"Larks" (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
CelineSSauve

02-18-08, 03:26 PM
"Larks" (named after first member of the Species the PCs cross paths with)
Favoured Class: Bard
LA: Larks are not subject to a Level Adjustment, instead all PC Larks must begin with 1 HD in Lark (they may decide not to "mature" their character past the first stage of maturity) and can not substitute this HD with a level in a PC Class. As per usual, Lark HDs stack with Character Classes to determine total XP required for advancement.

HD 1
+2 Cha -2 Con
Medium Magical Beast (4-6 feet long)
HP: 10 (Max of d10)
Speed: 30 ft.
Natural Weapons: 2 Claw attacks (1d4+Str bonus)
Special Qualities: Low-Ligth Vision, Natural Born Singer
Skill Points: {2+Int}*{4}
Racial Skills: Spot, Listen, Perform (Sing, Oratory, Dance), Sense Motive, Diplomacy, Intimidate, Heal, Survival.
One Feat.

HD 2
+2 Wis
Medium Magical Beast (6-8 feet long)
HP: d10
Speed: 30 ft; fly 60 ft. (average)
Natural Weapons: 2 Claw attacks (1d4+Str bonus); Horns (1d8+Str bonus) {both are primary, but only the Horns may be used during a charge and the Horns may only be used to brace against a charge (as a spear) and not in regular melee combat}

HD 3
+2 Cha
Large Magical Beast (8-10 feet long.)
[+8 Str, -2 Dex, +4 Con, +2 Natural Armor, -1 AC/Attack, +4 Grapple, -4 Hide. Reach does not increase {still 5 ft.}]
HP: d10
Speed: 30 ft.; fly 80 ft. (average)
Natural Weapons: 2 Claw attacks (1d6+Str bonus); Horns (2d6+Str bonus) {both are primary, same restrictions as above}

Natural Born Singer: Larks can cast spells as Bards of a level equal to HD, these levels stack with any actual Bard levels in terms of Spells only.

They know Common and are fully capable of speech.

They can wear Barding (as per usual costs for unusual body shapes and large creatures) and can manipulate objects with their forelimbs (not sure if they can use weapons or not as that would require them to somehow balance on their hindlimbs).

They are able to use weapons but if they are not specially constructed, they take a (-4?) penalty to attack when on the ground due to difficulty balancing upon their hind legs.

Special
Racial Skill Bonuses: +2 per HD to Perform (Sing) and Listen. (Larks have a natural gift for music and have an instinct to help them read body language. Some claim this is a form of mild telepathy.); +1 per HD to Spot, Diplomacy and Sense Motive.

"Larks" are large creatures which appear similar to white Griffins at a distance. As you get nearer to them you notice the differences. Their entire body is covered by long, silken fur/feathers (generally white) and a pair of horns (as a deer). They have triangular ears (like a cat or dog) and long, brightly coloured hair hangs from their head. They have a muzzle not unlike that of a Dragon in shape, though it is also covered in short fur/feathers, similar to rest of its body.

((Fur/Feather is used because it's hard to tell if it's fat feathers or wide hairs which cover its body and wings.))

Larks are very rarely Evil creatures, more likely to respect a balance in things and to help rather than harm (NG or N primarily). They are omnivorous, feeding primarily on plants but enjoying the occasional meal of meat to supplement their diets (as such their teeth are neither sharp enough nor their jaws strong enough for a bite attack).

They are highly intelligent and observant creatures but that may simply be the general perception due to their animal-like features, their true strength lies in their ability to sway others, for good or ill, through strength of personality and a command of the subtleties of body language (average Int and Wis scores, Cha bonus a must). They prefer to travel on the ground if part of a group which had non-flying members because of their flock mentality and need for social interactions, but is quite capable of carrying one (or two in a pinch, though manageability [and perhaps fly speed] should be effected in that case) passengers and are prized as mounts on the black market due to their generally non-violent natures and (unlike Dragons or other highly magical, intelligent mounts) their more predictable reactions to intimidation and “training.”

When threatened, they lash out with their claws, brace themselves to accept charges, or fly above, providing what support they can with their magical songs depending upon the makeup of the group as a whole and their own abilities.

((They are in the world at the moment because there’s a blooming slave trade starting to attach the fringes of the main civilised section of the world. This particular NPC I have in mind was saved from slaves by the NPC he eventually became the cohort of.))

They are omnivores (like bears) and as their primary diet is plant or smaller creatures they do not have the jaw/teeth for an effective Bite attack.
CelineSSauve

02-19-08, 07:46 PM
I know I'm asking for a lot of help here, but maybe it'd help to look at it as a tweek of a Griffin at the base of it?
ciaran

02-20-08, 12:28 AM
Good guy? Bad guy?

I'm assuming they have at least human intelligence if they're casting spells. Why do they need to exist? What do they do in the game?

I don't know why, but a Sphinx type race is coming to mind for me moreso than Rakshasa.

You should expound on flavor text before expecting useful suggestions.
CelineSSauve

02-20-08, 07:25 AM
Good guy? Bad guy?

I'm assuming they have at least human intelligence if they're casting spells. Why do they need to exist? What do they do in the game?

I don't know why, but a Sphinx type race is coming to mind for me moreso than Rakshasa.

You should expound on flavor text before expecting useful suggestions.

Whoot! First bit of feedback.

I'll update the flavour text a bit more now before dashing off to work.
CelineSSauve

02-21-08, 07:57 PM
I've updated the whole block with a better attempt to figure things out. Just need help with the proper HD required (minimum of 3 according to the 3.5 MM for a Large Magical Beast) I'd also like it to be able to become Huge in the last 1/3 or so of its maximum HD range.

I'm unsure about the LA as it has flying, low natural armor and low fast healing (maybe) above the Bard spells.

Unsure how a limited natural attack would limit things (Horns only usable in charge or against charging foes.)
CelineSSauve

02-22-08, 07:20 PM
My thanks to those in the Chat who helped be field ideas to help flesh out waht I have above. Please PEACH. I'd like to make it functional as a PC, NPC or monster as needed (though with only three racial HD it won't be that powerful as a monster).
i_will_eat_monkeys

02-22-08, 09:12 PM
i would call them lards lol
CelineSSauve

02-22-08, 10:02 PM
i would call them lards lol

. . .

And here I was excited to get the notice of a reply in the hope that I'd finally get help on the boards. :(
ciaran

02-22-08, 11:03 PM
+4 Cha -2 Wis (?)
I don't know if Wis penalty is good enough. A spellcasting magical animal, i feel, would have his head together. If you REALLY want a penalty maybe Dex. These are all ONLY suggestions. If you have a vision, keep it in your head.

Natural Weapons: Horns [damage?] which are limited to use during a charge or to brace against a charge (and maybe claw attacks?)
If the crature has one natural attack that means it will NEVER gain additional attacks. This needs to be a worthwhile investment. As a large creature with ONE attack, somethink like d10 or 2d6 (or d12 yeah!) wouldn't be too much.

Racial Hit die: *
You should settle on one base HD. As a Magical Beast 3 HD wouldn't be too much.

Special Qualities: Low-Ligth Vision, Natural Born Singer
As long as you're throwing in LA and HD but no darkvision, some kind of improved low light might be cool. Instead of twice as far as a human maybe three or four times as far.

Racial Skill Bonuses: +4 Perform (Sing), Listen and Sense Motive. (Larks have a natural gift for music and have an instict to help them read body language. Some claim this is a form of mild telepathy.)
Just me, but I might go with +X Perform, Spot, Listen, Diplomacy & Sense Motive.

Racial Skills: Intimidate, Spot, Listen, Perform (Sing), Sense Motive. (Diplomacy, maybe?)
Spot, Listen, Perform, Sense Motive, Diplomacy, Knowledge Aracana & Nature, Heal, Spellcraft, Survival.


Feats: # Feats due to Magical Beast HD.
Flyby Attack, Imp Init (a PC can change these of course.)

LA: +0
Maybe +1

My two pennies. Just brainstorming.
CelineSSauve

02-23-08, 07:38 AM
+4 Cha -2 Wis (?)
I don't know if Wis penalty is good enough. A spellcasting magical animal, i feel, would have his head together. If you REALLY want a penalty maybe Dex. These are all ONLY suggestions. If you have a vision, keep it in your head.

Since it has racial HD, maybe the +Cha can be devided among them? Con penalty with their build. (Maybe +Wis to counter if Con vs Cha isn't a good match up, but as you said it is its Spellcasting Ability.)

Natural Weapons: Horns [damage?] which are limited to use during a charge or to brace against a charge (and maybe claw attacks?)
If the crature has one natural attack that means it will NEVER gain additional attacks. This needs to be a worthwhile investment. As a large creature with ONE attack, somethink like d10 or 2d6 (or d12 yeah!) wouldn't be too much.

Keeping with the racial thing. Maybe they start with claws, gain horns with flight* and then both get stronger when it grows.

Racial Hit die: *
You should settle on one base HD. As a Magical Beast 3 HD wouldn't be too much.

* I'm actually thinking of 6 total now? Starts at 1HD, ends at 6HD? (I know the "norm" is x3 max, but the norm is also min 2HD for a large magical beast. The 1HD option would go with the 15 years minimum for Humans (in other words, not quite adult yet).

Special Qualities: Low-Ligth Vision, Natural Born Singer
As long as you're throwing in LA and HD but no darkvision, some kind of improved low light might be cool. Instead of twice as far as a human maybe three or four times as far.

I actually removed Darkvision in an attempt to lower the effect of flight. Wouldn't improving low-light counter that?

Racial Skill Bonuses: +4 Perform (Sing), Listen and Sense Motive. (Larks have a natural gift for music and have an instict to help them read body language. Some claim this is a form of mild telepathy.)
Just me, but I might go with +X Perform, Spot, Listen, Diplomacy & Sense Motive.

It would need to be Perform (Sing) [though they could learn Oratory and Dance on their own if they liked] but the others sound good. Maybe +2 Perform (Sing)xHD, +1xHD for the others?

Racial Skills: Intimidate, Spot, Listen, Perform (Sing), Sense Motive. (Diplomacy, maybe?)
Spot, Listen, Perform, Sense Motive, Diplomacy, Knowledge Aracana & Nature, Heal, Spellcraft, Survival.

I do like this. (As above, Perform (Sing, Oratory, Dance) they can't play intruments.)

Feats: # Feats due to Magical Beast HD.
Flyby Attack, Imp Init (a PC can change these of course.)

I was thinking Still Spell maybe (though I'm not sure if the +1 Lv would cripple it if it didn't have any actual levels in Bard) and Weapon Focus (Horns). (Flyby might work with the claws then horns 6HD model.)

LA: +0
Maybe +1

Trying to work around having an LA. Would the new 6HD idea fix that?

My two pennies. Just brainstorming.

Thank you for the feedback! http://www.geocities.com/midnightanchor/_spin__by_darkmoon3636.gif

So...
HD levels
1: Cha bonus, (Con penalty?) spells as Bard of HD levels, Claws. +X bonuses, 1 Feat, Skill Points. [HP as Lv1 PC or 10] low-light
2: Horns?
3: ?? +Wis?
4: Flight
5: large size?
6: +Cha
ciaran

02-23-08, 10:14 AM
I'm don't know too much about what qualifies needing or not needing an LA. It just seems to me that a creature with some of those abilities would have one.

Were you planning on making this a creature someone would start at first and progress to sixth? If so you should take a look at some of the "monster" races available for play in the "Races" series. They have a format for advancing these types. Maybe it would help.
CelineSSauve

02-23-08, 08:14 PM
I've had a new idea that may work for them, I've updated my first post to reflect it. Basically, instead of adding an LA which is a penalty for nothing, I kept the reacial penalty to Con (to offset the overall +4 Cha +2 Wis) in the first HD and stated that as they are 3 HD creatures and not 1 HD creatures you are not able to replace the first HD with a level of a Character Class.

I have also added restrictions to using weapons (a penalty in melee due to a lack of balance for long times on their hindlimbs) to that post.