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..
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..