Fun with awakened rats [Archive] - Wizards Community

Post/Author/DateTimePost
faghter_hero

04-22-08, 06:15 PM
Inspired by threads like http://forums.gleemax.com/showthread.php?t=1016269 , and Savage Species, I've decided to put some time into making little walking, talking civilized versions of D&D rats. (Not the same as the anthropomorphic table at the end of SS. These are actual Tiny rats, bubonic plague and all.) The crazy magic kind that are already showing up in monster manuals. These are creatures affected by a powerful version of the Awakening spell, passed down through generations.

Base creatures are:
Ash Rats (MM2)
Cranium Rats (FF, but I use psionics from EPH)
Dire Rats (MM1)
Moon Rats (MM2)

Ash Rats
What could be better than a squealing little ball of smoke that runs around setting everything it touches ablaze? How about that same ball of smoke with a tiny quarterstaff, screaming for your blood as it tries to wreck you with Inflict spells? Or a miniature flaming Druid? Try not to step on his Animal Companion...

Awakened rat universal traits:
Tiny size
Magical Beast traits (low-light vision)
Darkvision 60’
Speech (su): Awakened rats speak 1 native language, and any others granted by the Speak Language skill. Int. penalties associated with the base race are removed. If this ability is somehow negated or removed, the creature takes a -8 Int. penalty. The penalty cannot drop the Int. score below 2. Rats have annoying screechy voices that can make imps sound like baritones. Beware of awakened rat Bards.
Hands (ex): Awakened rats have opposable thumbs and may handle Tiny objects without difficulty. The creatures usually walk upright and are considered bipedal. Reverting to all fours adds 10 ft. to an awakened rat’s base speed, and requires two free hands.
+2 AC (size)
+1 AC (natural armor)
+8 Hide (size)
-8 Grapple (size modifier)
Toughness as racial feat
Druid as an additional favored class
+1 ECL (+1 CR)

Awakened Ash Rat traits
Abilities: Str -4, Dex +8, Con +0, Int +0, Wis +2, Cha -6
Climb speed 20’ (+8 climb)
Dex to Climb skill
+8 to Hide checks in smoky areas (racial)
Fire subtype (ex): see MM2, p.25
Flame Spit (su): see MM2, p.25
Fire Heal (ex): see MM2, p.25
Heat (ex): An Ash Rat is covered in fire except at the hands and feet. Creatures struck by an Ash Rat’s melee attack or contact its hide take 1d2 Fire damage, and flammable objects must make a Ref save (DC 10) or catch fire. An Ash Rat is able to suppress this ability at will for up to a total of 2 hours a day, but takes 1 damage per round after that.
Smoky Hide (ex): An Ash Rat’s hide gives off thick smoke that grants it partial concealment at all times (20% miss chance). Suppressing Heat also suppresses Smoky Hide.
Favored classes: Cleric, Rogue
Native language: Ignan

Armor treatment: Ash Rats can craft armor and clothing that is alchemically treated so fire from their Heat ability passes right through it. In all other aspects, treated armor has the effect of Endure Element against fire exposure.
Faint abjuration; CL 1; Craft Magic Arms and Armor, Endure Elements; Price +1000 gp

Society
Ash Rat societies are usually small villages or thorps, or they can form as a network of “hearth brothers” living in the furnaces or stoves of much larger civilized creatures. These societies are divided by tribal bloodlines and disputes over the control of holy sites. Governments tend to be ruled by a council of elders, the most distinguished warriors, or an inefficient combination of both. Among hearth brotherhoods, the oldest members are always in charge.
Unlike normal Ash Rats, intelligent Ash Rats pose less of an overt danger to civilized societies, since they recognize the benefits of leeching off the fires of larger creatures. Some are willing to trade extremely fine metalwork with humanoid cultures for coal and mineral spirits, going as far to work with human smiths in exchange for living in the furnace (and a regular salary, of course).
Every community is highly individualistic, and has one trade or profession it considers itself the master of. The most common among Ash Rats are alchemy, blacksmithing, cooking (although Ash Rat food is mostly coal, charcoal, and oil), and masonry. These rats become Rogues instead of Experts, distinguishing themselves by any means necessary.

Religion
Pockets of underground oil and natural gas can vent to the surface and catch fire, burning for thousands of years. This rare phenomenon is sacred to Ash Rats, who build temples and entire communities around such fires. Fire cultists maintain the temple, feed regular offerings of incense to the flames, and perform fire bathing rituals.
Temple architecture consists of a central domed chamber with a burn pit for holy flames, surrounded by four, six, or eight rooms decorated with art objects and hundreds of tiny oil lamps. Walls are made of simple dry stones, heated until they fuse into a solid mass. This traps smoke and fumes inside the building, coating every surface in soot. Ash Rats don’t seem to be affected, but other species in a fire temple suffer effects of environmental smoke.
The rats worship the Great Blaze, a gigantic ball of multicolored intelligent flame they believe exists beneath the whole earth, and sacred fires are extensions of it. According to fire cultists, the Blaze created the world out of elemental fire, and continually consumes it. Fire is responsible for change, which the rats say is the force that sets the world into motion, gives life to Ash Rats, and will one day destroy everything. Evil characters attracted to the cult’s apocalyptic aspects become Black Flame Zealots. The Great Flame is a Chaotic Neutral deity whose domains are Chaos, Destruction, Fire, and Summoner.

Ash Rat Fire Cultist
2nd lvl NPC Cleric
HP: (2d8+7) (16 hp)
Init: +3
Speed: 20 ft./Climb 10 ft.
AC: 26 (+2 size, +1 deflection, +3 dex, +7 half plate, +2 shield, +1 natural), touch 16, ff 21
BA/Grapple: +1/-8
Attacks: Flame spit +4 ranged touch, tiny mwk heavy crossbow +5 ranged (50 bolts), tiny quarterstaff +0 melee
Damage: Flame spit (1d4 fire), tiny mwk heavy crossbow (1d6+1), tiny quarterstaff (1d3-1/1d3-1 bludgeoning)
Face/Reach: 2.5 ft. x 2.5 ft.
Special attacks: Flame spit, heat, elemental turning (fire, 1/day), rebuke undead (1/day), smite (+4 atk, +2 dmg, 1/day), spells
Qualities: Darkvision 60’, fire heal, fire subtype (fire immune, 2x cold), hands, low-light vision, smoky hide, speech, spontaneous casting (inflict)
Domains: Destruction, Fire
F/R/W: +5/+5/+6
Abilities: Str 9, Dex 16, Con 14, Int 10, Wis 17, Cha 6
Skills: Climb +7, Heal +7, Hide +7 (+15 in smoky areas)
Feats: Lightning Reflexes, Toughness
Prepared spells:
0: Detect Magic, Light, Read Magic, Resistance
1: Cure Light Wounds, Protection from Law, Shield of Faith
Domain: Burning Hands/Inflict Light Wounds
Alignment: Any Chaotic, usually Neutral
Equipment: Tiny half plate armor (treated), tiny heavy steel shield, tiny mwk heavy crossbow, holy symbol (obsidian figurine), tiny quarterstaff, ring of Protection +1 (worn as circlet)
CR: 3

Ash Rat Sapper
1st lvl NPC Druid/2nd lvl NPC Rogue
HP: (1d8+2d6+6) (17 hp)
Init: +10
Speed: 30 ft./Climb 20 ft.
AC: 22 (+2 size, +6 dex, +2 leather, +1 shield, +1 natural), touch 19, ff 16
BA/Grapple: +3/-6
Attacks: Flame spit +9 ranged touch, tiny mwk longbow (60 arrows) +9 ranged, tiny mwk rapier +9 melee
Damage: Flame spit (1d4 fire), tiny mwk longbow (1d4+1), tiny mwk rapier (1d3 piercing, 18-20)
Face/Reach: 2.5 ft. x 2.5 ft.
Special attacks: Flame spit, heat, sneak atk (+1d6), spells
Qualities: Darkvision 60’, evasion, fire heal, fire subtype (fire immune, 2x cold), hands, low-light vision, nature sense, smoky hide, speech, spontaneous casting, trapfinding, wild empathy
F/R/W: +3/+8/+3
Abilities: Str 8, Dex 23, Con 13, Int 14, Wis 12, Cha 4
Skills: Climb +19, Craft: Alchemy +8, Craft: Metalwork +8, Hide +19 (+27 in smoky area), Jump +1, Move Silently +11, Open Lock +12, Profession: Blacksmith +7, Spot +7, Tumble +11
Feats: Improved Initiative, Toughness, Weapon Finesse: Rapier
Prepared spells:
0: Detect Magic, Guidance, Resistance
1: Entangle, Faerie Fire, Produce Flame
Equipment:
Ash of mistletoe (Druid focus), tiny leather armor (treated), tiny mwk longbow, tiny mwk rapier, tiny mwk wooden shield, 60 tiny arrows, 3 Potion of Invisibility, 2 Potion of Bull’s Strength
Animal Companion: Salamander (as lizard, nonmagical), or Tiny Monstrous Scorpion
CR: 4

Ash Rat Evoker
1st lvl NPC Wizard
HP: (1d4+4) (6 hp)
Init: +6
Speed: 30 ft./Climb 20 ft.
AC: 19 (+2 size, +6 dex, +1 natural), touch 19, ff 13
BA/Grapple: +0/-10
Attacks: Flame spit +6 ranged touch, tiny heavy crossbow +6 ranged (50 bolts), tiny club -2 melee
Damage: Flame spit (1d4 fire), tiny heavy crossbow (1d6 piercing), tiny club (1 bludgeoning)
Face/Reach: 2.5 ft. x 2.5 ft.
Special attacks: Flame spit, heat, spells
Qualities: Darkvision 60’, fire heal, fire subtype (fire immune, 2x cold), hands, low-light vision, smoky hide, speech, school specialization: Evocation; forbidden schools: Enchantment, Necromancy
F/R/W: +3/+6/+4
Abilities: Str 6, Dex 22, Con 13, Int 15, Wis 14, Cha 4
Skills:
Concentration +5, Climb +18, Hide +18 (+26 in smoky areas), Spellcraft +6
Feats: Great Fortitude, Scribe Scroll, Toughness
Prepared spells:
0: Acid Splash, Detect Magic, Flare
1: Burning Hands, Magic Missile x2
Equipment: Tiny club, tiny heavy crossbow, tiny spellbook (Acid Splash, Dancing Lights, Detect Magic, Light, Flare, Burning Hands, Color Spray, Magic Missile), spell pouch (scaled to backpack size, strapped to back), 50 tiny bolts, 4 scrolls of Mage Armor, 2 potions of Cure Light Wounds, 1 oil of Darkness, 1 potion of Resist Cold 10
CR: 2
In Ash Rat society, Wizards do not receive formal training. Most of their knowledge is stolen from other species by hearth dwellers living in Wizard communities. Spellbooks are sometimes copied onto ceramic tablets since paper and parchment catch fire so easily.

Ash Rat Elder
1st lvl Aristocrat (Old)
HD: 1d8+3 (7)
Init: +5
Speed: 30 ft./Climb 20 ft.
AC: 21 (+2 size, +5 dex, +3 studded leather, +1 natural), touch 17, ff 16
BA/Grapple: +0/-11
Attacks: Tiny armor spikes, flame spit +6 ranged touch, tiny scimitar
Damage: Tiny armor spikes (1 piercing), flame spit (1d4 fire), tiny scimitar (1 slashing)
Face/Reach: 2.5 ft. x 2.5 ft.
Special attacks: Flame spit, heat
Qualities: Darkvision 60’, fire heal, fire subtype (fire immune, 2x cold), low-light vision, smoky hide
F/R/W: +0/+5/+2
Abilities: Str 4, Dex 20, Con 10, Int 16, Wis 11, Cha 8
Skills: Diplomacy +5, Climb +17*, Hide +17 (+25 in smoky areas), Knowledge: Local +7, Knowledge: History +7, Sense Motive +5, Spot +3
Feats: Negotiator, Toughness
Equipment: Tiny malachite tiled mask (50 gp), tiny noble’s outfit (treated), tiny obsidian staff (150 gp, nonmagical), tiny scimitar, tiny spiked studded leather armor (ceremonial, treated)
CR: 2
DebiHuman

04-23-08, 01:01 AM
First, you technically can't awaken an ash rat because it is a magical beast and not an animal or tree as per the awaken spell.

Second, I can't tell what hit dice you used or how you arrived at hit points. Ash rats use 1d10 but your Ash rat elder uses 1d8. I wasn't sure about the others. I assume that you were substituting class HD for monster HD but you should mention it. More importantly you should show how you arrived at each creature's hit points. I'm not crazy about giving +2 HP bonus as a racial feature. In that case they should simply have Toughness as a bonus feat and get the +3 hit points.

Third, all Tiny creatures have a +8 bonus to Hide. Do ash rats gain an additional +8 bonus to Hide in smoky areas? If so, you need to fix some of your skill sections.

Fourth, what size are the weapons? If they are using Tiny weapons, it needs to be stated in statblock.

Armor treatment: Ash Rats can craft armor and clothing that is alchemically treated so fire passes right through it. In most aspects, treated armor is no different than untreated armor of the same type, but any fire resistance and fire immunity bonuses granted by the armor are ignored. It is fireproof, but not immune to other heat effects from spells (such as Heat Metal) or environmental exposure, nor can it protect the wearer from these things (for example, if the wearer has an untreated cloth undershirt, it will catch fire). Armor treatment adds 50% of the item’s base price to the final cost.

Having fire pass through armor and equipment is an odd mechanic. Why not just have the alchemical treatment act like an endure elements spell? It makes sense since endure elements is a first level druid and clerical spell and its duration is 24 hours. I also found it odd that not one of your sample creatures had Craft (Alchemy) as a skill.

Debby
faghter_hero

04-23-08, 02:48 AM
First, you technically can't awaken an ash rat because it is a magical beast and not an animal or tree as per the awaken spell.
It's a more powerful epic level version of the spell, using the Suspension of Disbelief and Do Crazy Things for Fun spell seeds. The spell affects Animals, Plants, Magical Beasts, Outsiders, Elementals, Vermin, trade goods, ale, and gold pieces.

Second, I can't tell what hit dice you used or how you arrived at hit points. Ash rats use 1d10 but your Ash rat elder uses 1d8. I wasn't sure about the others. I assume that you were substituting class HD for monster HD but you should mention it. More importantly you should show how you arrived at each creature's hit points. I'm not crazy about giving +2 HP bonus as a racial feature. In that case they should simply have Toughness as a bonus feat and get the +3 hit points.

The d8 comes from character class. The +2 hp comes from the 1/4 of a d10 which was the base HD (I round down from 2.5). I use a less powerful version of the Ash Rat that's more consistent with the base animal (which is Tiny and uses 1/4 of a d10), and it's easier to do +2 which is the max roll on the first HD anyway. But Toughness would be better since it can be taken multiple times anyway, which I completely forgot about.

Third, all Tiny creatures have a +8 bonus to Hide. Do ash rats gain an additional +8 bonus to Hide in smoky areas? If so, you need to fix some of your skill sections.
The +8 racial bonus to hide goes to smoky areas. The +8 size bonus to Hide is something I must have missed.

Fourth, what size are the weapons? If they are using Tiny weapons, it needs to be stated in statblock.
Weapons are Tiny, that's why the quarterstaff does 1d3 damage, for example. If they weren't scaled down I'd have mentioned penalties and you'd see bigger damage dice, but I can still list them as Tiny.

Having fire pass through armor and equipment is an odd mechanic. Why not just have the alchemical treatment act like an endure elements spell? It makes sense since endure elements is a first level druid and clerical spell and its duration is 24 hours.

Endure Elements would protect the armor, but then the armor would suffocate much of the flames. The flames need to breathe without destroying the armor, the rats themselves have no need of enduring fire, and other Tiny creatures that wear the armor thinking they will get some kind of protection need to get ironically singed instead.

I also found it odd that not one of your sample creatures had Craft (Alchemy) as a skill.

The sapper can take maxed Profession: Blacksmith, Craft: Alchemy, and Craft: Metalwork. I don't have time now, but I'll fix it later.
faghter_hero

04-23-08, 11:41 AM
Edits are up.
DebiHuman

04-23-08, 07:32 PM
All your creatures are missing Grapple.

Full Attack is missing. I suspect you are using a 3.0 statblock instead of 3.5.

Debby
faghter_hero

04-25-08, 12:21 PM
All your creatures are missing Grapple.

Full Attack is missing. I suspect you are using a 3.0 statblock instead of 3.5.

Debby

Forgot MMII was 3.0 edition when I made the template for the stat block.

Edits are up.
DebiHuman

04-25-08, 01:29 PM
Okay some more errata:

I included the bonus for the Toughness feat in every case. I wasn't sure how you arrived at the HP numbers but this is what I got.

Ashrat Cultist
Hit Dice: (2d8+4 and 3) (16 hp)
AC is missing Dex bonus. Armor Classshould be 26, Touch 16 and Flat-footed should be 20
Damage from mwk heavy crossbow should be 1d6-1 (str penalty to damage but you do not apply a str bonus to bows)


Ashrat Sapper
Hit Dice (1d8+1 and 2d6+2 and 3) (17 hp)

Ashrat Evoker
Hit Dice (1d4+1 and 3) (6 hp)
Damage from heavy crossbow should be 1d6-2 (as above)

Ashrat Elder
Hit Dice (1d8 and 3) (7 hp)

I'm really liking these little guys :)

Debby
ragoftag

04-25-08, 07:26 PM
Intriguing direction you have taken here, may have to use these guys.

As for the Awaken not working on Magical beasts, a GM fiat could bypass this. I grant Magical beasts a +10 to that Save.
faghter_hero

04-30-08, 05:45 PM
Awakened Cranium Rat
Racial stats:
Str: -8
Dex: +6
Con: +4
Int: +0
Wis: +4
Cha: +2
+3 PP/day at 1st lvl (racial)
Diminutive size
+4 AC (size)
-12 Grapple (size)
+12 Hide (size)
Outsider Traits (can’t be resurrected normally except by True Resurrection, Limited Wish, Wish, and similar spells; no need to eat or sleep)
Extraplanar Subtype (native plane: Outlands)
Mind Blast (su): 60’ cone, target makes Will (DC 13) or is stunned for 1d4 rounds; useable 1/day
Hive Mind (su): All Cranium Rats within 50 miles of the Conclave, or a superior such as a Taskmaster, are in constant communication with it. Cranium Rats in the same encounter group are also in constant communication with one another. If one rat is in danger, they all are. If one is not flat footed, none of them are.
Packmind (su): See below
Scent (ex)
Favored class: Psion
ECL: +1

Packmind(su): A group of 4 or more Cranium Rats linked by their Hive Mind ability automatically creates a Packmind, a collective consciousness that grants special bonuses to all Cranium Rats in the group. During a Cranium Rat’s turn, it may cast a spell from the list as a Sorcerer of the indicated level and spell save DC. All rats use the same list, drawing from the Packmind’s allotment of spells per day instead of their own. If the number of rats is reduced to 3 or less, the Packmind is destroyed, but it returns with the same spells remaining if more rats join the group later.

Merge Packmind (su): As a full round action, two Lesser Packminds can combine into a single Average Packmind, and two Average Packminds can combine into a single Greater Packmind, as though the Packmind with the most remaining spells per day had gained new levels. Likewise, a Greater Packmind whose supporting number of rats is reduced too far experiences the equivalent of level loss. Packmind bonuses do not stack.

Lesser Packmind: 4-7 Cranium Rats
Bonus: +2 Int. (insight), Awareness, Telepathy, Mind Blast usable once/2 turns, Mind Blast DC +1

Average Packmind: 8-15 Cranium Rats
Bonus: +4 Int. (insight), Cold resist 10, Telepathy, Mind Blast usable at will, Mind Blast DC +3
CL: 4th lvl Sorcerer
Spell save DC: 11 + spell lvl
Spells/day: 6/7/3
Spells known: 6/3/1
0: Daze, Detect Magic, Flare, Mage Hand, Open/Close, Prestidigitation
1: Charm Person, Expeditious Retreat, Magic Missile
2: Mirror Image

Greater Packmind: 16 or more Cranium Rats
Bonus: +8 Int. (insight), Cold immune, PR 16, SR 26, Telepathy, Mind Blast usable at will, Mind Blast DC +9
CL: 10th lvl Sorcerer
Spell save DC: 14 + spell lvl
Spells/day: 6/7/7/7/6/3
Spells known: 8/5/4/3/2/1
0: Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Open/Close, Prestidigitation, Read magic
1: Charm Person, Expeditious Retreat, Magic Missile, Ray of Enfeeblement, Shocking Grasp
2: Blur, Knock, Mirror Image, See Invisibility
3: Fireball, Lightning Bolt, Slow
4: Contagion, Fire Shield
5: Hold Monster

Optional – Packmind Casting: Instead of letting the individual Cranium Rats use the spells, the Packmind requires full focus to operate. This means more than one Cranium Rat must take a full round action to cast a single spell, the spell is not cast until the final rat’s turn, and the number of rats depends on the spell’s level. For example, with a Greater Packmind, casting Charm Person requires 8 rats to take a full round action for their turns (provoking an AoO each time), whereas casting Hold Monster requires all 16. The CL is still determined by the size of the Packmind, it is not changed by casting lower level spells.
Spell Level / Number of Rats:
0 / 4
1-2 / 8
3-5 / 16
Another option is every rat in the group has to take a full round action to cast one Packmind spell. This is severely limiting, but much more in line with the Cranium Rats in the Fiend Folio.

Optional – Psionic Packmind: A Psionic Packmind functions mostly the same, except it takes levels of Psion instead of Sorcerer. The bonuses remain the same, except Spell Resistance is at 16 and Power Resistance increases to 26. The available spells per day are replaced with its own PP reserve, and its spells known are replaced with Powers appropriate for its level. (Cranium Rats can only use the reserve to pay for the Packmind’s Powers, as though it were a psionic item.) Psionic Packminds, like most individual Cranium Rats, are typically Shapers.
Reserves:
Average: 19 PP
Greater: 108 PP
Sample powers known (Greater Packmind, Shaper):
1: Astral Construct, Deceleration, Detect Psionics, Inertial Armor, Mind Thrust
2: Cloud Mind, Concussion Blast, Energy Push
3: Body Adjustment, Greater Concealing Amphora, Ectoplasmic Cocoon, Energy Burst, Eradicate Invisibility
4: Empathic Feedback, Energy Adaptation, Personality Parasite, Quintessence
5: Crystallize, Ectoplasmic Shambler, Psionic True Seeing, Psychic Crush

Society
Awakened Cranium Rats live in extensive underground Hive cities, found all over the planes, often reaching multiple planes at once. Each city is controlled by a Conclave, consisting of hundreds of Cranium Rats acting as a single monarch, who guard an ethereal embodiment of the Hive’s entire collective mind, which is treated like a god. A typical Hive has a population of about 25,000 rats, the equivalent of a metropolis on the Material Plane. The Conclave uses a combination of brainwashing, torture, and psionic domination they call thought control to prevent unwanted thoughts from polluting the Hive Mind.
The Cranium Rats practice strict eugenics, resulting in a complex caste system. The most prominent castes are Drones, Workers, Taskmasters, and the Conclave, which have a hierarchy in that order, though thousands of specialized castes outside the hierarchy exist (these can be represented by applying templates or custom prestige classes). Every caste is a slave to its superiors, and the Conclave itself is a tool of the Hive Mind.
Non-Cranium Rats in conquered areas are considered thralls, who are outside the caste system entirely. Occasionally the rats will take thralls into the Hive and breed them for susceptibility, but most live on the surface acting as a cover for the will of the Hive. They are subjected to thought control programs like the rest of the Hive, but their inability to join the Hive Mind makes them expendable and suspicious.
Thralls are typically humanoids who have been bred within the Hive for a pliable mindset, then subjected to a lifetime of indoctrination until a Taskmaster is ready to claim it. Most are so brainwashed they don’t even realize that they are Thralls, acting as sleeper agents for an invasion of Cranium Rats.
Cranium Rat Clerics worship the Hive Mind, having access to the Domination, Evil, Law, and Mind domains.

Relations with other races
While Cranium Rats generally make enemies out of every single race they encounter, they have a particular distaste for Mind Flayers. Mind Flayers compete for the same resources as Cranium Rats, targeting enthralled villages for harvests because the citizens are so easily manipulated, which would not be a problem except that the Aberrations are resistant to psionics. Some are intelligent enough to uncover the Hive and trace it to other enthralled resources, and may blow its cover if they are not hunted down and slaughtered. Certain Hive Minds are experimenting with captured Flayers in an attempt to forcibly integrate them, with a crude surgical procedure called “metatrepanation.” Meanwhile the Mind Flayers behave as though awakened Cranium Rats were entirely beneath their notice, but carry sets of extremely fine, pointed utensils in their mouths for scooping out oversized rat brains.

Society characteristics: Hive cities, absolute conclave rule (conclave is 200 cranium rats acting as a coordinating hive mind), caste system, organized Lawful tendencies

Cranium Rat Drone
Diminutive Magical Beast
1st lvl Commoner
HD: 1d4 + 4 (6)
Initiative: +2
Speed: 30 ft./Climb 20 ft.
AC: 17 (+4 size, +2 dex, +1 natural), touch 16, ff 15
BA/Grapple: +0/-15
Attack: Mind Blast, Diminutive Shortspear -3 melee (1d2-3 piercing, min. 1)
Full Attack: --
Space/Reach: 1 ft./0 ft.
Special Attacks: Mind Blast
Special Qualities: Darkvision 60’, Hands, Hive Mind, Low-light Vision, Packmind, Scent, Speech
F/R/W: +3/+2/+3
Abilities: Str. 5, Dex. 14, Con. 12, Int. 15, Wis. 16, Cha. 16
Skills: Climb +14, Hide +14, Listen +5, Spot +5
Feats: Alertness, Toughness
Equipment: Diminutive Peasant’s Outfit, Diminutive Shortspear
Alignment: Usually Neutral Evil
CR: 1

Drones are the unskilled labor force at the bottom of the Hive’s caste system. Drones are rarely seen in combat or outside the Hive, but they are useful to support Greater Packminds.

Cranium Rat Worker
Lvl 1 Expert NPC/Lvl 1 Psion (Shaper) NPC
Diminutive Magical Beast
HD: 1d6+1d4+7 (13)
Initiative: +3
Speed: 30 ft./Climb 20 ft.
AC: 22 (+4 size, +4 chain shirt, +3 dex, +1 natural), touch 17, ff 19
BA/Grapple: +0/-14
Attack: Diminutive Light Crossbow +7 ranged (1d3 piercing), Mind Blast
Full Attack: --
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Mind Blast, Psionics
Special Qualities: Darkvision 60’, Hands, Hive Mind, Low-light Vision, Packmind, Scent, Skill Transfer, Speech, Discipline: Metacreativity
F/R/W: +2/+3/+5
Abilities: Str. 6, Dex. 16, Con. 15, Int. 15, Wis. 12, Cha. 14
Skills: Climb +16, Concentration +6, Craft: Alchemy +7, Craft: Armorsmithing +7, Craft: Masonry +7, Craft: Weaponsmithing +7, Hide +20, Spot +2
Feats: Imprint Stone, Overchannel, Toughness
PP: 6
Powers: Astral Construct (1), Crystal Shard (1), Ecto Protection (1)
Equipment: Diminutive Artisan’s Outfit, Diminutive Artisan’s Tools, Diminutive Chainmail Shirt, Diminutive Crowbar, Diminutive Light Crossbow (30 bolts), Diminutive Manacles
Alignment: Usually Neutral Evil
CR: 2

Workers are the skilled labor caste, only slightly more valuable than Drones. Workers strictly coordinate Drone activities, and insure that groups of Drones never exceed 5 outside of combat without the approval of a Taskmaster. Because of Hive Mind and Telepathy abilities, one Worker can direct the actions of up to 5 Drones as if they were extensions of itself, like complicated fingers. If the Hive is threatened, Workers are trained to retreat and let the Drones do most of the fighting in groups of 20.

Skill Transfer (su): Using Psionic concentration, a Worker may transfer one of its skill bonuses to up to 5 Drones at a time, no more than 30 ft. apart from one another. This replaces the Drone’s original skill bonus. This ability continues until the Worker’s concentration is broken or expended.

Cranium Rat Overseer
Lvl 9 Lurk NPC/lvl 1 Psion (Shaper) NPC
Diminutive Magical Beast
HD: 9d6 + 1d4+13 (47)
Initiative: +11
Speed: 30 ft./Climb 20 ft.
AC: 25 (+4 size, +4 dex, +2 armor, +3 buckler, +1 deflection, +1 natural), touch 18, ff 18
BA: +6/+1
Grapple: -6
Attack: Mind Blast, +1 Diminutive Rapier +15 melee (1d2+1), +1 Diminutive Heavy Crossbow (1d4+1) +15 ranged
Full Attack: +1 Diminutive Rapier (1d2+1) +15/+10 melee
Space/Reach: 1 ft./0 ft.
Special Attacks: Augmented Attack, Mind Blast, Psionics, Psionic Sneak Attack (+2d6)
Special Qualities: Darkvision 60’, Evasion, Hands, Hive Mind, Initiative Boost, Low-light Vision, Lurk Augment, Packmind, Scent, Speech, Discipline: Metacreativity
F/R/W: +6/+7/+9
Abilities: Str. 10, Dex. 18, Con. 12, Int. 16, Wis. 12 , Cha. 16
Skills: Concentration +11, Climb +12, Hide +29, Listen +16, Move Silently +17, Spot +19, Tumble +17
Feats: Alertness, Great Fortitude, Improved Initiative, Overchannel, Psicrystal Affinity, Toughness, Weapon Finesse: Rapier
PP: 42
Available Augments: 12/day; Additional Sneak Atk, Unfocusing Strike, Solid Strike, Stunning Atk, Ignore Concealment, Mental Assault, Deceptive Strike, Reach Atk, Sneak Atk Undead
Lurk Powers:
1: Chameleon, Distract, Offensive Precognition
2: Cloud Mind, Detect Hostile Thoughts, Zone of Alertness
3: Greater Concealing Amphora, Eradicate Invisibility, Mental Barrier
Psion Powers: Astral Construct (1), Burst (1), Crystal Shard (1)
Equipment: Diminutive Belt of Giant Strength +4, +2 Diminutive Buckler, Diminutive Bracers of Armor +2, +1 Diminutive Heavy Crossbow, Psicrystal, +1 Diminutive Rapier, Ring of Protection +1 (worn as torc)
Psicrystal:
HD: 9d6+1d4 (34)
F/R/W: +3/+6/+9
AC: 20 (+4 size, +2 dex*, +4 natural), touch 16, ff 18
Abilities: Str. 1*, Dex. 15*, Con. –, Int. 11, Wis. 10, Cha. 10
Personality: Observant
Skills: Climb +10*, Concentration +12, Hide +23*, Listen +15, Move Silently +15*, Search +4, Spot +15, Tumble +15*
Special: Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, deliver touch powers, telepathic speech, flight
Alignment: Usually Neutral Evil
CR: 11
*During self-propulsion

Overseers serve as scouts, assassins, and secret police. In areas under Hive control, Overseers spy on subjects with hidden Psicrystals and report to enormous networks of rats, reaching straight to the Conclave.

Cranium Rat Taskmaster
5th lvl Psion NPC (Telepath)/5th lvl Thrallherd NPC
Diminutive Magical Beast
HD: 10d4 +23 (48)
Initiative: +2
Speed: 30 ft./Climb 20 ft.
AC: 20 (+4 size, +2 dex, +2 armor, +1 deflection, +1 natural), touch 16, ff 18
BA/Grapple: +4/-7
Attack: Mind Blast, +1 Diminutive Psychokinetic Heavy Crossbow +11 ranged (2d4+1), Diminutive Shortspear +5 melee (1d2-3 piercing, min. 1)
Full Attack: --
Space/Reach: 1 ft./0 ft.
Special Attacks: Mind Blast, Psionics
Special Qualities: Darkvision 60’, Hands, Hive Mind, Low-light Vision, Packmind, Psionic Charm, Psionic Dominate, Psionic Tattoos, Scent, Speech, Thrallherd, Discipline: Telepathy, +4 Psion Level
F/R/W: +4/+4/+10
Abilities: Str. 5, Dex. 14, Con. 14, Int. 16, Wis. 14, Cha. 19
Skills: Autohypnosis +14, Climb +10, Concentration +15, Diplomacy +12, Hide +14, Intimidate +12, Psicraft +16
Feats: Chain Power, Combat Manifestation, Inquisitor, Quicken Power, Toughness, Twin Power
PP: 88
Powers: (as 9th lvl Psion)
1: Psionic Charm, Inertial Armor, Energy Ray, Entangling Ectoplasm, Mindlink, Mind Thrust
2: Biofeedback, Brain Lock, Ego Whip, Share Pain
3: Body Adjustment, Energy Bolt, Crisis of Breath, False Sensory Input
4: Correspond, Psionic Dimension Door, Psionic Dominate, Modify Memory, Trace Teleport
5: Metaconcert, Psychic Crush
Equipment: Diminutive Bracers of Armor +2, Diminutive Cloak of Charisma +2, Diminutive Noble’s Outfit, +1 Diminutive Psychokinetic Heavy Crossbow (60 bolts), Ring of Protection +1 (worn as torc), Diminutive Shortspear
Psionic Tattoos: 2 Body Adjustment, 1 Concealing Amphora
Thrall: 9th lvl Human Barbarian NPC (DMG 113)
Believers: 10 Cranium Rat Drones, 1 Cranium Rat Worker
Alignment: Usually Lawful Evil
CR: 11
In the Hive, for every hundred Workers there is at least one Taskmaster coordinating all activities. Taskmasters are near the top of the caste system, designed by the Conclave to be the ultimate negotiator, and by extension, the ultimate slave driver. (Negotiation, as Cranium Rats see it, involves using Psionic Dominate or Ego Whip to eradicate the erroneous concept of “bargaining.”)
Taskmasters often follow in the wake of Overseers, bringing a personal entourage of Drones and Workers to sustain larger Packminds. They acquire Thralls who are the dominant race in the area. Once the Thralls are in place at a town or village, the Taskmasters move in.

Cranium Rat Conclave Cerebremancer
3rd lvl Psion NPC (Shaper)/3rd lvl Wizard NPC/9th lvl Cerebremancer NPC (15)
Diminutive Magical Beast
HD: 15d4 + 22 (70)
Initiative: +4
Speed: 30 ft./Climb 20 ft.
AC: 28 (+4 size, +6 dex, +3 armor, +2 deflection, +3 natural [+1 racial, +2 enhancement]), touch 20, ff 22
BA: +6/+1
Grapple: -9
Attacks: Mind Blast, Mwk Diminutive Heavy Crossbow +16 ranged (1d4+1), +1 Diminutive Rapier +8 melee (1d2-2, min. 1)
Full Attack: +1 Diminutive Rapier +8/+3 melee (1d2-2, min. 1)
Space/Reach: 1 ft./0 ft.
Special Attacks: Mind Blast, Magic, Psionics
Special Qualities: Darkvision 60’, Hands, Hive Mind, Low-light Vision, Packmind, Scent, Speech, Summon Familiar (Homunculus), Discipline: Metacreativity
F/R/W: +7/+10/+15
Abilities: Str. 4, Dex. 22, Con. 15, Int. 22, Wis. 16, Cha. 14
Skills: Concentration +20, Climb +14, Decipher Script +24, Hide +27, Knowledge: Arcana +24, Knowledge: Psionics +24, Psicraft +24, Spellcraft +24, Spot +12
Feats: Combat Casting, Combat Manifestation, Improved Counterspell, Maximize Spell, Scribe Scroll, Toughness, Quicken Power, Quicken Spell, Spell Penetration
PP: 150
Powers: as 12th lvl Psion (Shaper)
1: Astral Construct, Crystal Shard, Force Screen, Inertial Armor, Detect Psionics
2: Concussion Blast, Ego Whip, Inflict Pain, Psionic Repair Damage
3: Greater Concealing Amphora, Dispel Psionics, Energy Burst, Mind Trap
4: Aura Sight, Mindwipe, Psionic Freedom of Movement, Quintessence
5: Catapsi, Hail of Crystals, Psychic Crush, Psionic True Seeing
6: Aura Alteration, Crystallize, Psionic Disintegrate
Spells prepared: as 12th lvl Wizard
0: Detect Magic x2, Flare, Resistance
1: Alarm, Endure Elements, Magic Missile x2, Protection from Good
2: Bull’s Strength, Cat’s Grace, Invisibility, Mirror Image, Obscure Object
3: Dispel Magic, Fireball, Fly, Haste, Nondetection
4: Animate Dead, Contagion, Detect Scrying, Stoneskin
5: Cone of Cold, Hold Monster, Quickened Magic Missile, Wall of Force
6: Antimagic Field, Maximized Fireball
Equipment: Diminutive Amulet of Natural Armor +2, Diminutive Bracers of Armor +3, Diminutive Gloves of Dexterity +2, Diminutive Headband of Intellect +4, Mwk Diminutive Heavy Crossbow, Diminutive Metamagic Rod of Enlarge, +1 Diminutive Rapier, Ring of Protection +2 (worn as torc, upper right arm), Spellbook (All 0 lvl, Alarm, Animate Dead, Antimagic Field, Bull’s Strength, Cat’s Grace, Chain Lightning, Cone of Cold, Contagion, Detect Scrying, Dispel Magic, Endure Elements, Fireball, Fly, Haste, Hold Monster, Invisibility, Magic Missile, Mirror Image, Nightmare, Nondetection, Obscure Object, Protection from Good, Sleep, Stoneskin, Wall of Force)
Alignment: Always Lawful Evil
CR: 16

As the Conclave strives to master the secrets of thought, its members become skilled at the arcane and psionic arts. The Conclave itself consists of 300 Cerebrebremancers like this, thinking as one. Its goals are usually along the lines of total thought control, and the enslavement of every other race it comes into contact with.

Hive Mind of the Conclave
To represent the embodiment of the hive mind, apply the Ghost template (MM1, 117) to a Psionic Elder Brain (Lords of Madness, 145), except do not change the following: Type, HD, Con. score, and turn resistance. It does not gain the Rejuvination special ability. Instead of budding Brain Golems, the Hive Mind creates 9th lvl Astral Constructs which serve the same purposes, and look like giant headless Drones.
The Hive Mind is the collective consciousness of every awakened Cranium Rat that is part of the Hive. The Conclave itself, not the Hive Mind, performs the function of a leader or monarch, and the Hive Mind is revered as a god. It rarely gives orders or instructions on its own, but when it does, the entire Hive automatically obeys.
For an average sized Hive (around 25,000 rats), the Hive Mind of the Conclave loses 1 HD for every 1,000 rats destroyed. Every 1,000 rats lost beyond a total of 5,000 will cause it to lose a level of Psion. Destroying every single Cranium Rat in the Hive will destroy the Hive Mind. If the Hive Mind is destroyed, every awakened Cranium Rat that was part of the Hive loses all levels (HP is reduced to 2, or ¼ of a d8), and loses all psi-like, spell-like, and supernatural abilities (including Speech and Hands). After 2 months, the rats die mysteriously.

Typical Psion Powers Known (PP 423):
1: Defensive Precognition, Detect Psionics, Mind Thrust (DC 20), Psionic Charm (DC 20), Vigor
2: Body Equilibrium, Ego Whip (DC 21), Id Insinuation (DC 21), Psionic Levitate, Psionic Suggestion (DC 21), Read Thoughts (DC 21)
3: Body Adjustment, Body Purification, Dispel Psionics, False Sensory Input (DC 22), Mental Barrier
4: Intellect Fortress, Personality Parasite (DC 23), Psionic Dimension Door, Psionic Divination, Psionic Dominate (DC 23), Schism
5: Adapt Body, Mind Probe (DC 24), Psionic Plane Shift, Psychic Crush (DC 20), Shatter Mind Blank (DC 24)
6: Energy Wave (DC 25), Mass Cloud Mind (DC 25), Psionic Disintegrate (DC 25), Psionic True Seeing
7: Crisis Of Life (DC 26), Insanity (DC 26), Personal Mind Blank
8: Mind Seed (DC 27), Psionic Greater Teleport, True Metabolism
9: Apopsi (DC 28), Assimilate (DC 28), Microcosm, Psychic Chirurgery (DC 28).
faghter_hero

05-02-08, 08:21 PM
Okay some more errata:

I included the bonus for the Toughness feat in every case. I wasn't sure how you arrived at the HP numbers but this is what I got.

Ashrat Cultist
Hit Dice: (2d8+4 and 3) (16 hp)
AC is missing Dex bonus. Armor Classshould be 26, Touch 16 and Flat-footed should be 20
Damage from mwk heavy crossbow should be 1d6-1 (str penalty to damage but you do not apply a str bonus to bows)


Ashrat Sapper
Hit Dice (1d8+1 and 2d6+2 and 3) (17 hp)

Ashrat Evoker
Hit Dice (1d4+1 and 3) (6 hp)
Damage from heavy crossbow should be 1d6-2 (as above)

Ashrat Elder
Hit Dice (1d8 and 3) (7 hp)

I'm really liking these little guys :)

Debby

Didn't see this until recently. Edits are done.

I haven't changed crossbow damage because I can't find anything that says crossbows count as bows and Str. penalties apply. Unlike shortbow and longbow descriptions, there is nothing indicating applying a Str. penalty. Was there errata on this?
DebiHuman

05-03-08, 04:18 PM
Didn't see this until recently. Edits are done.

I haven't changed crossbow damage because I can't find anything that says crossbows count as bows and Str. penalties apply. Unlike shortbow and longbow descriptions, there is nothing indicating applying a Str. penalty. Was there errata on this?

From the SRD

Projectile Weapons
Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.



Debby
ragoftag

05-03-08, 07:24 PM
Hmmmm....as it specifically designates 'light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows' as projectile weapons, it should probably be read as excluding crossbows based on the later and specific wording of: 'a bow or a sling'. Better wording would be nice. Speaking from experience, the only strength involved in crossbows is in drawing the string to ****, or maybe in holding it steady.
faghter_hero

05-04-08, 03:54 AM
If the SRD says bows and slings, and doesn't also say "crossbows," or say "projectile weapons" since bows and crossbows were the projectile weapons mentioned, then no str. penalty for crossbow damage. I don't really want to argue about this, so if you want to have bows=crossbows in your campaign you can change it yourself.
DebiHuman

05-04-08, 10:22 AM
If the SRD says bows and slings, and doesn't also say "crossbows," or say "projectile weapons" since bows and crossbows were the projectile weapons mentioned, then no str. penalty for crossbow damage

Unfortunately, this is contradicted by the following notation:

"A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow." [this is found under Basics, Strength rather than under weapons].

The implication seems to be that the penalty applies to all bows and to slings but the bonus only applies to composite shortbow, composite longbow and slings. That said, this is only my interpretation of the rules.

It's not really a big deal. Adjust your campaign the way interpret the rules. If crossbows in your campaign don't have a penalty for low strength then don't add it. If they do, just adjust accordingly. As long as you rule consistently, it's never going to be a problem. :surrender

Now, since that's done, have you seen these Kobold weapons?
http://64.223.12.31/default.asp?x=dnd/we/20060420a

The double heavy crossbow is wicked. Even resizing it for the Ashrat cultist is nasty. Of course, the cultist would have to have an exotic weapon feat rather than lightning reflexes, but it may be worth a look.

Also, the cranium rats are creepy. I haven't played with psionics in my games. I'm not familiar with the rules, otherwise I'd give you some feedback.

Debby