Pleh
2018-07-31, 03:06 PM
First off, I did try to search Formians as a playable race and there was already a thread on the subject from 2012 (http://www.giantitp.com/forums/showthread.php?262202-A-Formian-Problem), but it doesn't quite go far enough for me.
I have to admit, I have a special fondness for the Formians and want them to be a Material Plane, Playable Race, LA+0 element of my games.
So let's do it. I'll throw together where I think it's about right and you guys get to pick it apart and decide how well you think it works. If you guys have any other resources from people already having done something similar that I failed to find, I'm more than happy to look into that content as well.
With no further ado, let's get's started.
Hive Mind belongs to the Queen alone. Other Formians only benefit when within her range.
Formian Worker - Minions! Inspired by Goblins and Kobolds
+2 Str, +2 Dex, -2 Int, -2 Cha - Strong and fast for a character their size, but they aren't used to having to think for themselves or relate to others outside of the hive mind.
Small Size, with all that implies.
Base Speed of 30ft, Climb Speed 10ft - They don't have full Spiderclimb as the supernatural ability, but their feet are built for climbing, so they get at least a little climb speed.
Darkvision 60ft - We're dropping all those Extraplanar resistances and immunities, so adding Darkvision for primarily subterranean creatures isn't breaking the bank.
Tool Claws: A Formian Worker's hands are chitinous claws, but not designed for combat or dealing damage. They act normally as hands for holding onto things and climbing, but they lack the fine motor manipulation to effectively wield weapons. They do provide an excellent grip for a +4 to Grapple checks.
Natural Weapon: Bite (1d4) - Their bite is more intended as a tool than a weapon, but since its effective at handling stone, it's about like wielding a non-weaponized pick in the hands of a commoner who works as a miner.
Stability: Formians have four legs, clawed feet, and climbing speed. The are at least as hard to push around as Dwarves are.
Race Skills: +8 Racial bonus to Climb. They may take 10 on climb checks even when distracted or threatened. +4 Racial Bonus to Craft Checks made to repair items
Hive Dependency: let's homebrew a bit; I'm aiming to create something similar to the Kobold's Light Sensitivity Formian workers do not have the Hive Mind quality. That's being reserved as a primary function of the Queen to provide communication between members of the Hive. At the start of every encounter that a Formian Worker is not in contact with their Queen's Hive Mind, they must make a Will Save or they will be Shaken for the rest of the encounter. This is a Mind Affecting Fear Effect, so allies can take precautions to encourage a Formian Worker Ally (such as a Paladin's Aura of Courage) and it can also be removed from the encounter with spells and abilities that remove fear.
Make Whole: Gain Mending at will as a spell like ability and 1/day Make Whole (as caster equal to your level) with a casting time of 10 minutes - I've never been a fan of character options that require multiple characters to function, so I've modified the Formian Make Whole so it can work with a single character. I like to imagine the fluff for this ability is that when the Formian Worker chews on stone or sand, they add supernatural saliva and the paste temporarily takes on properties similar to Shapesand. After it dries, the shapespit transmutes into a similar substance as the material it is bonded to.
Mute: Formians tend to communicate through pheromones and body language, paired with telepathy through their Queen's Hive Mind. They also tend to minimize communication so as to reduce the mental strain on their queen. They don't have vocal chords and their mouths couldn't form our words anyway, meaning they can understand basic speech, but they can't speak it. They have developed a Formian Sign Language, though most races don't bother to learn it as most cultures interacting directly with Formian civilization can communicate telepathically with the Queen or indirectly through her Myrmarch taskmasters. They can read and write as any other sentient creature can, but their hands aren't great at holding a writing utensil, so they usually employ "finger" painting to write.
Great Ally: borrowed from the Kenku in MM3 When successfully aided on a skill check or attack roll by an ally, or when aiding another, a Formian Work applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a Formian Worker gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
Formian Warrior - Reminds me of the Xenomorph. Inspired by Orcs, Bugbears, and Lizardfolk
+4 Str, +2 Con, -2 Int, -4 Cha - Built for one purpose: tearing enemies of the Queen to pieces. Outside of this singular calling and profession, they tend to be bad tempered and difficult to get along with.
Medium Size
40ft base speed - we'll pass on the climb speed since these guys aren't building or repairing housing structures like the workers are, but they'll get a race bonus to climb.
Normal Hands: Warriors, unlike Formian Workers, have hands comparable to other humanoids, with all the same advantages and disadvantages of the kind.
Darkvision 60ft
+2 Natural Armor bonus to AC - about as much as anyone seems to get short of LA increase or Dragon Mag, I'm a fan of the idea that their exoskeleton should be more than just for show, especially when they'd have such a hard time finding a pair of pants that fit them.
Natural Weapon: Sting (1d4) with Poison (Injury, DC 10 + Con mod + character level, 1d3 Str damage with no secondary damage) - So, to be a playable character, I don't want to use claw hands that substitute whatever weapons the player might want to use, especially when melee users need magic weapons anyway. Plus, a stinger on the end of your butt isn't exactly a great primary weapon by itself (you're ants, not wasps), it's a grappling weapon (look at real life ants and you see they very commonly bite to keep their targets from avoiding the sting). The notion is that this poison attack isn't very strong, but is a respectable backup whenever caught in a grapple. The weapon can be used freely whenever you're in a grapple and if the poison hits, it weakens the opponent, improving your odds of winning future grapples. You'll notice I've also tailored the poison to do less damage, but for its DC to scale with Level. Seems more appropriate to a PC character weapon that you get more opportunities to use it and it more gradually wears your enemy down.
Stability: As the Dwarven ability.
Race Skills: +4 to Climb and to Sense Motive (identifying threats is their most basic function, making them difficult to fool). They may take 10 on climb checks even when distracted or threatened.
Mute: Formians tend to communicate through pheromones and body language, paired with telepathy through their Queen's Hive Mind. They also tend to minimize communication so as to reduce the mental strain on their queen. They don't have vocal chords and their mouths couldn't form our words anyway, meaning they can understand basic speech, but they can't speak it. They have developed a Formian Sign Language, though most races don't bother to learn it as most cultures interacting directly with Formian civilization can communicate telepathically with the Queen or indirectly through her Myrmarch taskmasters.
Even though there is no ant that can survive apart from its colony, warrior ants tend to be better off than their worker counterparts when encountering enemies on their own. Ant species vary greatly, but many species of ant warriors will patrol the colony's territory solo, while the foragers almost never operate on their own.
Formian Taskmaster - ... that's not a race.
I don't particularly see the need for this to be a separate race now that I'm redefining the entire species to be LA+0 mortals of the material plane. I find it more likely that these are Formian Warriors who take levels in Psion for Telepathy and later progress into Mindbender as the psionic variant. Funny enough, the Taskmaster listed in the SRD has 6HD and the Psion should be able to meet the Mindbender's prereqs by 5th level, meaning the 6th level could be Mindbender granting them the 100ft Telepathy that would otherwise be hard to justify as a racial ability LA+0. The taskmasters often function as Hive Mind Range Amplifiers as the Queen can send her signal to Formians in her Taskmaster's range, but outside her own.
Formian Myrmarch - A princess in every castle. Inspired by Raptorans
No ability modifiers - mentally going over how I want to picture them, I see all their bonuses and penalties breaking even across the board. They're slender, but chitinous. Intelligent, but single minded. Leaders, but also followers.
Medium Size - No, your highness, that carapace doesn't make you look fat.
30ft base speed - Running is for peasants.
Normal Hands: Myrmarchs, unlike Formian Workers, have hands comparable to other humanoids, with all the same advantages and disadvantages of the kind.
Darkvision 60ft
Wing Aided Movement: +10 to Jump Checks
Flight: when a Formian Myrmarch reaches 5HD, her wings grow strong enough to give her 40ft Fly speed (Good Maneuverability) as long as she isn't Fatigued, Exhausted, or carrying a Medium or Heavy Load. She can fly for a number of rounds equal to her Constitution Modifier (minimum 1 round). It is possible to fly up to twice that long, but doing so leaves them Fatigued at the end of their flight. When she reaches 10HD, she no longer becomes Fatigued from flying and it is no more tiring than running or walking. Formian Myrmarchs that can fly may make Dive Attacks and may Run in a straight line while flying.
Stability: As the Dwarven ability.
Manipulator: +2 Racial bonus to Bluff, Diplomacy, Intimidate, and Sense Motive.
Budding Hive Mind: +1 Manifester Level for Telepathic powers.
Mute: Formians tend to communicate through pheromones and body language, paired with telepathy through their Queen's Hive Mind. They also tend to minimize communication so as to reduce the mental strain on their queen. They don't have vocal chords and their mouths couldn't form our words anyway, meaning they can understand basic speech, but they can't speak it (but see below). They have developed a Formian Sign Language, though most races don't bother to learn it as most cultures interacting directly with Formian civilization can communicate telepathically with the Queen or indirectly through her Myrmarch taskmasters.
Speak without Sound: Borrowed from Ghostwise Halflings Myrmarchs can communicate telepathically with any creature within 20 feet, just as if speaking. The halfling can only speak and listen to one person at a time, and he must share a common language with the other person or creature he speaks to telepathically, or the telepathic link fails.
Metamorphosis: A Myrmarch that reaches the 10th level of Mindbender may choose to become a Formian Queen, though doing so requires finding a secure location to transform into a large, immobile monarch and begin giving birth to a new nation of Formian workers and warriors.
Notes on their culture as I see it: Myrmarchs probably serve as Taskmasters while they're growing into a state that they could become a Queen, but it all depends on the temperament of the queen they serve. Sometimes a Queen will deliberately sabotage her myrmarchs so they can't become rivals to her territory, enslaving them as taskmasters for their entire lives. But the greatest threat to a Formian Queen is sometimes a Myrmarch that reaches metamorphosis, overpowering the colony hive mind and having the workers butcher her predecessor in her own chambers, only to supplant the ruler after the chambers have been cleaned and readied for the new monarch to take power. As a result, some Queens are careful to exile Myrmarchs that grow to a certain age, instructing her warriors to kill such threats found in her territory on sight. The most paranoid Queens might even kill Myrmarchs the moment they have developed enough to be identified (probably by their pupa stage when it becomes clear they are growing wings).
Finally, I'd probably make Formian Queen a Template rather than a race or class, with a prerequisite of being a Formian Myrmarch with 10 levels of Mindbender. But I'm less interested in the mechanics of playing an immobile, epic level monarch. Seems better for an NPC and at that point, you can just use the stats in the SRD for an NPC anyway. It's a little like becoming a Demi Lich in that "I'm super powerful, but I paid all my arms and legs to get it."
So, if you're still reading this, thoughts? PEACH and all that jazz.
This has been a fun afternoon's work in any case. Hope you've enjoyed reading as I've enjoyed writing.
I have to admit, I have a special fondness for the Formians and want them to be a Material Plane, Playable Race, LA+0 element of my games.
So let's do it. I'll throw together where I think it's about right and you guys get to pick it apart and decide how well you think it works. If you guys have any other resources from people already having done something similar that I failed to find, I'm more than happy to look into that content as well.
With no further ado, let's get's started.
Hive Mind belongs to the Queen alone. Other Formians only benefit when within her range.
Formian Worker - Minions! Inspired by Goblins and Kobolds
+2 Str, +2 Dex, -2 Int, -2 Cha - Strong and fast for a character their size, but they aren't used to having to think for themselves or relate to others outside of the hive mind.
Small Size, with all that implies.
Base Speed of 30ft, Climb Speed 10ft - They don't have full Spiderclimb as the supernatural ability, but their feet are built for climbing, so they get at least a little climb speed.
Darkvision 60ft - We're dropping all those Extraplanar resistances and immunities, so adding Darkvision for primarily subterranean creatures isn't breaking the bank.
Tool Claws: A Formian Worker's hands are chitinous claws, but not designed for combat or dealing damage. They act normally as hands for holding onto things and climbing, but they lack the fine motor manipulation to effectively wield weapons. They do provide an excellent grip for a +4 to Grapple checks.
Natural Weapon: Bite (1d4) - Their bite is more intended as a tool than a weapon, but since its effective at handling stone, it's about like wielding a non-weaponized pick in the hands of a commoner who works as a miner.
Stability: Formians have four legs, clawed feet, and climbing speed. The are at least as hard to push around as Dwarves are.
Race Skills: +8 Racial bonus to Climb. They may take 10 on climb checks even when distracted or threatened. +4 Racial Bonus to Craft Checks made to repair items
Hive Dependency: let's homebrew a bit; I'm aiming to create something similar to the Kobold's Light Sensitivity Formian workers do not have the Hive Mind quality. That's being reserved as a primary function of the Queen to provide communication between members of the Hive. At the start of every encounter that a Formian Worker is not in contact with their Queen's Hive Mind, they must make a Will Save or they will be Shaken for the rest of the encounter. This is a Mind Affecting Fear Effect, so allies can take precautions to encourage a Formian Worker Ally (such as a Paladin's Aura of Courage) and it can also be removed from the encounter with spells and abilities that remove fear.
Make Whole: Gain Mending at will as a spell like ability and 1/day Make Whole (as caster equal to your level) with a casting time of 10 minutes - I've never been a fan of character options that require multiple characters to function, so I've modified the Formian Make Whole so it can work with a single character. I like to imagine the fluff for this ability is that when the Formian Worker chews on stone or sand, they add supernatural saliva and the paste temporarily takes on properties similar to Shapesand. After it dries, the shapespit transmutes into a similar substance as the material it is bonded to.
Mute: Formians tend to communicate through pheromones and body language, paired with telepathy through their Queen's Hive Mind. They also tend to minimize communication so as to reduce the mental strain on their queen. They don't have vocal chords and their mouths couldn't form our words anyway, meaning they can understand basic speech, but they can't speak it. They have developed a Formian Sign Language, though most races don't bother to learn it as most cultures interacting directly with Formian civilization can communicate telepathically with the Queen or indirectly through her Myrmarch taskmasters. They can read and write as any other sentient creature can, but their hands aren't great at holding a writing utensil, so they usually employ "finger" painting to write.
Great Ally: borrowed from the Kenku in MM3 When successfully aided on a skill check or attack roll by an ally, or when aiding another, a Formian Work applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a Formian Worker gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
Formian Warrior - Reminds me of the Xenomorph. Inspired by Orcs, Bugbears, and Lizardfolk
+4 Str, +2 Con, -2 Int, -4 Cha - Built for one purpose: tearing enemies of the Queen to pieces. Outside of this singular calling and profession, they tend to be bad tempered and difficult to get along with.
Medium Size
40ft base speed - we'll pass on the climb speed since these guys aren't building or repairing housing structures like the workers are, but they'll get a race bonus to climb.
Normal Hands: Warriors, unlike Formian Workers, have hands comparable to other humanoids, with all the same advantages and disadvantages of the kind.
Darkvision 60ft
+2 Natural Armor bonus to AC - about as much as anyone seems to get short of LA increase or Dragon Mag, I'm a fan of the idea that their exoskeleton should be more than just for show, especially when they'd have such a hard time finding a pair of pants that fit them.
Natural Weapon: Sting (1d4) with Poison (Injury, DC 10 + Con mod + character level, 1d3 Str damage with no secondary damage) - So, to be a playable character, I don't want to use claw hands that substitute whatever weapons the player might want to use, especially when melee users need magic weapons anyway. Plus, a stinger on the end of your butt isn't exactly a great primary weapon by itself (you're ants, not wasps), it's a grappling weapon (look at real life ants and you see they very commonly bite to keep their targets from avoiding the sting). The notion is that this poison attack isn't very strong, but is a respectable backup whenever caught in a grapple. The weapon can be used freely whenever you're in a grapple and if the poison hits, it weakens the opponent, improving your odds of winning future grapples. You'll notice I've also tailored the poison to do less damage, but for its DC to scale with Level. Seems more appropriate to a PC character weapon that you get more opportunities to use it and it more gradually wears your enemy down.
Stability: As the Dwarven ability.
Race Skills: +4 to Climb and to Sense Motive (identifying threats is their most basic function, making them difficult to fool). They may take 10 on climb checks even when distracted or threatened.
Mute: Formians tend to communicate through pheromones and body language, paired with telepathy through their Queen's Hive Mind. They also tend to minimize communication so as to reduce the mental strain on their queen. They don't have vocal chords and their mouths couldn't form our words anyway, meaning they can understand basic speech, but they can't speak it. They have developed a Formian Sign Language, though most races don't bother to learn it as most cultures interacting directly with Formian civilization can communicate telepathically with the Queen or indirectly through her Myrmarch taskmasters.
Even though there is no ant that can survive apart from its colony, warrior ants tend to be better off than their worker counterparts when encountering enemies on their own. Ant species vary greatly, but many species of ant warriors will patrol the colony's territory solo, while the foragers almost never operate on their own.
Formian Taskmaster - ... that's not a race.
I don't particularly see the need for this to be a separate race now that I'm redefining the entire species to be LA+0 mortals of the material plane. I find it more likely that these are Formian Warriors who take levels in Psion for Telepathy and later progress into Mindbender as the psionic variant. Funny enough, the Taskmaster listed in the SRD has 6HD and the Psion should be able to meet the Mindbender's prereqs by 5th level, meaning the 6th level could be Mindbender granting them the 100ft Telepathy that would otherwise be hard to justify as a racial ability LA+0. The taskmasters often function as Hive Mind Range Amplifiers as the Queen can send her signal to Formians in her Taskmaster's range, but outside her own.
Formian Myrmarch - A princess in every castle. Inspired by Raptorans
No ability modifiers - mentally going over how I want to picture them, I see all their bonuses and penalties breaking even across the board. They're slender, but chitinous. Intelligent, but single minded. Leaders, but also followers.
Medium Size - No, your highness, that carapace doesn't make you look fat.
30ft base speed - Running is for peasants.
Normal Hands: Myrmarchs, unlike Formian Workers, have hands comparable to other humanoids, with all the same advantages and disadvantages of the kind.
Darkvision 60ft
Wing Aided Movement: +10 to Jump Checks
Flight: when a Formian Myrmarch reaches 5HD, her wings grow strong enough to give her 40ft Fly speed (Good Maneuverability) as long as she isn't Fatigued, Exhausted, or carrying a Medium or Heavy Load. She can fly for a number of rounds equal to her Constitution Modifier (minimum 1 round). It is possible to fly up to twice that long, but doing so leaves them Fatigued at the end of their flight. When she reaches 10HD, she no longer becomes Fatigued from flying and it is no more tiring than running or walking. Formian Myrmarchs that can fly may make Dive Attacks and may Run in a straight line while flying.
Stability: As the Dwarven ability.
Manipulator: +2 Racial bonus to Bluff, Diplomacy, Intimidate, and Sense Motive.
Budding Hive Mind: +1 Manifester Level for Telepathic powers.
Mute: Formians tend to communicate through pheromones and body language, paired with telepathy through their Queen's Hive Mind. They also tend to minimize communication so as to reduce the mental strain on their queen. They don't have vocal chords and their mouths couldn't form our words anyway, meaning they can understand basic speech, but they can't speak it (but see below). They have developed a Formian Sign Language, though most races don't bother to learn it as most cultures interacting directly with Formian civilization can communicate telepathically with the Queen or indirectly through her Myrmarch taskmasters.
Speak without Sound: Borrowed from Ghostwise Halflings Myrmarchs can communicate telepathically with any creature within 20 feet, just as if speaking. The halfling can only speak and listen to one person at a time, and he must share a common language with the other person or creature he speaks to telepathically, or the telepathic link fails.
Metamorphosis: A Myrmarch that reaches the 10th level of Mindbender may choose to become a Formian Queen, though doing so requires finding a secure location to transform into a large, immobile monarch and begin giving birth to a new nation of Formian workers and warriors.
Notes on their culture as I see it: Myrmarchs probably serve as Taskmasters while they're growing into a state that they could become a Queen, but it all depends on the temperament of the queen they serve. Sometimes a Queen will deliberately sabotage her myrmarchs so they can't become rivals to her territory, enslaving them as taskmasters for their entire lives. But the greatest threat to a Formian Queen is sometimes a Myrmarch that reaches metamorphosis, overpowering the colony hive mind and having the workers butcher her predecessor in her own chambers, only to supplant the ruler after the chambers have been cleaned and readied for the new monarch to take power. As a result, some Queens are careful to exile Myrmarchs that grow to a certain age, instructing her warriors to kill such threats found in her territory on sight. The most paranoid Queens might even kill Myrmarchs the moment they have developed enough to be identified (probably by their pupa stage when it becomes clear they are growing wings).
Finally, I'd probably make Formian Queen a Template rather than a race or class, with a prerequisite of being a Formian Myrmarch with 10 levels of Mindbender. But I'm less interested in the mechanics of playing an immobile, epic level monarch. Seems better for an NPC and at that point, you can just use the stats in the SRD for an NPC anyway. It's a little like becoming a Demi Lich in that "I'm super powerful, but I paid all my arms and legs to get it."
So, if you're still reading this, thoughts? PEACH and all that jazz.
This has been a fun afternoon's work in any case. Hope you've enjoyed reading as I've enjoyed writing.