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breeden
ursulav

(no subject)

I must reproduce this, for sheer amusement. The following was posted to the Digger Forum
over at Graphic Smash, by one Jules:


NOTE: This has not been play-tested!

Nor am I willing to play-test it!

Nor have I really read through it carefully!

Nor am I really even a huge D20 system fan!

*+2 strength (biceps with feet!), +1 intelligence (smarter than yer hack'n'slashing half-orc barbarian), -2 charisma, -1 dexterity (claws pose a bit of a disadvantage there)
Small: As a Small creature, a wombat gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
*Wombat base land speed is 20 feet
*Low-Light Vision: A wombat can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
*Automatic Languages: Common and Terran. Bonus Languages: Undercommon, Dwarven, Gnome, Gnoll, Celestial
*+4 racial bonus on saving throws against fear, charm, and illusion-based spells (Hmm... They didn't cut the gems that massive dragon has in its hoard as well as they might have. Hey, where did everyone just go?).
*Special charisma modifier: In normal circumstances, wombats' tend to let their plain speech and rough ways give them a bad impression, giving them their standard -2 charisma penalty. However, in non-verbal aspects, they are quite charismatic, being very cute: as such, if prevented from speaking, but somehow called upon to make a Charisma check, they actually have a +2 bonus relative to their default modifier. (for example, if a naïve human NPC comes across a prone, unconscious wombat, he'll think it's very cute (high charisma); once he treats the wombat and it regains consciousness, and starts saying things like "you cast a magical SPELL to heal me? Well no wonder the wound isn't healed proper!" the wombat's charisma drops back down to its default modifier.
*+2 racial bonus to Craft, Appraise, Profession, Knowledge (architecture and engineering), and Knowledge (Dungeoneering)
*AC counts as +3 if attacked from behind, due to armored rump.
*Special restriction: atheism. Wombats can never worship any deities. They aren't, strictly speaking, atheist, in that they believe gods exist. They do believe, though, that they're essentially always more trouble than they're worth.
*Special restriction: anti-magical. Wombats cannot wield magical weapons, nor can they use magic. Strictly speaking, all classes are permitted to them, but I wouldn't recommend playing a Wombat sorcerer. However, wombats have access to considerably greater technologies than most races, and this partially makes up for their lack of magic (for example, they can't cast "light" spells, but they can break out a glowstick). However, these can only be crafted by the wombat itself or bought in a wombat warren. (a special "advanced wombat equipment" list is needed now, I suppose.) Give a wombat a priceless Vorpal Sword, and your wombat's first response is to try to pawn it off to the nearest unsuspecting adventurer ASAP.
*They get five free feats: Diligent, Lightning Reflexes, Endurance, and Martial Weapon Proficiency: picks, and unarmed strike (as with monks, owing to claws)

Next up--Wombat: The Tunnelling!


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*Wombat base land speed is 20 feet
[...]
*AC counts as +3 if attacked from behind, due to armored rump.


Oh boy. Those are two sentences that I can tell are not going to be leaving me any time soon.

The writeup doesn't mention a favored class -- I would say Expert. There are only three nonmagical core classes (excluding monks, who are a little too overtly magical even if they're not actually mages), and wombats strike me as too pragmatic to want much truck with the rogue, barbarian or fighter classes.

It bothers me that I can say these things off the top of my head. It bothers me even more that I have many other small nitpicks, so instead of making them I'm going to go meditate on my shame.

Oh, I could see them being fighters, per se. "Tunnel Security Sir, you can't go past without permission." *Thump* "I said you have to have permission." *Whack whack whack* "These Kobolds never learn". Fighters, but in that pragmatic "Zero two Niner" sort of manner, rather than the "What ho! and we'll be histing some ale after we cleave through these rascals!" manner. Pragmatic to the point of fearless, and flat dispassion.

Scott

I could see them as combat engineers...y'know "There's a castle wall in the way! Send for the wombat sappers!" and so forth, although I doubt you'll see First Battalion Wombat Infantry charging any time soon.

And of course, wombat mercenaries, while exceedingly rare, are noteworthy for always conscientiously filing their taxes on time (including the special forms for income, plunder) and always sending money back home.

You could make Wombat Sappers in Underworld. For Breed, they'd be a Feral and then you could make them Sapper Guild. And now I'm thinking about Wombats lurking deep under New York City, tunneling, always tunneling...

Jules again here: anyway, oneironaut, no pressue if you're feeling too ashamed, but personally, I'd appreciate your nitpicks if you'd be willing to post them, if not here, then in the TalkAboutComics thread.

http://www.talkaboutcomics.com/viewtopic.php?t=12201

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