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<blockquote data-quote="kronos182" data-source="post: 9169745" data-attributes="member: 6668634"><p>Additional Koopas</p><p></p><p><strong><span style="font-size: 26px">Blue Electro-Koopas</span></strong></p><p>These Koopas are a smaller koopa that walks on all fours due to the weight of their shells. The blue shells have two large spikes that have electricity spark between them. The blue electro-koopa is capable of throwing its shell like a boomerangs to strike their target, and electrocute them. When not throwing the shell, it can shock anything that strikes them in melee combat.</p><p></p><p><strong>Blue Electro-Koopa</strong></p><p>Small Humanoid (Reptilian)</p><p>Hit Dice: 3d10+6+3 (28 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft</p><p>Defense: 14*, touch 12, flat-footed 12* (+2 Dex +2 natural*)</p><p>Base Attack/Grapple: +2/+2</p><p>Attack: slam +2 melee (1d4 bludgeoning) or shell +4 ranged (1d4 bludgeoning + 1d6 electricity)</p><p>Full Attack: slam +2 melee (1d4 bludgeoning), or shell +4 ranged (1d4 bludgeoning + 1d6 electricity</p><p>Space/Reach: 5 ft /5 ft</p><p>Special Attacks: -</p><p>Special Qualities: tuck, koopa racial traits, acid resistance 5, light fortification, electricity resistance 10, shock, water vulnerability, thrown shell, shock</p><p>Saves: Fort +1, Ref +2, Will +0</p><p>Abilities: Str 10 Dex 14 Con 15 Int 12 Wis 13 Cha 10</p><p>Skills: Climb +4, Jump +4, Listen +4, Spot +4</p><p>Feats: Toughness</p><p>Environment: any temperate</p><p>Organization: pair, squad (1d4 plus 1d6 regular koopa troopas), or troop (1d6 plus regular koopa troopa s2d6), group (20+ 1d8)</p><p>Challenge Rating: 3</p><p></p><p><strong>Combat</strong></p><p>Blue Electro-Koopas are more aggressive and will attack enemies when they are spotted. They start by throwing their shells and will try to keep out of melee range, but will engage in melee, relying on their shock ability to further injure opponents.</p><p></p><p><strong>Koopa Racial Traits (Ex):</strong> Koopas do not suffer any reduction in speed for carrying a medium or heavy load. Koopas have a +2 racial bonus to Climb and Jump checks.</p><p><strong>Tuck (Ex):</strong> A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to Defense and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after.</p><p>Though the average Koopa mentality is to avoid fighting at all costs, Koopas who defend themselves trust their natural defenses. They prefer to fight defensively, and try to avoid blows and strike when their opponents are tired out.</p><p></p><p><strong>Light Fortification</strong></p><p>Any critical attack against a koopa has a 25% chance of dealing normal damage instead.</p><p></p><p><strong>Thrown Shell</strong></p><p>When the Blue Electro-Koopa throws their shell, they lose their Natural Armour bonus to Defense, the shell has a range increment of 40 ft out to 5 range increments. The shell automatically returns back to the koopa unless it travels over a drop greater than 40 feet, then the shell drops to the ground if it missed its target. Then it disappears and the koopa grows a new shell in 1d6 rounds, but during this time it doesn't have the Natural armour bonus to Defense and loses the shock ability.</p><p></p><p><strong>Water Vulnerability</strong></p><p>When the Electro-Koopa is struck with at least 2 gallons of water, or any attack that could deal damage or push it more than 5 feet or knock it prone, it loses its resistance to electricity for 1d4 rounds. If it throws its shell during this time, it suffers the electricity damage from its ranged attack when the shell returns if it uses the attack.</p><p></p><p><strong>Shock</strong></p><p>Anything that strikes the Electro-Koopa with a melee attack suffers 1d6 points of electricity damage.</p><p></p><p><strong><span style="font-size: 26px">Koopa Paratroopa</span></strong></p><p>Paratroopas are virtually identical to Koopa Troopas, except they typically have red shells, and they have a pair of feathered wings on their shells, allowing them to fly. When they suffer damage they lose their wings and drop to the ground, then become troopas. They are armed with spears.</p><p></p><p><strong>Koopa Paratroopa</strong></p><p>Medium Humanoid (Reptilian)</p><p>Hit Dice: 2d10+6+3 +10 (31 hp with wings, 21 hp without)</p><p>Initiative: -1</p><p>Speed: 20 ft, 40 ft fly (average)</p><p>Defense: 12*, touch 10*, flat-footed 12 (-1 Dex +2 natural +1 Dodge*)</p><p>Base Attack/Grapple: +1/+3</p><p>Attack: slam +3 melee (1d4+2 bludgeoning) or spear +3 melee (1d8+2 piercing, thrown 30 ft), or spear +0 ranged (1d8+2 piercing, thrown 30 ft, 5 spears)</p><p>Full Attack: slam +3 melee (1d4+2 bludgeoning) or spear +3 melee (1d8+2 piercing, thrown 30 ft) or spear +0 ranged (1d8+2 piercing, thrown 30 ft, 5 spears)</p><p>Space/Reach: 5 ft /5 ft</p><p>Special Attacks: Dive Attack</p><p>Special Qualities: tuck, koopa racial traits, acid resistance 5, light fortification, Wings</p><p>Saves: Fort +2, Ref -1, Will +0</p><p>Abilities: Str 14 Dex 8 Con 17 Int 12 Wis 13 Cha 10</p><p>Skills: Climb +6, Jump +6, Listen +4, Spot +4</p><p>Feats: Toughness</p><p>Environment: any temperate</p><p>Organization: pair, squad (1d6+1), or troop (3d6), group (20+ 1d8)</p><p>Challenge Rating: 3</p><p></p><p><strong>Combat</strong></p><p>The Paratroopa keep above their targets, will throw up to a couple of spears before engaging in melee combat, using their advantage of being airborne.</p><p></p><p><strong>Koopa Racial Traits (Ex): </strong>Koopas do not suffer any reduction in speed for carrying a medium or heavy load. Koopas have a +2 racial bonus to Climb and Jump checks.</p><p>Tuck (Ex): A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to Defense and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after.</p><p>Though the average Koopa mentality is to avoid fighting at all costs, Koopas who defend themselves trust their natural defenses. They prefer to fight defensively, and try to avoid blows and strike when their opponents are tired out.</p><p></p><p><strong>Light Fortification</strong></p><p>Any critical attack against a koopa has a 25% chance of dealing normal damage instead.</p><p></p><p><strong>Wings</strong></p><p>The paratroopas have a set of white feathered wings. While they have wings they have +10 bonus hit points. When they take damage that doesn't kill them out right, they lose their wings and drop to the ground, suffering no damage if the drop is 50 ft or less. They land safely and are healed any damage to 21 hit points and function as a troopa. If they are able to regain their wings, they gain the bonus hit points, through use of feathered, leaf or other items that grant flight from Mario Bro items. Any time the Paratroopa attacks a target on the ground while they are in the air, they gain a +2 to attack rolls. While they have their wings they have a +1 Dodge bonus to Defense.</p><p></p><p><strong>Dive Attack</strong></p><p>As a full round attack, the paratroopa can dive at a target below them within 40 ft, but must be more than 20 feet away. They gain a +4 to attack bonus (already factoring in the +2 bonus for being above due to their wings), but suffer -2 to Defense for the round. On a successful hit, the paratroopa deals double damage, and the target must make a Fort save DC 15 or be knocked prone. If the target is airborne, loses control and falls to the ground.</p><p></p><p><strong><span style="font-size: 26px">Koopa Scaratroopa</span></strong></p><p>Scaratroopa are elite paratroopas, being faster and more powerful. Their wings are slightly larger and more 'angular' in design.</p><p></p><p><strong>Koopa Scaratroopa</strong></p><p>Medium Humanoid (Reptilian)</p><p>Hit Dice: 6d10+18+3 +15 (68 hp with wings, 53 hp without)</p><p>Initiative: -1</p><p>Speed: 20 ft, 50 ft fly (average)</p><p>Defense: 15*, touch 11*, flat-footed 14 (+4 natural +1 Dodge*)</p><p>Base Attack/Grapple: +4/+6</p><p>Attack: slam +6 melee (1d4+2 bludgeoning) or spear +6 melee (1d8+2 piercing, thrown 30 ft), or spear +4 ranged (1d8+2 piercing, thrown 30 ft, 10 spears)</p><p>Full Attack: spear +6 melee (1d8+2 piercing, thrown 30 ft) and slam +1 melee (1d4+2 bludgeoning) or spear +4 ranged (1d8+2 piercing, thrown 30 ft, 10 spears)</p><p>Space/Reach: 5 ft /5 ft</p><p>Special Attacks: Dive Attack</p><p>Special Qualities: tuck, koopa racial traits, acid resistance 5, light fortification, Wings</p><p>Saves: Fort +2, Ref -1, Will +0</p><p>Abilities: Str 14 Dex 10 Con 17 Int 12 Wis 13 Cha 10</p><p>Skills: Climb +6, Jump +6, Listen +4, Spot +4</p><p>Feats: Toughness</p><p>Environment: any temperate</p><p>Organization: pair, squad (1d6+1), or troop (2d6+2)</p><p>Challenge Rating: 6</p><p></p><p><strong>Combat</strong></p><p>The Scaratroopa keep above their targets, will throw up to a couple of spears before engaging in melee combat, using their advantage of being airborne.</p><p></p><p>Koopa Racial Traits (Ex):<strong> Koopas do not suffer any reduction in speed for carrying a medium or heavy load. Koopas have a +2 racial bonus to </strong>Climb and Jump checks.</p><p><strong>Tuck (Ex):</strong> A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to Defense and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after.</p><p>Though the average Koopa mentality is to avoid fighting at all costs, Koopas who defend themselves trust their natural defenses. They prefer to fight defensively, and try to avoid blows and strike when their opponents are tired out.</p><p></p><p><strong>Light Fortification</strong></p><p>Any critical attack against a koopa has a 25% chance of dealing normal damage instead.</p><p></p><p><strong>Wings</strong></p><p>The scaratroopas have a set of white feathered wings. While they have wings they have +15 bonus hit points. When they take damage that doesn't kill them out right, they lose their wings and drop to the ground, suffering no damage if the drop is 50 ft or less. They land safely and are healed any damage to 53 hit points and function as a troopa. If they are able to regain their wings, they gain the bonus hit points, through use of feathered, leaf or other items that grant flight from Mario Bro items. Any time the scaratroopa attacks a target on the ground while they are in the air, they gain a +2 to attack rolls. While they have their wings they have a +1 Dodge bonus to Defense.</p><p></p><p><strong>Dive Attack</strong></p><p>As a full round attack, the scaratroopa can dive at a target below them within 50 ft, but must be more than 20 feet away. They gain a +4 to attack bonus (already factoring in the +2 bonus for being above due to their wings), but suffer -2 to Defense for the round. On a successful hit, the paratroopa deals double damage plus an additional +1d8 per 10 feet over 20 feet minimum the enemy is away from the scaratroopa, and the target must make a Fort save DC 17 or be knocked prone. If the target is airborne, loses control and falls to the ground.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9169745, member: 6668634"] Additional Koopas [B][SIZE=7]Blue Electro-Koopas[/SIZE][/B] These Koopas are a smaller koopa that walks on all fours due to the weight of their shells. The blue shells have two large spikes that have electricity spark between them. The blue electro-koopa is capable of throwing its shell like a boomerangs to strike their target, and electrocute them. When not throwing the shell, it can shock anything that strikes them in melee combat. [B]Blue Electro-Koopa[/B] Small Humanoid (Reptilian) Hit Dice: 3d10+6+3 (28 hp) Initiative: +2 Speed: 20 ft Defense: 14*, touch 12, flat-footed 12* (+2 Dex +2 natural*) Base Attack/Grapple: +2/+2 Attack: slam +2 melee (1d4 bludgeoning) or shell +4 ranged (1d4 bludgeoning + 1d6 electricity) Full Attack: slam +2 melee (1d4 bludgeoning), or shell +4 ranged (1d4 bludgeoning + 1d6 electricity Space/Reach: 5 ft /5 ft Special Attacks: - Special Qualities: tuck, koopa racial traits, acid resistance 5, light fortification, electricity resistance 10, shock, water vulnerability, thrown shell, shock Saves: Fort +1, Ref +2, Will +0 Abilities: Str 10 Dex 14 Con 15 Int 12 Wis 13 Cha 10 Skills: Climb +4, Jump +4, Listen +4, Spot +4 Feats: Toughness Environment: any temperate Organization: pair, squad (1d4 plus 1d6 regular koopa troopas), or troop (1d6 plus regular koopa troopa s2d6), group (20+ 1d8) Challenge Rating: 3 [B]Combat[/B] Blue Electro-Koopas are more aggressive and will attack enemies when they are spotted. They start by throwing their shells and will try to keep out of melee range, but will engage in melee, relying on their shock ability to further injure opponents. [B]Koopa Racial Traits (Ex):[/B] Koopas do not suffer any reduction in speed for carrying a medium or heavy load. Koopas have a +2 racial bonus to Climb and Jump checks. [B]Tuck (Ex):[/B] A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to Defense and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after. Though the average Koopa mentality is to avoid fighting at all costs, Koopas who defend themselves trust their natural defenses. They prefer to fight defensively, and try to avoid blows and strike when their opponents are tired out. [B]Light Fortification[/B] Any critical attack against a koopa has a 25% chance of dealing normal damage instead. [B]Thrown Shell[/B] When the Blue Electro-Koopa throws their shell, they lose their Natural Armour bonus to Defense, the shell has a range increment of 40 ft out to 5 range increments. The shell automatically returns back to the koopa unless it travels over a drop greater than 40 feet, then the shell drops to the ground if it missed its target. Then it disappears and the koopa grows a new shell in 1d6 rounds, but during this time it doesn't have the Natural armour bonus to Defense and loses the shock ability. [B]Water Vulnerability[/B] When the Electro-Koopa is struck with at least 2 gallons of water, or any attack that could deal damage or push it more than 5 feet or knock it prone, it loses its resistance to electricity for 1d4 rounds. If it throws its shell during this time, it suffers the electricity damage from its ranged attack when the shell returns if it uses the attack. [B]Shock[/B] Anything that strikes the Electro-Koopa with a melee attack suffers 1d6 points of electricity damage. [B][SIZE=7]Koopa Paratroopa[/SIZE][/B] Paratroopas are virtually identical to Koopa Troopas, except they typically have red shells, and they have a pair of feathered wings on their shells, allowing them to fly. When they suffer damage they lose their wings and drop to the ground, then become troopas. They are armed with spears. [B]Koopa Paratroopa[/B] Medium Humanoid (Reptilian) Hit Dice: 2d10+6+3 +10 (31 hp with wings, 21 hp without) Initiative: -1 Speed: 20 ft, 40 ft fly (average) Defense: 12*, touch 10*, flat-footed 12 (-1 Dex +2 natural +1 Dodge*) Base Attack/Grapple: +1/+3 Attack: slam +3 melee (1d4+2 bludgeoning) or spear +3 melee (1d8+2 piercing, thrown 30 ft), or spear +0 ranged (1d8+2 piercing, thrown 30 ft, 5 spears) Full Attack: slam +3 melee (1d4+2 bludgeoning) or spear +3 melee (1d8+2 piercing, thrown 30 ft) or spear +0 ranged (1d8+2 piercing, thrown 30 ft, 5 spears) Space/Reach: 5 ft /5 ft Special Attacks: Dive Attack Special Qualities: tuck, koopa racial traits, acid resistance 5, light fortification, Wings Saves: Fort +2, Ref -1, Will +0 Abilities: Str 14 Dex 8 Con 17 Int 12 Wis 13 Cha 10 Skills: Climb +6, Jump +6, Listen +4, Spot +4 Feats: Toughness Environment: any temperate Organization: pair, squad (1d6+1), or troop (3d6), group (20+ 1d8) Challenge Rating: 3 [B]Combat[/B] The Paratroopa keep above their targets, will throw up to a couple of spears before engaging in melee combat, using their advantage of being airborne. [B]Koopa Racial Traits (Ex): [/B]Koopas do not suffer any reduction in speed for carrying a medium or heavy load. Koopas have a +2 racial bonus to Climb and Jump checks. Tuck (Ex): A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to Defense and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after. Though the average Koopa mentality is to avoid fighting at all costs, Koopas who defend themselves trust their natural defenses. They prefer to fight defensively, and try to avoid blows and strike when their opponents are tired out. [B]Light Fortification[/B] Any critical attack against a koopa has a 25% chance of dealing normal damage instead. [B]Wings[/B] The paratroopas have a set of white feathered wings. While they have wings they have +10 bonus hit points. When they take damage that doesn't kill them out right, they lose their wings and drop to the ground, suffering no damage if the drop is 50 ft or less. They land safely and are healed any damage to 21 hit points and function as a troopa. If they are able to regain their wings, they gain the bonus hit points, through use of feathered, leaf or other items that grant flight from Mario Bro items. Any time the Paratroopa attacks a target on the ground while they are in the air, they gain a +2 to attack rolls. While they have their wings they have a +1 Dodge bonus to Defense. [B]Dive Attack[/B] As a full round attack, the paratroopa can dive at a target below them within 40 ft, but must be more than 20 feet away. They gain a +4 to attack bonus (already factoring in the +2 bonus for being above due to their wings), but suffer -2 to Defense for the round. On a successful hit, the paratroopa deals double damage, and the target must make a Fort save DC 15 or be knocked prone. If the target is airborne, loses control and falls to the ground. [B][SIZE=7]Koopa Scaratroopa[/SIZE][/B] Scaratroopa are elite paratroopas, being faster and more powerful. Their wings are slightly larger and more 'angular' in design. [B]Koopa Scaratroopa[/B] Medium Humanoid (Reptilian) Hit Dice: 6d10+18+3 +15 (68 hp with wings, 53 hp without) Initiative: -1 Speed: 20 ft, 50 ft fly (average) Defense: 15*, touch 11*, flat-footed 14 (+4 natural +1 Dodge*) Base Attack/Grapple: +4/+6 Attack: slam +6 melee (1d4+2 bludgeoning) or spear +6 melee (1d8+2 piercing, thrown 30 ft), or spear +4 ranged (1d8+2 piercing, thrown 30 ft, 10 spears) Full Attack: spear +6 melee (1d8+2 piercing, thrown 30 ft) and slam +1 melee (1d4+2 bludgeoning) or spear +4 ranged (1d8+2 piercing, thrown 30 ft, 10 spears) Space/Reach: 5 ft /5 ft Special Attacks: Dive Attack Special Qualities: tuck, koopa racial traits, acid resistance 5, light fortification, Wings Saves: Fort +2, Ref -1, Will +0 Abilities: Str 14 Dex 10 Con 17 Int 12 Wis 13 Cha 10 Skills: Climb +6, Jump +6, Listen +4, Spot +4 Feats: Toughness Environment: any temperate Organization: pair, squad (1d6+1), or troop (2d6+2) Challenge Rating: 6 [B]Combat[/B] The Scaratroopa keep above their targets, will throw up to a couple of spears before engaging in melee combat, using their advantage of being airborne. Koopa Racial Traits (Ex):[B] Koopas do not suffer any reduction in speed for carrying a medium or heavy load. Koopas have a +2 racial bonus to [/B]Climb and Jump checks. [B]Tuck (Ex):[/B] A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to Defense and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after. Though the average Koopa mentality is to avoid fighting at all costs, Koopas who defend themselves trust their natural defenses. They prefer to fight defensively, and try to avoid blows and strike when their opponents are tired out. [B]Light Fortification[/B] Any critical attack against a koopa has a 25% chance of dealing normal damage instead. [B]Wings[/B] The scaratroopas have a set of white feathered wings. While they have wings they have +15 bonus hit points. When they take damage that doesn't kill them out right, they lose their wings and drop to the ground, suffering no damage if the drop is 50 ft or less. They land safely and are healed any damage to 53 hit points and function as a troopa. If they are able to regain their wings, they gain the bonus hit points, through use of feathered, leaf or other items that grant flight from Mario Bro items. Any time the scaratroopa attacks a target on the ground while they are in the air, they gain a +2 to attack rolls. While they have their wings they have a +1 Dodge bonus to Defense. [B]Dive Attack[/B] As a full round attack, the scaratroopa can dive at a target below them within 50 ft, but must be more than 20 feet away. They gain a +4 to attack bonus (already factoring in the +2 bonus for being above due to their wings), but suffer -2 to Defense for the round. On a successful hit, the paratroopa deals double damage plus an additional +1d8 per 10 feet over 20 feet minimum the enemy is away from the scaratroopa, and the target must make a Fort save DC 17 or be knocked prone. If the target is airborne, loses control and falls to the ground. [/QUOTE]
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