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<blockquote data-quote="Rappy" data-source="post: 6117644" data-attributes="member: 58456"><p><strong><span style="font-size: 22px"><span style="color: #000080"><p style="text-align: center">Atlas: The Texan Republic</p><p></span></span></strong>From the boggy forests that scrape up against what was once Louisiana to the hilly scrublands and sun-baked deserts of western Texas, the former states of Texas and Oklahoma now span across the south-central United States region as the Texan Republic, a domineering nation known for being uncompromising and expansionist. The nature of the Republic is one of simple respect for force: neighboring townships and city-states that do not react to Texan military force are considered for assimilation, while those that successfully fight back after an attack are treated as worthy of autonomy. </p><p></p><p><strong><u><span style="font-size: 18px">Regions of the Texan Republic</span></u></strong></p><p><strong><span style="font-size: 12px">Texas</span></strong></p><p>Due to its sheer size, the obvious brunt of the Texan Republic is made up of its namesake pre-Change state. With varying habitats and large areas between cities, both raiders and tribal groups alike have risen up in numbers wherever the Republic's enforcers rarely tread.</p><p></p><p><strong>Austin:</strong> While the Texan Republic is willing to tolerate outside forces they feel have won their freedom in combat, one thing it will never tolerate is dissent from within. Suffice to say, when the citizens of Austin revolted early on in the history of the Changed World, the government was quick to react to the fire brewing in its own capital. The capital of the Texan Republic was hastily altered to Houston as plans were made to crush the resistance movement in a surprisingly early civil war for the nation. Prolonged attrition and split decisions on whether or not to simply raze the city to the ground kept the Austinites and the Texan Republic in a gridlock from 2013 to July 2015, when the Houston government found a third way. The Arizona Union, known for its disdain at the Texan Republic, offered refuge for any Austinite who wished to leave the Republic. This was a threefold victory for the Republic: it removed the largest source of political dissidents, recaptured Austin without shelling it to pieces, and could be spun as generosity on the part of the Republic for allowing the Austinites to live elsewhere rather than die in Texas. The saga of the Austin civil war thus ended with the city being retaken as one massive historical marker for the Republic.</p><p></p><p><strong>Houston:</strong> With the coastal inundation of Blue Friday, northwest Houston is pretty much the only primary area of the city that is not swamped. While putting on waders and heading to search out artifacts in the old Museum District of the city may seem like a no-brainer, there is the fact that Houston is near the far western edge of the range of hodags, nanoshreds, loup-garou, and other unpleasant eastern swamp-dwellers, as well as a particularly strong and violent bogger tribe.</p><p></p><p><strong>Fort Worth:</strong> In addition to its Joint Reserve Base being a major boon for the military machine of the Texan Republic, the city of Fort Worth is a major production center for the south-central nation. The storehouses of big name pre-Change companies such as Lockheed Martin and the AMR airline corporation have allowed the Republic to further bolster its army’s effectiveness.</p><p></p><p><strong>San Antonio:</strong> The big city in the arid scrub of the Texas hill country, San Antonio is another gem to the Republic. Not only are there six military bases in an around the city to gather war resources from, the famous Alamo acts as a major rallying point for the nation’s propaganda wing. It is out of San Antonio that the Speakers of the Word – infamous post-Change propagandists under the payroll of the Texan Republic – operate, having effectively made the ancient site their own missionary fort in the modern day.</p><p></p><p><strong>El Paso:</strong> Cradled in the mountains of far west Texas, El Paso more or less runs around the military base of Fort Bliss. After launching a violent takeover of the Mexican city of Ciudad Jaurez just across the Rio Grande River, the Texan Republic set up numerous military checkpoints in it and El Paso to watch the borders of Mexico and the Arizona Union. While the Republic’s leaders are not foolish enough to actively go to war with a post-Change nation as large as the Union, more than a few AU military outposts keep an eye on the activity from Fort Bliss.</p><p></p><p></p><p><strong><span style="font-size: 12px">Oklahoma</span></strong></p><p>The Oklahoma portion of the Texan Republic is effectively one big labor effort. Without the fear of the Arizona Union and Mexico that keep the Texas portion of the Republic constantly geared up for a fight, Oklahoma allows for a use of infrastructure and agriculture on a scale that simply isn’t seen in Texan cities dominated by soldiers and combat engineers. Some Texan members of the Republic feel that the “Okies” have a slightly inferior drive than Texans, but these prejudices have not lead to outright violence or a cultural schism as of yet. While many of the people of Oklahoma are ranchers, tribals, or collected townies, two large cities are still considered important by the Texan Republic.</p><p></p><p><strong>Oklahoma City:</strong> The former capital of a state now lost, the politicians of Oklahoma City are now more or less merely puppet governors to the bigwigs that occupy Austin.</p><p></p><p><strong>Tulsa:</strong> One of the northernmost major cities of the Texan Republic, Tulsa has become a city ruled by devotion. The Speakers of the Word have their largest non-Texan facilities in Tulsa, and some of its highest zealots hold office in the city.</p><p></p><p></p><p></p><p><strong><u><span style="font-size: 18px">NPCs of the Texan Republic</span></u></strong></p><p><strong><span style="font-size: 12px">Adam Brant, President of the Texan Republic</span></strong></p><p>Known for his boisterous demeanor and wide smile, the portly, balding middle-aged man known as Adam Brant bills himself as the “everyman president” for the new Texan Republic. Brant was a farmer's son from the Texas hill country known to be very gifted with his oratory and eventually made his way into military service. After retiring, he basically rode on his soldier training and gift of gab to get by, acting as a recruitment officer and spokesperson...and then the Change came. In the new world where the USA was not so united and the Texan Republic rose to power, Brant found his chance to become an active force once again. Most of his time is spent brewing propaganda with the Speakers of the Word from his office in Austin, surveying troops at one of the major bases of the Republic, delivering speeches to the people, or surveying public executions of “extremely high-risk dissidents”. He is never seen without at least one member of the Lone Star Guardsmen and the personal firearm he has kept close to him since his time in the Army nearly two decades ago.</p><p></p><p><strong>Adam Brant (Human Charismatic Hero 3/Strong Hero 2/Soldier 4/Demagogue 6):</strong> CR 15; Medium-size Humanoid; HD 3d6+3 plus 2d8+2 plus 4d10+4 plus 6d6+6; HP 78; Mas 12; Init +2; Spd 30 ft; Defense 21, touch 19, flat-footed 19 (+2 Dex, +7 class, +2 equipment); BAB +9; Grap +10; Atk +10 melee (1d6+1, rifle butt) or +12 ranged (2d8+2, M16A2); Full Atk +10/+5 melee (1d6+1, rifle butt) or +12/+7/+2 ranged (2d8+2, M16A2); FS 5 ft by 5 ft; Reach 5 ft; SQ Captivate masses, followers, lead followers, tactical aid, weapon specialization (M16A2), zealots; AL Texan Republic; SV Fort +10, Ref +8, Will +10; AP 7; Rep +8; Str 12, Dex 14, Con 12, Int 17, Wis 17, Cha 18.</p><p><strong>Occupation:</strong> Rural (Drive, Survival).</p><p><strong>Skills:</strong> Bluff +18, Craft (Writing) +9, Demolitions +11, Diplomacy +10, Drive +13, Gather Information +10, Intimidate +14, Knowledge (Civics) +9, Knowledge (Current Events) +19, Knowledge (History) +15, Knowledge (Tactics) +11, Knowledge (Theology and Philosophy) +9, Read/Write English, Read/Write German, Research +15, Sense Motive +21, Speak English, Speak German, Survival +20.</p><p><strong>Feats:</strong> Advanced Firearms Proficiency, Armor Proficiency (Light), Brawl, Burst Fire, Deceptive, Jack of All Trades, Personal Firearms Proficiency, Renown, Silver Tongue, Simple Weapons Proficiency, Studious, Super-Charismatic, Weapon Focus (M16A2).</p><p><strong>Talents (Charismatic Hero): </strong>Coordinate, Inspiration.</p><p><strong>Talents (Strong Hero):</strong> Ignore Hardness.</p><p><strong>Possessions:</strong> White tuxedo and wide-brimmed hat, light undercover shirt, M16A2 assault rifle, the <em>John Bell Hood</em> (AM General Hummer with the Armored, Mounted Weapon [Tire Shredder], and Ram Plate vehicle modifications).</p><p></p><p></p><p><strong><span style="font-size: 12px">Lone Star Guardsman</span></strong></p><p>Second only to the Texas Rangers in status, the Lone Star Guardsmen are the hand-picked bodyguards of Adam Brant. In the handful of times where they have been needed to neutralize a target, the Lone Star Guardsmen tend to sweep close-range opponents with their combat shotguns while Brant himself picks off any runners with his assault rifle. Lone Star Guardsmen are quite easily spotted in their crimson armor decorated with a blue bar from the neck to the sternum and single white star on the right shoulder.</p><p></p><p><strong>Lone Star Guardsman (Human Dedicated Hero 3/Bodyguard 10):</strong> CR 13; Medium-size Humanoid; HD 3d6+6 plus 10d12+20; HP 102; Mas 15; Init +3; Spd 25 ft; Defense 28, touch 20, flat-footed 25 (+3 Dex, +7 class, +8 equipment); BAB +9; Grap +11; Atk +13 melee (1d8+2 nonlethal, unarmed strike) or +12 ranged (2d10, Browning BPS); Full Atk +13/+8/+3 melee (1d8+2 nonlethal, unarmed strike) or +12/+7/+2 ranged (2d10, Browning BPS); FS 5 ft by 5 ft; Reach 5 ft; SQ Blanket protection, combat sense +2, defensive strike, harm’s way, improved charge, sudden action; AL Adam Brant, Texan Republic; SV Fort +9, Ref +11, Will +10; AP 6; Rep +4; Str 15, Dex 16, Con 15, Int 13, Wis 16, Cha 12.</p><p><strong>Occupation:</strong> Law Enforcement (Gather Information, Intimidate).</p><p><strong>Skills:</strong> Concentration +18, Drive +9, Gather Information +18, Intimidate +21, Listen +6, Read/Write English, Search +5, Sense Motive +9, Speak English, Spot +6.</p><p><strong>Feats:</strong> Armor Proficiency (Light, Medium), Brawl, Improved Brawl, Improved Knockout Punch, Iron Will, Knockout Punch, Personal Firearms Proficiency, Point Blank Shot, Room Broom, Simple Weapons Proficiency, Track.</p><p><strong>Talents (Dedicated Hero):</strong> Skill Emphasis (Intimidate), Aware.</p><p><strong>Possessions:</strong> Browning BPS 10-gauge shotgun, tactical vest, large shield, floodlight flashlight. </p><p></p><p></p><p><strong><span style="font-size: 12px">Texas Ranger</span></strong></p><p>Unlike the lawmen of the same name from the old world, the Rangers of the Texan Republic are ruthless and unrelenting figureheads of the established government who shoot first and ask questions later. There are only ten of these elite warriors in existence, a fact that probably brings relief to the towns and cities that dwell on the border of the Texan Republic. Raiders, hostile outsiders, dissidents in the Texan Republic, and others that get on the bad side of the Texas rangers’ disposition are hunted and gunned down by a ranger and their followers.</p><p></p><p><strong>Texas Ranger (Human Strong Hero 7/Ranger 7/Guardian 1):</strong> CR 15; Medium-size Humanoid; HD 7d8+28 plus 7d10+28 plus 1d10+4; HP 137; Mas 18; Init +3; Spd 30 ft.; Defense 25, touch 22, flat-footed 22 (+3 Dex, +9 class, +3 equipment); BAB +15; Grap +17; Atk +17 melee (1d4+4, tonfa) or +19 ranged (2d10+2, Winchester 94); Full Atk +17/+12/+7/+2 melee (1d4+4, tonfa) or +19/+14/+9/+4 ranged (2d10+2, Winchester 94); FS 5 ft by 5 ft; Reach 5 ft; SQ Defender +2, marksman, rigorous training, wanderer’s reputation, terrain specialization (wasteland x2), weapon specialization (Winchester 94); AL Texan Republic; SV Fort +14, Ref +8, Will +7; AP 7; Rep +5; Str 14, Dex 17, Con 18, Int 15, Wis 17, Cha 14.</p><p><strong>Occupation:</strong> Military (Drive, Survival).</p><p><strong>Skills:</strong> Climb +14, Demolitions +8, Drive +16, Handle Animal +10, Intimidate +14, Jump +4, Knowledge (Current Events) +7, Knowledge (Tactics) +16, Listen +12, Read/Write English, Read/Write Spanish, Repair +7, Speak English, Speak Spanish, Survival +15, Treat Injury +10.</p><p><strong>Feats:</strong> Armor Proficiency (Light), Brawl, Double Tap, Endurance, Improved Brawl, Knockout Punch, Oathbound (Texan Republic), Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Suppressive Fire, Track, Weapon Focus (Winchester 94).</p><p><strong>Talents (Strong Hero):</strong> Extreme Effort, Improved Extreme Effort, Melee Smash, Improved Melee Smash.</p><p><strong>Possessions:</strong> Undercover vest, Winchester 94 big bore rifle, customized ATV (has the Armor Spikes vehicle modification), tonfa, standard binoculars, climbing gear, compass, tactical map of the Texan Republic, 200 feet of rope.</p><p></p><p></p><p><strong><span style="font-size: 12px">Longhorn Bandit</span></strong></p><p>The scourge of the Texas hill country, the Longhorn bandits are a large group of raiders known for seemingly appearing from nowhere, taking out caravan truck tires and drivers with expert pistol shots, gathering loot, and then disappearing into the hills with little to no trace of their presence thanks to their swift red runner mounts. Longhorn bandits are known for wearing jackets that have the skull of their namesake stitched onto the back. Their hideouts are tucked away in the numerous caves that dot the hill country.</p><p></p><p><strong>Longhorn Bandit (Human Fast Hero 3/Gunslinger 3/Raider 4):</strong> CR 10; Medium-size Humanoid; HD 3d8+6 plus 3d10+6 plus 4d10+8; HP 73; Mas 15; Init +3; Spd 30 ft.; Defense 23, touch 21, flat-footed 20 (+3 Dex, +8 class, +2 equipment); BAB +8; Grap +9; Atk +9 melee (1d6+1/19-20, machete) or +13 ranged (2d6, Colt Python); Full Atk +9/+4 melee (1d6+1/19-20, machete) or +13/+8/+3 ranged (2d6, Colt Python); FS 5 ft by 5 ft; Reach 5 ft; SQ Bloodthirsty cry, chaps and chains +2, close combat shot; AL the Longhorn Bandits; SV Fort +6, Ref +9, Will +4; AP 5; Rep +4; Str 13, Dex 17, Con 15, Int 11, Wis 10, Cha 14.</p><p><strong>Occupation:</strong> Criminal (Disable Device, Knowledge [Streetwise]).</p><p><strong>Skills:</strong> Climb +4, Disable Device +9, Hide +8, Intimidate +11, Knowledge (Streetwise) +7, Move Silently +6, Read/Write English, Ride +5, Sleight of Hand +9, Speak English, Survival +6, Tumble +9.</p><p><strong>Feats:</strong> Archaic Weapons Proficiency, Dodge, Far Shot, Pack Tactics, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Sand in the Eyes, Simple Weapons Proficiency, Sunder, Weapon Focus (Colt Python).</p><p><strong>Talents (Fast Hero):</strong> Evasion, Opportunist.</p><p><strong>Possessions:</strong> Colt Python revolver, machete, Longhorn bandit insignia jacket, red runner, backpack containing various stolen goods.</p><p></p><p></p><p><strong><span style="font-size: 12px">Ranch Warrior</span></strong></p><p>Several unusual tribes of post-Change hunter-gather societies carved their life out in the hilly scrub of the exotic animal ranches in western Texas and the Oklahoma plains. The “ranch warrior” is the statistics for the protector and lead hunter of such a tribe.</p><p></p><p><strong>Ranch Warrior (Human Fast Hero 3/Tribal Stalker 4/Guardian 2):</strong> CR 9; Medium-size Humanoid; HD 3d8+12 plus 4d10+16 plus 2d10+8; HP 83; Mas 18; Init +7; Spd 30 ft.; Defense 20, touch 20, flat-footed 17 (+3 Dex, +7 class); BAB +8; Grap +10; Atk +11 melee (1d6+2, hatchet), or +12 ranged (1d6, hatchet [thrown]); Full Atk +11/+6/+1 melee (1d6+2, hatchet), or +12/+7/+2 ranged (1d6+2, hatchet [thrown]); FS 5 ft by 5 ft; Reach 5 ft; SQ Defender +2, trap making 2d6, wounding blow, wounding traps; AL tribe; SV Fort +11, Ref +8, Will +4; AP 4; Rep +3; Str 15, Dex 16, Con 18, Int 12, Wis 14, Cha 11.</p><p><strong>Occupation:</strong> Rural (Climb, Survival).</p><p><strong>Skills:</strong> Balance +6, Climb +13, Hide +11, Intimidate +8, Knowledge (Tactics) +4, Listen +7, Move Silently +11, Read/Write English, Speak English, Spot +7, Survival +13, Tumble +6.</p><p><strong>Feats:</strong> Archaic Weapons Proficiency, Brawl, Combat Reflexes, Improved Initiative, Intimidating Strength, Sand in the Eyes, Simple Weapons Proficiency, Stealthy, Track, Weapon Focus (Hatchet).</p><p><strong>Talents (Fast Hero):</strong> Evasion, Opportunist.</p><p><strong>Possessions:</strong> Hatchet, scrub-adapted casual clothing.</p><p></p><p></p><p><strong><span style="font-size: 12px">Speaker of the Word</span></strong></p><p>Propaganda is a powerful tool, and its mouths in the Texan Republic are the Speakers of the Word. Equal parts preacher, politician, and performer, the Speakers dress up in Alamo reenactment regalia as they speak the word of the government in the public square. Their words are of Texan exceptionalism, the need for sustained military might in the Republic, and the dangers of the bordering nations of Mexico and the Arizona Union, wrapping up these government-mandated truths in what the general populace wants to hear.</p><p></p><p><strong>Speaker of the Word (Human Charismatic Hero 3/Demagogue 8):</strong> CR 11; Medium-size Humanoid; HD 3d6 plus 8d6; HP 39; Mas 11; Init +1; Spd 30 ft; Defense 15, touch 15, flat-footed 14 (+1 Dex, +4 class); BAB +5; Grap +4; Atk +4 melee (1d3-1 nonlethal, unarmed strike); Full Atk +4 melee (1d3-1 nonlethal, unarmed strike); FS 5 ft by 5 ft; Reach 5 ft; SQ Captivate masses, conversion, followers, improved zealots, lead followers; AL Texan Republic; SV Fort +6, Ref +5, Will +9; AP 5; Rep +9; Str 9, Dex 13, Con 11, Int 16, Wis 15, Cha 18.</p><p><strong>Occupation:</strong> White Collar (Diplomacy, Knowledge [Civics]).</p><p><strong>Skills:</strong> Bluff +20, Craft (Writing) +11, Diplomacy +15, Disguise +6, Gather Information +18, Intimidate +12, Knowledge (Behavioral Sciences) +9, Knowledge (Business) +9, Knowledge (Civics) +20, Knowledge (Current Events) +9, Knowledge (Theology and Philosophy) +11, Listen +6, Perform (Act) +20, Profession +3, Read/Write English, Read/Write German, Read/Write Spanish, Sense Motive +12, Speak English, Speak German, Speak Spanish, Spot +6.</p><p><strong>Feats:</strong> Confident, Creative (Craft [Writing], Perform [Act]), Deceptive, Educated (Knowledge [Civics], Knowledge [Theology and Philosophy]), Oathbound (Texan Republic), Renown, Simple Weapons Proficiency, Silver Tongue, Super-Charismatic.</p><p><strong>Talents (Charismatic Hero):</strong> Charm, Fast-Talk.</p><p><strong>Possessions:</strong> Alamo reenactment outfit, megaphone, government propaganda pamphlets.</p><p></p><p></p><p></p><p><strong><u><span style="font-size: 18px">Monsters of the Texan Republic</span></u></strong></p><p><strong><span style="font-size: 12px">Black Panther (Arcanoaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Felis obscurus</em></p><p><strong>Average Length:</strong> 11 feet</p><p><strong>Habitat:</strong> Mountain forests and hilly scrublands</p><p><strong>Native Range:</strong> Rocky Mountains and western Texas</p><p><strong>Diet:</strong> Most mammals, birds, and reptiles</p><p><strong>Threat to Humans:</strong> High (Known to hunt and consume humans)</p><p></p><p>At a simple glance, the black panther resembles the pre-Change cat known as the mountain lion, merely blown up to a tiger-like size, colored jet black, and having pointed rather than rounded ears. The truth, however, is that the ears of all things are the biggest determining feature in guessing what this creature truly is – namely, a mutant offshoot of the mere domestic cat. Panthers are dangerous not merely because of their powerful builds and deadly killing tools, as they are also capable of blanketing themselves and their prey in disorienting clouds of supernatural darkness or simply vanishing from sight. </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); <em>2/day-</em>cause fear, confusion, darkness.</p><p>Caster level 10th; saves are Charisma-based.</p><p></p><p><strong>Skills:</strong> Black panthers have a +4 bonus to Hide and Move Silently checks, as well as a +8 bonus to Climb and Jump checks.</p><p></p><p><strong>Black Panther:</strong> CR 6; Large Magical Beast; HD 8d10+27; HP 71; Mas 17; Init +3; Spd 50 ft.; Defense 16, touch 12, flat-footed 13 (+3 Dex, -1 size, +4 natural); BAB +8; Grap +18; Atk +13 melee (1d10+6, claw); Full Atk +13 melee (1d10+6, 2 claws) and +8 melee (2d6+3, bite); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Darkvision 60 ft., improved grab (claw), spell-like abilities, scent; AL none; SV Fort +9, Ref +9, Will +4; AP 0; Rep +0; Str 23, Dex 17, Con 17, Int 2, Wis 15, Cha 12.</p><p><strong>Skills:</strong> Climb +15, Hide +9, Jump +15, Move Silently +10.</p><p><strong>Feats:</strong> Power Attack, Toughness, Track.</p><p><strong>Advancement:</strong> 9-15 HD (Large).</p><p></p><p></p><p><strong><span style="font-size: 12px">Brushbeater (Bioaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Meleagris neophorusrhacos</em></p><p><strong>Average Length:</strong> 13 feet</p><p><strong>Habitat:</strong> Warm mountain forests, hilly scrublands, and arid plains</p><p><strong>Native Range:</strong> Western United States and northwestern Mexico</p><p><strong>Diet:</strong> Various brush-dwelling animals</p><p><strong>Threat to Humans:</strong> Medium (Dangerous when provoked or in large packs)</p><p></p><p>The brushbeater is a giant wild turkey with particularly long legs, sharp talons, and a robust eagle-like beak. Capable of looking a pre-Change ostrich in the eye, the size and speed of these birds makes them efficient predators of small game found rustling through the undergrowth. Their name comes from their typical method of hunting, wherein members of the pack – typically 3 to 8 members strong, though large packs have been known to form in times of plenty – rush around the undergrowth and beat at it with their stunted wings and large feet in hopes of scaring out prey into the waiting jaws of another pack member. They are in turn hunted by creatures such as the black panther, and their nests are the prime targets of razorbacks. In northwest Mexico, however, neither panthers nor razorbacks can be found, and the brushbeaters dominate the slot of apex predator in the volcanic mountain forests in lieu of any other predatory creature.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Batter (Ex):</strong> If a brushbeater manages to succeed in an attack with both of its short but thick wings, the targeted opponent is stunned for 1 round.</p><p></p><p><strong>Bonus Feats:</strong> Due to their swift reaction times, brushbeaters gain Lightning Reflexes as a bonus feat.</p><p></p><p><strong>Brushbeater:</strong> CR 3; Large Animal; HD 6d8+18; HP 45; Mas 17; Init +1; Spd 40 ft.; Defense 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural); BAB +4; Grap +11; Atk +6 melee (1d6+3, claw); Full Atk +6 melee (1d6+3, 2 claws) and +1 melee (1d3+1, 2 wings) and +1 melee (1d8+1, bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Batter, low-light vision, scent; AL none; SV Fort +8, Ref +8, Will +3; AP 0; Rep +0; Str 16, Dex 12, Con 17, Int 2, Wis 12, Cha 4.</p><p><strong>Skills:</strong> Jump +5, Listen +4, Spot +5.</p><p><strong>Feats:</strong> Lightning Reflexes.</p><p><strong>Advancement:</strong> 7-9 HD (Large).</p><p></p><p></p><p><strong><span style="font-size: 12px">Chupacabras (Bioaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Anthrocanis sanguivorus</em></p><p><strong>Average Height:</strong> 3 1/2 feet</p><p><strong>Habitat:</strong> Deserts and arid scrub</p><p><strong>Native Range:</strong> Southwestern United States and northern Mexico</p><p><strong>Diet:</strong> Blood of warm-blooded creatures</p><p><strong>Threat to Humans:</strong> Low (Prefers to flee rather than fight, with no fatal attacks reported)</p><p></p><p>The enigmatic chupacabras is perhaps the strangest of the already strange anthrocanids (“lycanthropes”). While it has the ape-like body shape all lycanthropes share, features from the canine half of the equation are extremely sparse, with its skin covering being rugged scales rather than fur, its tail gone, its muzzle extremely short, its eyes large and jet black, its teeth needle-like, and its spine elongated into spikes that run from the forehead down to the pelvis. This offbeat beast subsists on the blood of mammals and birds, typically sneaking up on sleeping brushbeaters or domestic livestock before clamping down and siphoning up fluids. Pretty much any rancher or tribal in areas where chupacabras can be found are likely to shoot them on sight rather than run the risk of having valuable food taken in the night.</p><p></p><p><strong>Species Traits</strong></p><p><strong>Blood Drain (Ex):</strong> A chupacabras can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it can drain blood as it bites, dealing 1d3 points of Constitution damage each round. On a successful blood drain, the chupacabras gains 4 temporary hit points.</p><p></p><p><strong>Skills:</strong> Chupacabras gain a +4 bonus to Hide and Move Silently checks, a +8 bonus to Climb and Jump checks, and a +4 to Survival checks when tracking by Scent.</p><p></p><p><strong>Chupacabras:</strong> CR 3; Small Monstrous Humanoid; HD 5d8+10; HP 32; Mas 14; Init +8; Spd 30 ft.; Defense 17, touch 15, flat-footed 13 (+1 size, +4 Dex, +2 natural); BAB +5; Grap +4; Atk +9 melee (1d4+3, bite); Full Atk +9 melee (1d4+3, bite) and +4 melee (1d3+1, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Blood drain, darkvision 60 ft., improved grab (bite), scent; AL none; SV Fort +3, Ref +8, Will +5; AP 0; Rep +0; Str 16, Dex 18, Con 14, Int 4, Wis 13, Cha 6.</p><p><strong>Skills:</strong> Climb +12, Hide +13, Jump +12, Move Silently +11, Survival +3 (+7 when tracking by scent).</p><p><strong>Feats:</strong> Improved Initiative, Track.</p><p><strong>Advancement:</strong> 6-7 HD (Small); 8-9 HD (Medium-size).</p><p></p><p></p><p><strong><span style="font-size: 12px">Deadwood Lurker (Bioaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Pylodictis maximus</em></p><p><strong>Average Length:</strong> 15 feet</p><p><strong>Habitat:</strong> Swamps, lakes, and slow-moving rivers</p><p><strong>Native Range:</strong> Eastern Texas and the Mississippi Bay region</p><p><strong>Diet:</strong> Small to mid-size aquatic vertebrates</p><p><strong>Threat to Humans:</strong> Medium (Will consume humans if given the opportunity)</p><p></p><p>Also known as the lunkhead, the deadwood lurker is a giant flathead catfish with a back and head that is patterned and colored to match waterlogged driftwood. Solitary lurkers hover in thick vegetation, waiting for prey to either swim bay or rest on their log-like heads, at which point a sudden gulp causes the vacuum suction of the fish’s large maw to slurp in prey. While they don’t intentionally hunt humans, a large adult deadwood lurker can suck in a person and hold on tight if they happen to step on or around the fish’s head.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Inhale (Ex):</strong> As a standard action, the deadwood lurker can take a huge gulp that acts as a vacuum to siphon in prey. A creature within 10 feet of its mouth must make a Reflex save (DC 18) or be sucked into its mouth and become subject to its improved grab immediately.</p><p></p><p><strong>Oblivious (Ex):</strong> Deadwood lurkers have the nickname "lunkhead" for more than just their thick dorsal armor. They gain a +4 bonus to saves against mind-affecting effects.</p><p></p><p><strong>Swallow Whole (Ex):</strong> A deadwood lurker's stomach can hold 1 Medium-size creature, 2 Small creatures, 4 Tiny creatures, 8 Diminuitive creatures, or 16 Fine creatures. A creature takes 2d4 points of acid damage each round it remains in the caustic stomach of the lurker. The Defense of the deadwood lurker's interior in order for a creature to cut its way out is 14.</p><p></p><p><strong>Skills:</strong> A deadwood lurker submerged in the reed-choked waters looks uncannily like a log, granting it a +10 bonus to Hide checks.</p><p></p><p><strong>Deadwood Lurker:</strong> CR 5; Large Animal; HD 8d8+24; HP 60; Mas 17; Init -1; Spd swim 20 ft.; Defense 16, touch 8, flat-footed 16 (-1 size, -1 Dex, +8 natural); BAB +6; Grap +14; Atk +9 melee (2d4+4, bite); Full Atk +9 melee (2d4+4, bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Aquatic, damage reduction 5/ballistic, improved grab (bite), inhale, low-light vision, oblivious, swallow whole; AL none; SV Fort +9, Ref +5, Will +2; AP 0; Rep +0; Str 18, Dex 9, Con 17, Int 1, Wis 11, Cha 3.</p><p><strong>Skills:</strong> Hide +0 (+10 when submerged), Move Silently +4, Swim +13 </p><p><strong>Feats:</strong> None.</p><p><strong>Advancement:</strong> 9-12 HD (Large); 13-16 HD (Huge).</p><p></p><p></p><p><strong><span style="font-size: 12px">Llarona (Arcanoaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Anthroequus asinus</em></p><p><strong>Average Height:</strong> 9 feet</p><p><strong>Habitat:</strong> Shores of desert streams and rivers</p><p><strong>Native Range:</strong> Western Texas, New Mexico, Arizona, and north-central Mexico</p><p><strong>Diet:</strong> Unknown</p><p><strong>Threat to Humans:</strong> High (Easily provoked to violence, known to kill humans)</p><p></p><p>The frightful llarona resembles a nearly skeletal humanoid figure with the head of a donkey and pallid skin stretched over its emaciated frame, and can be found wandering around near streams and rivers in the dead of night. They are infamous for their short tempers, as predators and humans are quick to find out if they are spotted. An enraged llarona will grab at a foe with its gnarled, hoof-like fingers and attempt to drown them in the water, though after killing the creature seems to rapidly calm down and wander off as if nothing had ever happened, leaving the corpse for scavengers. It is unknown what llarona eat (if anything), where they spend their non-wandering hours, whether they have a family structure, or pretty much anything about them besides their attack pattern. Some have claimed that they have heard the braying wails of multiple llarona emanating from caverns deep in the desert, while even more fantastical rumors claim to have seen spear-wielding tribal llarona or even llarona barbarians wielding primitive junk weaponry, though none of these rumors have ever been confirmed.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Baleful Bray (Su):</strong> Three times per day, a llarona can let out a supernatural bray that imparts a sense of impending dread. Any non-llarona within a 100 foot radius capable of hearing the bray must make a Will save (DC 18) or become frightened for 2d4 rounds. A creature that succeeds its save is immune to that llarona's baleful bray for 24 hours.</p><p></p><p><strong>Ferocity (Ex):</strong> A llarona is fueled by hatred, and will continue to fight without penalty into negative HP, only stopping once it is truly dead.</p><p></p><p><strong>Spell-like Abilities (Sp):</strong> <em>At will-</em>detect magical aura, trace purge; <em>3/day-</em>faerie fire, obscuring mist; <em>1/day-</em>dispel magic.</p><p>Caster level 12th; saves are Charisma-based.</p><p></p><p><strong>Llarona:</strong> CR 10; Large Monstrous Humanoid; HD 12d8+48; HP 102; Mas 21; Init +1; Spd 40 ft.; Defense 15, touch 10, flat-footed 14 (-1 size, +1 Dex, +5 natural); BAB +12; Grap +25; Atk +16 melee (1d8+5, slam); Full Atk +16 melee (1d8+5, 2 slams); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Baleful bray, cold resistance 10, darkvision 60 ft., ferocity, fire resistance 10, spell-like abilities, spell resistance 18; AL none; SV Fort +8, Ref +9, Will +9; AP 0; Rep +0; Str 20, Dex 12, Con 18, Int 7, Wis 12, Cha 15.</p><p><strong>Skills:</strong> Hide +2, Intimidate +7, Move Silently +4, Swim +7.</p><p><strong>Feats:</strong> Endurance, Improved Damage Threshold, Improved Grapple, Power Attack, Track.</p><p><strong>Advancement:</strong> 13-18 HD (Large) or by character classes.</p><p></p><p></p><p><strong><span style="font-size: 12px">Mudillo (Bioaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Dasypus palustris</em></p><p><strong>Average Length:</strong> 18 feet</p><p><strong>Habitat:</strong> Boggy forests and swamps</p><p><strong>Native Range:</strong> Eastern Texas and western Louisiana</p><p><strong>Diet:</strong> Water plants, eggs, small vertebrates, carrion</p><p><strong>Threat to Humans:</strong> Medium (Extremely aggressive toward vehicles)</p><p></p><p>Found in the warm and wet region where Texas meets Louisiana, the ornery mudillos are massive armadillos with hippopotamus-like legs and feet, squat but wide faces, and tails that end in a thick bone club. Herds of up to fourteen of these creatures trundle along with little fear of outside forces, as even the few hodags that are still found as far west as the border aren’t stupid enough to take one of these armored tanks on, and can typically be seen waddling around in swamps as they consume cattails, water lilies, and pretty much anything they can cram into their big mouths. Strangely enough, in spite of having no natural predators, mudillos seem to explode into a frenzied panic when vehicles are around, slamming into boats in the water or rapidly clubbing at trucks on land. Caravans that deal in the tense trade between the Texan Republic and Louisiana know to keep to roads and bridges that are not in the path of mudillo herds.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Bullet Bounce (Ex):</strong> While many armored creatures can take a shot, the strange curvature of the mudillo's thick shell can actually cause bullets to ricochet. In addition to granting damage reduction 10 specifically against ballistic damage, any successful firearm attack on the mudillo effectively allows the mudillo to use the effects of the Skip Shot feat at a random target, even though it technically did not fire the shot and does not have the feat.</p><p></p><p><strong>Fracture (Ex):</strong> On a critical hit by the mudillo's mighty tail club, a creature must make a Reflex save (DC 25) or suffer 1d6 points of Dexterity damage as the bones in their limbs are brutally fractured. Furthermore, a mudillo ignores the first 6 points of hardness on objects or vehicles.</p><p></p><p><strong>Oblivious (Ex):</strong> Mudillos are, to be blunt, pretty dense in more ways than the physical sense. They gain a +4 bonus to saves against mind-affecting effects.</p><p></p><p><strong>Skills:</strong> Mudillos have a +6 bonus to Swim checks.</p><p></p><p><strong>Mudillo:</strong> CR 13; Huge Animal; HD 16d8+80; HP 152; Mas 20; Init -2; Spd 20 ft.; Defense 21, touch 6, flat-footed 21 (-2 size, -2 Dex, +15 natural); BAB +12; Grap +27; Atk +17 melee (1d12+7, tail club); Full Atk +17 melee (1d12+7, tail club); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Bullet bounce, fracture, low-light vision, oblivious; AL none; SV Fort +15, Ref +8, Will +5; AP 0; Rep +0; Str 24, Dex 7, Con 20, Int 2, Wis 11, Cha 4.</p><p><strong>Skills:</strong> Listen +13, Spot +4, Swim +15.</p><p><strong>Feats:</strong> None.</p><p><strong>Advancement:</strong> 17-25 HD (Huge).</p><p></p><p></p><p><strong><span style="font-size: 12px">Red Runner (Bioaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Geococcyx rufus</em></p><p><strong>Average Length:</strong> 9 feet</p><p><strong>Habitat:</strong> Plains, scrub, and desert</p><p><strong>Native Range:</strong> Oklahoma, west Texas, southwestern United States, and northwestern Mexico</p><p><strong>Diet:</strong> Small vertebrates, seeds, roots, and grasses</p><p><strong>Threat to Humans:</strong> Low (Skittish and typically non-violent)</p><p></p><p>The red runner is a rust-colored giant roadrunner, not different much from its smaller pre-Change relative. Groups of these birds can be found running across much of the territories of the Arizona Union and Texan Republic, both of whom have domesticated specimens for use as mounts. While too light to be used as pack animals, the speed and agility of the red runner makes it a perfect creature for scouting and traversing large spans of terrain when vehicles either aren’t available or simply wouldn’t be practical.</p><p></p><p><strong><u>Species Traits</u></strong></p><p>Skills: Red runners have a +6 species bonus to Jump checks.</p><p></p><p><strong>Bonus Feats:</strong> Red runners gain Alertness and Run as bonus feats.</p><p></p><p><strong>Red Runner:</strong> CR 1; Large Animal; HD 4d8+4; HP 22; Mas 13; Init +3; Spd 60 ft.; Defense 13, touch 12, flat-footed 10 (-1 size, +3 Dex, +1 natural); BAB +3; Grap +8; Atk +3 melee (1d4+1, bite); Full Atk +3 melee (1d4+1, bite) and -2 melee (1d4, 2 claws); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Low-light vision; AL none; SV Fort +5, Ref +7, Will +2; AP 0; Rep +0; Str 13, Dex 17, Con 13, Int 2, Wis 12, Cha 6.</p><p><strong>Skills:</strong> Jump +8, Listen +4, Spot +8.</p><p><strong>Feats:</strong> Run.</p><p><strong>Advancement:</strong> 5-6 HD (Large).</p></blockquote><p></p>
[QUOTE="Rappy, post: 6117644, member: 58456"] [B][SIZE=6][COLOR="#000080"][CENTER]Atlas: The Texan Republic[/CENTER][/COLOR][/SIZE][/B] From the boggy forests that scrape up against what was once Louisiana to the hilly scrublands and sun-baked deserts of western Texas, the former states of Texas and Oklahoma now span across the south-central United States region as the Texan Republic, a domineering nation known for being uncompromising and expansionist. The nature of the Republic is one of simple respect for force: neighboring townships and city-states that do not react to Texan military force are considered for assimilation, while those that successfully fight back after an attack are treated as worthy of autonomy. [B][U][SIZE=5]Regions of the Texan Republic[/SIZE][/U][/B] [B][SIZE=3]Texas[/SIZE][/B] Due to its sheer size, the obvious brunt of the Texan Republic is made up of its namesake pre-Change state. With varying habitats and large areas between cities, both raiders and tribal groups alike have risen up in numbers wherever the Republic's enforcers rarely tread. [B]Austin:[/B] While the Texan Republic is willing to tolerate outside forces they feel have won their freedom in combat, one thing it will never tolerate is dissent from within. Suffice to say, when the citizens of Austin revolted early on in the history of the Changed World, the government was quick to react to the fire brewing in its own capital. The capital of the Texan Republic was hastily altered to Houston as plans were made to crush the resistance movement in a surprisingly early civil war for the nation. Prolonged attrition and split decisions on whether or not to simply raze the city to the ground kept the Austinites and the Texan Republic in a gridlock from 2013 to July 2015, when the Houston government found a third way. The Arizona Union, known for its disdain at the Texan Republic, offered refuge for any Austinite who wished to leave the Republic. This was a threefold victory for the Republic: it removed the largest source of political dissidents, recaptured Austin without shelling it to pieces, and could be spun as generosity on the part of the Republic for allowing the Austinites to live elsewhere rather than die in Texas. The saga of the Austin civil war thus ended with the city being retaken as one massive historical marker for the Republic. [B]Houston:[/B] With the coastal inundation of Blue Friday, northwest Houston is pretty much the only primary area of the city that is not swamped. While putting on waders and heading to search out artifacts in the old Museum District of the city may seem like a no-brainer, there is the fact that Houston is near the far western edge of the range of hodags, nanoshreds, loup-garou, and other unpleasant eastern swamp-dwellers, as well as a particularly strong and violent bogger tribe. [B]Fort Worth:[/B] In addition to its Joint Reserve Base being a major boon for the military machine of the Texan Republic, the city of Fort Worth is a major production center for the south-central nation. The storehouses of big name pre-Change companies such as Lockheed Martin and the AMR airline corporation have allowed the Republic to further bolster its army’s effectiveness. [B]San Antonio:[/B] The big city in the arid scrub of the Texas hill country, San Antonio is another gem to the Republic. Not only are there six military bases in an around the city to gather war resources from, the famous Alamo acts as a major rallying point for the nation’s propaganda wing. It is out of San Antonio that the Speakers of the Word – infamous post-Change propagandists under the payroll of the Texan Republic – operate, having effectively made the ancient site their own missionary fort in the modern day. [B]El Paso:[/B] Cradled in the mountains of far west Texas, El Paso more or less runs around the military base of Fort Bliss. After launching a violent takeover of the Mexican city of Ciudad Jaurez just across the Rio Grande River, the Texan Republic set up numerous military checkpoints in it and El Paso to watch the borders of Mexico and the Arizona Union. While the Republic’s leaders are not foolish enough to actively go to war with a post-Change nation as large as the Union, more than a few AU military outposts keep an eye on the activity from Fort Bliss. [B][SIZE=3]Oklahoma[/SIZE][/B] The Oklahoma portion of the Texan Republic is effectively one big labor effort. Without the fear of the Arizona Union and Mexico that keep the Texas portion of the Republic constantly geared up for a fight, Oklahoma allows for a use of infrastructure and agriculture on a scale that simply isn’t seen in Texan cities dominated by soldiers and combat engineers. Some Texan members of the Republic feel that the “Okies” have a slightly inferior drive than Texans, but these prejudices have not lead to outright violence or a cultural schism as of yet. While many of the people of Oklahoma are ranchers, tribals, or collected townies, two large cities are still considered important by the Texan Republic. [B]Oklahoma City:[/B] The former capital of a state now lost, the politicians of Oklahoma City are now more or less merely puppet governors to the bigwigs that occupy Austin. [B]Tulsa:[/B] One of the northernmost major cities of the Texan Republic, Tulsa has become a city ruled by devotion. The Speakers of the Word have their largest non-Texan facilities in Tulsa, and some of its highest zealots hold office in the city. [B][U][SIZE=5]NPCs of the Texan Republic[/SIZE][/U][/B] [B][SIZE=3]Adam Brant, President of the Texan Republic[/SIZE][/B] Known for his boisterous demeanor and wide smile, the portly, balding middle-aged man known as Adam Brant bills himself as the “everyman president” for the new Texan Republic. Brant was a farmer's son from the Texas hill country known to be very gifted with his oratory and eventually made his way into military service. After retiring, he basically rode on his soldier training and gift of gab to get by, acting as a recruitment officer and spokesperson...and then the Change came. In the new world where the USA was not so united and the Texan Republic rose to power, Brant found his chance to become an active force once again. Most of his time is spent brewing propaganda with the Speakers of the Word from his office in Austin, surveying troops at one of the major bases of the Republic, delivering speeches to the people, or surveying public executions of “extremely high-risk dissidents”. He is never seen without at least one member of the Lone Star Guardsmen and the personal firearm he has kept close to him since his time in the Army nearly two decades ago. [B]Adam Brant (Human Charismatic Hero 3/Strong Hero 2/Soldier 4/Demagogue 6):[/B] CR 15; Medium-size Humanoid; HD 3d6+3 plus 2d8+2 plus 4d10+4 plus 6d6+6; HP 78; Mas 12; Init +2; Spd 30 ft; Defense 21, touch 19, flat-footed 19 (+2 Dex, +7 class, +2 equipment); BAB +9; Grap +10; Atk +10 melee (1d6+1, rifle butt) or +12 ranged (2d8+2, M16A2); Full Atk +10/+5 melee (1d6+1, rifle butt) or +12/+7/+2 ranged (2d8+2, M16A2); FS 5 ft by 5 ft; Reach 5 ft; SQ Captivate masses, followers, lead followers, tactical aid, weapon specialization (M16A2), zealots; AL Texan Republic; SV Fort +10, Ref +8, Will +10; AP 7; Rep +8; Str 12, Dex 14, Con 12, Int 17, Wis 17, Cha 18. [B]Occupation:[/B] Rural (Drive, Survival). [B]Skills:[/B] Bluff +18, Craft (Writing) +9, Demolitions +11, Diplomacy +10, Drive +13, Gather Information +10, Intimidate +14, Knowledge (Civics) +9, Knowledge (Current Events) +19, Knowledge (History) +15, Knowledge (Tactics) +11, Knowledge (Theology and Philosophy) +9, Read/Write English, Read/Write German, Research +15, Sense Motive +21, Speak English, Speak German, Survival +20. [B]Feats:[/B] Advanced Firearms Proficiency, Armor Proficiency (Light), Brawl, Burst Fire, Deceptive, Jack of All Trades, Personal Firearms Proficiency, Renown, Silver Tongue, Simple Weapons Proficiency, Studious, Super-Charismatic, Weapon Focus (M16A2). [B]Talents (Charismatic Hero): [/B]Coordinate, Inspiration. [B]Talents (Strong Hero):[/B] Ignore Hardness. [B]Possessions:[/B] White tuxedo and wide-brimmed hat, light undercover shirt, M16A2 assault rifle, the [I]John Bell Hood[/I] (AM General Hummer with the Armored, Mounted Weapon [Tire Shredder], and Ram Plate vehicle modifications). [B][SIZE=3]Lone Star Guardsman[/SIZE][/B] Second only to the Texas Rangers in status, the Lone Star Guardsmen are the hand-picked bodyguards of Adam Brant. In the handful of times where they have been needed to neutralize a target, the Lone Star Guardsmen tend to sweep close-range opponents with their combat shotguns while Brant himself picks off any runners with his assault rifle. Lone Star Guardsmen are quite easily spotted in their crimson armor decorated with a blue bar from the neck to the sternum and single white star on the right shoulder. [B]Lone Star Guardsman (Human Dedicated Hero 3/Bodyguard 10):[/B] CR 13; Medium-size Humanoid; HD 3d6+6 plus 10d12+20; HP 102; Mas 15; Init +3; Spd 25 ft; Defense 28, touch 20, flat-footed 25 (+3 Dex, +7 class, +8 equipment); BAB +9; Grap +11; Atk +13 melee (1d8+2 nonlethal, unarmed strike) or +12 ranged (2d10, Browning BPS); Full Atk +13/+8/+3 melee (1d8+2 nonlethal, unarmed strike) or +12/+7/+2 ranged (2d10, Browning BPS); FS 5 ft by 5 ft; Reach 5 ft; SQ Blanket protection, combat sense +2, defensive strike, harm’s way, improved charge, sudden action; AL Adam Brant, Texan Republic; SV Fort +9, Ref +11, Will +10; AP 6; Rep +4; Str 15, Dex 16, Con 15, Int 13, Wis 16, Cha 12. [B]Occupation:[/B] Law Enforcement (Gather Information, Intimidate). [B]Skills:[/B] Concentration +18, Drive +9, Gather Information +18, Intimidate +21, Listen +6, Read/Write English, Search +5, Sense Motive +9, Speak English, Spot +6. [B]Feats:[/B] Armor Proficiency (Light, Medium), Brawl, Improved Brawl, Improved Knockout Punch, Iron Will, Knockout Punch, Personal Firearms Proficiency, Point Blank Shot, Room Broom, Simple Weapons Proficiency, Track. [B]Talents (Dedicated Hero):[/B] Skill Emphasis (Intimidate), Aware. [B]Possessions:[/B] Browning BPS 10-gauge shotgun, tactical vest, large shield, floodlight flashlight. [B][SIZE=3]Texas Ranger[/SIZE][/B] Unlike the lawmen of the same name from the old world, the Rangers of the Texan Republic are ruthless and unrelenting figureheads of the established government who shoot first and ask questions later. There are only ten of these elite warriors in existence, a fact that probably brings relief to the towns and cities that dwell on the border of the Texan Republic. Raiders, hostile outsiders, dissidents in the Texan Republic, and others that get on the bad side of the Texas rangers’ disposition are hunted and gunned down by a ranger and their followers. [B]Texas Ranger (Human Strong Hero 7/Ranger 7/Guardian 1):[/B] CR 15; Medium-size Humanoid; HD 7d8+28 plus 7d10+28 plus 1d10+4; HP 137; Mas 18; Init +3; Spd 30 ft.; Defense 25, touch 22, flat-footed 22 (+3 Dex, +9 class, +3 equipment); BAB +15; Grap +17; Atk +17 melee (1d4+4, tonfa) or +19 ranged (2d10+2, Winchester 94); Full Atk +17/+12/+7/+2 melee (1d4+4, tonfa) or +19/+14/+9/+4 ranged (2d10+2, Winchester 94); FS 5 ft by 5 ft; Reach 5 ft; SQ Defender +2, marksman, rigorous training, wanderer’s reputation, terrain specialization (wasteland x2), weapon specialization (Winchester 94); AL Texan Republic; SV Fort +14, Ref +8, Will +7; AP 7; Rep +5; Str 14, Dex 17, Con 18, Int 15, Wis 17, Cha 14. [B]Occupation:[/B] Military (Drive, Survival). [B]Skills:[/B] Climb +14, Demolitions +8, Drive +16, Handle Animal +10, Intimidate +14, Jump +4, Knowledge (Current Events) +7, Knowledge (Tactics) +16, Listen +12, Read/Write English, Read/Write Spanish, Repair +7, Speak English, Speak Spanish, Survival +15, Treat Injury +10. [B]Feats:[/B] Armor Proficiency (Light), Brawl, Double Tap, Endurance, Improved Brawl, Knockout Punch, Oathbound (Texan Republic), Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Suppressive Fire, Track, Weapon Focus (Winchester 94). [B]Talents (Strong Hero):[/B] Extreme Effort, Improved Extreme Effort, Melee Smash, Improved Melee Smash. [B]Possessions:[/B] Undercover vest, Winchester 94 big bore rifle, customized ATV (has the Armor Spikes vehicle modification), tonfa, standard binoculars, climbing gear, compass, tactical map of the Texan Republic, 200 feet of rope. [B][SIZE=3]Longhorn Bandit[/SIZE][/B] The scourge of the Texas hill country, the Longhorn bandits are a large group of raiders known for seemingly appearing from nowhere, taking out caravan truck tires and drivers with expert pistol shots, gathering loot, and then disappearing into the hills with little to no trace of their presence thanks to their swift red runner mounts. Longhorn bandits are known for wearing jackets that have the skull of their namesake stitched onto the back. Their hideouts are tucked away in the numerous caves that dot the hill country. [B]Longhorn Bandit (Human Fast Hero 3/Gunslinger 3/Raider 4):[/B] CR 10; Medium-size Humanoid; HD 3d8+6 plus 3d10+6 plus 4d10+8; HP 73; Mas 15; Init +3; Spd 30 ft.; Defense 23, touch 21, flat-footed 20 (+3 Dex, +8 class, +2 equipment); BAB +8; Grap +9; Atk +9 melee (1d6+1/19-20, machete) or +13 ranged (2d6, Colt Python); Full Atk +9/+4 melee (1d6+1/19-20, machete) or +13/+8/+3 ranged (2d6, Colt Python); FS 5 ft by 5 ft; Reach 5 ft; SQ Bloodthirsty cry, chaps and chains +2, close combat shot; AL the Longhorn Bandits; SV Fort +6, Ref +9, Will +4; AP 5; Rep +4; Str 13, Dex 17, Con 15, Int 11, Wis 10, Cha 14. [B]Occupation:[/B] Criminal (Disable Device, Knowledge [Streetwise]). [B]Skills:[/B] Climb +4, Disable Device +9, Hide +8, Intimidate +11, Knowledge (Streetwise) +7, Move Silently +6, Read/Write English, Ride +5, Sleight of Hand +9, Speak English, Survival +6, Tumble +9. [B]Feats:[/B] Archaic Weapons Proficiency, Dodge, Far Shot, Pack Tactics, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Sand in the Eyes, Simple Weapons Proficiency, Sunder, Weapon Focus (Colt Python). [B]Talents (Fast Hero):[/B] Evasion, Opportunist. [B]Possessions:[/B] Colt Python revolver, machete, Longhorn bandit insignia jacket, red runner, backpack containing various stolen goods. [B][SIZE=3]Ranch Warrior[/SIZE][/B] Several unusual tribes of post-Change hunter-gather societies carved their life out in the hilly scrub of the exotic animal ranches in western Texas and the Oklahoma plains. The “ranch warrior” is the statistics for the protector and lead hunter of such a tribe. [B]Ranch Warrior (Human Fast Hero 3/Tribal Stalker 4/Guardian 2):[/B] CR 9; Medium-size Humanoid; HD 3d8+12 plus 4d10+16 plus 2d10+8; HP 83; Mas 18; Init +7; Spd 30 ft.; Defense 20, touch 20, flat-footed 17 (+3 Dex, +7 class); BAB +8; Grap +10; Atk +11 melee (1d6+2, hatchet), or +12 ranged (1d6, hatchet [thrown]); Full Atk +11/+6/+1 melee (1d6+2, hatchet), or +12/+7/+2 ranged (1d6+2, hatchet [thrown]); FS 5 ft by 5 ft; Reach 5 ft; SQ Defender +2, trap making 2d6, wounding blow, wounding traps; AL tribe; SV Fort +11, Ref +8, Will +4; AP 4; Rep +3; Str 15, Dex 16, Con 18, Int 12, Wis 14, Cha 11. [B]Occupation:[/B] Rural (Climb, Survival). [B]Skills:[/B] Balance +6, Climb +13, Hide +11, Intimidate +8, Knowledge (Tactics) +4, Listen +7, Move Silently +11, Read/Write English, Speak English, Spot +7, Survival +13, Tumble +6. [B]Feats:[/B] Archaic Weapons Proficiency, Brawl, Combat Reflexes, Improved Initiative, Intimidating Strength, Sand in the Eyes, Simple Weapons Proficiency, Stealthy, Track, Weapon Focus (Hatchet). [B]Talents (Fast Hero):[/B] Evasion, Opportunist. [B]Possessions:[/B] Hatchet, scrub-adapted casual clothing. [B][SIZE=3]Speaker of the Word[/SIZE][/B] Propaganda is a powerful tool, and its mouths in the Texan Republic are the Speakers of the Word. Equal parts preacher, politician, and performer, the Speakers dress up in Alamo reenactment regalia as they speak the word of the government in the public square. Their words are of Texan exceptionalism, the need for sustained military might in the Republic, and the dangers of the bordering nations of Mexico and the Arizona Union, wrapping up these government-mandated truths in what the general populace wants to hear. [B]Speaker of the Word (Human Charismatic Hero 3/Demagogue 8):[/B] CR 11; Medium-size Humanoid; HD 3d6 plus 8d6; HP 39; Mas 11; Init +1; Spd 30 ft; Defense 15, touch 15, flat-footed 14 (+1 Dex, +4 class); BAB +5; Grap +4; Atk +4 melee (1d3-1 nonlethal, unarmed strike); Full Atk +4 melee (1d3-1 nonlethal, unarmed strike); FS 5 ft by 5 ft; Reach 5 ft; SQ Captivate masses, conversion, followers, improved zealots, lead followers; AL Texan Republic; SV Fort +6, Ref +5, Will +9; AP 5; Rep +9; Str 9, Dex 13, Con 11, Int 16, Wis 15, Cha 18. [B]Occupation:[/B] White Collar (Diplomacy, Knowledge [Civics]). [B]Skills:[/B] Bluff +20, Craft (Writing) +11, Diplomacy +15, Disguise +6, Gather Information +18, Intimidate +12, Knowledge (Behavioral Sciences) +9, Knowledge (Business) +9, Knowledge (Civics) +20, Knowledge (Current Events) +9, Knowledge (Theology and Philosophy) +11, Listen +6, Perform (Act) +20, Profession +3, Read/Write English, Read/Write German, Read/Write Spanish, Sense Motive +12, Speak English, Speak German, Speak Spanish, Spot +6. [B]Feats:[/B] Confident, Creative (Craft [Writing], Perform [Act]), Deceptive, Educated (Knowledge [Civics], Knowledge [Theology and Philosophy]), Oathbound (Texan Republic), Renown, Simple Weapons Proficiency, Silver Tongue, Super-Charismatic. [B]Talents (Charismatic Hero):[/B] Charm, Fast-Talk. [B]Possessions:[/B] Alamo reenactment outfit, megaphone, government propaganda pamphlets. [B][U][SIZE=5]Monsters of the Texan Republic[/SIZE][/U][/B] [B][SIZE=3]Black Panther (Arcanoaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Felis obscurus[/I] [B]Average Length:[/B] 11 feet [B]Habitat:[/B] Mountain forests and hilly scrublands [B]Native Range:[/B] Rocky Mountains and western Texas [B]Diet:[/B] Most mammals, birds, and reptiles [B]Threat to Humans:[/B] High (Known to hunt and consume humans) At a simple glance, the black panther resembles the pre-Change cat known as the mountain lion, merely blown up to a tiger-like size, colored jet black, and having pointed rather than rounded ears. The truth, however, is that the ears of all things are the biggest determining feature in guessing what this creature truly is – namely, a mutant offshoot of the mere domestic cat. Panthers are dangerous not merely because of their powerful builds and deadly killing tools, as they are also capable of blanketing themselves and their prey in disorienting clouds of supernatural darkness or simply vanishing from sight. [B][U]Species Traits[/U][/B] [B]Spell-like Abilities (Sp):[/B] [I]At will-[/I]invisibility (self only); [I]2/day-[/I]cause fear, confusion, darkness. Caster level 10th; saves are Charisma-based. [B]Skills:[/B] Black panthers have a +4 bonus to Hide and Move Silently checks, as well as a +8 bonus to Climb and Jump checks. [B]Black Panther:[/B] CR 6; Large Magical Beast; HD 8d10+27; HP 71; Mas 17; Init +3; Spd 50 ft.; Defense 16, touch 12, flat-footed 13 (+3 Dex, -1 size, +4 natural); BAB +8; Grap +18; Atk +13 melee (1d10+6, claw); Full Atk +13 melee (1d10+6, 2 claws) and +8 melee (2d6+3, bite); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Darkvision 60 ft., improved grab (claw), spell-like abilities, scent; AL none; SV Fort +9, Ref +9, Will +4; AP 0; Rep +0; Str 23, Dex 17, Con 17, Int 2, Wis 15, Cha 12. [B]Skills:[/B] Climb +15, Hide +9, Jump +15, Move Silently +10. [B]Feats:[/B] Power Attack, Toughness, Track. [B]Advancement:[/B] 9-15 HD (Large). [B][SIZE=3]Brushbeater (Bioaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Meleagris neophorusrhacos[/I] [B]Average Length:[/B] 13 feet [B]Habitat:[/B] Warm mountain forests, hilly scrublands, and arid plains [B]Native Range:[/B] Western United States and northwestern Mexico [B]Diet:[/B] Various brush-dwelling animals [B]Threat to Humans:[/B] Medium (Dangerous when provoked or in large packs) The brushbeater is a giant wild turkey with particularly long legs, sharp talons, and a robust eagle-like beak. Capable of looking a pre-Change ostrich in the eye, the size and speed of these birds makes them efficient predators of small game found rustling through the undergrowth. Their name comes from their typical method of hunting, wherein members of the pack – typically 3 to 8 members strong, though large packs have been known to form in times of plenty – rush around the undergrowth and beat at it with their stunted wings and large feet in hopes of scaring out prey into the waiting jaws of another pack member. They are in turn hunted by creatures such as the black panther, and their nests are the prime targets of razorbacks. In northwest Mexico, however, neither panthers nor razorbacks can be found, and the brushbeaters dominate the slot of apex predator in the volcanic mountain forests in lieu of any other predatory creature. [B][U]Species Traits[/U][/B] [B]Batter (Ex):[/B] If a brushbeater manages to succeed in an attack with both of its short but thick wings, the targeted opponent is stunned for 1 round. [B]Bonus Feats:[/B] Due to their swift reaction times, brushbeaters gain Lightning Reflexes as a bonus feat. [B]Brushbeater:[/B] CR 3; Large Animal; HD 6d8+18; HP 45; Mas 17; Init +1; Spd 40 ft.; Defense 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural); BAB +4; Grap +11; Atk +6 melee (1d6+3, claw); Full Atk +6 melee (1d6+3, 2 claws) and +1 melee (1d3+1, 2 wings) and +1 melee (1d8+1, bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Batter, low-light vision, scent; AL none; SV Fort +8, Ref +8, Will +3; AP 0; Rep +0; Str 16, Dex 12, Con 17, Int 2, Wis 12, Cha 4. [B]Skills:[/B] Jump +5, Listen +4, Spot +5. [B]Feats:[/B] Lightning Reflexes. [B]Advancement:[/B] 7-9 HD (Large). [B][SIZE=3]Chupacabras (Bioaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Anthrocanis sanguivorus[/I] [B]Average Height:[/B] 3 1/2 feet [B]Habitat:[/B] Deserts and arid scrub [B]Native Range:[/B] Southwestern United States and northern Mexico [B]Diet:[/B] Blood of warm-blooded creatures [B]Threat to Humans:[/B] Low (Prefers to flee rather than fight, with no fatal attacks reported) The enigmatic chupacabras is perhaps the strangest of the already strange anthrocanids (“lycanthropes”). While it has the ape-like body shape all lycanthropes share, features from the canine half of the equation are extremely sparse, with its skin covering being rugged scales rather than fur, its tail gone, its muzzle extremely short, its eyes large and jet black, its teeth needle-like, and its spine elongated into spikes that run from the forehead down to the pelvis. This offbeat beast subsists on the blood of mammals and birds, typically sneaking up on sleeping brushbeaters or domestic livestock before clamping down and siphoning up fluids. Pretty much any rancher or tribal in areas where chupacabras can be found are likely to shoot them on sight rather than run the risk of having valuable food taken in the night. [B]Species Traits[/B] [B]Blood Drain (Ex):[/B] A chupacabras can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it can drain blood as it bites, dealing 1d3 points of Constitution damage each round. On a successful blood drain, the chupacabras gains 4 temporary hit points. [B]Skills:[/B] Chupacabras gain a +4 bonus to Hide and Move Silently checks, a +8 bonus to Climb and Jump checks, and a +4 to Survival checks when tracking by Scent. [B]Chupacabras:[/B] CR 3; Small Monstrous Humanoid; HD 5d8+10; HP 32; Mas 14; Init +8; Spd 30 ft.; Defense 17, touch 15, flat-footed 13 (+1 size, +4 Dex, +2 natural); BAB +5; Grap +4; Atk +9 melee (1d4+3, bite); Full Atk +9 melee (1d4+3, bite) and +4 melee (1d3+1, 2 claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Blood drain, darkvision 60 ft., improved grab (bite), scent; AL none; SV Fort +3, Ref +8, Will +5; AP 0; Rep +0; Str 16, Dex 18, Con 14, Int 4, Wis 13, Cha 6. [B]Skills:[/B] Climb +12, Hide +13, Jump +12, Move Silently +11, Survival +3 (+7 when tracking by scent). [B]Feats:[/B] Improved Initiative, Track. [B]Advancement:[/B] 6-7 HD (Small); 8-9 HD (Medium-size). [B][SIZE=3]Deadwood Lurker (Bioaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Pylodictis maximus[/I] [B]Average Length:[/B] 15 feet [B]Habitat:[/B] Swamps, lakes, and slow-moving rivers [B]Native Range:[/B] Eastern Texas and the Mississippi Bay region [B]Diet:[/B] Small to mid-size aquatic vertebrates [B]Threat to Humans:[/B] Medium (Will consume humans if given the opportunity) Also known as the lunkhead, the deadwood lurker is a giant flathead catfish with a back and head that is patterned and colored to match waterlogged driftwood. Solitary lurkers hover in thick vegetation, waiting for prey to either swim bay or rest on their log-like heads, at which point a sudden gulp causes the vacuum suction of the fish’s large maw to slurp in prey. While they don’t intentionally hunt humans, a large adult deadwood lurker can suck in a person and hold on tight if they happen to step on or around the fish’s head. [B][U]Species Traits[/U][/B] [B]Inhale (Ex):[/B] As a standard action, the deadwood lurker can take a huge gulp that acts as a vacuum to siphon in prey. A creature within 10 feet of its mouth must make a Reflex save (DC 18) or be sucked into its mouth and become subject to its improved grab immediately. [B]Oblivious (Ex):[/B] Deadwood lurkers have the nickname "lunkhead" for more than just their thick dorsal armor. They gain a +4 bonus to saves against mind-affecting effects. [B]Swallow Whole (Ex):[/B] A deadwood lurker's stomach can hold 1 Medium-size creature, 2 Small creatures, 4 Tiny creatures, 8 Diminuitive creatures, or 16 Fine creatures. A creature takes 2d4 points of acid damage each round it remains in the caustic stomach of the lurker. The Defense of the deadwood lurker's interior in order for a creature to cut its way out is 14. [B]Skills:[/B] A deadwood lurker submerged in the reed-choked waters looks uncannily like a log, granting it a +10 bonus to Hide checks. [B]Deadwood Lurker:[/B] CR 5; Large Animal; HD 8d8+24; HP 60; Mas 17; Init -1; Spd swim 20 ft.; Defense 16, touch 8, flat-footed 16 (-1 size, -1 Dex, +8 natural); BAB +6; Grap +14; Atk +9 melee (2d4+4, bite); Full Atk +9 melee (2d4+4, bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Aquatic, damage reduction 5/ballistic, improved grab (bite), inhale, low-light vision, oblivious, swallow whole; AL none; SV Fort +9, Ref +5, Will +2; AP 0; Rep +0; Str 18, Dex 9, Con 17, Int 1, Wis 11, Cha 3. [B]Skills:[/B] Hide +0 (+10 when submerged), Move Silently +4, Swim +13 [B]Feats:[/B] None. [B]Advancement:[/B] 9-12 HD (Large); 13-16 HD (Huge). [B][SIZE=3]Llarona (Arcanoaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Anthroequus asinus[/I] [B]Average Height:[/B] 9 feet [B]Habitat:[/B] Shores of desert streams and rivers [B]Native Range:[/B] Western Texas, New Mexico, Arizona, and north-central Mexico [B]Diet:[/B] Unknown [B]Threat to Humans:[/B] High (Easily provoked to violence, known to kill humans) The frightful llarona resembles a nearly skeletal humanoid figure with the head of a donkey and pallid skin stretched over its emaciated frame, and can be found wandering around near streams and rivers in the dead of night. They are infamous for their short tempers, as predators and humans are quick to find out if they are spotted. An enraged llarona will grab at a foe with its gnarled, hoof-like fingers and attempt to drown them in the water, though after killing the creature seems to rapidly calm down and wander off as if nothing had ever happened, leaving the corpse for scavengers. It is unknown what llarona eat (if anything), where they spend their non-wandering hours, whether they have a family structure, or pretty much anything about them besides their attack pattern. Some have claimed that they have heard the braying wails of multiple llarona emanating from caverns deep in the desert, while even more fantastical rumors claim to have seen spear-wielding tribal llarona or even llarona barbarians wielding primitive junk weaponry, though none of these rumors have ever been confirmed. [B][U]Species Traits[/U][/B] [B]Baleful Bray (Su):[/B] Three times per day, a llarona can let out a supernatural bray that imparts a sense of impending dread. Any non-llarona within a 100 foot radius capable of hearing the bray must make a Will save (DC 18) or become frightened for 2d4 rounds. A creature that succeeds its save is immune to that llarona's baleful bray for 24 hours. [B]Ferocity (Ex):[/B] A llarona is fueled by hatred, and will continue to fight without penalty into negative HP, only stopping once it is truly dead. [B]Spell-like Abilities (Sp):[/B] [I]At will-[/I]detect magical aura, trace purge; [I]3/day-[/I]faerie fire, obscuring mist; [I]1/day-[/I]dispel magic. Caster level 12th; saves are Charisma-based. [B]Llarona:[/B] CR 10; Large Monstrous Humanoid; HD 12d8+48; HP 102; Mas 21; Init +1; Spd 40 ft.; Defense 15, touch 10, flat-footed 14 (-1 size, +1 Dex, +5 natural); BAB +12; Grap +25; Atk +16 melee (1d8+5, slam); Full Atk +16 melee (1d8+5, 2 slams); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Baleful bray, cold resistance 10, darkvision 60 ft., ferocity, fire resistance 10, spell-like abilities, spell resistance 18; AL none; SV Fort +8, Ref +9, Will +9; AP 0; Rep +0; Str 20, Dex 12, Con 18, Int 7, Wis 12, Cha 15. [B]Skills:[/B] Hide +2, Intimidate +7, Move Silently +4, Swim +7. [B]Feats:[/B] Endurance, Improved Damage Threshold, Improved Grapple, Power Attack, Track. [B]Advancement:[/B] 13-18 HD (Large) or by character classes. [B][SIZE=3]Mudillo (Bioaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Dasypus palustris[/I] [B]Average Length:[/B] 18 feet [B]Habitat:[/B] Boggy forests and swamps [B]Native Range:[/B] Eastern Texas and western Louisiana [B]Diet:[/B] Water plants, eggs, small vertebrates, carrion [B]Threat to Humans:[/B] Medium (Extremely aggressive toward vehicles) Found in the warm and wet region where Texas meets Louisiana, the ornery mudillos are massive armadillos with hippopotamus-like legs and feet, squat but wide faces, and tails that end in a thick bone club. Herds of up to fourteen of these creatures trundle along with little fear of outside forces, as even the few hodags that are still found as far west as the border aren’t stupid enough to take one of these armored tanks on, and can typically be seen waddling around in swamps as they consume cattails, water lilies, and pretty much anything they can cram into their big mouths. Strangely enough, in spite of having no natural predators, mudillos seem to explode into a frenzied panic when vehicles are around, slamming into boats in the water or rapidly clubbing at trucks on land. Caravans that deal in the tense trade between the Texan Republic and Louisiana know to keep to roads and bridges that are not in the path of mudillo herds. [B][U]Species Traits[/U][/B] [B]Bullet Bounce (Ex):[/B] While many armored creatures can take a shot, the strange curvature of the mudillo's thick shell can actually cause bullets to ricochet. In addition to granting damage reduction 10 specifically against ballistic damage, any successful firearm attack on the mudillo effectively allows the mudillo to use the effects of the Skip Shot feat at a random target, even though it technically did not fire the shot and does not have the feat. [B]Fracture (Ex):[/B] On a critical hit by the mudillo's mighty tail club, a creature must make a Reflex save (DC 25) or suffer 1d6 points of Dexterity damage as the bones in their limbs are brutally fractured. Furthermore, a mudillo ignores the first 6 points of hardness on objects or vehicles. [B]Oblivious (Ex):[/B] Mudillos are, to be blunt, pretty dense in more ways than the physical sense. They gain a +4 bonus to saves against mind-affecting effects. [B]Skills:[/B] Mudillos have a +6 bonus to Swim checks. [B]Mudillo:[/B] CR 13; Huge Animal; HD 16d8+80; HP 152; Mas 20; Init -2; Spd 20 ft.; Defense 21, touch 6, flat-footed 21 (-2 size, -2 Dex, +15 natural); BAB +12; Grap +27; Atk +17 melee (1d12+7, tail club); Full Atk +17 melee (1d12+7, tail club); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Bullet bounce, fracture, low-light vision, oblivious; AL none; SV Fort +15, Ref +8, Will +5; AP 0; Rep +0; Str 24, Dex 7, Con 20, Int 2, Wis 11, Cha 4. [B]Skills:[/B] Listen +13, Spot +4, Swim +15. [B]Feats:[/B] None. [B]Advancement:[/B] 17-25 HD (Huge). [B][SIZE=3]Red Runner (Bioaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Geococcyx rufus[/I] [B]Average Length:[/B] 9 feet [B]Habitat:[/B] Plains, scrub, and desert [B]Native Range:[/B] Oklahoma, west Texas, southwestern United States, and northwestern Mexico [B]Diet:[/B] Small vertebrates, seeds, roots, and grasses [B]Threat to Humans:[/B] Low (Skittish and typically non-violent) The red runner is a rust-colored giant roadrunner, not different much from its smaller pre-Change relative. Groups of these birds can be found running across much of the territories of the Arizona Union and Texan Republic, both of whom have domesticated specimens for use as mounts. While too light to be used as pack animals, the speed and agility of the red runner makes it a perfect creature for scouting and traversing large spans of terrain when vehicles either aren’t available or simply wouldn’t be practical. [B][U]Species Traits[/U][/B] Skills: Red runners have a +6 species bonus to Jump checks. [B]Bonus Feats:[/B] Red runners gain Alertness and Run as bonus feats. [B]Red Runner:[/B] CR 1; Large Animal; HD 4d8+4; HP 22; Mas 13; Init +3; Spd 60 ft.; Defense 13, touch 12, flat-footed 10 (-1 size, +3 Dex, +1 natural); BAB +3; Grap +8; Atk +3 melee (1d4+1, bite); Full Atk +3 melee (1d4+1, bite) and -2 melee (1d4, 2 claws); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Low-light vision; AL none; SV Fort +5, Ref +7, Will +2; AP 0; Rep +0; Str 13, Dex 17, Con 13, Int 2, Wis 12, Cha 6. [B]Skills:[/B] Jump +8, Listen +4, Spot +8. [B]Feats:[/B] Run. [B]Advancement:[/B] 5-6 HD (Large). [/QUOTE]
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