one year in the wild/or with a savage people, Base attack Bonus +6, Survival +8

{table]1st|+1|+0|+2|+1|Bonus Feat: Improved Toughness, +2 on hide and survival checks
2nd|+2|+0|+3|+2| Favored Enemy 1d6, Strength of the Taggerung +1
3rd|+3|+1|+4|+3| Massive Weapon, +3 on hide and survival checks
4th|+4|+1|+5|+3| Savage 1/day, Mark of the Taggerung
5th|+5/+1|+2|+6|+4| Favored Enemy 2d6, Strength of the Taggerung +2
6th|+6/+2|+2|+7|+4| +4 on hide and survival checks, +10 movement
7th|+7/+3|+3|+8|+5| Savage 2/day, Mark of the Taggerung
8th|+8/+4|+3|+9|+5| Favored Enemy 3d6, Strength of the Taggerung +3
9th|+9/+5|+4|+10|+6| +5 on hide and survival checks, Mark of the Taggerung
10|+10/+6/+1|+4|+11|+6| Grim Determination, Savage 3/day [/table]

Abilities
2: Strength of the Taggerung-You gain a bonus to strength or dexterity
-Favored Enemy-*As ranger
3: Massive Weapon-You may weild weapons one size larger than you would normally be able to weild
4: Savage-Taggerung are savage fighters. When damaged for the first time in a battle, a Taggerung enters a type of rage. They gain +2 to constitution, dexterity, and strength and dr 1/-, but take a -2 to wisdom, int, and cha. You cannot use skills that require int, cha, or wis while savage. You are savage for 1d6 rounds, but are fatigued afterwards
At level 7, you are not fatigued afterwards.
At level 10, you gain +3 to con, str, and dex, and dr 2/-
Mark of the Taggerung-As a taggerung, you are festooned with tattoos, and markings. Some of these hold strange powers. You cannot take the same one twice
-Mark of Vermin Fear: Whenever you encounter and have dealings with vermin, they take a -2 on bluff, attack and damage rolls.
-Mark of the Shade: You gain a +4 on survival, hide, and move silently checks
-Mark of the Wind-You gain +10 movement
-Mark of the Eel-You gain a +8 on escape artist checks, and are not encumbered by walking over marshy terrain
-Mark of the Walking Stone-You gain +2 to constitution, and +1 natural armor
-Mark of the Poisonteeth-You are immune to poison. In addition, when using poison, you never risk accidentally poisoning yourself
-Mark of the Wanderer-You can understand and speak any language, and gain a +4 on diplomacy checks
-Mark of Foebane-When facing your favored enemy, you deal an additional hit die of damage, and gain +1 to all saves against them
-Mark of Fury-When Savage, you gain an additional +2 to dexterity and strength, and stay savage for an additional round
-Mark of Earth-You need eat and drink only 1/week
-Mark of Battle-When using your massive weapon, you gain an inherent +2 to hit and damage
-Mark of Resilience-When in battle, you gain fast healing 1
-Mark of the River-You gain swim speed equal to your landspeed, and +4 to all swim checks.
-Mark of the Eagle-You gain +2 dexterity, and gain +6 on all spot checks
-Mark of the Owl-You gain darkvision 60 feet, and +6 to all spot checks
10: Grim Determination-When facing your favored enemy, you gain crit chance 16-20 with all weapons you use against them. Additionally, if you would sustain damage that would kill you, you remain alive for a number of rounds equal to your strength modifier. At the end of that time, you fall unconscious
This is a great first go at this PrC! I like Savage, but I think it needs a bit more limitation. Perhaps not after first damage, but a percentage? The Marks are a cool idea, and most of them look great. Grim Determination needs some fiddling with regards to 16-20 crit, what if they already have improved critical?


You get a Strength or Dexterity Bonus at every level??? :smalleek:
It looks like he only gets 3, not every level...


Each level where you get the Strength of the Taggerung ability.

There totally needs to be a bard-like class for Redwall. Can't have Slagar, Laterose, or Tarquin without it.
Thank you for pointing out that I forgot to add that to the list of classes to redo. Dunno what I was thinking. Do you think I should go for a martial bard adaptation, or a sneaky bard adaptation?

Blue Ghost
2011-01-29, 06:39 PM
Thank you for pointing out that I forgot to add that to the list of classes to redo. Dunno what I was thinking. Do you think I should go for a martial bard adaptation, or a sneaky bard adaptation?

Most of the bardic characters seem to be more of the sneaky type, but either could work.

Kalusk
2011-01-29, 07:01 PM
The Taggerung
Prerequisites: Must have spent at least one year in the wild/or with a savage people, Base attack Bonus +6, Survival +8

{table]1st|+1|+0|+2|+1|Bonus Feat: Improved Toughness, +2 on hide and survival checks
2nd|+2|+0|+3|+2| Favored Enemy 1d6, Strength of the Taggerung +1
3rd|+3|+1|+4|+3| Massive Weapon, +3 on hide and survival checks
4th|+4|+1|+5|+3| Savage 1/day, Mark of the Taggerung
5th|+5/+1|+2|+6|+4| Favored Enemy 2d6, Strength of the Taggerung +2
6th|+6/+2|+2|+7|+4| +4 on hide and survival checks, +10 movement
7th|+7/+3|+3|+8|+5| Savage 2/day, Mark of the Taggerung
8th|+8/+4|+3|+9|+5| Favored Enemy 3d6, Strength of the Taggerung +3
9th|+9/+5|+4|+10|+6| +5 on hide and survival checks, Mark of the Taggerung
10|+10/+6/+1|+4|+11|+6| Grim Determination, Savage 3/day [/table]

Abilities
2: Strength of the Taggerung-You gain a bonus to strength or dexterity
-Favored Enemy-*As ranger
3: Massive Weapon-You may weild weapons one size larger than you would normally be able to weild
4: Savage-Taggerung are savage fighters. When damaged for the first time in a battle, a Taggerung enters a type of rage. They gain +2 to constitution, dexterity, and strength and dr 1/-, but take a -2 to wisdom, int, and cha. You cannot use skills that require int, cha, or wis while savage. You are savage for 1d6 rounds, but are fatigued afterwards
At level 7, you are not fatigued afterwards.
At level 10, you gain +3 to con, str, and dex, and dr 2/-
Mark of the Taggerung-As a taggerung, you are festooned with tattoos, and markings. Some of these hold strange powers. You cannot take the same one twice
-Mark of Vermin Fear: Whenever you encounter and have dealings with vermin, they take a -2 on bluff, attack and damage rolls.
-Mark of the Shade: You gain a +4 on survival, hide, and move silently checks
-Mark of the Wind-You gain +10 movement
-Mark of the Eel-You gain a +8 on escape artist checks, and are not encumbered by walking over marshy terrain
-Mark of the Walking Stone-You gain +2 to constitution, and +1 natural armor
-Mark of the Poisonteeth-You are immune to poison. In addition, when using poison, you never risk accidentally poisoning yourself
-Mark of the Wanderer-You can understand and speak any language, and gain a +4 on diplomacy checks
-Mark of Foebane-When facing your favored enemy, you deal an additional hit die of damage, and gain +1 to all saves against them
-Mark of Fury-When Savage, you gain an additional +2 to dexterity and strength, and stay savage for an additional round
-Mark of Earth-You need eat and drink only 1/week
-Mark of Battle-When using your massive weapon, you gain an inherent +2 to hit and damage
-Mark of Resilience-When in battle, you gain fast healing 1
-Mark of the River-You gain swim speed equal to your landspeed, and +4 to all swim checks.
-Mark of the Eagle-You gain +2 dexterity, and gain +6 on all spot checks
-Mark of the Owl-You gain darkvision 60 feet, and +6 to all spot checks
10: Grim Determination-When facing your favored enemy, you gain crit chance 16-20 with all weapons you use against them. Additionally, if you would sustain damage that would kill you, you remain alive for a number of rounds equal to your strength modifier. At the end of that time, you fall unconscious

Ha! Imagine a hare with the "Mark of the Earth" tattoo!

TheSleepingDrag
2011-01-30, 08:35 AM
Glad you guys like it. The taggerung reminded me of tatooed monk and all that, I just changed the tats a little. I thought it was an example of kind've 'inherent magic'
I'm heavily considering treating birds, (and the deepcoiler and the like) like dragons, because then you can have people fighting lower level creatures that are still a challenge, and I mean, birds are probably the most dangerous creatures in the entire series, and there are a lot of similarities that you can milk. (thus far, only 1 has been killed, an owl, and then only by poison, because he epically failed trying to kill the viper) This could also be a reason for getting sentient mounts or having a hawk, raven, eagle or owl rider prC. Also, there should be a few templates to add to monsters, like the 'Scion' template, speaking of a particularly large, strong or otherwise unusual creature, or the 'legendary' template, where the creature has simply lived for so long that it gains infamy, size and strength. That would be badass, a deepcoiler rider prestige class! A few other template ideas:
Swampblood: A creature that doesn't usually live in a swamp does, (or is forced too, think the Gloomer) Lose charisma, and int, but get stronger, hardier, more agile, ect
Benevolent Patron-For larger, sentient monsters. Lesser creatures can go to them, and they both gain benefits by doing deals and such. (like Baliss the viper from Deathwyte, That owl from MTW, or Rulango the heron for OLB)
Pampered-The creature has been raised by someone, and has always had a lot of food to eat, and been taught how to fight ect, which can be done in a mean or good way. (the dirgecallers, sort've the pike, the scorpion) kind've like an animal companion.
Deformed-A minus and bonus
Long Life-Lives much longer than normal, is hardier too
Alpine-Creature has adapted to mountain living
Desert-Creature has adapted to desert living
Pestilential-Creature if affected with a malevolent disease (the stoat in Salamandastron and dryditch fever) They only have a short life, but might gain a few small bonuses. The disease might actually control them?
Two heads-This occurs rarely in nature, but could be interesting (and I know you're trying to stick to the canon)
Prophecy-There was a prophecy about this creature, and it has certain powers to help it best accomplish whatever the prophecy was about. (for example: a prophesied adder who the protagonist might need to kill. The adder was prophesied to kill a badger, and so it has venom that is 2x as deadly, longer fangs, and when it attacks a badger, it acts like a bane weapon, with DR 5/-. However, it was also prophesied that a rat would kill it, so it has weakness to attacks from rats, and possibly even is afraid of them. Examples might be : Cluny (insanely badass, hard to kill, but frightened of martin, and of mathias, has nightmares ect)

Kalusk
2011-01-30, 01:40 PM
Would it make sense to give shrews, or maybe just the Gousim, bonuses to certain skills when working in a group or aided by another? Just food for thought.

Daxxel
2011-01-30, 09:01 PM
hey I just finished doing this very same thing, with mammals, birds reptiles and a few amphibians. If you want to have a look at what I have let me know.

101jir
2011-02-01, 10:26 PM
OK, this may be somewhat opinionated, and I have only seen the series (Maybe there are book characters I am not aware of), but how do rats get +2 to Con and Stoats don't? Honestly, (yes this is very opinionated), I think Badrang, at least in the way he was in the series, could totally destroy Cluny in any stat, and certainly Con among them.

EDIT: I see everyone else is making significant contributions and I am just asking questions. I hope I am not in the way, am I?

The Antigamer
2011-02-01, 10:55 PM
Weird, I somehow unsubscribed from my own thread :smallconfused:
I shouldn't even be on here, I'm buried under work, but I feel obligated to respond.

Would it make sense to give shrews, or maybe just the Gousim, bonuses to certain skills when working in a group or aided by another? Just food for thought.
They already have bonuses for working in a group. Pygmy shrews will get even more, and the gousim will gain such abilities.


hey I just finished doing this very same thing, with mammals, birds reptiles and a few amphibians. If you want to have a look at what I have let me know.
Feel free to post 'em, send them to me, or link them!


OK, this may be somewhat opinionated, and I have only seen the series (Maybe there are book characters I am not aware of), but how do rats get +2 to Con and Stoats don't? Honestly, (yes this is very opinionated), I think Badrang, at least in the way he was in the series, could totally destroy Cluny in any stat, and certainly Con among them.

EDIT: I see everyone else is making significant contributions and I am just asking questions. I hope I am not in the way, am I?
This is not about individuals, but about races. When looking at a race, look at rank and file, not standouts and leaders. Rats, to me, tend to last longer than other vermin, on average. They have more stamina, get beat up more, injured more, and still spring back, even if they complain about it. That was what I was going for. This thread is not supposed to turn into a who would beat who argument :smallwink: Feel free to make any criticisms you like though, even if I don't agree with it, it will force me to justify decisions I made, and promote discussion.


Also, if someone knows of a good image for bats, similar to the styles I've been using, I'd appreciate you pointing it out :smallsmile:
Speaking of which, what do you think of the images I've been using?

Debihuman
2011-02-02, 06:01 AM
Just one question: Why are badgers a class and not a race?

Debby

The Antigamer
2011-02-02, 06:30 AM
Just one question: Why are badgers a class and not a race?

Debby

They are a monster class, which is basically a race with racial HD and level adjustment that doesn't suck. You can check out Savage Species for more info, as well as this forum's very own Community Based Monster Class thread.

101jir
2011-02-03, 05:19 PM
+1 luck bonus on all saves. Foxes are extraordinarily lucky and capable of avoiding mishaps.

By saying that foxes are extraordinarily lucky, this seems to imply to me at least +2. +1 does not seem that out of the ordinary. The wording does not seem to fit with the bonus to me.

EDIT: I would think (I haven't seen the bats in Redwall), that bats would be weaker than shrews. Maybe shrews get only -3? While the pictures are OK, I think as far as the mice, otters, etc that were in the movie that they look less cheesy. Not that its important.

Lix Lorn
2011-02-03, 05:37 PM
+1 is a larger bonus than normal for that.

Also, ability scores are ALWAYS multiples of two.

AtlanteanTroll
2011-02-03, 06:04 PM
+1 is a larger bonus than normal for that.

Also, ability scores are ALWAYS multiples of two.

And to all saves. Not something silly like against Fear.

Burnheart
2011-02-03, 06:20 PM
Huh this looks interesting, although i haven't read the books they sound like a fun read, i might try running a game with this when its finished. Keep up the Good work please.

John Cribati
2011-02-03, 06:26 PM
Huh this looks interesting, although i haven't read the books they sound like a fun read, i might try running a game with this when its finished. Keep up the Good work please.

They are mostly a fun read. The only ones I truly disliked were Triss and Eulalia.

The Antigamer
2011-02-03, 06:27 PM
+1 is a larger bonus than normal for that.

Also, ability scores are ALWAYS multiples of two.


And to all saves. Not something silly like against Fear.
You two answered the questions pretty much exactly how I would have.


Huh this looks interesting, although i haven't read the books they sound like a fun read, i might try running a game with this when its finished. Keep up the Good work please.

Thanks! I'd love to keep up the work, but it seems like my classes are intent on leaving me no time to homebrew. I don't think I've posted on the boards once in the last week except from my phone, and it's hard to do any good writeups with it.

101jir
2011-02-03, 06:46 PM
I would have to say, at least as far as the picture thing I mentioned goes, I do really like the Ferret one. I am just now considering about using it for my avatar. Looks really cool.

I can see the caption now: "Time to RIP YOUR FACE OFF! HEHE!:xykon::smallbiggrin:"

Ziegander
2011-02-04, 04:41 AM
As far as classes go I have a couple questions:

1) What Tier do you envision Redwall is being, on average? Between 4 and 5? Because that's how the "base classes suitable to Redwall" look to me.

2) This is a low-magic setting, right? So stuff like Wizards and Clerics are right out?

The Antigamer
2011-02-04, 07:35 AM
Programs are compiling, and my mind peers through a haze of sleepiness!


As far as classes go I have a couple questions:

1) What Tier do you envision Redwall is being, on average? Between 4 and 5? Because that's how the "base classes suitable to Redwall" look to me.

2) This is a low-magic setting, right? So stuff like Wizards and Clerics are right out?

I hope to make it mostly tier 3. I know this will mean I'll have to adapt classes to be more suitable, but hey, this is the homebrewer's forum, have we ever gone a day without a class fix popping up? I'll probably ask for permission to link classes I think are a good fit.

People said I should just go full-out trying to stay as close to the books as possible, so for now it's extremely low magic, full casters nowhere to be seen. After I finish up balancing everything, then I'll add an "Epilogue: How Magic Came to the Woods" addition detailing Redwall with magic. That will also be the place for races/classes/templates that weren't in the books to be congregated. Of course, anyone can pick up the Redwall chasis I'm trying to build, strap on some wizards, and go about Redwall slinging spells and eldritch might, if that's how they'd like to play. I think it would be fun to play in an age of the Redwall world where magic is being discovered and used for the first time.

Ziegander
2011-02-04, 05:54 PM
I hope to make it mostly tier 3. I know this will mean I'll have to adapt classes to be more suitable, but hey, this is the homebrewer's forum, have we ever gone a day without a class fix popping up? I'll probably ask for permission to link classes I think are a good fit.

Ah, okay, well like you said there's tons of class fixes for those classes all over the internet, and especially here. So as long as you pick the right fixes you should have plenty to work with. Honestly, though, as much as I love Tier 3, I think Tier 4 would feel more Redwall-ish to me.


People said I should just go full-out trying to stay as close to the books as possible, so for now it's extremely low magic, full casters nowhere to be seen. After I finish up balancing everything, then I'll add an "Epilogue: How Magic Came to the Woods" addition detailing Redwall with magic. That will also be the place for races/classes/templates that weren't in the books to be congregated.

Ah, nice, that's a very cool idea. I like the enthusiasm. Tier 4 full casters would be interesting to design, but I think I might be up for the challenge. :smallsmile:

The Antigamer
2011-02-05, 04:34 AM
Ah, okay, well like you said there's tons of class fixes for those classes all over the internet, and especially here. So as long as you pick the right fixes you should have plenty to work with. Honestly, though, as much as I love Tier 3, I think Tier 4 would feel more Redwall-ish to me.



Ah, nice, that's a very cool idea. I like the enthusiasm. Tier 4 full casters would be interesting to design, but I think I might be up for the challenge. :smallsmile:

Mayhaps, but I have to keep an eye towards people actually wanting to play and enjoy themselves, and most people enjoy tier 3 over tier 4.

If you'd like to kick me some ideas for implementing magic in Redwall, both for this project and the epilogue, I'm all ears!


In other news, I finally have some free time, and I was looking over what mammal races I have left to do, and it stuck me that I'm not quite sure how to make Sea Otters distinct from Otters, and yet not make them strictly better than Otters. Does anyone have any ideas on that front?

AtlanteanTroll
2011-02-05, 10:31 AM
In other news, I finally have some free time, and I was looking over what mammal races I have left to do, and it stuck me that I'm not quite sure how to make Sea Otters distinct from Otters, and yet not make them strictly better than Otters. Does anyone have any ideas on that front?

Bigger swimspeed, a Con bonus and heavier penalties on mental stats, profession (sailor), craft (something ship related)...

101jir
2011-02-06, 12:53 AM
I get that you still have quite a bit to take care of for using the d20 system, and probably want to focus on that first. Just an idea for later consideration:
What about a Fudge system for Redwall? Attributes could include Str, Con, Int, Cha, Dex, Sensory, speed, craft, maybe a few others. Different creatures get automatic bonuses. Wouldn't necassarily have any advantage over D20 (as far as I can tell), but it would be interesting to try.

Ziegander
2011-02-06, 02:27 AM
If you'd like to kick me some ideas for implementing magic in Redwall, both for this project and the epilogue, I'm all ears!

Are you familiar with the idea of Incantations, as presented in the Unearthed Arcana book? Actually you can find the rules HERE (http://www.d20srd.org/srd/variant/magic/incantations.htm). They are magical rituals of minor to moderate power that characters of any class can do. If you are familiar with 4e it is similar to the way 4e Ritual Casting operates.

As far as "for-real" caster classes in Redwall, I'm not 100% sure. My first thought is that classes like Wizard or Cleric shouldn't even be considered, but that classes like Warmage, Beguiler, and the like should work just fine. I also think that such full-casters would be more rare in Redwall Universe, such that "gish" classes like Duskblades and Eldritch Knights would be far more common.

The Antigamer
2011-02-06, 03:26 AM
Bigger swimspeed, a Con bonus and heavier penalties on mental stats, profession (sailor), craft (something ship related)...
Hmmm, a con bonus offset by stiffer penalties might work. I was going to give them Profession(Sailor), I know that. Not sure about the bigger swimspeed, if anything I might give otter swim speed a boost, and have sea otters with the lower swim speed, but a longer time holding their breath.


I get that you still have quite a bit to take care of for using the d20 system, and probably want to focus on that first. Just an idea for later consideration:
What about a Fudge system for Redwall? Attributes could include Str, Con, Int, Cha, Dex, Sensory, speed, craft, maybe a few others. Different creatures get automatic bonuses. Wouldn't necassarily have any advantage over D20 (as far as I can tell), but it would be interesting to try.
Hmmm, I dunno about that. I feel like I'll be pretty burnt out on Redwall stuff after all is said and done. And I'm most familiar with 3.5 rules, so that's what I'm most comfortable implementing it in.


Are you familiar with the idea of Incantations, as presented in the Unearthed Arcana book? Actually you can find the rules HERE (http://www.d20srd.org/srd/variant/magic/incantations.htm). They are magical rituals of minor to moderate power that characters of any class can do. If you are familiar with 4e it is similar to the way 4e Ritual Casting operates.

As far as "for-real" caster classes in Redwall, I'm not 100% sure. My first thought is that classes like Wizard or Cleric shouldn't even be considered, but that classes like Warmage, Beguiler, and the like should work just fine. I also think that such full-casters would be more rare in Redwall Universe, such that "gish" classes like Duskblades and Eldritch Knights would be far more common.
Oh, I think the tier 3 casters and gishes would be fine, but there won't be any real explicit spellcasters, them included, in the project as-is. They'll be in the Epilogue. My goal now is to make a base as close to Redwall as possible, then expand to include the option of magic in the game.

101jir
2011-02-06, 07:10 PM
Hmmm, I dunno about that. I feel like I'll be pretty burnt out on Redwall stuff after all is said and done. And I'm most familiar with 3.5 rules, so that's what I'm most comfortable implementing it in.

Actually, the fudge system would probably be very simple to set up a redwall for. I probably should not say to much more on this, just so we don't end up getting in the way of more relevent posts, but I think this could be set up quite easily.

Debihuman
2011-02-07, 08:50 AM
Why are badgers given a class but no base stats? They seem to be the only creature that has this.

Debby

radmelon
2011-02-07, 09:54 AM
It's a monster class. It has the stats in it.

Debihuman
2011-02-07, 11:51 AM
Even with a monster class there should be a write up for a badger. Monster classes are just if you want to use one as a PC.

Debby

The Antigamer
2011-02-07, 01:07 PM
Even with a monster class there should be a write up for a badger. Monster classes are just if you want to use one as a PC.

Debby

This is true I guess, but, I mean, how is it different from stating up an NPC fighter or something?

The Antigamer
2011-02-07, 02:32 PM
Sea otter added, with placeholder image for now, Otter swim speed increased, Marlfox added to to-do list, Hamster and Flitchaye also added. Also added a couple items to do.

Thoughts on Sea Otters? Should I have a -4 and -2 penalty? Hamsters and Flitchaye look ok?

Maeglin_Dubh
2011-02-07, 03:03 PM
Brian Jacques died Saturday.

http://www.bbc.co.uk/news/uk-england-merseyside-12380763

The Antigamer
2011-02-07, 03:06 PM
Brian Jacques died today.

http://www.bbc.co.uk/news/uk-england-merseyside-12380763

:smalleek::smallfrown:
Whelp, my day's ruined.

John Cribati
2011-02-07, 03:37 PM
Then we must continue, in honor of the great Man that he was. I will start correcting the Bloodwrath post on Wednesday.

Blue Ghost
2011-02-07, 09:07 PM
*gasp*
You will be remembered, BJ. I love you.
And yes, we shall continue.

Kalusk
2011-02-08, 06:33 AM
R.I.P. Brian Jacques, passed on to the sunny slopes and quiet streams...

John Cribati
2011-02-08, 07:28 AM
R.I.P. Brian Jacques, passed on to the sunny slopes and quiet streams...

Loamhedge.
*sniff*

AtlanteanTroll
2011-02-08, 10:21 PM
He was only 71.

And now I can't but think if he will have an posthumous works. I'm a terrible person.

Bhu
2011-02-09, 12:38 AM
I am a sad kitteh

Kalusk
2011-02-10, 06:56 AM
This is probably thinking waaaaaay ahead, but can I write up some basic details for significant locations? I'd only be making a framework, and we could all expand on them afterward.

The Antigamer
2011-02-10, 07:06 AM
This is probably thinking waaaaaay ahead, but can I write up some basic details for significant locations? I'd only be making a framework, and we could all expand on them afterward.

Go right ahead, I'd appreciate it!

Blue Ghost
2011-02-10, 08:30 PM
Drew up some stats for the Wearet. I will be making the suggested fixes on the adder soon.

Wearet

http://images.wikia.com/redwall/images/b/b4/Wearet_TVseries.png

Wearets are strange creatures living in the deep underground. They are usually solitary, but sometimes lead vermin hordes or are found in the service of powerful underground nations.

Hit Dice: d12
{table=“head”]Level|BAB|Fort|Ref|Will|Features
1|+1|+2|+0|+0|Wearet Body, Powerful Build, +1 Strength, +2 Constitution
2|+2|+3|+0|+0|Wearet Fighting Style, Stability, +1 Strength, +1 Constitution
3|+3|+3|+1|+1|Tireless Fighter, Intimidating Presence, +1 Strength, +1 Constution
4|+4|+4|+1|+1|Growth, +1 Strength, +1 Constitution
5|+5|+4|+1|+1|Improved Fighting Style, +1 Strength, +1 Constitution
6|+6|+5|+2|+2|Insane Energy, +1 Strength, +1 Constitution
7|+7|+5|+2|+2|Fighting Style Mastery, +1 Strength, +1 Constitution
[/table]

Skills Points at 1st Level: (2+Intelligence Modifier) x 4
Skills Points at Each Level: (2+Intelligence Modifier)
Class Skills: The Wearet’s class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Survival (Wis).

Proficiencies: A Wearet gains proficiency with all simple and martial weapons, light and medium armor, and shields.

Wearet Body: A Wearet 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.

Powerful Build: At first level, a Wearet gains Powerful Build. The physical stature of Wearets lets them function in many ways as if they were one size category larger. Whenever the Wearet 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 Wearet is treated as one size larger if doing so is advantageous to him. A Wearet 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 Wearet 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.

Wearet Fighting Style:
Upon reaching second level, a Wearet has achieved a mastery at a style of fighting. The Wearet chooses his fighting style from among Two-Weapon Fighting, Sword and Shield, and Brute Force. The second-level Wearet gains the following benefits depending on the fighting style chosen.
Two-Weapon Fighting: The Wearet gains Two-Weapon Fighting and Two-Weapon Defense as bonus feats.
Sword and Shield:: The Wearet adds his Strength bonus to his shield bonus to AC while wielding a shield.
Brute Force: The Wearet gains Power Attack as a bonus feat.

Stability: Wearets 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.

Tireless Fighter: A Wearet can go on fighting indefinitely without tiring. At level 3, the Wearet becomes immune to fatigue.

Intimidating Presence: The presence of a Wearet inspires fear in its enemies. All enemies within 30 feet of the Wearet take a morale penalty to saving throws equal to the Wearet’s Charisma modifier.

Growth: At 4th level the Wearet 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.

Improved Fighting Style: A Wearet at 5th level has further mastered its chosen style of fighting. He gains the following benefits depending on his chosen weapon style.
Two-Weapon Fighting: The Wearet can attack once with each weapon it wields as a standard action or a part of a charge.
Sword and Shield: All allies adjacent to the Wearet gain the Wearet’s shield bonus to AC.
Brute Force: The Wearet gains Leap Attack as a bonus feat.

Insane Energy: At 6th level, the Wearet has become such a fearsome fighter that even wounds cannot slow it down. The Wearet gains fast healing equal to its Constitution modifier.

Fighting Style Mastery: At 7th level, the Wearet has become a perfect master of its chosen fighting style. He gains the following benefits depending on his chosen weapon style.
Two-Weapon Fighting: When the Wearet successfully strikes a foe with both weapons, it can make another attack with the primary action as a swift action.
Sword and Shield: When a melee attack against the Wearet misses, the Wearet can make an attack of opportunity against the attacker.
Brute Force: When the Wearet deals damage on a charge, the target must make a Fortitude save (DC = 10 + damage dealt) or be stunned for one turn.

The Antigamer
2011-02-10, 10:48 PM
Hmmmmm, I don't believe wearets deserve to have more monster class levels than the badger. They're tough, sure, but not badger tough, and the only mammal race that I plan on making a higher monster level than badgers is wolverine. Do you think you could scale it back a little, maybe to a 3-4 level class?

I think Powerful Build, Growth, and Stability are appropriate.

Tireless Fighter? I'm not sure. Wasn't Matthias tiring him out in Mattimeo? Or did he never get tired while they were fighting? I forget.

Insane Energy might work, it would depend on the changes made.

I'm not a fan of giving them Intimidating Presence, the Adder more than deserves that, some giant birds too, but the wearet? :smallconfused: If others feel it's appropriate though, I guess it might work.

Now, the fighting styles. I'm a big fan of multiple styles like this myself, but I'm not sure if Wearets are the best choice for them. Wearets are big, strong, slower, and dumb, and we've seen them use tridents, spears, and nets. They don't seem like two-weapon fighters, nor sword and board fighters.


That may have sounded harsh, but I've found tough critiques really bring out the best in the final product. I have confidence you can turn this into a good class :smallsmile:

Blue Ghost
2011-02-11, 01:42 AM
Thanks for your advice. I didn't find it harsh at all.
I guess our interpretations of the Wearet are different. I always thought of Wearets as gladiators, hence the fighting styles.

The main thing about the Wearet I remember is that he never got tired. Maybe I'm remembering wrong, but I believe he was able to keep fighting when Matthias was exhausted.

Maybe the class is a bit overpowered? I might have to cut it down a bit.

Next I'll be working on a write-up of the wolverine. This should be fun.

The Antigamer
2011-02-11, 02:08 AM
Thanks for your advice. I didn't find it harsh at all.
I guess our interpretations of the Wearet are different. I always thought of Wearets as gladiators, hence the fighting styles.

The main thing about the Wearet I remember is that he never got tired. Maybe I'm remembering wrong, but I believe he was able to keep fighting when Matthias was exhausted.

Maybe the class is a bit overpowered? I might have to cut it down a bit.

Next I'll be working on a write-up of the wolverine. This should be fun.

I'm already working on the Wolverine, so I wouldn't worry about that.

There were only two Wearets in the books, (Mattimeo and Loamhedge) and I can't recall the exact wording of the scenes. If you say he didn't get tired out, I'll take your word for it. I remember Matthias trying to tire him out, but not whether he succeeded or not.

Like I said, I think it would work well as a 3, maybe 4 level monster class.

John Cribati
2011-02-13, 03:12 PM
Alright, after a bit of editing...

Berserker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Blood Rage 1/day, Wrath Feat x3
2nd|+2|+3|+0|+0|Wrath Featx2, +2 Con or Strength (Player's Choice)
3rd|+3|+3|+1|+1|Blood Rage 2/day, Diehard (Rage Only), Wrath Featx2
4th|+4|+4|+1|+1|Wrath Featx2 +2 Con or Strength (Player's Choice)
5th|+5|+5|+1|+1|Blood Rage 3/Day Improved Diehard (Rage Only), Wrath Feat
6th+|Good|Good|Poor|Poor|Wrath Feat x2
[/table]

Prerequisites:
[SOMETHING], Bab +5
OR
Badger



Blood Rage
A Berserker's Blood Rage is functionally the same as the standard Barbarian Rage, except that in addition to any effects of the standard Barbarian Rage ability, for every level he has in Berserker, a Berserker gains a +2 bonus to Strength and a +1 morale bonus on Will saves and takes a -2 penalty to Armor Class. For every two levels in Berserker, he is treated as a Size Category larger.

If a Berserker has previously taken levels in Barbarian, The Standard Rage is overwritten by Blood Rage. Furthermore, Berserker levels count as Barbarian Levels for determining when additional uses of Blood Rage are gained. For example, A 6th Level Barbarian who multiclasses to Berserker Will gain three Wrath Feats and have his Rage overwritten as Blood Rage, however, he will not gain Damage Reduction 1/-. At the same time, an 11th Level Barbarian who multiclasses to Berserker will gain an extra use of rage, but his Trap Sense would not increase. Levels in Berserker stack with Levels in Barbarian for determining uncanny dodge, however.


[SIZE="3"]Wrath Feats
Wrath Feats are only available to the Berserker while in Blood Rage.

Yeah, need help with these, too. Anything that came out of the book can work.

Undying Enemy
You can live for -5 Hit Points Longer. Can be taken multiple times.

Death Attack
The Berserker chooses a target and declares Death Attack against it and makes an attack roll. If the attack hits, the target must make a DC 15+(Berserker's CON), or be slain immediately, and the Berserker exits Blood Rage. If the attack misses, the Berserker must make a DC 30 Fort Save or exit Blood Rage. Using this feat triples the fatigue penalty upon exiting Blood Rage, whether the attack hits or not.

Red Eyes, Take Warning
Once per turn, as a free action, A Berserker can make a Gaze attack against one or more creatures. Each of the target(s) must make a Will save (DC 10 + ½ the Berserker’s level + the Berserker’s Cha modifier) or become shaken for 2d6 rounds. The gaze attack acts as a Cone-shaped burst that travels 10 ft/Berserker Level. A creature that successfully saves against the frightful presence of a Berserker cannot be affected again by the same Berserker’s frightful presence for 24 hours. This feat can be taken multiple times; The berserker may increase the DC by 5, OR increase its range by 5/level OR add 1 to the roll to determine how long the affected creature(s) are shaken.


Improved Diehard
The Bloodwrath allows a beast to live past the brink of death. If you are knocked down to Death, you may still make actions for a number of rounds equal to 1/2 your Constitution Modifier, after which point, you die.

Hiro Protagonest
2011-02-13, 07:21 PM
I must stop this injustice about badgers! Badgers were able to pick up hares in one paw! A full adult is huge or gargantuan, not large!

I must stop this injustice about bloodwrath! It is a trait! Badgers should have a 50% or 75% to get it, everyone else that is a member of a warrior class (I'll leave exact definition of that up to the DM) should get 5% or 10% to get it! It should be the same as a regular barbarians rage, except that he automatically succeeds on will saves, that activates whenever he faces his hated foe, or when he falls below half hit points!

Also, on a side note, you can't see the flitchaye image, you forgot to put a bracket on one side of the first IMG.

101jir
2011-02-13, 07:32 PM
I must stop this injustice about badgers! Badgers were able to pick up hares in one paw! A full adult is huge or gargantuan, not large!

I must stop this injustice about bloodwrath! It is a trait! Badgers should have a 50% or 75% to get it, everyone else that is a member of a warrior class (I'll leave exact definition of that up to the DM) should get 5% or 10% to get it! It should be the same as a regular barbarians rage, except that he automatically succeeds on will saves, that activates whenever he faces his hated foe, or when he falls below half hit points!

Also, on a side note, you can't see the flitchaye image, you forgot to put a bracket on one side of the first IMG.

I don't know how it works in the book, but in the movie, all creature's sizes are somewhat normalized. Badgers are not that much bigger than everyone else, and nor is any other race, save for maybe cats for some reason:smallconfused:. Any type of bird of prey is also at least huge, if not gargantuan.

Hiro Protagonest
2011-02-13, 07:38 PM
I don't know how it works in the book, but in the movie, all creature's sizes are somewhat normalized. Badgers are not that much bigger than everyone else, and nor is any other race, save for maybe cats for some reason:smallconfused:. Any type of bird of prey is also at least huge, if not gargantuan.

In the long patrol, near the end, Russano picked up a hare. And in the books, cats aren't any larger, and they might be smaller than, badgers.
However, I distinctly remember there being different sizes in the first one, namely the horse, but also the cat in that one.

And about people saying the first book was different, it's true, there are mentions of a town dog and cattle, indicating that there were humans, but there wasn't any mention of humans in the others.

Blue Ghost
2011-02-13, 07:45 PM
It's not that hard to pick up a creature of one size category smaller. That would be something the size of a dog for humans. I have a hard time picturing badgers as ten times bigger than the rest of the characters.
As for cats, the depiction in the first book is really not at all consistent with the depiction in the rest of the series. Normal cats are probably on the larger end of Medium.

Hiro Protagonest
2011-02-13, 07:49 PM
It's not that hard to pick up a creature of one size category smaller. That would be something the size of a dog for humans. I have a hard time picturing badgers as ten times bigger than the rest of the characters.Russano lifted him up on one paw.

As for cats, the depiction in the first book is really not at all consistent with the depiction in the rest of the series. Normal cats are probably on the larger end of Medium.

Yeah, they're probably medium with powerful build.

Campaign ideas: Redwall doesn't work well for a typical campaign, it's probably best suited for either a series of short campaigns (aka super adventures) that are unrelated, similar to what Martin did when he escaped slavery in one book, killed the thousand eyes queen (I can remember her title but not her name?) in another, and seeked to learn about his past in the last. Or an exploration campaign, similar to what Mariel was doing at the start of the bellmaker.

John Cribati
2011-03-01, 04:46 PM
...I take it we're just letting this die then? Not on my watch.

The Antigamer
2011-03-01, 06:38 PM
Oh no, it's not dying. But it's crunch time, finals are just around the corner, and I have projects that need completing. Therefore, no fun work on this until after my real work is done.

Partysan
2011-03-01, 10:12 PM
I only read Mossflower, Mariel, Redwall and Mattimeo, but nonetheless...

Regional and other Feats:
Hardened
Having grown up in the cold and harsh Northlands you are used to conflict and strife.
Prerequisites: Region:The North, 1st level
Benefit: You get +2 on all Fortitude saves and on saves against fear.
Special: This feat may be used instead of Great Fortitude as a prerequisite for other feats and prestige classes.

Oath of Peace
You are a member of the order of Redwall and have sworn to protect life, show mercy, help those in need and not harm other living beings. Others respect the name of your order.
Prerequisites: Region:Redwall, 1st level
Benefit: You get +4 on Diplomacy, Craft and Heal checks. You also gain Literacy if your class doesn't grant it. Non-hostile creatures will start out one step closer to friendly to you than they normally would.

Relentless
Coming from the planes in the West you have developed an unyielding attitude. You will not give up on your goals, even if they lie on the other side of the world.
Prerequisites: Region:Western Planes, 1st level
Benefit: Once per day you may reroll any failed saving throw. You must accept the second result even if it is worse. You get +4 on fortitude saves against fatigue and exhaustion.
Special: This feat may be used instead of Endurance as a prerequisite for other feats and prestige classes.

Educated Scholar
You have studied by books, scrolls and ecperience. As a font of wisdom and Knowledge others seek you out for advice and secrets only you can uncover.
Prerequisites: Int 13, Region:Redwall or Region:Salamandastron
Benefit: Decipher Script and all Knowledge skills are always class skills for you. You gain a bonus language.

True Soul
For some reason you have the heart and mind of a warrior. Even if it's not obvious to anyone, you are strong, courageous and honorable and these qualities are reflected in your abilities.
Prerequisites: Hardened or Region:Salamandastron or Oath of Peace or Relentless or Iron Will
Benefit: Any fear effect on you is reduced by one step, from panicking to frightened and from frightened to shaken. You ignore effects that merely leave you shaken.

Attuned
You have become attuned to the helpful spirits of Redwall, such as Martin the Warrior. In times of need they may lend you their guidance.
Prerequisites: Region:Redwall or True Soul
Benefit: Once per day you may spend a Full Round Action to either get a +10 inspiration bonus on a single skill check or +2 on attack and damage rolls for one encounter.
Special: The spirits you are attuned to may contact you in your dreams or even ask favours of you. You must help them as good as you can or they might stop helping you.

Bloodwrath
In your blood dwells a rage, strong and uncontrollable. Sometimes in takes hold of you, but it also lets you become unstoppable.
Prerequisites: Region:Salamandastron or Region:The North or Region:Western Planes or BAB+5 and Diehard
Benefit: You have the ability/curse to fall into Bloodwrath.
Special: Badgers get this feat as a bonus feat on their first level.

Prestige Classes:
Blade Bearer
"I am that is! My sword shall wield for me!" (Martin the Warrior)
You are the rightful bearer of a Blade like none else. It has been crafted especially for you or it has been reached down a line of great and honorable warriors and you have been accepted as its owner. You are the guardian of your people and their leader in war.
Prerequisites: Attuned, True Soul, BAB+5
Special: Must have acquired a special weapon such as Ratdeath, the Sword of Martin, and be accepted by the weapon's spirit as the rightful bearer.

Hit Die: d10
Skill points: 4+Int
Class skills: Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Listen, Sense Motive, Spot, Swim, Tumble

Blade Bearer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Spirit Blade, Aura of Courage, Smite Foe

2nd|
+2|
+3|
+0|
+3|Cleave, Danger Sense

3rd|
+3|
+3|
+1|
+3|Spirit Guidance, Steel Eyes

4th|
+4|
+4|
+1|
+4|Great Cleave, Uncanny Dodge

5th|
+5|
+4|
+1|
+4|First Warrior, Wall of Blades

6th|
+6|
+5|
+2|
+5|Piercing Blade

7th|
+7|
+5|
+2|
+5|Supreme Cleave

8th|
+8|
+6|
+2|
+6|Improved Uncanny Dodge, Spirit Sight

9th|
+9|
+6|
+3|
+6|Overwhelming Blow

10th|
+10|
+7|
+3|
+7|Vengeful Spirit[/table]

Spirit Blade: You can use any ability of the spiritual weapon you acquired with taking your first level in this class. You still need to be of high enough level to use an ability.
Aura of Courage: Inspired by your fearlessness any ally within 10 feet of you gets +4 on saving throws against fear effects. Should you come into range of an effected ally the ally may reroll his save with the bonus.
Smite Foe: Once per encounter you can make an especially commited attack with your Spirit Blade. You add your Charisma modifier to attack and your class level to damage.
You may use this ability additional times, but when you do you become fatigued. If you are already fatigued you become axhausted and if you're exhausted you fall unconscious.
Cleave: A Blade Bearer is used to fighting multiple opponents. He gains the Cleave feat as a bonus feat even if he doesn't meet the prerequisites. If he already has the feat he gains Great Cleave instead.
Danger Sense: The spirits of your weapon watch over you. If your life is in great danger you will be warned by them, possibly in a dream. Once per day this ability can also dispell all mind-affecting effects on the character.
Spirit Guidance: You gain your Charisma bonus (if any) as a bonus to all saves.
Steel Eyes: Even if your body seems weak, your glare shows the warrior spirit in you. When you use intimidate to demoralize an opponent you can effect all enemies in 10ft. that can see you. Each rolls a seperate level check to see if they're affected. Furthermore you can demoralize opponents as a move action.
Great Cleave: The Blade Bearer gains Great Cleave as a bonus feat.
Uncanny Dodge: As the Barbarian ability
First Warrior: You are the official leader of your people's soldiers and they respond to your rallying them. As a standard action you can give an attack bonus equal to your charisma bonus to any ally within 30ft. of you. The effect lasts for 1 round.
Wall of blades: Swinging your blade around your body like a steel cage you brush off light attacks easily. As long as you have your weapon drawn you have DR 5/-
Piercing Blade: Your Smite attack ignores all damage reduction.
Supreme Cleave: If you get bonus attacks for the Cleave or Great Cleave feats you can make a 5ft step before the attack.
Improved Uncanny Dodge: As the Barbarian ability
Spirit Sight: Your senses extend through your blade. You gain Blindsight in 5ft. around you.
Overwhelming Blow: An enemy hit by your Smite attack must make a Fortitude save against a DC of (10+Blade Bearer level+your Cha modifier) or be stunned for 1 round.
Vengeful Spirit: You become one with the spirit of your weapon and your aura becomes as sharp as a blade. You gain Frightful Presence in 30ft. around you. The DC to resist the effect is (10+Blade Bearer level+your Cha modifier).

Design Notes: This is decidedly stronger than core melee, but since we're aiming for T3, it's not particularly powerful.
The cleave feats seemed natural, since Matthias and Martin mow through mooks like a harvester on NO².
The concept is that of a Paladin-like warrior, inspiring his allies through both combat prowess and honor.
The following, the Scourge, is based on exactly the same design frame, I just replaced and refluffed abilities as fitting. While modeled after Cluny it should be general enough to represent most major villains in Redwall.

Scourge
"Give me one good reason why I shouldn't add two more heads to my banner!" (Cluny the Scourge)
You are evil Warlord of a band of murderers, thieves or pirates. Wherever you go you bring pain, death and fear. You strife for riches, revenge or just the fun in killing, but whatever your motivation, the victims are many.
Prerequisites: BAB+5, Leadership
Special: Must have killed a creature of equal or higher CR in single combat.

Hit Die: d10
Skill points: 4+Int
Class skills: Balance, Climb, Craft, Intimidate, Jump, Listen, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble

Scourge
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Aura of Despair, Vicious

2nd|
+2|
+3|
+0|
+3|Paranoia, Sneak Attack +1d6

3rd|
+3|
+3|
+1|
+3|Cruel Eyes, Whip into Shape

4th|
+4|
+4|
+1|
+4|Uncanny Dodge, Sneak Attack +2d6

5th|
+5|
+4|
+1|
+4|Signature Attack, Thick Hide

6th|
+6|
+5|
+2|
+5|Sneak Attack +3d6, Pouncing Charge

7th|
+7|
+5|
+2|
+5|Bloody Claws, Desperate Assault

8th|
+8|
+6|
+2|
+6|Improved Uncanny Dodge, Sneak Attack +4d6

9th|
+9|
+6|
+3|
+6|Twisted Attack

10th|
+10|
+7|
+3|
+7|Evil Banner, Sneak Attack +5d6[/table]

Aura Of Despair: Your brutality exudes fear and damages your enemies morale. Any enemy within 10ft. of you gets -2 on all saves.
Vicious: You get two claw (1d4) attacks and one bite (1d6) attack. If you already have one type of these it counts as one size category higher instead.
Paranoia: You are mad, but there's a twisted slyness in it. You instinctively sense ambushes and traitors. You get +4 to all Sense Motive checks and to saves against mind-affecting abilities.
Cruel Eyes: Your evil glare disturbs everyone around you. You can demoralize all enemies in 10 feet around you with a single move action by making an Intimidate throw.
Whip into Shape: Allies within 10ft. of you can reroll any attack roll. They take 1d6 slashing damage for every reroll.
Uncanny Dodge: As the Barbarian ability
Sneak Attack: As the Rogue ability
Signature Attack: You develop a special way of attacking, either with a weapon or a natural attack. This attack deals 2d4 damage, which is either slashing, piercing or bashing, fitting the type of attack. Once per encounter you can make a melee attack that deals 2d4 Con damage. You are always considered proficient with this attack, even if it is an exotic weapon.
Thick Hide: After countless cruel battles you have begun to ignore lesser injuries. You gain DR 5/-.
Pouncing Charge: You can make a Full Attack after a charge.
Bloody claws: If you kill a foe with your natural attacks you can make a demoralization attempt as a swift action.
Improved Uncanny Dodge: As the Barbarian ability
Desperate Assault: Allies within 30ft. of you deal extra damage on charges equal to your Charisma bonus. This is a morale bonus.
Twisted Attack: Any foe you hit with your Signature attack must make a Reflex Save against a DC of (10+Scourge level+your Cha modifier) or be flatfooted in the next round.
Evil Banner: You make a field sign out of body parts or similar things. You gain Frightful Presence in 30ft. around you. The DC to resist the effect is (10+Scourge level+your Cha modifier).


Sorry, these are all just rough drafts. I've been inspired by the thread and thus spent about from 1:30 to 4:10 writing it down before I forget it. Need to sleep now. Good night. Or morning.

dgnslyr
2011-03-01, 11:52 PM
I've just re-read Redwall, and I've noticed that sparrows talk like Orks, of Warhammer 40K. Has anyone else noticed that?

Partysan
2011-03-03, 09:23 AM
Somehow I imagined the thread to be more active. Maybe I'll write up more, but I'd like to have some feedback before.


I've just re-read Redwall, and I've noticed that sparrows talk like Orks, of Warhammer 40K. Has anyone else noticed that?

Well, it's a quite primitive form of pidginization. It comes to mind easily, conveys its atmosphere and still everyone understands it. No wonder multiple sources use it.

Kalusk
2011-03-11, 10:36 PM
Been crazy busy, promise to actually contribute this weekend!

Hyudra
2011-03-11, 11:35 PM
Silly question, but has anyone read Mouse Guard? Graphic novel/comic that runs very much in the same vein as the Redwall series. Inspiration could be drawn there.

Hiro Protagonest
2011-03-11, 11:53 PM
Silly question, but has anyone read Mouse Guard? Graphic novel/comic that runs very much in the same vein as the Redwall series. Inspiration could be drawn there.

Mouse guard is a tabletop RPG.:smallconfused:

Maeglin_Dubh
2011-03-12, 12:15 AM
Mouse guard is a tabletop RPG.:smallconfused:

Based on a comic book series.

Cogidubnus
2011-03-12, 05:02 PM
Frogs might not be entirely PC-worthy, but toads are definitely an intelligent race.
.

I just want to make the point, if it hasn't been said before, that there is no difference between frogs and toads except individual nomenclature.

The Antigamer
2011-03-12, 05:36 PM
Silly question, but has anyone read Mouse Guard? Graphic novel/comic that runs very much in the same vein as the Redwall series. Inspiration could be drawn there.

I've played the Mouseguard rpg, and it's fun, but I want to adapt to 3.5.


I just want to make the point, if it hasn't been said before, that there is no difference between frogs and toads except individual nomenclature.

Not necessarily, frogs are like Croikle (http://redwall.wikia.com/wiki/Croikle), not PC appropriate, but maybe animal companions or familiars. Toads are an actual race.

Partysan
2011-03-13, 07:21 AM
Not trying to be an attention whore, but could I get a little-pittle comment on my write-ups?

Also, I recommend Mouse Guard but I didn't have opportunity to look at the comics yet. I have wanted to give them a try for some time though.

The Antigamer
2011-03-13, 05:10 PM
Not trying to be an attention whore, but could I get a little-pittle comment on my write-ups?

Also, I recommend Mouse Guard but I didn't have opportunity to look at the comics yet. I have wanted to give them a try for some time though.

Once finals are over I'll give you a rundown :smallsmile:

The Antigamer
2011-03-17, 03:25 PM
I only read Mossflower, Mariel, Redwall and Mattimeo, but nonetheless...

Regional and other Feats:
Hardened
Having grown up in the cold and harsh Northlands you are used to conflict and strife.
Prerequisites: Region:The North, 1st level
Benefit: You get +2 on all Fortitude saves and +4 on saves against fear.
Looks a tad overpowered, I'd drop the fear save to +2, and add in a comment about it being able to be used in place of Great Fortitude for PrC's.

Oath of Peace
You are a member of the order of Redwall and have sworn to protect life, show mercy, help those in need and not harm other living beings. Others respect the name of your order.
Prerequisites: Region:Redwall, 1st level
Benefit: You get +4 on Diplomacy, Craft and Heal checks. You also gain Literacy if your class doesn't grant it. Non-hostile creatures will start out one step closer to friendly to you than they normally would.
I'm not sure about this, do they lose the benefits of the feat if they do something against the Oath? Also, it's worth noting there will be an abbey-dweller PrC/Class.

Relentless
Coming from the planes in the West you have developed an unyielding attitude. You will not give up on your goals, even if they lie on the other side of the world.
Prerequisites: Region:Western Planes, 1st level
Benefit: Once per day you may reroll any failed saving throw. You must accept the second result even if it is worse. You get +4 on fortitude saves against fatigue and exhaustion.
Looks good.

Educated Scholar
You have studied by books, scrolls and ecperience. As a font of wisdom and Knowledge others seek you out for advice and secrets only you can uncover.
Prerequisites: Int 13, Region:Redwall or Region:Salamandastron
Benefit: Decipher Script and all Knowledge skills are always class skills for you. You gain a bonus language.
I'd also say have this feat allowed for any place that has an extensive library. It's not really that strong though especially since I'm not sure how languages are going to work since almost everyone speaks common.

True Soul
For some reason you have the heart and mind of a warrior. Even if it's not obvious to anyone, you are strong, courageous and honorable and these qualities are reflected in your abilities.
Prerequisites: Hardened or Region:Salamandastron or Oath of Peace or Relentless or Iron Will
Benefit: You are immune to fear effects.
Immunity to fear effects is a pretty good benefit. I'd have another prerequisite for a level, or make it like the Faerun regional feat and have it reduce all fear effects by one level (and thus, the PC can never be shaken, the lowest effect of fear).

Attuned
You have become attuned to the helpful spirits of Redwall, such as Martin the Warrior. In times of need they may lend you their guidance.
Prerequisites: Region:Redwall or True Soul
Benefit: Once per day you may spend a Full Round Action to either get a +10 inspiration bonus on a single skill check or +2 on attack and damage rolls for one encounter.
Special: The spirits you are attuned to may contact you in your dreams or even ask favours of you. You must help them as good as you can or they might stop helping you.
This sounds reasonable. I like that there can be Spirits other than Martin this is appropriate for too.

Bloodwrath
In your blood dwells a rage, strong and uncontrollable. Sometimes in takes hold of you, but it also lets you become unstoppable.
Prerequisites: Region:Salamandastron or Region:The North or Region:Western Planes or BAB+5 and Diehard
Benefit: You have the ability/curse to fall into Bloodwrath.
Special: Badgers get this feat as a bonus feat on their first level.
I'm still tinkering with Bloodwrath, and Badgers for that matter. I think it does work better as a feat though.

Prestige Classes:
Blade Bearer
"I am that is! My sword shall wield for me!" (Martin the Warrior)
You are the rightful bearer of a Blade like none else. It has been crafted especially for you or it has been reached down a line of great and honorable warriors and you have been accepted as its owner. You are the guardian of your people and their leader in war.
Prerequisites: Attuned, True Soul, BAB+5
Special: Must have acquired a special weapon such as Ratdeath, the Sword of Martin, and be accepted by the weapon's spirit as the rightful bearer.

Hit Die: d10
Skill points: 4+Int
Class skills: Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Listen, Sense Motive, Spot, Swim, Tumble


Spirit Blade: You can use any ability of the spiritual weapon you acquired with taking your first level in this class. You still need to be of high enough level to use an ability.
I'm guessing this is to be filed out later?
Aura of Courage: Inspired by your fearlessness any ally within 10 feet of you gets +4 on saving throws against fear effects. Should you come into range of an effected ally the ally may reroll his save with the bonus.
Smite Foe: Once per encounter you can make an especially commited attack with your Spirit Blade. You add your Charisma modifier to attack and your class level to damage.
Seems reasonable.
Cleave: A Blade Bearer is used to fighting multiple opponents. He gains the Cleave feat as a bonus feat even if he doesn't meet the prerequisites. If he already has the feat he gains Great Cleave instead.
It works fine, but it's kinda bland. Even having a bonus feat selection would make for more unique characters.
Danger Sense: The spirits of your weapon watch over you. If your life is in great danger you will be warned by them, possibly in a dream. Once per day this ability can also dispell all mind-affecting effects on the character.
I like this one.
Spirit Guidance: You gain your Charisma bonus (if any) as a bonus to all saves.
Continuing the Paladin-sh theme :smallsmile:
Steel Eyes: Even if your body seems weak, your glare shows the warrior spirit in you. You can demoralize all enemies in 10 feet around you with a single move action by making an Intimidate throw.
A little bit of re-wording needed, i.e. how the gaze succeeds/fails, but nice idea.
Great Cleave: The Blade Bearer gains Great Cleave as a bonus feat.
See previous feat comment.
Uncanny Dodge: As the Barbarian ability
First Warrior: You are the official leader of your people's soldiers and they respond to your rallying them. As a standard action you can give an attack bonus equal to your charisma bonus to any ally within 30ft. of you. The effect lasts for 1 round.
This is a pretty poor ability. One standard action to give someone else a +1 attack bonus is not worth it.
Wall of blades: Swinging your blade around your body like a steel cage you brush off light attacks easily. As long as you have your weapon drawn you have DR 5/-
Hmmm, I see where you're going with this, but is DR the best way to go about it?
Piercing Blade: Your Smite attack ignores all damage reduction.
Good upgrade
Supreme Cleave: If you get bonus attacks for the Cleave or Great Cleave feats you can make a 5ft step before the attack.
See previous feats
Improved Uncanny Dodge: As the Barbarian ability
Spirit Sight: Your senses extend through your blade. You gain Blindsense in 5ft. around you.
At 5', I'd just make it blindsight. Blindsense 20'-30', now we're talking.
Overwhelming Blow: An enemy hit by your Smite attack must make a Fortitude save against a DC of (10+Blade Bearer level+your Cha modifier) or be stunned for 1 round.
This is a bit lackluster as a 9th-level PrC ability, to me.
Vengeful Spirit: You become one with the spirit of your weapon and your aura becomes as sharp as a blade. You gain Frightful Presence in 30ft. around you. The DC to resist the effect is (10+Blade Bearer level+your Cha modifier).
Man, we're getting a lot of frightful presences in these submissions, lol. I feel like, while appropriate, it might be more interesting with a different ability.

Design Notes: This is decidedly stronger than core melee, but since we're aiming for T3, it's not particularly powerful.
The cleave feats seemed natural, since Matthias and Martin mow through mooks like a harvester on NO².
The concept is that of a Paladin-like warrior, inspiring his allies through both combat prowess and honor.
The following, the Scourge, is based on exactly the same design frame, I just replaced and refluffed abilities as fitting. While modeled after Cluny it should be general enough to represent most major villains in Redwall.

Scourge
"Give me one good reason why I shouldn't add two more heads to my banner!" (Cluny the Scourge)
You are evil Warlord of a band of murderers, thieves or pirates. Wherever you go you bring pain, death and fear. You strife for riches, revenge or just the fun in killing, but whatever your motivation, the victims are many.
Prerequisites: BAB+5, Leadership
Special: Must have killed a creature of equal or higher CR in single combat.

Hit Die: d10
Skill points: 4+Int
Class skills: Balance, Climb, Craft, Intimidate, Jump, Listen, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble


Aura Of Despair: Your brutality exudes fear and damages your enemies morale. Any enemy within 10ft. of you gets -2 on all saves.
Vicious: You get two claw (1d4) attacks and one bite (1d6) attack. If you already have one type of these it counts as one size category higher instead.
Paranoia: You are mad, but there's a twisted slyness in it. You instinctively sense ambushes and traitors. You get +4 to all Sense Motive checks and to saves against mind-affecting abilities.
Cruel Eyes: Your evil glare disturbs everyone around you. You can demoralize all enemies in 10 feet around you with a single move action by making an Intimidate throw.
Whip into Shape: Allies within 10ft. of you can reroll any attack roll. They take 1d6 slashing damage for every reroll.
Uncanny Dodge: As the Barbarian ability
Sneak Attack: As the Rogue ability
Signature Attack: You develop a special way of attacking, either with a weapon or a natural attack. This attack deals 2d4 damage, which is either slashing, piercing or bashing, fitting the type of attack. Once per encounter you can make a melee attack that deals 2d4 Con damage. You are always considered proficient with this attack, even if it is an exotic weapon.
Thick Hide: After countless cruel battles you have begun to ignore lesser injuries. You gain DR 5/-.
Pouncing Charge: You can make a Full Attack after a charge.
Bloody claws: If you kill a foe with your natural attacks you can make a demoralization attempt as a swift action.
Improved Uncanny Dodge: As the Barbarian ability
Desperate Assault: Allies within 30ft. of you deal extra damage on charges equal to your Charisma bonus. This is a morale bonus.
Twisted Attack: Any foe you hit with your Signature attack must make a Reflex Save against a DC of (10+Scourge level+your Cha modifier) or be flatfooted in the next round.
Evil Banner: You make a field sign out of body parts or similar things. You gain Frightful Presence in 30ft. around you. The DC to resist the effect is (10+Scourge level+your Cha modifier).


Sorry, these are all just rough drafts. I've been inspired by the thread and thus spent about from 1:30 to 4:10 writing it down before I forget it. Need to sleep now. Good night. Or morning.
I like regional feats, nice job! Any ideas for Vermin regional feats?
The PrC's look interesting, and I think would be good with a little fixing :smallbiggrin:


In other news, I posted the Tree Rats, but I'm waiting for the forum to allow tables again before I post more mammal monster classes. Expect all the 1-2 level Mammal monster classes once the forum's working right again.

Cogidubnus
2011-03-17, 03:38 PM
Not necessarily, frogs are like Croikle (http://redwall.wikia.com/wiki/Croikle), not PC appropriate, but maybe animal companions or familiars. Toads are an actual race.

I just meant biologically in real life, not in Redwall specifically. I more meant that any distinction between them is totally artificial.

The Antigamer
2011-03-17, 03:42 PM
I just meant biologically in real life, not in Redwall specifically. I more meant that any distinction between them is totally artificial.

Oh, lol, I thought you were talking about Redwall.

John Cribati
2011-03-17, 03:49 PM
I just thought of something brilliant? What about spending skill points to improve Bloodwrath?

Partysan
2011-03-17, 06:15 PM
Glad to see you back, I hope your finals went well!

Feats:


Looks a tad overpowered, I'd drop the fear save to +2, and add in a comment about it being able to be used in place of Great Fortitude for PrC's.
I was generous with anti-fear abilities, because there's no magic in Redwall so they're pretty much limited to boss monsters and demoralization attempts. Good call on great fortitude though.


I'm not sure about this, do they lose the benefits of the feat if they do something against the Oath? Also, it's worth noting there will be an abbey-dweller PrC/Class.
I'd say they lose it if they're evicted from the order, at least the reaction thing. And I'd say this one might make a nice prerequisite then?


Looks good.
Thanks. Might be interchangable with endurance I guess. I based it pretty much solely on Orlando.


I'd also say have this feat allowed for any place that has an extensive library. It's not really that strong though especially since I'm not sure how languages are going to work since almost everyone speaks common.
Sure, Loamhedge might qualify as well. It's just that I don't know of any other libraries in the Redwallverse.
And these plot-driving puzzle-poems always seem to be written in old and obscure languages.


Immunity to fear effects is a pretty good benefit. I'd have another prerequisite for a level, or make it like the Faerun regional feat and have it reduce all fear effects by one level (and thus, the PC can never be shaken, the lowest effect of fear).
As said above, without magic there are very few possible fear effects so I was generous with resistances. The reason I actually made this feat was characters like Mariel who didn't come from any special place but were qualified for Martin's attention nonetheless. Still, we can tone it down I guess.


This sounds reasonable. I like that there can be Spirits other than Martin this is appropriate for too.
Thanks again, and yes that was intentional. Didn't Methuselah appear to Matthias in a dream?


I'm still tinkering with Bloodwrath, and Badgers for that matter. I think it does work better as a feat though.
You might have noticed that I didn't specify the effects and triggers of Bloodwrath, the feats merely shows that the character actually has the ability to tap into it.


Bladebearer:

I'm guessing this is to be filed out later?
I was thinking about writing up Martin's sword as a kind of legacy weapon, thus that ability. I'm kinda stuck with that, though.


Seems reasonable.
All the better.


It works fine, but it's kinda bland. Even having a bonus feat selection would make for more unique characters.
As mentioned below, I just went with the books' flow for that one. But a bonus feat selection might be a nicer solution, or maybe you have a suggestion for an alternate ability?


I like this one.
Thanks once more.


Continuing the Paladin-sh theme
:smallbiggrin: Fits anyway.


A little bit of re-wording needed, i.e. how the gaze succeeds/fails, but nice idea.
Actually it's pretty much an upgraded Never Outnumbered skill trick (upgraded because it's only a move action). Might as well steal the wording.


This is a pretty poor ability. One standard action to give someone else a +1 attack bonus is not worth it.
Probably true, even though a high charisma ca make it worthwhile. Suggestions for that one?


Hmmm, I see where you're going with this, but is DR the best way to go about it?
Maybe not, but I wasn't sure about it. There's an Iron Heart stance that does it with DR and I was tired so I just wrote it down that way. I'd be more than willing to consider alternatives.


Good upgrade
I like upgrades.


At 5', I'd just make it blindsight. Blindsense 20'-30', now we're talking.
Since this is a dedicated melee class and I don't want it to feel blatantly supernatural anything more than 10' feels off. Blindsight might be a solution. I'm not even sure wether this wasn't supposed to be blindsight and I just made a mistake writing it down.


This is a bit lackluster as a 9th-level PrC ability, to me.
Sure? Stunned is a pretty powerful condition. You lose your round, your dex modifier, another 2 AC and drop your weapon. Seems rather overpowered if not for the save, I'd say.


Man, we're getting a lot of frightful presences in these submissions, lol. I feel like, while appropriate, it might be more interesting with a different ability.
Sorry about that, fresh out of ideas here.

Any comments on the Scourge?
Also, I'm already brainstorming for Vermin regionals.

The Antigamer
2011-03-20, 02:41 PM
I just thought of something brilliant? What about spending skill points to improve Bloodwrath?

Why and how?


Glad to see you back, I hope your finals went well!

Feats:


I was generous with anti-fear abilities, because there's no magic in Redwall so they're pretty much limited to boss monsters and demoralization attempts. Good call on great fortitude though.
Yeah, but that means that anything with a fear ability should be a fearsome encounter, ya know? And it won't be if fear immunities are handed out.


I'd say they lose it if they're evicted from the order, at least the reaction thing. And I'd say this one might make a nice prerequisite then?
Maybe, but I think Abbey-dweller might have to be a base class, because we're gonna need a class to reflect someone with no special training who grew up in the Abbey.


Thanks. Might be interchangable with endurance I guess. I based it pretty much solely on Orlando.


Sure, Loamhedge might qualify as well. It's just that I don't know of any other libraries in the Redwallverse.
And these plot-driving puzzle-poems always seem to be written in old and obscure languages.
That is true, but compare it to the others. Is a bonus language that may be used good enough?


As said above, without magic there are very few possible fear effects so I was generous with resistances. The reason I actually made this feat was characters like Mariel who didn't come from any special place but were qualified for Martin's attention nonetheless. Still, we can tone it down I guess.
I like the feat for the Spirit purpose, but total immunity to fear is just too much for a feat.


Thanks again, and yes that was intentional. Didn't Methuselah appear to Matthias in a dream?
Yep


You might have noticed that I didn't specify the effects and triggers of Bloodwrath, the feats merely shows that the character actually has the ability to tap into it.
I know, I was just pointing it out :smallsmile:


Bladebearer:

I was thinking about writing up Martin's sword as a kind of legacy weapon, thus that ability. I'm kinda stuck with that, though.
Yeah, it's in the items section for me to do as well. I'll probably do something different from weapon of legacy though, they seem to generally not be worth it.


All the better.


As mentioned below, I just went with the books' flow for that one. But a bonus feat selection might be a nicer solution, or maybe you have a suggestion for an alternate ability?
I'll think upon it. I do tend to lean towards customizability in classes though.


Thanks once more.


:smallbiggrin: Fits anyway.


Actually it's pretty much an upgraded Never Outnumbered skill trick (upgraded because it's only a move action). Might as well steal the wording.


Probably true, even though a high charisma ca make it worthwhile. Suggestions for that one?
Still not really worth it, not for one round. No suggestions atm, maybe later.


Maybe not, but I wasn't sure about it. There's an Iron Heart stance that does it with DR and I was tired so I just wrote it down that way. I'd be more than willing to consider alternatives.
Just bringing it up for thinking.


I like upgrades.


Since this is a dedicated melee class and I don't want it to feel blatantly supernatural anything more than 10' feels off. Blindsight might be a solution. I'm not even sure wether this wasn't supposed to be blindsight and I just made a mistake writing it down.
Well blindsense isn't really that supernatural. But at 5' it's a bit useless.


Sure? Stunned is a pretty powerful condition. You lose your round, your dex modifier, another 2 AC and drop your weapon. Seems rather overpowered if not for the save, I'd say.
But you can only smite once per encounter, so you can only bust out that stun once per encounter.


Sorry about that, fresh out of ideas here.
Don't worry, plenty of time for brainstorming.

Any comments on the Scourge?
Also, I'm already brainstorming for Vermin regionals.
Weird, I thought I commented the Scourge to. I'll get to it soon.

Ermine, Pine Martens, Pure Ferrets, and Sparra are posted, I guess my post got eaten when I made it after editing them in. Tree rats are also up.

The Antigamer
2011-03-20, 02:52 PM
I forgot, does anyone have any ideas for Sables? I was picturing them as 2 level monster class.

John Cribati
2011-03-20, 03:53 PM
Why and how?



The Bloodwrath Trait nets you a standard Barbarian Rage, with increased usage as your ECL increases. You can spend a set number of skill points (say, 1 to increase the strength bonus) to increase the bonuses you get and unlock Feats and junk.

Partysan
2011-03-21, 09:37 AM
Yeah, but that means that anything with a fear ability should be a fearsome encounter, ya know? And it won't be if fear immunities are handed out.
Reduced save against fear to +2.


Maybe, but I think Abbey-dweller might have to be a base class, because we're gonna need a class to reflect someone with no special training who grew up in the Abbey.
NPC levels might work as well, but a base class could just get it as a bonus feat. Besides, as far as I know a novice has not yet made the oath (although he'd still profit from the abbey's reputation).


That is true, but compare it to the others. Is a bonus language that may be used good enough?
Depends on campaigning style I guess. Besides, additional class skills are nice. You see, this is a feat for a special type of character that appears multiple times in the Redwall series. I don't think it needs a combat application to have a right to exist.


I like the feat for the Spirit purpose, but total immunity to fear is just too much for a feat.
Changed it to one-step reduction as you suggested.


Well blindsense isn't really that supernatural. But at 5' it's a bit useless.
Changed it to blindsight until something better comes up.

Also, added prereq clauses to the regional feats, changed wording of Steel Eyes and other small bits.


But you can only smite once per encounter, so you can only bust out that stun once per encounter.
True. You see, Redwall generally knows mooks and bosses. Mooks fall with one hit (a bit like 4E) and thus for combating mooks I used the feat line culminating in Supreme Cleave. The smite attack was to be used against bosses.
Now if you have a single opponent getting stunned, even for one round, then there'll be one round where he can't do anything, will be pounded hard since his AC is reduced, so PA and stuff kicks in, he'll take full sneak attack damage if applicable and the next round he can't attack but needs to pick up his weapons first, which nets him an AoO to boot. Usually this is pretty deadly.
However, I added a clause to the smite attack that allows it to be used more often in turn for accumulating exhaustion levels.

The Antigamer
2011-03-23, 01:10 AM
The Bloodwrath Trait nets you a standard Barbarian Rage, with increased usage as your ECL increases. You can spend a set number of skill points (say, 1 to increase the strength bonus) to increase the bonuses you get and unlock Feats and junk.

Hmmm, I don't really think that'd be a good idea. Bloodwrath really isn't a skill, and besides, spending skill points outside of their given mechanics feels...odd.



Scourge
"Give me one good reason why I shouldn't add two more heads to my banner!" (Cluny the Scourge)
You are evil Warlord of a band of murderers, thieves or pirates. Wherever you go you bring pain, death and fear. You strife for riches, revenge or just the fun in killing, but whatever your motivation, the victims are many.
Prerequisites: BAB+5, Leadership
Special: Must have killed a creature of equal or higher CR in single combat.

Hit Die: d10
Skill points: 4+Int
Class skills: Balance, Climb, Craft, Intimidate, Jump, Listen, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble

Scourge
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Aura of Despair, Vicious

2nd|
+2|
+3|
+0|
+3|Paranoia, Sneak Attack +1d6

3rd|
+3|
+3|
+1|
+3|Cruel Eyes, Whip into Shape

4th|
+4|
+4|
+1|
+4|Uncanny Dodge, Sneak Attack +2d6

5th|
+5|
+4|
+1|
+4|Signature Attack, Thick Hide

6th|
+6|
+5|
+2|
+5|Sneak Attack +3d6, Pouncing Charge

7th|
+7|
+5|
+2|
+5|Bloody Claws, Desperate Assault

8th|
+8|
+6|
+2|
+6|Improved Uncanny Dodge, Sneak Attack +4d6

9th|
+9|
+6|
+3|
+6|Twisted Attack

10th|
+10|
+7|
+3|
+7|Evil Banner, Sneak Attack +5d6[/table]

Aura Of Despair: Your brutality exudes fear and damages your enemies morale. Any enemy within 10ft. of you gets -2 on all saves.
Vicious: You get two claw (1d4) attacks and one bite (1d6) attack. If you already have one type of these it counts as one size category higher instead.
Hmmm, I'm not sure I like this ability...
Paranoia: You are mad, but there's a twisted slyness in it. You instinctively sense ambushes and traitors. You get +4 to all Sense Motive checks and to saves against mind-affecting abilities.
This is a nice ability that reflects a lot of Redwall villains, nice job.
Cruel Eyes: Your evil glare disturbs everyone around you. You can demoralize all enemies in 10 feet around you with a single move action by making an Intimidate throw.
See, this ability, like the Blade Bearer's, needs to be elaborated upon. What is demoralized? How long does it last? Is it an opposed roll, or do you have to beat a DC?
Whip into Shape: Allies within 10ft. of you can reroll any attack roll. They take 1d6 slashing damage for every reroll.
I like this a lot! But perhaps change the damage from slashing, since something could be immune to slashing, and make it based on your HD, so that DR doesn't overcome it.
Uncanny Dodge: As the Barbarian ability
Sneak Attack: As the Rogue ability
Signature Attack: You develop a special way of attacking, either with a weapon or a natural attack. This attack deals 2d4 damage, which is either slashing, piercing or bashing, fitting the type of attack. Once per encounter you can make a melee attack that deals 2d4 Con damage. You are always considered proficient with this attack, even if it is an exotic weapon.
Good
Thick Hide: After countless cruel battles you have begun to ignore lesser injuries. You gain DR 5/-.
Better worded than the other class'
Pouncing Charge: You can make a Full Attack after a charge.
Hmmmm, this is really just a feat.
Bloody claws: If you kill a foe with your natural attacks you can make a demoralization attempt as a swift action.
Now this might be a reason to keep those natural weapons...but again, needs elaboration.
Improved Uncanny Dodge: As the Barbarian ability
Desperate Assault: Allies within 30ft. of you deal extra damage on charges equal to your Charisma bonus. This is a morale bonus.
Twisted Attack: Any foe you hit with your Signature attack must make a Reflex Save against a DC of (10+Scourge level+your Cha modifier) or be flatfooted in the next round.
Good
Evil Banner: You make a field sign out of body parts or similar things. You gain Frightful Presence in 30ft. around you. The DC to resist the effect is (10+Scourge level+your Cha modifier).
May be a more appropriate place for fear effects, but I've been thinking maybe it would be a good idea to limit fear effects to monsters, or elder serpents or birds. We'll see though
[/SPOILER]


Touch up these guys a bit, and I'll put them on the PrC Page :smallsmile:
Then you can change them as more work gets done.




A question: Is the Witch Doctor (http://www.giantitp.com/forums/showthread.php?t=119851), by Lord_Gareth, modified slightly, too out of theme for Redwall? If it is, I'll include it in the epilogue, if not, it may be one of the few "magic" classes.

I'll be posting links to potential base and PrC classes soon, just to give a general feel of what the Playground has done that I don't need to replicate.

Road_Runner
2011-03-23, 01:18 AM
this brings back good memories :)

The Antigamer
2011-03-23, 01:46 AM
this brings back good memories :)

That's one of the main reason's I'm doing it :-)


Posted some links to potential base classes, have to go make some dinner now though so it's not done.

Partysan
2011-03-23, 04:53 AM
As I mention in the design notes, the Scourge and Bladebearer are virtually the same skeleton, just filled out differently. thus many abilities, while with different names, run parallel.


Hmmm, I'm not sure I like this ability...
It needed some agressive ability I guess.


See, this ability, like the Blade Bearer's, needs to be elaborated upon. What is demoralized? How long does it last? Is it an opposed roll, or do you have to beat a DC?

Oh, if it's just that:


Intimidate (Cha)

Check
You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).

If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.

Demoralize Opponent
You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.

Action
Varies. Changing another’s behavior requires 1 minute of interaction. Intimidating an opponent in combat is a standard action.
(...)
It's also in the PHB on page 76. Basis of many melee-fear builds.


I like this a lot! But perhaps change the damage from slashing, since something could be immune to slashing, and make it based on your HD, so that DR doesn't overcome it.
I don't really understand that with basing it on the HD...


Hmmmm, this is really just a feat.
No it's a 1-level spirit lion barbarian dip:smallwink: It's also regarded as an ability every melee character should have and doesn't.


May be a more appropriate place for fear effects, but I've been thinking maybe it would be a good idea to limit fear effects to monsters, or elder serpents or birds. We'll see though
I'll give you the Blade Bearer, but I can't imagine Cluny not having Frightful Presence.

The Antigamer
2011-03-23, 05:10 AM
It needed some agressive ability I guess.
It'll do for now then


Oh, if it's just that:
It's also in the PHB on page 76. Basis of many melee-fear builds.
Ah, ok. A quick note to the page would solve everything then


I don't really understand that with basing it on the HD...
Well, as it is now, an ally with DR 10/- could reroll all its attacks until it gets a critical. (Unless it can only do the reroll once per attack?) Making the damage be based on the Scourge's (or the ally's) HD would be one way to overcome that.



No it's a 1-level spirit lion barbarian dip:smallwink: It's also regarded as an ability every melee character should have and doesn't.
I need sleep, I thought I was reading spring attack for some reason :smallsigh: Yes, this ability is fine.


I'll give you the Blade Bearer, but I can't imagine Cluny not having Frightful Presence.
True, true, I was just pointing out that design intention. Besides, by level 15 it'd probably deserve it.

Omeganaut
2011-04-21, 10:43 PM
Sparra seem awfully hurt by the fact they can't wield normal weapons. I know your sticking close to your source material, so the alternative is to make them LA +0 with less or no improved AC while flying. Also, they may deserve a dex boost for a str or con penalty.
I think that Hamsters could be statted more like Dwarves with 20 speed but no encumberance, but I can't remember how authentic that would be.
I love the flavor you added to hares, but maybe make them able to go a little longer without food, especially due to how they fight for long periods of time in at least one of the books, and they are known for their stamina.
Maybe the mice are a little overpowered because they have the same stats as humans except size and the fact that no skills are cross class, but I'm not an expert.
Its a nitpick, but sea otters get profession (sailing) and sea rats get profession (sailor), when they should be the same.
Tree rats seem week as they have two penalties to one boost, and a negative racial trait to fire, although that may not be a huge deal if the setting is low magic. Maybe give them improved initiative or some speed-related feat. Or, if you wanted to be really strange, give them a bonus to attacks if they have elevation advantage.
Otter javelins I see as similar to darts or javelins with maybe a few differences.
And any large animals that are not characters should probably be statted only as monsters and not characters (even though I hate doing that).

There's my advice, I hope it helps. I really like the fact that you are taking the initiative to do this.

Hiro Protagonest
2011-05-14, 02:54 PM
This can't die! Quick everyone, post!

Anyway, when you make the blade bearer PrC, I think it should have immunity to fear effects, or at least a bonus against them.

Kymme
2011-05-28, 10:45 PM
Sorry, I haven't checked the entire thread, but it seems as if you forgot to include the Greatrat in your list of monster classes.:smallfrown:

The Antigamer
2011-06-03, 02:36 AM
Hey guys, I'm finally back from an unavoidable hiatus. I got in a car accident back in April, and wound up in the hospital for a few days. When I emerged, I had a cast on my left arm for a broken ulna, and a brace on my right hand for a broken wrist, and a backlog of schoolwork. Unable to type, I had to do my homework, lectures, etc. through friends, and for a brief time a stenographer. It was not the most conducive method for forum posting, and I wasn't in the best of moods, so I put off returning to the forums until I was healed, and then once the casts were off, I was swamped with college for the final weeks of my school career, so I decided to put it off a little longer. I've just finished my last class, and have only final exams left. I'll be continuing working on this soon.

Thanks,
the_antigamer

Blue Ghost
2011-06-03, 12:35 PM
Hey guys, I'm finally back from an unavoidable hiatus. I got in a car accident back in April, and wound up in the hospital for a few days. When I emerged, I had a cast on my left arm for a broken ulna, and a brace on my right hand for a broken wrist, and a backlog of schoolwork. Unable to type, I had to do my homework, lectures, etc. through friends, and for a brief time a stenographer. It was not the most conducive method for forum posting, and I wasn't in the best of moods, so I put off returning to the forums until I was healed, and then once the casts were off, I was swamped with college for the final weeks of my school career, so I decided to put it off a little longer. I've just finished my last class, and have only final exams left. I'll be continuing working on this soon.

Thanks,
the_antigamer

Oh... I'm sorry. :smallfrown:
Glad to see you're better now, though. Welcome back, my friend! Don't stress yourself too much now! :smallsmile:

TroubleBrewing
2011-07-16, 09:53 PM
This is about as close to necromancy as you can come. (I think I've got 1 day before the 6-week mark, but I apologize if I'm mistaken...)

This is really great. Are you accepting contributions, or is this more of a solo effort?

The Antigamer
2011-07-16, 10:23 PM
This is about as close to necromancy as you can come. (I think I've got 1 day before the 6-week mark, but I apologize if I'm mistaken...)

This is really great. Are you accepting contributions, or is this more of a solo effort?

Certainly accepting contributions. I'm currently trying to balance what I have while finishing up the races, but it's slow going with my new job, and I don't want to post my work until I'm certain it should be. Badger's have been heavily revised several times, and I'm just not sure if they feel right. Reptiles are hard to differentiate, and birds are hard to balance, with flight and all.

What do you have in mind for contributing?

TroubleBrewing
2011-07-16, 11:30 PM
When I first read through the Vermin, I noticed that you bothered to go through and differentiate Stoats, Weasels, Ferrets, and a few of the other "long-bodied ferret-like things". I'd just condense them into one, and save yourself the trouble.

With regards to the birds: Is making a playable, balanced Owl or Eagle race really that high of a priority? I mean, part of their schtick in the Redwallverse is their utter power over the lesser, smaller critters. Captain Snow being one excellent example of this. Having that kind of power in a party setting just seems... I dunno, somehow un-Redwally.

Badgers can stay, but I don't think they have to be more complicated than a three or four level monster class. I'll work something out and you can grade my suggestions.

EDIT: Upon looking at the Badger class again, I honestly see no real problems beyond the last ability. Indomitable is a neat idea, but what exactly was the design goal? Maybe it's me, but it seems muddled.

The Antigamer
2011-07-16, 11:50 PM
I definitely want the long-bodied vermin to be distinct races, since options are good, and because they do have distinct mannerisms, though they are similar.
Eagles are not important as a player race, but sparra and smaller birds should be an option. I haven't even started on eagles, though I have hawks kinda mapped out.
Badgers I have been playing with because I'm not sure on bloodwrath, and because I've been trying to figure out good abilities to advance for the badger lord prc. The currently posted build needed streamlining, which I've been doing.

TroubleBrewing
2011-07-17, 12:02 AM
I definitely want the long-bodied vermin to be distinct races, since options are good, and because they do have distinct mannerisms, though they are similar.

Fair.



Eagles are not important as a player race, but sparra and smaller birds should be an option. I haven't even started on eagles, though I have hawks kinda mapped out.

I'd avoid Eagles. I only remember the one from Mossflower, were there others? As I recall, that eagle was damn near dead and none too bright.



Badgers I have been playing with because I'm not sure on bloodwrath, and because I've been trying to figure out good abilities to advance for the badger lord prc. The currently posted build needed streamlining, which I've been doing.

It's been years since I've read any of my Redwall collection, so you'll have to bear with me here: Is the Bloodwrath something that all badgers experience? If not, why not make that a feature of a Badger-specific prestige class? Also, maybe I can help here: what do you want the Bloodwrath to do exactly? I mean, there's Frenzied Berserker to draw inspiration from...

John Cribati
2011-07-17, 04:28 PM
It's been years since I've read any of my Redwall collection, so you'll have to bear with me here: Is the Bloodwrath something that all badgers experience? If not, why not make that a feature of a Badger-specific prestige class? Also, maybe I can help here: what do you want the Bloodwrath to do exactly? I mean, there's Frenzied Berserker to draw inspiration from...

Most Badgers throughout the series suffered from Bloodwrath, and some other beasts, up to and including Martin the Warrior himself, had it as well.

TroubleBrewing
2011-07-17, 05:12 PM
Most Badgers throughout the series suffered from Bloodwrath, and some other beasts, up to and including Martin the Warrior himself, had it as well.

That last bit sort of makes the case for it being either a feat tree, or more likely a PrC.

The Antigamer
2011-07-17, 06:42 PM
That last bit sort of makes the case for it being either a feat tree, or more likely a PrC.

I'm trying to make it a feat tree, with a dedicated template, and all badgers would have the first feat in the tree automatically. Badger Lords, however, would definitely have some interesting bloodwrath options, and perhaps an ACF, for someone like Russano the Wise.

As for Eagles, there are several, and they are probably the most powerful things in the Redwall Universe, next to wolverines. I want to have them made, because Redwall monsters are few and far between.

TroubleBrewing
2011-07-17, 09:04 PM
I'm trying to make it a feat tree, with a dedicated template, and all badgers would have the first feat in the tree automatically. Badger Lords, however, would definitely have some interesting bloodwrath options, and perhaps an ACF, for someone like Russano the Wise.

That actually sounds really, really cool.



As for Eagles, there are several, and they are probably the most powerful things in the Redwall Universe, next to wolverines. I want to have them made, because Redwall monsters are few and far between.

True, true. I stopped reading the books after Loamhedge. Do the readers ever get a chance to see a Wolverine firsthand?

John Cribati
2011-07-17, 09:22 PM
True, true. I stopped reading the books after Loamhedge. Do the readers ever get a chance to see a Wolverine firsthand?

Yup. Wolverines are essentially "cannibalistic" badgers with sharp claws.

Pokonic
2011-07-17, 09:49 PM
Ah, wondered where this went.:smallsmile:

Also, yes, the wolverines were essentialy evil badgers with claws, that are know to eat prey animals as a noramal animal.

TroubleBrewing
2011-09-01, 10:11 AM
Is this still an active project? (Hope your arm is doing better, btw!)

prophetic_joe
2015-04-22, 04:58 PM
So this project has been dead for awhile, at least the thread has, but I wanted to necro it in order to ask if anyone had considerred doing it with 5E. I ask because I am very interested in doing so but I am new to homebrewing things like this. My plan would be for it to be low magic much like the Redwall books and basically just get rid of all D&D monsters and only use actual animals. They would of course be anthro. Any ideas or suggestions?