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<blockquote data-quote="Don Ventresca" data-source="post: 4184896" data-attributes="member: 65142"><p>Umh I had an Idea to start a somewhat Mario/Nintendo based RPG so heres what I've got as of 5:00 today ...</p><p></p><p>Koopa</p><p></p><p>Small Humanoid (Reptilian)</p><p>HD: 1d12-1 (10hp)</p><p>Initiative: -3</p><p>Speed: 15ft (3 squares)</p><p>Armor Class: 15 (+1 size +2 Dex +2 natural), touch 13, flat-footed 13</p><p>Base Attack/Grapple: +1 / -3</p><p>Attack: Bite +1 melee (1d6) or Handaxe + 2 melee (1d6) or Slam +2 melee (2d8)</p><p>Full Attack: Bite +1 melee (1d6) and Handaxe +3 melee (1d6) or Bite +1 melee (1d6) and Slam +2 melee (2d8)</p><p>Special Attacks: -</p><p>Special Qualities: Hold Breath</p><p>Space/Reach: 5ft / 5ft</p><p>Saves: Fort +1 Ref +2 Will +0</p><p>Abilities: Str 10, Dex 14, Con 12, Int 8, Wis 8, Cha 11</p><p>Skills: Animal Empathy +0, Climb +0, Handle Animal +0, Hide +6, Listen -1, Move Silently +2, Sense Motive +1, Swim +1, and Tumble +2</p><p>Feats: -</p><p>Environment: Warm Marshes</p><p>Organization: Stragglers (2-3), troop (6-10 plus 75% noncombatants plus one bowser of 3rd to 6th level), tribe (30-60 plus 100% noncombatants plus two hammers of 3rd to 6th level and 1 bowser of 6th to 10th level) or a clan (60-80 plus 250% noncombatants plus 4th to 8th level hammers and 1 bowser of 8th to 12th level) </p><p>CR: 1</p><p>Treasure: 80% coins; 20% goods</p><p>Alignment: Neutral</p><p>Advancement: 2-3 HD (Small); 4-5 (Medium)</p><p>Level Adjustment: </p><p></p><p>This small humanoid looks like a cross between a poorly built human and a turtle. It has a big shell on its back, a stumpy protruding tail, and dirty clawing hands</p><p></p><p>Koopa Society</p><p></p><p>Koopas are short, stocky, reptilian humanoids with yellow scales, green shells and modestly peaceful if not worrisome and whimsical personalities. That is if the current Bowser (King/Dominate species) is a Tyrant, (as they often are). Under those circumstances Koopas become totally different beings, attacking everything not cold blooded.</p><p>They often live in hill side villages hosing to be cut off from the rest of the world. They are good carpenters and are always building something new. Guard Towers are located 200yrds in each direction with wooden walls connecting them. 300yrd’s away from the aforementioned towers there is another circle of towers marking the outer limits of the town.</p><p></p><p></p><p>Combat</p><p></p><p>Koopas like there distant relatives the Kobolds always attack in over abundant numbers, even if there is no apparent danger. If a presumed enemy is near Koopas will spend hours setting up traps, then lure the prey into there plans. The typical trap is usually a pit fall of some sort with awaiting Koopas at the bottom.</p><p>If that doesn’t work they will flee following the solemn motto of: Only the strong survive.</p><p>They begin the fight sending in the weakest troops as a distraction and have the strongest circle round back for a surprise attack. </p><p>Light Sensitivity: Koopas are dazzled in bright sunlight or within the radius of a daylight spell.</p><p></p><p>Koopa as Characters</p><p></p><p>Most Koopa prefer to stay at home but the few that decide to wander often become fighters or druids. Koopa clerics worship there clan’s bowser. A Koopa cleric has access to two of the following domains: Community, Trickery, or War. Koopa characters possess the following traits: </p><p></p><p>- +2 Dex, +1 Cha</p><p>- Small size. +1 to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters</p><p>- A Koopa’s base land speed is 15feet. However, Koopas can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load</p><p>- +1 racial attack bonus on bearded and mustachioed humanoids</p><p>- +1 racial dodge bonus to Armor Class against creatures of fire subtype </p><p>- +2 racial bonus on Sense Motives checks</p><p>- +1 racial bonus on Swim checks</p><p>- Automatic Languages: Common, Koopa Bonus Languages: Draconic</p><p>- Favored Class: None</p><p></p><p>Theres a joke or two in there but I think it looks OK ...</p></blockquote><p></p>
[QUOTE="Don Ventresca, post: 4184896, member: 65142"] Umh I had an Idea to start a somewhat Mario/Nintendo based RPG so heres what I've got as of 5:00 today ... Koopa Small Humanoid (Reptilian) HD: 1d12-1 (10hp) Initiative: -3 Speed: 15ft (3 squares) Armor Class: 15 (+1 size +2 Dex +2 natural), touch 13, flat-footed 13 Base Attack/Grapple: +1 / -3 Attack: Bite +1 melee (1d6) or Handaxe + 2 melee (1d6) or Slam +2 melee (2d8) Full Attack: Bite +1 melee (1d6) and Handaxe +3 melee (1d6) or Bite +1 melee (1d6) and Slam +2 melee (2d8) Special Attacks: - Special Qualities: Hold Breath Space/Reach: 5ft / 5ft Saves: Fort +1 Ref +2 Will +0 Abilities: Str 10, Dex 14, Con 12, Int 8, Wis 8, Cha 11 Skills: Animal Empathy +0, Climb +0, Handle Animal +0, Hide +6, Listen -1, Move Silently +2, Sense Motive +1, Swim +1, and Tumble +2 Feats: - Environment: Warm Marshes Organization: Stragglers (2-3), troop (6-10 plus 75% noncombatants plus one bowser of 3rd to 6th level), tribe (30-60 plus 100% noncombatants plus two hammers of 3rd to 6th level and 1 bowser of 6th to 10th level) or a clan (60-80 plus 250% noncombatants plus 4th to 8th level hammers and 1 bowser of 8th to 12th level) CR: 1 Treasure: 80% coins; 20% goods Alignment: Neutral Advancement: 2-3 HD (Small); 4-5 (Medium) Level Adjustment: This small humanoid looks like a cross between a poorly built human and a turtle. It has a big shell on its back, a stumpy protruding tail, and dirty clawing hands Koopa Society Koopas are short, stocky, reptilian humanoids with yellow scales, green shells and modestly peaceful if not worrisome and whimsical personalities. That is if the current Bowser (King/Dominate species) is a Tyrant, (as they often are). Under those circumstances Koopas become totally different beings, attacking everything not cold blooded. They often live in hill side villages hosing to be cut off from the rest of the world. They are good carpenters and are always building something new. Guard Towers are located 200yrds in each direction with wooden walls connecting them. 300yrd’s away from the aforementioned towers there is another circle of towers marking the outer limits of the town. Combat Koopas like there distant relatives the Kobolds always attack in over abundant numbers, even if there is no apparent danger. If a presumed enemy is near Koopas will spend hours setting up traps, then lure the prey into there plans. The typical trap is usually a pit fall of some sort with awaiting Koopas at the bottom. If that doesn’t work they will flee following the solemn motto of: Only the strong survive. They begin the fight sending in the weakest troops as a distraction and have the strongest circle round back for a surprise attack. Light Sensitivity: Koopas are dazzled in bright sunlight or within the radius of a daylight spell. Koopa as Characters Most Koopa prefer to stay at home but the few that decide to wander often become fighters or druids. Koopa clerics worship there clan’s bowser. A Koopa cleric has access to two of the following domains: Community, Trickery, or War. Koopa characters possess the following traits: - +2 Dex, +1 Cha - Small size. +1 to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters - A Koopa’s base land speed is 15feet. However, Koopas can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load - +1 racial attack bonus on bearded and mustachioed humanoids - +1 racial dodge bonus to Armor Class against creatures of fire subtype - +2 racial bonus on Sense Motives checks - +1 racial bonus on Swim checks - Automatic Languages: Common, Koopa Bonus Languages: Draconic - Favored Class: None Theres a joke or two in there but I think it looks OK ... [/QUOTE]
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