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Jeff the Green
2012-06-14, 11:57 AM
Welcome to Redwall Abbey

http://images.wikia.com/redwall/images/3/35/Abbey.gif

Mossflower perhaps one of the most beloved fantasy worlds (certainly by me, even if no one else), and every kid I've know who's read the books plays at being a mouse or badger lord at some point.

So why can't we?

This project is designed to allow a campaign in Mossflower using the rules of d20. Of course, this being a fundamentally different world than the standard Dungeons and Dragons campaign setting, there are a few rules to start out with:

E6
The heroes of Redwall are not god-like beings capable of bending reality to their will. They are mice, otters, and moles thrust into the role of adventurer, mostly against their will. This is a perfect setting to bust out the E6 rules (http://dungeons.wikia.com/wiki/E6_(3.5e_Sourcebook)/Rules).

Limited Races and Classes
There are no wizards, clerics, or druids in Redwall, nor, really, magic of any kind. Thus there are distinct limits on appropriate classes. A list is found in the Classes section.

Likewise, there are no hobbits or dwarves in Redwall. Races are limited to those found in the Races section below.

A note: since there is no magic, death is permanent. DMs may wish to mitigate that; my personal strategy is giving 10 extra HP at first level, and making PCs (but not NPCs) die at twice their Constitution score below 0 HP.
______________________________________________


To Do and Input Needed
This is currently an unfinished project, with several parts unfinished. I'm steadily working on it, but I'm always interested in help. Below is a list of things I'm working on or need to do, and a list of things I need help with:

To Do:

Finish Abbey Dweller class.
Finish races:

Vermin races
Non-mammal races (Sparras, toads)
Rarer mammal races

Prestige classes
Feats


Input

Prestige Classes
Abbey Dweller--Help me finish class features.
Feats
Races:

Are they balanced?
What ones have I missed?
Is there something you'd change about the ones I've already written?
This needs a banner or logo to put in signatures. Anyone feel like making one?



And of course, submissions of various components of the project and criticism of what I've already posted are always welcome and will be acknowledged!

Changelog
{table="head"]Date|Changes
6.20.2012|Added changelog. Changed final reserved post for miscellaneous content. Added red squirrel race, Prehensile Tail feat, and tail spike weapon. Added Sturdy racial trait to moles.
7.4.2012|Finished Abbey Dweller class. Added Otter Ranger racial substitution levels, otter javelin weapon, and new uses for the Craft and Heal skills.
7.14.2012|Added Rolling Ball and Touch of Prophesy feats. Changed speeds from feet to squares per Grod_The_Giant's suggestion.[/table]

Jeff the Green
2012-06-14, 12:02 PM
Mouse

Small Mammal (Mouse): Mice are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+2 Dexterity, -2 Strength.
Small size: As a Small creature, a mouse gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Mouse base land speed is 4 squares.
Low Light Vision: A mouse can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
1 extra feat at 1st level.
Racial Skills: A mouse character has a +2 racial bonus on Tumble, Balance, Move Silently, and Profession (Cooking) checks.
Favored Class: Abbey Dweller


Shrew

Small Mammal (Shrew): Shrews are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+2 Constitution, -2 Intelligence.
Small size: As a Small creature, a shrew gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Shrew base land speed is 4 squares.
Low Light Vision: A shrew can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Natural Weapons: A shrew has a bite attack that deals 1d4 damage.
Venom: A shrew has a poisonous bite that deals initial and secondary damage of 1d2 Dexterity damage. The save DC is equal to 10 + 1/2 the shrew's level + its Constitution modifier.
Weapon Proficiency A shrew is proficient with the rapier and greatclub.
Racial Skills: A shrew character has a +2 racial bonus on Profession (sailor) checks.
Favored Class: Ranger


Hedgehog

Medium Mammal (Hedgehog): Hedgehogs are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+2 Constitution, -2 Charisma
As Medium creatures, hedgehogs have no special bonuses or penalties due to their size.
Hedgehog base land speed is 4 squares. However, hedgehogs can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Low Light Vision: A hedgehog can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Spikes: Any creature grappling a hedgehog (except a creature with at least a +1 natural armor bonus) takes 1d6 piercing damage per round.
+1 natural armor bonus
Curl: A hedgehog can curl into a ball as a full round action. While curled, his natural armor bonus increases by 3 and he gains DR 1/- and light fortification. He is treated as flatfooted and can take no actions (except purely mental actions) while curled, but any creature striking him with unarmed strikes or natural weapons takes 1d2 damage.
Favored Class: Abbey Dweller


Mole

Medium Mammal (Mole): Moles are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+2 Constitution, -2 Dexterity
As Medium creatures, moles have no special bonuses or penalties due to their size.
Mole base land speed is 4 squares. Moles also have a burrow speed of 2 squares. They cannot burrow into solid rock, but can move through just about any material softer than that. A mole usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.
Stonecunning: This ability grants a mole a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A mole who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a mole can use the Search skill to find stonework traps as a rogue can. A mole can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Tremorsense: Moles sense the location of anything that is in contact with the ground and within 6 squares. If no straight path exists through the ground from the mole to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.
Sturdy: Moles' carrying capacity is calculated as if it were a large creature.
Racial Skills: A mole character has a +2 racial bonus on Knowledge (architecture and engineering), Listen, and Profession (builder) checks
Favored Class: Abbey Dweller


Hare

Medium Mammal (Hare): Hares are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+2 Strength, +4 Dexterity, -2 Wisdom
As Medium creatures, hares have no special bonuses or penalties due to their size.
Hare base land speed is 8 squares.
Military Training: Hares are proficient with all martial weapons and light armor.
Stiff Upper Lip: Hares recieve a +4 bonus to saves versus fear effects and level checks to avoid being intimidated. If a hare is immune to fear, he instead receives a +4 bonus to saves versus compulsion effects.
Racial Skills: A hare character has a +2 racial bonus on Escape Artist and Tumble checks and a +8 racial bonus on Jump checks.
Level Adjustment +1
Favored Class: Scout


Otter

Medium Mammal (Otter): Otters are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma
As Medium creatures, otters have no special bonuses or penalties due to their size.
Otter base land speed is 6 squares.
Swim Speed: An otter has a swim speed of 6 squares. It can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. An otter can hold their breath for a number of minutes equal to his constitution score.
Weapon Familiarity: Otters may treat otter javelins as martial weapons, rather than exotic weapons.
Hardy: Otters receive a +2 racial bonus on Fortitude saves.
Level Adjustment +1
Favored Class: Swashbuckler

Badger

Large Mammal (Badger): Badgers are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+6 Strength, -2 Dexterity, +4 Constitution, +2 Wisdom
As Large creatures, badgers have a -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, and their lifting and carrying limits are double those of Medium characters.
Badger base land speed is 6 squares.
Blood-Rage: If a badger character has the ability to rage, it gains a +6 bonus to Strength and a +6 bonus to Constitution (rather than +4) and a +3 morale bonus on Will saves (rather than +2) while in a rage, but is exhausted rather than fatigued after the end of his rage.
Racial Skills: A badger character has a +2 racial bonus on Craft (armor or weaponsmithing) and Intimidate checks.
Armor Proficiency: A badger is automatically proficient with all armor and shields.
+2 natural armor bonus
Level Adjustment +2
Favored Class: Fighter


Red Squirrel

Medium Mammal (Squirrel): Red squirrels are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+2 Dexterity
Medium size: As Medium creatures, red squirrels have no special bonuses or penalties due to their size.
Red squirrel base land speed is 6 squares. Red squirrels also have a climb speed of 4 squares. Red squirrels have a +8 racial bonus on all Climb checks. They must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a red squirrel chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. A red squirrel retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Weapon Proficiency: Red squirrels are automatically proficient with shortbows and composite shortbows.
Racial Skills: A red squirrel character has a +2 racial bonus on Balance, Hide, and Tumble checks.
Favored Class: Ranger

Jeff the Green
2012-06-14, 12:04 PM
Classes

Appropriate WotC Base Classes

Barbarian
Bard (non-spellcasting)
Fighter
Monk
Paladin (non-spellcasting)
Ranger (non-spellcasting)
Rogue
Crusader ToB
Swordsage ToB
Warblade ToB
Knight PHBII
Marshal MH
Samurai OA/CW
Scout CA
Swashbuckler CW

Some others might be appropriate with refluffing of abilities.

Abbey Dweller

Alignment
Any nonevil.

Hitdie
d6.

Table: The Abbey Dweller
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Abbey Role I, bonus feat
2nd|
+1|
+3|
+0|
+3|Abbey Role II
3rd|
+2|
+3|
+1|
+3|Reputation of peace
4th|
+3|
+4|
+1|
+4|Abbey Role III
5th|
+3|
+4|
+1|
+4|For Redwall!
6th|
+4|
+5|
+2|
+5|Abbey Role IV[/table]
Class Skills (6 + Int modifier per level): Craft, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (arcana), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nature), Listen, Profession, Sense Motive, Spot, Survival

[B]Class Features
All of the following are Class Features of the abbey dweller.

Weapon and Armor Proficiency
An abbey dweller is proficient with light armor, one simple weapon, and either one martial weapon or shields.

Abbey Role (Ex)
Each abbey dweller has a place in the order of the abbey, a way they contribute to the community's wellbeing. This role determines the skills that they develop as they gain experience. The roles are:

Defender:
A defender protects the abbey from foes, whether petty bands of rats and weasels seeking an easy score or a well organized army seeking to conquer the abbey and subjugate its peaceful residents.

Chronicler:
A chronicler maintains the abbey's archives, keeping tradition and ancient lore and wisdom alive. When enemies strike at the abbey, chroniclers are the ones who determine their weaknesses so that others can fight them off with minimal bloodshed.

Healer:
Skilled with medicinal (and culinary) herbs, poultices, and the ways of healing, healers keep the abbey residents healthy and fit to continue battle.

At 1st, 2nd, 4th, and 6th level an abbey dweller gains a special ability. They can choose from any role, but a higher level ability requires the previous level's ability from that role. So, for example, a 2nd level abbey dweller with the Healer I ability could choose Healer II, Defender I, or Chronicler I, but not Defender II or Chronicler II.

Role I
Defender: You are proficient with all armor, simple and martial weapons, and shields.
Chronicler: You gain the aiblity to use dark knowledge (tactics), as the Archivist class feature, twice per day. You can use dark knowledge to affect a mammal with a Knowledge (local) check or a vermin with a Knowledge (nature) check.
Healer: You can make a heal check to restore hit points. Doing so requires ten minutes and a DC 10 heal check. A successful check restores 1d6 hit points plus 1d6 for each 5 you beat the DC by. You cannot take 10 on this check, and no creature can benefit from this ability more than once per day.

Role II
Defender: You learn a martial strike or boost. You recover this maneuver as a warblade.
Chronicler: You gain the ability to use dark knowledge (puissance) and an additional use of dark knowledge per day.
Healer: When you apply a poultice you add twice your Wisdom modifier to the damage healed.

{table=head]Condition|DC
Ability Damage|(Equal to the save DC of the effect that damaged them plus 10; 25 if no save.)
Blinded|20
Dazzled|10
Deafened|15
Exhausted (reduced to fatigued)|15
Fatigued|10
Nauseated (reduced to sickened)|20
Paralyzed|25
Sickened|15
[/table]

Role III
Defender: You learn a martial strike or boost and a stance. Your full class level is now added to your initiator level for all purposes, rather than only half; this affects what level of maneuver you can select this level.
Chronicler: You gain the ability to use dark knowledge (foe) and an additional use of dark knowledge per day.
Healer: You can remove harmful effects with a heal check. Treating a creature in this way takes 10 minutes, and a creature can benefit from this ability a number of times per day equal to 1 + their Constitution modifier (minimum 1). (See table for DCs.)

Role IV
Defender: You learn a martial strike or boost and a stance. For these maneuvers you may ignore any prerequisites other than initiator level.
Chronicler: The bonus to attack and damage rolls from your Knowledge Devotion feat extends to all allies within 30 feet of you. You also gain an additional use of dark knowledge per day.
Healer: Your presence toughens your allies and soothes their wounds. All allies within 30 feet of you gain fast healing 1 (up to half their maximum HP) and DR 1/-.

Bonus Feat
At 1st level an abbey dweller gains a bonus feat depending on the role he chose:
Defender: Any fighter bonus feat.
Chronicler: Knowledge Devotion.
Healer: UNKOWN

Reputation of Peace
Abbey dwellers have a reputation for peacefulness and honorable conduct. A 3rd level abbey dweller gains a +4 circumstance on all Diplomacy checks to avoid conflict.

For Redwall!
At 5th level an abbey dweller's devotion to his home strengthens his resolve and that of his companions even when facing overwhelming odds. When struck by an enemy, he gains a +1 morale bonus to attack rolls against that enemy for one minute. If a fellow abbey dweller within 60 feet is felled (reduced to negative HP), he gains a +3 morale bonus to all attack and damage rolls for one minute or until the fallen abbey dweller is revived. (This bonus stacks with any bonus he might have from being struck by an enemy.) If he is felled (reduced to negative HP), all abbey dwellers gain a +2 morale bonus to all attack and damage rolls for one minute or until he is revived. (This bonus stacks with any bonuses they might have from their own For Redwall! class ability.)

Hare Monk racial substitution levels. By SilentNight
Boxing Hare
{TABLE=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Boxer's Intellect

2nd|
+1|
+3|
+3|
+3|Uncanny Dodge

4th|
+3|
+4|
+4|
+4|Shattering Strike[/TABLE]

Boxer's Intellect (Ex): Although not the most attentive of animals, boxing hares possess quick minds, enabling them to predict and opponent's movements and better place their strikes. When unarmored and unencumbered, the boxing Hare adds his Intelligence bonus (if any) to her AC. In addition, a boxing Hare gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five boxing Hare levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the boxing Hare is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

In addition, a boxing Hare uses his Intelligence bonus instead of his Wisdom bonus when determining the DC of his stunning fist attack. This feature replaces the standard monk's AC bonus class feature.

Uncanny Dodge (Ex): Starting at 2nd level, a boxing Hare can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. This replaces the standard monk's evasion class feature.

Improved Military Training: At 4th level a boxing Hare may select one weapon per class level he is proficient with. These weapons count as special monk weapons. Once chosen, the selection may not be changed. At each level beyond 4th a boxing hare may select a new weapon to count as a special monk weapon. This ability replaces the standard monk's ki strike (magic) class feature.

Otter Ranger racial substitution levels.
Otter Ranger
{TABLE=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special

2nd|
+2|
+2|
+2|
+0|Rudder thumping

4th|
+4|
+4|
+4|
+1|Riverdog skirmishing

6th|
+6|
+5|
+5|
+2|Improved rudder thumping[/TABLE]

Rudder Thumping (Ex): An otter ranger is skilled at using its rudder to lay about foes while attacking with another weapon. He is treated as having the Improved Unarmed Strike feat, though only when using his tail. His tail does damage as the unarmed strike of a monk of his class level. In addition, when using his tail and a weapon he is treated as having the Two-Weapon Fighting feat.

The benefits of rudder thumping apply only when he wears light or no armor. He loses all benefits of his rudder thumping when wearing medium or heavy armor.

This replaces the Combat Style normally gained by a 2nd level ranger.

Riverdog Skirmishing (Ex): At 4th level an otter ranger gains skirmish (+1d6). When in the water, he gains skirmish (+2d6 +1 AC).

This replaces the animal companion normally gained by a 4th level ranger.

Improved Rudder Thumping: At 6th level an otter ranger's skill at using his rudder increases. He is treated as having the Stunning Fist feat, and can use it a number of times equal to his class level.

As before, the benefits of improved rudder thumbing apply only when he wears light or no armor. He loses all benefits of improved rudder thumping when wearing medium or heavy armor.

This replaces the Improved Combat Style normally gained by a 6th level ranger.

Jeff the Green
2012-06-14, 12:06 PM
Skills
Craft

Check
Quickly craft weapon
With an appropriate craft check ou can make weapons in a trice that function better than an improvised weapon might, but not as well as one that you'd spent longer on. In general you can create any thrown or melee weapon that does not require a cutting edge to function so long as you have appropriate materials, such as cloth for a sling or wood for a club. (If you have something on hand with an existing cutting edge, such as a kitchen knife, you might be able to make it more suitable for combat with an appropriate craft check.) The DC of the check and the time it takes varies depending on the weapon:

{table="head"]Weapon|DC|Crafting Time|Special
Sling|10|1 minute
Simple bludgeoning|10|2d6 minutes
Martial bludgeoning|15|2d6+10 minutes
Simple piercing|15|2d20 minutes|Requires fire or an existing piercing object
Martial piercing|20|2d20+10 minutes|Requires fire or an existing piercing object[/table]

A successful craft check produces a weapon that does not incur a -4 non-proficiency penalty for creatures proficient with it, but that does incur a -2 penalty on attack rolls. If you beat the DC by 10 or more, the weapon only incurs a -1 penalty on attack rolls.

Action
Does not apply. Craft checks to create improvised weapons take at least a minute to attempt.

Try Again
Yes, but each time you miss by 5 or more, you ruin half the raw materials.

Craft improvised tool
With an appropriate craft check ou can make a tool that helps you make a skill check, but not as well as a skillfully made tool. In general the tools are more specific to a particular task than a masterwork tool, so an improvised pole might provide a bonus to a Jump check made to clear a chasm, but not to reach a ledge just out of reach. Crafting an improvised tool generally requires a successful check against DC 15 with an appropriate Craft skill and takes 2d6 minutes, though the DC or time may differ depending on the tool.

An improvised tool provides a +1 circumstance bonus on the appropriate skill check.

Action
Does not apply. Craft checks to create improvised tools take at least a minute to attempt.

Try Again
Yes, but each time you miss by 5 or more, you ruin half the raw materials.

Heal

Check
Apply poultice
You can apply a poultice with a successful heal check. The DC depends on the poultice.

Action
Does not apply. Heal checks to apply a poultice take at least a minute to attempt.

Try Again
Yes, but if you miss by 5 or more, the poultice is ruined.

Feats

Impressive Stature [General] By SilentNight
You possess an unusually large physique.
Prerequisites: Hare or otter
Benefit: You gain the Powerful Build special quality. Whenever you are 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 half-giant is treated as one size larger if doing so is advantageous to him. You are 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. You can use weapons designed for a creature one size larger without penalty. However, your 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.
Special:You may only take this feat as a 1st-level character.

Prehensile Tail
Your tail is flexible and dextrous enough to perform tasks and attack with it.
Prerequisites: Mouse, rat, or vole.
Benefits: You can use your tail to perform tasks that would normally require your hands, though you take a -10 penalty to skill checks to do so. You also gain a secondary slam attack that does 1d6 nonlethal damage (1d4 damgage if small), and can wield a tail spike without occupying your hands. You cannot use both your slam attack and a tail spike in the same round.

Rolling Ball
You have become adept at rolling while curled into a ball, and can charge your enemies while doing so.
Prerequisites: Hedgehog, improved bull rush.
Benefits: While curled, you are no longer flatfooted. You can also move or charge while curled, but the only attack you can make at the end of a charge is a bull rush. You deal 1d6 + Strength damage on a successful bull rush while curled.

Touch of Prophesy
You are visited by the spirits of past heroes during your sleep, and they reveal glimpses of the future to you.
Prerequisites: Base Will Save +2 or better.
Benefits: Each night as you sleep you may receive guidance from a spirit, as the augury spell. In addition, once per week you may receive specific answers from a spirit while you sleep, as the commune spell. Both of these abilities are SLAs and are cast at your level.

Jeff the Green
2012-06-14, 12:49 PM
Weapons

{table="head"]Martial Weapons|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
Otter javelin|15 GP|1d4/1d4|1d6/1d6|x2|–|2 lb.|Piercing
[/table]

{table="head"]Exotic Weapons|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
Tail spike|35 GP|1d8|1d10|x3|–|2 lb.|Piercing
[/table]

Otter javelin
An otter javelin is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding an otter javelin in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

An otter javelin can be broken as a standard action with a DC 7 Strength check, producing two halves equivalent to shortswords.

Tail spike
A tail spike is worn on the tail, but you must use at least one hand to wield it.

zegram 33
2012-06-14, 01:18 PM
a fair few copypasta errors in the races section (hedgehogs referred to as mice, etc)
badgers seem rather powerful (i was/am a big redwall fan so i know WHY they're powerful, but it might be a bit much)
on the other hand, i would totally make a sunflash the mace and stroll around cracking fools in the face.

honestly, i quite like the "no magic" type thing, but you then go on to say all races are vulnerable to magic spells and effects that target medium mammals. is that gonna be a spell like ability of snakes, say?

you've listed sparra's as one of the races, but im not sure thats a great idea myself.
they couldnt really use weapons, and flight is kinda simultaneously a massive advantage when they're pretty much the only pc's up there, and pointless since...they cant attack from range unless they drop stuff. you may have thought of a way round all this, of course :smallsmile:

im also interested as to how you'll deal with the series trademark "6 heroic guys against 50 villainous guys" moments. in theory very fitting for the system but normal d+d kinda falters there.

all in all, not much i can offer other than pasta pickups and encouragement, but i really like the way this is going.

Jeff the Green
2012-06-14, 01:41 PM
a fair few copypasta errors in the races section (hedgehogs referred to as mice, etc)
badgers seem rather powerful (i was/am a big redwall fan so i know WHY they're powerful, but it might be a bit much)
on the other hand, i would totally make a sunflash the mace and stroll around cracking fools in the face.
Ah, thanks for catching those errors. I wrote it up while a bit sleep deprived, so I'm surprised there weren't more. :smalltongue:

I don't think the badgers are overpowered. Remember that in E6, LA +2 translates into an 18 point buy. You'll be able to get a pretty good strength score, but that's it. Appropriate for badger lords, I think.


honestly, i quite like the "no magic" type thing, but you then go on to say all races are vulnerable to magic spells and effects that target medium mammals. is that gonna be a spell like ability of snakes, say?
Mostly it's there because I copied the text from the SRD. But yes, there are conceivably non-magic effects that only affect mammals like snakes' hypnotism.


you've listed sparra's as one of the races, but im not sure thats a great idea myself.
they couldnt really use weapons, and flight is kinda simultaneously a massive advantage when they're pretty much the only pc's up there, and pointless since...they cant attack from range unless they drop stuff. you may have thought of a way round all this, of course :smallsmile:
I think the inability to use weapons will be counteracted by their natural weapons (talons and beak), and their flight, like you said, isn't useful for attacking from range. They'll also have some other disadvantages (LA, for one) that will counter the advantages of flight. Flight will be very useful outside of combat, but I think (especially with archery actually being good in low-magic E6), it won't be a huge benefit in combat.



im also interested as to how you'll deal with the series trademark "6 heroic guys against 50 villainous guys" moments. in theory very fitting for the system but normal d+d kinda falters there.
Yeah, D&D isn't great at mass battles. But you can simulate it somewhat by having a limited number of combatants the PCs have to take down while the rest are fighting your allies. So, for example, if we were doing the climax of Redwall, the PCs would be fighting Cluny and the few vermin around him, and while they'd be surrounded by other rats, the others would ignore the PCs since they're fighting other NPCs. There's also a fair number of one-on-one climactic scenes in the series which work better with D&D.



all in all, not much i can offer other than pasta pickups and encouragement, but i really like the way this is going.

Still, awesome. Thank you! :smallbiggrin:

SilentNight
2012-06-14, 02:26 PM
Huge fan, I'm sadly without internet for the summer starting next week but if the project is still around come September I would love to help contribute. I like what you've done with the mammal races, although I feel like +4 strength might be a little high for otters, perhaps down to +2 and give them an intelligence boost?

Also, considering the general lack of armor in the books, you might consider incorporating the defense bonus (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm) rules in addition to the E6 ones.

As far as feats, I don't think you'll have to do much besides crafting some racial ones, which should be fun.

One last thing, which I may help on when I have the time, is racial substitution levels. E6 slightly restricts players options of customization, and I feel racial substitutions would help create more diversity. (e.g. the Hare monks especially prevalent in Lord Brocktree, I'm a big Stiffener fan)

Grod_The_Giant
2012-06-14, 03:19 PM
Ah, man, I love Redwall! Let's see what we've got...

I think your measurements are off... badgers, probably the largest animal you find, top out at 30 inches, not 60. (River otters can get up to 40 inches, but most of that is tail). On a related note, the continued use of "ft" as an abbreviation for...um... whatever it's replacing is rather confusing.

Races look good, apart from perhaps an over-reliance on Charisma penalties.

As much as I love 'em, I'd hesitate to allow Tome of Battle classes in a no-magic setting-- they'll stand head, shoulders, and probably chest above any other melee class, especially when you cut out magical abilities. At the very least, remove the supernatural schools (Devoted Spirit, Desert Wind, and Shadow Hand). You want no supernatural abilities, not just no casting.

To balance the lack of magical healing, you probably want to boost the Heal skill a lot.


Yeah, D&D isn't great at mass battles. But you can simulate it somewhat by having a limited number of combatants the PCs have to take down while the rest are fighting your allies. So, for example, if we were doing the climax of Redwall, the PCs would be fighting Cluny and the few vermin around him, and while they'd be surrounded by other rats, the others would ignore the PCs since they're fighting other NPCs. There's also a fair number of one-on-one climactic scenes in the series which work better with D&D.
One good way I've found to do mass battles is to steal "minions" from the 4e rules. I'm not sure how well they'd work in very low-levels, but I'd run them in higher-level games, and my players love it.

To convert any monster (preferably a simple one) to a minion:

One "good" hit kills it (ie, an attack, not just a "and I deal 2 damage to everything in the area" or an environmental effect)
Grant evasion and mettle.
Minions can't inflict critical hits, and they always deal average damage (to simplify rolling).

John Cribati
2012-06-14, 03:32 PM
I think your measurements are off... badgers, probably the largest animal you find, top out at 30 inches, not 60.

You're talking about the Redwall series here. Scale is wonky all over the damn place.

There was another Redwall Homebrew thread (http://www.giantitp.com/forums/showthread.php?t=182689) a while back. I like the races from there better, IMHO. Still not so sure about the classes, or just what the hell to do with Bloodwrath, though.

SilentNight
2012-06-14, 04:02 PM
I might be wrong, but I seem to remember Voles being around as well. Also, are you planning on qualifying Marlfoxes and normal Foxes as a "vermin race"?

Anywho, a quick feat and substitution levels. The levels might be a bit on the powerful side, but I figured the monk class needed a boost as was and some of their abilities don't quite fit in the setting.

Impressive Stature [General]
You possess an unusually large physique
Prerequisites: Hare, 1st level only
Benefit: Whenever you receive a modifier based on your size on an opposed roll (such as during grapple and bull rush attempts), you are treated as a creature of Large size if that’s advantageous to you. You are also considered to be Large when determining whether a monster’s special attacks based on size (such as improved grab or swallow whole) affect you.

Hare Monk racial substitution levels.
Boxing Hare
{TABLE=HEAD]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|

1st|
+0|
+2|
+2|
+2|Boxer's Intellect

2nd|
+1|
+3|
+3|
+3|Uncanny Dodge

4th|
+3|
+4|
+4|
+4|Shattering Strike[/TABLE]

Boxer's Intellect (Ex): Although not the most attentive of animals, boxing hares possess quick minds, enabling them to predict and opponent's movements and better place their strikes. When unarmored and unencumbered, the boxing Hare adds his Intelligence bonus (if any) to her AC. In addition, a boxing Hare gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five boxing Hare levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the boxing Hare is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

In addition, a boxing Hare uses his Intelligence bonus instead of his Wisdom bonus when determining the DC of his stunning fist attack.

This feature replaces the standard monk's AC bonus class feature.

Uncanny Dodge (Ex): Starting at 2nd level, a boxing Hare can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

This replaces the standard monk's evasion gained at second level.

Shattering Strike: At 4th level, a boxing Hare learns how best to eliminate his opponents' weapons and armor. He gains the the Improved Sunder feat as a bonus feat, even if he does not meet the prerequisites.


Thoughts? Comments? Concerns?

Jeff the Green
2012-06-15, 04:31 AM
Huge fan, I'm sadly without internet for the summer starting next week but if the project is still around come September I would love to help contribute. I like what you've done with the mammal races, although I feel like +4 strength might be a little high for otters, perhaps down to +2 and give them an intelligence boost?

Hmm. True. Maybe I'll bump them down to LA +0. I'm not sure how an intelligence boost fits the fluff, though. There are plenty of clever otters, sure, but no more so than the other species.


Also, considering the general lack of armor in the books, you might consider incorporating the defense bonus (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm) rules in addition to the E6 ones.
That's a good idea. I see this as a resource for DMs more than a separate system, but it might not be a bad idea to have a list of recommended variants and houserules.


As far as feats, I don't think you'll have to do much besides crafting some racial ones, which should be fun.

One last thing, which I may help on when I have the time, is racial substitution levels. E6 slightly restricts players options of customization, and I feel racial substitutions would help create more diversity. (e.g. the Hare monks especially prevalent in Lord Brocktree, I'm a big Stiffener fan)

I think feats could go a ways in allowing diversity; I was thinking about making one for hare boxers, maybe a tactical feat. I like your hare racial substitution levels and the Impressive Stature feat (though what do you think about it just straight up giving Powerful Build?). I still think the hare monk wouldn't be worth going all six levels (Improved Sunder, even if free, is pretty sucky), but it's a nice dip before fighter and warblade.

I included the feat and substitution levels in the appropriate sections, with credit noted.


I think your measurements are off... badgers, probably the largest animal you find, top out at 30 inches, not 60. (River otters can get up to 40 inches, but most of that is tail). On a related note, the continued use of "ft" as an abbreviation for...um... whatever it's replacing is rather confusing.

You're talking about the Redwall series here. Scale is wonky all over the damn place.
What he said. Really, badgers aren't a ton bigger than hares and otters and mice are dwarfed by all three. I'll remove the references to real-world measurements though, since they're just confusing. I'll use "squares" like 4e does.


Races look good, apart from perhaps an over-reliance on Charisma penalties.
I will look at them again; I tend to overuse Charisma and Wisdom penalties in my hombrew in general so I'll use a more critical eye this time.


As much as I love 'em, I'd hesitate to allow Tome of Battle classes in a no-magic setting-- they'll stand head, shoulders, and probably chest above any other melee class, especially when you cut out magical abilities. At the very least, remove the supernatural schools (Devoted Spirit, Desert Wind, and Shadow Hand). You want no supernatural abilities, not just no casting.

To balance the lack of magical healing, you probably want to boost the Heal skill a lot.

E6 does help out a bit. With a butload of feats, picking up a few maneuvers is entirely feasible. Desert Wind and Shadow Hand are definitely out. (Though some of the maneuvers might be reasonable as feats; Child of Shadow might be reasonable for a Marlfox, for instance.) Since HP is an abstraction, I think Devoted Spirit is fine since it's understandable as morale boosting a la White Raven.

I did give Heal some new uses with the healer role of Abbey Dweller. Even a one level dip will get you some decent healing ability. I think it'd also be reasonable to have poultices that work as potions of CLW or CMW, but require time and a heal check to apply.


One good way I've found to do mass battles is to steal "minions" from the 4e rules. I'm not sure how well they'd work in very low-levels, but I'd run them in higher-level games, and my players love it.

To convert any monster (preferably a simple one) to a minion:

One "good" hit kills it (ie, an attack, not just a "and I deal 2 damage to everything in the area" or an environmental effect)
Grant evasion and mettle.
Minions can't inflict critical hits, and they always deal average damage (to simplify rolling).

I think that's probably appropriate. I will include it when I get around to the list of suggested house rules.


There was another Redwall Homebrew thread (http://www.giantitp.com/forums/showthread.php?t=182689) a while back. I like the races from there better, IMHO. Still not so sure about the classes, or just what the hell to do with Bloodwrath, though.
I actually started this project in part because I didn't particularly like Antigamer's approach. (I particularly don't like races where you choose racial bonuses and penalties.) This is, I think, a matter of personal taste, but what could I do to improve the ones I have here in your opinion?


I might be wrong, but I seem to remember Voles being around as well. Also, are you planning on qualifying Marlfoxes and normal Foxes as a "vermin race"?
I don't think I'll make "vermin" a game term; there's no real fluff or balance reason to treat them as anything other than mammals. But yes, I'm including Marlfoxes and Foxes under vermin in the To Do list for brevity's sake.

Yitzi
2012-06-15, 05:41 AM
I don't think I'll make "vermin" a game term; there's no real fluff or balance reason to treat them as anything other than mammals.

Essentially, it's just the term used for mammals with a "usually evil" alignment entry.

SilentNight
2012-06-15, 10:50 AM
I think feats could go a ways in allowing diversity; I was thinking about making one for hare boxers, maybe a tactical feat. I like your hare racial substitution levels and the Impressive Stature feat (though what do you think about it just straight up giving Powerful Build?). I still think the hare monk wouldn't be worth going all six levels (Improved Sunder, even if free, is pretty sucky), but it's a nice dip before fighter and warblade.

I included the feat and substitution levels in the appropriate sections, with credit noted.



Yeah, improved sunder was mostly because as far as I can tell ki strike (magic) has no use in this setting and I felt it was the only similar, balanced ability I could add, I might change it if I think of something else.

As far as impressive stature, I took the feat from the Dragonlance campaign setting and tweaked it a bit. It's originally for the Krynn minotaurs, a medium, +0 LA race. My only problem with powerful build for Hares is that there's no precedence of them wielding oversized weapons in the books. Although from a balance standpoint I don't see a huge problem with giving it to them at the expense of a feat, most of their racial bonuses are rather situational. Sort of a fluff vs. crunch question I suppose.

Kish
2012-06-15, 11:45 AM
Essentially, it's just the term used for mammals with a "usually evil" alignment entry.
If there are any races that are "Usually" any alignment in the Redwall books, rather than, "Always, and I mean absolutely no exceptions," they play a pretty minor role.

Yitzi
2012-06-15, 11:55 AM
Yeah, improved sunder was mostly because as far as I can tell ki strike (magic) has no use in this setting and I felt it was the only similar, balanced ability I could add, I might change it if I think of something else.

How about let them treat their unarmed attack as masterwork (so +1 to attack)?


If there are any races that are "Usually" any alignment in the Redwall books, rather than, "Always, and I mean absolutely no exceptions," they play a pretty minor role.

Point.

zegram 33
2012-06-15, 12:17 PM
Originally Posted by Kish

If there are any races that are "Usually" any alignment in the Redwall books, rather than, "Always, and I mean absolutely no exceptions," they play a pretty minor role.
thats a bit unfair.
before i stopped picking them up about 5 years ago there were quite a few examples of cats, rats, foxes, and the like being heroic or peaceful.

has he stopped that in the new ones? (i assume he's still cracking them out?)

Partysan
2012-06-15, 12:28 PM
thats a bit unfair.
before i stopped picking them up about 5 years ago there were quite a few examples of cats, rats, foxes, and the like being heroic or peaceful.

has he stopped that in the new ones? (i assume he's still cracking them out?)

He died, actually. But yes, I remember a sea rat who was pretty benevolent. I didn't read all of the books though, especially the newer ones, so I don't know whether that stopped at some point.

zegram 33
2012-06-15, 12:58 PM
ah
wow, i feel pretty douchebaggy now

John Cribati
2012-06-15, 02:06 PM
On one hand, we have searats turning on their captains and stuff. On the other, we have ferrets who were raised in the abbey and still turned out bad. On a mutant third hand, we have Folgrim the cannibal otter.

SilentNight
2012-06-15, 02:16 PM
How about let them treat their unarmed attack as masterwork (so +1 to attack)?



Perhaps a free Weapon Focus (Unarmed Strike)? Jeff, could you switch that in? Maybe title it Sure Strike?

GunbladeKnight
2012-06-15, 11:22 PM
I totally like this, though the only book I've read is Marlfox. Is there a chance there will be a Marlfox either monster or race?

EDIT: I should read all the replies first I guess...

Jeff the Green
2012-06-16, 05:33 AM
On one hand, we have searats turning on their captains and stuff. On the other, we have ferrets who were raised in the abbey and still turned out bad. On a mutant third hand, we have Folgrim the cannibal otter.

Yeah, I forgot Folgrim. Definitely one of the high low weird points of the series. Don't forget that there were also a number of evilish shrews, and I think a few traitorous mice, voles, and hedgehogs in there at some point. Also some decent, if not actually good vermin scattered throughout the later books.


Perhaps a free Weapon Focus (Unarmed Strike)? Jeff, could you switch that in? Maybe title it Sure Strike?

That could work, though it's still pretty paltry. It doesn't even quite make up for their 3/4 BAB. What do you think about granting either 1.5x Strength to damage or Intelligence to attack or damage or both?

Oh yeah, update: I'm working on more races (I can't believe I initially forgot squirrels) and finishing up the abbey dweller class. I'd love some input on the latter, because I'm not all that great with coming up with class features for meleers other than "+x to this, +y to that," which is boring.

I also dug out my old copies of the books. I don't think I've reread them since that bout of depression-nostalgia in high school. So I'm looking for new ideas in them. One is, I noted there are dormice here and there. Somewhere in my Latin and mammology classes I learned that dormice a)were eaten by the Romans dipped in honey and rolled in chopped nuts and b) are capable of limited autotomy (http://en.wikipedia.org/wiki/Autotomy). Think I should include either of those as a racial trait?

Edit 2:
Seriously, how could you bring yourself to eat this?
http://cellar.org/2003/dormouse.jpg
Dawwww!

SilentNight
2012-06-16, 10:46 AM
That could work, though it's still pretty paltry. It doesn't even quite make up for their 3/4 BAB. What do you think about granting either 1.5x Strength to damage or Intelligence to attack or damage or both?



Well, if you take a lvl 6 boxing Hare vs. a level 6 fighter, the Hare gets two attacks at +3/+3 via flurry of blows, while the fighter gets either +6/+1 or +4/+4/-1 with TWF. Free weapon focus boosts that to +4/+4. The Hare also only gets one less bonus feat, with the perk of getting access to stunning fist at 1st level.

To summarize, the boxing hare has one less feat, two less BAB and a d8 hit dice vs. the fighter. However, it gets two attacks at its highest attack bonus -1, +20ft. speed, +1+Int AC (admittedly with no armor), stunning fist, uncanny dodge and some situational save bonuses. Overall, I'd say it's fairly balanced, although I'd be interested to see other opinions.

I would like the 1.5 Str, but I feel like that's best represented by heavy, two-handed strikes, which boxing is definitely not about.

Jeff the Green
2012-06-20, 12:17 PM
This is not dead! I added red squirrels to races, Prehensile Tail to feats, changed moles a bit, and added Cluny's tail spike to weapons. I also put a changelog in the original post.

SilentNight
2012-06-20, 03:02 PM
Hey Jeff, would you mind taking out the improved sunder from the Boxing Hare and replacing it with this? (Please fix the syntax too a bit if you want, it doesn't quite flow)

Improved Military Training: A boxing Hare may select one weapon with which he is proficient per class level. These weapons count as special monk weapons and may be used in conjunction with a flurry of blows and other such abilities.

This ability replaces the standard monk's ki strike (magic) class feature.

Jeff the Green
2012-06-20, 03:03 PM
That's actually a really good idea. Changing it right now.

Grimsage Matt
2012-06-20, 03:03 PM
say Jeff The Green, mind if I try adapting a little something? First one will be a little supernatural, and links to the paladin, but the other one is Bager lord:smallbiggrin: Rage, lots of Rage.

Guardian of Redwall (Prestige Feat)

"I am that is, two mice within Redwall"

The Guardian of Redwall, is more then a abbey dweller. They are the inheritors of a sacred tradition, starting with Martin the warrior, possibly the greatest warrior Mossflower had ever seen. But he chose peace. But even in death, he reaches out, ready to protect the weak, and free the oppressed.
Required; BAB +0, non vermin, Chosen by the spirit of Martin the warrior (Also called up to DM)
Benefit; You were chosen to defend Redwall, and are starting on that journey. Your HD increases by 1 step, and your BAB equals your CR.

Protector of the Abbey (Prestige Feat)

You are a Guardian of Redwall that has triumphed over great adversity, and yet you realize that greater dangers lie ahead. And so as the abbey forms a shelter for those peaceful folk, you form the shield that drives danger from the abbey.
Required; BAB+3, Guardian of Redwall, must have risen over a great challenge not of physical power, but of character or integrity.
Benefits; You are a implacable defender. Those close to you take great heart, while foes fear your steely gaze. You gain a aura out to 20ft. Allies within the aura gain a Morale bonus to AC and saving throws equal to your Cha mod. You also gain a gaze attack. While your in a righteous rage, foes in 60ft that meet your eyes are shaken. If your CR is at least double theirs, they're panicked instead. They gain a will save DC (10+1/2 CR + Cha mod). This is a mind affecting fear effect.

Defender of Mossflower

You have defended mossflower from invaders and those that would enslave its people. You have journeyed far and wide, and have righted many wrongs, protecting the innocent and vanquishing evil. Only the lords of the darkness can act, and even then, they take your interference into consideration.

Required; Protector of the Abbey, BAB 6, Must have Vanquished many evils, not for personal glory, but because it was the right thing to do.
Benefits; You are among the greatest champions of justice that can be found in the mortal lands. Your weapons deal a extra 2d8 damage to evil creatures, and you gain a +10 bonus to intimidate and sense motive against evil creatures, and a +10 bonus to diplomacy with good creatures. You may also shroud yourself in a Archons Aura of Menace abillity 1/day for 2 rounds per CR.


Badger Warrior

Large, gruff and honorable, badgers are a boon ally, and a terrible foe. Badger warriors have learned to control and focus their fury, and believe the best way to protect their allies is to kill all the foes.
Required; Badger.
Benefits; Regardless of whatever class it was before, a Badger warrior may rage as a barbarian of their CR. While Raging, Power attack adds 2 damage per point of Attack bonus sacrificed for one handed weapons, and 3 points per point of sacrificed attack bonus for two handed weapons.

Bloodrager

Before a Badger can totally master their rage, they're overcome by it. However, this loss of control is a step on the road to the understanding of the self, not a conversion to evil.
Required; Rage 2/day, Iron will.
Benefits; Rage no longer has a duration. It lasts until all foes are dead. However, once all foes are dead, they must make a Will save DC (10+ Number of rounds raging) or consider their allies foes. They make the save once per round until they save. All of their Weapon hits are considered sunder effects against their armor, and the damage from power attack increases by 1 for one handed weapons, and 2 for two handed weapons (Total of +3 damage per -1 to attack for 1H weapons and +5 damage per -1 to attack for 2H weapons)

Badger Lord

Badger Lords have mastered their Rage. Their rage is a powerful weapon, but they can mostly stay aware during it.
Required; Bloodrager, Con 16, Iron will.
Benefits; The bonuses from the blood rage increase to +8 to str and con, and they are immune to mind affecting effects. While raging, they gain DR equal to their Con mod. They may also act normally during a rage, but their is a cost. They may rage for 3+Con mod rounds (Same as normal), but the rage doesn't have to end then. Each round however, they must make a Will save with a DC equal to (5+2 per round raging). The "safe" raging time counts as time spent raging. If they fail, they succumb to fury, and takes the normal limits for a rage, and considers allies enemies. They must make a Will save with a DC of (0+5 per two rounds raging) in order to end the rage.

Jeff the Green
2012-06-20, 03:16 PM
say Jeff The Green, mind if I try adapting a little something? First one will be a little supernatural, and links to the paladin, but the other one is Bager lord:smallbiggrin: Rage, lots of Rage.

I'm going to have to consider those when I'm less dingy; they have a fair number of effects and I think the prereqs of the first three need to be more specific.

Also, would everyone that submits stuff please format it? It's really hard for me to read it when it's not. You can use the stuff in the above posts as templates.

GnomeGninjas
2012-06-20, 03:30 PM
Red Squirrel

Medium Mammal (Squirrel): Red squirrels are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+2 Dexterity
Medium size: As Medium creatures, red squirrels have no special bonuses or penalties due to their size.
Red squirrel base land speed is 30 feet. Red squirrels also have a climb speed of 20 feet. Red squirrels have a +8 racial bonus on all Climb checks. They must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a red squirrel chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. A red squirrel retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Weapon Proficiency: Red squirrels are automatically proficient with shortbows and composite shortbows.
Racial Skills: A mouse character has a +2 racial bonus on Balance, Hide, and Tumble checks.
Favored Class: Ranger


You should fix that.

Jeff the Green
2012-06-20, 06:43 PM
You should fix that.

:smallredface: Yes, I should. And did. If anyone catches similar mistakes, please go ahead and let me know. I'm kind of bad at proofreading my own work.

JetThomasBoat
2012-07-03, 02:23 AM
I'll look at this more later, but I love the idea. Keep it up.

JetThomasBoat
2012-07-03, 02:38 AM
I'll look at this more later, but I love the idea. Keep it up.

Jeff the Green
2012-07-04, 07:28 AM
Alright, I'm back, with some new content! The Abbey Dweller class is complete, with healers gaining some new uses of the Heal skill, Warriors gaining maneuvers and stances (with elimination of some prerequisites), and chroniclers gaining knowledge to help their allies.

Also added are Otter Ranger substitution levels, which give the ability to fight with both a manufactured weapon and a good thick rudder, the otter javelin, and some new uses for skills.

I've been re-reading the books (up to The Bellmaker now), and I've got some more ideas coming up, including tactical and mystical feats, ways to make your badger the Lord of Salamandastron, and pygmy shrew swarms!

Zale
2012-07-04, 09:51 AM
Mole

Medium Mammal (Mole): Moles are subject to spells or effects that affect small mammals only, such as charm person or dominate person.
+2 Constitution, -2 Dexterity
As Medium creatures, moles have no special bonuses or penalties due to their size.
Mole base land speed is 20 feet. Moles also have a burrow speed of 10 feet. They cannot burrow into solid rock, but can move through just about any material softer than that. A mole usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.
Stonecunning: This ability grants a mole a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A mole who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a mole can use the Search skill to find stonework traps as a rogue can. A mole can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Tremorsense: Moles sense the location of anything that is in contact with the ground and within 30 feet. If no straight path exists through the ground from the mole to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.
Sturdy: Moles' carrying capacity is calculated as if it were a medium creature.
Racial Skills: A mole character has a +2 racial bonus on Knowledge (architecture and engineering), Listen, and Profession (builder) checks
Favored Class: Abbey Dweller




Medium Creatures that calculate their carrying capacity as medium creatures?

Jeff the Green
2012-07-14, 07:41 AM
Medium Creatures that calculate their carrying capacity as medium creatures?

That's an artifact from when moles were small. Fixed.

Also, I added two feats: Rolling Ball, which gives hedgehogs some new options, and Touch of Prophesy, which allows Martin or similar creatures to speak to you in your dreams. I also finally made the change suggested (http://www.giantitp.com/forums/showpost.php?p=13397279&postcount=9) by Grog_The_Giant and converted everything from feet to squares.

Finally, a note to all those seeing this for the first time: I'm absolutely serious about the title; I'd really like contributions and PEACHes, particularly the former. I'm still working on this, but my time and creativity are limited!

Grimsage Matt
2012-07-14, 05:46 PM
Guardian of Redwall (Prestige Feat)
"I am that is, two mice within Redwall"
The Guardian of Redwall, is more then a abbey dweller. They are the inheritors of a sacred tradition, starting with Martin the warrior, possibly the greatest warrior Mossflower had ever seen. But he chose peace. But even in death, he reaches out, ready to protect the weak, and free the oppressed.
Required; BAB +0, non vermin, Chosen by the spirit of Martin the warrior (Also called up to DM)
Benefit; You were chosen to defend Redwall, and are starting on that journey. Your HD increases by 1 step, and your BAB equals your CR.

Protector of the Abbey (Prestige Feat)
You are a Guardian of Redwall that has triumphed over great adversity, and yet you realize that greater dangers lie ahead. And so as the abbey forms a shelter for those peaceful folk, you form the shield that drives danger from the abbey.
Required; BAB+3, Guardian of Redwall, must have risen over a great challenge not of physical power, but of character or integrity.
Benefits; You are a implacable defender. Those close to you take great heart, while foes fear your steely gaze. You gain a aura out to 20ft. Allies within the aura gain a Morale bonus to AC and saving throws equal to your Cha mod. You also gain a gaze attack. While your in a righteous rage, foes in 60ft that meet your eyes are shaken. If your CR is at least double theirs, they're panicked instead. They gain a will save DC (10+1/2 CR + Cha mod). This is a mind affecting fear effect.

Defender of Mossflower
You have defended mossflower from invaders and those that would enslave its people. You have journeyed far and wide, and have righted many wrongs, protecting the innocent and vanquishing evil. Only the lords of the darkness can act, and even then, they take your interference into consideration.
Required; Protector of the Abbey, BAB 6, Must have Vanquished many evils, not for personal glory, but because it was the right thing to do.
Benefits; You are among the greatest champions of justice that can be found in the mortal lands. Your weapons deal a extra 2d8 damage to evil creatures, and you gain a +10 bonus to intimidate and sense motive against evil creatures, and a +10 bonus to diplomacy with good creatures. You may also shroud yourself in a Archons Aura of Menace abillity 1/day for 2 rounds per CR.


Badger Warrior
Large, gruff and honorable, badgers are a boon ally, and a terrible foe. Badger warriors have learned to control and focus their fury, and believe the best way to protect their allies is to kill all the foes.
Required; Badger.
Benefits; Regardless of whatever class it is, a Badger warrior may rage as a barbarian of their CR. While Raging, Power attack adds 2 damage per point of Attack bonus sacrificed for one handed weapons, and 3 points per point of sacrificed attack bonus for two handed weapons. If they were a Barbarian, they may rage 1 extra time per day.

Bloodrager
Before a Badger can totally master their rage, they're overcome by it. However, this loss of control is a step on the road to the understanding of the self, not a conversion to evil.
Required; Rage 2/day, Iron will, Badger Warrior.
Benefits; Benefits; The bonuses from the blood rage increase to +8 to str and con, and they are immune to mind affecting effects. While raging, they gain DR equal to their Con mod. They may rage for 3+Con mod rounds "safely", but the rage doesn't have to end then. Each round after that however, they must make a Will save with a DC equal to (5+2 per round raging). The "safe" raging time counts as time spent raging. If they fail, they succumb to fury, and consider allies enemies. They must make a Will save with a DC of (0+5 per two rounds raging) in order to end the rage.



Badger Lord
Badger Lords have mastered their Rage. Their rage is a powerful weapon, but they can mostly stay aware during it.
Required; Bloodrager, Con 16, Base Will Bonus +2
Benifits; Rage no longer has a duration. It lasts until all foes are dead. However, once all foes are dead, they must make a Will save DC (10+ Number of rounds raging) or consider their allies foes. They make the save once per round until they save. All of their Weapon hits are considered sunder effects against their armor, and the damage from power attack increases by 1 for one handed weapons, and 2 for two handed weapons (Total of +3 damage per -1 to attack for 1H weapons and +5 damage per -1 to attack for 2H weapons)

Not entirely sure how to format 'em, but heres two idea in aslightly more polished form. A Abbey dweller paladin prestige feat chain, and a Badger rager prestige feat chain.

Jeff the Green
2012-07-16, 04:34 AM
Grimsage Matt, I've been thinking about those, and I'm really not comfortable with them.


Guardian of Redwall is too powerful: part of the E6 thing is that if you want that iterative attack you have to take only full BAB classes, and giving an extra HD could seriously mess some things up.
Protector of the Abbey and Defender of Mossflower reference a character's CR, which isn't appropriate. They're also likewise too powerful for feats.
I'm afraid the badger feats are also too powerful or else don't work all that well. Armor normally can't be sundered, Power Attack already has enough boosts, and the way it's been set up eventually a Bloodrager/Badger Lord will be unable to stop raging.


If you want to revamp them, I'll look at them again; otherwise, I've been working on some feats that fill the same niche.

Martintheblade
2012-08-02, 02:50 AM
I'm actually working on my own D20 Redwall system but I want to add a morale standing which makes me think of adding the Star Wars Saga CT scale. As well as a heavy importance on time traveling and rations. The other thing is classes. I'm having a lot of problems squaring the classes correctly. E6 may just be that kind of answer. Although D10 may be an equally good option honestly. Anyways I have a number of races built that are based off Pathfinder if you're interested in taking a peak. I honestly need to read over your classes some more I'm just so tired I'll do it when I'm not so sleepy. In the mean time it seems like a lot of good ideas! : D