My next project (#5)!

that pretty much matches with what i was thinking. the main difference is likely the flavor text.
 

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well, i'll be durned. ;) sure is the same exact thing; again, the only appreciable difference is the Panic and the other flavor text.

how does this work, is it too awkward as is?

Panic (Ex): When a ELEPHANT is reduced to less than half its hit points it may become panicked and begin to run amok. The elephant must make a Will save (DC 17) to remain under the control of its handler. If it fails, it must execute a double move in a random direction.

A panicked ELEPHANT executes its trample attack against any eligible creature in its path. It continues move in this fashion until it is either killed or its handler regains control of the creature. If the elephant makes the aforementioned saving throw it must make another such save for every minute that it remains at less then half of its hit points.

A handler may regain control of the beast for one round by making a successful Ride check (DC 30). The next round, however, the elephant must make a Will save to see if it returns to its panicked state.

The handler may also choose to kill the elephant before it causes any more harm. If he is equipped with a mallet and stake with such a contingency in mind, he may make a special melee attack against an Armour Class of 7, reflecting the elephants susceptibility to this situation. If he succeeds, the handler has driven the stake through the elephants skull and kills it instantly.
 

There's one point in which it calls the handler a "handle" (right towards the beginning, when explaining the three Medium humanoids), which was slightly confusing. And I think the staking the elephant in the panic text should be replaced with a simple coup de grace (as in, "if the handler so chooses, it can use a mallet and stake to make a coup de grace attempt on the panicking ELEPHANT). Damage as per a warhammer, I'd assume. More elegant.

Demiurge out.
 
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so.... meh?
The handler may also choose to kill the elephant before it causes any more harm. A handler is trained on how to put his elephant down, and often carries a mallet and stake with him with such a contingency in mind. While an elephant is in a panicked state, it is considered helpless in regards to the handler, and if the handler so chooses, he can use a mallet and stake to make a coup de grace attempt on the panicking elephant.


i'm not going to worry about that wacky "ability" though in truth it probably makes more sense as flavor text. i honestly don't feel like expending the effort into making it make sense though. :p
 


i can fix spelling mistakes, bad grammar, rules changes, bad math, and things like that relatively easy, but wacky ideas are hard to fix. ;)

next!

for some reason this book liked to add the LA line to humanoids but then state that they don't have one. :\

#3
Medium-size Humanoid
Hit Dice: 2d8+2(10hp)
Initiative: +1
Speed: 30-ft. (6 Squares)
Armor Class: 14 (+1 Dex, +3 Studded Leather Armor)
Base Attack/Grapple: +1/+3
Attack: Longsword +3 melee, composite longbow +2 ranged
Full Attack: Longsword+3 melee (ld8+2), composite longbow +2 ranged (Id8)
Space/Reach: 5-ft. by 5-ft./5-ft.
Special Attacks: -
Special Qualities: Darkvision 60-ft., heightened tracking
Saves: Fort +1, Ref+4, Will +1
Abilities: Str 14, Dex 12, Con 12, Int 12, Wis 12, ChalO
Skills: Gather Information +1, Hide +2, Listen +2, Move Silently +2, Search +2, Spot +2, Survival +2
Feats: Track
Environment: Any land or underground
Organization: Gang (2-4), squad (11-20 plus 2 3rd level sergeants and 1 leader of 3rd to 6th level) or band (30-100 plus 150% non-combatants plus 1 3rd level sergeant per 10 adults, 5 5th level lieutenants and 3 7th level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: -
TRACKER are natural-born trackers; every one of their instincts and distinctive physical features amplifies the sensory skills that they require to hunt down their prey or those who would wish to elude them. They are exceptionally agile and their low-slung bodies allow them to move quickly while remaining partially hidden. They have large eyes that enable them to see unusually well in dim light, with heavy lids that also allow them to shut out the glare of excessively bright conditions. Their wide, flared nostrils give them a keen sense of smell and they have a wider range of hearing than most other races.
As might be expected, TRACKER are in much demand as scouts, trackers and bounty hunters and they are generally quite content to market themselves as such. They can operate independently and veteran TRACKER trackers prefer to do so. They are also known to work in teams under the direction of a veteran of their own kind or others whose authority they recognise, in which case they function more or less like a pack of intelligent bloodhounds.
TRACKER speak Common and one other additional language.
Combat
TRACKER are experienced and versatile small-group tacticians. They understand how to make the best use of terrain, weaponry and any other advantages they believe they have over their foe. They will not charge in to combat if they can see they are outnumbered, attacking under cover of darkness by preference using their darkvision to full effect. They are far from stupid and entirely capable of executing complex tactical maneuvers.
Heightened Tracking (Ex): A TRACKER receives a +5 competency bonus to its Survival check when it uses its Track feat. Also, if a group of TRACKER are tracking they have the option of combining their efforts into a single roll with a +5 competency bonus for the leader of the hunt with each additional tracker adding an additional +2 to this roll.
TRACKER Society
TRACKER live in large tribal groups from which mercenaries may be recruited. Anyone wishing to hire TRACKER must negotiate their services with the tribe's chief, if negotiations are successful, the chief selects those of the tribe who will take part in the mission with any prospective mercenaries having no say in the matter.
Young TRACKER also leave their tribes to seek their fortune in the world. However, the wider world does not always receive them as they would like, but it is not impossible for a skilled tracker to make a career for themselves.
TRACKER worship the goddess of the hunt who is said to take pity on those who are lost and in search of food. They interpret her blessing rather liberally to include those who make their living in any form of hunting or tracking.
 

BOZ said:
Cha 10 (I just love scanners) :D
Heightened Tracking (Ex): A TRACKER receives a +5 competency bonus to its Survival check when it uses its Track feat. Also, if a group of TRACKER are tracking they have the option of combining their efforts into a single roll with a +5 competency bonus for the leader of the hunt with each additional tracker adding an additional +2 to this roll.
May wish to put a cap on how many TRACKERS can help. Also refresh my mind to competency bonuses stack?

Regards,
Mortis
 

You could change the heightened tracking to something more like "a TRACKER who who is aided (as per the aid another action) gains a +5 competence bonus to the Survival roll in addition to the normal bonuses granted by the action".

Oh, and LA +1 to +2 for heightened tracking (which isn't much) and unbalanced ability scores (which are).

Demiurge out.
 

Mortis said:
Cha 10 (I just love scanners) :D

actually, this creature has an ability score called Chalo to replace Charisma. ;)

Mortis said:
May wish to put a cap on how many TRACKERS can help. Also refresh my mind to competency bonuses stack?

demiurge1138 said:
You could change the heightened tracking to something more like "a TRACKER who who is aided (as per the aid another action) gains a +5 competence bonus to the Survival roll in addition to the normal bonuses granted by the action".

i'll have a look at that. yes, a bonus can quickly get out of hand - if there were 10 tracking, it would be almost impossible to fail. ;)
 
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OK, I think this could really just be made into skill bonuses and flavor text. Wolves and other canine creatures get a flat bonus to tracking, so we can do the same for these guys (albeit slightly differently; there is no bonus from scent, but more of an inborn racial ability to track creatures).

If we're going to use the aid another rules for skill checks as written (PHB p65), which I think is a good idea, then there is no need to have this as any sort of special ability since it's a standard rule. :) and it does seem like any number of creatures can add a +2 to the roll, if they succeed on their own check first.

Sound reasonable if we go with this?

Skills: * A TRACKER has a +5 racial bonus on Survival checks when using its Track feat.

A group of TRACKERs have the option of combining their efforts into a single Survival skill check using the Aid Another action (see Player's Handbook, Chapter 4) when tracking.
 

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