Morph Bark
2012-08-27, 07:58 AM
This is one of the newest races for my campaign setting (http://www.giantitp.com/forums/showthread.php?t=251075): the hedgefolk! I have honestly never seen hedgehog-people before, neither in writing nor in artwork (except for one picture of Redwall fanart, not fitting for my purposes, plus in Redwall they're still animals rather than human-sized), which is one reason they're pretty unique, I'd say. There's still a lot to be filled in on them, both mechanically on the bloodlines and fluff-wise on nearly everything but the basics that I got down. These are things that I'd really like some suggestions for, so feel free to come out and help me flesh out this race!
If you're interested in more info on the world of Ymaggion, please check out the campaign setting. (Or check it out and THEN become interested in it!) Four races have already been put up earlier: the humans, dwarves, jotun (http://www.giantitp.com/forums/showthread.php?t=253022) and the angels (http://www.giantitp.com/forums/showthread.php?t=252925).
The Hedgefolk
The hedgefolk are an odd case. They are certainly not new to this world, though they are sometimes thought to be, but this is because they are reclusive. They are known to be the guardians to the gates of Hell, both the going in and coming out, but the way in which they do this differs per tribe. Some are allies of the fiends, others staunch enemies. They paint themselves when going into battle and their tribes can be read off the colour and patterns of their battle paint.
~ Niccholas Siruber Shadoso, professor in Study of Creatures Exotic and Arcane at the Tsjiruese Academy for the Otherworded Arts
http://fc07.deviantart.net/fs51/f/2009/307/c/3/Porcupine_shaman_by_jdillon82.jpg
Image by JulieDillon (http://juliedillon.deviantart.com/) of DeviantART
-2 Dexterity, +2 Wisdom hedgefolk have great perception, but arent very agile
Medium size
20' movement. However, hedgefolk 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)
Humanoid (hedgefolk) type.
Darkvision 60'.
Bloodline: All hedgefolk select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
Hedgefolk receive the Run feat as a bonus feat.
Weapon Training: Hedgefolk receive the Weapon Group Proficiency (maces and clubs) (http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#weaponGroupMacesandClubs) as a bonus feat.
Spines: Hedgefolk backs are covered in prickly spines. Anyone attempting to grapple a hedgefolk takes 1d4 points of damage each round from these spines. Due to these spines, armor needs to be specially made for them. Armor made specifically for a hedgefolk costs twice as much as normal (exluding masterwork price and enhancements).
Hellguard: Hedgefolk possess a +2 racial bonus on saves against electricity effects, fire effects and poison.
+2 racial bonus to all Iaijutsu Focus and Intimidate checks. Hedgefolk may also make Knowledge (forbidden lore) (http://www.giantitp.com/forums/showthread.php?p=13670382) checks untrained. Hedgefolk also get one bonus starting language known, picked up from their brief contact with people from Ymaggion.
Automatic Languages: Infernal. Bonus Starting Languages: Chyptic, Dwarven, Jotun, Komul, Roι-Allon, Stamarian, Tsumian, Valtherese.
Favored Classes:
Bloodlines
Earthscourge
+2 Strength
Additional Favored Class:
Hellscourge
+2 Constitution
Additional Favored Class:
Earthspeaker
+2 Intelligence
Additional Favored Class: Wu Jen.
Hellspeaker
+2 Charisma
Hellspeakers have a +2 bonus to Bluff and Diplomacy against all outsiders with the evil subtype.
Hellspeakers are immune to ingested poisons.
Additional Favored Class: Shugenja.
If you're interested in more info on the world of Ymaggion, please check out the campaign setting. (Or check it out and THEN become interested in it!) Four races have already been put up earlier: the humans, dwarves, jotun (http://www.giantitp.com/forums/showthread.php?t=253022) and the angels (http://www.giantitp.com/forums/showthread.php?t=252925).
The Hedgefolk
The hedgefolk are an odd case. They are certainly not new to this world, though they are sometimes thought to be, but this is because they are reclusive. They are known to be the guardians to the gates of Hell, both the going in and coming out, but the way in which they do this differs per tribe. Some are allies of the fiends, others staunch enemies. They paint themselves when going into battle and their tribes can be read off the colour and patterns of their battle paint.
~ Niccholas Siruber Shadoso, professor in Study of Creatures Exotic and Arcane at the Tsjiruese Academy for the Otherworded Arts
http://fc07.deviantart.net/fs51/f/2009/307/c/3/Porcupine_shaman_by_jdillon82.jpg
Image by JulieDillon (http://juliedillon.deviantart.com/) of DeviantART
-2 Dexterity, +2 Wisdom hedgefolk have great perception, but arent very agile
Medium size
20' movement. However, hedgefolk 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)
Humanoid (hedgefolk) type.
Darkvision 60'.
Bloodline: All hedgefolk select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
Hedgefolk receive the Run feat as a bonus feat.
Weapon Training: Hedgefolk receive the Weapon Group Proficiency (maces and clubs) (http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#weaponGroupMacesandClubs) as a bonus feat.
Spines: Hedgefolk backs are covered in prickly spines. Anyone attempting to grapple a hedgefolk takes 1d4 points of damage each round from these spines. Due to these spines, armor needs to be specially made for them. Armor made specifically for a hedgefolk costs twice as much as normal (exluding masterwork price and enhancements).
Hellguard: Hedgefolk possess a +2 racial bonus on saves against electricity effects, fire effects and poison.
+2 racial bonus to all Iaijutsu Focus and Intimidate checks. Hedgefolk may also make Knowledge (forbidden lore) (http://www.giantitp.com/forums/showthread.php?p=13670382) checks untrained. Hedgefolk also get one bonus starting language known, picked up from their brief contact with people from Ymaggion.
Automatic Languages: Infernal. Bonus Starting Languages: Chyptic, Dwarven, Jotun, Komul, Roι-Allon, Stamarian, Tsumian, Valtherese.
Favored Classes:
Bloodlines
Earthscourge
+2 Strength
Additional Favored Class:
Hellscourge
+2 Constitution
Additional Favored Class:
Earthspeaker
+2 Intelligence
Additional Favored Class: Wu Jen.
Hellspeaker
+2 Charisma
Hellspeakers have a +2 bonus to Bluff and Diplomacy against all outsiders with the evil subtype.
Hellspeakers are immune to ingested poisons.
Additional Favored Class: Shugenja.