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Really Twitchy Rats
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<blockquote data-quote="Tilla the Hun (work)" data-source="post: 1600324" data-attributes="member: 14214"><p>Good stuff. Getting very close to a character I'd not only play, but use in my campaign <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>---------------------------</p><p></p><p>Twitchies</p><p>+2 dex -2 con -2 wis</p><p>--------</p><p>As a GM - applause</p><p>As a player - "Aw gee, can't we balance out these stats to -not- be a penalty??" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>-------</p><p>medium</p><p></p><p>humanoid</p><p></p><p>speed 40ft</p><p></p><p>lowlight vision</p><p></p><p>may take scent as a feat if wis is 9+</p><p></p><p>-2 hide and concentration checks</p><p></p><p>Energy burn : a twitchy reqiures twice as much food and water as a human but only half as much sleep, also has a +4 saving vs sleep effects</p><p></p><p>---------</p><p>+4 against any sleep/charm or otherwise movement hampering effects (hold person, etc.) ?</p><p>---------</p><p></p><p>+2 move silently and tumble</p><p>Twitchies only take half the move silently penalties for moving rapidly</p><p></p><p>Run and Dodge as bonus feats</p><p>-------</p><p>sweet - 40 * 5 = 200 on a run, as opposed to 30*4 = 120 for normals <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>barb1 + monk4 = 60 * 5 = 300' on a run <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>Plus another 10' from a couple of feats... 70 * 5 = 350' run!</p><p>-------</p><p></p><p>Twitchy (EX): For every consecutive round a twitchie has not moved at least 5ft it gets a +1 bonus on Attack Rolls and AC during the next round this bonus cannot exceed a twitchie's character level, but also after every round that a twitchie does not move it must make a will save DC 16+1/2 character level+ their current twitchy bonus, if it fails it must immediatley move at least 10 ft. Also immune to Paralysis</p><p></p><p>-------</p><p>I'm thinking when you clean this thing up for verbiage, you'll clarify/simplify this a little...</p><p>Perhaps -</p><p>Twitch (SU): For every consecutive round a twitchie has not moved at least 5', it gets a +1 competence (? should be named bonus, but which?) bonus to attack rolls and AC. This bonus cannot exceed it's character level. Each round that the twitchy receives this bonus, it must immediately succeed at a will save DC 15 + twitch bonus at the beginning of it's round or else move at least 10' before taking any other action, thus losing the twitch bonus for that round.</p><p></p><p>Just a thought. Adding +1/2 character level to the DC makes it harder as a twitch advances to keep from losing that twitch bonus. Shouldn't it get easier for a twitch to stand still over time?</p><p>---------</p><p></p><p>Don't touch (EX): Twitchies hate bieng grappled or trapped, they have a +4 on escape artist checks of all kinds, also when a twitchy attempts an escape artist attempt to get out of a grapple the other creature(s)(even allies) in the grapple take 1d8/per round the twitchie has been in the grapple+the twitchie's str bonus as it turns into a whirling, twisting, squirming hellion. Also a twitchie must make will saves during the grapple as the twitchy effect comes into play. A grappled twitchy must still break free of the grapple to move if it fails the save but it still lose the bonuses, if the twitchy is in control of the grapple when it fails a save it must end the grapple.</p><p></p><p>-------</p><p>wooo - 1d8 per round of grapple??? I'd actually -charge- things to grapple them, and wait a few rounds before trying to escape - 2 rnds will do more than my longsword or rapier <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>1d4 or 1d6 + twitch bonus would be reasonable. The rest is just cool.</p><p>--------</p><p>Example of twitchy ability</p><p></p><p>Twitchie rouges rushed in with first attack managing to kill the first hobgoblin with his sneak attack bonus, now he decides to stand his ground while the slow pokes (the rest of the party) catch up. The hob misses the over-caffienated rat, next turn (that lousy elf never could keep up) the twitchy has +1 Attack rolls and AC he manages to make the save so he may continue to stand his ground, the hob is getting nervous because this fluff ball is starting to make stange noises and spin like a well balanced top (in place) the poor hob cant hit it so he attempts a retreat, the twitchy decides that the hob is food and rushes after him getting a +2 bonus from the twitchy ability wich lasts through his turn letting him smack the hob as it tries to escape but ends as soon as the twitchie's turn is over</p><p></p><p>Favored class- rouge</p><p></p><p>Ecl +1 Maybe +2 ( in that case just give them scentwithout feat )</p><p></p><p>does this balance?</p><p></p><p>----------</p><p>I think it's balanced for a +1 with the automatic scent. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> If you lost the twitch bonus (eck) it'd be real close to a +0.</p><p></p><p>Twitch bonus should be lost immediately if the character moves 5'. That includes having failed his save. Otherwise, stand still for x rnds, -then- charge for a +2 attack + X twitch bonus. ::shudder:: high level monk twitches with a +40 to hit bad! Even if it does take x rounds to get there <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /></p><p></p><p>Heh - I think I'll use this 'twitch' concept as a new spell...</p><p></p><p>Hmm Cle2/Drui1/Wiz2/sor2/Bard2?</p></blockquote><p></p>
[QUOTE="Tilla the Hun (work), post: 1600324, member: 14214"] Good stuff. Getting very close to a character I'd not only play, but use in my campaign :) --------------------------- Twitchies +2 dex -2 con -2 wis -------- As a GM - applause As a player - "Aw gee, can't we balance out these stats to -not- be a penalty??" :) ------- medium humanoid speed 40ft lowlight vision may take scent as a feat if wis is 9+ -2 hide and concentration checks Energy burn : a twitchy reqiures twice as much food and water as a human but only half as much sleep, also has a +4 saving vs sleep effects --------- +4 against any sleep/charm or otherwise movement hampering effects (hold person, etc.) ? --------- +2 move silently and tumble Twitchies only take half the move silently penalties for moving rapidly Run and Dodge as bonus feats ------- sweet - 40 * 5 = 200 on a run, as opposed to 30*4 = 120 for normals :) barb1 + monk4 = 60 * 5 = 300' on a run :) Plus another 10' from a couple of feats... 70 * 5 = 350' run! ------- Twitchy (EX): For every consecutive round a twitchie has not moved at least 5ft it gets a +1 bonus on Attack Rolls and AC during the next round this bonus cannot exceed a twitchie's character level, but also after every round that a twitchie does not move it must make a will save DC 16+1/2 character level+ their current twitchy bonus, if it fails it must immediatley move at least 10 ft. Also immune to Paralysis ------- I'm thinking when you clean this thing up for verbiage, you'll clarify/simplify this a little... Perhaps - Twitch (SU): For every consecutive round a twitchie has not moved at least 5', it gets a +1 competence (? should be named bonus, but which?) bonus to attack rolls and AC. This bonus cannot exceed it's character level. Each round that the twitchy receives this bonus, it must immediately succeed at a will save DC 15 + twitch bonus at the beginning of it's round or else move at least 10' before taking any other action, thus losing the twitch bonus for that round. Just a thought. Adding +1/2 character level to the DC makes it harder as a twitch advances to keep from losing that twitch bonus. Shouldn't it get easier for a twitch to stand still over time? --------- Don't touch (EX): Twitchies hate bieng grappled or trapped, they have a +4 on escape artist checks of all kinds, also when a twitchy attempts an escape artist attempt to get out of a grapple the other creature(s)(even allies) in the grapple take 1d8/per round the twitchie has been in the grapple+the twitchie's str bonus as it turns into a whirling, twisting, squirming hellion. Also a twitchie must make will saves during the grapple as the twitchy effect comes into play. A grappled twitchy must still break free of the grapple to move if it fails the save but it still lose the bonuses, if the twitchy is in control of the grapple when it fails a save it must end the grapple. ------- wooo - 1d8 per round of grapple??? I'd actually -charge- things to grapple them, and wait a few rounds before trying to escape - 2 rnds will do more than my longsword or rapier :) 1d4 or 1d6 + twitch bonus would be reasonable. The rest is just cool. -------- Example of twitchy ability Twitchie rouges rushed in with first attack managing to kill the first hobgoblin with his sneak attack bonus, now he decides to stand his ground while the slow pokes (the rest of the party) catch up. The hob misses the over-caffienated rat, next turn (that lousy elf never could keep up) the twitchy has +1 Attack rolls and AC he manages to make the save so he may continue to stand his ground, the hob is getting nervous because this fluff ball is starting to make stange noises and spin like a well balanced top (in place) the poor hob cant hit it so he attempts a retreat, the twitchy decides that the hob is food and rushes after him getting a +2 bonus from the twitchy ability wich lasts through his turn letting him smack the hob as it tries to escape but ends as soon as the twitchie's turn is over Favored class- rouge Ecl +1 Maybe +2 ( in that case just give them scentwithout feat ) does this balance? ---------- I think it's balanced for a +1 with the automatic scent. :) If you lost the twitch bonus (eck) it'd be real close to a +0. Twitch bonus should be lost immediately if the character moves 5'. That includes having failed his save. Otherwise, stand still for x rnds, -then- charge for a +2 attack + X twitch bonus. ::shudder:: high level monk twitches with a +40 to hit bad! Even if it does take x rounds to get there :( Heh - I think I'll use this 'twitch' concept as a new spell... Hmm Cle2/Drui1/Wiz2/sor2/Bard2? [/QUOTE]
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