| Post/Author/DateTime | Post |
|---|---|
| BluePointSorcerer12-08-05, 09:13 PM | After adapting the mriswith of Terry Goodkind's Sword of Truth novels for play in my own campaign world, I felt the race played well enough to be worthy of inclusion as a new player (and monster) race. Please note, this is an unofficial adaptation, and is placed on the Web with no interest in financial gain, and solely to add enjoyment to the campaigns of my fellow gamers. It is not exactly the same as the mriswith included in the Sword of Truth novels (which are too lethal for any campaign world); there is no concept of a mriswith queen, for instance, and the mriswith are instead a kind of live-birthing lizard-man with the monstrous humanoid (reptilian) type. They do, however, bear many of the abilities of the mriswith described in these novels, and they do possess their iconic cloaks and weapons. I hope you all find them as enjoyably playable as I have. Mriswith_____________ An unseen cloak is thrown back about 10 feet in front of you, revealing a darkly-coloured humanoid form. The creature appears vaguely reptilian, with fine-scaled skin and a sleek but deadly form. A black cloak hangs from its shoulders, and claw-like blades emerge from the backs of its hands. Mriswith (the term is both singular and plural) are slightly tall, reptilian-looking monstrous humanoids with remarkable powers of camouflage and a no-nonsense attitude to invaders. They stand on average nearly 6 feet tall, with a sleek outline, and generally weigh somewhere between 125 and 160 lbs. The scaly skin of a mriswith comes in a wide range of base patterns and colours, though these are rarely ever seen by non-mriswith due to the species’ camouflage capabilities. Their eyes are typically black to dark brown, though mriswith with gold, red and even deep purple eyes have been reported. The skin of a mriswith is almost as finely scaled as that of a snake and yet extremely tough, and their heads are invariably very lizard-like, though exact shape varies between individuals, and sometimes between clans. In addition, all mriswith possess a lizard-like tail, though the shape of this tail may vary considerably, just as with other basic features. Mriswith have a very mysterious culture, the details of which are never shared with non-mriswith. Several facts, however, are known. Firstly, the mriswith only recognise their maternal parents, and children are raised in common by the entire clan. Secondly, mriswith do not form long-term relationships, mating from time to time, yet not necessarily with the same partner. Thirdly, the mriswith culture is capable of producing high art in many forms, most notably woodwork, metalwork and gemcraft. Such artwork shows an intricate blurring and blending of forms, demonstrating both a high elegance and an extreme functionality. The mriswith are also known to possess unique magical weapons known as yabree. These strange items resemble a set of brass knuckles, but with a set of three parallel dagger blades emerging from the business-end like metallic claws. Such weapons seem to grant their magical qualities to mriswith alone, and in addition to their feral sharpness are reported to ring with a savage chime when struck together by a mriswith wielder. In addition, all adult mriswith also wear strange black cloaks that, like their yabree, function only for their kind, and that allow them to turn invisible at will. Mriswith are typically reclusive, and prefer to remain uninvolved in the politics or wars of their neighbours unless these clearly threaten to spill over into mriswith lands. Then the mriswith show no quarter, scything through intruders as if they were grass, and showing neither quarter nor distinction between ally and foe. Despite this, mriswith tend to be good neighbours, trading freely with all comers as long as they don’t damage their lands or hunt their prey. Such trade consists mainly of trade in metalwork, gems, a fine pale purple nut flour and a light purple oil. And yet, mriswith make no excuses about their ferocity. All newcomers to mriswith lands are strongly warned of the consequences of violating mriswith laws within their realm, consequences that are almost invariably fatal. Mriswith are as long-lived as are high elves, and typically speak both the Common tongue and their own language, Mriswith. This is a very breathy and sibilant language that is quietly spoken, and it is unlike the language of any other known creatures. Combat Mriswith are cunning battle adversaries who use their magical cloaks and natural camouflage abilities to maximum advantage in combat. The typical mriswith battle strategy is to follow and observe suspected individuals while invisible until such time, if any, as they prove a threat. When the threat is confirmed, a mriswith will then sneak up behind the opponent, attack with their yabree (and/or spells, if they happen to be a spellcaster), and then vanish once again. Yabree seem to be the mriswith weapon of choice, and usually the only weapon employed in melee combat. Where missile weapons are needed, mriswith typically employ slings or simple longbows. Chime of the Yabree (Su): As a standard action, a mriswith can strike their yabree together, unleashing an unearthly chime that radiates out to strike one creature within 5’ as a ranged touch attack. This chime automatically deals 2d6 points of sonic damage to the affected creature, unless that creature is also a mriswith. Any one mriswith within a 20’ range of this effect suffers no damage, but instead experiences a mildly euphoric sensation. Lesser Chameleon Power (Su): All mriswith possess the supernatural ability to alter their colour (and the colour of anything that they are carrying) to match that of their surrounding environment. This ability grants the mriswith a +5 circumstance bonus to Hide checks when employed; this bonus does not stack with that granted by the invisibility spell or similar effects, including those of a mriswith cloak. This ability can be employed at will, and is of unlimited duration. Mriswith Cloak (Su): All adult mriswith wear special cloaks of black silk that grant their wearers the ability to become invisible at will, as per the invisibility spell. Accordingly, this invisibility effect is lost at the commencement of any attacks, or as a result of any other action that would normally cause the invisibility spell to fail. Activating a mriswith cloak is a standard action, and there is neither a limit to the number of times per day that this may be done, nor to the duration of the invisibility effect so produced. The mriswith civilian presented in the example included here had the following ability scores before racial adjustments:- Str 14, Dex 15, Con 10, Int 12, Wis 13, Cha 8. Mriswith Landscout. Chosen for their skills in tracking and wild-craft, mriswith landscouts are trained to endure all kinds of terrain and handle all manner of threats. It is the duty of the landscouts to find new terrain for mriswith clans to settle, and to pacify such terrain if necessary. The Mriswith landscout presented here had the following ability scores before racial adjustments:- Str 14, Dex 15, Con 10, Int 12, Wis 13, Cha 10. These scores include the extra 2 ability score points granted as a result of level increases. Mriswith as Characters. Mriswith are very wild-crafty creatures with a love of forests and deep caves, and a culture that revolves around hunting and trading. As a result, most mriswith gain at least a few levels of ranger during their careers. Mriswith also have the odd cleric or two in each clan, with such clerics worshipping the mriswith racial deity, Ssekar the First, a neutral god interested only in the welfare of his people and the forests they protect. Clerics of Ssekar may be of any neutral alignment, and may select their domains from the following list:- Air, Plant, Trickery. Only evil clerics of Ssekar channel negative energy; all others automatically channel positive energy. Mriswith clerics can treat their yabree as holy symbols. Mriswith characters possess the following racial traits:- +6 Dexterity, -4 Strength, +2 Constitution. Medium-size. A mriswith’s base land speed is 40 feet. Darkvision out to 60 feet and low-light vision. Scent special quality. Racial Hit Dice: A mriswith begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3 and Will +3. Racial Skills: A mriswith’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Craft (any), Hide, Listen, Move Silently, Spot and Survival. A mriswith gains a +4 racial bonus each on Balance and Jump checks, due to their extreme grace, and all mriswith also treat Jump as a Dexterity-based skill. Racial Feats: A mriswith’s monstrous humanoid levels give it one feat. In addition, mriswith gain Weapon Finesse as a racial bonus feat. +3 natural armour bonus. Proficient with all simple weapons, and with the yabree. Special Attacks (see below): Chime of the Yabree. Special Qualities (see below): Lesser chameleon power, mriswith cloak. Bonus Equipment: All mriswith characters enter play with a mriswith cloak (market value 12,000 gp; CL 9th) and a pair of +1 yabree (market value 4,450 gp each; see below for description). Automatic Languages: Common and Mriswith. Bonus Languages: Auran, Draconic, Dwarven, Elven, Gnome and Halfling. Favoured Classes: Ranger or Cleric of Ssekar. Level Adjustment: +2. Mriswith Civilian Medium Monstrous Humanoid (Reptilian) Hit Dice 2d8 + 2 (11 hp) Initiative +5 Speed 40 ft. (8 squares). Armour Class 18 (+5 Dex, +3 natural), touch 15, flat-footed 13. Base Attack/ Grapple +2/+2. Attack +1 yabree +8 melee (1d8 + 1/18-20, x3) or claw +7 melee (1d4) or bite +2 melee (1d6) or by other weapon type. Full Attack 2 +1 yabree +6/+6 melee (1d8+1/18-20, x3) or 2 claws +7 melee (1d4) and one bite +2 melee (1d6) or by other weapon type. Space/Reach 5 ft./ 5 ft. Special Attacks Chime of the Yabree (ranged touch +15, 2d6 sonic damage). Special Qualities Darkvision 60’; lesser chameleon power; low-light vision; mriswith cloak; scent. Saves Fort +1, Ref +8, Will +4. Abilities Str 10, Dex 21, Con 12, Int 12, Wis 13, Cha 8. Skills Balance +9, Craft (weaponsmithing) +2, Craft (woodcarving) +3, Hide +6 (+11 lesser chameleon power, +46 mriswith cloak), Listen + 4, Move Silently + 8, Spot +4, Survival +3. Feats Exotic Weapon Proficiency (yabree)B, Two-Weapon Fighting, Weapon FinesseB. Environment Any; usually dim forests and underground. Organisation Solitary or clan (70-100 civilians plus 1-2 landscouts + 1-2 clerics of varying level + one leader of 15th-20th level). Challenge Rating 2 Treasure Standard, plus 2 +1 yabree, rite of passage amulet and mriswith cloak. Alignment Usually neutral. Advancement By character class. Level Adjustment +2. Mriswith Landscout 3rd-level Ranger/5th-level Horizon Walker Medium Monstrous Humanoid (Reptilian) Hit Dice 10d8 + 10 (55 hp) Initiative +5 Speed 40 ft. (8 squares). Armour Class 25 (+5 Dex, +3 natural, +7 +3 mithral chain shirt). Base Attack/ Grapple +10/+10. Attack +3 yabree +18 melee (1d8 + 1/18-20, x3) or claw +15 melee (1d4+5) or bite +10 melee (1d6+2) or by other weapon type. Full Attack 2 +3 yabree +16/+16/+11/+11 melee (1d8+8/18-20, x3) or 2 claws +15 melee (1d4+5) and one bite +10 melee (1d6+2) or by other weapon type. Space/Reach 5 ft./ 5 ft. Special Attacks Chime of the Yabree (ranged touch +15, 2d6 sonic damage); Favoured enemy (animals) +2; +1 insight bonus on attack and damage rolls versus forest, hill, marsh, mountain and underground creatures. Special Qualities Darkvision 120’; favoured enemy (animals) +2; lesser chameleon power; low-light vision; mriswith cloak; scent; terrain mastery (forest, hills, marsh, mountain, and underground). Saves Fort +8, Ref +12, Will +7. Abilities Str 10, Dex 21, Con 12, Int 12, Wis 13, Cha 10. Skills Balance +9, Craft (armoursmithing) +6, Craft (weaponsmithing) +6, Hide +10 (+15 lesser chameleon power, +50 mriswith cloak), Knowledge (geography) +9, Listen + 15, Move Silently + 16, Spot +15, Survival +11 (+15 tracking by scent), Use Rope +10. Feats Agile Blow*, EnduranceB, Exotic Weapon Proficiency (yabree)B, Improved Two-Weapon Fighting, Iron Will, TrackB, Two-Weapon FightingB, Weapon FinesseB, Weapon Focus (yabree). Environment Any. Organisation Solitary, troupe (1 landscout + 4-7 other mriswith of mixed classes and levels) or clan (70-100 civilians plus 1-2 landscouts + 1-2 clerics of varying level + one leader of 15th-20th level). Challenge Rating 10 Treasure Standard, plus 2 +1 yabree, rite of passage amulet and mriswith cloak. Standard, plus 2 +3 yabree, rite of passage amulet, +3 mithral chain shirt and mriswith cloak. Alignment Usually neutral. Advancement By character class. Level Adjustment +2. * New Feat; see below B = Bonus Feat New Feat. Agile Blow You have mastered a fighting style based on grace rather than brute strength. Prerequisites: Dex 15, Weapon Finesse. Benefit: You can now apply your Dexterity bonus to both attack and damage rolls when wielding light or natural weapons. Normal: You apply your Strength modifier to damage rolls, even if using a light or natural weapon and even if you have the Weapon Finesse feat. New Magic Items. Mriswith Cloak. These strange cloaks are woven from black silk and are light, sleek and warm. A mriswith cloak typically weighs only half as much as a usual Medium cloak, yet presents an appearance of strength and practical yet high elegance. When donned by a mriswith, however, these cloaks reveal their true powers. While wearing a mriswith cloak, a mriswith can take a standard action to cast the cloak fully about themselves and draw up the hood. Doing so causes the mriswith wearer to be affected by invisibility, as the spell of the same name. This invisibility is of potentially infinite duration, but fails if the mriswith so cloaked dies, removes the cloak, wishes to return to visibility or performs any action that would normally negate an invisibility spell. This effect can be activated even in a high wind, as the invisibility is not dependent on the cloak covering the entire body of its wearer. The mriswith cloak is considered a sacred item by the mriswith, and any non-mriswith that finds, purchases, manufactures or claims one through conquest will be tracked down and ordered to sell it back to the mriswith hunting party (who will pay its full market price). Those who refuse are mercilessly executed where they stand. Market Price: 12,000 gp. Prerequisites: CL 9th, Craft Wondrous Item, invisibility or the creator must be a mriswith. Yabree. Yabree are strange, knife-like weapons employed in battle solely by mriswith. These devices look similar in shape to a set of brass knuckles, with a central rod-shaped handgrip that lies across the upper palm and an outer plate that lies over the knuckles. Support-bars linking these two parts lie in the middle, creating holes through which the fingers are slipped, and the upper plate carries three straight, dagger-like blades that face outward from the knuckles. These blades are evenly-spaced, and positioned so that their cutting edges are vertical. Yabree always fit snugly, and are thus incapable of slipping off during combat. When worn in combat, the fist is clenched around the central rod, and the three blades emerge from the frontal plate like metal claws, albeit straight claws with two edges apiece. They are typically wielded in pairs, and for this reason most mriswith gain the Two-Weapon Fighting feat early on in their careers. Because of their construction, yabree are not only exquisitely damaging, but excellent for disarming foes. Not only are they treated as one-handed weapons for this purpose (rather than the light weapons that they actually are), but anyone wearing them cannot be disarmed by any method short of severing their hands. In addition, all yabree are magical weapons, though admittedly their magic only works at the hands of mriswith wielders (for non-mriswith wielders, treat them as masterwork weapons). Each yabree bears at least a +1 enhancement bonus, and each also has the power to unleash an unearthly chime when struck against another yabree as a full-round action. This chime creates an invisible ray of sonic energy that can be directed to strike a target as a ranged touch attack. This ray can have one of two effects, depending on whether it is aimed at a mriswith or at a non-mriswith target. If aimed at a non-mriswith, the target must be within 5’, and the attack inflicts 2d6 points of sonic damage. If aimed at a mriswith, the target may be within 20’, and the chime causes a euphoric sensation. Mriswith frequently use the touching of yabree as a form of goodwill greeting when dealing with other mriswith, This chime property is treated as a +1 property for the purposes of determining enchantment cost and magical limitations of yabree. The yabree is considered a sacred thing to the mriswith, and the wielding of such a weapon by a non-mriswith a dire crime. Opponents who have manufactured yabree without permission, or who slay mriswith and claim their yabree, are tracked down and ordered to sell the yabree back to the mriswith hunting party (who will always pay full market price for their return); those who refuse are mercilessly executed where they stand. Mriswith law also forbids the teaching of yabree proficiency to any non-mriswith on pain of death for both student and teacher, though they will not punish a non-mriswith that uses one in extremis. Each yabree deals a base damage of 1d8 points and has a threat range of 18-20/x3. Donning or removing a yabree is a full-round action, but characters wearing yabree are treated as having a free hand for the purposes of spells with somatic components. Market Price: 50% of standard magical weapon cost, plus 450 gp for the masterwork-quality weapon (e.g. 4,450 gp for a +1 yabree). Prerequisites: CL 9th, Craft Magic Arms and Armour, shout or the creator must be a mriswith. |
| the_one_true_shea12-30-05, 10:10 PM | Ok.. Bluepoint.. Please tell me what names in this post were coined in this sword of truth novel. Mriswith I assume.. but Ssekar? etc? A pure rip is more for a conversion (like the fantasy general boards) but the mechanics you have provided are nifty. I will return if you reply to give suggestions. That said - using them on the WCP for perhaps Gilean's aquatic race? They are already lizards. The aquatic race just got started.. add a swim speed and your good to go. Probably gonna drop the cloak thing as "part of the race" but then again I havent seen the book so I might be missing some of the intended flavor. |
| Pyrrix01-18-06, 10:29 AM | I like it. The mechanics seem sound to me and it's as close you can get without only introducing them as quite high-level baddies. :) |
| the_one_true_shea01-19-06, 08:08 PM | I like them too (now I will admit I think I could brush them up a little, but)!! The real concern that I have is the "TM" or trademark. I mean yeah, "its no big deal" but I like the whole "as if" thing we have been working with so far. (so far only diggles have come from an outside source). Anyone with some non "Mriswith" culture to clothe these guys in? bullets -Extreemly quick by nature. -Tough physical construction. -Lizard type w/ darkvison. -Unique Racial equipment. -Domineering and Lawful Society? |