new race: Talifarin (hedgehog people)

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]
 
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Whoa! Sonic the Hedgehog Flashback! :D

Actually I like them, they're, if nothing else, interresting. I could easily fit them into my campaign (on a 'wild' continent with no real cities, mostly due to a race of very large dragons, that then to burn every settlement with more than a few hundred citizens to the ground.)

For those who are interrested, I would say that the ECL is +3, mostly due to the creatures special abilities.

Edit: Changed the color.
 
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I agree with Krishnath when he said that the ECL is +3. However i have a comment to do. The exceptional ability Defensive Roll..

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).

I think that the character should be gain +2 only in Reflex save. ;)
 


I understand your concerns. I simply took what I (incompletely) recalled from the Tome and Blood writeup of a Hedgehog, which I provide here, somewhat condensed:

Poison (Ex): When in defensive ball, the hedgehog's spines poison foes touching it; Fort save DC 14, 1d2 Dex/ 1d2 Dex.

Defensive Ball (Ex): Rolls up as a standard action, granting a +2 circumstance modifier on saves and AC. Unrolling is a free action.

So I gave it a better AC bonus, and made it a partial action as opposed to a standard action, but the saves were originally across the board for the hedgehog.

Knowing the precedent, do you still believe the global +2 to saves is too overpowered? I can easily modify it.

Thank you for your input, everyone.

- Devon
 
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On the subject of the "saves across the board," I don't see how curling into a ball would help you stave off enchantment spells :p

The only way I could see the defensive curl adding Will save bonuses, would be if you made up some bull-hockey about the curl being a meditative stance, or some such ;)
 

There was a hedgehog people in an old Dragon Magazine, one of their creature catalogues. I liked the idea, but I've never done anything with them.
 

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