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<blockquote data-quote="BOZ" data-source="post: 2675167" data-attributes="member: 1241"><p>sounds good to me.</p><p></p><p>#75</p><p>LA? It has balanced ability scores, natural armor, and a powerful SA. the original text marks them as only ECL 4.</p><p></p><p>Needs another feat, also.</p><p></p><p>Medium-Size Humanoid (DUDE)</p><p>HitDice: 3d8(13hp)</p><p>Initiative: +0</p><p>Speed: 30 ft.</p><p>AC: 13 (+2 leather,+1 natural)</p><p>Attacks: Longsword +3 melee</p><p>Damage: Longsword Id8+1</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Conj ure storm</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort + l,Ref+3, Will + 1</p><p>Abilities: Str 12,Dex 10,Con 11, Int10,Wis 11,Cha 10</p><p>Skills: Listen+5, Spot+5</p><p>Feat: Alertness</p><p>Climate/Terrain: Temperate mountains and hills</p><p>Organization: Pair or gang(3-6)</p><p>Challenge Rating: 2</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: By character class</p><p>DUDEs dwell high in the mountains and hills away from civilization. They are hunters by nature and spend their time hunting and trapping game, though they never do so to an abundance, only enough to sustain themselves. They are isolationists and solitary, rarely found in groups of more than 6 individuals. DUDEs wear leather armor and furs. They keep their hair long and males have long beards. Their hair color and eye color range across the spectrum just as a normal human, though most tend to have dark hair and eyes. DUDEs? skin is sapphire-blue in color.</p><p>COMBAT</p><p>DUDEs prefer to avoid combat, but if provoked, they open combat using their longswords, attempting to slay their opponents before escaping to their lair. If melee goes against a DUDE, it alters the weather and attempts to escape.</p><p>Conjure Storm (Su): Once per day, as a standard action, a DUDE can alter the weather in a 500-foot radius. The weather changes are immediate and remain for 1 minute before returning to their previous state. In the first and second round (and ninth and tenth rounds), the weather is strong; in the third and fourth rounds (and seventh and eighth rounds), the weather is severe; and in the fifth and sixth rounds,the weather is intense. The inclement weather conjured by the DUDE takes the form of heavy rain and wind and has the following effects:</p><p>Rounds 1-2, 9-10: Strong wind (25 mph) and rain impose a -2 circumstance penalty to ranged attacks and Listen, Search, and Spot checks and automatically extinguish small flames (candles, torches, and the like). Tiny or smaller creatures are knocked down if they fail a Fortitude save (DC 10), while Tiny or smaller flying creatures are blown backwards 2d6 x 10 feet and sustain 2d6 points of subdual damage if they fail a Fortitude save (DC 10). Visibility is reduced by one-quarter.</p><p>Rounds 3?4, 7-8: The wind and rains increase to severe (45 mph winds) and impose a -4 circumstance penalty to ranged attacks and Listen, Search, and Spot checks (these penalties replace the penalties above) and automatically extinguish unprotected flames and have a 50% chance of extinguishing protected flames (lanterns for example). Tiny creatures are blown backwards Id4 x 10 feet, sustaining Id4 points of subdual damage per 10 feet if they fail a Fortitude save (DC 15), while Tiny flying creatures are blown backwards 2d6 x 10 feet and take 2d6 points of subdual damage if they fail a Fortitude save (DC 15). Small creatures are knocked down, and Small flying creatures are blown back Id6 x 10 feet. Medium-size creatures cannot move against the wind, and Medium-size flying creatures are blown back Id6 x 5 feet. Visibility is reduced by one-half.</p><p>Rounds 5-6: The wind and rains increase to intense (65 mph winds) and make ranged attacks impossible (except with siege weapons, which suffer a -4 circumstance penalty). Listen, Search, and Spot checks suffer a -8 circumstance penalty. Protected and unprotected flames are both automatically extin- guished. Small or smaller creatures are blown backwards Id4 x 10 feet and take Id4 points of damage per 10 feet if they fail a Fortitude save (DC 18); Small or smaller flying creatures are blown backwards 2d6 x 10 feet and take 2d6 points of damage if they fail a Fortitude save (DC 18). Medium-size creatures are knocked down Medium-size flying creatures are blown backwards Id6 x 10 feet. Large or Huge creatures are restrained from moving against the winds, while Large or Huge flying creatures are blown back Id6 x 5 feet. Visibility is reduced by three-quarters.</p><p>DUDE CHARACTERS</p><p>The DUDE?s favored class is wizard. DUDE leaders are usually wizard/fighter.</p><p>DUDE clerics worship na-ture or weather deities and can choose two of the following domains: Air, Evil, and Water.</p><p>PLAYER CHARACTER STORM WARDENS</p><p>DUDE characters have +2 Str. They are ECL 4.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2675167, member: 1241"] sounds good to me. #75 LA? It has balanced ability scores, natural armor, and a powerful SA. the original text marks them as only ECL 4. Needs another feat, also. Medium-Size Humanoid (DUDE) HitDice: 3d8(13hp) Initiative: +0 Speed: 30 ft. AC: 13 (+2 leather,+1 natural) Attacks: Longsword +3 melee Damage: Longsword Id8+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Conj ure storm Special Qualities: Low-light vision Saves: Fort + l,Ref+3, Will + 1 Abilities: Str 12,Dex 10,Con 11, Int10,Wis 11,Cha 10 Skills: Listen+5, Spot+5 Feat: Alertness Climate/Terrain: Temperate mountains and hills Organization: Pair or gang(3-6) Challenge Rating: 2 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class DUDEs dwell high in the mountains and hills away from civilization. They are hunters by nature and spend their time hunting and trapping game, though they never do so to an abundance, only enough to sustain themselves. They are isolationists and solitary, rarely found in groups of more than 6 individuals. DUDEs wear leather armor and furs. They keep their hair long and males have long beards. Their hair color and eye color range across the spectrum just as a normal human, though most tend to have dark hair and eyes. DUDEs? skin is sapphire-blue in color. COMBAT DUDEs prefer to avoid combat, but if provoked, they open combat using their longswords, attempting to slay their opponents before escaping to their lair. If melee goes against a DUDE, it alters the weather and attempts to escape. Conjure Storm (Su): Once per day, as a standard action, a DUDE can alter the weather in a 500-foot radius. The weather changes are immediate and remain for 1 minute before returning to their previous state. In the first and second round (and ninth and tenth rounds), the weather is strong; in the third and fourth rounds (and seventh and eighth rounds), the weather is severe; and in the fifth and sixth rounds,the weather is intense. The inclement weather conjured by the DUDE takes the form of heavy rain and wind and has the following effects: Rounds 1-2, 9-10: Strong wind (25 mph) and rain impose a -2 circumstance penalty to ranged attacks and Listen, Search, and Spot checks and automatically extinguish small flames (candles, torches, and the like). Tiny or smaller creatures are knocked down if they fail a Fortitude save (DC 10), while Tiny or smaller flying creatures are blown backwards 2d6 x 10 feet and sustain 2d6 points of subdual damage if they fail a Fortitude save (DC 10). Visibility is reduced by one-quarter. Rounds 3?4, 7-8: The wind and rains increase to severe (45 mph winds) and impose a -4 circumstance penalty to ranged attacks and Listen, Search, and Spot checks (these penalties replace the penalties above) and automatically extinguish unprotected flames and have a 50% chance of extinguishing protected flames (lanterns for example). Tiny creatures are blown backwards Id4 x 10 feet, sustaining Id4 points of subdual damage per 10 feet if they fail a Fortitude save (DC 15), while Tiny flying creatures are blown backwards 2d6 x 10 feet and take 2d6 points of subdual damage if they fail a Fortitude save (DC 15). Small creatures are knocked down, and Small flying creatures are blown back Id6 x 10 feet. Medium-size creatures cannot move against the wind, and Medium-size flying creatures are blown back Id6 x 5 feet. Visibility is reduced by one-half. Rounds 5-6: The wind and rains increase to intense (65 mph winds) and make ranged attacks impossible (except with siege weapons, which suffer a -4 circumstance penalty). Listen, Search, and Spot checks suffer a -8 circumstance penalty. Protected and unprotected flames are both automatically extin- guished. Small or smaller creatures are blown backwards Id4 x 10 feet and take Id4 points of damage per 10 feet if they fail a Fortitude save (DC 18); Small or smaller flying creatures are blown backwards 2d6 x 10 feet and take 2d6 points of damage if they fail a Fortitude save (DC 18). Medium-size creatures are knocked down Medium-size flying creatures are blown backwards Id6 x 10 feet. Large or Huge creatures are restrained from moving against the winds, while Large or Huge flying creatures are blown back Id6 x 5 feet. Visibility is reduced by three-quarters. DUDE CHARACTERS The DUDE?s favored class is wizard. DUDE leaders are usually wizard/fighter. DUDE clerics worship na-ture or weather deities and can choose two of the following domains: Air, Evil, and Water. PLAYER CHARACTER STORM WARDENS DUDE characters have +2 Str. They are ECL 4. [/QUOTE]
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