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<blockquote data-quote="Cleon" data-source="post: 5319884" data-attributes="member: 57383"><p>How's this, <s>shamelessly filched</s> inspired by the <em>grease</em> spell.</p><p></p><p><strong>Greasy Spittle (Ex):</strong> Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed at a DC X Reflex save or fall, this save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).</p><p></p><p></p><p></p><p>Looks good. I'd also like to leave the Spittle Boar's AC and damage dice the same as a regular-sized boar, rather than "embiggening" them.</p><p></p><p><span style="font-size: 15px"><strong>Spittle Boar</strong></span></p><p>Large Animal</p><p>Hit Dice: 5d8+18 (40 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15</p><p>Base Attack/Grapple: +3/+13</p><p>Attack: Gore +3 melee (1d8+3)</p><p>Full Attack: Gore +3 melee (1d8+3)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Greasy spittle</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +7, Ref +4, Will +2</p><p>Abilities: Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 4</p><p>Skills: Listen +8, Spot +6</p><p>Feats: Alertness, Toughness</p><p>Environment: Temperate forests?</p><p>Organization: Domesticated?</p><p>Challenge Rating: 2</p><p>Advancement: 6-7 HD (Large)</p><p>Level Adjustment: —</p><p></p><p><strong>Combat</strong></p><p>Spittle boars are amiable creatures with little aptitude for fighting. They usually flee threats, leaving areas of greasy spittle to try to confound pursuit.</p><p></p><p>A spittle boar's gore attack is always treated as a secondary attack.</p><p></p><p><strong>Greasy Spittle (Ex):</strong> Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed at a DC X Reflex save or fall, this save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).</p><p></p><p></p><p></p><p></p><p>Those look OK. Let's give them Dex 13 for the sake of argument.</p><p></p><p>Any idea what a sand cow looks like?</p><p></p><p>Do they have horns to gore with or do they bite like a camel?</p><p></p><p>If you don't know, I think they should have a slam attack, since it doesn't seem quite right for a "cow" to bite or gore opponents.</p><p></p><p>Oh, and their Champion morale makes me want to give them a bonus on saves vs. fear.</p><p></p><p> <span style="font-size: 15px"><strong>Sand Cow</strong></span></p><p>Large Animal</p><p> Hit Dice: 3d8+6 (19 hp)</p><p> Initiative: +1</p><p> Speed: 40 ft. (8 squares)</p><p> Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11</p><p> Base Attack/Grapple: +2/+11</p><p> Attack: Slam +1 melee (1d8+2)</p><p> Full Attack: Bite +1 melee (1d8+2)</p><p> Space/Reach: 10 ft./5 ft.</p><p> Special Attacks: —</p><p> Special Qualities: Bravery, low-light vision, sandwalking, scent, stability</p><p>Saves: Fort +5, Ref +6, Will +1</p><p> Abilities: Str 20, Dex 13, Con 15, Int 2, Wis 11, Cha 4</p><p> Skills: Listen +5, Spot +5</p><p> Feats: Alertness, Endurance</p><p> Environment: Warm deserts</p><p> Organization: Domesticated or herd (6-30)</p><p> Challenge Rating: 1</p><p> Advancement: —</p><p> Level Adjustment: —</p><p> </p><p><strong>Combat</strong></p><p><em>Tactics.</em></p><p></p><p>A sand cow's slam attack is always treated as a secondary attack.</p><p></p><p><strong>Bravery (Ex):</strong> Sand cows are notoriously courageous but mule-headed creatures. They have a +4 bonus on saves against all fear effects.</p><p></p><p><strong>Sandwalking (Ex):</strong> A sand cow can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.</p><p></p><p><strong>Stability (Ex):</strong> Sand cows are exceptionally stable on their feet. A sand cow gains a +6 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p></blockquote><p></p>
[QUOTE="Cleon, post: 5319884, member: 57383"] How's this, [S]shamelessly filched[/S] inspired by the [I]grease[/I] spell. [B]Greasy Spittle (Ex):[/B] Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed at a DC X Reflex save or fall, this save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). Looks good. I'd also like to leave the Spittle Boar's AC and damage dice the same as a regular-sized boar, rather than "embiggening" them. [SIZE=4][B]Spittle Boar[/B][/SIZE] Large Animal Hit Dice: 5d8+18 (40 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +3/+13 Attack: Gore +3 melee (1d8+3) Full Attack: Gore +3 melee (1d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Greasy spittle Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +4, Will +2 Abilities: Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 4 Skills: Listen +8, Spot +6 Feats: Alertness, Toughness Environment: Temperate forests? Organization: Domesticated? Challenge Rating: 2 Advancement: 6-7 HD (Large) Level Adjustment: — [B]Combat[/B] Spittle boars are amiable creatures with little aptitude for fighting. They usually flee threats, leaving areas of greasy spittle to try to confound pursuit. A spittle boar's gore attack is always treated as a secondary attack. [B]Greasy Spittle (Ex):[/B] Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed at a DC X Reflex save or fall, this save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). Those look OK. Let's give them Dex 13 for the sake of argument. Any idea what a sand cow looks like? Do they have horns to gore with or do they bite like a camel? If you don't know, I think they should have a slam attack, since it doesn't seem quite right for a "cow" to bite or gore opponents. Oh, and their Champion morale makes me want to give them a bonus on saves vs. fear. [SIZE=4][B]Sand Cow[/B][/SIZE] Large Animal Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11 Base Attack/Grapple: +2/+11 Attack: Slam +1 melee (1d8+2) Full Attack: Bite +1 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Bravery, low-light vision, sandwalking, scent, stability Saves: Fort +5, Ref +6, Will +1 Abilities: Str 20, Dex 13, Con 15, Int 2, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Alertness, Endurance Environment: Warm deserts Organization: Domesticated or herd (6-30) Challenge Rating: 1 Advancement: — Level Adjustment: — [B]Combat[/B] [I]Tactics.[/I] A sand cow's slam attack is always treated as a secondary attack. [B]Bravery (Ex):[/B] Sand cows are notoriously courageous but mule-headed creatures. They have a +4 bonus on saves against all fear effects. [B]Sandwalking (Ex):[/B] A sand cow can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty. [B]Stability (Ex):[/B] Sand cows are exceptionally stable on their feet. A sand cow gains a +6 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). [/QUOTE]
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