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Mangles
2009-12-16, 05:03 PM
G'day mates, I'm Steve and today we are going to be looking at some of the more dangerous animals in the d&d world. Those so deadly that they haven't been well studied enough to even print in a monster manual. I'm talking about the native animals of the ecsecsecsecs, the great land down under, Australia. Now I can't find all these animals myself, so if your game feel free to jump right in and tackle one.

First I would like to start off with our nations greatest symbol the Kangaroo. Don't those fella's look cute especially when they are hoping about with the little Joeys in their pouches. Now there are two main family's of Roo for you tourists. They are the smaller Grey and the large Red.

Now they Grey Roo is normally a timid creature. Only fights when in a corner or in defense. Now even though they aren't the smartest tool in the shed you have to watch out. If these buggers get up on the tail stay back. It will use its powerful legs to both kick and slash you at the same time, and if it gets a good hit in it will spill your innards everywhere.

The Grey Kangaroo.

Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+0
Attack: Claw +3 melee (1d4+1)
Full Attack: 2 Claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws)
Environment: Bushland
Organization: Solitary, pair, or mob (3-16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —

Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d8's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.


Now that fella isn't too dangerous. Its a bit small right. So here is its bigger cousin the Red Roo. This guy is large and in charge. The icon of Australia, and tastes great as a steak too. Found in the more arid regions this fella is a good wrestle. But if you can get it on its back you've won.

The Red Kangaroo.

Size/Type: Medium Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 60 ft. (20 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+0
Attack: Claw +7 melee (1d6+10)
Full Attack: 2 Claws +7 melee (1d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound,
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws), Alertness, Powerful build
Environment: Red desert
Organization: Solitary, pair, or Mob (3-16)
Challenge Rating: 3
Advancement: 7-18 HD (Large)
Level Adjustment: —

Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.


Now thanks to genetics we know about the ancient grandfather of these fella's, the Giant kangaroo. Dating back to the dream time the giant kangaroo is as much myth as it is dangerous. As large as an elephant this guy could literally swallow you whole. Luckily for us everything was just about that big back in the day, so it still had lots of things to fight.

The Giant (Dire) Kangaroo

Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 100 ft. (20 squares)
Armor Class: 15 (-2 huge, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +8/+0
Attack: Claw +13 melee (2d8+10)
Full Attack: 2 Claws +13 melee (2d8+10)
Space/Reach: 10 ft./15 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +7, Spot +5, Survival +5
Feats: Weapon Focus(Claws), Alertness, Endurance, Diehard
Environment: Red desert, Bushland
Organization: Solitary or pair,
Challenge Rating: 6
Advancement: 12-22 HD (Huge)
Level Adjustment: —

Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 20ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 15ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 15ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 20 ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.


Now besides the Roo's there are plenty of other creatures who will gladly poison, scratch, bite, gore, skin and kill you given half a chance. Lets start with a pair of characters who love to climb trees. I'm talking about the koala and the possum. Now these little things are cute aren't they. The furry little bastards will tear your face to shreds if your not careful, and the kolas the worst of the pair. There is only one major difference in fighting terms between these two. Laziness. Nothing is more lazy than a kola on a hot day. And just about every day is hot down here.

Now I don't know how many of you have seen a possum around. They get in your roof and scratch around at night, or eat all your food while your camping.

Possum

Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-4
Attack: Claw +2 melee (1d2-1)
Full Attack: 2 claws +2 melee (1d2-1) and bite -3 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent,
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Agile,
Environment: Bushland
Organization: Solitary, Passel(3 -5),
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Rage (Ex)
A Possum that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.


Now onto everyone's favorite. The Koala. This lazy git gets most of its water and nutrients from eating semi poisoned leaves. Which given how little water there is in the tree doesn't leave it a lot of time to do much else. That means if you want to fight one you basically have to climb a tree and drag it down.

Koala

Size/Type: Small Animal
Hit Dice: 2d8+3 (11 hp)
Initiative: +0
Speed: 10 ft. (2 squares), Climb 10 ft, Swim 10 ft
Armor Class: 16 (+1 size, +0 Dex, +5 natural), touch 10, flat-footed 10
Base Attack/Grapple: +1/-4
Attack: Claw +1 melee (1d2-1)
Full Attack: 2 claws +1 melee (1d2-1) and bite -4 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: None
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 10, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Endurance,
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

(If you feel like calling this a Koala bear please read the note at the bottom of the Platypus first)


And here is the perfect time to introduce Australia's biggest tourist killer. The drop bear. I'm sure you have heard the stories. Everyone has, the drop bear is similar too the Koala in looks, except tends to be whiter instead of grey and is carnivorous. It sits in tree's waiting for prey to move underneath it before dropping from above bludgeoning anyone bellow it before latching on and tearing them to shreds with its large claws. These fella's are a nasty piece of work, and Australians have found there weakness. Eating Vegemite our whole live makes your skin exude a faint scent (No really it does look it up). This scent repels the drop bears. Instead of smelling like food we smell more like a dried turd to those guys. For you tourists who haven't been protecting yourself your whole life you can instead apply it like sunscreen. We suggest a very thin layer like you would put on toast. This makes sure you have the scent when your strolling under all those gum trees looking up for koala's.

The Drop Bear

Size/Type: Medium Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+0
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Drop
Special Qualities: Low-light vision, Scent
Saves: Fort +9, Ref +6, Will +4
Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: —

Drop
Should you walk beneath a square a drop bear threatens it will fall from above on top of you dealing 2d6 bludgeoning damage + any additional fall damage it would take. If you know about the drop bear before entering the square you may make a Reflex save dc 15 to avoid the damage and the drop bear will take the appropriate fall damage. Should the drop bear hit you with this attack it gets both a free attack with a claw and a free grapple attempt should it choose to take it. The drop bear may use this attack to initiate its Rage feature.

Rage (Ex)
A drop bear that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.


Now another furry creature you tourists all love is the Wombat. This bastard is hard arsed. Literally. People have run cars into them and the little critters have just walked away. Meanwhile the poor driver is left stranded in the bush with his minivan compacted to the size of possum dropping.

Wombat

Wombat
Size/Type: Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Burrow 5 ft.
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Base Attack/Grapple: +1/+0
Attack: Claw +2 melee (1d4+2)
Full Attack: 2 claws +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Hard arse
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 15, Dex 12, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +5, Listen +5, Spot +7
Feats: Endurance
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Hard arse(Ex)
Once a wombat burrows it can use its hardened butt to stop attackers and fir. Anytime the wombat burrows in, it gains DR2/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 2d6+2 bludgeoning damage.


Now those fellas wouldn't attack you without you poking it with a stick, and even then it better be a sharp one. But its good too have a look at today's creatures before we show you where they come from. Let me introduce you too our next creature from the dreaming. I'm talking about the Giant wombat of cause. They were the largest marsupials ever to have lived, although that was a few million years ago.

Giant (Dire) Wombat

Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 50 ft. (6 squares), Burrow 20 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 15, flat-footed 17
Base Attack/Grapple: +8/+4
Attack: Claw +4 melee (2d8+10)
Full Attack: 2 claws +4 melee (2d8+10) and bite -1 (2d10+10)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rend
Special Qualities: Low-light vision, Scent, DR 8/Magic
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +9, Spot +7, Survival +5
Feats: Alertness, Track, Endurance, Darkvision 60ft
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: 5
Advancement: 12-22 HD (Huge)
Level Adjustment: —

Rend(Ex)
If the Giant wombat strikes the same target with two claw attacks, it automatically deals extra damage equal to that of two claw attacks plus 1/2 its Strength bonus.

Hard arse(Ex)
Once a Giant wombat burrows it can use its hardened butt to stop attackers and fir. Anytime the Giant wombat burrows in, it gains DR5/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 4d8+10 bludgeoning damage.


While we are still in the bushland why don't we head south. There is a small island down there considered by some to be a part of Australia and it hosts quite a famous creature. The Tassy Devil. The black little critter has a wicked bite, and thanks to the extreme sunlight we get down here has mutated it too be able to spread cancer from it.

Tasmanian Devil

Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–5
Attack: Bite +4 melee (1d4) + Disease
Full Attack: Bite +4 melee (1d4) + Disease and claw –1 melee (1) or if attached 2 claw +4 (1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Attach
Special Qualities: Low-light vision, Scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +7, Listen +5, Spot +5
Feats: Endurance, Track, Weapon Finesse
Environment: Busland
Organization: Solitary, pair, or cete (3–5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Cancerous Bite (Disease) Whenever the Tasmanian Devil makes a successful bite attack, it forces the target to make a fortitude save DC 15 or get Tasmanian Cancer. This does not cause any initial effects, however whenever the target goes up an age category it looses an additional point of constitution due to the disease.

Rage (Ex)
A Tasmanian devil that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.



Now over by the billabong we have perhaps the strangest of all Australian animals. Now brace yourself before I reveal him, the sight has been known to drive a man insane. I'm talking about this little guy, the platypus. While he seems like a small creature and not much worry, I wouldn't want to swim with an angry one. The male's have a poisonous bards on there hind legs, and should you be stuck you will be feeling pain anywhere between days and weeks to come.

Platypus


Size/Type: Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 30 ft
Armor Class: 15 (+1 size, +0 Dex, +4 natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+5
Attack: Claw +4 melee (1d2-1) + platypus poison
Full Attack: 2 claws +4 melee (1d2-1) + platypus poison
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: platypus poison
Special Qualities: Scent, hold breath, Low-light vision, Duck/beaver/otter thing.
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 11, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +11, Listen +3, Spot +5
Feats: Alertness, Endurance,
Environment: Billabong
Organization: Solitary, pair,
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Platypus Poison
Upon a successful attack the platypus poisons its victim. Fortitude save DC 15. Initial damage is 1d6 non lethal every round. This will never kill someone but can knock them out, and if in water, make them drown. The player is also more susceptible to pain when poisoned taking an extra 1d4 non lethal damage every time an attack is successful. This damage cannot be reduced by DR or immunity. A single success Fort save delays the affects for 1 round, a second successful saves means the poison has passed. If the creature is hit more than once by the platypus the save DC increases by 1 for each additional hit after the first.

Duck/Beaver/Otter thing
Any person viewing the platypus for the first time must make a will save DC 15 or suffer the affects of the spell insanity for the duration of and hour, muttering things like "It shouldn't be." or "Its a duck...but its a beaver...oh god."

(On a personal note I never mentioned it was a duck billed platypus, that is because there is no such thing. Just like the koala bear it doesn't exist. Why do you have to add a description to a creature that is one of a kind I will never know, but please don't. It is not only wrong but makes you sound silly.)




Well thanks for checking out the creatures Australia has to offer. I'll hand you over to my mate Johno to talk to you about some things you tourists might not have. Catchya round



EDITS as of Day 1: Added some wombats a platypus, and a little Tasmanian devil. Not sure about dire tassy devil as so far all the dire creatures are either from myth or actually existed. Did up an extra abilities for the wombat (Hard arse) and lots of fixes for the Roos. Added an item, the Tinny, Vegemite and thongs as well as the Bogan and Bogan Barbarian varient. Also started stating up a Bogan Barbarian. expect more NPC classes soon. THANKS TO DEBBY for fixing some major mistakes made by me

Day 2: Added in elves, still working out the stats for those, and the Ocker class as a Expert replacement, also the ranger variant for that class. I fell it is quite week having taken some of the combat ability away.
THANKS TO DEBBY, AMIEL THRAWN183 and LATRONIS. AMIEL takes full credit for the elves and Debbie for her always useful help with the stats (why do i always get them so wrong). Latronis' continuous support and Thrawn for help with CR. Please keep it coming i need lots more help. I will try to post a class and an Animal a day at least for now.

Mangles
2009-12-16, 05:04 PM
Gday mate, the name is Johno. I'm here to tell you about a few odds and ends you might not have back home. Now this is called a tinny, it comes in many variaties depending where you come from. Up north they call it Four Ecks, down south it is Vee Bee. If you go west its a Teddy's, there is also Crownies, Tooies and a whole range of other beers. Now this is not like some countries beers which are very much the same as making love in a canoe. But Johno you say, I've drunken your Fosters. Why do you think we send it overseas, its not fit for drinking in this country. So may I be the first to present to you the best in macro brewed beer. Welcome to Australia.

The Tinny: Cost 1 sp

Going by many names depending on where it was made the tinny imbues the drinker with many effects. The most notable being a perceived increase to strength and dexterity. While it is well documented that a few beers can help improve ones skills in a particular game, it is not recommended to drink too much or you will peak and loose all the benefits of this brew.

Drinking a tinny and making a successful fort save DC 15 gives the user a +1 untyped bonus to all skill checks requiring Strength or Dexterity for 1 hour. It also it gives the user the Die hard ability for 10 minutes. Drinking another tinny gives you an additional +1 to the skill checks and makes the effects last from the time the second tinny was drunk. Each time a tinny is drunk the fort save DC increases by 1. Should the drinker fail the fort save he looses all the effects of the tinnies and is instead nauseated for 1 hour/tinny drunk.
Special: If a nauseated characters drinks a tinny the save DC is increased by 5


Now a good beer becomes a great beer when its had with some good food. Now we all know about snags on the barbie but I'd like to show you something a bit special. Vegemite. This little ripper will put hairs on even the girlish of men's chest. Now you may have heard that drop bears don't like this stuff and you have heard right. Smothering yourself in this, or eating it for your entire natural life, causes you too smell quite bad too them. Its a good little safety tip if your going bush walking.

Vegemite: Cost 1sp

If the user eats vegemite it has a positive affects against nausea, reducing the duration by 1/2. This can only be done once until the character is no longer nauseous and then may be used again. Should the user instead apply it too herself as an oil any drop bears that come in contact with her will need to make a will save DC 15 or be dazed for 1 round. Should she apply the oil to the drop bear it will either take a full round to clean itself off or be confused. Applying the oil would take a successful grapple check and provoke and attack of opportunity.


Now while you hunker down on some of that grub we better get you some more fitting cloths. Can't have you looking like a dag now can we. Let me introduce you to the finest pair of footwear us Aussies have to offer. The thong. Now i know its a bit funny looking but a pair of these on the sand dunes and your off like a rocket.

Thongs: 2gp

The most basic thong is a simple piece of rubber with a string running from between thumb two and the index toe to either side of the middle of the foot. While this may seem clumsy to many, on any sandy terrain such as beaches or deserts it makes sure that the sand doesn't bog you down.

If a character is wearing thongs on sandy terrain such as desserts or beaches they no longer treat it as difficult terrain. Those who do not take such measures consider all sandy terrain difficult. If a character tries to charge or run while in thongs they must make a balance check DC 15 or fall prone.



let me tell you about some of the people your likely to meet around here. Now me I'm a bit of a bogan. The mullet should tip you off. Along with thongs, a wife beater and a beer in hand you don't get much more bogan.

Bogan


Bogan
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+1|+0|+0|Born into thongs,

2nd|+1|+1|+0|+0|Drongo +1

3rd|+1|+2|+1|+1|

4th|+2|+2|+1|+1|

5th|+2|+3|+1|+1|The Wife Beater

6th|+3|+3|+2|+2|Drongo +1

7th|+3|+3|+2|+2|

8th|+4|+4|+2|+2|

9th|+4|+4|+3|+3|

10th|+5|+5|+3|+3|Drongo +1

11th|+5|+5|+3|+3|

12th|+6/+1|+6|+4|+4|

13th|+6/+1|+6|+4|+4|

14th|+7/+2|+6|+4|+4|Drongo +1

15th|+7/+2|+7|+5|+5|The Mullet

16th|+8/+3|+7|+5|+5|

17th|+8/+3|+8|+5|+5|

18th|+9/+4|+8|+6|+6|Drongo +1

19th|+9/+4|+8|+6|+6|

20th|+10/+5|+9|+6|+6|AC/DC

[/table]
Alignment: Any
Hit Die: 1d4

Class Skills:
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Balance (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
The Bogan is proficient with the Cricket Bat and Cricket ball.

Born into thongs: The Bogan was born into a pair of thongs and as such never takes any penalties for wearing them.

Drongo: The average Bogan is a bit of a Drongo. At any level where the Bogan becomes more of a Drongo he can drink an extra Tinny a day before needing to make a save.

The Wife Beater: Not literally, we mean a singlet. When wearing a Wife Beater the Bogan is considered to be wearing Adamantite chain shirt whenever it is beneficial.

The Mullet: The hair style of choice for any self respecting Bogan. The mullet allows the wearer to take 10 on any skill check, learned or not, as long as they are under the effects of a Tinny.

AC/DC: The Bogan knows all the lyrics and rifts of Australia's greatest rock band. "Dun dun daaahn, dun dun dah naaahhn" Whenever under the effect of Bardic music the Bogan may choose to double its effects by singing along badly or imitating the music.

Bogan can also be a variant totem for Barbarians.
Bogan Barbarians Loose the fast movement, trap sense, damage reduction, indomitable will and instead get Born into thongs and weapon proficiency (Cricket Bat and Cricket ball) at 1st level, Drongo at any level that had trap sense. The Wife Beater at 7th level. The mullet at 14th level and AC/DC at 19th level.


Now my mate Bobbo (http://www.myth-weavers.com/sheetview.php?sheetid=173561)is a bit of a angry Bogan but he plays a mean game of Cricket.

Now the next group a fella's we are going to meet is the Ockers. Most Ockers are too hard working for there own good. Still they knows how to have a good time once the work is done and drink nearly as heavily as us Bogans.

Ocker


Ocker
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+0|+1|+0|+2|Laborer by day

2nd|+1|+1|+0|+3|Drongo

3rd|+2|+2|+1|+3|

4th|+3|+2|+1|+4|

5th|+3|+3|+1|+4|Liquid Dinner

6th|+4|+3|+2|+5|Drongo

7th|+5|+3|+2|+5|

8th|+6/+1|+4|+2|+6|

9th|+6/+1|+4|+3|+6|

10th|+7/+2|+5|+3|+7|Drongo

11th|+8/+3|+5|+3|+7|

12th|+9/+4|+6|+4|+8|

13th|+9/+4|+6|+4|+8|

14th|+10/+5|+6|+4|+9|Drongo

15th|+11/+6/+1|+7|+5|+9|Swagman

16th|+12/+7/+2|+7|+5|+10|

17th|+12/+7/+2|+8|+5|+10|

18th|+13/+8/+3|+8|+6|+11|Drongo

19th|+14/+9/+4|+8|+6|+11|

20th|+15/+10/+5|+9|+6|+12|Swaggering Man

[/table]
Alignment: Any
Hit Die: 1d6

Class Skills: Balance (Dex) Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Laborer by day: The Ocker is a hard worker and gets paid well for being one. He gets a +3 bonus to all profession checks and earns the value of his profession check when determining how much is earned by working.

Liquid dinner: The Typical Ocker doesn't have time for a meal before heading off to a big night out. When he drinks a Tinny it now counts as eating eating 1 serving of field rations when it would be beneficial as long as he does not become nauseated . He also gets +2 to survival for finding food.

Swag man: Ockers generally pick up a lot of bush law from drifters or by drifting. He now gets +5 to Hide and Survival checks while in Australia and +5 to heal vs any poison, disease or wound inflicted by an animal native to Aus. He also gets a +1 to attack and damage vs Australian animals and sheep and can bypass any DR if they have it.

Swaggering man: The Ocker tends to drink just as much on a binge as a Bogan. He now gets a +5 to ac and DR 5/- while under the effects of a Tinny. In addition rolling a 1 is no longer a critical failure while under the effects of the Tinny either.


Rangers can also now have the Ranger variant Swagman.
Swagmen Rangers loose Wild empathy, Combat style, Improved Combat style and Combat style mastery. They must choose an appropriate (HD = 1) Australian animal too be there Animal companion and there Favored enemy must be Animal. In return they get Laborer by day at Level 1, Drongo at level 2 , Liquid dinner at level 6, Swag man at level 11 and Swaggering man at 16th level.



Now how these tricky little buggers came to Australia I'll never know. But they talk too fast and there lingo is too thick even for a local like myself. Watch out for these fellas.

Outback Elves: Courtesy of AMIEL

Outback Elves
Medium: As Medium creatures, outback elves have no special bonuses or penalties due to their size.

Outback elven base land speed is 30 feet. Given their genial, laid-back nature, Outback elves ambulate at a rather accommodating land speed of 20 feet.
Immunity to non-magical fear
+2 racial bonus on saving throws against poison
+2 racial bonus on Survival and Sleight of Hand checks

Confounding Language: an outback elf may confuse others and obfuscate meaning through use of Outback slang; "ya drongo!," "Onya, mate!" "He's got a few kangaroos loose in the top paddock, fair dinkum" "Fair suck of the sauce bottle, mate" "programmatic specificity"
A confusion effect is forced upon any recipients of Confounding Language if a Will DC check at 10 + 1/2 HD + Charisma modifier is failed. Usable 1/round

Titillation: Outback elves talk in a titillating way. Always ending sentences as question. Because of this an Outback elf gets a +2 whenever trying to get information, be it from a bluff, gather information, intimidate or any other check.

Common Names: Angie, Lizzie, Burgo, Johnno, Bazza, Mazza, Shazza, Dazza, Wozza, Loz

Alignment: Larrikin (Chaotic Neutral); worships Larrikin, a humorous deity who mocks others and flouts social conventions

Weapon Proficiency: Outback elves receive the Martial Weapon Proficiency feats for the cricket bat and/or longsword as bonus feats

Favored Class: Any

lvl 1 sharnian
2009-12-16, 05:24 PM
Lol drop bears

Possum needs a mechanic to play dead, perhaps a +4 racial bonus on bluff checks to pretend to be dead?

DracoDei
2009-12-16, 05:42 PM
While I haven't read though this yet I strongly approve of the concept.

Possums are NOT from Australia.

Mangles
2009-12-16, 05:47 PM
A possum (plural form: possums) is any of about 69 small to medium-sized arboreal marsupial species native to Australia, New Guinea, and Sulawesi (and introduced to New Zealand and China). The name derives from their resemblance to the opossums of the Americas. (The name is from Algonquian wapathemwa, not Greek or Latin, so the plural is possums, not possa.) Possum is also used in North America as a short form of Opossum. A possum's diet is mainly plant-based eg leaves, fresh gum tips and flowers; however, they also occasionally eat insects, eggs and meat. An open compost bin in a backyard becomes an enticing smorgasbord for a hungry urban possum.

Directly from wikipedia, and from the fact that i live here. Yes yes they are native

DracoDei
2009-12-16, 06:04 PM
I sit corrected...

reefwood
2009-12-16, 06:05 PM
Directly from wikipedia, and from the fact that i live here. Yes yes they are native

I saw a dead possum in a Melbourne park. At least that's what I think it was.

The koala seems a bit tough... at least the 2 HD and +5 natural armor. Then again, I've never tussled with one before. But overall, I think these stats are a great idea!

Mangles
2009-12-16, 06:12 PM
Thanks. I'd really like to balance the creatures and the CR of them all so I could use them in a game. Added in some wombats. I intend to put in some more of the abstract dreaming things in eventually. once i finish with all the basics

clockworkmonk
2009-12-16, 07:06 PM
opossum's, on the other hand, are found in North America.

Krazddndfreek
2009-12-16, 07:12 PM
Aren't Koala's uber cranky if they don't get their regular dose of crackeucalyptus? Cranky as in violent cranky?

Saintheart
2009-12-16, 07:18 PM
...No tasmanian devils? :smallfrown:

Friend Computer
2009-12-16, 07:59 PM
I lol'd.

However, one animal that absolutely needs to be done:
The Cranky Bogan. :smalltongue:

Mangles
2009-12-16, 10:03 PM
There are plenty more creatures to come. And maybe I'll stat up a bogan or two as well.

Latronis
2009-12-16, 10:33 PM
Red Kangaroo should only be Medium sized.

and they way a roo crawls is too slow for the 'walk' to be 50'. 20' is generous.

Mangles
2009-12-16, 10:52 PM
Yeah your right about the movement, i might make it 15 feet total rather than just cut by a percentage. of course it will need to be bigger for the giant. as for the red roo i really wanted a size difference between the two and i don't think the grey roo qualifies for small. The red roo seems on the border between large and medium simply due too height. I'll keep it as is for the moment but consider changing it in the near future. Changing the move speed once i finish this post

Latronis
2009-12-16, 11:07 PM
I think the problem is the variance between sizes is too big.

Sure there's a considerable difference between the greys and reds, but they arn't really bigger than a man which is pretty much the baseline for medium size.

What if the greys are small but can advance to medium and start the reds at medium with an adbancement leading upto large.

That way the very biggest of the greys can match your average red, and you can still have the very large reds at the top end of the scale before needing to move into the mega-fauna.

What I would be interesting in seeing is stats for a platyus venom :smallbiggrin:

Mangles
2009-12-16, 11:27 PM
well i think the answer might be a simple one. What do you give a medium creature you want to act as large? Powerfull build :D

Milskidasith
2009-12-16, 11:32 PM
So... where's the Platypus? It's amazingly painful venom must be statted out!

Mangles
2009-12-16, 11:53 PM
It is done. Let me know if you think its truly worthy or if it needs to be fixed. Note the Tasmanian Devil and Tiger are next on my list, and maybe some dingos (they steal babies you know?)

Latronis
2009-12-17, 12:13 AM
Someone posted this here a while ago and despite the locations being mostly off it's still worth a lulz


http://i119.photobucket.com/albums/o160/The_Original_Latronis/6131_118983912304_621127304_1956061.jpg

Mangles
2009-12-17, 12:46 AM
http://www.youtube.com/watch?v=eNEeq5qGh8I&feature=rec-LGOUT-exp_stronger_r2-2r-1-HM

is also really funny, true and neither list even half the animals that could kill you

Thinking the Tasmanian Devil will have a cancerous bite increasing the con penalty from aging by one, can't get rid of it short of wish or miracle after initial fort save,

TabletopNuke
2009-12-17, 01:56 AM
Kanagaroos have a land speed of 100 feet?! That's almost twice the speed of a racehorse! Is that really right?

What's the GP cost for vegimite?

Mangles
2009-12-17, 02:01 AM
1 sp for Vegemite i figure (its a big jar), same as a tinny, i should probably put that in somewhere.

EDIT: about the land speed. I never noticed that. I will edit that down a bit to be equal to a horse.

Latronis
2009-12-17, 02:56 AM
The hopping is weird to stat out. While it's not overly fast it is a faster mode of movement than a horse walking. Even if a race horse is going to run faster than a hopping kangaroo at a 'run'

Mangles
2009-12-17, 03:44 AM
Ive never seen a kangaroo hop slowly. They don't always go full speed but it is always faster than a horses walk.

Latronis
2009-12-17, 03:52 AM
Ive never seen a kangaroo hop slowly. They don't always go full speed but it is always faster than a horses walk.

That's what I said.. It's faster then walking, but going full out they aren't winning any races againest a racehorse.

BooNL
2009-12-17, 04:31 AM
Ive never seen a kangaroo hop slowly. They don't always go full speed but it is always faster than a horses walk.

Maybe keep the speed but limit them to 2x when running?

I approve of this thread by the way :smallbiggrin:.

Mangles
2009-12-17, 05:49 AM
If i was to limit running it would be 2x while encumbered 3x while unencumbered otherwise they are running only as fast as a human who is wearing a track suit. Actually that might be a good compromise. I'll think on it.

Amiel
2009-12-17, 06:08 AM
Someone posted this here a while ago and despite the locations being mostly off it's still worth a lulz


http://i119.photobucket.com/albums/o160/The_Original_Latronis/6131_118983912304_621127304_1956061.jpg

Yeah, that would be me, mate.

Regarding size of the kangaroos, it really depends on what you are looking at. Is the subject in question, male or female, and is it fully grown, a juvenile or kid; while the average red kangaroo stands ~1.5 m (4 ft 11 in), accounts of greater size are not uncommon, some large males reach up to 2 m (6 ft 7 in) in height. Factor in tail measurements of 0.9 to 1 m (3.0 to 3.3 ft) and you have something that is very nearly 8 ft and can grow to ~ 10 feet if the creature is considered in full. This is considerably larger than a person.

Regarding kangaroo speed, their legs, in effect, work as rubber bands. It has been documented that red kangaroos can leap over 9 m (30 ft) in one go (in one leap).

The highest ever recorded speed of any kangaroo, documented by the Guinness Book of Records "was 64 kilometres per hour (40 mph) set by a large female Eastern Grey Kangaroo."

Real Sorceror
2009-12-17, 06:09 AM
Gawd. I'm gonna be scared if you post a Dire Tasmanian Devil. The normal sized ones actually aren't that bad (individually). I personally think they're adorable. But once you make them big enough for your head to fit in their mouth the cute factor really goes down a couple notches. Probably be best to base them off the Badger, maybe with the lock ability of the Weasel.

Mangles
2009-12-17, 06:23 AM
Surprisingly enough the badger is what i base most marsupials off. ;)

Also have posted up the NPC class bogan up now as a replacement for the Australian commoner. Expect, Wowser - Aristocrat, Dag - Adept, Ocker - Expert and the Digger - Warrior in the near future.

Thanks for all the info on the Roo. I think I'm going to leave it as is at the moment. The movement speed should probably be higher based off that but I want to use this stuff in game so it still needs to be balanced and I'm pretty sure most of it isn't. If any changes do need to be made I'll keep that info in mind and try to move more towards it than away.

Amiel
2009-12-17, 06:28 AM
Oh, this is a kultarr
http://www.australianwildlife.org/images/Image/Kalamurina/gallery/Kultarr_large.jpg

They are very cute.


Be warned, gentle readers. They are carnivores and vicious predators of terrestrial invertebrates including cockroaches, spiders and crickets.


No worries, mate, glad to help! Campaigns need more Aussie critters.

Mangles
2009-12-17, 07:43 AM
Made Bogan a totem variant for barbarian. Hopefully each NPC class will let me do a variant class. That would be awesome. Also will be adding in more items, cricket bat and ball, wife beater, stubby shorts, and anything else i can think of too stat up. Keep throwing ideas at me. I have a day off tomorrow.

Mulletmanalive
2009-12-17, 07:45 AM
So...wait...Drop Bears are real?

I'd always assumed that someone just pissed off a koala. Maybe during mating season...

Amiel
2009-12-17, 07:47 AM
Outback Elves

__Medium: As Medium creatures, outback elves have no special bonuses or penalties due to their size.
__Outback elven base land speed is 30 feet. Given their genial, laid-back nature, Outback elves ambulate at a rather accommodating land speed of 20 feet.
__1 extra feat at 1st level and 4 extra skill points at 1st level as per Humans.
__Immunity to non-magical fear
__+2 racial bonus on saving throws against poison
__+2 racial bonus on Survival and Sleight of Hand checks
__Confounding Language: an outback elf may confuse others and obfuscate meaning through use of Outback slang; "ya drongo!," "Onya, mate!" "He's got a few kangaroos loose in the top paddock, fair dinkum" "Fair suck of the sauce bottle, mate" "programmatic specificity"
A confusion effect is forced upon any recipients of Confounding Language if a Will DC check at 10 + 1/2 HD + Charisma modifier is failed.
__Propensity for Abbreviation: Melbourne Cricket Ground>MCG>G; this is a display of affection rather than belittlement.
This may be an obsessive-compulsive thing, or it could be a cultural thing. The elf gains a +2 bonus on Diplomacy checks provided he uses affectionate diminutives; failure on the other hand, imposes a -2 penalty on Concentration checks.
__Names: Angie, Lizzie, Burgo, Johnno, Bazza, Mazza, Shazza, Dazza, Wozza, Loz
__Alignment: Larrikin (Chaotic Neutral); worships Larrikin, a humorous deity who mocks others and flouts social conventions
__Weapon Proficiency: Outback elves receive the Martial Weapon Proficiency feats for the cricket bat and/or longsword as bonus feats
__Favored Class: Any; rangers have kangaroos and koalas as animal companions, wizards may have pygmy possums and parrots as familiars

Amiel
2009-12-17, 07:49 AM
So...wait...Drop Bears are real?

I'd always assumed that someone just pissed off a koala. Maybe during mating season...

Yes, very yes. Drop bears (http://images.google.com.au/images?gbv=2&hl=en&client=firefox-a&rls=org.mozilla:en-US:official&q=drop+bears&sa=N&start=21&ndsp=21) are very real.

Debihuman
2009-12-17, 07:54 AM
Nicely done. However, a few errors crept in.

A group of kangroos should be called a mob and the numbers should be 3-16.

Tail Stand Kick and Bound should be noted as (Ex) abilities for all kangaroos.

Touch AC for the Grey Kangaroo is 13 not 12. It has one too many feats; one needs to be listed as a bonus feat--desiginate it with a (B).

[Edit] Red Kangaroo's melee attack is at +8 (Base attack bonus + Strength modifier + size modifier plus +1 for weapon focus). It should have 3 feats; however, you put the Alertness feat in with the Special Qualities.

Giant (Dire) Kangaroo's melee attack is +13. (Base attack bonus + Strength modifier + size modifier). It should have 4 feats.

Possum should only have one feat; any additional feats should be listed as bonus feats. Its melee attacks are +2 primary attack and -3 secondary attack. (BAB + Dex + size = + 0, +3, -1). Secondary attack is at a -5 penalty.

Animals generally do not have darkvision, however they all have low-light vision as it is part of the Animal traits. Cats don't even have darkvision, so the possum and koala shouldn't have it either. However, the koala should have low-light vision.

Both the Possum and Koala have the wrong grapple number. The special size modifier for Small creatures is -4 [grapple uses a special size modifier which is different from the melee combat modifier]. Possum is -5 for grappling.

Also, a group of possums is called a passel.

Koala has wrong BAB and wrong grapple. BAB is +1, and grapple is -4.
(BAB + Str + special size modifier). Koala should only have one feat; any extra feats should be listed as bonus feats.

Drop bear has one feat too many, its extra feat should be noted as a bonus feat. Its grapple should be +0 [BAB + Str + special size modifier = +2, +2, -4]. It should have low-light vision not darkvision as previously mentioned.

Debby

Mangles
2009-12-17, 07:57 AM
I'd like to include the Outback Elves on the first post if i can, But could i remove the bonus feat and replace with endurance, and remove the bonus skill point all together

YAY at Debby for ballance and checking, thank you very much, I will make changes shortly.

Debihuman
2009-12-17, 08:02 AM
As for removing one bonus feat and replacing it with another, you'd still have to list the extra feat as a bonus feat. Creatures gain feats just like PCs. They get 1 for their first HD and another for their 3rd and another at 6, and so forth.

Also, I noticed the Koala had the wrong initiative. It should be +0 not +3.

Debby

Serpentine
2009-12-17, 08:08 AM
Possums are NOT from Australia.Silly silly silly :smallannoyed: :smalltongue: Guessing you were thinking of opossums, which freak me out.
Also, I call shenanigans on possums being a fair fight for a Tazzie devil.

On kangaroo speed: Wikipedia says:
" The comfortable hopping speed for Red Kangaroo is about 20–25 km/h (13–16 mph), but speeds of up to 70 km/h (44 mph) can be attained, over short distances, while it can sustain a speed of 40 km/h (25 mph) for nearly two kilometres",
and:
"All horses move naturally with four basic gaits: the four-beat walk, which averages 6.4 kilometres per hour (4.0 mph); the two-beat trot or jog, which averages 13 to 19 kilometres per hour (8.1 to 12 mph) (faster for harness racing horses); and the leaping gaits known as the canter or lope (a three-beat gait that is 19 to 24 kilometres per hour (12 to 15 mph), and the gallop.[64] The gallop averages 40 to 48 kilometres per hour (25 to 30 mph).[65] The world record for a horse galloping over a short, sprint distance is 88 kilometres per hour (55 mph)."
So, I guess, comparable to a horse, though it can go faster for longer.

Mangles
2009-12-17, 08:16 AM
If you have any ideas for the difficulty rating of each creature it would be much appreciated. I kinda guessed most of this stuff and that's why there is mistakes and shenanigans. As for the Kangaroo I'm happy the way it is flavor wise, I'm more worried balance wise now. If that means going faster than so be it.

Mulletmanalive
2009-12-17, 08:33 AM
i'm embarrassed to have actually believed you for a while there.

Debihuman
2009-12-17, 09:02 AM
There are a lot of critters here.

I just noticed that the Rage feature is missing from the Drop Bear.

Wombat

My corrections are in no particular order.

Hit Dice is 2d8+4 (13 hp). You add the Con bonus to every hit die. [2x4.5=9 +4=13].

[Edit] Initiaitve should be +1 (Same as Dex modifier).

It is missing low-light vision from special qualities. Note: ALL animals have low-light vision.

Lose Weapon Finesse as a feat because the wombat already has too many feats (it should only have one feat) and the wombat has higher Str than Dex.

Also, melee attacks should be at +3, not +4. Damage should be (1d4+2) since it has a Str of 15.

Unfortunately, I don't have time today to finishs PEACHING this thread. I'll get back to it later.

BTW, your welcome. I'm glad to be of assistance.

Debby

hamishspence
2009-12-17, 09:06 AM
Regarding size of the kangaroos, it really depends on what you are looking at. Is the subject in question, male or female, and is it fully grown, a juvenile or kid; while the average red kangaroo stands ~1.5 m (4 ft 11 in), accounts of greater size are not uncommon, some large males reach up to 2 m (6 ft 7 in) in height. Factor in tail measurements of 0.9 to 1 m (3.0 to 3.3 ft) and you have something that is very nearly 8 ft and can grow to ~ 10 feet if the creature is considered in full. This is considerably larger than a person.


The question is, do you factor in tail measurements?

190 pounds is near the top of the weight range for a big kangaroo. If the 2 m height is when straightened as tall as it will go, than combined with the weight, it is slightly smaller than a lizardfolk.

Which is Medium.

Amiel
2009-12-17, 09:14 AM
I'd like to include the Outback Elves on the first post if i can,
Sure thing, mate, go for it; what I post on these boards is for general consumption after all :)


But could i remove the bonus feat and replace with endurance, and remove the bonus skill point all together

Basically what Debby said. What I wanted to do with the bonus feat was to allow the player free reign and choice in deciding what they wanted to get out of the feat they decided on; the idea was that not every outback elf was possessed of the constitution to be durable and one may certainly have their outback elf with Endurance as a bonus feat. Incidently, they already have a +2 racial bonus on Survival checks.

The free skill points was to represent that they may, possibly, have human origins and basically make them skilled (for lack of a better word).


Regarding thongs, we don't have actually have thumbs on our feet, they're all toes :)
Some of the 'toe bridgers' can be made of hardened cloth, my Converse thongs are.

Also, I may be very unAustralian when I say this...but I dislike vegemite, I dislike the taste; people need to be informed that it's other name is 'super happy yeast infection' :smalltongue:


i'm embarrassed to have actually believed you for a while there.

:smallbiggrin:

Amiel
2009-12-17, 09:18 AM
The question is, do you factor in tail measurements?

190 pounds is near the top of the weight range for a big kangaroo. If the 2 m height is when straightened as tall as it will go, than combined with the weight, it is slightly smaller than a lizardfolk.

Which is Medium.

Of course you do. You obviously need to, otherwise the creature will look extremely, alienally odd. It becomes less of an animal, in this case, and more of an aberration.
You cannot look at something with a tail with measurement that essentially stops at that base, that is illogical.

However, there is no way to reconcile realism in the verisimilitudism that is D&D. I have cited numerous examples in the core rulebook that both invalidate the size measurement mechanics and call for different measurement guidelines to be put in place.

hamishspence
2009-12-17, 09:20 AM
8 ft tall for a biped, weight of around 500 pounds, seems to be the norm.

There are exceptions- 8 ft bipeds with weights as low as 300 pounds, in d20 sources.

But a 6 ft 7 inch 200 pound biped, is, perhaps, a little small to be considered Large size?

Unless you revise the size definitions massively.

and when dealing with, say, a kangaroo, how exactly is focussing on the height and weight, rather than the nose tip to tail tip length, illogical?

Some creatures have huge tails. Some don't. The kangaroo, IMO, doesn't.

Amiel
2009-12-17, 09:27 AM
Norm in D&D, which isn't really saying anything; I don't think you can really argue in favor for realism in D&D, as the system basically throws realism out the window (you have magic after all, and massive damage stops at 20d6 to cite two examples).


You are incorrect about the actual length of the red kangaroo, it is 6 ft 7 in tall, its tail adds another 0.9 to 1 metre (3.0 – 3.3 ft).
The kangaroo doesn't have a huge tail? (http://en.wikipedia.org/wiki/File:RedRoo.JPG)
"Kangaroos are the only large animals to use hopping as a means of locomotion." It can support its entire body weight on its tail, rearing up with its legs in the air.

Size means overall size, not all animals, even magical or otherwise will magically fit into the categories. The roc, the winter wolf all do not and should not fit within their given categories when their nose to tail tip length is measured. Hence the illogicality.

I actually believe you do need to revise the size definitions unfortunately :(



If you want to stick with the sizes, then you need to design all animals a la dragons; with size, HD, ability scores and all of that required for each 'age category.' That is the only way to introduce realism in D&D; or at least as it pertains to real-world animals.

Mangles
2009-12-17, 09:29 AM
In regards to outback elves
The reason i suggested remove the bonus feat and skill points is that they are in every way superior to humans then. I will remove them for now but this can be up for reveiw like all material on the front page.

In regards to Kangaroo size
I fixed the size issue by giving powerful build as a feat to my red roos. Now they are medium creatures who are just exceptionally strong for there muscle mass.

Amiel
2009-12-17, 09:32 AM
Actually, the outback elves were designed to be better than humans. They live, nay thrive, in the outback after all, a nigh inhospitable wasteland of little water and so much dust and toil.

I think you should stick with the original sizes, they are most appropriate if you wish to stat out real-world animals realistically within the system of D&D.

Mangles
2009-12-17, 09:40 AM
Check out the elves, see if you like. While i understood the Propensity for Abbreviation, mechanically it is very confusing, and GM dependent. I have replaced it for now, once again if you don't like it let me know so we can work out a better solution.

hamishspence
2009-12-17, 10:09 AM
I think you should stick with the original sizes, they are most appropriate if you wish to stat out real-world animals realistically within the system of D&D.

In your opinion. A few exceptions do not disprove the general rule that a creature about the size of a person (mass and height), is Medium rather than Small or Large.

a 1 metre tail on a 2 metre tall biped is- short. No bigger than the tail of a lizardfolk or troglodyte. And nobody insists they are the wrong size because of their big tails.

Unless not using D&D size system (each size dimension is double the previous one, and the smallest creatures in a size category are about half the size of the biggest)

then I figure that to "stat out real-world animals realistically" the D&D size system should be used as a starting point.

However, this argument has been hashed out numerous times. If the OP wants adult red kangaroos to be Medium, or Large, whatever suits them best is appropriate.

paddyfool
2009-12-17, 10:41 AM
Needs more spidersss...

(EDIT: However, it is awesome).

hamishspence
2009-12-17, 10:53 AM
yes- D&D tends to underpower spider poisons.

I wonder what save DC and ability damage adult male funnelweb spider venom would do, translated?

Debihuman
2009-12-17, 04:54 PM
THANKS TO DEBBY AND AMIEL. AMIEL takes full credit for the elves and Debbie for her always useful help with the stats (why do i always get them so wrong).

You're welcome as usual. Don't worry about getting the stats wrong, almost everyone gets stats wrong. There are just too many darned rules, exceptions, and niggling details to ever get it all right.

According to a Paizo article back in May 2004, the viper spider was based off the Australian funnel web spider. Unfortunately, I couldn't link to the article to work properly.

Anyhow, I've got a few more edits for you.

Drop bear is missing text on rage. If this is like a barbarian's rage ability you could simply copy and paste the text from the barbarian. The online SRD is really helpful for this sort of thing. http://www.d20srd.org/index.htm.

Wombat has one feat too many. It only gets one feat.

Hard Arse is far too powerful for a normal animal as written. Normal animals never get fire resistance. Also, damage reduction never stacks; you only use the highest level. I highly recommend that you rethink this ability. DR 2/bludgeoning would make more sense (this would protect it from claws and bites of other animals). Hard Arse should be an Extraordinary ability.

Dire Wombat. Dire creatures don't usually get damage reduction either. However, in keeping with the standard wombat, DR 8/bludgeoning makes a certain amount of sense. Hard Arse would be an Extraordinary ability.

How much damage does a dire wombat's rend do? you should have a text section on rend. Rend is also an Extraordinary ability.

Debby

Thrawn183
2009-12-17, 08:24 PM
I think you should make the Dire Kangaroo a CR 6 instead of 5. That's a lot of reach, HP and damage for a CR 5 animal. Actually, a lot of these are just slightly under-CR'd by my estimate.

Latronis
2009-12-17, 09:22 PM
IIRC the tazzy devil has the strongest bite of all mammals. A bite only as good as any animal its size just isn't good enough.

I'd also be inclined to go back in time a bit more and start stating out some more megafauna. Could get a few more carnivous marsupials in that way too. I'd probably give them ability to let them use 2x strength of a primary bite instead of the standard 1.5 strength. Though that won't really help poor taz.

You could give him a bite damage of a medium animal instead. Can kinda see a tazzy animal companion now. Only a little thing but with a rage and a bite beyond what you'd expect it just goes to show that even the smaller things can kill you

Mangles
2009-12-17, 10:47 PM
Help with challenge ratings is great. I suck at them having no idea how to balance them. Mainly trying to find similar creatures and slot them in. On a note: For the regular Kangaroo's to get reach they must take a full round action to stand on their tails. Also with the poor tassy devil i will indeed improve his hit die of his bite attack, those ferocious little buggers deserve it

Mangles
2009-12-19, 03:54 AM
Well im out of creative juice atm. But will revisit this project in the future, be it tomorrow at the earliest or whenever i feel like it. Should anyone want to submit ideas or creatures they would like worked on i would happily do so.

Rising Phoenix
2009-12-19, 06:26 AM
G'day Mangles.

Great thread!

I demand that you stat up the Thylacine (sp?)/ Tasmanian Tiger. Also the Emu and Southern Cassowary. =)

Sulphur Crested Cockatoos would be fun too...Those screeches...X-D

R.P.

appending_doom
2009-12-19, 06:37 AM
From Wikipedia (http://en.wikipedia.org/wiki/Platypus#Electrolocation):


Monotremes (see also echidna for the other species) are the only mammals known to have a sense of electroreception: they locate their prey in part by detecting electric fields generated by muscular contractions. The Platypus' electroreception is the most sensitive of any monotreme.

...

The Platypus can determine the direction of an electric source, perhaps by comparing differences in signal strength across the sheet of electroreceptors. This would explain the animal's characteristic side-to-side motion of its head while hunting. Th[is] ... suggests a mechanism for determining the distance of prey items which, when they move, emit both electrical signals and mechanical pressure pulses, which would also allow for computation of distance from the difference in time of arrival of the two signals.

The Platypus feeds not by sight or smell, closing its eyes, ears and nose each time it dives and digs in the bottom of streams with its bill. The electroreceptors in its bill detect minute movements of its prey to distinguish animate and inanimate objects in which its mechanoreceptors are continuously stimulated. Detecting prey generates tiny electrical currents in its sensitive electroreceptors which the Platypus senses as muscular contractions.

I've seen other platypus stats, and most agree platypi should have blindsense.

Latronis
2009-12-19, 07:00 AM
G'day Mangles.

Great thread!

I demand that you stat up the Thylacine (sp?)/ Tasmanian Tiger. Also the Emu and Southern Cassowary. =)

Sulphur Crested Cockatoos would be fun too...Those screeches...X-D

R.P.

If you wait a few days I can put down some cassowary stats since imma using it in my campaign world. Always a fun one to talk about with Americans since it's not the most widely known and generally get people imagining some kind of giant devil turkey :smallbiggrin:

Narmy
2009-12-19, 10:15 AM
I suggest you take a look at this topic, and check the links. I'd go for the poisonous shoe sized creatures.

About 4 of them are Australian I believe.

http://www.giantitp.com/forums/showthread.php?t=135522

Rising Phoenix
2009-12-19, 12:40 PM
If you wait a few days I can put down some cassowary stats since imma using it in my campaign world. Always a fun one to talk about with Americans since it's not the most widely known and generally get people imagining some kind of giant devil turkey :smallbiggrin:

That'd be cool! :smallsmile:

I simply show them pictures of the spiders, (fruit)bats and reptiles that crawl/fly around my backyard... Also the look on the face of an overseas visitor when they first hear Possum mating calls is hilarious.:smallbiggrin:

I'll have to try the Cassowary. :-P

Cheers

R.P.

Edit: Narmy: Unfortunately DnD poison mechanics are based around Con Modifiers. Thus most of 'our' critters either will need an out of proportion Con score or a huge racial modifier to the saving throw. Still the thought of a tiny spider having more hit points then a 1st lv. fighter is hilarious. "It won't b****** die!"

Latronis
2009-12-19, 03:59 PM
Edit: Narmy: Unfortunately DnD poison mechanics are based around Con Modifiers. Thus most of 'our' critters either will need an out of proportion Con score or a huge racial modifier to the saving throw. Still the thought of a tiny spider having more hit points then a 1st lv. fighter is hilarious. "It won't b****** die!"

Actually there may be some truth to that. Nothing like a cockroach ofc but some of the larger spiders actually do take more than one slap of the thong to get rid of :P

Here's another one for your collection:
http://frigginloon.com/wp-content/uploads/2008/10/bird-eating-spider.gif

Mangles
2009-12-19, 08:10 PM
God I love Australia. Everything will kill you.

Narmy
2009-12-19, 08:35 PM
Actually. Funny story.

Apparently there was one of the poisonous spiders that can be found in the Cracked.Com articles.

The one I'm refering to exactly, I can't recall, but it's more deadly than the black widow, that ones for sure.

Anyway, some guy in England, (I think it was an African spider). Ended up getting bit by this thing (It was shipped over in like a banana crate or something).

This spider ended up crawling into the freezer, or it got trapped there after it had bit him. It got knocked unconscious from the cold. The guy then proceeded to pour BOILING WATER OVER IT. He then contained it within something portable, and brought it to the hospital with him.

The hospital peoples didn't think it was as poisonous as it actually was. Anyway, they released it outside. Yes. that's right. They released it, and this thing got up, and walked away outside.

IT WAS ALIVE, AFTER HAVING BEING FROZEN, AND THEN BOILED. This was in an official newspaper or article or something, from which Cracked gathered the information apparently.

So anyway.

You poisons which can deal int, dex, or con damage, maybe str too.

Although they may been Con based.... Those pesky little critters apparently have Con to SPARE.

Latronis
2009-12-20, 12:04 AM
found an article about for anyone interested. Pretty cool stuff. Actually it's quite amazing how functional venoms can be, makes the dmg list look boring

http://www.abc.net.au/news/newsitems/200505/s1357179.htm

Mangles
2009-12-20, 02:12 AM
I tried to make the poison i used as close to the function as possible, in the case of the platypus, no deadly but makes you hypersensitive and lots of pain

Latronis
2009-12-20, 02:37 AM
I mighta done something different....

Platypus Poison: Injury DC15
Initial Damage: 1d4 Dex
Secondary Damage: Save or take 1d6 nonlethal damage per round until 2 consecutive saves are successful.
Weakness to Pain: Whenever the poisoned character is successfully attacked they must save or be treated as staggered for the round being able to take only either a single move or standard action.

EDIT: Also if i ever get a chance to play a game as a player, I'm totally going to be a svirfneblin were-platypus. For the lulz

hamishspence
2009-12-20, 05:24 AM
Concerning the Dire kangaroo (Procoptodon?) I'd say, given the height and weight estimates of 10 ft tall and 510 pounds in weight- its more of a Large creature than a Huge one, since Large creatures start at around 500 pounds and 8 ft tall.

Latronis
2009-12-23, 07:40 AM
G'day Mangles.

Great thread!

I demand that you stat up the Thylacine (sp?)/ Tasmanian Tiger. Also the Emu and Southern Cassowary. =)

Sulphur Crested Cockatoos would be fun too...Those screeches...X-D

R.P.


As promised stats based on Southern Cassowary (http://www.giantitp.com/forums/showpost.php?p=7559190&postcount=39) :smallbiggrin:

Mangles
2009-12-23, 08:03 AM
what about that ridiculously hard horn thing they have on their head they can headbut with?

Latronis
2009-12-23, 08:15 AM
what about that ridiculously hard horn thing they have on their head they can headbut with?

I'm not an expert but I don't think it's really a weapon, long neck\small head isn't overly effective for butting. Probably more like for getting through the scrub at full-pelt.

Claws are definitely primary attacks.

Though I did adjust it slightly giving it secondary Bite or Butt. The 'Bite' dealing piercing, and the butt crushing

hamishspence
2009-12-23, 08:45 AM
Seems about right. 5 HD and still Medium seems reasonable for a 6 ft, 190 pound bird.

If New Zealand counts, the Moa was probably the biggest of the flightless birds in that region- estimated height 12 ft and weight 510 pounds- perfect for Large, since each size category is double the last, and 12 ft is double the middle-of-the-range Medium biped size of 6 ft.

Latronis
2009-12-23, 09:53 AM
Seems about right. 5 HD and still Medium seems reasonable for a 6 ft, 190 pound bird.

If New Zealand counts, the Moa was probably the biggest of the flightless birds in that region- estimated height 12 ft and weight 510 pounds- perfect for Large, since each size category is double the last, and 12 ft is double the middle-of-the-range Medium biped size of 6 ft.

I'm using the Moa too, though i haven't got around to doing up any stats yet.

Since the Emu is a lighter but generally taller bird, you could adjust those stats for them. Remove the butt option, the stride, the rage and probably the keen claws. Drop it down in CR and you have an emu :P

Zom B
2009-12-23, 10:13 AM
This may have been mentioned before, but aren't koalas actually extremely dangerous creatures to tangle with? I seem to remember people being seriously hurt and/or dying from encounters with, say, a hurt koala.

The koala listed here seems rather tame by comparison, but I suppose it could probably do in a 1st level commoner.

Latronis
2009-12-23, 10:28 AM
This may have been mentioned before, but aren't koalas actually extremely dangerous creatures to tangle with? I seem to remember people being seriously hurt and/or dying from encounters with, say, a hurt koala.

The koala listed here seems rather tame by comparison, but I suppose it could probably do in a 1st level commoner.

yes, during a full moon, they turn into huge alien/dinosaur/cat type creatures and attack people in their homes. They've been known to sneak onto planes and travel to other countries to kill Americans, who they hate. So watch out!
Source(s):
This happened to a relative of mine who lives in South Dakota.

Actually they are pretty helpless by comparison to people, or say cats and dogs. The claws are pretty nasty so they might do a bit of damage, and they are wild animals so it's never exactly safe to just go and grab one out of a tree or whatever. Especially since they arn't overly fond of being handled.

But they arn't really dangerous.

togapika
2009-12-23, 11:28 AM
Crikey It's a Were-Kangaroo!!!

The Vorpal Tribble
2009-12-23, 11:41 AM
If interested...

Dire Duckbilled Platypus (http://www.giantitp.com/forums/showthread.php?t=52088)
Dropbear (http://www.giantitp.com/forums/showthread.php?t=10881)

Rising Phoenix
2009-12-23, 11:49 AM
As promised stats based on Southern Cassowary (http://www.giantitp.com/forums/showpost.php?p=7559190&postcount=39) :smallbiggrin:

That's awesome thanks.

A bit of trivia on the bird. After laying the eggs female Cassowaries abandon them to the care of the male who incubates them and looks after the young. During this period the father can be extremely aggressive using his feet to deal with any predators...(and they are nasty: http://commons.wikimedia.org/wiki/File:Cassowary_feet_closeup.png)
The 'horn' on the head (has an actual name that evades me) is used, as far as I remember, for display purposes only and not for fighting.

Edit: I've heard tales of a thief breaking into someone's home only to be mauled by their 'pet' wombat. The thief spent the entire night on a tree!

Cheers!

R.P.

hamishspence
2009-12-23, 12:23 PM
Since the Emu is a lighter but generally taller bird, you could adjust those stats for them. Remove the butt option, the stride, the rage and probably the keen claws. Drop it down in CR and you have an emu :P

Makes sense- the four big ratites are all pretty comparable- rhea, cassowary, emu, ostrich.

They could possibly be distinguished by Hit Dice- with the lightest (rhea: 88 pounds) being a 1 Hit Dice creature, and the heaviest (ostrich- 380 pounds) being a 5 Hit Dice creature.

The largest ostriches, at 8 or 9 ft tall, could be justified as being Large despite their light weight- as birds, with hollow bones and air sacs, they are bulkier than their weight would suggest.

So, an emu, cassowary, rhea, ostrich (average), etc could be Medium, an advanced ostrich, or a giant moa, could be Large.