I've
never much cared for halflings. I couldn't even tell you why. After
all, I love The Hobbit and I
even like Kender. But as a D&D race/class they never much
thrilled me. So, as I piece together the Deep Down Below as a
FLAILSNAILS setting, I decided to reskin halflings as molemen.
The
molemen are shamelessly influenced by John Hodgman's The Areas of My Expertise. This is
not the first time I've stolen his molemen.
Molemen
are natives of the subterranean realms of the Deep Down Below. These
three-foot tall creatures resemble humanoid naked mole rats. They
have large teeth, tiny black eyes, iron-hard claws, and hairless pink
skin covered with a thin layer of mucus. Despite their hideous
appearance, molemen possess a sophisticated culture that values
industry and learnedness. Their ideas of natural rights and
representative democracy are alien to most other cultures. Molemen
are fond of powdered wigs and frock coats.
In addition to their own hideous hissing, clicking language, molemen speak common, dwarf, and morlock.
Moleman
Racial Class
Maximum
Level: 8
Weapons:
As halfling
Armor:
Any, plus shields
Fights
as: Fighter
Saves
as: halfling
Special Abilities
Claw/Claw:
A moleman posses large, iron-hard claws on the tips of his fingers. Instead of using a weapon, he can make two claw attacks each round against one target with
his normal to-hit chance. Each claw inflicts 1d4 points of damage. In
non-combat situations, the claws function as high-quality picks and
shovels.
Phosphorescent
Mucus: Unlike
most subterranean races, molemen do not possess infravision. Instead
they secret a luminous mucus from their skin. Once per day, a moleman
can secret enough mucus to effectively reproduce the effect of a
light
spell with a caster level equal to the moleman's level. Like light,
the moleman can even blind opponents by targeting an enemy's eyes
with a glob of slime. At 5th
level, this ability upgrades to where the mucus reproduces the
effects of continual
light.
Sneaky:
If he remains silent and motionless, a moleman can hide in shadows
and behind cover with amazing effectiveness. The moleman's chance of
remaining unseen is 5-in-6 underground, indoors, or in dungeons, or
2-in-6 in outdoor or wilderness environments.
Small:
Because
of their small size, a moleman enjoys a -2 bonus to their AC when
fighting larger-than-man-sized creatures.
Reching
8th
Level:
When a moleman reaches level 8, he has the option of founding a new
moleman warren. These warrens are usually located deep underground in
caverns and tunnels secured from the wandering monsters of the Deep
Down Below. The moleman usually digs these first tunnels with his own claws, but the warren quickly expands as other moleman migrate to
the new settlement. The founding moleman serves of governor of the new
settlement, but if he rules poorly or foolishly he may be voted out
of office.
Experience
|
Level | Title | Hit Dice (1d6) |
0 | 1 | Grubling | 1 |
2,100 | 2 | Wormer | 2 |
4,200 | 3 | Digger | 3 |
8.400 | 4 | Tunneler | 4 |
16,800 | 5 | Glowfellow | 5 |
33,600 | 6 | Moleman | 6 |
67,200 | 7 | Moleman of Note | 7 |
134,000 | 8 | Moleman of Renown | 8 |
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