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<blockquote data-quote="BOZ" data-source="post: 2707770" data-attributes="member: 1241"><p>OK then, next!</p><p></p><p>#2</p><p>needs 4 feats!</p><p></p><p>Huge Animal</p><p>Hit Dice: lld8+55 (99 hp)</p><p>Initiative: +0</p><p>Speed: 40-ft. (8 Squares)</p><p>Armor Class: 15 (+0 Dex, -2 Size, +7 Natural Armor)</p><p>Base Attack/Grapple: +8/+26</p><p>Attack: Slam +18 melee, stamp +13 melee, gore +13 melee</p><p>Full Attack: Slam +18 melee (2d6+10), 2 stamps +13 melee (2d6+5), gore +13 melee (2d8+14)</p><p>Space/Reach: 10-ft. by 20-ft./10-ft</p><p>Special Attacks: Trample</p><p>Special Qualities: Scent</p><p>Saves: Fort +13, Ref+7, Will +4</p><p>Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha7</p><p>Skills: Listen +3, Spot +3</p><p>Feats: -</p><p>Environment: Warm forest and plains, jungle</p><p>Organization: Solitary or herd (6-30)</p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Always Neutral</p><p>Advancement: 12-22 HD (Huge)</p><p>Level Adjustment: -</p><p>Every advanced civilization that has existed in close proximity to elephants has used them in theatres of war. Typically, they capture elephants from the wild and run them through a careful, but intensive process of training them obey their handlers. On a battlefield, they can sow panic in foe by trampling them as well as protecting their riders by elevating them out of the reach of melee weapons. ELEPHANTs go into battle carrying on their backs an open compartment large enough to hold a handle, two soldiers (three Medium-size humanoids) and missile weapons.</p><p>ELEPHANTs can drive their foes before them in fear, but they are also unreliable under duress. They can become absolutely impossible to handle when wounded and experienced armies always make sure that their ELEPHANTs handlers carry a mallet and a spike, to drive through the beast's skull if it rampages amount friendly troops.</p><p>Mercenary companies who like to use ELEPHANTs must maintain a working business partnership with one of the rare establishments that capture and train elephants for domestic and military use. Needless to say they are both expensive and difficult to find.</p><p>Combat</p><p>Armies that employ ELEPHANTs must balance their benefits against their drawbacks. On the one hand, a mass elephant attack can wreak havoc on a foe that lacks the nerve to stand up to them. On the other hand, elephants do not take kindly to being stabbed and hacked and after they have been in the heat of battle for a while, they may ignore their handlers and run amok.</p><p>Trample (Ex): A ELEPHANT can make a special trample attack against any Medium-size or smaller creature. This is a free action and is automatically causes gore damage to its target. Opponents can forego their attacks of opportunity against the ELEPHANT in order to attempt to a Reflex save (DC 20). If the saving throw is successful, the gore only causes half normal damage.</p><p>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</p><p>handler. If it fails, it must execute a double move in a random direction.</p><p>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.</p><p>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.</p><p>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.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2707770, member: 1241"] OK then, next! #2 needs 4 feats! Huge Animal Hit Dice: lld8+55 (99 hp) Initiative: +0 Speed: 40-ft. (8 Squares) Armor Class: 15 (+0 Dex, -2 Size, +7 Natural Armor) Base Attack/Grapple: +8/+26 Attack: Slam +18 melee, stamp +13 melee, gore +13 melee Full Attack: Slam +18 melee (2d6+10), 2 stamps +13 melee (2d6+5), gore +13 melee (2d8+14) Space/Reach: 10-ft. by 20-ft./10-ft Special Attacks: Trample Special Qualities: Scent Saves: Fort +13, Ref+7, Will +4 Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha7 Skills: Listen +3, Spot +3 Feats: - Environment: Warm forest and plains, jungle Organization: Solitary or herd (6-30) Challenge Rating: 7 Treasure: None Alignment: Always Neutral Advancement: 12-22 HD (Huge) Level Adjustment: - Every advanced civilization that has existed in close proximity to elephants has used them in theatres of war. Typically, they capture elephants from the wild and run them through a careful, but intensive process of training them obey their handlers. On a battlefield, they can sow panic in foe by trampling them as well as protecting their riders by elevating them out of the reach of melee weapons. ELEPHANTs go into battle carrying on their backs an open compartment large enough to hold a handle, two soldiers (three Medium-size humanoids) and missile weapons. ELEPHANTs can drive their foes before them in fear, but they are also unreliable under duress. They can become absolutely impossible to handle when wounded and experienced armies always make sure that their ELEPHANTs handlers carry a mallet and a spike, to drive through the beast's skull if it rampages amount friendly troops. Mercenary companies who like to use ELEPHANTs must maintain a working business partnership with one of the rare establishments that capture and train elephants for domestic and military use. Needless to say they are both expensive and difficult to find. Combat Armies that employ ELEPHANTs must balance their benefits against their drawbacks. On the one hand, a mass elephant attack can wreak havoc on a foe that lacks the nerve to stand up to them. On the other hand, elephants do not take kindly to being stabbed and hacked and after they have been in the heat of battle for a while, they may ignore their handlers and run amok. Trample (Ex): A ELEPHANT can make a special trample attack against any Medium-size or smaller creature. This is a free action and is automatically causes gore damage to its target. Opponents can forego their attacks of opportunity against the ELEPHANT in order to attempt to a Reflex save (DC 20). If the saving throw is successful, the gore only causes half normal damage. 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. [/QUOTE]
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