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After Man PC
Meaching
| Ability Score Adjustments: |
The initial ability scores
are modified by a +1 bonus to Dexterity, a -1 penalty to Charisma
and Comeliness, and a -2 penalty for strength. |
Comeliness: |
4-16 |
| Ability Score Range: |
|
Perception: |
10-18 |
| Strength: |
4-15 |
Class Restrictions: |
Fighter (15th level limit);
Druid (10th level); Wizard (6 thth level). |
| Dexterity: |
12-18 |
Hit Dice: |
Hit Dice by class. |
| Constitution: |
6-18 |
Alignment: |
Meachings tend to be Neutral
or Neutral Good in alignment. Meaching PCs can be of any alignment. |
| Intelligence: |
6-16 |
Natural Armor Class: |
6 |
| Wisdom: |
6-17 |
Languages: |
Meaching. No other language
exists in their environment for them to learn. |
| Charisma: |
4-16 |
Role-Playing Suggestions
and Background: |
For background information,
see the meaching monster entry at the end of this article. |
The meaching player character will be
unusual among his or her brethren. As except during rare times
of migration due to lack of food and/or over large colonies,
the typical meaching is not merely quite content to stay in their
self-made fortresses. They are utterly terrified of journeying
outside. Their world is full of predators who wish to eat them,
and they are on the bottom of the food chain. Gandimots, bootie
birds, and polar ravenes are all too eager to gobble any meachings
they encounter. Though a pc meaching has overcome a natural fear
of the outside and agoraphobia, they will still not be completely
at ease in more vulnerable settings. Meachings will always wish
to defend rather than attack, and do not like being in exposed
positions, preferring concealment and stealth.
Meachings have a strong cooperative
instinct ingrained into them, stemming from having to not only
live together in close quarters, but also from the simple fact
of an "us versus them attitude" against a world of
predators. Meachings will tend to cooperate readily among themselves,
and are excellent at dispute resolution. Once they get over initial
mistrust of outsides (more on that in a moment), they will be
very cooperative and team-oriented members in any party.
Meachings, depending on how they are
used in a campaign setting , come from a world in which there
are no other sentient races they know of (the khiffah occurs
thousands of miles away, nowhere near meaching lands). To encounter
any other sentient race - perhaps planestraveling bariaur or
time travelling humans and elves - is astonishing to them. Once
they ascertain that the new race is not a predator (which they
will assume from the start), they will be utterly fascinated
with all aspects of this new individual and his or her species.
The tundra can get pretty boring, and anything interesting and
new will delight a meaching.
Special Advantages: Meachings are very
much used to the cold, and as a consequence it takes very, extremely
severe arctic weather to truly endanger one. All cold-based attacks
on a meaching are at +2 to save.
Meachings live their entire lives in
maze-like fortresses they construct on the frozen tundra, so
they are adept mapmakers and great at mazes. They are immune
to the Maze spell.
Owing to their small size, creatures
over 7 feet in height are -1 to hit.
Special Disadvantages: Meachings are
at a very low level technologically, basically in the stone age.
They have zero metal working skills, and little access to it.
Very rare colonies have acquired metal from fallen meteorites
and used it to tip their spears, but this is an exception.
Meachings are rather small creatures,
and thus the damage they do is accordingly smaller. Their weapons
- generally spears - do half the damage a human-sized one would
do.
Always borderline agoraphobic, if thrust
in a situation that is dangerous and provides no cover - say
in a desert dune field or on a life raft - they have a chance
to panic. If they have lost over half their hit points and are
in such an open area, there is a base 50% chance they will either
seek any cover available, dig to hide themselves, or run. This
base chance decreases by 5% per level of experience gained.
Monstrous Traits: Appearance, size.
KHIFFAH
| Ability Score Adjustments: |
The initial ability scores
are modified by a +3 to dexterity and a +1 to constitution, but
a -3 on charisma and comeliness. |
Comeliness: |
4-14 |
| Ability Score Range: |
|
Perception: |
10-18 |
| Strength: |
6-18 |
Class Restrictions: |
Fighter (17th level limit);
Druid (20th level); Thief (12th level), Wizard (6th level). |
| Dexterity: |
13-19 |
Hit Dice: |
Hit Dice by class. |
| Constitution: |
8-18 |
Alignment: |
Khiffahs tend to be neutral,
rarely neutral good, in alignment. Khiffah PCs can be of any
alignment. |
| Intelligence: |
6-17 |
Natural Armor Class: |
8 |
| Wisdom: |
6-18 |
Languages: |
Khiffah. Depending on the
type of setting they are used in, the khiffah do not know of
any other sentient race, and have access to no other language,
though could readily learn several others if given the opportunity
and motive. |
| Charisma: |
4-14 |
Role-Playing Suggestions
and Background: |
For complete background information,
consult my monstrous entry for them at the end of this article. |
The khiffah pc will feel very much at
home in the trees, and think it the most natural thing to eat,
sleep, mate, fight, and travel among the branches, never touching
the ground. Though they do journey to the ground on rare occasions
to gather fallen fruit or drink water when fruits are rare or
absent, the khiffah pc will be most happy living an arboreal
life. Whenever possible, he or she will chose to sleep in a tree,
fight from a tree, and stay in a tree. However, khiffah pcs will
be much more curious about the world of the ground then an npc
khiffah.
Khiffah, like their monkey ancestors,
are mischievous, and love to play pranks and practical jokes,
even if sometimes crude. Taunting monsters, pelting them with
fruit, and hiding camp supplies will all be seen as good fun
by an khiffah.
Owing to the gender based division of
their society, khiffah can be sexist at times. It is not that
they don't respect females, far from it, but as the males do
all the fighting among these treefolk, they sometimes believe
a female cannot adequately hold her own in combat. More enlightened
khiffah, once they interact with others species, will reailze
that the different races have different relationships among the
sexes. (All khiffah adventurers will be male).
As the female does all the building
and the food gathering among these folk, the khiffah male has
only to defend. While sometimes this can be quite harrying and
very dangerous, many a time it is very boring. As a result, the
khiffah are not only used to long periods of inactivity, they
expect it. While this makes them very patient, at the same time
the khiffah can occasionally lack motivation. Worse, they rarely
will help out with domestic type chores in a mixed gender and
race party; that is the female's job. Unless the groups is all
male (and generally all khiffah), they will rarely if ever help
with the cooking, cleaning, or anything similar.
Special Advantages: Adept tree climbers,
the khiffah rarely fall; 99% unlikely to ever fall. As such,
they automatically gain the full 99% success rate to climb walls
as a thief.
Owing to millennia of striger predation,
the khiffah is fairly adept at hiding in natural surroundings
(tropical forest canopy), able to hide with a 80% chance success
rate.
The khiffah male has some built in combat
advantages; horny armor over the face and chest reduce the overall
AC to 6, four on the protected areas. Further, they have a built
in weapon; vicious claws on the thumb and forefinger (supplemented
by a biting attack), allowing for a natural attack of 1-4/1-4/1-2.
Special Disadvantages: Owing to their
claws, the khiffah can on occasion have trouble manipulating
very small objects, though they generally learn to overcome it.
However, both male pride and general physiology will prevent
the use of armor, though a shield or a helm could be used. A
shield would likely be disdained as it hampers climbing ability.
Khiffah are extremely poor swimmers.
Monstrous Traits: Appearance largely.
Monster entries follow for the meaching
and the khiffah:
MEACHING (Nixocricetus lemmorphus)
| Climate/Terrain: |
Arctic tundra |
Hit Dice: |
1-2 |
| Frequency: |
Common-Uncommon |
THAC0: |
19 |
| Organization: |
Clan |
No. of Attacks: |
1 |
| Activity Cycle: |
Any |
Damage/Attack: |
1-4 or by weapon type |
| Diet: |
Herbivore |
Special Attacks: |
Nil |
| Intelligence: |
Average (8-10) |
Special Defenses: |
Nil |
| Treasure: |
None |
Magic Resistance: |
Nil |
| Alignment: |
Neutral or Neutral Good |
Size: |
3 (about 2 to 4 feet in height) |
| No. Appearing: |
4-80 (4d20) |
Morale: |
Average (8-10) |
| Armor Class: |
6 |
XP Value: |
200 |
| Movement: |
10 |
|
|
The meaching is one of the main life
forms of the arctic tundra of the world 50 million years hence,
and in a fantasy campaign might be on the road to intelligence
and civilization (it is fantasy after all).
Descended from the lemming, they exist
in colonies on the frozen tundra. To protect them from their
many predators as well as the frosts and snows, they construct
fortresses of sorts. As the constantly frozen ground of the tundra
makes digging through the soil impossible, these fortresses are
constructed above ground. These fortresses exist as gigantic
mounds of matted vegetable matter, through which numerous tunnels
and passageways have been constructed. The interior of the fortress
is very complex and consists of a network of passages and tiny
chambers, one for each individual. During the winter each rodent
is fully insulated and kept warm by the rest of the colony.
As the meaching became better at constructing
fortresses and getting along with its fellow colony members,
an intelligence has developed. To aid them in defense of the
fortress, some meachings have replaced a reliance on a bite attack
with the use of clubs and spears, generally made from tree branches,
old bones, and the like. Doing half-damage of a human-sized weapon,
the meachings have begun to experiment with the ideas of tactics
and coordinated attacks.
Rare extraordinary meachings have begun
to dabble in the very long lost magical arts, and any meaching
fortress encountered has a 25% chance to have a druid, of levels
1-4, and a 5% chance to have a actual wizard, of levels 1-2.
Such innovation is greatly needed, as
the meachings are subject to a great deal of predation. Chief
among them are the polar ravine, the bootie bird, and the gandimot.
The polar ravene is the fox-like predatory rat similar to the
temperate ravene described in the falanx entry. They have been
known to attack meachings by digging into the fortress with their
front paws.
The bootie bird is a descendent of the
crow. Still black in color, the bootie bird is more heron like
in form now, with a long neck and bill and long legs. In the
summer months the bootie bird behaves as a heron, dipping into
streams and shallow pools for fish, but in the winter months
it uses its long neck and beak to probe into the fortress for
hapless rodent folk.
The gandimot is another avian predator,
descended from the magpie which it still resembles (though with
a hooked beak and pointed wings). Unable to reach the meachings
inside their fortresses, this hawk-like predator attacks the
meachings when they migrate to new territories. The meaching
have a very high birthrate, to compensate for the harsh climate
and the large number of predators, but on occasion population
explosions result, forcing meaching colonies to move to new areas,
sometimes splitting up, others times moving as a whole. At this
time, the swooping, diving gandimot is a major threat (along
with the bootie bird and the polar ravene).
The mechings have no comprehension of
any other form of sentient or semi-sentient life, and to encounter
such would be a source of amazement to them, if they did not
avoid them thinking they were yet another predator.
KHIFFAH (Armasenex aedificator)
| Climate/Terrain: |
Tropical rain forest and jungle |
Hit Dice: |
2-3 |
| Frequency: |
Rare |
THAC0: |
19 |
| Organization: |
Tribal |
No. of Attacks: |
3 |
| Activity Cycle: |
Day |
Damage/Attack: |
1-4/1-4/1-2 (female and young
male 1-2 bite attack) |
| Diet: |
Omnivore |
Special Attacks: |
Nil |
| Intelligence: |
Average (8-10) |
Special Defenses: |
Nil |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
Medium (4-5 feet) |
| No. Appearing: |
2-20 |
Morale: |
Steady |
| Armor Class: |
6 (4 on face and chest) [female
and young male 7] |
XP Value: |
250 |
| Movement: |
9 on ground, 11 in trees |
|
|
The khiffah is a newly emerging, sentient
race in the world After Man. While many arboreal inhabitants
have sought to deal with the predatory striger via armor, spines,
poison, or some sort of physical defense, the khiffah has sought
defense in social organization. This intelligent race of monkeys
lives in tribes of up to twenty individuals and builds defensive
citadels in the boughs of trees. These large, hollow nests, woven
from branches and creepers and roofed with a rainproof thatch
of leaves, have several entrances, usually situated where the
main branches of the tree thrust through the structure. The khiffah's
nest is divided into two levels containing separate storage and
living rooms.
The khiffahs have adopted a gender based
division of society. The females and young males, which possess
neither armor nor claws, are the principal food gatherers of
the tribe, and carry out the majority of building as well. The
adult males remain behind to defend the citadel and have developed
a unique set of features to carry out their highly specialized
role; horny armor over the face and chest and vicious claws on
the thumb and forefinger (supplemented by a biting attack).
It is not unknown for a female to taunt
a passing striger and allow herself to be pursued back to the
citadel, dashing to safety while the striger finds its way barred
by a powerful male capable of disemboweling it with a swipe of
its terrible claws. This apparently senseless behavior, however,
provides the colony with fresh meat, a welcome supplement to
their basic vegetarian diet of roots and berries. Only young
and inexperienced strigers are caught this way.
Though not as yet civilized as the meaching
of the frozen north, the khiffah are starting to develop into
a civilized race. In any one colony, it is 25% possible that
the more intelligent (and idle) males have dabbled into the beginnings
of magic, are either a druid of levels 1-3 (75% chance) or mage
of levels 1-2 (25% chance). In a few thousand years, it is quite
possible that the khiffah might develop into a major civilized
race.
Enterprising players and DMs might want
to consider khiffah (or meaching) PCs in a world After Man.
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WORLD
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|