Shade on 01-09-06 10:28 AM said:For the Hutaakan, -2 Str and +2 Wis? +4 racial bonus on Hide and Move Silently?
Mortis on 01-09-06 10:39 AM said:They're all good for me.
I've just noticed that the HW Players Guide contradicts ITSELF on the question of languages.
andHW Player's said:Language
The Hutaakan language, called Hutaaka sounds (to human ears) like coughs and barking. The Hutaakans also speak Nithian and Neathar.
Then again...HW Player's said:Languages
Hutaakans speak their own language, the Neathar common tongue, and the orc and knoll tongues.
MMC said:They speak in fluting, mellifluous tones using a complex language possessed of a haunting, musical quality.
Shade 01-09-06 10:41 AM said:For simplicity's sake, I'd go with Hutaakan, Gnoll, and Orc. Since the others are Mystara-specific, we might include them in a ''In Mystara'' footer, like we occasionally do for Forgotten Realms stares.
Mortis 01-09-06 10:45 AM said:Could do, Neathar was (sort of) the HW equivalent to 'Common' though. But seeing as they tend to live in isolated locales I suppose they could do without Common.
Shade 01-09-06 10:46 AM said:Common could be a bonus language, though.
Mortis 01-09-06 10:55 AM said:Does the fact that they don't seem to get on with other races deserve a penalty to Cha or Cha based skills perhaps?
It could also put players off selecting them as THE race to pick for cleric's if their Turn Undead is penalized.
Shade 01-09-06 11:05 AM said:I could see such a penalty for them.
Mortis 01-09-06 11:15 AM said:So
-2 Str, +2 Wis, -2 Cha
Oh and the easy stuff.
Medium
Humanoid or Monstrous Humanoid?
1 Hit Die
Shade 01-09-06 11:27 AM said:I'd go with humanoid, like gnolls.
Mortis 01-09-06 11:39 AM said:Yeah that makes sense - they don't have any innate supernatural or spell-like abilities.
So Humanoid (Hutaakan)? I suppose it could be Humanoid (Gnoll) but in one of the write-up's (possibly the one in HW DM's book which 1 didn't post) states the gnolls were created in imitation of the Hutaakan. Again that could be included as a Mystaran footnote.
Shade 01-09-06 11:42 AM said:I think Humanoid (Hutaakan) is best.
Knightfall1972 01-10-06 4:14 AM said:Definitely humanoids.
Mortis 01-10-06 7:53 said:Are we going to all three types of Hutaakan?
If so :
The priests will be 2nd-level clerics (or adepts?).
The warriors will be 1st-level warriors.
The others will be either 1st-level experts or straight 1HD humanoids.
We could also do a higher level leader, say, a 6th? level cleric.
BOZ 01-10-06 09:58 AM said:we will start with the base creature, or brother's, and when that is finished we will add levels or whatever to get stat blocks for the warriors and priests.![]()
Mortis 01-10-06 10:04 AM said:Easiest way to do them.![]()
BOZ 01-10-06 01:08 PM said:i haven't even looked at most of the information for them yet, but here are some preliminary stats for the hutaakan to get it started in here:
Hutaakan
Medium Humanoid (Hutaakan)
Hit Dice: 1d8+X (X hp)
Initiative: +X
Speed: 20 ft (4 squares)
Armor Class: X (+X Dex), touch X, flat-footed X
Base Attack/Grapple: +0/+X
Attack:
Full Attack: weapon +X melee (X+X)
Space/Reach: 5 ft/5 ft
Special Attacks: X
Special Qualities: darkvision 60 ft
Saves: Fort +X, Ref +X, Will +X
Abilities: Str 8?, Dex X, Con X, Int 10, Wis 12?, Cha X
Skills: 8 (Move Silently, racial bonus?)
Feats: 1
Environment: Temperate mountains
Organization: X
Challenge Rating: X
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +X
A hutaakan is 6 feet tall and weighs about X pounds.
Originally.found in module B10 - Night's Dark Terror (1986, Jim Bambra, Graeme Morris, & Phil Gallagher), AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
Mortis 01-11-06 11:52 AM said:They had a slightly better base AC in OD&D/2e so 1, or maybe 2, points of Natural ArmorBOZ said:Armor Class.. X (+X Dex), touch X, flat-footed X
I suggest Str 9, Dex 11, Con 10, Int 10 Wis 12, Cha 8Abilities: Str 8?, Dex X, Con X, Int 10, Wis 12?, Cha X
Craft, Hide, Knowledge (religion)?, Move SilentlySkills: 8 (Move Silently, racial bonus?)
For some reason I like Magical AptitudeFeats: 1
Except for the MMC the 'standard' Hutaakans seem to be encountered en mass, So Group? 1-10, Gang? 11-20, Village 20-200 + warriors (1 per 10?) + priests + noncombatants.Organization: X
BOZ 01-11-06 6:55 PM said:well actually, in OD&D the normal hutaakans had AC 8 (but i think they were wearing armor - not sure?), while in 2E their base AC was 10. so not sure where to go with that.Mortis said:They had a slightly better base as in OD&D/2e so 1, or maybe 2, points of Natural Armor
Shade 01-11-06 09:50 PM said:Gnolls have +1 nat armor, so I wouldn't go higher than that.Mortis said:They had a slightly better base AC in OD&D/2e so 1, or maybe 2, points of Natural Armor
If they are going to be first level warriors, we'll need to determine the racial adjustments we want, and then apply it to the standard array. I still suggest at least -2 Str, -2 Cha, and +2 Wis.Mortis said:I suggest Str 9 Dex 11, Con 10, Int 10 Wis 12, Cha 8
Gnolls have Strength +4, Constitution +2, Intelligence -2, Charisma -2.
+4 racial bonus on Hide and Move Silently?Mortis said:Craft, Hide, Knowledge (religion)?, Move Silently
That works for the priests, but not well for the warriors. Since so few of them are warriors, perhaps the base hutaakan should be a let-level cleric or adept instead?Mortis said:For some reason I like Magical Aptitude
Here's what gnolls have. Perhaps it can serve as inspiration:Mortis said:Except for the MMC the 'standard' Hutaakans seem to be encountered en mass. So Group? 1 -1 0, Gang? 1 1 -20, Village 20-200 + warriors (1 per 1 0?) + priests + noncombatants.
Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level and 5-8 hyenas), or tribe (20- 200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 7-12 hyenas; underground lairs also have 1-3 trolls)
Knightfall1972 01-12-06 12:41 AM said:I think they should definitely have +2 to Wisdom, -2 to Charisma, and either -2 to Strength or Constitution, as they're not noted for their warriors. They also have a lot of artisans in their communities so a +2 to Intelligence would be logical, IMO.Shade said:If they are going to be first level warriors, we'll need to determine the racial adjustments be want, and then apply it to the standard array. I still suggest at least -2 Str, -2 Cha, and +2 Wis. Gnolls have Strength +4, Constitution +2, Intelligence -2, Charisma -2.
Hutaakans are as far above gnolls, socially, as gnolls are above dogs. (Okay, maybe even more above.) They're hauty, callous, and overly zealot but their society is well organized, if not overly morale one way or the other.
That works well with what it says in the MYSTARA Monstrous Compendium Appendix: ...a 20% chance to move silently (as a thief).+4 racial bonus on Hide and Move Silently?
The Mystara MC lists No. Appearing as this: Priest > 1d4+1; Warrior > 1d4+4; Other > 1d10.Here's what gnolls have. Perhaps it can serve as inspiration:
Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level and 5-8 hyenas), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 7-12 hyenas; underground lairs also have 1-3 trolls)
I think that hutaakans wouldn't have ''sergeants'' or ''lieutenants'', which implies warriors,who aren't considered leaders in their society. Their leveled leaders should be clerics and referred to using clerical terms, IMO. Plus, I think that their society would have a lot of noncombatants -- 50% or higher.
However, they do tend to fight without mercy when directly provoked, so 1 could see their ''sergeants'' or ''lieutenants'' being rogues, while their leaders are high-level clerics or cleric/rogues.
Just my two cents.
The Mystara MC says that warriors ''...typicially wear studded leather armor and carry a shielding It also states that ''Priests wear leather armor and carry a shield,...'' For other hutaakans they ''are not skilled at fighting and wear no armor,...''BOZ said:well actually, in OD&D the normal hutaakans had AC 8 (but i think they were wearing armor - not sure?), while in 2E their base AC was 10. so not sure where to go with that.
Mortis 01-12-06 05:01 AM said:Here's the relevent bit:well actually, in oded the normal hutaakans had AC 8 (but i think they were wearing armor - not sure'?) No it's due to their hide.
HW Players Guide said:Hutaakans, because of their slightly tough hides, starts play with an Ac of 8. A Hutaakan with a shield will have AC 7, as will one with just leather armor; a Hutaakan with leather and shield will be AC 6.+1 Natural Armor would seem to fitShade said:Gnolls have +1 nat armor, so I wouldn 't go higher than that.
The standard Hutaakans are not warriors, I suggest we either have 1st level experts (due to the vast amount of artisans and craftsmen) or a 1HD humanoid for the standard.Shade said:If they are going to be first level warriors, be '# need to determine the racial adjustments we want, and then apply it to the standard array. I still suggest at least -2 Str, -2 Cha, and +2 Wis. Gnolls have Strength +4, Constitution +2, Intelligence -2, Charisma -2.
Yep+4 racial bonus on Hide and Move Silently?
I went for Magical Aptitude due to their close connection to Pflarr.That works for the priests, but not well for the warriors. Since so few of them are warriors, perhaps the base hutaakan should be a let-level cleric or adept instead?
Shade 01-13-06 12:08 PM said:I'd go with the former, as 1HD humanoid isn't an option.Mortis said:The standard Hutaakans are not warriors, I suggest be either have 1st level experts (due to the vast amount of artisans and craftsmen) or a 1HD humanoid for the standard.
''Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as let-level warriors, which means that they have average combat ability and poor saving throws.''
Knightfall1792 01-13-06 06:08 PM said:I agree. 1st level Experts sound right.
BOZ 01-14-06 PM said:explain that logic please?
Filby 01-15-06 12:30 PM said:I think 1st-level warrior is the best thing to go with, because all other 1-HD humanoids are presented as such. It's not supposed to represent the average member of the race, but rather the member of the race which PCs are most likely to face in combat (otherwise gnomes would be experts, for instance).
Mortis 01-16-06 04:04 AM said:I think Filby has it right, stat-out 1st-level warriors - all the artisans/craftsmen could be counted as non-combatants.
Shade 01-17-06 10:46 AM said:Statting as let-level warrior is fine by me. There are exceptions, such as the blue in the XPH which is a let-level psion, but not of other NPC classes as far as I can tell.
Knightfall1972 01-18-06 3:02 AM said:I guess I'll go along with the group.Warrior is the default class for 1st level monster entries, so it's logical to go that way to stay closer to the ''official''.
BOZ 01-18-06 07:30 PM said:excellent, i now have you all under my control.![]()
Knightfall1972 01-19-06 04:21 AM said:LOL.![]()
Shade 01-19-06 10:13 AM said:So, now that that's been decided....
Hutaakan, let-Level Warrior
Medium Humanoid (Hutaakan)
Hit Dice: 1d8+X (X hp)
Initiative: +X
Speed : 30 ft (6 squares)
Armor Class: X (+X Dex, +1 natural, +2 leather armor, +1 light steel shield), touch X, flat- footed X
Base Attack/Grapple: + 1/+X
Attack: Short sword +X melee (1d6-X/19-20) or sling +X ranged (1d4)
Full Attack; Short sword +X melee (1d6-X/19-20) or sling +X ranged (1d4)
Space/Reach: 5 ft/5 ft
Special Attacks: X
Special Qualities: Darkvision 60 ft
Saves: Fort +X, Ref +X, Will +X
Abilities: Str 8?, Dex X, Con X, Int 10, Wis 12?, Cha X
Skills: 8 (+4 racial bonus on Hide and Move Silently, -1 armor check penalty)
Feats: 1 (Magical Aptitude?)
Environment; Temperate mountains
Organization: X
Challenge Rating: X
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +X
A hutaakan is 6 feet tall and weighs about X pounds.
Hutaakan speak Hutaakan, Gnoll, and Orc.
Originally found in module B10 - Night's Dark Terror (1986, Jim Bambra, Graeme Morris, & Phil Gallagher), AC9 - Creature Catalogue (1986), DMRZ - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
Getting back to the ability scores discussion...
Mortis said:I suggest Str 9, Dex 11, Con 10, Int 10, Wis 12, Cha 8Shade said:If they are going to be first level warriors, we'll need to determine the racial adjustments we want, and then apply it to the standard array. I still suggest at least -2 Str, -2 Cha, and +2 Wis. Gnolls have Strength +4, Constitution +2, Intelligence -2, Charisma -2.Knightfall1972 said:I think they should definitely have +2 to Wisdom, -2 to Charisma, and either -2 to Strength or Constitution, as they're not noted for their warriors. They also have a lot of artisans in their communities so a +2 to Intelligence would be logical, IMO.
Hutaakans are as far above gnolls, socially, as gnolls are above dogs. (Okay, maybe even more above.) They're hauty, callous, and overly zealot but their society is well organized, if not overly morale one way or the other.
Mortis 01-19-06 10:49 AM said:If we give Int a boost as Knightfall suggests, 1 say that we should penalize both Str and Con.
So
Str -2, Con -2, Int +2, Wis +2, Cha -2
for a result of
Str 9, Dex 11, Con 8, Int 12, Wis 13, Cha 8
Shade 01-19-06 11:00 AM said:If we give 'em penalties to both Str and Con, I think we should ditch the Cha penalty. Besides, clerics rely on Cha as a secondary stat.![]()
Mortis 01-19-06 11:33 AM said:That's one of the reasons I want to penalize Cha - so they don't become the Uber race for clerics.Shade said:Besides, clerics rely on Cha as a secondary stat.![]()
Knightfall1972 01-22-06 01:13 AM said:I could live with that, but here's what the DMG (on page 173) says is appropriate.Mortis said:Str -2, Con -2, Int +2, Wis +2, Cha -2
for a result of
Str 9, Dex 11, Con 8, Int 12, Wis 13, Cha 8
Intelligence bonus -- Wisdom OR Charisma penalty
Wisdom bonus -- Intelligence OR Charisma penalty
Thus a base +2 to Int and Wis could result in a -4 to Cha. That way we could simply forget the - 2 to Str and/or Con.
It's interesting that +2 to Str OR +2 to Con is equivalent to -2 to Int and -2 to Wis, but that the reverse isn't true. Of course, the Ability Score Equivalencies on page 173 are only suggested guidelines.
After looking through the DMG I think a penalty to both Str AND Con would be a bit much unless they also had a bonus to Dexterity. A bonus to Dexterity would also coincide with the races' natural ability to Hide and Move Silently. Thus, I suggest the following.Shade said:If we give 'em penalties to both Str and Con, I think we should ditch the Cha penalty.
Besides, clerics rely on Cha as a secondary stat.![]()
-2 to Strength, +2 to Dexterity, +2 to Intelligence, +2 to Wisdom, -4 to Charisma.
which would be...
Str 11, Dex 13, Con 12, Int 12, Wis 11, Cha 4
That would be balanced, as per the DMG. It would also keep the race from having UberClerics.
Mortis 01-23-06 10:04 AM said:Shouldn't that be Str 9 (11-2), Dex 13 (11+2), Con 10, Int 12 (10+2), Wis 13 (11+2), Cha 6 (10-4)Knightfall1972 said:-2 to Strength, +2 to Dexterity, +2 to Intelligence, +2 to Wisdom, -4 to Charisma.
which would be. ..
Str 11, Dex 13, Con 12, Int 12, Wis 11, Cha 4
If so, I don't have a problem with the stats
Shade 01-23-06 10:04 AM said:So the only ''must-have'' ability modifiers are a penalty to Str and a bonus to Wis.MMC said:Racial Ability Modifiers
Hutaakans receive a -1 penalty to Strength scores and a +.1 to Wisdom. Treat all scores of 2 as 3% and all scores of 19 as 18.
I'm fine with most of the scores, but the -4 to Cha is too steep. Gnolls only have a -2, and these guys strike me as more charismatic than gnolls.
Mortis 01-23-06 10:18 AM said:This conversion seems to more difficult than I thought it would be.![]()
We have the following options for ability modifiers?
a) Str -2, Wis +2
b) Str -2, Wis +2, Cha -2
c) Str or Con -2, Int +2, Wis +2, Cha -2
d) Str -2, Con -2, lnt +2, Wis +2, Cha -2
e) Str -2, Dex +2, Int +2, Wis +2, Cha -4
We could have a poll.![]()
Overall, I still favour option b, however.
Knightfall1972 01-23-06 10:25 PM said:Mortis said:Shouldn't that be Str 9 (11 -2), Dex 13 (11 +2), Con 10, Int 12 (1 0+23, Wis 13 (11 +23, Cha 6 (10-4)
If so, I don't have a problem with the stats
Whoops.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.