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Thread: The Grebblits (Race)

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    PirateGirl

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    Default Re: The Grebblits (Race)

    So, grebblits ignore ranges for spells? That worth a few LA right there.

    This is what I was going to say but it's rather a moot point now:
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    Grebblit Response

    Quote Originally Posted by Cipherthe3vil View Post
    ... Because there ARE no living Grabbits.
    Well, that's just silly. What's happens if you cast true resurrection on one? The grebblit would be resurrected as the Magical Beast it started from. It may not be a "grebblit" per se, but it would be a living creature.
    they don't play with their food; they swoop in with knives and blades. The only boon is that the Grebblits prefer their meat fresh, and will keep their victims alive until they are cooked- cooked food tastes so much better to them.
    They need a weapon proficiency to use blades (Magical Beasts don't have it) and Undead creatures are only proficient with simple weapons so apparently grebblits use daggers. You should note the simple weapon proficiency in the grebblit's traits.

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    Apparently you've never heard of the many players who play evil characters.
    I've heard of munchkins too, but that doesn't necessarily mean it makes for a good game. Sure, I've played evil creatures too and they tend to turn on each other as that is the nature of evil. Nothing like watching the in-fighting to get the blood going. It has real friendship destroying potential (seen it, heard about it, read about too) that should not be taken lightly.

    My players would all want to play grebblit clerics just so they could try to rebuke each other for fun and profit. If they were high enough level, they'd cast true resurrect on each other for the sport of killing and remaking a new grebblit. The one with the most after 24 hours wins. Yeah, my players would try to do that. Worse, I'd let them. It's fun the first time. The second time, it starts to get mean. The only way to keep this in check is to make sure everyone is having fun with it and to end it promptly as soon as someone becomes the "easy" target. I prefer to DM not referee.

    Sorry for the spoiler but this was rather off topic.


    It does NOT contradict. Just because they lurk does not mean they must be slow, just because they are Small does not mean they have to be slow.
    I didn't say that they HAD to be slow. I was pointing out that Small creatures usually have a base speed of 20 ft. A fast small creature has a base speed of 30 ft. A small creature with a base speed of 40 ft that is also a lurker is just strange. To lurk is to move furtively; sneak. It's kinda hard to do that and be fast, just saying. Lurking is not ambushing. They are different things.

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    Cheetahs lie in wait for prey so they can catch them easier. They are fast but have no endurance. They don't ambush their prey because "they can"; it's because they have to or they starve. This creature is Undead so it isn't going to poop out after a short sprint. It may like to eat but because it is Undead it does not have to. This is more like a compulsion than an actual physical need for food, like a ghoul's hunger. Again, this is veering off-topic.


    Here's Rage: In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class,

    Here's Frenzied Blood: a grebblit gains extra damage equal to half his hit dice but he takes a -5 penalty to armor class. (You didn't mention whether this was a temporary bonus to damage or not).

    So, yeah it's a pastiche of rage, albeit with a different effect but with far less bonus and more far more penalty. If you hadn't gotten all bent out of shape over it, you would have realized this yourself. Note: the barbarian gains temporary hit points due to the Con bonus (which the grebblit can't have because it's Undead).

    A barbarian grebblit takes a whopping -7 penalty to AC while raging. Plus he gets no Con bonuses, is destroyed at 0 hit points, and is subject to turning. I think the penalties are outweighing the bonuses here. A grebblit ranger fares a lot better.

    Eating part of your enemy so you can track him down is cool but kinda gross. Only the grebblits can sense the mist this so the rest of the grebblit's party can't even get in on the ambiance, unless you are playing an all grebblit party. Since they only socialize with other grebblits, this make a lot of sense, though it mostly limits PCs to either play all grebblits. Might be hard to get group consensus for that but it might be a fun experiment.

    Blood Hunt is pretty good, just needs little tweaking to make it a bit more concise . It a shame the mist's effects on the victim are only visible to grebblit because it's a generally creepy effect that nobody gets to see. Oh well.... Also, you didn't mention how long the effect lasts. I'm guessing until either the target or the grebbit is dead.

    I think this wording may be more precise:

    Blood Hunt (Su): A grebblit who has tasted a creature always knows its general direction and can sense its presence. A blood-red mist, visible only to the grebblit, emanates from the tasted creature, marking it and foiling any disguise, illusion, and shapechanging effects. A grebblit can sense a tasted creature for up to a mile and can target it with spells, spell-like effects and supernatural abilities without line of sight or line of effect. The mist is a mental effect that only affects the grebblit. There is no save and no way to discover this effect, not even by magical or supernatural means. This lasts until either the target or the grebblit is dead.

    You have so much flavor in your text (pun intended) that it's a shame it isn't reflected in the grebblit traits. Here's the updated grebblit traits for ya (proofread, edited, and all that jazz):

    Grebblit Traits (Ex)
    • Small Undead (Augmented Magical Beast)
    • +4 Dex, +2 Str*
      *- this already factors strength penalties due to size.
    • Small Size
    • Land speed 40 ft.
    • Proficient with Natural Weapons and Simple Weapons
    • Natural Weapons: Grebblits have claws that deal normal claw damage for a creature of its size, and a bite attack that deals damage as if it was two size categories larger (i.e. claws do 1d4 points of damage and bite does 2d6 points of damage).
    • Taste of Death (Ex): A grebblit that has done melee damage to a creature can take a swift action to taste its blood, or savor a chunk of its flesh, so long as it could do so (i.e. a grebblit need to be able to lick its blade, or pick up a severed limb; bite attacks do this automatically).
    • Blood Hunt (Su): A grebblit that has tasted a creature always knows its general direction and can sense its presence. A blood-red mist, visible only to the grebblit emanates from the tasted creature, marking it and foiling any disguise, illusion, and shapechanging effects. A grebblit can sense a tasted creature for up to a mile and can target it with spells, spell-like effects and supernatural abilities without line of sight or line of effect. The mist is a mental effect that only affects the grebblit. There is no save and no way to discover this effect, not even by magical or supernatural means. This lasts until either the target or the grebblit is dead.
    • Skill Bonuses: A grebblit has a +2 racial bonus to the following skills: Intimidate, Jump, Listen, and Move Silently
    • [Automatic Languages: Common
    • Bonus Languages: Any
    • Favored Class: Ranger or Barbarian
    • Level Adjustment: +1


    P.S. I had realized I'd misspelled the creature's name in my earlier post so it's corrected here.

    Debby
    Last edited by Debihuman; 2012-06-24 at 12:46 PM.
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