Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
September 03, 2015, 08:03:17 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Community
| |-+  License to Improvise
| | |-+  The Beastman (Species)
« previous next »
Pages: [1] Go Down Print
Author Topic: The Beastman (Species)  (Read 264 times)
Nuaurpy
Operative
****
Posts: 386


The Shadow knows.


View Profile
« on: November 17, 2014, 04:36:54 AM »

I imagine that this has been done before but when I looked it up I noticed that most Minotaur races were handled as an splinter race of the Ogre, but I feel that making every monstrous humanoid just an Ogre offshoot doesn't work so well especially when there are so many Animal style characters like goatmen and minotaurs. So I made a Beastman race that I feel better fits these archetypes. Other splinter race feats that could come from the Beastman could be Yetis and Leonin.

Beastman
Common Personality Traits: Proud, Savage, Solitary, Tenacious, Quiet
Common Physical Traits: Shaggy, muscular, Large powerful limbs, dark coloured fur.
Example Names: Agatha, Grull, Korinna, Nikoth, Thas
Splinter Race Feats: Cave Dweller (Ursine), Labyrinth Dweller (Minotaur), Mountain Dweller (Ibixian), Plains Dweller (Deerfolk) Unless you choose one of these, you’re a Wild Beastman.
Type: Large (2×2) biped folk with a Reach of 1 (1) Your maximum wounds equal your Constitution score × 1.5 (rounded down).
  • Attributes: +2 Str +2 Wis -2 Cha (3)
  • Base Speed: Speed 40 (1)
  • Crunch!: Your Strength-based damage rolls inflict 1 additional damage. (+1)
  • Natural Attack: You gain the Gore I natural attacks (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V). (1)
  • Thick Hide 3: You’re considered to be wearing partial armour that provides Damage Reduction 3. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
  • Lumbering: You suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you. (-1)
  • Reviled: The Disposition of non-Beastman decrease by 10. (-1)

Splinter feats

Cave Dweller
Prerequisites: Beastman, Level 1 only
Benefit: You gain Dark Vision I also you gain a +2 to intimidate. Also you lose your Gore natural attack and instead gain a Grade I Bite attack

Cave Stalker
Prerequisites: Cave Dweller
Benefit: You gain a Grade I Squeeze attack. Also you gain a trick:
Terrifying Roar (Threaten Trick): One Special character or one mob of standard characters must make a morale check DC 20

Labyrinth Dweller
Prerequisites: Beastman, Level 1 only
Benefit: You gain Dark Vision II and a +2 bonus to survival. However, you also gain light sensitive.

Labyrinth Stalker
Prerequisites: Labyrinth Dweller
Benefit: Your Strength score rises by 2 but your Charisma score drops by 2. You are immune to the Maze spell and when taking the Basic Skill Mastery feat you have access to a new skill pair: Maze denizen (Athletics & Survival)

Mountain Dweller
Prerequisites: Beastman, Level 1 only
Benefit: Your footprint changes to Large (1x1) you gain +2 to climb and jump and gain improved stability
You also gain falling resistance 5

Mountain Stalker
Prerequisites: Mountain Dweller
Benefit: Your dexterity increases by 2 and your Gore attack increases by 1 grade.

Plains Dweller
Prerequisites: Beastman, Level 1 only
Benefit: Your speed increases by 5 and your Dexterity increases by 2 However your strength drops by 2. Also you lose reviled.

Plains Stalker
Prerequisites: Plains Dweller
Benefit: Your speed increases by another 5 and the lower of you dexterity and charisma rises by 2.
Logged
Mutt
Operative
****
Posts: 368


View Profile
« Reply #1 on: November 17, 2014, 05:06:10 AM »

So, some first impressions.

Why Lumbering and a Gore I attack at all times? Most animal-folk in fiction are pretty spry, and a horn or set of them doesn't fit all types. I understand from a mechanical standpoint for the Gore (easier to work splinter feats in), but they're both a bit odd for choices.

Cave Stalker feels weird; getting a Squeeze for a 'bear-hug' makes sense, but I think a Grapple Trick that insta-kills standard characters with less (Con? Str? Something...) would be better fitting.

Labyrinth is just plain strange. For one, new BSM pairs are usually granted at the first 'tier' of feat rather than the second tier. For two, +STR -CHA is really limiting considering that Beastmen already get +STR -CHA. And finally, "Immunity to the Maze spell" smells way too much like TOG racial design, with a fiddly little 'bonus' that absolutely no one is going to remember or care about. Maybe always counting as having a compass/sextant and Darkvision I? Actually, Darkvision I would be a good thing to have for the baseline species, with Darkvision II being a nice bonus for certain splinters (for instance, the minotaur lived in a lightless labyrinth for decades; sounds like Darkvision II to me).

I like Mountain Dweller, but I think you mean something a little more like "You gain the Improved Stability NPC quality". Much clearer than merely increasing your footprint (which doesn't actually do anything).

Plains is effective, but it's also boring. It doesn't bring anything new to the table, and it doesn't show anything except "more speed and more dexterity". What if you add something neat to the idea that this is a fast little bugger? Instead of outright boosting their Dexterity, perhaps granting bonuses to Initiative and Athletics checks would be more well-rounded and showcasing that they're not just 'manipulating in the physical sense' but 'speedy in the GOTTA GO FAST sense'.
Logged
Nuaurpy
Operative
****
Posts: 386


The Shadow knows.


View Profile
« Reply #2 on: November 17, 2014, 05:44:54 AM »

Why Lumbering and a Gore I attack at all times?

Honestly, it's just a holdover from the fact that this started as a Minotaur species before I realized that it made more sense as a more generic beast race that could splinter into a Minotaur. I think that I should drop the lumbering for something else, but I don't mind the gore attack since a lot of the monstrous beasts are going to have it and a lot of generic "Beast men" architypes have horns (See also warhammer chaos beastmen). This opinion may change as I work on this.

Cave Stalker feels weird; getting a Squeeze for a 'bear-hug' makes sense, but I think a Grapple Trick that insta-kills standard characters with less (Con? Str? Something...) would be better fitting.

I don't love the idea of an insta kill trick for this since there's a lot fiction for bear wrestling where it's not immediately fatal and is more something that a character battles with over time. Also I feel like that muscles in on the neck snapper trick. Why bother taking 3 covert feats to get it when you could take two species feats.

Labyrinth is just plain strange. For one, new BSM pairs are usually granted at the first 'tier' of feat rather than the second tier. For two, +STR -CHA is really limiting considering that Beastmen already get +STR -CHA. And finally, "Immunity to the Maze spell" smells way too much like TOG racial design, with a fiddly little 'bonus' that absolutely no one is going to remember or care about. Maybe always counting as having a compass/sextant and Darkvision I? Actually, Darkvision I would be a good thing to have for the baseline species, with Darkvision II being a nice bonus for certain splinters (for instance, the minotaur lived in a lightless labyrinth for decades; sounds like Darkvision II to me).

Labyrinth will probably be reworked. As I said this started as a minotaur race this feat was originally building on a theme rather than setting a trend. I think that immunity to the Maze spell is a neat touch, it's not really meant to be a big part of the feat, it'll probably stay, but those feats are already the first thing I want to rework.

I like Mountain Dweller, but I think you mean something a little more like "You gain the Improved Stability NPC quality". Much clearer than merely increasing your footprint (which doesn't actually do anything).

The improved stability language is actually straight out of Many-Legged and Special Construction: Granite. Also This actually decreases your footprint to a 1x1 from a 2x2. It does affect quite a bit actually. Places you can stand the area that you threaten and honestly just becomes important for things like being in or out of an area effect.

Plains is effective, but it's also boring. It doesn't bring anything new to the table, and it doesn't show anything except "more speed and more dexterity". What if you add something neat to the idea that this is a fast little bugger? Instead of outright boosting their Dexterity, perhaps granting bonuses to Initiative and Athletics checks would be more well-rounded and showcasing that they're not just 'manipulating in the physical sense' but 'speedy in the GOTTA GO FAST sense'.

For this I was thinking of adding an effect to the Dweller feat similar to the Hart Nations "The DCs of Tracking checks to follow your trail increase by 10" something small but I feel like the dex boost is something that they need, the fairly likely cha bonus allows the deer splinter to work as a social class since it also lost reviled. While is seems like just a flat numbers boost at a glance I made the choices that I did here to try to create a splinter that can be a burglar or a talker if wanted.
« Last Edit: November 17, 2014, 05:46:36 AM by Nuaurpy » Logged
Pages: [1] Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!