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March Movie Monster Mayhem Marathon Late Entry: Talking Donkey.
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<blockquote data-quote="Krishnath" data-source="post: 2147614" data-attributes="member: 56"><p><span style="color: aqua"><strong><u>Donkey, Talking </u></strong></span></p><p><span style="color: aqua"><strong>Medium Magical Beast </strong></span></p><p><span style="color: aqua"><strong>Hit Dice:</strong> 4d10+4 (26 hp)</span></p><p><span style="color: aqua"><strong>Initiative:</strong> +1</span></p><p><span style="color: aqua"><strong>Speed:</strong> 30’ (6 squares)</span></p><p><span style="color: aqua"><strong>Armor Class:</strong> 13 (+1 Dex, +2 natural)</span></p><p><span style="color: aqua"><strong>Base Attack/Grapple:</strong> +4/+4</span></p><p><span style="color: aqua"><strong>Attack:</strong> Bite +4 melee (1d2)</span></p><p><span style="color: aqua"><strong>Full Attack:</strong> Bite +4 melee (1d2)</span></p><p><span style="color: aqua"><strong>Space/Reach:</strong> 5’/5’</span></p><p><span style="color: aqua"><strong>Special Attacks:</strong> -</span></p><p><span style="color: aqua"><strong>Special Qualities:</strong> Low-light vision, Scent,</span></p><p><span style="color: aqua"><strong>Saves:</strong> Fort +4, Ref +5, Will +1,</span></p><p><span style="color: aqua"><strong>Abilities:</strong> Str 10, Dex 13, Con 12, Int 11, Wis 11, Cha 7,</span></p><p><span style="color: aqua"><strong>Skills:</strong> Balance +7 (+2 racial), Listen +7 (+2), Spot +7 (+2),</span></p><p><span style="color: aqua"><strong>Feats:</strong> Endurance, Alertness,</span></p><p><span style="color: aqua"><strong>Environment:</strong> Temperate Land</span></p><p><span style="color: aqua"><strong>Organization:</strong> Solitary</span></p><p><span style="color: aqua"><strong>Challenge Rating:</strong> 2</span></p><p><span style="color: aqua"><strong>Treasure:</strong> Standard</span></p><p><span style="color: aqua"><strong>Alignment:</strong> Usually Neutral Good</span></p><p><span style="color: aqua"><strong>Advancement:</strong> By character class</span></p><p><span style="color: aqua"><strong>LA:</strong> +2</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><em>“This creature resembles an ordinary donkey save for two features, its stupid grin and its inability to be silent.”</em></span></p><p><span style="color: aqua"><em>“Hey who are you calling stupid, and I can be silent.”</em></span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">A talking donkey, although annoying, has a good heart and is a loyal friend.</span></p><p><span style="color: aqua"><em>“That’s me!” </em></span></p><p><span style="color: aqua">A talking donkey speaks common, and usually wont shut up. </span></p><p><span style="color: aqua">Exceptional talking donkeys learn additional languages.</span></p><p><span style="color: aqua"><strong>Carrying Capacity:</strong> Like its common counterpart the talking donkey can be used as a pack animal.</span></p><p><span style="color: aqua"><em>“Hey I ain’t nobody’s pack animal!” </em></span></p><p><span style="color: aqua">A light load for a talking donkey is up to 50 pounds; a medium load 51-100 pounds; and a heavy load 101-150 pounds. A donkey can drag 750 pounds.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong>Combat: </strong></span></p><p><span style="color: aqua">A Talking donkey is usually a cowardly creature.</span></p><p><span style="color: aqua"><em>“I am not, I just don’t like to fight that’s all. Hey what is this?” </em></span></p><p><span style="color: aqua"><em>“DON’T TOUCH THAT!”</em></span></p><p><span style="color: aqua"><em>*crash*</em></span></p><p><span style="color: aqua"><em>“ow.” </em></span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong>Talking Donkey Characters: </strong></span></p><p><span style="color: aqua">Talking donkeys usually advance in the expert class, but talking donkey clerics or fighters are not unheard of. Occasionally a talking donkey will advance as a druid or wizard.</span></p><p><span style="color: aqua"><em>“I like it here, we should be best friends, and we could have a sleepover, and tomorrow I’m making pancakes!”</em></span></p><p><span style="color: aqua"><em>“That’s not a good idea, we haven’t got any syrup.”</em></span></p><p><span style="color: aqua"><em>“WHAT DO YOU MEAN WE DON’T HAVE ANY SYRUP”?</em></span></p><p><span style="color: aqua">Talking Donkey characters possess the following racial traits:</span></p><p><span style="color: aqua">- Dexterity +2, Constitution +2, Charisma –4,</span></p><p><span style="color: aqua">- Size Medium.</span></p><p><span style="color: aqua">- A talking donkeys base land speed is 30’.</span></p><p><span style="color: aqua">- Lowlight vision</span></p><p><span style="color: aqua">- Scent</span></p><p><span style="color: aqua">- Racial Hit Dice: A talking donkey starts with four levels of magical beast, which provide 4d10 HD, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.</span></p><p><span style="color: aqua">- Racial Skills: A talking donkeys magical beast levels give it skill points equal to 7 x (2+Int modifier). It’s class skills are Balance, Listen, and Spot.</span></p><p><span style="color: aqua">- Racial Feats: A talking donkeys magical beast levels gives it two feats.</span></p><p><span style="color: aqua">- +2 natural armor.</span></p><p><span style="color: aqua">- Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling, and Sylvan.</span></p><p><span style="color: aqua">- Favored Class: Druid.</span></p><p><span style="color: aqua">- Level Adjustment: +2</span></p></blockquote><p></p>
[QUOTE="Krishnath, post: 2147614, member: 56"] [color=aqua][b][u]Donkey, Talking [/u] Medium Magical Beast Hit Dice:[/b] 4d10+4 (26 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 30’ (6 squares) [b]Armor Class:[/b] 13 (+1 Dex, +2 natural) [b]Base Attack/Grapple:[/b] +4/+4 [b]Attack:[/b] Bite +4 melee (1d2) [b]Full Attack:[/b] Bite +4 melee (1d2) [b]Space/Reach:[/b] 5’/5’ [b]Special Attacks:[/b] - [b]Special Qualities:[/b] Low-light vision, Scent, [b]Saves:[/b] Fort +4, Ref +5, Will +1, [b]Abilities:[/b] Str 10, Dex 13, Con 12, Int 11, Wis 11, Cha 7, [b]Skills:[/b] Balance +7 (+2 racial), Listen +7 (+2), Spot +7 (+2), [b]Feats:[/b] Endurance, Alertness, [b]Environment:[/b] Temperate Land [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 2 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually Neutral Good [b]Advancement:[/b] By character class [b]LA:[/b] +2 [I]“This creature resembles an ordinary donkey save for two features, its stupid grin and its inability to be silent.” “Hey who are you calling stupid, and I can be silent.”[/I] A talking donkey, although annoying, has a good heart and is a loyal friend. [I]“That’s me!” [/I] A talking donkey speaks common, and usually wont shut up. Exceptional talking donkeys learn additional languages. [b]Carrying Capacity:[/b] Like its common counterpart the talking donkey can be used as a pack animal. [I]“Hey I ain’t nobody’s pack animal!” [/I] A light load for a talking donkey is up to 50 pounds; a medium load 51-100 pounds; and a heavy load 101-150 pounds. A donkey can drag 750 pounds. [b]Combat: [/b] A Talking donkey is usually a cowardly creature. [I]“I am not, I just don’t like to fight that’s all. Hey what is this?” “DON’T TOUCH THAT!” *crash* “ow.” [/I] [b]Talking Donkey Characters: [/b] Talking donkeys usually advance in the expert class, but talking donkey clerics or fighters are not unheard of. Occasionally a talking donkey will advance as a druid or wizard. [I]“I like it here, we should be best friends, and we could have a sleepover, and tomorrow I’m making pancakes!” “That’s not a good idea, we haven’t got any syrup.” “WHAT DO YOU MEAN WE DON’T HAVE ANY SYRUP”?[/I] Talking Donkey characters possess the following racial traits: - Dexterity +2, Constitution +2, Charisma –4, - Size Medium. - A talking donkeys base land speed is 30’. - Lowlight vision - Scent - Racial Hit Dice: A talking donkey starts with four levels of magical beast, which provide 4d10 HD, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +1. - Racial Skills: A talking donkeys magical beast levels give it skill points equal to 7 x (2+Int modifier). It’s class skills are Balance, Listen, and Spot. - Racial Feats: A talking donkeys magical beast levels gives it two feats. - +2 natural armor. - Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling, and Sylvan. - Favored Class: Druid. - Level Adjustment: +2[/color] [/QUOTE]
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