My next project (#5)!


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those spells are in Encyclopedia Arcane: Elementalism if you're at all familiar with that book.


need an LA, but then it is basically done.
 
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CHARGing right on ahead...

#15
Large Magical Beast
Hit Dice: 7dl0(60hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 40-ft. (8 Squares)
Armor Class: 22 (-1 Size, +13 Natural Armor)
Base Attack/G r apple: +61+14
Attack: Gore +10 melee, hoof+9 melee
Full Attack: Gore +10 melee (2d8+4), 2 hooves +9 melee (ldl0+4)
Space/Reach: 5-ft. by 10-ft./5-ft.
Special Attacks: Charge
Special Qualities: Immunities, scent
Saves: Fort +7, Ref+5, Will +6
Abilities: Str 18, Dex 10, Con 16, Int 16, Wis 16,Chal3
Skills: Listen +8, Spot +9
Feats: Power Attack, Improved Bull Rush, Cleave
Environment: Any
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always Lawful Good
Advancement: 5-8 HD (Large)
Level Adjustment: -
The BULL looks like an abnormally large white or gray bull. They are, however, an highly intelligent race of noble creatures. Centuries ago, BULLs and minotaurs dwelt in the same communities. Although not of the same species, their ancestors may have been similar. For some reason, the two became bitter enemies and will almost always kill each other on sight.
If approached openly, a BULL is courteous, if wary. Poachers have hunted the BULL for its horns, which are used as spell components for mind shielding magic.
BULLs can speak both common and their own language.
BULLs are very intelligent, but are formidable foes in melee. If they attack, it is usually with a charge, followed by a destructive hoof.
Charge (Ex): BULLs have a devastating charge attack. If they have at least 30-ft. to charge, the attack causes 6d8+12 to one or two opponents if using their Cleave feat.
Immunities: BULLs are immune to all mind affecting spells.
Skills: BULLs receive a +3 racial bonus to Search, Spot and Listen checks.
 

Base Attack should be +7, looks like they included the size penalty for large.

Hooves should be +4 melee.

Space/ Reach: 10 ft./ 5 ft. ?

Fort should be +7
Will should be +5

It gets 50 skill points

Gain Darkvision 60 ft. and low light vision.

Regards
Mortis
 

The skill ranks are seriously underrepresented - they have 5, but they ought to have 50! I'm going to remove the racial bonuses and just let the ranks stand. I'll max them out (10 ranks each) for Listen, Search and Spot and two more. Which other skills seem a good choice? They are quadrupedal relations of minotaurs, so maybe Intimidate for one?

How about that charge attack; should it allow for a Cleave, or should I just copy what the minotaur has for Powerful Charge?
 

Intimidate and Diplomacy. They are LG, after all.

And remove that stuff about cleaving. Of course if the powerful charge drops a foe, it can cleave! That sentence is redundant and confusing. Giving them Powerful Charge ala a minotaur makes perfect sense.

Demiurge out.
 


i went with this. looks good? :)

Powerful Charge (Ex): A BULL has a devastating charge attack that it can use if the BULL has at least 30 feet to charge. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +10 attack bonus that deals 6d8+6 points of damage.


with faith that it is done or almost done, i post the next critter...

#16
Medium-size Humanoid (Orc)
Hit Dice: Id8+1 (5 hp)
Initiative: +2
Speed: 30-ft. (6 Squares)
Armor Class: 15 (+2 Dex, +3 Studded Leather)
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee, longbow +3 ranged
Full Attack: Longsword +2 melee (Id8+1), longbow +3 ranged (Id8)
Space/Reach: 5-ft. by 5-ft./5-ft.
Special Attacks: Spell like ability
Special Qualities: Darkvision 6O-ft, elusiveness
Saves: Fort+3, Ref+2, Will+0
Abilities: Str 12, Dex 14, Con 12, Int 11, Wis 11, ChalO
Skills: Hide +4, Listen +2, Spot +2
Feats: Dodge
Environment: Desert
Organization: Raiding party (2-7 plus 1 3rd level leader) or clan (8-16 plus 1 3rd level leader and 2nd level lieutenants, plus 150% non-combatants)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class
Level Adjustment: -
DUDE are lean, wiry humanoids distinctive for their speed, stealth and cunning. They carve out nomadic existences in the wastes and deserts of the world, raiding and scavenging whenever they come upon settled peoples trying to establish more substantial livings. In other words they are a marginal race who inhabit equally marginal lands as best they know how.
As such, however, DUDE make themselves nuisances to those townsfolk and villagers whose livelihoods they try to share. Local authorities hunt DUDE thieves, both real and suspected, mercilessly. DUDE raiders inspire both fear and hatred out of proportion to the actual damage they inflict. Down through the generations, however, they have adapted, so that they know how to hide and elude better than most and they are notoriously hard to track.
DUDE speak Common and Orcish.
Combat
DUDE always prefer to strike from ambush, firing their composite longbows from cover until their foes no longer represent any threat. They do not like to engage in melee combat unless absolutely necessary and even then they try to flank or surprise their opponents. When attacking a fixed position, such a village, they prefer to use stealth and discourage their enemies by firing arrows from cover, often moving from covered position to covered position to create confusion. If their opponent makes a determined attempt to engage them in melee, DUDE raiders will withdraw rather than slug it out, even if they have not taken what they wanted yet. This elusiveness is one reason why the targets of DUDE raids despise then so intensely.
Elusiveness (Ex): DUDE leave unusually light footprints, partly due to training and partly due to the way in which weight is distributed throughout their bodies. Anyone using the Track feat to try to locate DUDE receives a -5 circumstance penalty to the Survival skill.
Semi-Blur (Sp): Once per day, a DUDE may perform an evasive manoeuvre so effective that it looks like a blur. This effect behaves exactly like the blur spell, except that it lasts for no longer than one minute. Also the shrieking troll can only activate this ability during a round in which it moves and it ends on the first round thereafter in which it does not move or in one minute, whichever comes first.
DUDE Society)
DUDE travel in clans no larger than a modest extended family, headed by the dominant male. The clan is the focal point of every DUDE allegiance. However, clans may form alliances, almost always temporary and subject to change at a moment's notice, with each other to accomplish a goal that is too large for any one of them.
DUDE worship a desert god they call Kalaka. Kalaka is an exceedingly hard deity whose blessing consists of allowing his followers to live another day without suffering his wrath and whose displeasure manifests itself in searing siroccos that materialise without warning.
 

The Powerful Charge looks good.

Are these 1st level warrior DUDEs? Frankly, I'd just give them blur as a spell-like ability. If you want to keep the odd semi-blur, how about:

Semi-Blur (SP): Once per day, a DUDE may move so swiftly as to blur the air around it. This effect behaves exactly like the blur spell (CL 1st), except that it can only activate this ability during a round in which it moves. If the DUDE does not move more than 5ft each round, the blur effect ends.

Give them a +2 LA. Semi-blur is fairly powerful, as are the unbalanced ability scores.

Assuming 1st level warrior, they should have 8 skill points, but they only have 6. Increase both the Listen and Spot by 1 to balance it out.

Demiurge out.
 

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