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Post by The Hive Mind on Thu May 15, 2014 1:56 pm

“Come on you filthy maggots! Dig those little rats out of their tunnels so we can feast tonight!” —An oruk lieutenant in Zorgetch on the final night of his command.

Tunnel wraiths know that any advantage they can gain over the towering oruks and burly orcs that dominate the occupied lands is one worth exploiting. They are mostly comprised of dwarves, using their natural proclivity toward tunnels and cramped spaces. The smaller races make use of tunnel wraith tactics in the sewers of occupied cities, however, and even some elves might become tunnel wraiths, using the root masses of Erethor or the caves of the Highhorns as their killing grounds. Whether in the tight corridors beneath the Kaladrun Mountains or newly dug tunnels beneath the cities on the coast of the Eren River, tunnel wraiths are infinitely patient; they will lie in wait for days to ambush any who are brave or foolish enough to follow them into the tight quarters in which they feel at home.


Tunnel Wraiths as Characters

Tunnel wraiths know that their sword arms will never rival those of their Dornish allies in the north, but they have equally valuable weapons to use against the Shadow. They can use their diminutive stature to help deliver messages, smuggle goods, and trap their foes in deadly mazes beneath the earth. In fact, they have spent so much time underground that they feel naked and vul- nerable when out under the open sky. They feel much better with a roof over their heads, whether it be the comforting earth of a tunnel, the wooden roof of an inn, or even the jungle canopy of the elven forest. Tunnel wraiths generally act alone when stalking familiar tunnels. They want to ensure that every move- ment that is not their own belongs to an enemy worthy of nothing but death. When they do act in concert, they swarm the tunnels, often taking pleasure in the fearful whispers of the prey they herd into dangerous traps. Tunnel wraiths often act as contacts for adventurers and rebels on the run. They can help them by hiding them, stashing contraband in tunnels where no orc will tread, or by giving them quick access to escape routes from cities. Although most tunnel wraiths would like nothing more than to reclaim their ancestral homes from the Shadow, they know deep down that even should that day come, the scars they bear from their fight may keep them underground until the day they are buried there.

Hit Die: d8.


Base Attack Bonus: +5.
Skills: Climb 4 ranks, Hide 4 ranks, Listen 4 ranks.
Feats: Alertness, Weapon Focus (any light or one-handed piercing weapon).
Special: The character must be not taller than 4'6''.

Class Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Special
1st ----------------+1 -------------+2 --------+0 -------+0 ------Tight quarters, tunnel rat
2nd ---------------+2 --------------+3 --------+0 -------+0 ------Drive it Deep
3rd ----------------+3 -------------+3 --------+1 -------+1 ------Tremorsense 10 ft.
4th ----------------+4 -------------+4 --------+1 -------+1 ------Tight quarters
5th ----------------+5 -------------+4 --------+1 -------+1-------Blind-Fight
6th ----------------+6 -------------+5 --------+2 -------+2 ------Tremorsense 20 ft.
7th ----------------+7 -------------+5 --------+2 -------+2 ------Tight quarters
8th ----------------+8 -------------+6 --------+2 -------+2 -------Patient predator
9th ----------------+9 -------------+6 --------+3 -------+3 -------Tremorsense 30 ft.
10th --------------+10 -------------+7 --------+3 -------+3 -------Tight quarters

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Speak Language (n/a), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: Tunnel wraiths are proficient with all light and medium armors, and with all light and one-handed simple and martial piercing weapons, but not with shields.

Tight Quarters (Ex): Tunnel wraiths become increasingly capable in cramped quarters and places where others lack leverage. At 1st level, the tunnel wraith suffers half the normal penalty to AC and attack rolls when he is prone or squeezing into a space half as wide as he is. At 4th level, both penalties disappear completely; additionally, a 4th-level tunnel wraith does not move at half speed while squeezing.

At 7th level, the tunnel wraith can still attack while squeezing into a space less than his space's width, albeit at a -4 penalty, and he suffers no penalty to AC and does not lose his Dexterity bonus while in such situations; additionally, a 7th-level tunnel wraith can move at half speed while prone without provoking attacks of opportunity.

Finally at 10th level, the tunnel wraith can stand up from prone as a free action that does not provoke attacks of opportunity.

Tunnel Rat (Ex): Tunnel wraiths spend a lot of time in tunnels, even when they aren't fighting. They become accustomed to the sounds and feel of the underground. As a result, tunnel wraiths gain a bonus on Listen and Escape Artist skill checks equal to half their class level (rounded up) whenever they are in a natural underground environment.

They gain the same bonus as a dodge bonus to AC whenever they are fighting adjacent to a tunnel or cavern wall. They learn to use the wall as a "second floor", performing maneuvers and faints that help block an opponent's weapon. This bonus also applies above ground, if the character is adjacent to any wall or vertical surface that is at least 5 feet wide (a wall, a thick tree, a large bolder, etc.).

Drive it Deep: At 2nd level, the tunnel wraith gains the Drive It Deep feat as a bonus feat.

Tremorsense (Ex): At 3rd level, the tunnel wraith gains a superhuman ability to determine his enemies' positions through a combination of sound, temperature, vibrations, and changing air pressure. He gains tremorsense at a range of 10 feet. Every three levels thereafter, the range of his tremorsense increases by 10 ft.

Blind-Fight: Sometimes the tunnel wraith needs to fire a missle weapon into darkness and know that his aim will strike true. He gains the Blind-Fight feat at 5th level.

Patient Predator (Ex): Tunnel wraiths often need to wait for hours, or even days, before striking at their unsuspecting foes. At 8th level, the tunnel wraith can go for twice as long as normal without food, water, or air. For instance, a tunnel wraith can go without water for 2 days plus a number of hours equal to twice his Constituation score before having to make a Constitution check. Likewise, a tunnel wraith in a sealed 10-ft.-by-10-ft. chamber can breathe easily for 12 hours rather than just six.
The Hive Mind
The Hive Mind

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