[Race Concept] Arachnidian


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Temple Termagant

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Post Friday, 14th April 2017, 23:43

[Race Concept] Arachnidian

Arachnidians are a disgusting combination: The torso and legs of a giant spider, and the upper body of what can roughly be described as a human. (much like if not exactly like http://crawl.chaosforge.org/Arachne) They have abilities and vulnerabilities similar to that of their cousins, and eventually learn to ensnare enemies with their bite. They are very good in stealth combat and adapt at the magic schools of poison, conjurations, and hexes.

Innate Abilities:
•Cast Ensnare (http://crawl.chaosforge.org/Ensnare)
•Poison vulnerability
•Carnivorous 2: Arachnidians gain more sustenance from meat and can eat chunks at any time, but cannot eat fruit, vegetables, or bread rations.
•Acute Vision: Grants see invisible.
•Spider legs: Cannot wear boots.

Arachnidians have a base strength of 7, intelligence of 9, and dexterity of 10.

Level bonuses:
+1 dex every 4th level
+4 MR every level
Gain the ability to have an ensnaring bite (auxiliary attack) at level 11 (•Ensaring bite: Have the ability to ensnare enemies (as if they just walked into a web trap))
Gain the ability to have your ensnaring bite poison at level 14
Gain the ability to have your ensnaring bite confuse at level 17

Starting skill and equipment:
Arachnidians receive the skills and equipment listed for their background, with the following exceptions:
•Meat rations replace bread rations.

Skill Aptitudes:

Fighting 1, Short Blades 2, Long Blades 0, Axes -1, Maces and Flails -1, Polearms 0, Staves 1, Unarmed Combat -1, Throwing 1, Slings -1, Bows 0, Crossbows 0, Armour 0, Dodging 2, Stealth 3, Shields -1, Fire Magic -1, Ice Magic -1, Air Magic -1, Earth Magic -1, Poison Magic 2, Spellcasting 0, Conjurations 1, Hexes 2, Charms -1, Summonings -1, Necromancy -1, Translocations 1, Transmutation -1, Invocations 0, Evocations 1, Experience 0

(Probably) suggested classes:
Warriors: Gladiator, Assassin
Zealots: Berserker
Warrior-mages: Enchanter, Warper
Mages: Conjurer, Venom Mage
Adventurers: Artificer
Last edited by jman on Saturday, 15th April 2017, 00:10, edited 3 times in total.

Ziggurat Zagger

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Post Friday, 14th April 2017, 23:57

Re: [Race Concept] Arachnidian

1. I would suggest that at a minimum they can't wear boots, and also that the "bite" be an aux attack (like VS bite attack) that upgrades, but has normal aux-attack chances.

2. There doesn't seem to be much to distinguish this from existing races, mechanically this is just 'better human'
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jman

Temple Termagant

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Post Saturday, 15th April 2017, 00:05

Re: [Race Concept] Arachnidian

Siegurt wrote:1. I would suggest that at a minimum they can't wear boots, and also that the "bite" be an aux attack (like VS bite attack) that upgrades, but has normal aux-attack chances.

2. There doesn't seem to be much to distinguish this from existing races, mechanically this is just 'better human'


I somehow forgot the whole spider legs thing, forget that massive oversight. I agree with the latter paragraph; what do you think would make it more unique?

Tartarus Sorceror

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Post Saturday, 15th April 2017, 00:18

Re: [Race Concept] Arachnidian

It's OK to rip off WOTC (literally OK -- the Drider is Open Content), but at least use the correct name instead of making up your own.

You could also draw inspiration from the following:

http://www.d20srd.org/srd/monsters/drider.htm
http://www.d20pfsrd.com/bestiary/monste ... ns/drider/
http://5e.d20srd.org/srd/monsters/drider.htm

Temple Termagant

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Post Saturday, 15th April 2017, 00:24

Re: [Race Concept] Arachnidian

Rast wrote:It's OK to rip off WOTC (literally OK -- the Drider is Open Content), but at least use the correct name instead of making up your own.

You could also draw inspiration from the following:

http://www.d20srd.org/srd/monsters/drider.htm
http://www.d20pfsrd.com/bestiary/monste ... ns/drider/
http://5e.d20srd.org/srd/monsters/drider.htm


I wasn't aware I was ripping something off that was open content. I just thought it would be cool if Arachne was a playable race. Shall I change the name?
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Barkeep

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Post Saturday, 15th April 2017, 00:36

Re: [Race Concept] Arachnidian

Being able to renewably web monsters would be super, super, super overpowered. It's free escapes and massive stabs.
I am not a very good player. My mouth is a foul pit of LIES. KNOW THIS.

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Post Saturday, 15th April 2017, 01:58

Re: [Race Concept] Arachnidian

jman wrote:
Rast wrote:It's OK to rip off WOTC (literally OK -- the Drider is Open Content), but at least use the correct name instead of making up your own.

You could also draw inspiration from the following:

http://www.d20srd.org/srd/monsters/drider.htm
http://www.d20pfsrd.com/bestiary/monste ... ns/drider/
http://5e.d20srd.org/srd/monsters/drider.htm


I wasn't aware I was ripping something off that was open content. I just thought it would be cool if Arachne was a playable race. Shall I change the name?


well at least change it to "arachnid" and not ... "arachnidian"

alternately: spidertaur

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Temple Termagant

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Post Saturday, 15th April 2017, 03:25

Re: [Race Concept] Arachnidian

yesno wrote:
jman wrote:
Rast wrote:It's OK to rip off WOTC (literally OK -- the Drider is Open Content), but at least use the correct name instead of making up your own.

You could also draw inspiration from the following:

http://www.d20srd.org/srd/monsters/drider.htm
http://www.d20pfsrd.com/bestiary/monste ... ns/drider/
http://5e.d20srd.org/srd/monsters/drider.htm


I wasn't aware I was ripping something off that was open content. I just thought it would be cool if Arachne was a playable race. Shall I change the name?


well at least change it to "arachnid" and not ... "arachnidian"

alternately: spidertaur


I wasn't aware it was a common trope in other RPGs/Roguelikes to have "driders"

As for "arachnid," well, that's not a fun name, is it?

Spidertaur sounds good.

Temple Termagant

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Post Saturday, 15th April 2017, 03:30

Re: [Race Concept] Arachnidian

njvack wrote:Being able to renewably web monsters would be super, super, super overpowered. It's free escapes and massive stabs.


Without a doubt. Maybe a hefty nutrition cost and a long... long cooldown? Like, 2000+ turns long. Or it could use mana and be subject to the same accuracy penalties normal spells have. Would decrease with evocations?
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Tartarus Sorceror

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Post Saturday, 15th April 2017, 04:29

Re: [Race Concept] Arachnidian

We need to first establish the role of the species, in relation to its main gimmick, Cast Ensnare. ATM I can think of several interesting roles for them:
1. A hard-mode, weak species with a powerful Cast Ensnare (so it's ok for the ability to be super good since you're toast without it);
2. A standard (or semi-powerhouse) species with a useful but not game-changing Cast Ensnare (somewhat similar to Draconians with their breath abilities (with the exception of steam dracs, probably));
3. An easy-mode, powerhouse species with a useful but not game-changing Cast Ensnare.

For #1, the Cast Ensnare would basically work on any enemies everywhere. For #2 and #3, the Cast Ensnare should be something that the players would use from time to time but gets less relevant as they get stronger and gain levels. The web's duration could depend on target's HD, and the toughest enemies would just break out of it right away. Instead of a long cooldown, the casting cost could be in the form of skill drain. Nutrition cost would not be so interesting, because sometimes we find a lot of foods in the dungeon.

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jman

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Post Sunday, 16th April 2017, 19:02

Re: [Race Concept] Arachnidian

Here's a proposal for ensnaring, intended to make the legendary stealth-stabber build both viable and fun for this species:

* Ensnaring is on the usual breath timer, used like a breath attack, and available from level 1
* Ensnare always works, but monsters escape quickly (say, in 20 auts)
* You can only ensnare monsters that are non-adjacent to you and at most 3 tiles away

You can now use ensnare to generate stabs, but need to prioritize. If you can't ensnare adjacent enemies then ensnare becomes a bit less useful for escape. It also means you get fewer opportunities to stab an approaching monster, which helps preserve the high-risk, high-reward feeling of playing a stealth-stabber. Ensnare would still be useful for melee and offensive casting.

For balance, given them deformed body (like nagas) but without nagas' inherent AC, no boots, and moderately bad aptitudes for defensive skills other than stealth. The point is to make them un-tanky (balanced by ensnare giving them more control of the battlefield).

I don't really like poison vulnerability or carnivorousness. Poison vulnerability was tried with formicids without success.
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Dis Charger

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Post Monday, 17th April 2017, 00:37

Re: [Race Concept] Arachnidian

I suggested this exact thing a long while back, it was turned down because (1) player ensnare would either be too powerful or very similar to having extra throwing nets. (2) Player Clinging would be too complicated. This proposal doesn't use (2), but (1) still stands and I think I agree with that reasoning now. If you want to see the old proposal, search for Arachnetaur, which is what I used for it. Also this (and that one) aren't really driders, who are half dark elf and thus would be very very magic affine.
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Blades Runner

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Post Monday, 17th April 2017, 21:57

Re: [Race Concept] Arachnidian

jman wrote:Spidertaur sounds good.


it was a joke!

Ziggurat Zagger

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Post Monday, 17th April 2017, 22:02

Re: [Race Concept] Arachnidian

yesno wrote:
jman wrote:Spidertaur sounds good.


it was a joke!

Be careful, this is how you get hellcrawl.

Tartarus Sorceror

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Post Tuesday, 18th April 2017, 00:47

Re: [Race Concept] Arachnidian

bcadren wrote:aren't really driders, who are half dark elf


I suggest that the key element of "Driver" is "bottom half spider" and not "top half Drow"

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Ziggurat Zagger

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Post Tuesday, 18th April 2017, 20:17

Re: [Race Concept] Arachnidian

Rast wrote:
bcadren wrote:aren't really driders, who are half dark elf


I suggest that the key element of "Driver" is "bottom half spider" and not "top half Drow"

I suggest the key element of driver is a vehicle to drive. ;)

Ziggurat Zagger

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Post Tuesday, 18th April 2017, 20:55

Re: [Race Concept] Arachnidian

tasonir wrote:
Rast wrote:
bcadren wrote:aren't really driders, who are half dark elf


I suggest that the key element of "Driver" is "bottom half spider" and not "top half Drow"

I suggest the key element of driver is a vehicle to drive. ;)

Or a golf ball to hit?
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