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Killer Kangaroos!
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<blockquote data-quote="cidak" data-source="post: 1644796" data-attributes="member: 15493"><p>Like this?</p><p></p><p>Grey Kangaroo</p><p></p><p>Medium Animal </p><p>Hit Dice: 2d8+4 (13 hp) </p><p>Initiative: +2 </p><p>Speed: 50 ft. (10 squares) </p><p>Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 </p><p>Base Attack/Grapple: +1/+6 </p><p>Attack: Bite +4 melee (1d6+3) </p><p>Full Attack: Claw +6 1d4+5, Bite +1 melee (1d4+5) </p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: Kick</p><p>Special Qualities: low light vision, jump </p><p>Saves: Fort +5, Ref +5, Will +0 </p><p>Abilities: Str 20, Dex 14, Con 14, Int 3, Wis 10, Cha 9 </p><p>Skills: Jump + 16, Listen +3, Spot +2 </p><p>Feats: Improved Bull Rush, Improved Overrun</p><p>Environment: Grasslands </p><p>Organization: Solitary, Mob (10-100)</p><p>Challenge Rating: 2 </p><p>Treasure: None </p><p>Alignment: Always neutral </p><p>Advancement: 3–4 HD (Medium); 5–6 HD (Large) </p><p>Level Adjustment: — </p><p>Kangaroo’s live on grassy plains and in light forest. Primarily grazers, they move in Mobs of about 10 to 20, though when food is plentiful they can get up as high as 100. Lone males can often be found moving form Mob to Mob trying to attract mates.</p><p>COMBAT</p><p>Kangaroos are aggressive in protecting their territory and young otherwise tend to let creatures pass. In combat they tend to use their claws and constantly stand tall on their tails to kick combatants.</p><p><strong>Kick (ex):</strong> A Kangaroo can stand on its tail and deliver a kick to a creature using both feet. The kick deals 2d6+7 damage and on a successful Overrun attempt, knocks the defender prone. Because the Kangaroo is standing on its tail and putting its full weight behind the Kick treat the Kangaroo as if it was one size category larger for the Overrun roll.</p><p><strong>Jump (ex):</strong> Kangaroos are not restricted by their height for determining their jump distances.</p><p>Skills: Kangaroos have a +2 racial bonus on Listen and Spot checks and +10 on Jump checks.</p></blockquote><p></p>
[QUOTE="cidak, post: 1644796, member: 15493"] Like this? Grey Kangaroo Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +1/+6 Attack: Bite +4 melee (1d6+3) Full Attack: Claw +6 1d4+5, Bite +1 melee (1d4+5) Space/Reach: 5 ft./5 ft. Special Attacks: Kick Special Qualities: low light vision, jump Saves: Fort +5, Ref +5, Will +0 Abilities: Str 20, Dex 14, Con 14, Int 3, Wis 10, Cha 9 Skills: Jump + 16, Listen +3, Spot +2 Feats: Improved Bull Rush, Improved Overrun Environment: Grasslands Organization: Solitary, Mob (10-100) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 3–4 HD (Medium); 5–6 HD (Large) Level Adjustment: — Kangaroo’s live on grassy plains and in light forest. Primarily grazers, they move in Mobs of about 10 to 20, though when food is plentiful they can get up as high as 100. Lone males can often be found moving form Mob to Mob trying to attract mates. COMBAT Kangaroos are aggressive in protecting their territory and young otherwise tend to let creatures pass. In combat they tend to use their claws and constantly stand tall on their tails to kick combatants. [b]Kick (ex):[/b] A Kangaroo can stand on its tail and deliver a kick to a creature using both feet. The kick deals 2d6+7 damage and on a successful Overrun attempt, knocks the defender prone. Because the Kangaroo is standing on its tail and putting its full weight behind the Kick treat the Kangaroo as if it was one size category larger for the Overrun roll. [b]Jump (ex):[/b] Kangaroos are not restricted by their height for determining their jump distances. Skills: Kangaroos have a +2 racial bonus on Listen and Spot checks and +10 on Jump checks. [/QUOTE]
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