Don Ventresca
First Post
Umh I had an Idea to start a somewhat Mario/Nintendo based RPG so heres what I've got as of 5:00 today ...
Koopa
Small Humanoid (Reptilian)
HD: 1d12-1 (10hp)
Initiative: -3
Speed: 15ft (3 squares)
Armor Class: 15 (+1 size +2 Dex +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1 / -3
Attack: Bite +1 melee (1d6) or Handaxe + 2 melee (1d6) or Slam +2 melee (2d8)
Full Attack: Bite +1 melee (1d6) and Handaxe +3 melee (1d6) or Bite +1 melee (1d6) and Slam +2 melee (2d8)
Special Attacks: -
Special Qualities: Hold Breath
Space/Reach: 5ft / 5ft
Saves: Fort +1 Ref +2 Will +0
Abilities: Str 10, Dex 14, Con 12, Int 8, Wis 8, Cha 11
Skills: Animal Empathy +0, Climb +0, Handle Animal +0, Hide +6, Listen -1, Move Silently +2, Sense Motive +1, Swim +1, and Tumble +2
Feats: -
Environment: Warm Marshes
Organization: Stragglers (2-3), troop (6-10 plus 75% noncombatants plus one bowser of 3rd to 6th level), tribe (30-60 plus 100% noncombatants plus two hammers of 3rd to 6th level and 1 bowser of 6th to 10th level) or a clan (60-80 plus 250% noncombatants plus 4th to 8th level hammers and 1 bowser of 8th to 12th level)
CR: 1
Treasure: 80% coins; 20% goods
Alignment: Neutral
Advancement: 2-3 HD (Small); 4-5 (Medium)
Level Adjustment:
This small humanoid looks like a cross between a poorly built human and a turtle. It has a big shell on its back, a stumpy protruding tail, and dirty clawing hands
Koopa Society
Koopas are short, stocky, reptilian humanoids with yellow scales, green shells and modestly peaceful if not worrisome and whimsical personalities. That is if the current Bowser (King/Dominate species) is a Tyrant, (as they often are). Under those circumstances Koopas become totally different beings, attacking everything not cold blooded.
They often live in hill side villages hosing to be cut off from the rest of the world. They are good carpenters and are always building something new. Guard Towers are located 200yrds in each direction with wooden walls connecting them. 300yrd’s away from the aforementioned towers there is another circle of towers marking the outer limits of the town.
Combat
Koopas like there distant relatives the Kobolds always attack in over abundant numbers, even if there is no apparent danger. If a presumed enemy is near Koopas will spend hours setting up traps, then lure the prey into there plans. The typical trap is usually a pit fall of some sort with awaiting Koopas at the bottom.
If that doesn’t work they will flee following the solemn motto of: Only the strong survive.
They begin the fight sending in the weakest troops as a distraction and have the strongest circle round back for a surprise attack.
Light Sensitivity: Koopas are dazzled in bright sunlight or within the radius of a daylight spell.
Koopa as Characters
Most Koopa prefer to stay at home but the few that decide to wander often become fighters or druids. Koopa clerics worship there clan’s bowser. A Koopa cleric has access to two of the following domains: Community, Trickery, or War. Koopa characters possess the following traits:
- +2 Dex, +1 Cha
- Small size. +1 to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters
- A Koopa’s base land speed is 15feet. However, Koopas can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load
- +1 racial attack bonus on bearded and mustachioed humanoids
- +1 racial dodge bonus to Armor Class against creatures of fire subtype
- +2 racial bonus on Sense Motives checks
- +1 racial bonus on Swim checks
- Automatic Languages: Common, Koopa Bonus Languages: Draconic
- Favored Class: None
Theres a joke or two in there but I think it looks OK ...
Koopa
Small Humanoid (Reptilian)
HD: 1d12-1 (10hp)
Initiative: -3
Speed: 15ft (3 squares)
Armor Class: 15 (+1 size +2 Dex +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1 / -3
Attack: Bite +1 melee (1d6) or Handaxe + 2 melee (1d6) or Slam +2 melee (2d8)
Full Attack: Bite +1 melee (1d6) and Handaxe +3 melee (1d6) or Bite +1 melee (1d6) and Slam +2 melee (2d8)
Special Attacks: -
Special Qualities: Hold Breath
Space/Reach: 5ft / 5ft
Saves: Fort +1 Ref +2 Will +0
Abilities: Str 10, Dex 14, Con 12, Int 8, Wis 8, Cha 11
Skills: Animal Empathy +0, Climb +0, Handle Animal +0, Hide +6, Listen -1, Move Silently +2, Sense Motive +1, Swim +1, and Tumble +2
Feats: -
Environment: Warm Marshes
Organization: Stragglers (2-3), troop (6-10 plus 75% noncombatants plus one bowser of 3rd to 6th level), tribe (30-60 plus 100% noncombatants plus two hammers of 3rd to 6th level and 1 bowser of 6th to 10th level) or a clan (60-80 plus 250% noncombatants plus 4th to 8th level hammers and 1 bowser of 8th to 12th level)
CR: 1
Treasure: 80% coins; 20% goods
Alignment: Neutral
Advancement: 2-3 HD (Small); 4-5 (Medium)
Level Adjustment:
This small humanoid looks like a cross between a poorly built human and a turtle. It has a big shell on its back, a stumpy protruding tail, and dirty clawing hands
Koopa Society
Koopas are short, stocky, reptilian humanoids with yellow scales, green shells and modestly peaceful if not worrisome and whimsical personalities. That is if the current Bowser (King/Dominate species) is a Tyrant, (as they often are). Under those circumstances Koopas become totally different beings, attacking everything not cold blooded.
They often live in hill side villages hosing to be cut off from the rest of the world. They are good carpenters and are always building something new. Guard Towers are located 200yrds in each direction with wooden walls connecting them. 300yrd’s away from the aforementioned towers there is another circle of towers marking the outer limits of the town.
Combat
Koopas like there distant relatives the Kobolds always attack in over abundant numbers, even if there is no apparent danger. If a presumed enemy is near Koopas will spend hours setting up traps, then lure the prey into there plans. The typical trap is usually a pit fall of some sort with awaiting Koopas at the bottom.
If that doesn’t work they will flee following the solemn motto of: Only the strong survive.
They begin the fight sending in the weakest troops as a distraction and have the strongest circle round back for a surprise attack.
Light Sensitivity: Koopas are dazzled in bright sunlight or within the radius of a daylight spell.
Koopa as Characters
Most Koopa prefer to stay at home but the few that decide to wander often become fighters or druids. Koopa clerics worship there clan’s bowser. A Koopa cleric has access to two of the following domains: Community, Trickery, or War. Koopa characters possess the following traits:
- +2 Dex, +1 Cha
- Small size. +1 to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters
- A Koopa’s base land speed is 15feet. However, Koopas can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load
- +1 racial attack bonus on bearded and mustachioed humanoids
- +1 racial dodge bonus to Armor Class against creatures of fire subtype
- +2 racial bonus on Sense Motives checks
- +1 racial bonus on Swim checks
- Automatic Languages: Common, Koopa Bonus Languages: Draconic
- Favored Class: None
Theres a joke or two in there but I think it looks OK ...