PDA

View Full Version : [Race] One of Many: The Hest-Caste



Fax Celestis
2008-02-10, 08:04 PM
The Hest
http://img.photobucket.com/albums/v216/FaxCelestis/WoodSpider_by_dark_stardragon.jpg

The Hest were not originally part of the Many: they are a convergent species, and have become part of the hivemind. While most of the Many are derived from antlike stock, the Hest are derived from arachnoid stock. Now, they are part of the worker-caste of the Many. They stand on four legs and have four arms and are capable of spinning great webs. While fully upright, they are nearly four feet tall. The Hest take care of the young of the Many. Unlike most of the lesser castes, the Hest have subcastes, denoted--as usual--by their eye color. Those of the Mind caste have yellow eyes, are psionically capable, and temper young to the hivemind. Those of the Spirit caste have green eyes, are capable of seeing into the spirit world, and train the young physically. Those of the Pride caste have black eyes and cull the weak and slow-to-develop from the young.

Hest Player Characters
20' land speed, 20' Climb speed. Hest-caste also enjoy a +8 racial bonus to climb checks and do not lose their Dexterity bonus to armor class while climbing. They can also use the run action while climbing.
Medium: Hest are medium size.
Vermin: As vermin, Hest are immune to spells and effects that specifically target humanoids.
Darkvision to 60'
Natural Attack: Hest-caste have a bite attack that deals 1d6 damage. Upon a successful bite attack, a Hest-caste can inject a potent venom. This has a Fortitude save DC of 11 + Con mod, and has an initial and secondary damage of 1d3 Dexterity damage. This is usable three times per day.
Eight Eyes: Hest have eight eyes and enjoy a +4 bonus to Spot checks.
Four Arms: Hest have four arms, and thus can take the Multiweapons Fighting feat instead of the Two-Weapon Fighting feat. Hest-caste do not qualify for the Multiattack feat without additional natural attacks.
Four Legs: Hest have four legs, and as such gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or climbing (but not when flying, riding, or otherwise not standing firmly on the ground or grasping a surface). As quadrupedal creatures, a Hest's weight limits are multiplied by 1.5.
Racial Hit Dice: Hest start with two vermin HD and are therefore considered 2nd level characters. This gives them 2d8 HP, base saves of Fort +3, Ref +0, Will +0, a base attack bonus of +1, and 5x(2+Int) skill points. Their class skills are Autohypnosis, Balance, Climb, Heal, Hide, Jump, Listen, Move Silently, and Spot. Unlike most vermin, Hest are not mindless
Hive Mind: All Hest within 30' of a Mil, Dant, or Hest are in constant telepathic communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are.
Web: Hest can create an effect similar to a web spell once per day, though it is entirely nonmagical. Treat the Hest's caster level as 1/4 its HD (minimum 1) when determining its effects.
Subcaste: Hest are divided into three subcastes: Mind, Spirit, and Pride. Each caste has a separate set of benefits as listed below.
Mind Caste:
+2 Intelligence, -2 Charisma
Naturally Psionic: Mind-caste are significantly naturally psionic and start with two bonus power points.
Improved Hivemind: Mind-caste improve the range of their Hive Mind ability to 60', and are capable of communicating with any creature of the Many that has the Hive Mind or Hive Mind Dependent abilities.
Spirit Caste:
+2 Dexterity, -2 Wisdom, +2 Charisma
Naturally Psionic: Spirit-caste are naturally psionic and start with one bonus power point.
Psi-Like Ability: Astral caravan - 1/day
Pride Caste:
+2 Strength, -2 Intelligence, +2 Wisdom
Psi-Like Abilities: Offensive prescience, claws of the beast - 1/day
Automatic languages: Common, Terran
Bonus Languages: Auran, Aquan, Ignan
Favored Class: Telepath (Mind-caste), Medium (Spirit-caste), or Soulknife (Pride-caste)

Krimm_Blackleaf
2008-02-10, 08:49 PM
"Ironically, they're actually related more to our elephants than our spiders."

I like these, like a native, spidery, psionic versions of Formians. Very good monsternoids to throw at PC's.

jagadaishio
2008-02-10, 09:38 PM
I'm not so sure about its lack of level adjustment. Normally anything with more than two arms intended as a player race, even if it already has racial hit dice, has a level adjustment. It's just such a huge bonus for anything going the multiple weapon route.

Fax Celestis
2008-02-10, 10:03 PM
I'm not so sure about its lack of level adjustment. Normally anything with more than two arms intended as a player race, even if it already has racial hit dice, has a level adjustment. It's just such a huge bonus for anything going the multiple weapon route.

Diopsids have four arms and are LA +1. Thri-kreen have four arms and the nonpsionic version is 2 RHD, LA +1 and still have things like a +30 bonus to jump checks, four claws and a bite, and venom. These guys got nothing on thri-kreen.

Not to mention that Vermin HD suck.

jagadaishio
2008-02-10, 10:09 PM
Diopsids have four arms and are LA +1. Thri-kreen have four arms and the nonpsionic version is 2 RHD, LA +1 and still have things like a +30 bonus to jump checks, four claws and a bite, and venom. These guys got nothing on thri-kreen.

Not to mention that Vermin HD suck.

You make a very convincing case. I'm now satisfied that you balanced their multiple arms.

D Knight
2008-02-10, 10:29 PM
hey Fax i have seen all your new races and they look like fun stuff for the dm of any group to have as a way to get things back on track or to do a TPK if the group is just uncooperative. also kep the good work up i really enjoy all home brew you make.