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View Full Version : Stranger's Wrath [3.5, Races, Weapon, and Monsters. PEACH!]



Admiral Squish
2010-06-24, 12:32 AM
So, after digging out my XBox when I returned home recently, I discovered oddworld: stranger's wrath once more. Now, this is an awesome game. I'm not a fan of the gameplay in the last parts, honestly, but I thought that the first part was awesome enough to make up for it. And then, the nerd factor kicked back in, and here I am, homebrewing D&D rules for a video game. Now, I know most of it remains undone, but trust me, I'm working on it.

so, without further ado, I present stranger's wrath, in D&D form.

The Steef:
http://fc02.deviantart.net/fs35/i/2008/293/4/0/Wanna_say_something__by_RMZ_NEMESIS.png
Medium Monstrous Humanoid
Hit Dice: 2d8+4
Initiative: +2
Speed: 40 ft (8 squares)
Armor Class: 14 (+2 dex, +2 Natural), 12 touch, 12 flat-footed
Base Attack/Grapple: +2/+4
Attack: Headbutt +4 (1d6+3) or Slam -1 (1d4+1)
Full Attack: Headbutt +4 (1d6+3) or 2 Slams -1 (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Charge, Knockback
Special Qualities: Darkvision 60, Quadruped, Sprint, Scent
Saves: Fort +2, Ref +5, Will +4
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 6
Skills: Hide +11, Move Silently +11, Survival +1
Feats: Endurance
Environment: Warm Plains
Organization: Solitary or Pair
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By Character Class
Level Adjustment: +1
The creature that stands before you is a strange mix of bestial features. It seems like a deer with a short body below the waist, with the torso of a man, the arms of an ape, and a shaggy-furred head with a camel-esque mouth but sharp, lion-like teeth. From the sides of it's head emerge a pair of massive, curling ram-horns, and a second set which arch up over it's head. But the creature's eyes are what steal your attention, brilliant green and glittering with intelligence. It moves with a fluid grace from a centaur's walk to an ape-like trot to an almost feline lope.
Steef are intelligent, nomadic creatures with a close connection to nature. they are loyal allies and terrifying enemies.
A steef is about the size of a man, weighing about the same, though they carry it differently. They stand about 6 and a half feet tall, weighing some 200 pounds.
Combat
A steef is an intelligent enemy. They often will stalk their foes and strike from hiding, using cunning strategy and hit-and-run tactics to whittle away at large groups. Steef speak their own language and common.

Powerful Charge (Ex): A steef may lower his head and charge into combat, making a headbutt attack that deals double damage.

Knockback (Ex): If a steef hits with his powerful charge ability, he can immediately attempt a bull rush without entering the foe’s space or provoking an attack of opportunity. If the bull rush succeeds, the foe is driven back 5 feet and must make a Reflex save (DC 10+1/2 HD +str mod) or fall prone. If being driven back would force the opponent into a barrier or into a square where it cannot stop (such as a wall or a square that already contains another creature), the foe falls down in its square instead.

Sprint (Ex): When a steef runs, he lopes along on all six limbs at incredible speeds. When using the run action, a steef moves at 6x their speed. A steef with the run feat moves at 8x their speed when running. A steef cannot sprint when carrying more than a light load or when wearing medium or heavy armor. A steefs hands cannot be occupied when he sprints.

Quadruped (Ex): A steef is exceptionally stable on their hooves. A steef gains a +4 bonus on ability checks made to resist being bullrushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). In addition, their light, medium, and heavy load limits are doubled.

Steef as Characters:

Personality: Steef are creatures of few words for the most part, suspicious of most civilized folk, outsiders at all times. They generally are most at home in the wild, reveling in physical acts. They prefer to let their intentions be show with their actions. They may seem gruff and unfriendly but they simply have little love for small talk. They have long memories, and while they are slow to forgive insults or wrongs done to them, they always repay kindnesses.
Physical Description: Steef are complicated creatures, with a great many animalistic features about them. Their lower bodies resemble the bodies of a deer, though smaller and much shorter front-to-back. Their torsos resemble a human's, as do their arms, though their forearms and hands are much larger than a human's, and their fingers are tipped in canine-like claws.
Relations: Steef are generally considered by most 'civilized' races to be in the same category one would place a dangerous animal. Most don't care about them one way or another, until a steef arrives in their city, at which point they are generally treated like an escaped lion from a zoo. Steef have been hunted to almost extinction by the civilized people of the world, particularly for their heads and horns, which fetch incredible prices among trophy collectors.
Alignment: Steef are generally neutral, with a tendency towards good. They are usually deeply respectful of nature.
Steef Lands: Steef used to be widespread all along the mighty Mongo river, but ever since the dam was built the river has shrunk and settlers have hunted steef nearly to extinction. Now, they are nomads, claiming no lands and wandering around, disguising their natures from those eager to hunt them.
Religion: Steef generally worship the elements of nature itself, with the river itself takes precedence in their prayers as a sort of mother-diety.
Language: Steef speak a language of their own that consists of a wide number of sounds, from grunts to howls to roars and whimpers, even making use of body language, most would think it nothing more than animal sounds, but a steef can communicate with ease in it. All surviving steef know common, which is easy enough for them to learn, and is necessary to blend into the rest of the races.
Adventurers: Almost all steef are adventurers, mostly rangers and barbarians. It's a good task for them, allowing them to stay out of cities and towns for long spans of time, minimizing their risks of being discovered for what they truly are.

Steef Racial Traits:

+4 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom, -4 Charisma.
A steef's base land speed is 40 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A steef begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
Racial Skills: A steef’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Climb, Hide, Jump, Listen, Move Silently, Spot, Swim, and Survival. A steef gains a +4 racial bonus to hide and move silently checks.
Racial Feats: A steef’s monstrous humanoid levels give it one feat.
+2 natural armor bonus.
Special Attacks (see above): Powerful Charge, Knockback
Special Qualities (see above): Darkvision 60, Quadruped, Sprint, Scent
Automatic Languages: Steef, Common. Bonus Languages: Sylvan, Goblin, Orcish, Elven
Favored Class: Ranger.
Level adjustment +1



Clakker:
http://www.mtv.com/games/video_games/images/promoimages/d/dime/new_york_new_york/oddworld_strangers_wrath.jpg
Medium Monstrous Humanoid
Hit Dice: 1d8
Initiative: 0
Speed: 20 ft (4 squares)
Armor Class: 11 (+0 dex, +1 Natural), 10 touch, 11 flat-footed
Base Attack/Grapple: +1/+0
Attack: Club +0 melee (1d6-1) or light crossbow +1 ranged (1d8, 19-20/x3)
Full Attack: Club +0 melee (1d6-1) or light crossbow +1 ranged (1d8, 19-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60, Flee, Lift
Saves: Fort +0, Ref +2, Will +1
Abilities Str 8, Dex 10, Con 10, Int 12, Wis 8, Cha 12
Skills: Diplomacy +5, Gather information +5, Jump +8
Feats: Point-blank shot
Environment: Warm Plains
Organization: Solitary, Gaggle (8-12), or Settlement (30-300 plus 100% noncombatants)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: By Character Class
Level Adjustment: +0
The creature before you looks like a short, fat man crossed with a chicken. It stands upright on birdlike feet at the end of short legs. Its head, torso and belly are bereft of feathers, but for a small tuft of them over it's chest. Its arms are winglike, but much too small for true flight, the last pinions curling into fingers, forming hands. Its beak is flexible and fleshy, with nostrils high on the bridge between their eyes.

Clakkers are a simple, industrious folk with an easygoing, laid-back nature. They are very community-oriented, rarely leaving the company of their kind. Among the things they love most is good gossip and good food. They stand about four to five feet tall, weighing somewhere between 100 and 120 pounds.

Combat:
Clakkers are a simple and cowardly lot. They rarely fight if they can run, and if they can't run, they much prefer to take potshots from a safe distance.

Flee (Ex): When using the withdraw action, a clakker can move up to four times their speed.

Lift (Ex): While a clakker's wings are too small to properly fly with, they can still use they to gain a measure of lift. A clacker has a +4 racial bonus to jump checks. In addition, a falling clakker takes damage from a fall as if it were half as high as it really is. If a clakker is paralyzed or otherwise immobilized, they take damage from falling as normal.

Clakkers as characters:

-2 Strength, +2 intelligence, -2 wisdom, +2 Charisma.
A clakker's base land speed is 20 feet.
+1 natural armor bonus.
Special Qualities (see above): Darkvision 60 ft., Flee, Lift
Automatic Languages: Common and Auran. Bonus Languages: Elven, Dwarven, Goblin, Orc.
Favored Class: Rogue
Level adjustment +0



Grubb:
http://i109.photobucket.com/albums/n60/Hacked_Nijna/Concept%20art/Grubb.jpg
Small Monstrous Humanoid
Hit Dice: 1d8
Initiative: +1
Speed: 20 ft (4 squares), Swim 30 ft. (6 squares)
Armor Class: 12 (+1 dex, +1 size), 12 touch, 10 flat-footed
Base Attack/Grapple: +1/+0
Attack: Spear +0 melee (1d6-2 plus poison) or Light crossbow +3 ranged (1d6 plus poison)
Full Attack: Spear +0 melee (1d6-2 plus poison) or Light crossbow +3 ranged (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Toxin
Special Qualities: Slippery, Hold Breath
Saves: Fort +2, Ref +3, Will +1
Abilities Str 8, Dex 12, Con 12, Int 8, Wis 12, Cha 10
Skills: Escape artist +11, Swim -1
Feats:
Environment: Warm Rivers
Organization: Solitary, Band (10-20), or Tribe (30-60 plus 100% noncombatants)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: By Character Class
Level Adjustment: +0

The creature before you is somewhat pathetic to look at, with a long, narrow body, and short, thin arms and legs. It's very sleek, with a streamlined head capped with a small fin, and smooth, slippery skin. It's hands and feet are partially webbed. It's eyes stick out the sides of it's head, like a frog's or a salamander's.

Grubbs are a peaceful, easygoing people, more inclined to celebration than warfare. They live in simple villages spaced along the mongo river, which they lived off through fishing and gathering until the dam came and the river began to shrink.

Combat:
Grubbs in battle are tenacious and courageous once properly motivated.

Slippery (Ex): A grubb's skin constantly secretes slippery oils to keep them from drying out. They cannot be affected by webs, magical or otherwise, and can wriggle free from most forms of confinement. A grubb gains a +8 racial bonus to escape artist checks.

Hold Breath (Ex): A grubb can hold his breath for a number of rounds equal to 4 x his constitution score before he risks drowning.

Toxin (Ex): The oils that make a grubb slippery have an added effect, and with a standard action at will, a grubb can swipe his oils onto a weapon or round of ammunition to apply a single dose of poison (Injury DC 13, initial and secondary 1d4 wis). The save DC is constitution-based, and includes a +2 racial bonus. This poison rapidly loses it's potency away from grubb skin, becoming useless after one hour.

Skills: A grubb has a +8 racial bonus to swim checks made to perform a special action or avoid a hazard. It can always choose to take 10 on a swim check, even if rushed or threatened. It can take the run action while swimming, provided it swims in a straight line.

Grubbs as characters:

-2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma.
A grubb's base land speed is 20 feet. A grubb also has a swim speed of 30 feet.
Special Attacks (see above): Toxin
Special Qualities (see above): Darkvision 60, Slippery, Hold Breath
Automatic Languages: Common. Bonus Languages: Sylvan, Steef, Gnome, Goblin, Halfling
Favored Class: Rogue
Level adjustment +0



Oktigi:
http://images1.wikia.nocookie.net/__cb21710/common/skins/common/blank.gif
Tiny Abberation (Aquatic)
Hit Dice: 4d8
Initiative: +2
Speed: 10 ft (2 squares), Swim 20 ft. (4 squares)
Armor Class: 16 (+2 dex, +2 size, +2 natural), 14 touch, 12 flat-footed
Base Attack/Grapple: +3/-3
Attack: Tentacle +5 (1d4-2)
Full Attack: 4 Tentacles +5 (1d4-2)
Space/Reach: 5 ft./0 ft.
Special Attacks: Improved Grab, Dominate, Spell-like Abilities
Special Qualities: Amphibious
Saves: Fort +1, Ref +3, Will +6
Abilities Str 6, Dex 14, Con 10, Int 20, Wis 14, Cha 24
Skills: Bluff +14, Diplomacy +14, Disguise +14, Hide +17, Intimidate +14, Move Silently +9, Sense Motive +9
Feats: Improved Grapple (B), Ability Focus (Dominate), Weapon Finesse
Environment: Warm Rivers
Organization: Elite Guard (one plus 10-20 5th-level wolvark elites)
Challenge Rating: 9
Treasure: Double Standards
Alignment: Usually Lawful Evil
Advancement: By Character Class
Level Adjustment:-

This bizzare creature resembles a four-tentacled octopus with a nautilus-like swirl to it's head. It's eyes are sunken into it's head and peer forward, glowing an angry orange color.

The Oktogi are a bizarre race of abberations that posess great intellect, powerful charisma, and no morals. Their only ambition is greed, and they see all creatures as tools to be used to further their goals. They prefer the finer things in life,

Combat:
An Oktogi NEVER fights fair if he can avoid it. If he has a choice, he won't even be on the battlefield at all, sending in minions to fight for him. However, if he does have to be on the battlefield, he will use his spell-like abilities to confuse and divide the enemy forces. Often, Oktogi will take levels in psion to supplement their already impressive mental abilities.

Amphibious: Although oktigi are aquatic, they can survive indefinitely on land.

Improved Grab: An oktigi that hits a small or larger creature with it's tentacle attack can attempt to start a grapple as a free action without provoking an attack of opportunity. It must be able to reach an opponent's head to use this ability, and it gains a +4 bonus to grapple checks made with this ability. If it wins this grapple check, it establishes a hold and attaches a tentacle to the opponent's head. If an oktigi begins it's turn with at least one tentacle attached, it can try to attach the other three with a single grapple check. The opponent can escape with a grapple or escape artist check, but an oktigi gains a +2 bonus for each tentacle already attached at the beginning of the opponent's turn. An oktigi does not need to make grapple checks to attach to a paralyzed or helpless target.

Dominate: An Oktigi who begins it's turn with all four tentacles attached to a living, non-mindless creature can attempt to dominate an opponent as a standard action. The opponent must make a DC 21 will save or come under the complete control of the oktigi. An oktigi can use a dominated creature's body as though it was his own, or control them, as with a dominate spell, allowing the oktigi to take his own actions. An oktigi's control cannot be contested or broken as long as the oktigi maintains a grip on the opponent's head.

Host Protection: An Oktigi dominating an opponent is treated as an attended magic item for the purposes of saving throws, unless specifically targeted.

Spell-Like Abilities:
At-Will: Charm Monster (DC 21), Detect Thoughts (DC 19), Levitate, Suggestion (DC 20). 3/day: Hold Monster (DC 22).Effective Caster level 9th, Save DCs are charisma-based.


Wolvark:
http://lh3.ggpht.com/_-8mBADi_xaE/RmWNVgA_j_I/AAAAAAAAAA4/Rx8ZPs7So7I/Wolvark.jpg
Medium Monstrous Humanoid
Hit Dice: 1d8+1
Initiative: +2
Speed: 30 ft (6 squares)
Armor Class: 14 (+2 dex, +2 natural), 12 touch, 12 flat-footed
Base Attack/Grapple: +1/+1
Attack: Crossbow Bayonet +1 melee (1d8) Light Crossbow +3 ranged (1d8)
Full Attack: Crossbow Bayonet +1 melee (1d8) Light Crossbow +3 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-Light Vision
Saves: Fort +1, Ref +4, Will +2
Abilities Str 10, Dex 14, Con 12, Int 8, Wis 10, Cha 6
Skills: Spot +4
Feats: Point-Blank Shot
Environment: Cold Plains
Organization: Squad (2-5), Gang (10-20)
Challenge Rating: 1/4
Treasure: Double Standards
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +0

This man-like creature has green, pebbly skin. It's chest in narrow and it's arms are long and dangling. It's stomach is bigger than it's belly, giving it a vaguely pear-like physique. It's head is flat, with a lower jaw significantly larger than it's upper jaw. It's legs splay out, unlike most races bearing their legs directly under their bodies. Their eyes are attentive and focused, but it does little to disguise their lack of intellect.

Wolvarks are a rapidly-breeding, greedy race with weak wills and low intellect. This makes them a perfect race to use as cheap labor, which is readily recognized by those in power. Wolvarks can be found in a vast majority of factories.

Combat:
Wolvarks are disorganized and naturally cruel. Wolvarks will rarely pass up an opportunity to gloat over a fallen opponent, claiming credit for themselves. Wolvarks fight as a group of individuals that just happen to use similar tactics.

Wolvarks as characters:

+4 Dexterity, +2 Constitution, -2 Intelligence, -4 Charisma.
A wolvark's base land speed is 30 feet.
Automatic Languages: Common. Bonus Languages: Dwarven, Elven, Halfling.
Favored Class: Fighter
Level adjustment +0



Outlaws:

Hunchbacks
http://images.ea.com/eagames/official/oddworld/strangerswrath/us/screenshot/Bosses/Concept/800x600/snappsManic.jpg
Small Monstrous Humanoid
Hit Dice: 1d8
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 13 (+1 size +2 natural), 11 touch, 13 flat-footed
Base Attack/Grapple: +1/-3
Attack: Dagger +2 melee (1d4+1) or Light Crossbow +2 ranged (1d8)
Full Attack: Dagger +2 melee (1d4+1) or Light Crossbow +2 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60, Blind Spot
Saves: Fort +0, Ref +3, Will +2
Abilities Str 12, Dex 12, Con 10, Int 6, Wis 10, Cha 8
Skills: +4 spot
Feats: Point-Blank Shot
Environment: Cold Plains
Organization: Squad (2-5), Gang (10-20)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +0

These creatures have rough, greenish skin over their bodies. Their frame is basically human, with a wider torso and shortish arms and legs. But their defining feature is that instead of resting atop their shoulders, their head pushes forward, directly out of their chest. Their lower jaw is squared and broad, the corners marked with stout tusks.

The Hunchbacks are a strange people. Female hunchbacks are much larger than their male counterparts, and give birth in litters. The males are generally too stupid to work in factories, despite the greed that would otherwise make them perfect for it, and so they tend to travel in large family groups, living out of crude shanty-towns or simply taking over abandoned clakker buildings. They rarely settle in place for long, usually following under the leadership of a larger, stronger leader who, more often than not, uses the hunchbacks as grunt minions in criminal operations. Hunchbacks have a strange obsession with height, and will often wear excessively tall stovepipe hats to make themselves seem taller.

Combat:
Hunchbacks will usually specialize with either crossbows or daggers. Dagger-users charge recklessly into combat, hurling knives to soften up their targets before they get to melee range, while the crossbowmen will do their level best to maintain a distance between themselves and their targets.

Blind Spot: A hunchback's body is low and dense, making them surprisingly difficult opponents in melee. When being attacked by a creature at least one size larger than themselves that is within five feet, they gain a +2 dodge bonus to AC.

Hunchbacks as characters:

+2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma.
Small: As a Small creature, a hunchback gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
A hunchback's base land speed is 30 feet.
Special Qualities (see above): Darkvision 60, Blind Spot
Automatic Languages: Common. Bonus Languages: Goblin, Halfling, Orc, Elven
Favored Class: Ranger
Level adjustment +0



Wolvakk
http://i109.photobucket.com/albums/n60/Hacked_Nijna/Concept%20art/Outlaw.jpg
Medium Monstrous Humanoid
Hit Dice: 4d8+8
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 13 (+1 size +2 natural), 11 touch, 13 flat-footed
Base Attack/Grapple: +4/+6
Attack: Repeating crossbow, Heavy +4 ranged (2d6) or Slam +6 Melee (1d6+3)
Full Attack: Repeating crossbow, Heavy +4 (2d8) or Slam +6 Melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60, Powerful Build
Saves: Fort +3, Ref +4, Will +3
Abilities Str 14, Dex 10, Con 14, Int 8, Wis 8, Cha 10
Skills: +3 spot
Feats: Point-blank shot, Rapid shot
Environment: Cold Plains
Organization: Solitary, Squad (One plus 2-5 hunchbacks), Bunch (one plus 10-20 hunchbacks), or Gang (One plus 30-100 hunchbacks)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Character Class
Level Adjustment: +0

This creature looks like a strange amalgamation of features. It's got a broad chest and a sizable belly, with large, powerful arms at it's sides. It's legs are short and wide-set. It's head resembles a fleshy beak, but the lower jaw is larger than the upper and bears a number of sharp, upward-jutting teeth.

A wolvakk is what happens when a wolvark and a clakker reproduce. The offspring looks vaguely like both parent races, bur rapidly outgrows both of them in both size and strength. Wolvakks aren't smart enough or friendly enough to integrate into clakker society and wolvarks would rather have nothing to do with them. So, the wolvakks often find themselves shunned into the wilderness. Often, their physical strength and, if not high, at least average charisma lands them a place as leadership to the wandering hunchbacks.

Combat:
Wolvakks prefer to use their hunchback minions to soften up or hopefully even take out any challengers. When his minions are expended, however, a wolvakk is a very tough opponent, trusting his toughness to carry him through battle. They favor powerful, dangerous weapons, either massive crossbows that fire powerful bolts or the biggest repeater they can get their hands on. For melee, they prefer to simply go to town with their powerful fists and throw their weight around.

Powerful Build:
The physical stature of a wolvakk lets him function in many ways as if he were one size category larger. Whenever a wolvakk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the wolvakk is treated as one size larger if doing so is advantageous to him. A wolvakk is also considered to be one size larger when determining whether a creature’s
special attacks based on size (such as improved grab or swallow whole) can affect him. A wolvakk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.



Slogs:
http://images3.wikia.nocookie.net/__cb20090422155816/oddworld/images/thumb/e/e2/Slog.jpg/360px-Slog.jpg
Medium Abberation
Hit Dice: 2d8+4
Initiative: +2
Speed: 50 ft (10 squares)
Armor Class: 14 (+2 dex +2 natural), 12 touch, 12 flat-footed
Base Attack/Grapple: +1/-1
Attack: Bite +3 Melee (1d6+3)
Full Attack: Bite +3 Melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lunge
Special Qualities: Blindsight 50, Scent
Saves: Fort +2, Ref +2, Will +4
Abilities Str 14, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +2, Survival +1*
Feats: Track (B), Improved Trip
Environment: Cold Plains
Organization: Solitary, Pair, or Pack (7-16)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3 HD (Medium), 4-6 HD (Large)
Level Adjustment: -
Out of the darkness, you hear the sound of a dog's bark, but it sounds rougher, more gravelly. Then, from the darkness lunges a creature. It's skin is dull red and at first, it appears to be nothing more than a mouth, until you spot the small, two-legged body behind the small frill of it's upper jaw. It's lower jaw stays rigid while the upper jaw is the one that shifts. It doesn't seem to have eyes that you can see, though it has no trouble locating you as it lunges, jaws wide.

Slogs are bizarre predators that seem to fill the niche of wolves in deep underground caverns. However, their success in the deep caverns has allowed them to spread to the surface. They tend to hunt in packs, but a lone slog is a fearless opponent, willing to attack anyone or anything that smells edible

Combat:

Blindsight:
A Slog can use scent and hearing to ascertain all foes within 50 feet as a sighted creature would.

Lunge:
A Slog that makes a charge attack and hits with his bit bears the target to the ground, making a trip attempt with a +6 bonus as a free action that does not provoke attacks of opportunity or require a melee touch attack. If the attempt fails, the opponent cannot react to trip the slog.

Skills:
A slog gains a +4 bonus to listen checks and survival checks made to follow tracks.

Slogs as Animal Companions
A Wolvark who has the animal companion class feature can choose a slog as an animal companion. A non-wolvark can also have a slog companion, but his effective level for the animal companion class feature must be 4th or higher, and the character’s effective level for determining the slog’s abilities is reduced by three.


Gloktigi:
http://images1.wikia.nocookie.net/__cb21710/common/skins/common/blank.gif
Large Abberation (Aquatic)
Hit Dice: 9d8+27
Initiative: +3
Speed: 30 ft (6 squares)
Armor Class: 20 (+3 dex +8 natural, -1 size), 12 touch, 17 flat-footed
Base Attack/Grapple: +6/+15
Attack: Claw +11 Melee (2d6+5)
Full Attack: 2 Claws +11 Melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Gum, Trample 2d6+5
Special Qualities: Darkvision 60, Scent, Amphibious
Saves: Fort +5, Ref +5, Will +5
Abilities Str 20, Dex 16, Con 17, Int 14, Wis 8, Cha 4
Skills: Balance +14, Jump +16, Spot +10, Swim +16
Feats: Dodge (B), Combat Expertise, Mobility, Spring Attack, Whirlwind Attack
Environment: Cold Rivers
Organization: Solitary or Pair
Challenge Rating:
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 9 HD (Large), 10-15 HD (Huge)
Level Adjustment: -
The creature looks like it has six legs, though in reality, it only has two, with three three-foot long, gently-curving claws on each. It's legs bend at a right angle, joining to a tiny body that merges from the base of his massive head. The head is tall and bulbous, the size of a man, and vaguely resembling an octopus'. It bears a pair of ridges that run from just above it's eyes to the top of it's head, and a nest of six short tentacles that dangle between it's legs, surrounding it's mouth.

The Gloktigi is a predatory, aquatic creature of surprising intelligence. It skewers it's predators and prey alike on it's incredibly long claws. Despite their intelligence, gloktigi are not charismatic in the slightest, and instead of running massive corporations, they more often work as elite guards to the powerful and wealthy who can afford their exorbitant fees.

Combat:

In combat, Gloktigi have a rather simple strategy. Against single foes, they try to gum up their opponents, then trample over them and then full-attack until the foe stops moving. If the opponent breaks free, they back up and start the process over. Against groups, they will gum spellcasters first, then trample their way over to them and full attack to take them out first, before judiciously using trample, spring attack, and whirlwind attack inter-spaced with more doses of gum to whittle down remaining opponents.

Amphibious: Although Gloktigi are aquatic, they can survive indefinitely on land.

Gum: As a standard action, a gloktigi can fire a spray of thick, viscous gum at an opponent as a ranged touch attack. This attack deals no damage, but the target is entangled on a hit, and must make a reflex save DC 19 or fall prone. The save DC is strength-based. The target can break free with a successful DC 20 strength or escape artist check.

Trample: (http://www.d20srd.org/srd/specialAbilities.htm#trample) Reflex half, DC 20. The save DC is strength-based.


Mass Crossbow:
http://i13.photobucket.com/albums/a252/thornpaw/oddworldstranger6bhcopy.gif
{table=head]Name|Cost|Damage|Critical|Range|Type
Mass Crossbow|25 GP|1d4|x2|50|Bludgeoning
Mass Crossbow, Double-Barrel|75 GP|1d4/1d4|x2|50|Bludgeoning
[/table]
Mass Crossbow: A mass crossbow is a peculiar exotic weapon. It bears all the typical marks of a crossbow, but instead of a chamber for a bolt, there's a flat, vertical plate and a wide channel. Also, instead of stock and grip, the mechanism is attached directly to a sturdy bracer. Typically, this weapon fires sling bullets or sling-able stones, but it can be used to launch alchemist's fire or other alchemical devices. It can also be used to fire live ammo. While wielding or wearing a mass crossbow, your hand is not occupied.
You can shoot, but not load, a mass crossbow with one hand at no penalty. You can shoot a mass crossbow with each hand, but you take penalties as if fighting with two light weapons.
Treat a mass crossbow as a hand crossbow for the purposes of the rapid reload feat.
Mass crossbow, Double-Barreled: This crossbow looks and works much like a mass crossbow, though it bears a second crossbar and a second plate-and-channel.
A double-barreled mass crossbow is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a double-barreled mass crossbow in one hand can’t use it as a double weapon—only one barrel of the weapon can be used in any given round.
Treat a double-barreled mass crossbow as a hand crossbow for the purposes of the rapid reload feat.


Other Gear:

{table=head]Name|Cost
Bounty Bagger|9000 GP
Bounty Bag|6000 GP
Listening Binoculars| 1200 GP
[/table]

Bounty Bagger:
The bounty bagger looks like a thick tube, roughly six inches in diameter and about a foot long. It's butt end bears a set of metal threads. As a full-round action, you may use a bounty bagger on a single entangled, helpless or dead creature of size large or smaller within 5 feet. The target must make a fortitude save DC 17 or be shrunk down to diminutive size and drawn through the bounty bagger. The target's strength is reduced to 1, he gains a +4 size bonus to dexterity and his base land speed is reduced to 5 feet, in addition to all the usual effects of diminutive size. The target's equipment is shrunk down with him. The target remains shrunken for one hour.
Moderate Transmutation; CL 9th; Craft Wondrous Item Baleful Polymorph. 9000 Gp. Weight 10 lbs.

Bounty Bag: A bounty bag is a sturdy leather bag slightly larger than a man's head, with a metal collar and a valve that attaches to the butt end of a bounty bagger. A target shrunk down with a bounty bagger is drawn automatically into an attached bounty bag, and the valve mechanism prevents a shrunken creature from climbing back out. A bounty bag can hold up to 10 diminutive creatures. When a bounty bag is detached from a bounty bagger, the neck seals itself and the contents are placed in a form of stasis. The insides of the bag are isolated from the passage of time outside the bag for as long as the bag is sealed, held in the exact condition they were in when the bag was sealed for as long as it remains sealed. The bounty bag has hardness 2 and 5 HP.
Moderate Metacreativity; CL 7th; Craft Universal Item Quintessance. 6000 Gp. Weight 10 lbs.

Listening Binoculars:
This set of black binoculars is ideal for those who want to snoop from a safe distance The binoculars bear a focus dial and a nondescript button on the side. When using the listening binoculars, you gain a +20 to spot checks. In addition, you may, with a swift action, depress the button on the side of the binoculars and choose any point in space you can see through the binoculars. You can make listen checks to hear as though you were at the selected point. This point lasts until you select a new one or stop using the binoculars. This ability does not need a line of effect, merely a line of sight to the selected point.
Fiant Clairsentience; CL 3rd; Craft Universal Item Clairvoyant Sense. 1200 Gp. Weight 5 lbs.

Live Ammo:

Hunting down live ammo is relatively simple. In any natural environment, you may make a survival check that takes 1d4+1 minutes. Then, consult the table to see what you can gather. You may always choose to collect the results of a lower survival DC. The number of rounds you can gather is equal to your wisdom modifier x 1/5 your survival result.
{table=head]DC|Ammo Type|Damage|Effect
5|Zappfly|1d4| Charge
10|Bolamite|-| Snare
15|Chippunk|-| Taunt
15|Fuzzle|-| Attach
20|Thudslug|2d6| Knockback
25|Stunk|-| Stink Cloud
30|Stingbees|-| Thousand Stings
35|Boombat|-| Explosion
[/table]
Zappfly:
http://images4.wikia.nocookie.net/__cb20090517235324/oddworld/images/thumb/e/e2/Zappfly.jpg/180px-Zappfly.jpg
Zappflies are strange creatures. By rubbing their legs together, they can generate large electrical charges, powerful enough to activate even the most stubborn of commercial machinery.

Charge:
Zappflies charge themselves once they're loaded. It takes one round for a zappfly to charge itself, or two rounds to fully charge. A charged zappfly deals an additional 1d6 nonlethal damage to a target. A fully charged zappfly deals an additional 2d6 nonlethal damage to the opponent.

Bolamite:
http://images2.wikia.nocookie.net/__cb20090329233748/oddworld/images/2/2d/915256_20041203_embed014.jpg
bolamites are spiderlike creatures that are adept at rapidly webbing up targets. firing a bolamite is a ranged touch attack that does no damage.

Snare:
A bolamite fired at an enemy does no damage. Instead, the enemy is ensnared, and must make a reflex save (DC 10+1/2 shooter's bab+ dex mod) or fall prone in his square. An entangled target cannot speak.

Stunk:
Stunks, when fired, release a cloud of noxious gas. Firing a stunk is a ranged touc attack, and firing a stunk at the ground is a ranged touch attack against an AC of 10. On a miss, consult the miss chart for thrown weapons.

Stink Cloud A stunk striking an enemy or a hard surface releases a 15-foot radius cloud of foul-smelling gas that rapidly disperses. Any creature within the cloud must make a fortitude save DC 20 or be nauseated for 1d4 rounds. A creature that makes their save is still sickened for 1d4 rounds.

Stingbee:
Stingbees aren't fired as single bees, rather, you fire a nest of stingbees which then attack the target. Firing a stingbee nest is a ranged touch attack.

Thousand Stingers: Stingbees swarm out when their nest is destroyed, eager to destroy the offender. The target is stung 2d6 times, each sting dealing 1 damage.


Thudslug:
http://fast1.onesite.com/capcom-unity.com/user/bastion6six6/blog_photos/e74dedcc49367fb51edbe52b1ca88c0c.jpg
A thudslug is a heavily-armored flying insect, about the size of a man's fist. When fired, it accelerates itself into a hurtling projectile with incredible stopping power.

Knockback: A fired thudslug that successfully hits a target imparts it's momentum in a very profound manner. The target must make a strength check to oppose a bull rush check equal to the shooter's attack roll. If this check fails, the target is pushed back 5 feet and knocked prone.

Boombat:
http://fast1.onesite.com/capcom-unity.com/user/bastion6six6/blog_photos/f9fbd5919e6788bd422130241865311d.jpg
Boombats are strange creatures with a unique response to shock. They explode, violently. Firing a boombat is a ranged touch attack. Firing a boombat at the ground is a ranged touch attack versus AC 10. On a miss, consult the miss chart for thrown weapons.

Explosion: A boombat that strikes an enemy or a hard surface explodes violently, dealing 6d6 fire damage (Reflex DC 20 half) to all creatures within 20 feet of the explosion, and pushes them to the edge of the effect if they fail a DC 20 reflex save . If a boombat is successfully fired directly at a creature, the creature gets no reflex save to avoid the fire damage or push effect and takes an additional 3d6 points of force damage.

Chippunk:
http://pcmedia.ign.com/pc/image/article/692/692101/top-ten-tuesday-favorite-weapons-20060228003837363.jpg
A chippunk is a strange mammal whose voice box is capable of replicating a wide variety of sounds. Unfortunately, this creature seems only interested in replicating the most foul curses and basest taunts, which it repeats, indefinitely. Usually, a live ammo user will teach his stock of chippunks the most infuriating taunts he can think of to make them even more potent. firing a chippunk at the ground is a ranged touch attack against AC 10.

Taunt: A chippunk is beyond annoying. Any creature within 30 feet of the chippunk must make a will save (DC 10+1/2 shooter's level+cha mod) or be compelled to slay the creature with whatever weapon it has on hand. The target gets a +10 to the save if he is engaged in combat, or a +5 to the save if the chippunk is in an obviously dangerous place. The chippunk will remain in place it was set for 1d4 rounds before it loses interest and wanders off.

Fuzzle:
http://images3.wikia.nocookie.net/__cb20090126204131/oddworld/images/thumb/a/a2/FUZZLE.jpg/180px-FUZZLE.jpg
A fuzzle is a ferocious little predator that will attack and attack until it or it's target is dead, and it shows no fear, no matter the size of it's target. In addition, it will fasten itself to whatever it strikes until suitable prey wanders by. Firing a fuzzle at a target is a ranged touch attack, and firing a fuzzle at the ground is a ranged touch attack against AC 10.

Attach A fuzzle will wait in position for prey for 1d4+1 rounds before it wanders off to find something else to eat. If a living creature approaches within 10 feet of a fuzzle while it's waiting, or the fuzzle is fired directly onto an enemy, the fuzzle attacks, making an attack roll with a +6 bonus. If fired directly onto a target, the fuzzle gains a bonus to this attack equal to the shooter's dex mod. If the attack hits, the fuzzle deals 1d4+3 damage and attaches to the target, dealing the same damage each round. An attached fuzzle has an AC of 12 and 2 HP. It can be pulled off with a sucessful pin. Treat a fuzzle as having a +2 to grapple checks, with an additional bonus equal to the shooter's dex modifier..

Gorgondantess
2010-06-24, 12:59 AM
Yes. Yes. This had to happen, and it is awesome.
But aren't steef in general pretty smart? I'd give them a bonus to intelligence, instead of a penalty.

Admiral Squish
2010-06-24, 01:01 AM
Yes. Yes. This had to happen, and it is awesome.
But aren't steef in general pretty smart? I'd give them a bonus to intelligence, instead of a penalty.

I always thought their intelligence was more 'cunning' than innate reasoning abilities. I could see removing the penalty, though.

Admiral Squish
2010-06-24, 02:07 AM
Alright, added the mass crossbow, the double-barreled mass crossbow, and the basic rules for gathering live ammo. I need some help with the DCs, though. I'm hoping that I can use the DCs to stagger the availability of the ammo, so the higher-end ammo is more powerful. I might even include DCs for their improved versions...

Debihuman
2010-06-24, 07:34 AM
Very cool stuff indeed. As I'm not a video gamer, I didn't know anything about the Xbox game. Google to the rescue.

Because you state that the Steef have a close connnection to nature, you should give them Knowledge (Nature) as one of their skills.

At 2 HD and with only an 8 Int that gives them 10 skill points.
It can have up to HD +3 as max ranks in any skill. I recommend maxing out its Hide and Move Silently skills since it has racial bonuses to those skills. That would give it Hide +11 and Move Silently +11 (5 ranks +2 Dex +4 racial).

If you decide to change their Intelligence, the skills would change too.


-2 Int should be listed as Racial trait for Player Character Steef. Due to their limited Intelligence, they shouldn't have bonus languages. I note that in the description of the monsters, you call them "Intelligent," but that isn't how you statted it up. You gave them an 8 Intelligence. There's a disconnect between the text and the statblock: "A steef is an intelligent enemy. They often will stalk their foes and strike from hiding, using cunning strategy and hit-and-run tactics to whittle away at large groups. Steef speak their own language and common." Common should be capitalized since it is a language. Also, I don't normally recommend creating new languages for monsters, however due to their limited Intelligence they should probably only speak their own language and Common.


A steef’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier). That's not right. It gets skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
That gives it 8 skill points for its first HD and 2 more for its second.

Edit: one more thing, Quadruped is missing from the creature's Special Abilities.

Edit 2: Another thing, Advancement should be by class (favored class is Ranger).

Nit to pick: "unpersonable" is not a word; use "not personable" or disagreeable or some other appropriate word.

Debby

Admiral Squish
2010-06-24, 10:11 AM
Very cool stuff indeed. As I'm not a video gamer, I didn't know anything about the Xbox game. Google to the rescue.

Because you state that the Steef have a close connnection to nature, you should give them Knowledge (Nature) as one of their skills.

At 2 HD and with only an 8 Int that gives them 10 skill points.
It can have up to HD +3 as max ranks in any skill. I recommend maxing out its Hide and Move Silently skills since it has racial bonuses to those skills. That would give it Hide +11 and Move Silently +11 (5 ranks +2 Dex +4 racial).

If you decide to change their Intelligence, the skills would change too.


-2 Int should be listed as Racial trait for Player Character Steef. Due to their limited Intelligence, they shouldn't have bonus languages. I note that in the description of the monsters, you call them "Intelligent," but that isn't how you statted it up. You gave them an 8 Intelligence. There's a disconnect between the text and the statblock: "A steef is an intelligent enemy. They often will stalk their foes and strike from hiding, using cunning strategy and hit-and-run tactics to whittle away at large groups. Steef speak their own language and common." Common should be capitalized since it is a language. Also, I don't normally recommend creating new languages for monsters, however due to their limited Intelligence they should probably only speak their own language and Common.

That's not right. It gets skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
That gives it 8 skill points for its first HD and 2 more for its second.

Edit: one more thing, Quadruped is missing from the creature's Special Abilities.

Edit 2: Another thing, Advancement should be by class (favored class is Ranger).

Nit to pick: "unpersonable" is not a word; use "not personable" or disagreeable or some other appropriate word.

Debby

I think that their connection to nature can be shown with the survival skill.

Actually, 2 HD with 8 int and 2+int skills comes out to 5 skill points. 10 is accurate now, however, since I moved up their int.

There is something of a disconnect, but it's not that they're any more or less intelligent than people, their tactics are instinctive. They are cunning opponents, but not grand army tacticians.

I don't see why they shouldn't have bonus languages. There are steef more intelligent than the average, in fact, most surviving steef are well above-average.

I'm not sure how that's inaccurate. 4x(2+int modifier) skills at first, then you add (2+int modifier), for a grand total of 5x(2+int modifier). That's how they list skills for other monstrous characters in the monster manual and the SRD.

I added in quadruped to the stat block and made mention of the special attacks and qualities in the steef as characters section.

Also fixed the advancement, and replaced 'unpersonable' with 'unfriendly'.

Admiral Squish
2010-06-24, 11:24 AM
Added clacker stats, though they still need a feat and some skills. Working on grubbs in my head.

Gorgondantess
2010-06-24, 12:03 PM
Clacker is wizard heaven; with that race in play, all wizards would want to be clackers, with a large bonus to their most important stat, a bonus to their 2nd most important stat, and 3 penalties... all to their designated dump stats. The only thing I can see stopping someone from playing that is the RP pains of playing an anthropomorphic chicken.

Admiral Squish
2010-06-24, 12:19 PM
I could knock the intelligence bonus down a notch, but I think it's pretty accurate to clackers. There are a good number of experts among them, and they do have a relatively high level of tech. In a D&D world, I think that would translate well to magical aptitude.

Gorgondantess
2010-06-24, 12:22 PM
I could knock the intelligence bonus down a notch, but I think it's pretty accurate to clackers. There are a good number of experts among them, and they do have a relatively high level of tech. In a D&D world, I think that would translate well to magical aptitude.

I'd strongly advise knocking it down to +2 intelligence, and then dropping to constitution bonus altogether- perhaps trading it for a charisma bonus? They are easygoing, generally likeable people.

Admiral Squish
2010-06-24, 01:12 PM
Alright, fiddled a bit with clackers and added grubbs.

I'm debating if I should write up a Sekto monster, too.

I'm going to be getting started into the good stuff: That good old live ammo.

Debihuman
2010-06-24, 01:35 PM
I think that their connection to nature can be shown with the survival skill.

Actually, 2 HD with 8 int and 2+int skills comes out to 5 skill points. 10 is accurate now, however, since I moved up their int.

There is something of a disconnect, but it's not that they're any more or less intelligent than people, their tactics are instinctive. They are cunning opponents, but not grand army tacticians.

I don't see why they shouldn't have bonus languages. There are steef more intelligent than the average, in fact, most surviving steef are well above-average.

I'm not sure how that's inaccurate. 4x(2+int modifier) skills at first, then you add (2+int modifier), for a grand total of 5x(2+int modifier). That's how they list skills for other monstrous characters in the monster manual and the SRD.

I added in quadruped to the stat block and made mention of the special attacks and qualities in the steef as characters section.

Also fixed the advancement, and replaced 'unpersonable' with 'unfriendly'.

Steef looks better. I see your point with Survival though I thinks it is a bit of a stretch to correlate finding food with having a connection to nature. I guess I had expected more in that respect. I was so busy editing my own post that I melded the original skills with the newer ones. Thanks for catching it though. About the only thing that is missing is -1 for the Gore attack. Creatures only get one primary attack so it is either the slam or the gore.

Yet Another Edit: I like the Grubb a lot still needs skills and a feat though.

Admiral Squish
2010-06-24, 01:45 PM
Steef looks better. I see your point with Survival though I thinks it is a bit of a stretch to correlate finding food with having a connection to nature. I guess I had expected more in that respect. I was so busy editing my own post that I melded the original skills with the newer ones. Thanks for catching it though. About the only thing that is missing is -1 for the Gore attack. Creatures only get one primary attack so it is either the slam or the gore.

Debby
As for connection to nature, for example, centaurs are flavored as nature-connected, but their class skills don't include know (nature) either. And survival is good for more than finding food, albeit that is a major use of it.

What about a crocodile? I was kind of aiming for something like that. He can't use both in the round, but he can use one, and that one counts as a the primary.

Gorgondantess
2010-06-24, 02:34 PM
Just make the ram attack primary, and the slam attacks secondary, and give it multiattack.

Debihuman
2010-06-24, 02:56 PM
Didn't realize the crocodile had 2 different primary attacks. I'm not sure that isn't a mistake. See the Rules Compendium page 100 "When a creature has more than one natural weapon, one of them, or sometimes a pair or set of them, is the primary weapon. All the creature’s remaining natural weapons are secondary." I'm not the game designer in this so I'll be quiet. Perhaps you should mention that both attacks are considered primary attacks somewhere in the text. That would make it clearer.

Debby

Admiral Squish
2010-06-24, 03:27 PM
Alright, headbutt primary and slams secondary. If you want mulitattack, you'll have to pick it up on your own.

Live ammo is up, but I need some help on setting survival DCs for them, and I don't know if I should put in the upgrades. I'd also like some help thinking up a way to make some of them scale better.

Admiral Squish
2010-06-25, 10:28 AM
Alright, the live ammo has been fine-tuned a bit. I'm still trying to figure out how to scale them right.

Gorgondantess
2010-06-25, 02:34 PM
As is, Thudslug is much, much more powerful than the stingbees. I'd either scale up the stingbee damage, or give it another property, such as making the attack a touch attack.
For the thudslug, I'd have it deal 2d6 damage rather than 1d8+3. 2d6 is actually a bit less, on average, but in 3rd edition most weapon damage is a solid dice, without an plusses; this makes it easier to calculate bonus damage.

Admiral Squish
2010-06-25, 03:16 PM
I was trying to make the +3 represent the thudslug's self-accelleration, but you do have a point. The stingbees are already a touch attack, though. Since I couldn't figure out how to make the rapid-firing ability work, I made it firing a small hive.

Yar
2010-06-25, 08:35 PM
Any chance of a write up for A mudokin or other critters from the earlier games. I always loved Sligs.

Gorgondantess
2010-06-25, 10:30 PM
I was trying to make the +3 represent the thudslug's self-accelleration, but you do have a point. The stingbees are already a touch attack, though. Since I couldn't figure out how to make the rapid-firing ability work, I made it firing a small hive.

Oh, was it? Didn't read closely enough, I suppose. And, actually, in that case I'd reduce the damage to 1d10, or even 1d8; touch attacks are a very powerful mechanic.
What I've always seen in games for "automatic" weapons is an attack roll for the burst to hit, then you roll a dice for how many separate "bullets" hit- so, you can just fluff it as "1d12 stingbees hit the target".

Admiral Squish
2010-06-25, 11:33 PM
I've only played like three or four levels of the earlier games, unfortunately, so I doubt I would be able to do justice to them.

I could see lowering the damage. Really, I'm shooting in the dark, balance-wise, that's why I post these things here.

That's more or less how I see this works, I think.

Debihuman
2010-06-26, 09:10 AM
Added clacker stats, though they still need a feat and some skills. Working on grubbs in my head.

Flee is not a Special Attack; it's a Special Quality. A Special Attack always causes damage. So far, the clackers have no Special Attacks. Both Flee and Lift should be Extraordinary abilities.

You might want to reword Lift as such: While a clacker's wings are too small use for flying, they can still use them to gain a measure of lift. A clacker has a +4 racial bonus to Jump checks. In addition, a falling clacker takes half damage from falling as it uses its wings to break its fall. A clacker that is paralyzed or unable to flap its wings takes full damage when falling.

With an Int of only 12 it should have 2 languages: Common and Auran (the language of air based creatures). Perhaps clackers should also be able to speak with birds. See the Gnome for example. This would be a spell-like ability as well since it requires the speak with animal spell.

Spell-Like Ability: 1/day—speak with animals (birds only, duration 1 minute).


-2 Strength, +2 intelligence, -2 wisdom, +2 Charisma.
A clacker's base land speed is 20 feet.
+1 natural armor bonus.
Special Qualities (see above): Darkvision 60 ft., Flee, Lift
Automatic Languages: Common and Auran. Bonus Languages: Elven, Dwarven, Goblin, Orc. In addition, a clacker can speak with birds. This ability is innate to clackers.
Spell-like Ability: 1/day—speak with animals (birds only, duration 1 minute).
Favored Class: Rogue
Level adjustment +0


FYI, the language of Orcs is Orc not Orcish. See SRD or MM. You left the threat range off the light crossbow (1d8/19-20).

For feats and skills: Clackers have 1 feat, 12 skill points (no skill can have more than 4 ranks).

I'd recommend giving it a feat that works nicely with the crossbow: improved critical, point blank shot or rapid reload.

Skills: Appraise, Diplomacy, Disable Device and Jump are probably the best skills for these creatures. Don't forget the Jump skill gets a -1 for Str and +4 for the Lift bonus. If you gave it 3 ranks in each skill this is what it would have:

Skills: Appraise +4, Diplomacy +4, Disable Device +4, Jump +7

Debby

Debihuman
2010-06-26, 10:04 AM
The Grubb is next.

Hold Breath, Slippery and Toxin should be Extraordinary abilities. Slippery should also have a mechanic. I think Slippery is where the +8 bonus to Escape Artist originates. I recommend moving "Grubbs have a +8 racial bonus to Escape Artist check" from the skills section and putting it in the Slippery section.

Where does the racial bonus to to the Toxin come from? It should come from the Ability Focus feat. As such, that is the feat that it should have.

Slippery (Ex): A grubb's skin constantly secretes slippery oils to keep it from drying out. They cannot be affected by webs, magical or otherwise, and can wriggle free from most forms of confinement. Grubbs have a +8 bonus to Escape Artist checks.

Skills: A grubb has a +8 racial bonus to swim checks made to perform a special action or avoid a hazard. It can always choose to take 10 on a swim check, even if rushed or threatened. It can take the run action while swimming, provided it swims in a straight line.

With only 2 skill points, the Grubb should probably have them in Escape Artist and Swim. Sadly it comes off with Escape Artist +10 (+1 rank, +1 Dex, +8 racial), Swim +0 (+1 rank, -1 Dex). You don't add the +8 from the skills section to the ability score in the skill line; you note it with an asterisk.

Skills: Escape Artist +10, Swim +0*
Feats: Ability Focus (Toxin)

Debby

Debihuman
2010-06-26, 10:18 AM
Bolomite's Snare DC is worded oddly. Normally a DC for Reflex save is 10 + 1/2 Attacker's HD (not BAB) and ability modifier.

Debby

Admiral Squish
2010-06-26, 01:16 PM
Clackers
I thought special attack was just anything that required an active input to be used. Didn't know that definition, though, and I'll change that.

Also good. But your rewording doesn't mention they takes half damage form falls, just that they take full damage if paralyzed or otherwise immobilized.

Common and auran, aye. I don't know about speak with birds, really. I mean, it makes sense, and I doubt it'd throw off the balance of them, but clackers don't really have any connection to nature... They're rather insensitive about it, to be honest.

Also a good point, I shall fix those.

Alright, Noted all those changes. Thanks!

Grubbs:

Alright, I'll throw on the (Ex) tags.

As for slippery, I basically stole it directly off the kou-toa the way it's worded now. I thought it was weird, but went with the official wording. You've got a point, though, I'll combine the two.

I don't know, really. There are a couple other monster entries that don't have ability focus and get a +2 racial to poison DCs. Pseudodragon, ettercap, vargouille (though vargouille only has +1)

On skills, the low skill points are somewhat annoying. I'm not sure they need any ranks in swim, honestly, the taking 10 and the +8 should be plenty.


As for DCs, I'm having trouble. The HD base for the DCs doesn't make sense in my head, because he could have like 10 levels of wizard, which doesn't exactly contribute to the difficulty. The BaB base was an idea that was trying to express him knowing where to hit the target with the bolamite to send them off-balance. I needed a way to scale the DC with the character in a way that made sense.

Gorgondantess
2010-06-26, 01:50 PM
I like the BAB for the save; yeah, it's unorthodox, but it works, and works well.
Perhaps you should just base it off the bolas- as in the actual weapon- if you really don't like it.

Admiral Squish
2010-06-26, 02:50 PM
I'm honestly not sure how a ranged trip works. I mean, you wouldn't add strength, especially not in this case.

Debihuman
2010-06-26, 03:33 PM
I was probably in the middle of editing when you posted so the Lift ability is complete in my post as of a few hours ago.

Two things can happen with the bonuses to poison. I suppose if it is a "racial bonus" then you don't need to have the feat to give it a bonus +2 but that's the same as getting a bonus feat. Might as well just make it a bonus feat and be done with it. That +1 for the vargouille should be a +2 and just give them the Ability Focus feat as well as another bonus feat. Not everything is right in the SRD or the MM even with the official errata.


On skills, the low skill points are somewhat annoying. I'm not sure they need any ranks in swim, honestly, the taking 10 and the +8 should be plenty. That's the problem of a low Int score. What skill should replace Swim then? It still only gets one point. Unless you want to put both points into one skill.


As for DCs, I'm having trouble. The HD base for the DCs doesn't make sense in my head, because he could have like 10 levels of wizard, which doesn't exactly contribute to the difficulty. The BaB base was an idea that was trying to express him knowing where to hit the target with the bolamite to send them off-balance. I needed a way to scale the DC with the character in a way that made sense.

Trust me. 10 + 1/2 HD + Dex modifier will be scale just fine. If you scale it to BAB you make it worse for the wizard because wizard's BAB increases every three levels. A 5th level wizard has a BAB of just +1 but has 5 hit dice. 1/2 HD = +2 and that's still better than +1.

Debby

Admiral Squish
2010-06-26, 04:15 PM
Well, I'd like to leave the option of taking the feat open, so I'd like to avoid giving them the bonus feat.

I'll just put both points into escape artist.

Well, that's the point. A wizard's experience barely applies to martial aptitude, or even hand-eye coordination. A 10th level wizard should DEFINITELY not have the same save as a 10th level ranger, who's entire experience is focused towards martial combat. You see?

Debihuman
2010-06-26, 06:06 PM
It's a standard Reflex save. Saves are always 10 + 1/2 creature's HD + ability modifier.


A wizard's experience barely applies to martial aptitude, or even hand-eye coordination. A 10th level wizard should DEFINITELY not have the same save as a 10th level ranger, who's entire experience is focused towards martial combat. You see?

No, I don't see. The target is the one making the Reflex save not the wielder of the weapon. So yes, the Target's Reflex save is based on his or her own class. A 10th-level wizard trying to avoid this has a Reflex save of +3 while a 10th-level Ranger tying to make the save has a +7; however, the DC they are avoiding is the same number.

Debby

Admiral Squish
2010-06-26, 06:16 PM
Or based off something else, like spell level, or just a static DC.

Yes, the target is the one making the save, but it's the shooter's skill with the weapon is determining the DC for the save. The DC the wizard's target would have to make to avoid falling is lower than the DC the ranger's target would have to make. That's what I'm trying to say.

Debihuman
2010-06-26, 06:29 PM
Then you are doubly hurting the wizard who is already at a disadvantage with a lower Reflex. I don't think that's fair. Should fighters have a higher DC when they save against spells then? Because that's kinda what you are saying. That's why the different classes have different saves. If you are going to make a variant rule like that then you have to apply fairly. The Save DC of a spell is 10 + spell level + caster's ability modifier. Being a higher level caster doesn't even get the wizard a bonus, why should the fighter get one?

I think you are just trying to make this far more complicated to adjudicate than it needs to be. The easier it is to figure out the DC, the better it is to keep combat running smoothly. I think the DM has enough on his plate without having a weird variant Reflex save DC to think about.

In any case, the wielder's class does comes into play. Most wizards wouldn't bother with an exotic weapon proficiency in the first place. A few combat mages might. Plus, if there is a wicked cool prestige class for wizards that use exotic weapons, why hamstring them?

Debby

Admiral Squish
2010-06-26, 06:56 PM
I really have no clue where saves came into this, because they're completely unrelated to the topic at hand. The save is based in BaB, not the shooter's saves...

Breaking down the mechanic:
A tenth level wizard has a base attack bonus of +5. With 14 dex, the save the target of his bolamite must make is 14.
A tenth level ranger has a base attack bonus of +10. With 14 dex, the save the target of his bolamite must make is 17.
A tenth level cleric has a base attack bonus of +7. With 14 dex, the save the target of his bolamite must make is 15.

How is this overly complicated? Monster have a BaB entry in their stat block, it'd be no harder to look up BaB than it would be to look up it's HD.

Any combat mage class/PrC would likely have a greater BaB than half.

DracoDei
2010-06-26, 09:03 PM
Does the Steef x6 run speed apply even when wearing medium or heavy armor or encumbered? Do they have to not be holding anything in their hands?

Admiral Squish
2010-06-26, 09:56 PM
Did not think of that, thank you. I'll go fix that now.

Also, I'm working on a bounty bag. Anyone have any idea how to make it work, or what spells to base if off, or even how much it should cost?

Debihuman
2010-06-27, 07:05 AM
I really have no clue where saves came into this, because they're completely unrelated to the topic at hand. The save is based in BaB, not the shooter's saves...

Breaking down the mechanic:
A tenth level wizard has a base attack bonus of +5. With 14 dex, the save the target of his bolamite must make is 14.
A tenth level ranger has a base attack bonus of +10. With 14 dex, the save the target of his bolamite must make is 17.
A tenth level cleric has a base attack bonus of +7. With 14 dex, the save the target of his bolamite must make is 15.

How is this overly complicated? Monster have a BaB entry in their stat block, it'd be no harder to look up BaB than it would be to look up it's HD.

Any combat mage class/PrC would likely have a greater BaB than half.

So the DC is a tad more variable. Ranging from 14-17. With 10 +1/2 HD + Dex the number is 17. You've made it easier for a defending creature, which if it is a PC, is nice for them. If the PC is the one with the weapon fighting 10th-level monsters, the DCs are easier for the monsters. The end result is that 15% more saves will be made using your way. I don't know if that's significant enough to matter.

Basing it on BAB means I'd have to look up the classes (and forget multiclassing). I think that's my real objection as a DM--too much work involved so I'd just change it to 10 + 1/2 HD + Dex modifier for my games. If it works well in other games, that's fine.

What's a bounty bag?

Debby

DracoDei
2010-06-27, 08:06 AM
As most character sheets, monster stat. blocks, etc list BAB, I am not seeing why you would have to look up anything more than usual.

Debihuman
2010-06-27, 08:59 AM
Maybe not. Still, it's a formula that I'd have to remember and I'd probably end up using the standard one any way. If a monster saves at 14 but would have failed at 17, I might hear some complaints that's all I'm saying. And the operative word is "MIGHT." Heck, the players might not even notice until they get their own hands on the weapon.

Debby

Admiral Squish
2010-06-27, 12:28 PM
As far as I've seen, most character sheets have BaB entries too. I mean, I understand your logic. Honestly, though, I don't think it's that complicated, and it expresses what I feel like it should.

As for the bounty bag, the stranger is a bounty hunter. How he gets paid is when he has knocked out/entangled/nauseated/killed an enemy, he can suck them into a tube of some sort (it's kinda glossed over). You gets extra money if you bring enemies in alive. The stranger's seems to have infinite capacity.

Now, the basic mechanic is the same. Full round action next to a nauseated, entangled and prone, unconscious, or dead opponent pulls them in. It's the storage that's causing me a headache. Perhaps single-baddie 'cartridges'? Different varieties of bounty bag that can hold more or less enemies? Just have it hold a single baddie/bag? How is the enemy held? How long can they be held in the bag? Are they in an extra-dimensional 10x10 cell? Are they physically shrunk down and held inside the bag/tube/cartridge?

Debihuman
2010-06-27, 12:55 PM
So a bounty bag is similar to a bag of holding only it allows creatures to survive in it. I'm sure I've seen this before.

How long can creature's survive in the bag? If it is an infinite amount of time you'll be using temporal stasis as the base spell. Creatures in the bag would be treated as if they had temporal stasis on them until they are removed from the bag. Is there a cheaper spell that would have this effect?

Debby

Admiral Squish
2010-06-27, 01:08 PM
Well, it's also got that suction mechanic, so it's not as difficult to force something into the bag.

That's the general question. In the game, the outlaws are always right there near the cities. Temporal stasis would work for the storage limit. Maybe quintessence? A mitigating factor is it couldn't hold anything you wanted it to, just creatures large or smaller.

Admiral Squish
2010-06-27, 08:50 PM
Okay, I think I got this. Reduce person beefed up to handle all creature types and shrink the target down to diminutive. Mitigated a little with increased casting time, a range of 5 ft, a one-round duration, and the target having to be helpless, dead, or entangled and prone (this one's pricing is more subjective to to the heavily modified spell base). The suction tube pops the perp into a bounty ball, which seals and triggers itself, filling with quintessence (ball has a limit of uses, either 1/day (10000 G) or once ever (1400 G), depending on public opinion). Quintessence keeps the target in stasis and shrunken until the bounty ball is popped open. Quintessence vanishes back into temporal circulation, perp unshrinks in the exact state he was when you bagged 'im, and you collect the moolah. No mess or hassle, and since the bounty balls don't do extra-dimensional stuff, you can stow 'em in something easy and concealable, like a belt of many pockets or somethin'.

EDIT: Huh, baleful polymorph might work... But that puts it at 90000 Gp, according to the magic item chart. It'd certainly be mitigated by A) not turning them into an animal, just a diminutive version of themselves, B) not being permanent, in fact, being only a few rounds of duration, C) having a longer casting time, and D) having only 5 ft of range.... How much should that affect the price?

Debihuman
2010-06-27, 09:57 PM
Reduce person only works on Humanoids. I have an idea:

Edit: changed spells used for item creation

Edit: changed material from cloth to leather

Bounty Bag see Admiral Squish's for a better version.


Debby

Admiral Squish
2010-06-27, 10:20 PM
I see two main problems, really. One, benign transposition switches creature's places, it doesn't just teleport a creature somewhere, particularly an unwilling critter. Even baleful transposition requires a switching of places. And two, that 'puncture' line. Creatures in there for up to a week are really gonna be looking for a way out, and I have no doubt that unless you beat a guy, literally, to the edge of death, he's going to wake up in there, and he will not be happy. What constitutes a puncture, anyways? Could a guy with a weapon puncture it? Could an unattended sword do it? A tiger's claws? A housecat's? Could a human chew through it?

What about that baleful polymorph idea?

EDIT: you know, just plain polymorph would work.

Debihuman
2010-06-27, 10:55 PM
The spell's effects don't have to be exact duplicates of the spells. However, perhaps a simple teleport spell would be more accurate. I think you meant teleport not polymorph. :smallsmile:

I'll edit it in. Though now I'm not sure what the cost would be. Teleport is a 5th level spell (needs caster level 9 so that is still okay).

The text on puncturing is identical to that of a bag of holding, which is exactly what I used as the basis for a bounty bag.


What constitutes a puncture, anyways? Could a guy with a weapon puncture it? Could an unattended sword do it? A tiger's claws? A housecat's? Could a human chew through it?


Damaging Magic Items

A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.

Correction: see PH page 166. Cloth has a hardness of 0 and 2 hp/inch of thickness. Leather has a hardness of 2 and 5 hp/inch of thickness.

I would guess that a typical bag of hold has 2 hit points and a leather one would have 5 hit points. Perhaps a bounty bag should be made of leather rather than cloth. What do you think?

Debby

Admiral Squish
2010-06-27, 11:37 PM
I know it's the same as the bag of holding, but I never liked that wording, honestly. I think it just becomes all the more problematic when we start putting angry, often armed creatures into the bag.

Also, I freakin' hate this magic item cost table. It's telling me a 5th level spell use-activated item is 90,000, but a bag of holding, also use-activated with a 5th level spell, which actually does MORE than the base spell, has a maximum price of 10,000. SRSLY, OMGWTFBBQHAX. I'm just going to start assuming 1/10th the price the calculator gives from here on out...

Debihuman
2010-06-28, 12:06 AM
Yeah, the guidelines in the DMG (and SRD are off). The Magic Item Compendium is more up-to-date. But a Bag of Holding type IV still only costs 10,000 gp so adding the extra spells teleportation and gust of air might not be as much of a problem. I added 4,500 for the teleportation spell and 1000 for the gust of air spell.

I made some corrections to my earlier post as well.

Hmm. The bounty bag should be tougher than a standard bag of hold. I would guess it is made from the same material as leather armor and can be made more powerful as a +1 bounty bag. Now that would add to the cost.

Lt's assume you can add a +1 of enhancement bonus to a leather bounty bag for another +1,000 (it add 2 to the bags hardness and +10 to its hit points). It works for a shield so why not this?

End result +1 bounty bag with hardness of 4 and 12 hit points. Does that sound better? In order to pierce the bag, an attacker must inflict 5 or points of piercing damage.

Debby

Admiral Squish
2010-06-28, 01:20 AM
Alright, this is how I think it would work. How's it look balance and cost-wise?

Bounty Bagger:
The bounty bagger looks like a thick tube, roughly six inches in diameter and about a foot long. It's butt end bears a set of metal threads. As a full-round action, you may use a bounty bagger on a single entangled, helpless or dead creature of size large or smaller within 5 feet. The target must make a fortitude save DC 17 or be shrunk down to diminutive size and drawn through the bounty bagger. The target's strength is reduced to 1, he gains a +4 size bonus to dexterity and his base land speed is reduced to 5 feet, in addition to all the usual effects of diminutive size. The target's equipment is shrunk down with him. The target remains shrunken for one hour.
Moderate Transmutation; CL 9th; Craft Wondrous Item Baleful Polymorph. 9000 Gp. Weight 10 lbs.

Bounty Bag: A bounty bag is a sturdy leather bag slightly larger than a man's head, with a metal collar and a valve that attaches to the butt end of a bounty bagger. A target shrunk down with a bounty bagger is drawn automatically into an attached bounty bag, and the valve mechanism prevents a shrunken creature from climbing back out. A bounty bag can hold up to 10 diminutive creatures. When a bounty bag is detached from a bounty bagger, the neck seals itself and the contents are placed in a form of stasis. The insides of the bag are isolated from the passage of time outside the bag for as long as the bag is sealed, held in the exact condition they were in when the bag was sealed for as long as it remains sealed. The bounty bag has hardness 2 and 5 HP.
Moderate Metacreativity; CL 7th; Craft Universal Item Quintessance. 6000 Gp. Weight 10 lbs.

Admiral Squish
2010-06-28, 10:39 AM
The shrinking lasts for an hour, or until the bounty bag is sealed, isolating it from time.

Debihuman
2010-06-28, 10:43 AM
See my edited posts. I like your version a lot more than mine. Creating magic items was never my forte.

Debby

Admiral Squish
2010-06-28, 12:59 PM
Alright. I just hope it's balanced like this. Editing it into the first post.

EDIT: Also added listening binoculars.

Admiral Squish
2010-06-29, 12:08 PM
Considering making the sekto demon, but I'm not sure if I should make him a proper demon, an abberation, or what. Also, don't know the collective name for his type.

Also thinking of making the outlaw races, the hunchbacked minions (http://images.ea.com/eagames/official/oddworld/strangerswrath/us/screenshot/Bosses/Concept/800x600/snappsManic.jpg), the Big, chicken-faced ones, (http://i109.photobucket.com/albums/n60/Hacked_Nijna/Concept%20art/Outlaw.jpg) and the wierd-looking ones (http://xboxmedia.ign.com/xbox/image/article/579/579603/oddworld-strangers-wrath-20050113054856287_640w.jpg). Problem is, I have no idea what their race-names are.

Finally, I think I'm going to get started on those upgraded live ammo types.

Debihuman
2010-06-29, 12:34 PM
Wikipedia to the rescue...





Mr. Sekto is a member of the Oktigi species of the Octigi family. Using the Olden Steef as a host body, he created the Sekto Springs Dam on Mongo River. Mr. Sekto employed the aide of the Wolvarks to maintain his facilities along the Mongo River, and banned the native Grubbs from fishing in the river. Mr. Sekto likes to collect Steef heads, and has an impressive collection in his office atop Sekto Springs Dam. The native Grubbs often refer to him as "Sekto Demon" for reasons that are unknown.

and this



Oktigi is a head-sized, squid-like member of the Octigi family. They appear to be naturally aquatic, but can breathe survive on land with the aid of a host body. Oktigi are parasites, they attach themselves to their victim's head (essentially replacing it) and use the victim's body as their own. They seem to prefer to obtain the strongest host body possible. Like the Glukkons, the Oktigi are driven by self-interest and corporate greed, and have a preference for fine business suits, expensive cigars, and exploiting the environment to the highest degree. Though only one is currently known, the Oktigi seem to have had a history against the Steef and the Grubbs which has become evident through various rock paintings in the Mongo Valley which depict Steef and Grubbs fighting against a single Oktigi.

You can make these up as Tiny demons from Abyss (River Styx) with the ability to possess other creatures (see possession rules in Fiend Folio).

Debby

Admiral Squish
2010-06-29, 01:12 PM
...GAH! I spent like three hours trying to find ANY mention of Sekto's race yesterday! :smallfurious:

Posession might work, but then there's the problem that a possessing demon literally enters the creature, whereas sekto sits on their head like some aberrant, terrible hat.

Debihuman
2010-06-29, 01:23 PM
Just make it part of the fluff. It appears to do that, whether or not it actually does isn't so important.

Debby

Admiral Squish
2010-06-29, 04:23 PM
I think 'demon' is more a non-literal term. I've posted my idea of how this would work. It's kind of a combination of a mind flayer and a puppeteer as it stands.

Also, Wolvarks.

Debihuman
2010-06-29, 07:17 PM
I like what you've done. Wolvark is probably CR 1/4; a single fighter could take one out. Organization should probably be: Solitary or Elite Guard (10-20)

Debby

Admiral Squish
2010-06-29, 07:34 PM
Actually, that elite guard should be higher-level wolvarks.

Admiral Squish
2010-06-30, 11:51 AM
Okay, looking over context clues, I think those chicken-faced ones are supposed to be half-wolvark, half-clakker. I still can't find anything about what the slug-looking ones are.

Admiral Squish
2010-07-01, 02:01 AM
Alright, I made the hunchback and wolvakk outlaw races. Need to add a for characters section to wolvakks, but I've been going back and forth on this all damn day and I'm going to bed. I'll fix in the morning.

Lyndworm
2010-07-01, 02:15 AM
I don't think that I've ever seen a creature with Racial Hit Dice that didn't also have a Level Adjustment. Did you do that to the Wolvakks on purpose, or is it a typo?

Admiral Squish
2010-07-01, 11:28 AM
Well, they're supposed to be to be big, tough creatures, but I looked them over and they're not coming out much ahead of goliaths. I don't think throwing on LA on top of the HD would be helpful to balance.

Lyndworm
2010-07-01, 01:54 PM
Then maybe reduce (or remove) the HD? I don't personally mind it, but you're going against the guidelines written for every single race ever printed (as far as I know). Granted, the LA/HD system is total puckey, but I think that the creatures should be designed to work with it anyway.

Admiral Squish
2010-07-01, 05:33 PM
I mean, I can give them some LA, but that would require me to re-balance the whole thing. More con, maybe an extra special attack, reduce penalties... I mean, really, this guy NEEDs to have those RHD to show how tough he is, game-wise.

Gorgondantess
2010-07-01, 06:02 PM
I mean, I can give them some LA, but that would require me to re-balance the whole thing. More con, maybe an extra special attack, reduce penalties... I mean, really, this guy NEEDs to have those RHD to show how tough he is, game-wise.

Well, while I personally have no problem with the 0 LA 4 RHD thing, I strongly advise you change it- you're essentially rewriting the (admittedly already bad) monster rules.
One thing you could do is make it an LA+1 race, no RHD, and have the sample creature be a 4th level warrior. Or, better yet, make it an LA+1 race, no RHD, make the racial hit dice it does use for its first level a d12 (after all, these things are mutable), and give it toughness as a bonus feat.

LordShotGun
2010-07-01, 06:21 PM
I LOVED THIS GAME!!! Ahem...Anyways, this looks pretty awesome but steefs have all thoose attribute bonuses and its only a LA+1? I dont know much about balancing things but this seems really powerful.

Also, had you thought about making a racial prestiege class? Similar to something from the game where you gain proficency with the mass crossbow and perhaps fasthealing since you pretty much got that in the game.

Perhaps something like steef guardian whos job is protect the grubs in exchange for acceptence and material support (read, money and food)

You could let the class make some kind of skill check to "find" live ammo with the DC increasing based on location and if the hunter wants to find a specific type.

Maybe also allow the class to use advanced live ammo like rabid fuzzles and the like and use medium and heavy armor as the class progesses.

Oooo could you make steef specific armors?

Admiral Squish
2010-07-01, 06:45 PM
In response to each in turn: It's LA +1 and 2 RHD.

I was considering coming up with a PRC for the guardian, but then, we don't know if the other steefs all used the mass crossbow, or what. Plus, he was using the mass crossbow long before he became the guardian properly. I think it would just make more sense to call him a ranger/bloodhound that just had an affinity for the mass crossbow.

Finding the live ammo's already got a scaling survival check to find it. I was just going to condense the DCs, lower the power of some of 'em, and put the advanced ammo as more advanced DCs.

LordShotGun
2010-07-02, 07:43 AM
So with the 2 RHD its a total of ECL of +3 then? I don't know much about that kind of thing since I am pretty new to DnD and have only played the much simpler 4th edition.

Since we don't know if other steefs use the masscrossbow as guardians make it up. I don't foresee a sequal coming anytime soon (which is too bad) and I would really like to see some kind of custom class that gives advancing fast healing like what was found in game.

And I did not see the survival DCs for the live ammo before but now I do so thats answers my questions.

Strudel110
2010-07-02, 11:44 PM
We need slogs & slegs, also those things you fight at the end of Stranger's Wrath (can't remember what the're called but they looked like octopi)

Admiral Squish
2010-07-03, 12:17 AM
Good points. I freakin' HATED those octopus-walker things, though. HATEHATEHATE.

Strudel110
2010-07-03, 01:04 AM
I know did it like seven times.

Admiral Squish
2010-07-03, 01:20 AM
Damn you, octopeds! DAAAAAMN YOOOOU!

Gorgondantess
2010-07-03, 01:26 AM
Oh, wow... my Xbox busted before I could get that far in the game, and since the 360 isn't fully backwards compatible (Damn you, Microsoft! DAAAAAMN YOOOOU!:smallwink:) I never finished it. I'm almost glad I didn't: Oddworld games tend to be fiendishly hard. At least Stranger was balanced for a while.:smallbiggrin:

Admiral Squish
2010-07-03, 01:31 AM
The first part was the most fun to me. After you get pantsed, you're way too fragile, and there's NONE of the awesome stealth stuff you did before...

Gorgondantess
2010-07-03, 01:32 AM
The first part was the most fun to me. After you get pantsed, you're way too fragile, and there's NONE of the awesome stealth stuff you did before...

Yeah... I only managed to get a few hours in, and that part I did get in was a blast. Nice it never got spoiled for me, I suppose.:smalltongue:

LordShotGun
2010-07-03, 09:51 AM
Aside from losing ALL the upgrade you bought when you go into the second part, I enjoyied the second part because it was no longer you trying to take in bounties but it was you going around killing the people that hunted your people nearly out of existance.

But yeah, the part I hated the most was losing all your upgrades but I did like gaining that ram attack and getting that KICKASS boat.

Also, you could kinda do stealth with chipunks drawing the wolvarks into traps.

Anyway, I second the slegs and octopods (I never found them that difficult) as monsters.

Admiral Squish
2010-07-03, 12:22 PM
I might have to make the boat...

You could KINDA be stealthy, but at that point the game was more like any other shooter. Stealth wasn't rewarded any more than just going in guns blazing.

I didn't have any trouble when it was just ONE of them, but as the prequel to Sekto's fight? One bound you, the other came in helicoptering, and it was no time at all before there was no cover from them in the entire room.

LordShotGun
2010-07-03, 12:49 PM
You know you could spam right and left shoulder buttons to break free really friggin fast

Admiral Squish
2010-07-03, 12:52 PM
You know you could spam right and left shoulder buttons to break free really friggin fast

Yeah, but not fast enough, you had like two seconds befor the coptering one got to you, and even if you did break free, the other one would be reloaded and gum you up again. And if they got in close enough they'd both start coptering and then there was just nothing you could do, they'd toss you across the map as they took chunks out of your health until you died.

LordShotGun
2010-07-03, 03:30 PM
Whatever, I didnt have any problem at all with this game except for that one old female gang boss, momma something or another.

Admiral Squish
2010-07-03, 06:47 PM
Anyway. Slogs an Octopeds, on the way. Anyone got any ideas on how to do the mechanics?

LordShotGun
2010-07-05, 11:41 AM
I would say that as part of attacks made by the octopods a free bull rush and/or trip attempt can be made due to how much they love throwing people around.

Give the octopods some sort of breathweapon type attack that throws tanglefoot bags (or something).

For the Slogs...maybe a free grapple attempt (during their attack) with latch on damage every turn you fail the grapple check?

LunarWolfPrime
2010-07-05, 02:03 PM
Ok I am wondering did you spec out Strangers race if so which was it?

Admiral Squish
2010-07-05, 02:08 PM
Well, if you haven't gotten that far, it's hardly my place to spoil it for you. :smallamused:

Though, I suspect you might be able to figure it out if you look at the pictures carefully...

LunarWolfPrime
2010-07-05, 02:24 PM
PM it to me I can't even find the game any more let alone have the system to play it.
I liked the concept but I don't remember what he was.

Admiral Squish
2010-07-05, 02:27 PM
He's a steef. I think the statute limitations on spoilers has run out, anyways.

LunarWolfPrime
2010-07-05, 02:33 PM
Steef are quadrupeds with arms(6 limbs) Stranger is a Biped (4 limbs)....?
HUH?

Admiral Squish
2010-07-05, 02:37 PM
He's wearing big, metal boots to disguise his four legs as one pair. And he doesn't have horns.

Admiral Squish
2010-07-06, 02:28 AM
Alright, added slogs. I think I know what to do for octopeds, too, but that will have to wait for tomorrow. Really tired.

Lyndworm
2010-07-06, 02:44 AM
I think that the Wolvarks need a Slogkeeper PrC, or at least a feat for a Slog Animal Companion. Your work so far looks great, I enjoy it immensely.

Admiral Squish
2010-07-06, 03:32 PM
Good point. I shall put a mention in that.

Admiral Squish
2010-07-07, 05:02 PM
Added the animal companion mention to slogs, and added in Gloktigi. Hopefully, I got it right.

Lyndworm
2010-07-07, 05:13 PM
The notation in the Slog entry looks fine, and the Gloktigi look pretty good as well. I'm impressed.