Evolved Bunnies for my game world- would appreciate some input. :) [Archive] - Wizards Community

Post/Author/DateTimePost
StruckingFuggle

08-12-07, 08:11 PM
So... As the title says, this is a race for my world. I'm not putting it out here as "use these!", I'm merely tossing it up here because I could really and humbly use all input and help. I'm not sure if they're balanced, but would like them to be so at +1 LA, and there's a few mechanical niggles I haven't worked out - and, I bet, a few pitfalls I haven't seen.

So all thoughts would be welcome.


Also, yeah... they're psychic, evolved rabbits. :)

TRILLO:
They're intelligent rabbits. They're predominantly spellcasters and psions, though there's a good number of Swordsages, too. Yes. Tiny lagomorph swordsages. Tend towards calico fur, and oddly intelligent eyes.

Trillo are small and nimble, but somewhat frail. They are slightly telepathic and emphatic, and while able to call upon the collected wisdom of Trillokind identify slightly more with the warren than with the individual.

(I suck at fluff, but will try to fill the other aspects in later)


Trillo Racial Traits:
-4 Strength, +2 Dexterity, -2 Constitution, +2 Wisdom, -2 Charisma.

Magical Beast: Trillo are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

Tiny: As Tiny creatures, Trillo have a +2 bonus to Armor Class and attack rolls, a +8 bonus on Hide checks, and a -8 penalty to grapple checks, as well as lifting and carrying limits one-half those of Medium characters.
Trillo base land speed is 40'.

Darkvision: Trillo can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Skills: Trillo have a +4 racial bonus on Jump checks, and use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. Trillo have a +2 bonus to listen checks, but a -2 penalty to spot and search checks. They take a -6 penalty to all Disable Device and Open Lock checks that require the use of tools, as well as a -4 penalty to Ride and Use Rope.

Bite of the Trillo: Although they do not have a bite attack, nor do they naturally threaten squares around them, an armed Trillo threatens the square he's in - moving through it or out of it provokes an AoO from the Trillo.
(Jokingly called "Running away? I'll bite yer legs off!")

Trillonet (Su): Trillo possess a paratelepathic link with each other that creates an empathic network with nearby Trillo out to a distance of up 75'. They cannot see through another's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. A Trillo's familiar, or other companion with an Emphatic Link becomes a part of the Trillonet, and the link is considered to be shared with all who are a part of it. Furthermore, a Trillo who is a part of Trillonet gains a +2 circumstance bonus to all Knowledge, Spellcraft, and Psicraft checks.

No hands: A Trillo lacks proper opposable thumbs, and thus can not do many things on their own that require fine manipulation, such as wield most weapons or tools. However, see their SLAs.
(Jokingly named "Opposed By A Lack of Thumbs")

Naturally Psionic: Trillo gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Natural Spellcaster: Trillo, despite their unconventional shape, can complete the verbal and somatic components of spells with no penalty.

Racial Weapon Familiarity: Trillo treat Pawknives, Jumpspikes, and Flipneedles as martial weapons, rather than exotic.

Spell-Like Abilities: A Trillo with a Wisdom score of at least 11 has the following spell-like abilities: At Will— Mage Hand, Ventriloquism. Caster level 1st; save DC 10 + Trillo’s Cha modifier + spell level.

Automatic Languages: Common and Trilloquism. Trilloquism relies much on sensations and thoughts sent between Trillo through their emphatic link, and can only be spoken by characters with some sort of emphatic or telepathic communication, though a character incapable of speaking Trilloquism can still get the gist of it.

Favored Class: Psion or Wizard (this is not indecision. They get to pick)

Level Adjustment: +1



Racial Feats:
Hands of the Trillo:
Prerequisites: Cha 11, Trillo Race, 3 HD, Mage Hand SLA
Benefit: When you use your Mage Hand SLA, you may move two objects, instead of one, or exert twice the force with one hand.
Special: At 6 HD, you may either use this benefit, or cast Greater Mage Hand in the place of Mage Hand. At 9 HD, you may cast Greater Mage Hand and move two objects instead of one, or exert twice the force with one hand.

Legendary Hindlegs:
Prerequisites: Dex 15, 3HD, Trillo race, 6 ranks in Jump
Benefit: You gain Leap of the Heavens as a bonus feat. At 6 HD, if you have 9 ranks in Jump, you gain Run as a bonus feat, and at 9 HD if you have 12 ranks in Jump, you gain Fleet of Foot as a bonus feat.

Trillo Spring Attack:
Prerequisites: BAB +4, Dex 15, Legendary Hindlegs
Benefit: You gain the benefits of the Spring Attack feat. However, this feat does not count as Spring Attack for the purposes of qualifying for feats, abilities, spells, or prestige classes.
Special: A Trillo fighter may take this as a Fighter bonus feat.

Racial Flaws:
Mage Paw: You do not possess Mage Hand as an at-will spell-like ability.
Underevolved: You lose the naturally Psionic and Bite of the Trillo feats, and gain a special "animal" subtype, rendering you vulnurable to all effects that target creatures of the Animal type. Your darkvision falls to a radius of 10', but you gain Low-Light Vision.
Silent One: You are not considered a member of Trillonet. You do not have this ability, nor can you ever gain it; nor are you considered Naturally Psionic; nor can you properly speak or understand Trilloquism. If you gain power points, you gain one less per level.

((Note: Silent One needs better penalties. I love the flavor, but think it's a bit ... weak, not quite painful enough, crunchwise, for a flaw.))

Equipment:

New One-Handed Exotic Weapons:
Item Dmg(s) Critical Range Type Cost
Paw Knife 1d2 19-20/x2 - Slashing 2gp
Jumpspike 1d3 x3 - Piercing 5gp
Flipneedle 1d2 x3 10’ Piercing 1gp/5


Paw Knive: Tiny blades strapped to the forepaws of Trillo, they ignore the first two points of damage penalty due to a low strength score, and count as daggers for the purposes of feats, class abilities, or other things that reference one weapon versus another. They cannot be drawn or sheathed, take three rounds to attach.

Jumpspike: Large (relatively) spikes built into a harness, they allow a Trillo to hurtle itself into nearby foes and pierce them. They ignore the first two points of damage penalty due to a low strength score. They cannot be drawn or sheathed, take five rounds to attach. Two-handed Jumpspikes can be made at double the base cost, upgrading its damage to 1d4.

Flipneedle: Usally stored in a special harness under the body, a Flipneedle is a long, thin spar of some object that can take a point. Their name comes from their method of attack, in which a Trillo braces on its front paws and does a forward or side flip, tossing the needle with its back paws. Although they are thrown weapons, Flipneedles are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.


And! As a bonus, I also present their semi-symbiotic servants, the Androclad:
Intelligent constructs built by Trillo magewrights, they look like animate but empty suits of armor, moving with the intelligence and deliberance of slightly dumb humanoids. Androclad often serving as mounts and disguises for their Trillo masters, to whom they're all but wholly subersvient.
ANDROCLAD:
Androclad come in three varieties: Sneak, Basic, and Brute. All Androclad are Constructs.

A Trillo or other tiny or smaller creature may ride in a special harness built into the slightly overlarge helmet of an Androclad. While therein, he gains a cover bonus and concealment from this armor, but takes a –2 penalty to spot and listen checks.

They differ as such:
SNEAK:
-2 strength, +2 dexterity, -2 intelligence, -2 wisdom, -4 charisma
Base land speed 25’
Considered to be wearing a Chain Shirt for ASF.
-2 to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks, -4 to swim checks; +2 to Open Lock and Disable Device checks.
Sneak Androclad have +4 natural armor; however they have a max dex to their AC of 4.
Weight: 30 lbs
Sneak armor provides a +1 cover bonus to AC and reflex saves for its rider, as well as 10% concealment.

BASIC:
-2 intelligence, -2 wisdom, -4 charisma
Base land speed 20’
Considered to be wearing a Breastplate for ASF.
-4 to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks, -8 to swim checks.
Basic Androclad have +5 natural armor; however they have a max dex to their AC of 3.
Weight: 45lbs
Basic armor provides a +3 cover bonus to AC and reflex saves for its rider, as well as 20% concealment.

BRUTE:
+2 strength, -2 dexterity, -2 intelligence, -2 wisdom, -4 charisma
Base land speed 25’
Considered to be wearing Full Plate for ASF.
-6 to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks, -12 to swim checks, +2 to Concentration and Intimidate.
Brute Androclad have +8 natural armor; however they have a max dex to their AC of 1.
Weight: 75lbs.
Brute armor armor provides a +5 cover bonus to AC and reflex saves for its rider, as well as 30% concealment.

Androclad may not wear armor, though they may be enchanted as armor and gain the benefits - they are, as well, considered to be "wearing armor" for what items they can wear.

Androclad have Darkvision to 60’.

Unlike most constructs, Androclad have a Constitution score and heal damage normally; although they gain a +4 bonus to fortitude saves against spells that do effect objects.

Androclad are not immune to the mind-effecting spells, powers, and abilities of Trillo, and take a -4 penalty to will saves, diplomacy checks, intimidate checks, and sense motive checks against any Trillo with at least one power point who occupies it.

Androclad gain Alertness as a bonus feat.

All Androclads advance by character class. A Trillo Druid may select one as his animal companion (at druid level -4), though then it advances as an animal companion (with two construct hit dice) instead. A Trillo may select an advanced Androclad as a hireling or cohort or thrall.

Trillonet (Su): Androclad possess a paratelepathic link with the Trillo that creates an empathic network with nearby ones out to a distance of up 75'. They cannot see through another's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Arcanide Resonance (Su): The Trillo and Androclad share a sympathetic arcane bond. At either’s option, they may have any spell (but not any spell-like ability) they casts upon themselves also affect the other. The Trillo must be inside the Androclad at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the other if they move farther than 5 feet away and will not affect the other again, even if it returns before the duration expires.

Automatic Languages: Common, Trilloquism
Level Adjustment: +1


Androclad can be built with several upgrades. For purposes of this, Sneak Androclad are light armor, Basic Androclad are medium armor, and Brute Androclad are heavy armor.

Some Augmentations have certain spots that they go - (body) ones go on the body, and (arm) on the arms, for example. An Androclad may have only one 'slotted' Augmentation for its body, head, shoulders, and legs, and may have two for his arms (one each).

Adamantine Body (body): The Androclad gains damage reduction as per adamantine armor, and confers this upon its rider, if any, as well. Cost: as per small adamantine armor of the Androclad’s classification.

Mithral Body (body): The Androclad gains +5’ to its move speed; and its penalties to skills are reduced by 2 (by 4 for swim). Cost: as per small mithral armor of the Androclad’s classification.

Arcanide Body (body): Made of the mysterious, arcane-channeling metallic ore Arcanide, a Androclad made out of such material has its ASF reduced by 10%, and its body does block LoE for the occupant, nor does it block LoE for teleportation into an unoccupied suit. However, a suit made of Arcanide offers no cover against spells that require spell resistance or are targeted at the occupant, although its concealment still applies, and imposes a –1 to saves vs. spells to rider. Cost: 7,500 gp (Sneak), 15,000 gp (Basic), 22,500 (Brute).

Arcane Periscope (head): An Arcane Periscope occupies the inside of the helmet of an Androclad with a Chest Harness, allowing the occupant to see and hear through it’s helmet as if it were in the helmet harness – thus the armor does not block Line of Sight or impose listen check penalties for the Trillo therein. This is a magical upgrade, and can be suppressed by Dispel Magic or in the effects of an AMF.
Cost: 5,000 gp.

Chest Harness: A special harness built into elite androclad, this modification moves the helm harness to the center of the Androclad’s chest, entered through the helmet. An occupant gains total cover and 25% concealment, or 50% for Brute armor; as well as +4 to hide and move silently checks to make the suit seem unoccupied.
Cost: 2,000gp

Upgraded Arm (arms): An Androclad with an upgraded arm gains a 1d6 slam attack with that arm. An Androclad may have two Upgraded Arms. This is not a magic item, and can not be disarmed or dispelled.
Cost: 2,500gp

Upgraded Legs (legs): An Androclad with Upgraded Legs gains a +10 enhancement bonus to its base speed. This upgrade may only apply once.
Cost: 2,500gp

Wings (back): An Androclad with the Wings upgrade gains a fly speed equal to its base, unmodified land speed, with average maneuverability. This is a magical upgrade, and can be suppressed by Dispel Magic or in the effects of an AMF.
Cost: 55,000gp

Upgraded Wings: Requiring the Wings upgrade, the Upgraded Wings upgrade raises the Androclad's maneuverability to good.
Cost: 5,000gp.

Humanoid Accoutrements: An Androclad with this upgrade, rather than looking as an empty suit of armor, looks like a nondescript, metal humanoid (type of the creator's choice). However, it also gains Disguise Self and as an at-will spell-like ability (caster level 6th), and Disguise is always considered a class skill for it. The armor of an Androclad with this upgrade is styled less as armor, and more like the pieces of a humanoid body, making it able to wear clothes.
Cost: 15,000gp
bhu

08-14-07, 03:48 AM
Bunnies are yay! :D


Seriously though, i like this.
TiwazTyrsfist

08-14-07, 09:47 AM
Bunnies are yay! :D


Seriously though, i like this.

Says the creator of the Cat Burglar Class.

Which is also awesome. :D


I like it.
So, are they able to wield a weapon using Mage Hand?
rampant

08-14-07, 01:54 PM
Questions: Legendary Hindlegs seems a tad silly considering that leap of the heavens is no longer an ability, with the 3.5 update the limit on one's jump height/distance was removed so you need a new idea there.

Ithink trillo spring attack is a tad iffy might want to let it count as spring attack for preqs and stuff, it would still be balanced i think.

Um I'd say either ditch the spell like abilities entirely or let even trillo with low cha scores use them. Or at least base them on wisdom or something, it seems a tad cruel to make racial abilities based on a score you're dinging and still count them against LA.

Honestly I think they're a tad underpowered.
StruckingFuggle

08-15-07, 01:31 AM
Feedback - yay!

Positive feedback - double yay.

Lack of people going "dude, that's horrible / broken / wtf": hurrah.

*Cracks knuckles*

So, are they able to wield a weapon using Mage Hand?

I don't believe so. I think you need Tk for that ... though I've been sorely tempted to give higher level Trillo a form of TK at will, though that seems like a LOT to come from a feat. o.o;

So no. No bunnies with knives floating around them jabbing at you. :)

(gah! but the thought.... *is tempted*)


Questions: Legendary Hindlegs seems a tad silly considering that leap of the heavens is no longer an ability, with the 3.5 update the limit on one's jump height/distance was removed so you need a new idea there.

Oi. What feat am I thinking of, then? I thought it was LotH that was in the PHBII and let you consider all jumps a running jump. That's what it's meant to be. (sadly, my PHBII is in another county right now, so fixing it'll have to wait)


Ithink trillo spring attack is a tad iffy might want to let it count as spring attack for preqs and stuff, it would still be balanced i think.

I don't think so. As it is, it's Spring Attack with not only one less prerequisite, but the prerequisite it HAS is, in my mind, better than Dodge and Mobility put together and then some; in exchange you can't get it before level 6 (level 4, if I make it a fighter bonus feat, which I just may) - so I think that, on the whole, it's a bit balanced that you can't use it to qualify for Bounding Assault or Tempest or what-not.

Um I'd say either ditch the spell like abilities entirely or let even trillo with low cha scores use them. Or at least base them on wisdom or something, it seems a tad cruel to make racial abilities based on a score you're dinging and still count them against LA.

Somehow, that ... didn't even register to me. o.O...; I'm gonna key 'em to wisdom. That way only the exceptionally unwise can't qualify for it. Thank you.


Honestly I think they're a tad underpowered.

But too powerful for LA +0?
rampant

08-15-07, 02:08 AM
Gah I know too strong for +0 not strong enough for +1 its driving me batty! Maybe take off a stat ding or something.

Note maybe you should make the feats read out the abilities they grant instead of saying they grant the effects of feat x, y, and z. Make it easier to see, especially if say someone doesn't have PHB2.
StruckingFuggle

08-15-07, 02:14 AM
Would it be a violation of the CoC to take feats and turn them into class abilities and post it, or ... I wonder how many changes I need to make.
StruckingFuggle

02-03-08, 10:24 PM
Wow, it's been almost half a year since I posted this.

Figure I'll give it a bump, see if anyone's got more comments.
bhu

02-04-08, 03:57 AM
Umm...bunnies are still yay?:D
StruckingFuggle

02-04-08, 07:37 PM
Yes. Yes they are.
Sphyre

02-04-08, 11:37 PM
Update for 4e plz... ;)
StruckingFuggle

02-05-08, 02:37 AM
Sadly, I'm not very conversant with 4e, so I can't do it; but if someone else wanted to try I wouldn't mind them doing so... and if I ever switch to 4e, I'll definitely do it.
Rulebook

02-05-08, 05:23 PM
for a second i thought this was a Girl Genius thing or something.