Silus
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Okay well more like a terrorist but hey, semantics.
So one of the guys in my group is going to be running a game set in the world we and another guy have been working on for the last few months and I was hoping to get some help ironing out some details to make this character work like I want it to work.
Location: The campaign is going to revolve around a flying/floating city a la Laputa: Castle In The Sky but combined with a sort of Warhammer 40k Space Hulk in that it's a bunch of flying elements (helicarrier type ships, a Cloud Castle and other bits and bobs) held together via a latticework of girders, rebar and general support substructures. Lots of gangs and possibly corrupt government.
Plot: The DM's been kinda hush hush on the plot as a whole but from what I can gather it'll be about working with or for some of the local gangs and possibly helping or overthrowing an outside government that's trying to muscle in on the free city. That's where the terrorism/freedom fighter comes in. The nation in question (the short version) are Imperial expansionist werewolves ruled by a sorcerer king and a high-priestess queen and who treat non-lycanthropes as, at best, second class citizens (at worst, food). Short is, them trying to take over is a bad thing. I should know, I developed the nation and know what they're capable of and willing to do.
What I know thus far: A good chunk of this campaign is going to be a testing ground for things we've been working on, mostly races and equipment and such.
Race:
A race of spider-like weavers, these quiet folk are a bit intimidating and a bit mysterious. Nocturnal by nature, they prefer to live underground or in darkened forests and jungles, where their silken webs and hidden snares can be put to greater effect.
Ability Score Racial Traits: The Texhutu are a hearty people, and though they move with slow deliberation, their mental agility is often quite impressive. They gain +2 Constitution, +2 Intelligence, and -2 Dexterity.
Type: Texhutu count as Monstrous Humanoids. They receive Darkvision 60ft.
Size: Texhutu are large and gain an additional +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. Texhutu use weapons and armor as if they were Medium (instead of Large).
Base Speed: Texhutu have a base speed of 30ft.
Climb: Texhutu have a climb speed of 20 and a +8 racial bonus to climb checks.
Webbing: Texhutu gain Web Bolt as a Spell Like Ability and may use it 1+Con/day. The DC is Con based, and the caster level is equal to the Texhutu’s character level.
Light Blindness: Abrupt exposure to bright light blinds the Texhutu for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Many Legs: Texhutu possess six legs and two arms, granting them a +8 racial bonus to CMD against trip attempts
Alternate Racial Trait
Stalker: Some Texhutu are more (or less) mutated and appear far more human than their spider-centaur cousins. These Texhutu can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The Texhutu gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This ability otherwise functions as alter self, save that the Texhutu does not adjust its ability scores. In addition, these Texhutu unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These Stalker Texhutu take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward these Texhutu is one step worse than normal. In addition, in their non-alter self form, Stalker Texhutu gain two claw attacks as secondary attacks at 1d4 per claw. This trait replaces Webbing and Large Size and Many Legs.
Class: Arcanist, School Savant archetype (Metal, sub out Fire).
-Reason: Arcanist Exploits + Rusting Grasp (Metal) and Stone Shape along with oodles of illusion spells.
Feat (1st level): Spell Focus (Illusion) or Spell Focus (Enchantment)
Traits: Extremely Fashionable (+1 Bluff, Diplomacy and Intimidate when wearing jewelry of 150g or more, one of those as a class skill (Bluff)), Keeper of the Veil (+1 Disguise and Disguise as a class skill)
Skill Investment: Bluff, Disguise, Knowledge (Engineering), Spellcraft
Role: B&E specialist, chaos maker, Bavarian Fire Drill ringleader. Breaking into secure areas and blending in, destroying or disabling key structures (Like, say, a section of girders holding aloft a section of city via Rusting Grasp), and being able to take control of a possibly dangerous situation though BS and bluster (and absurd Bluff rolls).
Anywho, thoughts? Any suggestions on how I can improve the character?