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<blockquote data-quote="Rappy" data-source="post: 6114854" data-attributes="member: 58456"><p><strong><span style="font-size: 22px"><p style="text-align: center"><span style="color: #000080">Atlas: The Mississippi Bay Region</span></p><p></span></strong><p style="text-align: center"><img src="http://imageshack.us/a/img33/4505/waterloggedmississippib.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Mississippi Bay is an expansion of the old Mississippi delta, where the salty currents of the Gulf of Mexico have washed in and created a mighty brackish-water bay reaching as far north as the southern tip of Arkansas, and stretching from Monroe, Louisiana, to Vicksburg, Mississippi, at its widest point. While portions of the Gulf Coast did indeed go under on Blue Friday, the fact that the Mississippi Bay stretches so far inland and submerges most of eastern Louisiana rather than merely a state’s coastal regions makes it a particularly noteworthy location in the area. Its brackish tides are too shallow for the vicious bladejaw sharks of the deeper Gulf waters, but that is not to say it is safe: the waters of Mississippi Bay are filled with silt-lurking irontail stingrays, island-like leviathans, and other dangerous shallow oceanic life, while several seafaring pirate organizations have begun using old shrimpers for pirate ships and untethered oil derricks as bases of operation. Ports around the bay (formerly various inland towns and cities) are typically littered with jury-rigged land to sea weaponry and impromptu barriers as a result of having to head off these raiding bands.</p><p></p><p><strong><u><span style="font-size: 18px">Regions of Mississippi Bay</span></u></strong></p><p><strong><span style="font-size: 12px">Western Mississippi Bay</span></strong></p><p>With most of Louisiana’s major cities now ruins languishing in the silt of the bay and their survivors having migrated to other regions, the western coast of the Mississippi Bay is mostly a hodge-podge of half-sunken ghost towns and a few inland settlements converted to port towns as the waters expanded, all tied to the one major inland city left inhabited.</p><p></p><p><strong>Shreveport:</strong> With cities such as Baton Rouge and New Orleans sunken on Blue Friday, the northwestern Louisiana city of Shreveport has transformed into the de facto citadel of what is left of the state and is thus worthy of at least a minor note. As "Hollywood South", known for its part in the film industry, and a generally cultured city, Shreveport has more or less striven to keep itself up as a self-proclaimed bastion of pre-apocalypse civilization for the micronation of Louisiana. While too far from the water to be a port city proper, caravans to and from Shreveport act as the life blood for the Louisiana ports on the western side of the bay.</p><p></p><p><strong>Fort Polk:</strong> Found by heading inland from western Mississippi Bay, the proximity of this large military installation to the border with the Texan Republic makes it a priority base for Louisiana to watch for potential expansion by its large neighbor nation. Its nature as an Army base and self-contained community means that it has also taken more than its fair share of refugees from the west Louisiana border as the Texan Republic has flexed its muscles.</p><p></p><p><strong>Monroe:</strong> In the aftermath of Blue Friday, the local 528th Engineer Battalion banded together to both rebuild and take control of Monroe, Louisiana. In spite of this, most of the military of Monroe has left the city, being siphoned westward to Fort Polk on orders of the Shreveport government.</p><p></p><p><strong>Winnfield:</strong> What was once the birthplace of some of the most famous Louisiana governors has now become an isolated and ramshackle city. The formation of the Mississippi Bay made Winnfield a port city, the lesser expansion of the Saline Bayou created a natural border to the north and the west, and pirates destroying the city's bridges early on in the history of the Changed World finally finished hedging the community in. Without solid aid from Shreveport, Winnfield quickly became ruled by a half-baked militia force armed against the raiding pirate bands. Still, six years of experience can change folks, and the current Winnfield has more than a few dangerous fighters. Bullet-riddled and blood-soaked leviathan skulls mark the edges of the still-settled portions of the city as a warning to outsiders that even other Louisianians will be welcomed with chambered bullets rather than open arms.</p><p></p><p><strong>Alexandria:</strong> Some cities are more lucky than others...Alexandria, Louisiana, was not one of those cities. After finally solidifying as a nation in early 2014, the Texan Republic decided that it would show its strength to neighboring nations and micronations by sliding southward past Fort Polk and attacking a Louisiana city, which unfortunately happened to be Alexandria. Those that happened to survive until the Republic Army was driven back by Louisiana troops. Today, what is left of Alexandria has been fairly thoroughly looted, with large structures such as the city's museums and large multi-story bank now the nests of ghoul clans.</p><p></p><p></p><p><strong><span style="font-size: 12px">Eastern Mississippi Bay</span></strong></p><p><strong>Greenville:</strong> This Mississippi state city is at the furthest point inland that Mississippi Bay reaches, anything beyond being the Mississippi River proper. Beyond that, it is fairly standard for post-Change port cities.</p><p></p><p><strong>Vicksburg:</strong> Vicksburg, Mississippi, is effectively the sister to Monroe, Louisiana. Both are now port cities in the Changed World, they flank the Mississippi Bay at the widest point, and they happen to both act as trade ports for the other as Mississippi and Louisiana have kept up relations and shipping in order to help each other survive in spite of ornery neighbors.</p><p></p><p><strong>Jackson:</strong> Mississippi was spared Louisiana's fate of losing its capital to the bay, as the city of Jackson still stands as the seat of government in the state-turned-micronation. Just as Jackson, Vicksburg, Monroe, and Shreveport were all connected by an interstate highway before the Change, so too are they now forever intertwined as the seats of government and trade ports on each side of the bay. Jackson also happens to have the largest mutant population in the Mississippi Bay region outside of ruined lands such as Winnfield, with 17% of its citizens being spirits, 4% being goblins, and another 3% being city-acclimated boggers, as well as a handful of golems and loather ghouls.</p><p></p><p></p><p><strong><span style="font-size: 12px">The Bay Proper</span></strong></p><p><strong>Island Townships:</strong> Some islands with towns on them peak out of the bay in regions that were once fully land. These tend to be in one of three flavors: smuggler or pirate bases, isolated shanty towns, or minor shipping ports for the largest towns on each side of the bay. Swamps around such islands can often be home to smaller groups of raiders or hunters obsessed with going big or dying trying.</p><p></p><p><strong>Oil Rigs:</strong> Some of the oil rigs of the old Gulf of Mexico managed to become wrecks in the Mississippi Bay during the great inundation of Blue Friday. In the years that have passed since then, most of these rigs have become impromptu nesting grounds for coastal species or bases of operation for pirates.</p><p></p><p><strong>The Three Sunken Cities:</strong> The large Louisiana cities of Lake Charles, Baton Rouge, and New Orleans all went under as Mississippi Bay consumed the land. Without any deep ones in the warm waters of the Gulf to claim them, these cities are now the sole provenance of the aquatic wildlife that swim through them. Buildings that can pass the 30 meter height of the bay such as Plaza Tower and One Shell Square in New Orleans, the former Louisiana capitol tower in Baton Rouge, and the Capital One Tower in Lake Charles could theoretically be looted or used as bases in the floors that pass above the bay's water area, but even they can be dangerous due to amphibious creatures and titanic avians such as the emperor sawbill taking up residence.</p><p></p><p></p><p></p><p><strong><span style="font-size: 18px"><u>NPCs of Mississippi Bay</u></span></strong></p><p><strong><span style="font-size: 12px">Wreck Crawler</span></strong></p><p>Your average wreck crawler's a devil-may-care, caution-to-the-wind type with a gilded tongue to sell off the wares they scavenge up and swift reflexes that manage to keep them from being utterly killed. Their everyday life is shoving their beat-up secondhand cigarette boat into the water, driving out to a desolate oil rig or tall structure that peaks above the bay waters, and scavenging anything that looks profitable. </p><p></p><p><strong>Wreck Crawler (Human Tough Ordinary 4):</strong> CR 3; Medium-size Humanoid; HD 4d10+8; HP 30; Mas 15; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+2 Dex, +3 class); BAB +3; Grap +4; Atk +4 melee (1d4+1/19-20, knife) or +5 ranged (2d8, sawed-off shotgun); Full Atk +4 melee (1d4+1/19-20, knife) or +5 ranged (2d8, sawed-off shotgun); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL profit; SV Fort +4, Ref +3, Will +0; AP 0; Rep +1; Str 13, Dex 15, Con 15, Int 10, Wis 8, Cha 12.</p><p><strong>Occupation:</strong> Scavenger (Repair, Search, Survival).</p><p><strong>Skills:</strong> Climb +4, Craft (Mechanical) +5, Drive +4, Knowledge (Streetwise) +2, Read/Write English, Repair +1, Search +5, Speak English, Survival +3.</p><p><strong>Feats:</strong> Personal Firearms Proficiency, Salvage, Silver Tongue, Simple Weapons Proficiency.</p><p><strong>Possessions:</strong> Sawed-off shotgun, knife, 50 feet of rope, worn-down cigarette boat (has -2 to Hardness), backpack containing various scavenged goods.</p><p></p><p></p><p><strong><span style="font-size: 12px">Alexandrian Ghoul</span></strong></p><p>While all feral ghouls can be dangerous to adventuring scavengers, those of Alexandria are particularly dangerous. They survived the artillery and troops of the Texan Republic, seethed in rage, and have only further stewed over the years. They are quick to violence and are some of the most feared things that go bump in the night for small outlying towns around the Alexandria ruins.</p><p></p><p><strong>Alexandrian Ghoul (Ghoul Strong Hero 3/Tribal Stalker 4/Raider 2):</strong> CR 9; Medium-size Humanoid; HD 3d8+12 plus 4d10+16 plus 2d10+8; HP 83; Mas 18; Init +1; Spd 30 ft; Defense 17, touch 16, flatfooted 16 (+1 Dex, +5 class, +1 equipment); BAB +9; Grap +12; Atk +12 melee (1d8+4, spear) or +12 melee (1d6+4 plus 1d4 acid, bite) or +10 ranged (2d8, pipe rifle); Full Atk +12/+7/+2 melee (1d8+4, spear) or +12 melee (1d6+4 plus 1d4 acid, bite) and +7 melee (1d6+2, 2 claws) or +10/+5 ranged (2d8, pipe rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ Bloodthirsty cry, blood hunger, chaps and chains +1, darkvision 60 ft., festering sores, light sensitivity, trap making 2d6, ultraviolet allergy, wounding blow, wounding traps; AL clan; SV Fort +12, Ref +5, Will +4; AP 4; Rep +3; Str 16, Dex 12, Con 18, Int 11, Wis 14, Cha 8.</p><p><strong>Occupation:</strong> Predator (Move Silently).</p><p><strong>Skills:</strong> Climb +6, Intimidate +6, Jump +16, Move Silently +12, Read/Write English, Speak English, Survival +9.</p><p><strong>Feats:</strong> Archaic Weapons Proficiency, Cleave, Personal Firearms Proficiency, Power Attack, Sand in the Eyes, Simple Weapons Proficiency, Track, Urban Tracking.</p><p><strong>Talents (Strong Hero):</strong> Extreme Effort, Melee Smash.</p><p><strong>Possessions:</strong> Tattered clothing, spear, pipe rifle, 2d4 scavenged hunting rifle bullets, 1d4 bear traps (stats as per foot trap).</p><p></p><p></p><p><span style="font-size: 12px"><strong>Alex Jones, the Kingfish</strong></span></p><p>The people of Winnfield defer from using inherited US political titles for their leaders. Instead, the ruler of Winnfield is known as "Kingfish", after the nickname of the famous Winnfield resident and early 20th Century governor Huey P. Long. The current kingfish is a muscular, scar-riddled man named Alex Jones. He was the first to take up arms against the pirates soon after the Change, and has fought his way through enough of both them and dangerous bay wildlife to have become a powerful and exceedingly dangerous figure. His combat experience has made sure that raiders and pirates simply don't come around Winnfield anymore, lest they face the wrath of Kingfish Jones. Jones is never seen without his hefty club made from a cypress log, an old hunting rifle, and armor made from the hide of a leviathan’s head.</p><p></p><p><strong>Alex Jones (Human Strong Hero 3/Guardian 7/Champion 5):</strong> CR 15; Medium-size Humanoid; HD 3d8+12 plus 7d10+28 plus 5d12+20 plus 3; HP 149; Mas 18; Init +1; Spd 20 ft; Defense 23, touch 20, flat-footed 22 (+1 Dex, +9 class, +3 equipment); BAB +15; Grap +17; Atk +18 melee (1d10+7, greatclub) or +16 ranged (2d10, Remington 700); Full Atk +18/+13/+8/+3 melee (1d10+7, greatclub) or +16/+11/+6/+1 ranged (2d10, Remington 700); FS 5 ft by 5 ft; Reach 5 ft; SQ Awesome presence, defender +4, improved tactical aid, rallying cry +3, tactical aid, weapon specialization (greatclub); AL Winnfield; SV Fort +13, Ref +7, Will +10; AP 7; Rep +2; Str 15, Dex 13, Con 18, Int 14, Wis 15, Cha 12.</p><p><strong>Occupation:</strong> Rural (Survival, Swim).</p><p><strong>Skills:</strong> Climb +5, Intimidate +19, Knowledge (Streetwise) +8, Knowledge (Tactics) +11, Listen +7, Read/Write English, Sense Motive +12, Speak English, Survival +21, Swim +18.</p><p><strong>Feats:</strong> Armor Proficiency (Light, Medium), Cleave, Iron Will, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Strong Plus, Stubborn Ox, Sunder, Sworn Enemy (Bandits), Toughness, Weapon Focus (Greatclub).</p><p><strong>Talents (Strong Hero):</strong> Extreme Effort, Melee Smash, Improved Melee Smash, Advanced Melee Smash.</p><p><strong>Possessions:</strong> Remington 700 hunting rifle, greatclub, hide armor.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Bayou Trader</strong></span></p><p>Bayou traders are those that traverse the swamps and silty open waters of the Mississippi Bay in defensively modified shrimp boats, exchanging cash and goods to major port cities and ramshackle backwater towns alike. As they are businessmen first and foremost, bayou traders tend to leave the dangerous scavenging to wreck crawlers on their payroll and the safety detail to their hired guards (also statted below), but they still tend to carry a small pistol as a last resort.</p><p></p><p><strong>Bayou Trader (Human Dedicated Hero 3/Trader 3):</strong> CR 6; Medium-size Humanoid; HD 3d6+3 plus 3d6+3; HP 28; Mas 12; Init +2; Spd 30 ft; Defense 16, touch 16, flat-footed 14 (+2 Dex, +4 class); BAB +3; Grap +3; Atk +3 melee (1d4, pistol whip) or +5 ranged (2d6, Coonan pistol); Full Atk +3 melee (1d4, pistol whip) or +5 ranged (2d6, Coonan pistol); FS 5 ft by 5 ft; Reach 5 ft; SQ Ear to the ground, money talks; AL profit; SV Fort +4, Ref +5, Will +8; AP 3; Rep +5; Str 11, Dex 14, Con 12, Int 13, Wis 15, Cha 17.</p><p><strong>Occupation:</strong> Merchant (Diplomacy).</p><p><strong>Skills:</strong> Bluff +12, Diplomacy +18, Drive +6, Gather Information +14, Knowledge (Business) +7, Navigate +4, Profession +8, Read/Write English, Sense Motive +11, Speak Cajun French, Speak English, Speak Spanish, Survival +6.</p><p><strong>Feats:</strong> Iron Will, Market, Personal Firearms Proficiency, Renown, Silver Tongue, Simple Weapons Proficiency, Trustworthy.</p><p><strong>Talents (Dedicated Hero):</strong> Skill Emphasis (Diplomacy), Aware.</p><p><strong>Possessions:</strong> Coonan pistol, concealed holster, various trade goods, trader vessel (fishing trawler with the Armored, Handholds/Footholds, and Mounted Weapon [Harpoon Crossbow] modifications).</p><p></p><p><strong>Trade Guard (Dedicated Ordinary 3/Tough Ordinary 2):</strong> CR 4; Medium-size Humanoid; HD 3d6+6 plus 2d10+4; HP 32; Mas 14; Init +1; Spd 30 ft.; Defense 15, touch 15, flat-footed 14 (+1 Dex, +4 class); BAB +3; Grap +5; Atk +5 melee (1d6+2/19-20, metal baton) or +5 ranged (2d8, Benelli Nova); Full Atk +5 melee (1d6+2/19-20, metal baton) or +5 ranged (2d8, Benelli Nova); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL employing bayou trader; SV Fort +6, Ref +2, Will +3; AP 0; Rep +1; Str 15, Dex 13, Con 14, Int 10, Wis 13, Cha 8.</p><p><strong>Occupation:</strong> Caravan Guard (Intimidate, Spot).</p><p><strong>Skills:</strong> Drive +4, Intimidate +11, Investigate +6, Listen +4, Read/Write Cajun French, Read/Write English, Speak Cajun French, Speak English, Spot +8, Survival +8, Treat Injury +2</p><p><strong>Feats:</strong> Intimidating Strength, Personal Firearms Proficiency, Simple Weapons Proficiency, Weapon Focus (Benelli Nova).</p><p><strong>Possessions:</strong> Benelli Nova shotgun, metal baton.</p><p></p><p></p><p></p><p><strong><u><span style="font-size: 18px">Monsters of Mississippi Bay</span></u></strong></p><p>In addition to widespread creatures such as the hodag and razorback (see "Monsters of Eastern North America" for statistics of both), there are even stranger monsters endemic to the Mississippi Bay region.</p><p></p><p><span style="font-size: 12px"><strong>Emperor Sawbill (Bioaberrant)</strong></span></p><p><strong>Scientific Name:</strong> <em>Erosopelacanus maximus</em></p><p><strong>Average Length:</strong> 14 feet, wingspan 30 feet</p><p><strong>Habitat:</strong> Warm coastal regions</p><p><strong>Native Range:</strong> Mississippi Bay, the Gulf of Mexico, and the Caribbean</p><p><strong>Diet:</strong> Fish and mid-size (3-6 ft.) reptiles</p><p><strong>Threat to Humans:</strong> Medium (Aggressive if disturbed)</p><p></p><p>The largest of a group of post-Change birds known as the sawbill pelicans, the emperor sawbill resembles a rhinoceros-sized pelican with a brown body and white underbelly, a ring of trailing golden "crown" feathers near its eyes, and a jagged saw-like beak. These large avians can be seen flying over the waters of Mississippi Bay, their wings spread out to reveal brilliant white underside feathers and eyes keenly darting around in search of prey. Each spring, huge flocks of these razor-mouthed giants come to roost in oil rigs and high-rising buildings to breed, mate, and raise the next generation. It is at this time that they are the most dangerous to humans, as wreck crawlers that stumble on emperor sawbill nests will visually testify with numerous scars caused by ripping beak strikes.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Keen Beak (Ex):</strong> The jagged and razor-sharp edge of the emperor sawbill's beak gives its bite attack a critical hit ratio of 18-20.</p><p></p><p><strong>Skills:</strong> Emperor sawbills gain a +4 bonus to Swim checks.</p><p></p><p><strong>Emperor Sawbill:</strong> CR 4; Large Animal; HD 6d8+24; HP 51; Mas 18; Init +1; Spd 20 ft., fly 80 ft. (average); Defense 12, touch 10, flat-footed 11 (-1 size, +1 Dex, +2 natural); BAB +4; Grap +12; Atk +7 melee (1d8+4/18-20, bite); Full Atk +7 melee (1d8+4/18-20, bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Keen beak, low-light vision, scent; AL none; SV Fort +9, Ref +6, Will +3; AP 0; Rep +0; Str 18, Dex 13, Con 18, Int 2, Wis 13, Cha 7.</p><p><strong>Skills:</strong> Listen +2, Spot +7, Swim +10.</p><p><strong>Feats:</strong> None.</p><p><strong>Advancement:</strong> 7-9 HD (Large).</p><p></p><p></p><p><span style="font-size: 12px"><strong>Fiery Sawbill (Bioaberrant)</strong></span></p><p><strong>Scientific Name:</strong> <em>Erosopelacanus rufus</em></p><p><strong>Average Length:</strong> 5 1/2 feet, wingspan 10 feet</p><p><strong>Habitat:</strong> Coastal regions</p><p><strong>Native Range:</strong> Mississippi Bay</p><p><strong>Diet:</strong> Fish, mollusks, and crustaceans</p><p><strong>Threat to Humans:</strong> Low (Dangerous only in groups)</p><p></p><p>An average-sized member of the sawbill pelican family, the fiery sawbill gets its name from the bright red and almost toucan-like serrated beak that contrasts a standard pelican body coated in snow white feathers. While most sawbill pelicans are almost entirely fish-eaters, the quirky fiery sawbill is known for using its unique beak to crush shellfish and crustaceans it dredges up out of the silty ocean waters. Flocks of these birds are also sometimes accomplished thieves, harassing and then stealing catches from larger sawbilled pelicans such as the emperor sawbill or humanoid fishermen. By lowering the bite damage to 1d3, the statistics below can also be used for average-sized sawbill pelicans with somewhat weaker beaks, such as the widespread (found on nearly any tropical coast, in fact) white-feathered and silver-beaked species known as the ivory sawbill (<em>Erosopelacanus albus</em>).</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Keen Beak (Ex):</strong> The fiery sawbill, like other sawbill pelicans, has a bite attack with an increased critical hit ratio of 18-20.</p><p></p><p><strong>Skills:</strong> Fiery sawbills gain a +4 bonus to Swim checks.</p><p></p><p><strong>Bonus Feats:</strong> Fiery sawbills gain Weapon Focus (Bite) as a bonus feat.</p><p></p><p><strong>Fiery Sawbill:</strong> CR 1/2; Medium-size Animal; HD 1d8+2; HP 6; Mas 14; Init +2; Spd 20 ft., fly 60 ft. (good); Defense 12, touch 12, flat-footed 10 (+2 Dex); BAB +0; Grap +0; Atk +2 melee (1d4/18-20, bite); Full Atk +2 melee (1d4/18-20, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Keen beak, low-light vision, scent; AL none; SV Fort +4, Ref +4, Will +1; AP 0; Rep +0; Str 10, Dex 15, Con 14, Int 2, Wis 13, Cha 7.</p><p><strong>Skills:</strong> Spot +4, Swim +5.</p><p><strong>Feats:</strong> Weapon Finesse (Bite).</p><p><strong>Advancement:</strong> 2-3 HD (Medium-size).</p><p></p><p></p><p><span style="font-size: 12px"><strong>Irontail Stingray (Mechanoaberrant)</strong></span></p><p><strong>Scientific Name:</strong> <em>Dasyatis ensicauda</em></p><p><strong>Average Length:</strong> 17 feet</p><p><strong>Habitat:</strong> Silt-laden coastal waters</p><p><strong>Native Range:</strong> Mississippi Bay</p><p><strong>Diet:</strong> Shellfish and detritus</p><p><strong>Threat to Humans:</strong> High (Large, highly venomous metal barbs)</p><p></p><p>Endemic to the Mississippi Bay region alone, the irontail stingray is a giant stingray species that is easily identified by bands of metal that weave across its disk-like body and two 8-inch blade-like metal barbs that erupt from the middle of its thick tail. It sluggishly floats along the bottom of the bay area, well aware that it is heavyset and well-armored compared to standard stingrays and has no natural predators to speak of. Prey items, most often crabs or floating bits of raw meat from the carcass another predator's kill, are siphoned off of the bottom and into crushing plates that line its small mouth. Disturbing an irontail stingray is a sure-fire way to get killed thanks to its namesake barbs containing a virulent venom that terrorizes the central nervous system.</p><p></p><p><strong>Species Traits</strong></p><p><strong>Metallic Nature (Ex):</strong> The metal barbs of the stingray mean that its natural attacks are treated as iron for the purposes of bypassing damage reduction.</p><p></p><p><strong>Poison (Ex):</strong> Fortitude save DC 22; initial 1d6 Dexterity, secondary 1d6 Dexterity and Strength.</p><p></p><p><strong>Skills:</strong> Irontail stingrays gain a +12 bonus to Hide checks when either hiding in metallic debris or buried beneath sand.</p><p></p><p><strong>Bonus Feats:</strong> In spite of their sluggish nature, irontail stingrays are swift to react to threats. They gain Improved Initiative as a bonus feat.</p><p></p><p><strong>Irontail Stingray:</strong> CR 12; Huge Magical Beast; HD 13d10+78; HP 149; Mas 22; Init +2; Spd swim 40 ft.; Defense 15, touch 6, flat-footed 15 (-2 size, -2 Dex, +9 natural); BAB +13; Grap +24; Atk +14 melee (1d10+3 plus poison, sting); Full Atk +14 melee (1d10+3 plus poison, sting); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Aquatic, damage reduction 10/piercing, metallic nature, poison; AL none; SV Fort +14, Ref +6, Will +3; AP 0; Rep +0; Str 17, Dex 7, Con 22, Int 1, Wis 8, Cha 3.</p><p><strong>Skills:</strong> Hide -4 (+8 in metallic debris or buried in sand), Listen +4, Move Silently +8, Swim +12.</p><p><strong>Feats:</strong> Improved Damage Threshold, Improved Initiative, Power Attack, Stealthy, Ultra Immune System.</p><p><strong>Advancement:</strong> 14-20 HD (Huge); 21-27 HD (Gargantuan).</p><p></p><p></p><p><span style="font-size: 12px"><strong>Leviathan (Bioaberrant)</strong></span></p><p><strong>Scientific Name:</strong> <em>Macrochelys leviathan</em></p><p><strong>Average Length:</strong> 38 feet</p><p><strong>Habitat:</strong> Coastal marshes</p><p><strong>Native Range:</strong> Mississippi Bay</p><p><strong>Diet:</strong> Live prey 10 feet or smaller</p><p><strong>Threat to Humans:</strong> High (Exceedingly powerful jaws, known to consume unwary humans and bite through boats)</p><p></p><p>Not all islands in Mississippi Bay are quite what they seem: sometimes, what appears to be an island is actually the mud- and plant-coated shell of a mighty leviathan. Resembling a pre-change alligator snapping turtle inflated to an immense size, leviathans spend most of their time simply waiting for prey. This sedentary nature allows their shells to accumulate flora and even fauna, effectively becoming a minor island unto itself. When these titans actually move from one location to another, they lurch forward ever-so-slowly, digging trenches in the muddy bottoms of the bay. Leviathans do not swim and will never actually head out into the ocean or submerge themselves, which allows their self-contained ecosystems to remain firmly implanted on their backs. While a leviathan can go for months without eating after a large meal, they will bite at anything that moves into striking distance of their huge maw. More than a few stories are told of pirates or scavengers that try to spend the night on what seems to be a normal island, only to find their boats ripped clean in half by the powerful jaws of a leviathan. It is unknown how many of these creature exist, how long they can live, or how often they breed, but it can be assumed that even a single leviathan might weather centuries of existence, and managing to actually slay one of the titanic beasts is seen as the ultimate feat of strength by bayside settlers.</p><p></p><p><strong>Species Traits</strong></p><p><strong>Can Opener (Ex):</strong> The bite of a leviathan is immensely powerful. It ignores the first 5 points of hardness on an object or the first 5 points of armor bonus to Defense on a living being. In addition, suits of armor being worn by a character have a 40% of having their worn armor's bonus permanently reduced by 2 as the biting force of the leviathan cuts pieces of the armor open.</p><p></p><p><strong>Skills:</strong> In spite of its immense nature, the very appearance of the leviathan leads it to be mistaken for something inanimate. It gains a +15 bonus to Hide checks.</p><p></p><p><strong>Leviathan:</strong> CR 17; Gargantuan Animal; HD 20d8+100; HP 190; Mas 20; Init -3; Spd 30 ft.; Defense 21, touch 3, flat-footed 21 (-4 size, -3 Dex, +18 natural); BAB +15; Grap +34; Atk +18 melee (2d10+7, bite); Full Atk +18 melee (2d10+7, bite); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ Can opener, damage reduction 15/ballistic, darkvision 60 ft., low-light vision; AL none; SV Fort +17, Ref +9, Will +7; AP 0; Rep +0; Str 25, Dex 5, Con 20, Int 1, Wis 13, Cha 4.</p><p><strong>Skills:</strong> Hide +12, Spot +12.</p><p><strong>Feats:</strong> None.</p><p><strong>Advancement:</strong> 21-30 HD (Gargantuan); 31-40 HD (Colossal).</p><p></p><p></p><p><span style="font-size: 12px"><strong>Loup-Garou (Bioaberrant)</strong></span></p><p><strong>Scientific Name:</strong> <em>Anthrocanus latrans</em></p><p><strong>Average Height:</strong> 6 feet</p><p><strong>Habitat:</strong> Warm forests and swamps</p><p><strong>Native Range:</strong> Texas, Louisiana, Arkansas, and Mississippi</p><p><strong>Diet:</strong> Gamebirds, small mammals</p><p><strong>Threat to Humans:</strong> Medium (Elusive, but can be violent if disturbed)</p><p></p><p>One of a family of post-Change canines known as lycanthropes, it would be easy to mistake the loup-garou for something far less than-dog like from a mere glance. Its appearance brings to mind the body structure of a gorilla with the tail, head, and fur of a coyote, its clawed hands having opposable thumbs that allow it to manipulate objects with ease. Loup-garou hunt in packs of 3 to 8 individuals that comb the swamps and woods of the former south-central United states in search of suitable prey. Humans and mutants are not exactly on the standard menu, but particularly hungry or provoked loup-garou won't hesitate to attack. They are surprisingly clever and have been known to open up sheds to raid food stores, create crude natural traps, and use logs as impromptu clubs.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Skills:</strong> Loup-garou gain a +2 bonus to Swim checks.</p><p></p><p><strong>Bonus Feats:</strong> Loup-garou gain Alertness as a bonus feat.</p><p></p><p><strong>Loup-Garou:</strong> CR 2; Medium-size Monstrous Humanoid; HD 4d8+4; HP 22; Mas 16; Init +2; Spd 50 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +4; Grap +8; Atk +8 melee (1d6+4, bite); Full Atk +8 melee (1d6+4, bite) and +3 melee (1d6+2, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., low-light vision, scent; AL pack; SV Fort +2, Ref +6, Will +6; AP 0; Rep +0; Str 18, Dex 15, Con 13, Int 4, Wis 15, Cha 7.</p><p><strong>Skills:</strong> Climb +5, Hide +3, Listen +5, Spot +5, Survival +4, Swim +7.</p><p><strong>Feats:</strong> Alertness, Improved Damage Threshold, Track.</p><p><strong>Advancement:</strong> 5-8 HD (Medium-size).</p><p></p><p></p><p><span style="font-size: 12px"><strong>Spectre (Arcanoaberrant)</strong></span></p><p><strong>Scientific Name:</strong> <em>Sciurus anthropoides</em></p><p><strong>Average Height:</strong> 4 feet</p><p><strong>Habitat:</strong> Forests</p><p><strong>Native Range:</strong> Southeastern United States</p><p><strong>Diet:</strong> Fruits, nuts, berries, insects, small reptiles and amphibians</p><p><strong>Threat to Humans:</strong> Low (Prefers to scare away predators or flee rather than fight)</p><p></p><p>Found skulking around in the dark in forests that can be found on the mainland of either bank of Mississippi Bay, the spectre is quite the sight to behold. It resembles a ghoulish chimpanzee with a rat-like face, hairless white skin, and immense eyes that glow bright red. Beyond its facial features, little actually remains to indicate that these freakish nocturnal phantoms are actually the post-Change offshoots of the humble eastern gray squirrel. If its looks alone weren't enough to startle a human bumbling around in the night, spectres can also let out a loud screech or use supernatural powers to turn invisible, throw small objects, and induce spine-tingling fear. In spite of their scare routine, however, spectres are relatively harmless omnivores that prefer to be left alone as they creep through the trees in the dead of night.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Spell-like Abilities (Sp):</strong> <em>At will-</em>invisibility (self only), mage hand; <em>3/day-</em>fear.</p><p>Caster level 5th; saves are Charisma-based.</p><p></p><p><strong>Skills:</strong> In addition to the skill bonus that all creatures with a climb speed gain, the spectre has a +6 bonus to Balance and Jump checks.</p><p></p><p><strong>Spectre:</strong> CR 1; Small Magical Beast; HD 2d10+2; HP 13; Mas 12; Init +3; Spd 40 ft., climb 40 ft.; Defense 14, touch 14, flat-footed 11 (+1 size, +3 Dex); BAB +2; Grap -1; Atk +4 melee (1d3+1, slam); Full Atk +4 melee (1d3+1, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., low-light vision, spell-like abilities; AL none; SV Fort +4, Ref +6, Will +2; AP 0; Rep +0; Str 13, Dex 17, Con 12, Int 3, Wis 14, Cha 12.</p><p><strong>Skills:</strong> Balance +10, Climb +10, Intimidate +3, Jump +8.</p><p><strong>Feats:</strong> None.</p><p><strong>Advancement:</strong> 3-4 HD (Small); 5-6 HD (Medium-size).</p></blockquote><p></p>
[QUOTE="Rappy, post: 6114854, member: 58456"] [B][SIZE=6][CENTER][COLOR="#000080"]Atlas: The Mississippi Bay Region[/COLOR][/CENTER][/SIZE][/B] [CENTER][IMG]http://imageshack.us/a/img33/4505/waterloggedmississippib.png[/IMG][/CENTER] Mississippi Bay is an expansion of the old Mississippi delta, where the salty currents of the Gulf of Mexico have washed in and created a mighty brackish-water bay reaching as far north as the southern tip of Arkansas, and stretching from Monroe, Louisiana, to Vicksburg, Mississippi, at its widest point. While portions of the Gulf Coast did indeed go under on Blue Friday, the fact that the Mississippi Bay stretches so far inland and submerges most of eastern Louisiana rather than merely a state’s coastal regions makes it a particularly noteworthy location in the area. Its brackish tides are too shallow for the vicious bladejaw sharks of the deeper Gulf waters, but that is not to say it is safe: the waters of Mississippi Bay are filled with silt-lurking irontail stingrays, island-like leviathans, and other dangerous shallow oceanic life, while several seafaring pirate organizations have begun using old shrimpers for pirate ships and untethered oil derricks as bases of operation. Ports around the bay (formerly various inland towns and cities) are typically littered with jury-rigged land to sea weaponry and impromptu barriers as a result of having to head off these raiding bands. [B][U][SIZE=5]Regions of Mississippi Bay[/SIZE][/U][/B] [B][SIZE=3]Western Mississippi Bay[/SIZE][/B] With most of Louisiana’s major cities now ruins languishing in the silt of the bay and their survivors having migrated to other regions, the western coast of the Mississippi Bay is mostly a hodge-podge of half-sunken ghost towns and a few inland settlements converted to port towns as the waters expanded, all tied to the one major inland city left inhabited. [B]Shreveport:[/B] With cities such as Baton Rouge and New Orleans sunken on Blue Friday, the northwestern Louisiana city of Shreveport has transformed into the de facto citadel of what is left of the state and is thus worthy of at least a minor note. As "Hollywood South", known for its part in the film industry, and a generally cultured city, Shreveport has more or less striven to keep itself up as a self-proclaimed bastion of pre-apocalypse civilization for the micronation of Louisiana. While too far from the water to be a port city proper, caravans to and from Shreveport act as the life blood for the Louisiana ports on the western side of the bay. [B]Fort Polk:[/B] Found by heading inland from western Mississippi Bay, the proximity of this large military installation to the border with the Texan Republic makes it a priority base for Louisiana to watch for potential expansion by its large neighbor nation. Its nature as an Army base and self-contained community means that it has also taken more than its fair share of refugees from the west Louisiana border as the Texan Republic has flexed its muscles. [B]Monroe:[/B] In the aftermath of Blue Friday, the local 528th Engineer Battalion banded together to both rebuild and take control of Monroe, Louisiana. In spite of this, most of the military of Monroe has left the city, being siphoned westward to Fort Polk on orders of the Shreveport government. [B]Winnfield:[/B] What was once the birthplace of some of the most famous Louisiana governors has now become an isolated and ramshackle city. The formation of the Mississippi Bay made Winnfield a port city, the lesser expansion of the Saline Bayou created a natural border to the north and the west, and pirates destroying the city's bridges early on in the history of the Changed World finally finished hedging the community in. Without solid aid from Shreveport, Winnfield quickly became ruled by a half-baked militia force armed against the raiding pirate bands. Still, six years of experience can change folks, and the current Winnfield has more than a few dangerous fighters. Bullet-riddled and blood-soaked leviathan skulls mark the edges of the still-settled portions of the city as a warning to outsiders that even other Louisianians will be welcomed with chambered bullets rather than open arms. [B]Alexandria:[/B] Some cities are more lucky than others...Alexandria, Louisiana, was not one of those cities. After finally solidifying as a nation in early 2014, the Texan Republic decided that it would show its strength to neighboring nations and micronations by sliding southward past Fort Polk and attacking a Louisiana city, which unfortunately happened to be Alexandria. Those that happened to survive until the Republic Army was driven back by Louisiana troops. Today, what is left of Alexandria has been fairly thoroughly looted, with large structures such as the city's museums and large multi-story bank now the nests of ghoul clans. [B][SIZE=3]Eastern Mississippi Bay[/SIZE][/B] [B]Greenville:[/B] This Mississippi state city is at the furthest point inland that Mississippi Bay reaches, anything beyond being the Mississippi River proper. Beyond that, it is fairly standard for post-Change port cities. [B]Vicksburg:[/B] Vicksburg, Mississippi, is effectively the sister to Monroe, Louisiana. Both are now port cities in the Changed World, they flank the Mississippi Bay at the widest point, and they happen to both act as trade ports for the other as Mississippi and Louisiana have kept up relations and shipping in order to help each other survive in spite of ornery neighbors. [B]Jackson:[/B] Mississippi was spared Louisiana's fate of losing its capital to the bay, as the city of Jackson still stands as the seat of government in the state-turned-micronation. Just as Jackson, Vicksburg, Monroe, and Shreveport were all connected by an interstate highway before the Change, so too are they now forever intertwined as the seats of government and trade ports on each side of the bay. Jackson also happens to have the largest mutant population in the Mississippi Bay region outside of ruined lands such as Winnfield, with 17% of its citizens being spirits, 4% being goblins, and another 3% being city-acclimated boggers, as well as a handful of golems and loather ghouls. [B][SIZE=3]The Bay Proper[/SIZE][/B] [B]Island Townships:[/B] Some islands with towns on them peak out of the bay in regions that were once fully land. These tend to be in one of three flavors: smuggler or pirate bases, isolated shanty towns, or minor shipping ports for the largest towns on each side of the bay. Swamps around such islands can often be home to smaller groups of raiders or hunters obsessed with going big or dying trying. [B]Oil Rigs:[/B] Some of the oil rigs of the old Gulf of Mexico managed to become wrecks in the Mississippi Bay during the great inundation of Blue Friday. In the years that have passed since then, most of these rigs have become impromptu nesting grounds for coastal species or bases of operation for pirates. [B]The Three Sunken Cities:[/B] The large Louisiana cities of Lake Charles, Baton Rouge, and New Orleans all went under as Mississippi Bay consumed the land. Without any deep ones in the warm waters of the Gulf to claim them, these cities are now the sole provenance of the aquatic wildlife that swim through them. Buildings that can pass the 30 meter height of the bay such as Plaza Tower and One Shell Square in New Orleans, the former Louisiana capitol tower in Baton Rouge, and the Capital One Tower in Lake Charles could theoretically be looted or used as bases in the floors that pass above the bay's water area, but even they can be dangerous due to amphibious creatures and titanic avians such as the emperor sawbill taking up residence. [B][SIZE=5][U]NPCs of Mississippi Bay[/U][/SIZE][/B] [B][SIZE=3]Wreck Crawler[/SIZE][/B] Your average wreck crawler's a devil-may-care, caution-to-the-wind type with a gilded tongue to sell off the wares they scavenge up and swift reflexes that manage to keep them from being utterly killed. Their everyday life is shoving their beat-up secondhand cigarette boat into the water, driving out to a desolate oil rig or tall structure that peaks above the bay waters, and scavenging anything that looks profitable. [B]Wreck Crawler (Human Tough Ordinary 4):[/B] CR 3; Medium-size Humanoid; HD 4d10+8; HP 30; Mas 15; Init +2; Spd 30 ft; Defense 15, touch 15, flatfooted 13 (+2 Dex, +3 class); BAB +3; Grap +4; Atk +4 melee (1d4+1/19-20, knife) or +5 ranged (2d8, sawed-off shotgun); Full Atk +4 melee (1d4+1/19-20, knife) or +5 ranged (2d8, sawed-off shotgun); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL profit; SV Fort +4, Ref +3, Will +0; AP 0; Rep +1; Str 13, Dex 15, Con 15, Int 10, Wis 8, Cha 12. [B]Occupation:[/B] Scavenger (Repair, Search, Survival). [B]Skills:[/B] Climb +4, Craft (Mechanical) +5, Drive +4, Knowledge (Streetwise) +2, Read/Write English, Repair +1, Search +5, Speak English, Survival +3. [B]Feats:[/B] Personal Firearms Proficiency, Salvage, Silver Tongue, Simple Weapons Proficiency. [B]Possessions:[/B] Sawed-off shotgun, knife, 50 feet of rope, worn-down cigarette boat (has -2 to Hardness), backpack containing various scavenged goods. [B][SIZE=3]Alexandrian Ghoul[/SIZE][/B] While all feral ghouls can be dangerous to adventuring scavengers, those of Alexandria are particularly dangerous. They survived the artillery and troops of the Texan Republic, seethed in rage, and have only further stewed over the years. They are quick to violence and are some of the most feared things that go bump in the night for small outlying towns around the Alexandria ruins. [B]Alexandrian Ghoul (Ghoul Strong Hero 3/Tribal Stalker 4/Raider 2):[/B] CR 9; Medium-size Humanoid; HD 3d8+12 plus 4d10+16 plus 2d10+8; HP 83; Mas 18; Init +1; Spd 30 ft; Defense 17, touch 16, flatfooted 16 (+1 Dex, +5 class, +1 equipment); BAB +9; Grap +12; Atk +12 melee (1d8+4, spear) or +12 melee (1d6+4 plus 1d4 acid, bite) or +10 ranged (2d8, pipe rifle); Full Atk +12/+7/+2 melee (1d8+4, spear) or +12 melee (1d6+4 plus 1d4 acid, bite) and +7 melee (1d6+2, 2 claws) or +10/+5 ranged (2d8, pipe rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ Bloodthirsty cry, blood hunger, chaps and chains +1, darkvision 60 ft., festering sores, light sensitivity, trap making 2d6, ultraviolet allergy, wounding blow, wounding traps; AL clan; SV Fort +12, Ref +5, Will +4; AP 4; Rep +3; Str 16, Dex 12, Con 18, Int 11, Wis 14, Cha 8. [B]Occupation:[/B] Predator (Move Silently). [B]Skills:[/B] Climb +6, Intimidate +6, Jump +16, Move Silently +12, Read/Write English, Speak English, Survival +9. [B]Feats:[/B] Archaic Weapons Proficiency, Cleave, Personal Firearms Proficiency, Power Attack, Sand in the Eyes, Simple Weapons Proficiency, Track, Urban Tracking. [B]Talents (Strong Hero):[/B] Extreme Effort, Melee Smash. [B]Possessions:[/B] Tattered clothing, spear, pipe rifle, 2d4 scavenged hunting rifle bullets, 1d4 bear traps (stats as per foot trap). [SIZE=3][B]Alex Jones, the Kingfish[/B][/SIZE] The people of Winnfield defer from using inherited US political titles for their leaders. Instead, the ruler of Winnfield is known as "Kingfish", after the nickname of the famous Winnfield resident and early 20th Century governor Huey P. Long. The current kingfish is a muscular, scar-riddled man named Alex Jones. He was the first to take up arms against the pirates soon after the Change, and has fought his way through enough of both them and dangerous bay wildlife to have become a powerful and exceedingly dangerous figure. His combat experience has made sure that raiders and pirates simply don't come around Winnfield anymore, lest they face the wrath of Kingfish Jones. Jones is never seen without his hefty club made from a cypress log, an old hunting rifle, and armor made from the hide of a leviathan’s head. [B]Alex Jones (Human Strong Hero 3/Guardian 7/Champion 5):[/B] CR 15; Medium-size Humanoid; HD 3d8+12 plus 7d10+28 plus 5d12+20 plus 3; HP 149; Mas 18; Init +1; Spd 20 ft; Defense 23, touch 20, flat-footed 22 (+1 Dex, +9 class, +3 equipment); BAB +15; Grap +17; Atk +18 melee (1d10+7, greatclub) or +16 ranged (2d10, Remington 700); Full Atk +18/+13/+8/+3 melee (1d10+7, greatclub) or +16/+11/+6/+1 ranged (2d10, Remington 700); FS 5 ft by 5 ft; Reach 5 ft; SQ Awesome presence, defender +4, improved tactical aid, rallying cry +3, tactical aid, weapon specialization (greatclub); AL Winnfield; SV Fort +13, Ref +7, Will +10; AP 7; Rep +2; Str 15, Dex 13, Con 18, Int 14, Wis 15, Cha 12. [B]Occupation:[/B] Rural (Survival, Swim). [B]Skills:[/B] Climb +5, Intimidate +19, Knowledge (Streetwise) +8, Knowledge (Tactics) +11, Listen +7, Read/Write English, Sense Motive +12, Speak English, Survival +21, Swim +18. [B]Feats:[/B] Armor Proficiency (Light, Medium), Cleave, Iron Will, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Strong Plus, Stubborn Ox, Sunder, Sworn Enemy (Bandits), Toughness, Weapon Focus (Greatclub). [B]Talents (Strong Hero):[/B] Extreme Effort, Melee Smash, Improved Melee Smash, Advanced Melee Smash. [B]Possessions:[/B] Remington 700 hunting rifle, greatclub, hide armor. [SIZE=3][B]Bayou Trader[/B][/SIZE] Bayou traders are those that traverse the swamps and silty open waters of the Mississippi Bay in defensively modified shrimp boats, exchanging cash and goods to major port cities and ramshackle backwater towns alike. As they are businessmen first and foremost, bayou traders tend to leave the dangerous scavenging to wreck crawlers on their payroll and the safety detail to their hired guards (also statted below), but they still tend to carry a small pistol as a last resort. [B]Bayou Trader (Human Dedicated Hero 3/Trader 3):[/B] CR 6; Medium-size Humanoid; HD 3d6+3 plus 3d6+3; HP 28; Mas 12; Init +2; Spd 30 ft; Defense 16, touch 16, flat-footed 14 (+2 Dex, +4 class); BAB +3; Grap +3; Atk +3 melee (1d4, pistol whip) or +5 ranged (2d6, Coonan pistol); Full Atk +3 melee (1d4, pistol whip) or +5 ranged (2d6, Coonan pistol); FS 5 ft by 5 ft; Reach 5 ft; SQ Ear to the ground, money talks; AL profit; SV Fort +4, Ref +5, Will +8; AP 3; Rep +5; Str 11, Dex 14, Con 12, Int 13, Wis 15, Cha 17. [B]Occupation:[/B] Merchant (Diplomacy). [B]Skills:[/B] Bluff +12, Diplomacy +18, Drive +6, Gather Information +14, Knowledge (Business) +7, Navigate +4, Profession +8, Read/Write English, Sense Motive +11, Speak Cajun French, Speak English, Speak Spanish, Survival +6. [B]Feats:[/B] Iron Will, Market, Personal Firearms Proficiency, Renown, Silver Tongue, Simple Weapons Proficiency, Trustworthy. [B]Talents (Dedicated Hero):[/B] Skill Emphasis (Diplomacy), Aware. [B]Possessions:[/B] Coonan pistol, concealed holster, various trade goods, trader vessel (fishing trawler with the Armored, Handholds/Footholds, and Mounted Weapon [Harpoon Crossbow] modifications). [B]Trade Guard (Dedicated Ordinary 3/Tough Ordinary 2):[/B] CR 4; Medium-size Humanoid; HD 3d6+6 plus 2d10+4; HP 32; Mas 14; Init +1; Spd 30 ft.; Defense 15, touch 15, flat-footed 14 (+1 Dex, +4 class); BAB +3; Grap +5; Atk +5 melee (1d6+2/19-20, metal baton) or +5 ranged (2d8, Benelli Nova); Full Atk +5 melee (1d6+2/19-20, metal baton) or +5 ranged (2d8, Benelli Nova); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL employing bayou trader; SV Fort +6, Ref +2, Will +3; AP 0; Rep +1; Str 15, Dex 13, Con 14, Int 10, Wis 13, Cha 8. [B]Occupation:[/B] Caravan Guard (Intimidate, Spot). [B]Skills:[/B] Drive +4, Intimidate +11, Investigate +6, Listen +4, Read/Write Cajun French, Read/Write English, Speak Cajun French, Speak English, Spot +8, Survival +8, Treat Injury +2 [B]Feats:[/B] Intimidating Strength, Personal Firearms Proficiency, Simple Weapons Proficiency, Weapon Focus (Benelli Nova). [B]Possessions:[/B] Benelli Nova shotgun, metal baton. [B][U][SIZE=5]Monsters of Mississippi Bay[/SIZE][/U][/B] In addition to widespread creatures such as the hodag and razorback (see "Monsters of Eastern North America" for statistics of both), there are even stranger monsters endemic to the Mississippi Bay region. [SIZE=3][B]Emperor Sawbill (Bioaberrant)[/B][/SIZE] [B]Scientific Name:[/B] [I]Erosopelacanus maximus[/I] [B]Average Length:[/B] 14 feet, wingspan 30 feet [B]Habitat:[/B] Warm coastal regions [B]Native Range:[/B] Mississippi Bay, the Gulf of Mexico, and the Caribbean [B]Diet:[/B] Fish and mid-size (3-6 ft.) reptiles [B]Threat to Humans:[/B] Medium (Aggressive if disturbed) The largest of a group of post-Change birds known as the sawbill pelicans, the emperor sawbill resembles a rhinoceros-sized pelican with a brown body and white underbelly, a ring of trailing golden "crown" feathers near its eyes, and a jagged saw-like beak. These large avians can be seen flying over the waters of Mississippi Bay, their wings spread out to reveal brilliant white underside feathers and eyes keenly darting around in search of prey. Each spring, huge flocks of these razor-mouthed giants come to roost in oil rigs and high-rising buildings to breed, mate, and raise the next generation. It is at this time that they are the most dangerous to humans, as wreck crawlers that stumble on emperor sawbill nests will visually testify with numerous scars caused by ripping beak strikes. [B][U]Species Traits[/U][/B] [B]Keen Beak (Ex):[/B] The jagged and razor-sharp edge of the emperor sawbill's beak gives its bite attack a critical hit ratio of 18-20. [B]Skills:[/B] Emperor sawbills gain a +4 bonus to Swim checks. [B]Emperor Sawbill:[/B] CR 4; Large Animal; HD 6d8+24; HP 51; Mas 18; Init +1; Spd 20 ft., fly 80 ft. (average); Defense 12, touch 10, flat-footed 11 (-1 size, +1 Dex, +2 natural); BAB +4; Grap +12; Atk +7 melee (1d8+4/18-20, bite); Full Atk +7 melee (1d8+4/18-20, bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Keen beak, low-light vision, scent; AL none; SV Fort +9, Ref +6, Will +3; AP 0; Rep +0; Str 18, Dex 13, Con 18, Int 2, Wis 13, Cha 7. [B]Skills:[/B] Listen +2, Spot +7, Swim +10. [B]Feats:[/B] None. [B]Advancement:[/B] 7-9 HD (Large). [SIZE=3][B]Fiery Sawbill (Bioaberrant)[/B][/SIZE] [B]Scientific Name:[/B] [I]Erosopelacanus rufus[/I] [B]Average Length:[/B] 5 1/2 feet, wingspan 10 feet [B]Habitat:[/B] Coastal regions [B]Native Range:[/B] Mississippi Bay [B]Diet:[/B] Fish, mollusks, and crustaceans [B]Threat to Humans:[/B] Low (Dangerous only in groups) An average-sized member of the sawbill pelican family, the fiery sawbill gets its name from the bright red and almost toucan-like serrated beak that contrasts a standard pelican body coated in snow white feathers. While most sawbill pelicans are almost entirely fish-eaters, the quirky fiery sawbill is known for using its unique beak to crush shellfish and crustaceans it dredges up out of the silty ocean waters. Flocks of these birds are also sometimes accomplished thieves, harassing and then stealing catches from larger sawbilled pelicans such as the emperor sawbill or humanoid fishermen. By lowering the bite damage to 1d3, the statistics below can also be used for average-sized sawbill pelicans with somewhat weaker beaks, such as the widespread (found on nearly any tropical coast, in fact) white-feathered and silver-beaked species known as the ivory sawbill ([I]Erosopelacanus albus[/I]). [B][U]Species Traits[/U][/B] [B]Keen Beak (Ex):[/B] The fiery sawbill, like other sawbill pelicans, has a bite attack with an increased critical hit ratio of 18-20. [B]Skills:[/B] Fiery sawbills gain a +4 bonus to Swim checks. [B]Bonus Feats:[/B] Fiery sawbills gain Weapon Focus (Bite) as a bonus feat. [B]Fiery Sawbill:[/B] CR 1/2; Medium-size Animal; HD 1d8+2; HP 6; Mas 14; Init +2; Spd 20 ft., fly 60 ft. (good); Defense 12, touch 12, flat-footed 10 (+2 Dex); BAB +0; Grap +0; Atk +2 melee (1d4/18-20, bite); Full Atk +2 melee (1d4/18-20, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Keen beak, low-light vision, scent; AL none; SV Fort +4, Ref +4, Will +1; AP 0; Rep +0; Str 10, Dex 15, Con 14, Int 2, Wis 13, Cha 7. [B]Skills:[/B] Spot +4, Swim +5. [B]Feats:[/B] Weapon Finesse (Bite). [B]Advancement:[/B] 2-3 HD (Medium-size). [SIZE=3][B]Irontail Stingray (Mechanoaberrant)[/B][/SIZE] [B]Scientific Name:[/B] [I]Dasyatis ensicauda[/I] [B]Average Length:[/B] 17 feet [B]Habitat:[/B] Silt-laden coastal waters [B]Native Range:[/B] Mississippi Bay [B]Diet:[/B] Shellfish and detritus [B]Threat to Humans:[/B] High (Large, highly venomous metal barbs) Endemic to the Mississippi Bay region alone, the irontail stingray is a giant stingray species that is easily identified by bands of metal that weave across its disk-like body and two 8-inch blade-like metal barbs that erupt from the middle of its thick tail. It sluggishly floats along the bottom of the bay area, well aware that it is heavyset and well-armored compared to standard stingrays and has no natural predators to speak of. Prey items, most often crabs or floating bits of raw meat from the carcass another predator's kill, are siphoned off of the bottom and into crushing plates that line its small mouth. Disturbing an irontail stingray is a sure-fire way to get killed thanks to its namesake barbs containing a virulent venom that terrorizes the central nervous system. [B]Species Traits[/B] [B]Metallic Nature (Ex):[/B] The metal barbs of the stingray mean that its natural attacks are treated as iron for the purposes of bypassing damage reduction. [B]Poison (Ex):[/B] Fortitude save DC 22; initial 1d6 Dexterity, secondary 1d6 Dexterity and Strength. [B]Skills:[/B] Irontail stingrays gain a +12 bonus to Hide checks when either hiding in metallic debris or buried beneath sand. [B]Bonus Feats:[/B] In spite of their sluggish nature, irontail stingrays are swift to react to threats. They gain Improved Initiative as a bonus feat. [B]Irontail Stingray:[/B] CR 12; Huge Magical Beast; HD 13d10+78; HP 149; Mas 22; Init +2; Spd swim 40 ft.; Defense 15, touch 6, flat-footed 15 (-2 size, -2 Dex, +9 natural); BAB +13; Grap +24; Atk +14 melee (1d10+3 plus poison, sting); Full Atk +14 melee (1d10+3 plus poison, sting); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Aquatic, damage reduction 10/piercing, metallic nature, poison; AL none; SV Fort +14, Ref +6, Will +3; AP 0; Rep +0; Str 17, Dex 7, Con 22, Int 1, Wis 8, Cha 3. [B]Skills:[/B] Hide -4 (+8 in metallic debris or buried in sand), Listen +4, Move Silently +8, Swim +12. [B]Feats:[/B] Improved Damage Threshold, Improved Initiative, Power Attack, Stealthy, Ultra Immune System. [B]Advancement:[/B] 14-20 HD (Huge); 21-27 HD (Gargantuan). [SIZE=3][B]Leviathan (Bioaberrant)[/B][/SIZE] [B]Scientific Name:[/B] [I]Macrochelys leviathan[/I] [B]Average Length:[/B] 38 feet [B]Habitat:[/B] Coastal marshes [B]Native Range:[/B] Mississippi Bay [B]Diet:[/B] Live prey 10 feet or smaller [B]Threat to Humans:[/B] High (Exceedingly powerful jaws, known to consume unwary humans and bite through boats) Not all islands in Mississippi Bay are quite what they seem: sometimes, what appears to be an island is actually the mud- and plant-coated shell of a mighty leviathan. Resembling a pre-change alligator snapping turtle inflated to an immense size, leviathans spend most of their time simply waiting for prey. This sedentary nature allows their shells to accumulate flora and even fauna, effectively becoming a minor island unto itself. When these titans actually move from one location to another, they lurch forward ever-so-slowly, digging trenches in the muddy bottoms of the bay. Leviathans do not swim and will never actually head out into the ocean or submerge themselves, which allows their self-contained ecosystems to remain firmly implanted on their backs. While a leviathan can go for months without eating after a large meal, they will bite at anything that moves into striking distance of their huge maw. More than a few stories are told of pirates or scavengers that try to spend the night on what seems to be a normal island, only to find their boats ripped clean in half by the powerful jaws of a leviathan. It is unknown how many of these creature exist, how long they can live, or how often they breed, but it can be assumed that even a single leviathan might weather centuries of existence, and managing to actually slay one of the titanic beasts is seen as the ultimate feat of strength by bayside settlers. [B]Species Traits[/B] [B]Can Opener (Ex):[/B] The bite of a leviathan is immensely powerful. It ignores the first 5 points of hardness on an object or the first 5 points of armor bonus to Defense on a living being. In addition, suits of armor being worn by a character have a 40% of having their worn armor's bonus permanently reduced by 2 as the biting force of the leviathan cuts pieces of the armor open. [B]Skills:[/B] In spite of its immense nature, the very appearance of the leviathan leads it to be mistaken for something inanimate. It gains a +15 bonus to Hide checks. [B]Leviathan:[/B] CR 17; Gargantuan Animal; HD 20d8+100; HP 190; Mas 20; Init -3; Spd 30 ft.; Defense 21, touch 3, flat-footed 21 (-4 size, -3 Dex, +18 natural); BAB +15; Grap +34; Atk +18 melee (2d10+7, bite); Full Atk +18 melee (2d10+7, bite); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ Can opener, damage reduction 15/ballistic, darkvision 60 ft., low-light vision; AL none; SV Fort +17, Ref +9, Will +7; AP 0; Rep +0; Str 25, Dex 5, Con 20, Int 1, Wis 13, Cha 4. [B]Skills:[/B] Hide +12, Spot +12. [B]Feats:[/B] None. [B]Advancement:[/B] 21-30 HD (Gargantuan); 31-40 HD (Colossal). [SIZE=3][B]Loup-Garou (Bioaberrant)[/B][/SIZE] [B]Scientific Name:[/B] [I]Anthrocanus latrans[/I] [B]Average Height:[/B] 6 feet [B]Habitat:[/B] Warm forests and swamps [B]Native Range:[/B] Texas, Louisiana, Arkansas, and Mississippi [B]Diet:[/B] Gamebirds, small mammals [B]Threat to Humans:[/B] Medium (Elusive, but can be violent if disturbed) One of a family of post-Change canines known as lycanthropes, it would be easy to mistake the loup-garou for something far less than-dog like from a mere glance. Its appearance brings to mind the body structure of a gorilla with the tail, head, and fur of a coyote, its clawed hands having opposable thumbs that allow it to manipulate objects with ease. Loup-garou hunt in packs of 3 to 8 individuals that comb the swamps and woods of the former south-central United states in search of suitable prey. Humans and mutants are not exactly on the standard menu, but particularly hungry or provoked loup-garou won't hesitate to attack. They are surprisingly clever and have been known to open up sheds to raid food stores, create crude natural traps, and use logs as impromptu clubs. [B][U]Species Traits[/U][/B] [B]Skills:[/B] Loup-garou gain a +2 bonus to Swim checks. [B]Bonus Feats:[/B] Loup-garou gain Alertness as a bonus feat. [B]Loup-Garou:[/B] CR 2; Medium-size Monstrous Humanoid; HD 4d8+4; HP 22; Mas 16; Init +2; Spd 50 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +4; Grap +8; Atk +8 melee (1d6+4, bite); Full Atk +8 melee (1d6+4, bite) and +3 melee (1d6+2, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., low-light vision, scent; AL pack; SV Fort +2, Ref +6, Will +6; AP 0; Rep +0; Str 18, Dex 15, Con 13, Int 4, Wis 15, Cha 7. [B]Skills:[/B] Climb +5, Hide +3, Listen +5, Spot +5, Survival +4, Swim +7. [B]Feats:[/B] Alertness, Improved Damage Threshold, Track. [B]Advancement:[/B] 5-8 HD (Medium-size). [SIZE=3][B]Spectre (Arcanoaberrant)[/B][/SIZE] [B]Scientific Name:[/B] [I]Sciurus anthropoides[/I] [B]Average Height:[/B] 4 feet [B]Habitat:[/B] Forests [B]Native Range:[/B] Southeastern United States [B]Diet:[/B] Fruits, nuts, berries, insects, small reptiles and amphibians [B]Threat to Humans:[/B] Low (Prefers to scare away predators or flee rather than fight) Found skulking around in the dark in forests that can be found on the mainland of either bank of Mississippi Bay, the spectre is quite the sight to behold. It resembles a ghoulish chimpanzee with a rat-like face, hairless white skin, and immense eyes that glow bright red. Beyond its facial features, little actually remains to indicate that these freakish nocturnal phantoms are actually the post-Change offshoots of the humble eastern gray squirrel. If its looks alone weren't enough to startle a human bumbling around in the night, spectres can also let out a loud screech or use supernatural powers to turn invisible, throw small objects, and induce spine-tingling fear. In spite of their scare routine, however, spectres are relatively harmless omnivores that prefer to be left alone as they creep through the trees in the dead of night. [B][U]Species Traits[/U][/B] [B]Spell-like Abilities (Sp):[/B] [I]At will-[/I]invisibility (self only), mage hand; [I]3/day-[/I]fear. Caster level 5th; saves are Charisma-based. [B]Skills:[/B] In addition to the skill bonus that all creatures with a climb speed gain, the spectre has a +6 bonus to Balance and Jump checks. [B]Spectre:[/B] CR 1; Small Magical Beast; HD 2d10+2; HP 13; Mas 12; Init +3; Spd 40 ft., climb 40 ft.; Defense 14, touch 14, flat-footed 11 (+1 size, +3 Dex); BAB +2; Grap -1; Atk +4 melee (1d3+1, slam); Full Atk +4 melee (1d3+1, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., low-light vision, spell-like abilities; AL none; SV Fort +4, Ref +6, Will +2; AP 0; Rep +0; Str 13, Dex 17, Con 12, Int 3, Wis 14, Cha 12. [B]Skills:[/B] Balance +10, Climb +10, Intimidate +3, Jump +8. [B]Feats:[/B] None. [B]Advancement:[/B] 3-4 HD (Small); 5-6 HD (Medium-size). [/QUOTE]
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