Digitalfruitz
2015-12-10, 06:40 PM
Hello all, I have made it my duty to work on creating all of the creatures in fallout into pathfinder, I am doing the same for races which can be found here;
http://www.giantitp.com/forums/showthread.php?468830-Fallout-races-in-pathfinder&p=20176653#post20176653
Bloatfly CR 1/3
XP 135
N Tiny vermin
Init +2; Senses darkvision 60 ft.; Perception+0
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +2, Will +0
Immune mind-affecting effects
OFFENSE
Speed 5 ft., fly 60 ft. (good)
Melee sting +4 (1d2-4 plus infestation)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks infestation
STATISTICS
Str 2, Dex 14, Con 10, Int , Wis 11, Cha 2
Base Atk +0; CMB +0; CMD 6
Feats Weapon FinesseB
Skills Fly +10, Stealth +12; Racial Modifiers +4 Stealth
SPECIAL ABILITIES
Infestation (Ex)
Upon each successful sting attack, the Bloatfly implants an egg in the victim subcutaneously. Each implanted egg reacts to the warmth of the victim's body, triggering its hatching. One day later, the egg releases a pupa that devours the host's flesh as it develops, growing to the size of a small mouse, at which point it reaches its larval stage. Ifleft untreated, the larva continues to develop until it kills the host or 1 week has passed, at which point it burrows out of the body and drops to the ground, where it transforms into an adult giant botfly. Individual larvae may be squeezed or cut out of the host with a DC 10 Heal check, though each attempt inflicts 1d4 points of damage whether or not it's successful. A remove disease spell destroys all larvae without further harm to the host.
Bloatfly larvae: infestation; save Fort DC 10; onset 1 day; frequency 1/day for 1 week; effect 1 Con damage per larva.
Brahmin CR 2
XP 600
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
DEFENSE
AC 13, touch 9, flat-footed 13 (+4 natural, –1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
STATISTICS
Str 23, Dex 10, Con 17, Int 2, Wis 11, Cha4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Perception +9
SPECIAL ABILITIES
Stampede (Ex)
A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.
Mole rat CR 1
XP 600
N small animal
Init +7; Senses blindsight 30 ft., scent; Perception +2
DEFENSE
AC 17, touch 15, flat-footed 12 (+5 Dex, +1 size, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +8, Will +2
OFFENSE
Speed 20 ft., burrow 10 ft.
Melee bite +3 (1d4+2) and 2 claws -3 (1d3+2)
Space 5 ft.; Reach 5 ft.
Special Attacks wormkiller rage
STATISTICS
Str 10, Dex 21, Con 11, Int 2, Wis 12, Cha10
Base Atk +2; CMB +2; CMD 14
Feats Great Fortitude, Improved Initiative
Skills Survival +2, Perception +2, Swim +3 stealth +4
SPECIAL ABILITIES
Burrow (Ex)
Mole rats cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 ft. in diameter.
Mongrel
CR 1
XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSES
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 9 (1d8+5)
Fort +4, Ref +4, Will +1
Immune disease
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+3 plus allergic reaction)
STATISTICS
Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha8
Base Atk +0; CMB +2; CMD 14
Feats Toughness
Skills Stealth +6
SPECIAL ABILITIES
Allergic Reaction (Ex)
A mongrels dander is highly irritating to all creatures. A creature damaged by a mongrels bite, who deals damage to a mongrels with a natural weapon or unarmed attack, or who otherwise comes into contact with a mongrels (including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Stimpak or any healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.
Radroach CR 1/2
XP 200
N Small vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +1, Will +0
Weaknesses light sensitivity
OFFENSE
Speed 30 ft., climb 30 ft., fly 40 ft. (poor)
Melee bite +1 (1d4)
STATISTICS
Str 11, Dex 12, Con 19, Int --, Wis 11, Cha2
Base Atk +0; CMB -1; CMD 10
Feats DiehardB, EnduranceB
Skills Climb +8, Fly -1, Perception +4, Stealth +9; Racial Modifiers +8 Climb, +4 Perception, +4 Stealth
SQ hold breath
Stingwing
CR 11
XP 400
N small vermin
Init +2; Senses darkvision 60 ft.; Perception+1
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 12 (3d8+0)
Fort +1, Ref +5, Will +2
Immune mind-affecting effects
Weaknesses vulnerable to smoke
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee sting +3 (1d3 plus poison)
STATISTICS
Str 7, Dex 18, Con 9, Int --, Wis 12, Cha9
Base Atk +2; CMB +2; CMD 14 (22 vs. trip)
Skills Fly +6, stealth +4
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12; frequency1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Vulnerable to Smoke (Ex)
Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes a Stingwing to become nauseated if it fails a DC 14Fortitude save. This condition persists as long as the Stingwing remains in the smoke, plus 1d4 rounds.
http://www.giantitp.com/forums/showthread.php?468830-Fallout-races-in-pathfinder&p=20176653#post20176653
Bloatfly CR 1/3
XP 135
N Tiny vermin
Init +2; Senses darkvision 60 ft.; Perception+0
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +2, Will +0
Immune mind-affecting effects
OFFENSE
Speed 5 ft., fly 60 ft. (good)
Melee sting +4 (1d2-4 plus infestation)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks infestation
STATISTICS
Str 2, Dex 14, Con 10, Int , Wis 11, Cha 2
Base Atk +0; CMB +0; CMD 6
Feats Weapon FinesseB
Skills Fly +10, Stealth +12; Racial Modifiers +4 Stealth
SPECIAL ABILITIES
Infestation (Ex)
Upon each successful sting attack, the Bloatfly implants an egg in the victim subcutaneously. Each implanted egg reacts to the warmth of the victim's body, triggering its hatching. One day later, the egg releases a pupa that devours the host's flesh as it develops, growing to the size of a small mouse, at which point it reaches its larval stage. Ifleft untreated, the larva continues to develop until it kills the host or 1 week has passed, at which point it burrows out of the body and drops to the ground, where it transforms into an adult giant botfly. Individual larvae may be squeezed or cut out of the host with a DC 10 Heal check, though each attempt inflicts 1d4 points of damage whether or not it's successful. A remove disease spell destroys all larvae without further harm to the host.
Bloatfly larvae: infestation; save Fort DC 10; onset 1 day; frequency 1/day for 1 week; effect 1 Con damage per larva.
Brahmin CR 2
XP 600
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
DEFENSE
AC 13, touch 9, flat-footed 13 (+4 natural, –1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
STATISTICS
Str 23, Dex 10, Con 17, Int 2, Wis 11, Cha4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Perception +9
SPECIAL ABILITIES
Stampede (Ex)
A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.
Mole rat CR 1
XP 600
N small animal
Init +7; Senses blindsight 30 ft., scent; Perception +2
DEFENSE
AC 17, touch 15, flat-footed 12 (+5 Dex, +1 size, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +8, Will +2
OFFENSE
Speed 20 ft., burrow 10 ft.
Melee bite +3 (1d4+2) and 2 claws -3 (1d3+2)
Space 5 ft.; Reach 5 ft.
Special Attacks wormkiller rage
STATISTICS
Str 10, Dex 21, Con 11, Int 2, Wis 12, Cha10
Base Atk +2; CMB +2; CMD 14
Feats Great Fortitude, Improved Initiative
Skills Survival +2, Perception +2, Swim +3 stealth +4
SPECIAL ABILITIES
Burrow (Ex)
Mole rats cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 ft. in diameter.
Mongrel
CR 1
XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSES
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 9 (1d8+5)
Fort +4, Ref +4, Will +1
Immune disease
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+3 plus allergic reaction)
STATISTICS
Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha8
Base Atk +0; CMB +2; CMD 14
Feats Toughness
Skills Stealth +6
SPECIAL ABILITIES
Allergic Reaction (Ex)
A mongrels dander is highly irritating to all creatures. A creature damaged by a mongrels bite, who deals damage to a mongrels with a natural weapon or unarmed attack, or who otherwise comes into contact with a mongrels (including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Stimpak or any healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.
Radroach CR 1/2
XP 200
N Small vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +1, Will +0
Weaknesses light sensitivity
OFFENSE
Speed 30 ft., climb 30 ft., fly 40 ft. (poor)
Melee bite +1 (1d4)
STATISTICS
Str 11, Dex 12, Con 19, Int --, Wis 11, Cha2
Base Atk +0; CMB -1; CMD 10
Feats DiehardB, EnduranceB
Skills Climb +8, Fly -1, Perception +4, Stealth +9; Racial Modifiers +8 Climb, +4 Perception, +4 Stealth
SQ hold breath
Stingwing
CR 11
XP 400
N small vermin
Init +2; Senses darkvision 60 ft.; Perception+1
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 12 (3d8+0)
Fort +1, Ref +5, Will +2
Immune mind-affecting effects
Weaknesses vulnerable to smoke
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee sting +3 (1d3 plus poison)
STATISTICS
Str 7, Dex 18, Con 9, Int --, Wis 12, Cha9
Base Atk +2; CMB +2; CMD 14 (22 vs. trip)
Skills Fly +6, stealth +4
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12; frequency1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Vulnerable to Smoke (Ex)
Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes a Stingwing to become nauseated if it fails a DC 14Fortitude save. This condition persists as long as the Stingwing remains in the smoke, plus 1d4 rounds.