Hork-Bajir (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Aleolus

02-15-08, 11:30 PM
Part two of my inspiration! You can find part one here! (http://forums.gleemax.com/showthread.php?p=15104221)

Hork-Bajir
+4 Str, +2 Dex, -4 Int, -2 Wis
Medium Montrous Humanoid
Hork-Bajir have a base move speed of 40 feet
+2 Natural armor
Fast Healing 2
Hork-Bajir have a +4 racial bonus on Listen checks, but take a -2 racial penalty on Spot checks. Hork-Bajir have poor eyes, but very keen ears.
Hork-Bajir, despite their awkward, claw-like feet, are quite good at climbing, receiving a +2 racial bonus on Climb checks.
Natural Weapons: All Hork-Bajir have six blades projecting from their bodies. They have one on each of their wrists, elbows, and knees. These blades are primarily used for collecting their source of food, tree bark. However, in a pinch, they can be quite deadly weapons. Each of their wrist blades deals 1d4 damage, and each of their other blades deal 1d6 damage. Hork-Bajir automatically receive the Improved Critical feat for these blades. They must still use the normal rules for making multiple attacks in a round, but they are automatically treated as having the Two-Weapon Fighting feat, and qualify for the Multiattack feat as normal..
Racial Hit die: All Hork-Bajir have 3 levels of Monstrous Humanoid, giving them 3d8 hit points; a +3 Base Attack Bonus; base saves of Fortitude +1, Reflex +4, Will +4; and (2+int)x7 skill points. Their 'class' skills are Balance, Climb, Jump, Listen, and Survival
Feats: A Hork-Bajir's monstrous humanoid levels give it one feat.
Favored Class: Ranger
LA: +1
Tectorman

02-16-08, 12:29 AM
They need a racial bonus to Climb checks. Agree with the good hearing and poor eyesight.

Treat the natural weapons as such. One spine/claw/what have you attack, or six :eek: spine/claw/what have you attacks as a full-round action. Two deal 1d4 damage, the rest deal 1d6 damage. They get Improved Critical (spine/claw/what have you) as a racial bonus feat (for the 19-20 crit range that daggers and short swords have).

Why can't the blades be enhanced in any way?
Aleolus

02-16-08, 12:56 AM
I stated that they cannot be permanently enchanted because then, every person playing one is going to be playing a Fighter or a Ranger, and using only their blades as weapons. This way, if they want their weapons to match up with what other people are using, they need to actually go out and buy the weapons they want. Keeping the economic system of the setting going!
Tectorman

02-16-08, 01:00 AM
But isn't that why Amulets of Mighty Blows cost so much? Furthermore, even if you buy a +5 Amulet, the pricing system only goes up to +5, so you'd never be able to add on special weapon qualities to the natural weapons (sure, the DMG magic item pricing guides can help you get around that, but just throwing in "Sure you can have +5 arm blades, you'll just never be able to make them Flaming" seems like a sufficient limiter).
Count Arioch the 28th

02-16-08, 01:10 AM
Light on flavor. I've read the description, and I don't know what a Hork-bajir is, all I see is a bunch of numbers.
CryoSilver

02-16-08, 01:15 AM
They're freaky lizard thingies with knives glued to 'em.
Aleolus

02-16-08, 01:21 AM
Light on flavor. I've read the description, and I don't know what a Hork-bajir is, all I see is a bunch of numbers.

The Hork-Bajir are usually about seven feet tall. They are a dark shade of green and have three-toed theropod feet. Their necks are long and they have a mouth that resembles a falcon's beak with teeth. Their legs are long and their knees bend backwards. They have blades at the wrist, arm, knees, and forehead; plus spikes on the tail.

Good enough description? If not, find the full one at http://en.wikipedia.org/wiki/Hork-Bajir_terminology
kwanzaabot

02-16-08, 03:12 AM
Freakin' sweet. Any plans to do Yeerks or Taxxons or Skrit Na?

God, I love Animorphs. :P
Aleolus

02-16-08, 11:53 AM
Taxxons are up in the Monster's Lair, since I have an extremely hard time seeing anyone wanting to play one, and can't see many DM's allowing them.

Link to the Taxxons (http://forums.gleemax.com/showthread.php?t=992096)
Omnirahk, half-Rahkshi

02-16-08, 12:20 PM
Very nice. I love Animorphs, and I would so want to play a Hork-Bajir. I just wonder if six natural attacks isn't a little much for LA +1.
Aleolus

02-16-08, 12:27 PM
Well, I thought it balanced out somewhat, considering they have massive Int and Wis penalties. I can put it up to a +2, though.
CelineSSauve

02-16-08, 12:54 PM
Good enough description? If not, find the full one at http://en.wikipedia.org/wiki/Hork-Bajir_terminology

That brings up a good point. It'll obviously bring up the LA, but Hork-Bajir should have some form of fast healing if they're like those in the series.
pigknight

02-16-08, 01:18 PM
The ability to multiattack with several d6s seems a little unbalancing, but it's good, I would add fast healing 1 when under 50% hp but that's just me.
Omnirahk, half-Rahkshi

02-16-08, 02:39 PM
It looks like you'll have to bump the LA, especially if you take into account the fast healing. Might I recommend giving it one or two racial hit dice? These extra levels will allow you to drop the (now inflated) LA a bit. Besides, I'm pretty sure a run-of-the-mill Hork-Bajir is tougher than a run-of-the-mill human. Sounds like racial hit dice.
Kiioro

02-16-08, 04:52 PM
They probably have the Scent ability. I remember when Cassie (IIRC) transformed into a skunk. Visser Three (later to be Visser One) was stunned, but the Hork Bajir were suffering, wailing and running around like mad.



...did I read that so long ago (junior high)? I feel old now...
pigknight

02-16-08, 06:54 PM
It looks like you'll have to bump the LA, especially if you take into account the fast healing. Might I recommend giving it one or two racial hit dice? These extra levels will allow you to drop the (now inflated) LA a bit. Besides, I'm pretty sure a run-of-the-mill Hork-Bajir is tougher than a run-of-the-mill human. Sounds like racial hit dice.

How can you say a Hork-Bajir is not tougher than a human? They are crazy tough, which might be the racial hit dice but still.
Captain_Kobold

02-16-08, 09:46 PM
Trying to split each of the Hork-Bajir's blades into individual natural attacks is going to raise the LA to higher than realistic, simply because of the potential for abuse by (for example) sneak attacks.

You would be better off treating them as similar to armour spikes: where multiple blades are subsumed into a single attack sequence. This might be enough to drop the LA down to +1 or even +0. (High ability score modifiers, but few other racial benefits.)

What is the Speed of the race?
CelineSSauve

02-16-08, 10:44 PM
How can you say a Hork-Bajir is not tougher than a human? They are crazy tough, which might be the racial hit dice but still.

Actually, the quotation which you quoted (wouldn't my Engligh Prof be proud at the proper usage :rolleyes: ) states that they should have racial HD in order to show that they're tougher than humans.
pigknight

02-16-08, 11:06 PM
They were fast so give 'em base speed 40.
Omnirahk, half-Rahkshi

02-17-08, 12:17 AM
How can you say a Hork-Bajir is not tougher than a human? They are crazy tough, which might be the racial hit dice but still.

I said they are tougher than a human. Let me check that there wasn't a typo. I'm in favor of Hork-Bajir having racial hit die. They can take a hit better than a person, as well as dish 'em out.

EDIT: Ninja'd. And it wasn't a typo.

Also, let me say that I'm in favor of the "armor spikes" approach to their blade attacks.
Aleolus

02-17-08, 12:05 PM
How's it look now?
CelineSSauve

02-17-08, 12:08 PM
How's it look now?

Still no sort of fast healing for them, and I find the blades a little confusing still. Does that mean that except for the wrist blades they can only attack with the others if grabbled? (I think that's how armor spikes work...)
Omnirahk, half-Rahkshi

02-19-08, 05:32 PM
Yeah, the blades are still annoying to work with. How about this: take a page out of magic of incarnum. Page 15 to be precise. It's the page on skarn racial traits and the natural weapon (spines). It's a lot easier. Essentially, this would give Hork-Bajir one natural attack (blade). It's kind of like an unarmed strike - you may have more available, but it takes training to use them. Then just put in a line that Hork-Bajir qualify for multi-weapon fighting rather than two-weapon fighting - but only when it comes to their natural attacks. Or that two-weapon fighting allows them to use all six wrist/arm/elbow/knee/tail/head blades as if it's multiweapon fighting. Problem solved. A lot simpler to understand. It also feels more accurate to me.
Aleolus

02-20-08, 09:07 AM
Sounds like a good idea, I'll edit the op to include it when I have a bit more time a little later today. But, I think I'll state that they do qualify for the Multiattack feat, should they choose to take it.