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View Full Version : Fallout D20: Enemies[PEACH]



mr.fizzypop
2009-12-12, 11:25 PM
For a while now, me and a few friends have been working on a Fallout D20. Right now we have just finished the enemies, and were wondering what was your opinion on them.

Just so you know, we will be basing it on d20 modern. Also several of the attributes have been changed to fit the fallout style. Constitution is endurance, Dexterity is Agility, and Wisdom is Perception.


Android

http://images3.wikia.nocookie.net/fallout/images/thumb/0/0e/Harkness.jpg/250px-Harkness.jpg
Android
Size/Type: Medium Robot
Hit Dice: 3d10 (15hp)
Initiative: +2
Speed: 30ft
Defense: 14 (+2 Agi, +2 natural)
Bases Attack/Grapple: +2/+5
Attack: Slam +6 melee (1d6+3) or 10mm Pistol +4 ranged (2d6)
Full Attack: Slam +5 melee (1d6+3) or 10mm Pistol +4 ranged (2d6)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Android Traits
Saves: Fort +0, Ref +4, Will
Abilities: Str 16, Per 14, End -, Cha 11, Int 16, Agi 14
Skills: +4 Climb, +4 Jump, +3 Repair
Feats: Brawl
Organization: Solitary
CR: 2
Advancement: By Character Class

Android Abilities(Ex): All Androids have the following abilities:
• Androids are immune to poison, disease, and minor- moderate rads.
• Androids gain a 60ft Darkvision.
• To notice that the character is an Android, or that something is different, is a DC 20 Perception Check. Or a DC 25 science check.
• Pulse based weapons deal double damage to an Android.

Brahmin

http://media.moddb.com/images/mods/1/12/11020/fallout2_mod_pic.jpg
Brahmin
Size/Type: Large Animal
Hit Dice: 1d10+5 (10hp)
Initiative: -1
Speed: 30ft
Defense: 11 (-1 size, -1 Agi, +3 natural)
Bases Attack/Grapple: +0/+3
Attack: Slam +3 (1d6+3)
Full Attack: Slam +3 melee (1d6+3)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +0, Will +1
Abilities: Str 16, Per 14, End 14, Cha 6, Int 2, Agi 8
Skills: Listen +4, Spot +4
Feats: Run
Organization: Solitary, Pair(2-3), Group(4-6)
CR: 1
Advancement: 2-3HD(Large)

Carrying Capacity: A Brahmin can hold up to 300lbs.

Bloatfly

http://fallout.neoseeker.com/w/i/fallout/thumb/9/9d/Bloatfly.png/260px-Bloatfly.png
Bloatfly
Size/Type: Tiny insect
Hit Dice: 1d6 (3hp)
Initiative: +2
Speed: 40ft(hover)
Defense: 16 (+4 Agi, +2 size)
Bases Attack/Grapple: +0/-9
Attack: Stinger +4 ranged (1d6)
Full Attack: Stinger +4 ranged (1d6)
Space/Reach: 2 1/2 ft, 0ft
Special Attacks: -
Special Qualities: Low light vision
Saves: Fort +0, Ref +4, Will
Abilities: Str 8, Per 12, End 10, Cha 5, Int 2, Agi 18
Skills: +4 Spot
Feats: Dodge
Organization: Solitary, Group(2-4), Swarm(5-10)
CR: 1/2
Advancement: -

Centaur

http://images3.wikia.nocookie.net/fallout/images/b/bc/Centaur.png
Centaur
Size/Type: Small Mutant
Hit Dice: 1d10+5(10hp)
Initiative: +1
Speed: 20ft
Defense: 14(+1 Agi, +2 natural, +1 size)
Bases Attack/Grapple: +1/+2
Attack: Slam +2 melee(1d8+1) or Spit +1 ranged(1d6+rads)
Full Attack: Slam +2 melee(1d8+1) or Spit +1 ranged(1d6+rads)
Space/Reach: 5ft/5ft
Special Attacks: Spit
Special Qualities: Darkvision, Scent
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 12, Per 10, End 12, Cha 4, Int 2, Agi 11
Skills: +4 Spot, +4 Listen
Feats: Toughness
Organization: Solitary, Group(2-4),
CR: 1
Advancement: 3-4 HD(small), 5-6 HD(medium)


Spit(Ex): A successful hit waith a spit attack deals 1d6 damage and 2d10 rads.


Deathclaw

http://images2.wikia.nocookie.net/fallout/images/0/02/FO3_Deathclaw_Brahmin_concept.jpg
Deathclaw
Size/Type: Large Mutant
Hit Dice: 15d12+40 (130hp)
Initiative: +8
Speed: 60ft
Defense: 17 (+4 natural, +4 Agi, -1 Size)
Bases Attack/Grapple: +8/+15
Attack: Claws +17 melee (2d10+7)
Full Attack: 2 Claws +15 melee (2d10+7) and a Bite +14 melee (1d8+7)
Space/Reach: 10ft, 5ft
Special Attacks: Frightful Presence, Pounce, Improved Grab, Rake,
Special Qualities: Darkvision 60ft, 10 DR/-, Scent
Saves: Fort +0, Ref +4, Will
Abilities: Str 26, Per 16, End 18, Cha 6, Int 2, Agi 18
Skills: +7 Spot, +7 Listen, +12 Climb, +10 Jump
Feats: Improved Initiative, Run, Weapon Focus (claws), Multiattack
Organization: Solitary
CR: 10
Advancement: 16-18HD(Large), 19-20 HD(Huge)

Frightful Presence (Ex): At the start of combat all of the Deathclaw’s enemies roll a DC 20 Will save or be frightened or shaken for 2d6 rounds. An opponent who succeeds cannot be effected by it again for 24 hours.

Improved Grab: Upon a successful hit with a claw or bite attack, the deathclaw may make a grapple as a free action. This does not provoke an attack of opportunity.

Pounce: When charging the Deathclaw may make a full attack.

Rake: When grappling a foe the Deathclaw can make a full attack. To use rake, the Deathclaw must begin it’s turn grappling.

Enclave

http://images4.wikia.nocookie.net/fallout/images/archive/c/c7/20090825093530!Fo3_APA_Enclave.png
Enclave Soldier
Size/Type: Medium Humanoid
Hit Dice: 5d8+10(30)
Initiative: +2
Speed: 30ft
Defense: 17(+7 armor)
Bab/Grapple: +4/+6
Attack: Laser Rifle +6 ranged (2d8)
Full Attack: Laser Rifle +6 ranged (2d8)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: -
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 15, Per 12, End 14, Cha 8, Int 13, Agi 14
Skills: +4 Spot, +10 Science, +4 Spot, +4 Spot
Feats: Point Blank Shot
Organization: Pair(2-3), Squad(4-8)
CR: 4
Advancement: By class level


http://images2.wikia.nocookie.net/fallout/images/thumb/9/90/Scientist_Outfits.png/215px-Scientist_Outfits.png
Enclave Scientist
Size/Type: Medium Humanoid
Hit Dice: 4d6(12)
Initiative: +1
Speed: 30ft
Defense: 11(+1 Agi)
Bab/Grapple: +1/+1
Attack: Laser Pistol +2 ranged (2d6)
Full Attack Laser Rifle: +Laser Pistol +2 ranged (2d6)
Space/Reach: 5ft/5ft
Special Attacks:-
Special Qualities:-
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 10, Per 12, End 10, Cha 14, Int 16, Agi 12
Skills: +10 Science
Feats: Skill Focus: Science
Organization: Solitary, Pair(2-3)
CR: 1
Advancement: By Class Level


http://images2.wikia.nocookie.net/fallout/images/thumb/2/29/FO3_Tesla_Power_Armor.png/141px-FO3_Tesla_Power_Armor.png
Enclave Soldier(Tesla)
Size/Type: Medium Humanoid
Hit Dice: 7d8+14(42)
Initiative: +2
Speed: 30ft
Defense: 18(+8 armor)
Bab/Grapple: +6/+9
Attack: Plasma Rifle +8 ranged (2d10)
Full Attack: Plasma Rifle +8 ranged (2d10)
Space/Reach: 5ft/5ft
Special Attacks:-
Special Qualities: -
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 16, Per 12, End 15, Cha 8, Int 13, Agi 14
Skills: +4 Spot
Feats: Point Blank Shot, Double Tap
Organization: Solitary, Pair(2-3)
CR: 6
Advancement: By Class Level


http://images3.wikia.nocookie.net/fallout/images/4/4f/Fo3BS_Hellfire_Power_Armour.png
Enclave Soldier(Hellfire)
Size/Type: Medium Humanoid
Hit Dice: 7d8+21(49)
Initiative: +2
Speed: 30ft
Defense: 17(+7 armor)
Bab/Grapple: +6/+9
Attack: Flamer +8 ranged (3d6)
Full Attack: Flamer +8 ranged (3d6)
Space/Reach: 5ft/5ft
Special Attacks:-
Special Qualities: -
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 16, Per 12, End 16, Cha 7, Int 11, Agi 14
Skills : +4 Spot
Feats: Exotic Weapon Proficiency, point blank shot,
Organization: Solitary
CR: 5
Advancement: By Class Level

Eyebot

http://images1.wikia.nocookie.net/fallout/images//thumb/7/7d/FO3_Eyebots.jpg/500px-FO3_Eyebots.jpg
Eyebot
Size/Type: Tiny Robot
Hit Dice: 2d6+3 (9hp)
Initiative: +1
Speed: 30ft(hover)
Defense: 15 (+1 Agi, +2 size, +2 natural)
Bases Attack/Grapple: +1/+1
Attack: Laser Pistol +1 ranged (2d6)
Full Attack: Laser Pistol +1 ranged (2d6)
Space/Reach: 2 1/2 ft, 0ft
Special Attacks: Screech
Special Qualities: Self Destruct
Saves: Fort +0, Ref +2, Will +4
Abilities: Str 10, Per 16, End -, Cha 10, Int 13, Agi 13
Skills: +8 Spot
Feats: Toughness
Organization: Solitary
CR: 2
Advancement: -

Screech(Ex): Once per day an Eyebot may release a high itched screech. This screech causes everyone around it to roll a DC 15 Fort save of be deafened for 2d6 turns.

Self Destruct(Ex): At will or when the Eyebot dies it explodes, dealing 4d6 damage to everyone in a 10ft radius. This ability istantly kills the Eyebot.

Feral Ghoul

http://texturbation.com/blog/fallout.jpg
Feral Ghoul
Size/Type: Medium Mutant
Hit Dice: 3d10+6(21hp)
Initiative: +1
Speed: 40ft
Defense: 11(+1 Agi)
Bab/Grapple: +2/+3
Attack: Slam +3 melee (1d8+1)
Full Attack: 2 Slams +3 melee (1d8+1)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities : Darkvision 60ft, scent
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 12, Per 11, End 14, Cha 6, Int 3, Agi 12
Skills : +4 Spot, +3 listen
Feats : Run
Organization: Solitary, Pair(2-3), Pack(4-8)
CR: 2
Advancement: 4-6 HD (medium)

http://images2.wikia.nocookie.net/fallout/images/6/6c/Ghoul_Roamer.png
Feral Ghoul Roamer
Size/Type: Medium Mutant
Hit Dice: 5d10+15(40hp)
Initiative: +2
Speed: 50ft
Defense: 14(+2 Agi, +2 armor)
Bab/Grapple: +4/+6
Attack: Slam +6 melee (1d10+2)
Full Attack: 2 Slams +6 melee (1d10+2)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Darkvision 60ft, scent
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 14, Per 11, End 16, Cha 6, Int 3, Agi 14
Skills :+5 Spot, +4 Listen
Feats : Run
Organization:Solitary, Pair(2-3)
CR: 4
Advancement: 6-8 HD(medium)

http://images1.wikia.nocookie.net/fallout/images//c/ce/Fallout3GlowingOne02.jpg
Glowing One
Size/Type: Medium Mutant
Hit Dice: 8d10+24(64hp)
Initiative: +2
Speed: 50ft
Defense: 15(+1 armor, +2 Agi, +2 natural)
Bab/Grapple: +5/+7
Attack: Slam +7 melee (1d10+3)
Full Attack: 2 Slams +7 melee (1d10+3)
Space/Reach: 5ft/5ft
Special Attacks: Explosion
Special Qualities : Darkvision 60ft, scent, radioactive
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 16, Per 11, End 16, Cha 5, Int 3, Agi 14
Skills : +6 Spot, +5 Listen
Feats : Run
Organization: Solitary
CR: 5
Advancement: 9-10 HD(Medium)

Explosion(Ex): A glowing one may at will launch an explosion of radioactivity from itself causing everyone around it to roll a reflex save(DC 20), or take 5d6 damage. A successful save deals half damage. A glowing one can only do this every 1d6 rounds.

Radioactivity(Ex): A glowing one is highly radioactive and constantly has an aura of radioactivity. Every one in this 15ft radius takes 10 rads a turn.

http://images2.wikia.nocookie.net/fallout/images/2/25/Feral_Ghoul_Reaver.png
Feral Ghoul Reaver
Size/Type: Medium Mutant
Hit Dice: 10d10+40(90hp)
Initiative: +3
Speed: 60ft
Defense: 17(+4 Agi, +3 armor)
Bab/Grapple: Slam +8 melee (2d6+4)
Full Attack: 2 Slams +8 melee (2d6+4)
Space/Reach: 5ft/5ft
Special Attacks: Grenade
Special Qualities : Darkvision 60ft, scent, DR 5
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 18, Per 11, End 18, Cha 6, Int 3, Agi 18
Skills : +7 Spot, +6 Listen
Feats: Run
Organization: Solitary
CR:6
Advancement: 11-12HD(Large)

Grenade(Ex): A feral ghoul reaver can toss radioactive “grenades” that have a 10ft radius and deal 4d6 damage.

Giant Ant

http://fallout.neoseeker.com/w/i/fallout/thumb/8/8f/Giant_Ant.png/280px-Giant_Ant.png
Soldier Ant
Size/Type: Small Insect
Hit Dice: 4d8+4(20hp)
Initiative: +0
Speed: 30ft
Defense: 15(+4 natural, +1 size)
Bab/Grapple: +2/+4
Attack: +4 Bite melee (1d6+2)
Full Attack: +4 Bite melee (1d6+2)
Space/Reach: 5ft/5ft
Special Attacks -
Special Qualities : Darkvision 60ft,
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 14, Per 12, End 11, Cha 6, Int 3, Agi 12
Skills: +4 Spot, +5 search +5 Spot,
Organization: Solitary, Pair(2-3), Pack(4-8), Nest(9-15)
CR: 3
Advancement: 5-6 HD (medium)

http://images3.wikia.nocookie.net/fallout/images/5/5e/Fire_Ant_Warrior.png
Fire Ant
Size/Type: Small Insect
Hit Dice: 6d8+12(36hp)
Initiative: +1
Speed: 30ft
Defense: 17(+4 natural, +1 size, +2 Agi)
Bab/Grapple: +3/+6
Attack: +6 Bite melee (1d6+3) or Fire +5 melee (3d6)
Full Attack: +6 Bite melee (1d6+3) or Fire +5 melee (3d6)
Space/Reach:5ft/5ft
Special Attacks: Spew Flame
Special Qualities: Darkvision 60ft, Fire resistance 10
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 16, Per 12, End 12, Cha 6, Int 2, Agi 14
Skills: +5 Spot, +6 Search
Feats :Track
Organization: Solitary, Pair(2-3)
CR: 4
Advancement: 7-9 HD(medium)


Spew Flame(Ex): The Fire ant can spew a jet of flame identical to the flamethrower.


http://fallout.neoseeker.com/w/i/fallout/thumb/c/c1/Giant_Ant_Queen.png/310px-Giant_Ant_Queen.png
Queen Ant
Size/Type: Large Insect
Hit Dice: 15d10+59(209hp)
Initiative: +0
Speed: 10ft
Defense: 16(+8 natural, -1 size, -1 Agi)
Bab/Grapple: +5/+15
Attack: Bite +11 melee (2d6 +6) or Spit +5 (1d10+rads)
Full Attack: Bite +11 melee (2d6 +6) or Spit +5 (1d10+rads)
Space/Reach: 10ft/5ft
Special Attacks: Ant Spit
Special Qualities: Darkvision 60ft, Sturdy Body
Saves: Fort +7, Ref +0, Will +4
Abilities: Str 22, Per 11, End 20, Cha 5, Int 2, Agi 8
Skills : +6 Spot,
Feats : Toughness(3)
Organization: Solitary
CR: 8
Advancement: 16-20 HD(Huge)

Ant Spit(Ex): The Ant Queen can hurl green goo that deals 1d10 damage and 4d10 rads.

Sturdy Body: The Ant Queen is incredibly sturdy and gains a +10 bonus against bulrushes, and trip attempts.

Ghoul

http://thumbmonkeygames.com/blog/wp-content/uploads/2009/09/ghoul.png
Ghoul
Size/Type: Medium Mutant
Hit Dice: 1d12+8 (14)
Initiative: +1
Speed: 30ft
Defense: 13 (+1 Agi, +2 Leather)
Bases Attack/Grapple: +1/+2
Attack: Combat Shotgun +2 ranged (2d8)
Full Attack: Combat Shotgun +2 ranged (2d8)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: -
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 13, Per 11, End 15, Cha 9, Int 10, Agi 12
Skills: +4 Spot, +3 Repair, Sneak +4
Feats: Toughness
Organization: Solitary, Pair (2-3)
CR: 1
Advancement: By class level

Mercenary

http://static.desktopnexus.com/wallpapers/154326-bigthumbnail.jpg
Mercenary
Size/Type: Medium Humanoid
Hit Dice: 4d8+8 (24)
Initiative: +4/+6
Speed: 30ft
Defense: 17 (+3 Agi, +4 Combat Armor)
Bases Attack/Grapple: +4/+6
Attack: Assault rifle +7 ranged (2d8) or Combat Shotgun +7 ranged (2d8), or Laser Pistol +7 ranged (2d6), or combat knife +6 melee (1d6+2)
Full Attack: Assault rifle +7 ranged (2d8) or Combat Shotgun +7 ranged (2d8), or Laser Pistol +7 ranged (2d6), or combat knife +6 melee (1d6+2)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: -
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 14, Per 12, End 14, Cha 11, Int 11, Agi 16
Skills: +5 Spot, +3 Repair, +4 Listen
Feats: Point Blank Shot, Track
Organization: Pair (2-3), Group (4-6)
CR: 3
Advancement: By class level

Mirelurk

http://fallout.neoseeker.com/w/i/fallout/thumb/0/06/Mirelurk.png/250px-Mirelurk.png
Mirelurk
Size/Type: Large Mutant
Hit Dice: 2d10+7(17hp)
Initiative: +0
Speed: 30ft(swim 60ft)
Defense: 12(+3 natural, -1 size)
Bab/Grapple: +2/+4
Attack: Claw +5 melee (1d8+3)
Full Attack: 2 Claws +5 melee (1d8+3)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities: Darkvision 60ft
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 16, Per 9, End 14, Cha 6, Int 3, Agi 11
Skills: +2 Spot, +10 Swim
Feats : Toughness
Organization: Solitary, Pair(2-3), Group(4-8),
CR: 1
Advancement: 3-4 HD (medium)


http://images3.wikia.nocookie.net/fallout/images/3/3b/Mirelurk_Hunter.png
Mirelurk Hunter
Size/Type: Large Mutant
Hit Dice: 4d10+15(35hp)
Initiative: +1
Speed: 30ft(swim 60ft)
Defense: 15(+4 natural, +1 Agi)
Bab/Grapple: +4/+7
Attack: Claw +8 melee (1d10+4)
Full Attack: 2 Claws +8 melee (1d10+4)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities : Darkvision 60ft, DR 5
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 18, Per 12, End 16, Cha 6, Int 3, Agi 12
Skills: +3 Spot, +12 Swim
Feats: Toughness, Power Attack
Organization: Solitary, Pair(2-3)
CR:3
Advancement: 5-6 HD(medium), 7-8 HD(large)


http://farm4.static.flickr.com/3580/3495392877_a447c4dfa3.jpg
Mirelurk King
Size/Type: Medium Mutant
Hit Dice: 6d10+18 (48hp)
Initiative: +2
Speed: 40ft(swim 80ft)
Defense: 15(+3 natural, +2 Agi)
Bab/Grapple: +6/+9
Attack: Mirelurk Scream +9 (1d10+ stun)
Full Attack 2 Claws: Mirelurk Scream +9 (1d10+ stun)
Space/Reach: 5ft/5ft
Special Attacks: Mirelurk Scream
Special Qualities : Darkvision 60ft,
Saves: Fort +7, Ref +0, Will +4
Abilities: Str 16, Per 11, End 16, Cha 6, Int 4, Agi 14
Skills: +6 Spot, +14 Swim
Feats: Toughness, Weapon Focus: Scream
Organization: Solitary
CR: 4
Advancement: 7-10 HD(medium)

Mirelurk Scream(Ex): The Mirelurk king’s can channel a deadly sonic attack in a 60ft ray, dealing 1d10 damage and all victims must roll a Fort Save(DC 15) or be paralyzed for 1d4 rounds.

Molerat

http://images4.wikia.nocookie.net/fallout/images/thumb/3/3c/Mole_rat_FO3.png/250px-Mole_rat_FO3.png
Molerat
Size/Type: Small Animal
Hit Dice: 1d8+4(9hp)
Initiative: +1
Speed: 30ft
Defense: 12 (+1 Agi, +1 natural)
Bases Attack/Grapple: +1/+0
Attack: Bite +1 (1d6)
Full Attack: Bite +1 (1d6)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Scent
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 11, Per 11, End 12, Cha 6, Int 2, Agi 12
Skills: +4 Spot
Feats: Toughness
Organization: Solitary, Pair (2-3), Group (4-8)
CR: 1/3
Advancement: 2-3HD(small)

Mr. Gutsy

http://images2.wikia.nocookie.net/fallout/images/thumb/7/77/Mr._Handy.png/300px-Mr._Handy.png
Mr. Handy
Size/Type: Medium Robot
Hit Dice: 3d10+3(18hp)
Initiative: +1
Speed: 20ft(hover)
Defense: 13(+1 Agi, +2 natural)
Bab/Grapple: +0/+2
Attack: Flamethrower +1 ranged (3d6), or Plasma Pistol +1 ranged (2d8)
Full Attack: Flamethrower +1 ranged (3d6), or Plasma Pistol +1 ranged (2d8)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Darkvision 60ft,
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 14, Per 13, End -, Cha 16, Int 15, Agi 13
Skills : +8 Science, +8 Speech
Feats : Toughness
Organization: Solitary, Pair(2-3)
CR: 1
Advancement: 4-6 HD (medium)

http://fallout.neoseeker.com/w/i/fallout/thumb/d/db/Mr._Gutsy.png/280px-Mr._Gutsy.png
Mr. Gutsy
Size/Type: Medium Robot
Hit Dice: 6d10(30hp)
Initiative: +3
Speed: 20ft(hover)
Defense: 17(+4 natural, +3 Agi)
Bab/Grapple: +2/+5
Attack: Flamethrower +5 ranged (3d6), or Plasma Rifle +5 ranged (2d10)
Full Attack: Flamethrower +5 ranged (3d6), or Plasma Rifle +5 ranged (2d10)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Darkvision 60ft,
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 16, Per 13, End -, Cha 11, Int 15, Agi 16
Skills: +4 Spot, +4 Listen
Feats : Pointblank Shot
Organization: Solitary, Pair(2-3)
CR: 3
Advancement: 7-8 HD(medium)

Protectron

http://fallout.neoseeker.com/w/i/fallout/thumb/5/5b/Protectron.png/280px-Protectron.png
Protectron
Size/Type: Medium Robot
Hit Dice: 2d10 (10hp)
Initiative: +0
Speed: 15ft
Defense: 13 (+3 natural)
Bases Attack/Grapple: +1/+3
Attack: Laser +1 ranged (2d8)
Full Attack: Laser +1 ranged (2d8)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Scent
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 14, Per 11, End -, Cha 12, Int 15, Agi 11
Skills: +4 Science
Feats: Point Blank Shot
Organization: Solitary, Pair (2-3),
CR: 1
Advancement: 2-3HD(small)

Radroach

http://images3.wikia.nocookie.net/fallout/images/thumb/b/b5/Radroach_FO3.png/250px-Radroach_FO3.png
Radroach
Size/Type: Tiny Insect
Hit Dice: ½ 1d6+1(4)
Initiative: +0
Speed: 20ft
Defense: 12 (+2 size)
Bases Attack/Grapple: +0/-7
Attack: Bite -3 (1d4-3)
Full Attack: Bite -3 (1d4-3)
Space/Reach: 2 1/2 ft, 0ft
Special Attacks: -
Special Qualities: Low light vision
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 6, Per 10, End 12, Cha 6, Int 2, Agi 11
Skills: +5 Climb
Feats: -
Organization: Solitary, Pair (2-3), Gang (4-6), Horde (6-15)
CR: 1/4
Advancement: 1-2HD(tiny), 3-4HD(small)

Raider

http://images4.wikia.nocookie.net/fallout/images/c/c7/Torcher.jpg
Raider
Size/Type: Medium Humanoid
Hit Dice: 2d8+2(10hp)
Initiative: +1
Speed: 30ft
Defense: 15 (Agi +1, armor +4)
Bases Attack/Grapple: +1/+2
Attack: Hunting Rifle +2 ranged (2d8), or Combat Knife +3 melee (1d6+2)
Full Attack: Hunting Rifle +2 ranged (2d8), or Combat Knife +3 melee (1d6+2)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: -
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 14, Per 11, End 12, Cha 8, Int 10, Agi 12
Skills: +5 Climb, +4 Jump, +3 Sneak
Feats: Pointblank Shot
Organization: Gang (4-6), Family (6-15)
CR: 1
Advancement: By character class

Robobrain

http://images1.wikia.nocookie.net/fallout/images/thumb/d/d7/Robobrain.png/250px-Robobrain.png
Robobrain
Size/Type: Large Robot
Hit Dice: 4d10 (20hp)
Initiative: +0
Speed: 20ft
Defense: 13 (armor +4, -1 size)
Bases Attack/Grapple: +1/+3
Attack: Laser +3 ranged(2d6), or Mind Ray +4 ranged (1d10+ stun)
Full Attack: 2 Lasers +3 ranged(2d6), or Mind Ray +4 ranged (1d10+ stun)
Space/Reach: 10ft/5ft
Special Attacks: Mind Ray
Special Qualities: -
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 14, Per 10, End -, Cha 13, Int 16, Agi 14
Skills: +5 Science, +4 Spot
Feats: Pointblank Shot
Organization: Solitary, Pair(2-3)
CR: 2
Advancement: 5-6HD(Large)

Sentry Bot

http://images3.wikia.nocookie.net/fallout/images/thumb/1/1c/Fo3BS_Enclave_Sentry_Bot.png/204px-Fo3BS_Enclave_Sentry_Bot.png
Sentry Bot
Size/Type: Large Robot
Hit Dice: 10d10+12(62hp)
Initiative: +2
Speed: 20ft
Defense: 17 (Agi +2, armor +6, -1 size)
Bases Attack/Grapple: +5/+9
Attack: Minigun +8 ranged (2d10), or Missile Launcher +7 ranged (6d6)
Full Attack: Minigun +8 ranged (2d10), and Missile Launcher +7 ranged (6d6)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities: DR 5/energy
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 18, Per 13, End -, Cha 10, Int 14, Agi 14
Skills: +4 Spot
Feats: Pointblank Shot, toughnes(4)
Organization: Solitary, Pair(2-3)
CR: 8
Advancement: 11-13HD(Huge)

Slaver

http://a248.e.akamai.net/f/248/5462/2h/images.gamezone.com/screens/37/5/33/s37533_360_6.jpg
Slaver
Size/Type: Medium Humanoid
Hit Dice: 2d8+4(12hp)
Initiative: +2
Speed: 30ft
Defense: 16 (Agi +2, armor +4)
Bases Attack/Grapple: +2/+4
Attack: Assault Rifle +4 ranged, or Mesmotron +5 ranged (see below)
Full Attack: Assault Rifle +4 ranged, or Mesmotron +5 ranged (see below)
Space/Reach: 5ft/5ft
Special Attacks: Mesmotron
Special Qualities: -
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 14, Per 11, End 14, Cha 9, Int 10, Agi 14
Skills: +5 Climb, +4 Jump, +4 Sneak, +5 Spot
Feats: Pointblank Shot, Weapon Focus: Mesmotron
Organization: Pair (2-3), Gang (4-6),
CR: 1
Advancement: By character class

Super Mutant

http://images2.wikia.nocookie.net/fallout/images/2/29/FO3_Super_Mutant.png
Super Mutant
Size/Type: Large Mutant
Hit Dic: 3d8+3(16hp)
Initiative: +1
Speed: 30ft
Defense: 15(+3 natural, +2 armor, +1 Agi, -1 size)
Bab/Grapple: +2/+4
Attack: Hunting Rifle +3 ranged (2d8), or Sledge Hammer +7 melee (2d6+5)
Full Attack: Hunting Rifle +3 ranged (2d8), or Sledge Hammer +7 melee (2d6+5)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities : Darkvision 60ft,
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 19, Per 10, End 13, Cha 9, Int 10, Agi 12
Skills: +3 climb, +4 listen, +4 Spot
Feats: Weapon Focus: Sledge Hammer, Power attack
Organization: Solitary, Pair(2-3), Group(4-8)
CR: 2
Advancement: 4-6 HD (medium)


http://images4.wikia.nocookie.net/fallout/images/thumb/0/0e/FO3_Super_Mutant_Brute.png/151px-FO3_Super_Mutant_Brute.png
Super Mutant Brute
Size/Type: Medium Mutant
Hit Dice: 5d8+10(30hp)
Initiative: +2
Speed: 30ft
Defense: 17(+3 natural, +3 armor, +2 Agi, -1 size)
Bab/Grapple: +3/+6
Attack: Assault Rifle +5 ranged (2d8), or Sledge Hammer +9 melee (2d6+6), or Frag Grenade +6 ranged (4d6)
Full Attack: Assault Rifle +5 ranged (2d8), or Sledge Hammer +9 melee (2d6+6), or Frag Grenade +6 ranged (4d6)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities: Darkvision 60ft,
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 22, Per 13, End 14, Cha 9, Int 10, Agi 14
Skills: +4 climb, +5 listen, +5 Spot
Feats: Weapon Focus: Sledge Hammer, Power attack, Cleave
Organization: Solitary, Pair(2-3)
CR: 4
Advancement: 6-8 HD(medium)

http://images3.wikia.nocookie.net/fallout/images/thumb/d/d6/Super_Mutant_Master.png/146px-Super_Mutant_Master.png
Super Mutant Master
Size/Type: Medium Mutant
Hit Dice: 8d8+30(54hp)
Initiative: +3
Speed: 30ft
Defense: 19(+3 natural, +3 Agi, +4 armor, -1 size)
Bab/Grapple: +4/+9
Attack: Minigun +8 ranged (2d10)
Full Attack: Minigun +8 ranged (2d10)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities : Darkvision 60ft,
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 24, Per 15, End 16, Cha 9, Int 10, Agi 16
Skills: +6 climb, +6 listen, +6 Spot
Feats : Pointblank Shot, Weapon Focus: Minigun, Toughness(2)
Organization: Solitary
CR: 6
Advancement: 9-11 HD(Medium)

http://images2.wikia.nocookie.net/fallout/images/thumb/9/9f/Super_Mutant_Overlord.png/189px-Super_Mutant_Overlord.png
Super Mutant Overlord
Size/Type: Medium Mutant
Hit Dice: 12d8+57(101hp)
Initiative: +4
Speed: 30ft
Defense: 22(+4 Natural, +4 Agi, +4 armor, -1 size)
Bab/Grapple: +6/+13
Attack: Gatling Laser +10 ranged (2d12)
Full Attack: Gatling Laser +10 ranged (2d12)
Space/Reach: 10ft/5ft
Special Attacks: -
Special Qualities : Darkvision 60ft, DR 5
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 26, Per 16, End 18, Cha 9, Int 10, Agi 18
Skills: +8 spot, +8 Listen, +8 climb
Feats: Point Blank Shot, Weapon Focus: Gatling Laser, Toughness(3)
Organization: Solitary
CR: 10
Advancement: 13-15 HD (medium)


http://planetmedia.gamespy.com/images/00/08/807_Behomith.jpg
Super Mutant Behemoth
Size/Type: Huge Mutant
Hit Dice: 20d12+200(320)
Initiative: +7
Speed: 60ft
Defense: 21(+7 natural, -2 size, +6 natural)
Bab/Grapple: +15/+25
Attack: Club +25 melee (4d10+10)
Full Attack: Club +25 melee (4d10+10)
Space/Reach: 15ft/10ft
Special Attacks: -
Special Qualities: Darkvision 60ft, Frightful Presence
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 30, Per 16, End 30, Cha 6, Int 10, Agi 24
Skills: +15 Jump, +12 Climb, +13 Spot
Feats: Power Attack, Cleave, Great Cleave,
Organization: Solitary
CR: 13
Advancement: 16-20 HD(Gargantuan)

Frightful Presence (Ex): At the start of combat all of the Behemoth enemies roll a DC 25 Will save or be frightened or shaken for 2d6 rounds. An opponent who succeeds cannot be affected by it again for 24 hours.

Turret

http://images1.wikia.nocookie.net/fallout/images/thumb/0/08/MK-IV_Turret.png/275px-MK-IV_Turret.png
Turret
Size/Type: Small Robot
Hit Dice: 4d10(20hp)
Initiative: +3
Speed: -
Defense: 16 (+3 Agi, +2 natural, +1 size)
Bases Attack/Grapple: +2/+2
Attack: Turret +5 ranged (2d8)
Full Attack: Turret +5 ranged (2d8)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: -
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 10, Per 13, End -, Cha 6, Int 10, Agi 16
Skills: +4 Spot
Feats: Pointblank Shot, Far Shot
Organization: Solitary, Pair(2-3)
CR: 2
Advancement: 5-6 HD(small)

Vault Dweller

http://planetmedia.gamespy.com/wiki/planetfallout.gamespy.com/default/uploads/e/e0/Vault_dweller11.jpeg
Vault Dweller
Size/Type: Medium Humanoid
Hit Dice: 2d6(6hp)
Initiative: +1
Speed: 30ft
Defense: 11 (+1 Agi)
Bases Attack/Grapple: +0/+0
Attack: 10mm Pistol +1 ranged (2d6)
Full Attack: 10mm Pistol +1 ranged (2d6)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: -
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 11, Per 13, End 11, Cha 14, Int 15, Agi 12
Skills: +4 Spot, +5 Science, +3 Speech
Feats: Skill Focus: Science
Organization: Solitary, Pair(2-3)
CR: 1/2
Advancement: By Character Level

Vertibird

http://www.1337life.com/wp-content/uploads/2008/08/vertibird.jpg
Vertibird
Size/Type: Gargantuan Vehicle
Hit Dice: 20d12 (120hp)
Initiative: +7
Speed: 100ft(fly)
Defense: 22 (+10 natural, +7 Agi, -3 Size)
Bases Attack/Grapple: +15/+25
Attack: 2 Gatling Lasers +22 (2d12), and Missile Launcher +22 (6d6)
Full Attack: 2 Gatling Lasers +22 (2d12), and Missile Launcher +22 (6d6)
Space/Reach: 20ft/5ft
Special Attacks: -
Special Qualities: DR 20
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 30, Per 22, End 32, Cha 10, Int 15, Agi 25
Skills: -
Feats: -
Organization: Solitary
CR: 15
Advancement: 21-25HD(Gargantuan)

Wild Dog

http://www.fantasy-magazine.com/wp-content/uploads/2008/11/fallout3dog.jpg
Wild Dog
Size/Type: Small Animal
Hit Dice: 2d8+4 (13hp)
Initiative: +2
Speed: 50ft
Defense: 14 (+2 Agi, +2 natural)
Bases Attack/Grapple: +1/+2
Attack: Bite +3 (1d6+1)
Full Attack: Bite +3 (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Trip
Special Qualities: Scent, Low-light Vision
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Per 12, End 15, Cha 6, Int 2, Agi 15
Skills: Sneak +2, Listen +3, Spot +3
Feats: Track, Weapon Focus: Bite
Organization: Solitary, Pair(2-3), or pack(7-16)
CR: 1
Advancement: 3 HD(Small), 4-6 HD(medium)

Trip(Ex): After hitting with a bite attack, the dog can make a trip attack as a free action, without an attack of opportunity.

Wastelander

http://images3.wikia.nocookie.net/fallout/images/thumb/e/ee/Wastelander.jpg/142px-Wastelander.jpg
Wastelander
Size/Type: Medium Humanoid
Hit Dice: 2d8+2(10hp)
Initiative: +0
Speed: 30ft
Defense: 10
Bases Attack/Grapple: +0/+0
Attack: Lead Pipe +0 melee (1d6)
Full Attack: Lead Pipe +0 melee (1d6)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: -
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 11, Per 10, End 12, Cha 9, Int 11, Agi 10
Skills: +4 Spot, +3 Listen
Feats: -
Organization: Solitary, Pair(2-3), Group(4-8)
CR: 1/2
Advancement: By Character Level

Yao Guai

http://images1.wikia.nocookie.net/fallout/images/thumb/3/3d/Yao_Guai.png/250px-Yao_Guai.png
Yao Guai
Size/Type: Medium Animal
Hit Dice: 6d8+12 (36hp)
Initiative: +3
Speed: 40ft
Defense: 16(+3 Agi, +3 Nat)
Bases Attack/Grapple: +6/+10
Attack: Claw +10 melee (1d6+4)
Full Attack: 2 Claws +10 melee (1d6+4), and a Bite +10 melee (1d8+4)
Space/Reach: 5ft/5ft
Special Attacks: Pounce
Special Qualities: Scent, Darkvision
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 18, Per 13, End 14, Cha 6, Int 3, Agi 16
Skills: +8 Spot, +8 Listen, +6 Climb, +7 Jump
Feats: Toughness, Power Attack
Organization: Solitary, Pair(2-3)
CR: 5
Advancement: 7-10 HD (medium), 10-12 HD (large)

Pounce: When charging the Yao Guai may make a full attack.


Edit: I added pictures, sorry that some might be a little big.

Temotei
2009-12-13, 02:20 AM
Not protectatron. Just protectron. Anyways, I'm far too lazy right now to look through it. I'll go through later. :smallsmile:

Debihuman
2009-12-13, 08:49 AM
With no knowledge of Fallout, I can't help relate the stats to the creatures you are trying to work on. Some background and perhaps links or pictures of the creatures would be helpful.

Debby

mr.fizzypop
2009-12-13, 11:16 AM
I figured there'd be people who wouldn't know what these are. I guess I'll put in pictures.

Jota
2009-12-13, 01:54 PM
At a quick glance, some of the CRs you've given out seem... inappropriate, at least in proportion to one another, such as centaurs being equal to super mutants.

To clarify, I'm not talking about in regard to the stats you've given them. I'm just talking about my general perception of a creature's strength from my experiences playing the game.

I may look over this in further detail once I'm on winter break, but until then some food for thought, I suppose.

Temotei
2009-12-13, 04:01 PM
I vote for a stronger behemoth. Just saying. I mean, they weren't all that powerful if you had the dart gun and you just kept your distance, or you just blew them up, but they did have tons of hit points...

mr.fizzypop
2009-12-13, 10:25 PM
Okay I increased the behemoths health and lowered the centaur's stats and CR, anything else?

Temotei
2009-12-13, 11:31 PM
Spit is outside the spoiler. I think the yao guai might be a bit faster too, but that might just be the fear I initially had when I was sneaked up on by one of them and killed within a second. Darn level 2 characters. :smalleek: Of course, exacting revenge isn't that hard...a simple shishkebab or shotgun...yeah. :smallbiggrin:

Hmm...otherwise, I'm not great at looking at monster entries. So...looks good to me.

Debihuman
2009-12-14, 08:37 AM
I'm not that familiar with d20 Modern so forgive me if I'm making any errors. I'm checking these over rather hastily.

Do robots (androids, eybots and Mr. Gutsy) gain bonus hit points as constructs -- getting them based on Size rather than based on Endurance? I'm not familiar with robot rules in d20 Modern.

The Brahmin should get a racial bonus to perception since it has two heads.

The bloatfly's damage is off. You subtract the Str modifier from damage when Str is less than 10 unless that has changed in d20 Modern.

Deathclaw: shouldn't one of those attacks be a secondary attack at -
5 penalty to hit? Again, my lack of knowledge of d20 Modern should come at no surprise.

Enclave: I think you are missing feats for most of these unless d20 Modern assigns feats differently.

Without knowing anything about Fallout, the feral ghoul needs a brief description because it looks similar to undead creatures. Ditto for ghoul because these don't appear to be the typical undead creatures.

Debby

charl
2009-12-14, 08:47 AM
I'm not so sure purely human enemies, like the Enclave soldiers, should have humanoid hit dice. They should have class levels instead, since they are just people with training and equipment.

EDIT: Furthermore Supermutants should be large (just look at the in-game graphics for those things. They are at least ogre-sized), and Ghouls should probably not be Humanoids, but rather Mutants or their own creature type. They might once have been human, but they are no more. Plus you could work in all the radiation immunities and feeding and the non-aging and stuff like that into their type.

I also see you have a tendency to list purely equipment-based bonuses for the Enclave (such as DR against energy weapons) as qualities. I think it should be function of equipment rather than listed as a quality (since that would mean that even without armour they have those bonuses).

I also believe Mirelurks (except the kings) and Yao Guai should be large. They are huge in-game.

mr.fizzypop
2009-12-14, 07:18 PM
I'm not that familiar with d20 Modern so forgive me if I'm making any errors. I'm checking these over rather hastily.

Do robots (androids, eybots and Mr. Gutsy) gain bonus hit points as constructs -- getting them based on Size rather than based on Endurance? I'm not familiar with robot rules in d20 Modern.

Robots don't have an endurance score, so to counteract that I just gave them more HD and the toughness feat.


The Brahmin should get a racial bonus to perception since it has two heads.

I guess that makes sense, I'll add that.



The bloatfly's damage is off. You subtract the Str modifier from damage when Str is less than 10 unless that has changed in d20 Modern.

That must be a typo, I'll change that also. It shouldn't have any bonus to damage at all since its a ranged attack.


Deathclaw: shouldn't one of those attacks be a secondary attack at -
5 penalty to hit? Again, my lack of knowledge of d20 Modern should come at no surprise.

I meant to give it multiattack so it would only be a -2 penalty. I add that.


Enclave: I think you are missing feats for most of these unless d20 Modern assigns feats differently.

When designing the fallout d20, we got rid of many of the feats, so there wasn't much to choose from to give them. How much more feats do they need?


Without knowing anything about Fallout, the feral ghoul needs a brief description because it looks similar to undead creatures. Ditto for ghoul because these don't appear to be the typical undead creatures.

Feral ghouls are not undead, they are merely humans exposed to horrible amounts of radiation.


I'm not so sure purely human enemies, like the Enclave soldiers, should have humanoid hit dice. They should have class levels instead, since they are just people with training and equipment.

We made new classes to replace the D20 modern classes that didn't seem to fit. None of our new ones work as an enclave soldier, so I just gave them the humanoid HD to keep it simple.


EDIT: Furthermore Supermutants should be large (just look at the in-game graphics for those things. They are at least ogre-sized)...
According to this (http://fallout.wikia.com/wiki/Super_mutant), super mutants are about large sized, so I will change that.


...and Ghouls should probably not be Humanoids, but rather Mutants or their own creature type. They might once have been human, but they are no more. Plus you could work in all the radiation immunities and feeding and the non-aging and stuff like that into their type.

I'll put them under the subtype "mutant", I don't feel like creating a whole new subtype for ghouls. I have the rules for their radiation immunities, but I decided not ot post them since I didn't think they mattered.


I also see you have a tendency to list purely equipment-based bonuses for the Enclave (such as DR against energy weapons) as qualities. I think it should be function of equipment rather than listed as a quality (since that would mean that even without armour they have those bonuses).

That makes sense, i'll get rid of those.


I also believe Mirelurks (except the kings) and Yao Guai should be large. They are huge in-game.

Now I know Yao Guai are medium sized, since they're based of the black bears of D.C. that are medium sized(see here (http://fallout.wikia.com/wiki/Yao_guai)).

Mirelurks on the other hand I'm not so sure about. I haven't got the chance in game to see one up close, but I'm pretty sure they're the size of your character.

Temotei
2009-12-14, 09:16 PM
Mirelurks on the other hand I'm not so sure about. I haven't got the chance in game to see one up close, but I'm pretty sure they're the size of your character.

They're bigger than you. I'd say Large size. Otherwise, have them be Medium with powerful build...I like Large size better. The thing is, they're hunched over, so they seem shorter. They're still taller than your character even then, methinks.

mr.fizzypop
2009-12-14, 10:38 PM
Yeah I guess I'll change it to large size, any other size differences?

Temotei
2009-12-14, 10:45 PM
Yeah I guess I'll change it to large size, any other size differences?

Yes. Queen ant was far larger than Large size. I'd say at least huge. That thing was scary. Easy, but scary. (Just melee it with the shishkebab, while circling around it. It can't hit you then :smalltongue:)

charl
2009-12-14, 10:50 PM
We made new classes to replace the D20 modern classes that didn't seem to fit. None of our new ones work as an enclave soldier, so I just gave them the humanoid HD to keep it simple.

You don't have a basic shooty class? Just give them the same class you would expect Brotherhood of Steel characters to have. Humanoid HD is just weird for humans. And it's not only the Enclave, mind you, basically all the listed human enemies have extra HD.

IncarnumJunkie
2009-12-22, 11:18 PM
Claw damage dealt by the Deathclaws do not get blocked by armor in the game. Maybe you should put in that the claw attack should gain a +2 to attack versus a target wearing armor, and that a Deathclaw should negate Damage Reduction (or something of that nature). I do remember that the Deathclaw had a lot of hit points, but it might not be the best idea to give Deathclaws DR.