Devon
First Post
Another race I made up. Ideologically similar to halflings, but with some interesting combat abilities. Please let me know what you think, especially if you have any feedback on its Bowl ability. I based the Defensive Roll off of the Hedgehog entry in Tome and Blood, but I don't have it with me... I'll probably change it later tonight when I get back to my library.
- Devon
Talifarin (Hedgehog People)
Small Monstrous Humanoid
Hit Dice: 2d8+6 (15 hp)
Initiative: +2 (Dex)
Speed: 20 ft., burrow 10 ft.
AC: 17 (+1 size, +2 Dex, +4 natural)
Attacks: 2 claws +2 melee, bite +0 melee, or weapon +2 melee
Damage: claw 1d4, bite 1d6, or by weapon
Face/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: bowl
Special Qualities: defensive roll, quills
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 10, Dex 14, Con 17, Int 10, Wis 12, Cha 10
Skills: Tumbling +7, Spot +6, Listen +6, Hide +6, Move silently +6
Feats: Multiattack
Climate/Terrain: any land and underground
Organization: troupe (3 - 8), clan (12 - 20), or village (21 - 40)
Challenge Rating: 2
Treasure: standard
Alignment: usually neutral
Advancement: by character class
Talifarins are humanoid hedgehogs, simple and industrious.
Short, with broad backs and shoulders, Talifarins have dextrous little hands tipped with strong claws suitable for digging. Their backs are covered with the dense hide and quills characteristic of a hedgehog, and they are fully capable of rolling themselves up into a ball.
Talifarins typically live in hilly areas, carving networks of burrows and tunnels by tool and claw. They tend to live in loose clans, although larger clusters of Talifarins will cooperate as a village, placing the elders on a council to oversee the cooperation and proper functioning of the community. Talifarin tend to have a great rapport with halflings.
Combat:
Talifarins avoid combat unless they are defending their homes and children. They will fight viciously with claws or weapons. They don't often wield weapons, but occasionally use shortswords and daggers. They prefer to battle in tunnels, but will fight in open air if necessary, occasionally holding longspears or other polearms while bowling, to trip 2 or 3 people at a time.
Defensive Roll (Ex): As a partial action, Talifarins can roll up into a ball, gaining a +4 bonus to AC and a +2 to all saving throws. Anyone making an unarmed melee attack will be hit by its quills (See below).
Bowl (Ex): As a standard action, a Talifarin can charge an opponent by curling into a ball and rolling towards them. With a successful attack (+2 melee, plus all bonuses and penalties for a charge, as well as bonuses for being in a Defensive Roll), and a successful Tumbling roll (DC 15) their roll inflicts 2d4 points of quill damage, plus quill poison (see below), and they can make a trip action as if they had the Improved Trip feat, with a +2 bonus to their attempt. On a failed Tumbling roll, they simply miss.
When used in conjunction with a longspear, polearm, or other long staff-like weapon, all opponents in a 10-foot-wide path must make Reflex saves (DC 14) or be knocked prone.
Quills (Ex): A Talifarin's back is covered with quills, and when attacked with an unarmed melee attack while in their defensive roll, or when grappled, these quills inflict 1d4 damage upon the attacker, and a weak poison at the tips causes 1d2 temporary Str/ 1d2 temporary Str unless a Fort save is made (DC 14).
As Characters:
A Talifarin's favored class is rogue. Rarely do they become spellcasters, but when they do they almost exclusively take levels in druid or cleric--Talifarin sorcerors and wizards are almost unheard of. Talifarin clerics have access to Animal, Earth, Healing and Plant domains.
[edit - modified 'Bowl' entry]
- Devon
Talifarin (Hedgehog People)
Small Monstrous Humanoid
Hit Dice: 2d8+6 (15 hp)
Initiative: +2 (Dex)
Speed: 20 ft., burrow 10 ft.
AC: 17 (+1 size, +2 Dex, +4 natural)
Attacks: 2 claws +2 melee, bite +0 melee, or weapon +2 melee
Damage: claw 1d4, bite 1d6, or by weapon
Face/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: bowl
Special Qualities: defensive roll, quills
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 10, Dex 14, Con 17, Int 10, Wis 12, Cha 10
Skills: Tumbling +7, Spot +6, Listen +6, Hide +6, Move silently +6
Feats: Multiattack
Climate/Terrain: any land and underground
Organization: troupe (3 - 8), clan (12 - 20), or village (21 - 40)
Challenge Rating: 2
Treasure: standard
Alignment: usually neutral
Advancement: by character class
Talifarins are humanoid hedgehogs, simple and industrious.
Short, with broad backs and shoulders, Talifarins have dextrous little hands tipped with strong claws suitable for digging. Their backs are covered with the dense hide and quills characteristic of a hedgehog, and they are fully capable of rolling themselves up into a ball.
Talifarins typically live in hilly areas, carving networks of burrows and tunnels by tool and claw. They tend to live in loose clans, although larger clusters of Talifarins will cooperate as a village, placing the elders on a council to oversee the cooperation and proper functioning of the community. Talifarin tend to have a great rapport with halflings.
Combat:
Talifarins avoid combat unless they are defending their homes and children. They will fight viciously with claws or weapons. They don't often wield weapons, but occasionally use shortswords and daggers. They prefer to battle in tunnels, but will fight in open air if necessary, occasionally holding longspears or other polearms while bowling, to trip 2 or 3 people at a time.
Defensive Roll (Ex): As a partial action, Talifarins can roll up into a ball, gaining a +4 bonus to AC and a +2 to all saving throws. Anyone making an unarmed melee attack will be hit by its quills (See below).
Bowl (Ex): As a standard action, a Talifarin can charge an opponent by curling into a ball and rolling towards them. With a successful attack (+2 melee, plus all bonuses and penalties for a charge, as well as bonuses for being in a Defensive Roll), and a successful Tumbling roll (DC 15) their roll inflicts 2d4 points of quill damage, plus quill poison (see below), and they can make a trip action as if they had the Improved Trip feat, with a +2 bonus to their attempt. On a failed Tumbling roll, they simply miss.
When used in conjunction with a longspear, polearm, or other long staff-like weapon, all opponents in a 10-foot-wide path must make Reflex saves (DC 14) or be knocked prone.
Quills (Ex): A Talifarin's back is covered with quills, and when attacked with an unarmed melee attack while in their defensive roll, or when grappled, these quills inflict 1d4 damage upon the attacker, and a weak poison at the tips causes 1d2 temporary Str/ 1d2 temporary Str unless a Fort save is made (DC 14).
As Characters:
A Talifarin's favored class is rogue. Rarely do they become spellcasters, but when they do they almost exclusively take levels in druid or cleric--Talifarin sorcerors and wizards are almost unheard of. Talifarin clerics have access to Animal, Earth, Healing and Plant domains.
[edit - modified 'Bowl' entry]
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