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| R.M.G.C.L.F.08-30-04, 10:27 PM | As seen on Mystery Science Theater 3000 episode #3 of season 8, I give you, the creatures of THE MOLE PEOPLE Children of Ishtar Humanoid(Human) HD:1d8(4hp) Initiative:+0 Speed:30ft AC:13(+2 leather armor, +1 small metal shield) Attacks: Ceremonial sword+0 melee or whip+0 melee Damage: Ceremonial sword 1d6 (crit 20/x2), whip 1d2 subdual (crit 20/x2) Special Attacks: None Special Qualities: Light sensitivity, daylight vulnerability, low-light vision Saves:Fort+0,Ref+0,Will+2 Abilities:Str10,Dex11,Con10,Int10,Wis11, Cha11 Skills: Spot+2, Search+2, craft(weaponsmithing)+1, sense motive+1, hide+2, move silently+2 (children of Ishtar recieve a +1 racial bonus to spot and search checks due to their sensitive eyes, and six starting racial skill points. They suffer a -3 penalty to perform(dancing) checks and saving throws against fear) Feats: Exotic Weapon Proficiency(whip) _____________________ Climate/Terrain: Underground CR:1/4 Alignment: Often Lawful Evil Treasure: Standard, no wooden items Advancement: By Character The mole people are a race of humans dressed in loose-fitting burlap-like clothing with bizzare and amusing hats vaguely resembling things such as elven caps, spiked turtle shells, and pot roasts. They have deathly pale skin and widely enlarged pupils. Long ago the children of Ishtar in their entire civilization were cast into the darkness beneath the earth by an earthquake said to be brought about in the anger of their god, Ishtar. Over the centuries spent in the dim chemical and fungal light of the underground, their eyes became wide and sensitive, their skin pale and easily burned. Now they dwell beneath, in ignorance of any living world above, forever confined to the depths because of their fatal vulnerability to the sun. Combat: The children of Ishtar are both poorly trained and cowardly, attacking clumsily and fleeing at the first sign of danger. They usually get their slaves, the mole people, to hunt down and dispatch with real threats. Light Sensitivity(ex): The children of Ishtar take -1 penalty to attack rolls and armor class when in a radius of bright such as that of a daylight spell. The spineless hand-and-a-halfs usually flee from such light sources like small frightened children. Daylight Vulnerability(ex): The children of Ishtar are extremely vulnerable to bright light and UV rays. Each round spent in sunlight or a light source of equal intensity deals 1 damage to them. The mole people take double damage from all light-based damage effects, such as a searing light spell or a lantern archon's light rays. Marked Ones: The marked ones, thought to be cursed subhumans by the children of ishtar, are a rare throwback to their surface days. These have statistics identical to a normal human. Society: The Children of Ishtar have a tightly controlled society. Because if the limited food and resources, They must limit their population. Whenever they exceed their holy number of 180 humans, the excess are selected and prepared for their deaths. A female makes a terrible attempt at performing a ceremonial dance of such poor quality that it ensures the victims will greet their oncoming death with a great sense of relief. They are then lead out into an area where sunlight falls in through a shaft then locked out so they will shrivel and bake until they die, after which time they're bodies are taken back in by men wearing protective hoods to be disposed of. The Children of Ishtar have a combination of fear and reverence for sunlight, which they call the fire of Ishtar. A simply daylight spell will have them cowering in fear, and a caster who can use one may be intially thought a messenger of Ishtar. (All the preists of Ishtar are little power-hungry politicians, with no more than two levels in cleric the rest being aristocrat levels.) The Goddess Ishtar It is unknown whether Ishtar is an actual Goddess or if she is simply a diety made up by the priests to control the common people. For those of you who wish to include Ishtar as an actual goddess, she is a demigod, her domains are sun, earth, and law, her alignment is lawful neutral, and her portfolio includes sunlight, fire, earthquakes, caves, tunnels, and agriculture. http://images.tfaw.com/coverst/sm/s/silverscreenmolepeople.jpg Mole People Humanoids (Molefolk) HD:2d8+4(13hp) Speed: 30ft, Burrow 10ft AC:13(+2 natural,+1dex) Attacks: 2 claws+2 melee Damage: Claw 1d4+1 Face/Reach:5ft/5ft Special Attacks: None Special Qualities: Darkvision 60ft, Blindsight 10ft, Daylight blindness, Scent Saves:Fort+5,Ref+1,Will-2 (Mole people have been conditioned since birth to give in and submit and as a result have a -2 racial penalty to wills saves) Abilities:Str12,Dex13,Con15,Int11,Wis11, Cha6 Skills:Search+5, Listen+2, Knowledge(nature)+2, sense motive+1 (Mole people have earthcunning, an ability similar to the dwarven stonecunning, except that it applies to all earth-based structures, be they of stone, clay, or compressed soil) Feats: Endurance __________________ Climate/Terrain: Underground Organization: Solitary, Pair, dig(3-6), or command (4-8 plus 1-3 Children of Ishtar) CR:1/2 Alignment: Often Neutral Treasure: None Advancement: 3hd(medium) Before you labors a humanoid creature of strange and hideous visage. It's eyes are wide and multifaceted like those of a fly, its mouth a bizzare compounded mandible, its head is large and elongated at the cranium, and its hands end in wicked claws. The mole people are a slave race of the Children of Ishtar. These poor creatures are made to take on all the back-breaking hard labor in harvesting the fungi that are eaten and digging out the system of tunnels. When any attackers that pose any real threat are encountered it is the pitiful mole people who are sent on the front lines to dispose of them under threat of slow and painful death. Mole people have their wills broken as infants and are continually kept in line with constant lashings and threats of torture and death. They grow to accept their lot in life and endure the suffering it brings, losing all hope of freedom as they reach maturity. Mole people can understand undercommon and common, but have great difficulty speaking the latter. Learning to adjust their vocal cords speak common requires an additional skill point. Combat: Despite there subserviant nature, Mole people fight well. Unlike their cowardly masters they fight fiercely, bravely, and to the death. Daylight Blindness(ex): Sudden exposure to bright light blinds a mole person for 1 round. After that they still suffer a -1 morale penalty to all saves and skill checks and a -2 penalty to armor class and attack rolls. |
| R.M.G.C.L.F.09-16-04, 04:49 PM | bump |