TheLogman
2008-01-12, 11:14 PM
Pikmin!
"I thought they were plants, then I thought they were animals. Now I know better, they are Pikmin, dedicated, strong, hard workers, and I love being their king."-Boranrsky, power hungry wizard
Pikmin
{table] | Red | Blue | Yellow | White | Purple
Size/Type | Small Plant (Pikmin) | Small Plant (Pikmin) | Small Plant (Pikmin) | Small Plant (Pikmin) |Small Plant (Pikmin)
Hit Dice | 1d8+3 (7) | 1d8+3 (7) |1d8+3 (7) | 1d8+3 (7) | 1d8+3 (7)
Initiative | +2 | +2 | +2 | +7 | +1
Speed | 20 ft | 20 ft., 20 ft. Swim | 20 ft. | 25 ft. | 15 ft.
Armor Class | 15 (+2 Dex, +2 Natural, +1 Size) | 15 (+2 Dex, +2 Natural, +1 Size) | 15 (+2 Dex, +2 Natural, +1 Size) | 16 (+3 Dex, +2 Natural, +1 Size) | 14 (+1 Dex, +2 Natural, +1 Size)
Base Attack/Grapple | +0/-3 | +0/-3 | +0/-3 | +0/-4 |+0/-1
Attack | +4 Slam 1d4+1 |+2 Slam 1d4+1 | +2 Slam 1d4+1 | +1 Slam 1d4 | +4 Slam 1d4+3
Full Attack | +3 Slam 1d4+1 |+1 Slam 1d4+1 | +1 Slam 1d4+1 | +0 Slam 1d4 | +3 Slam 1d4+3
Space/Reach | 5ft./5ft. | 5ft./5ft. | 5ft./5ft. | 5ft./5ft. | 5ft./5ft.
Special Attacks | Swarmfighting, Latch, Skilled Fighter | Swarmfighting, Latch | Swarmfighting, Latch | Swarmfighting, Latch, Poisonous |Swarmfighting, Latch
Special Qualities | Fire Immunity, Pikmin Qualities | Skilled Swimmer, Pikmin Qualities | Electricity Immunity, Pikmin Qualities, Glide | Poison Immunity, Pikmin Qualities | Strong Bodied, Pikmin Qualities
Saves | Fort +5, Ref +2, Will +0 | Fort +5, Ref +2, Will +0 | Fort +5, Ref +2, Will +0 |Fort +5, Ref +3, Will +0 | Fort +5, Ref +1, Will +0
Abilities |Str 12, Dex 14, Con 16, Int 3, Wis 10, Cha 5 | Str 12, Dex 14, Con 16, Int 3, Wis 10, Cha 5 | Str 12, Dex 14, Con 16, Int 3, Wis 10, Cha 5 | Str 10, Dex 16, Con 16, Int 3, Wis 10, Cha 5 | Str 16, Dex 12, Con 16, Int 3, Wis 10, Cha 5
Skills | Survival +4 | Swim +5 | Climb +5, Listen +2, Spot +2 | Spot +4 | +4 Survival
Feats | Dodge | Endurance | Alertness |Improved Initiative| Endurance
Environment |Any Plains | Any Plains or Any Aquatic | Any Plains | Any Underground | Any Underground
Organization | Never Singular, Group (2-5) Pack (5-10), Swarm (15-20), or Mob (50-100 and a Humanoid leader) | See Previous | See Previous | See Previous| See Previous
Challenge Rating | 1 | 1 | 1 | 1 | 1
Treasure | None | None | None | None | None
Alignment | Neutral | Neutral | Neutral | Neutral | Neutral
Advancement | N/A | N/A | N/A | N/A | N/A
Level Adjustment |N/A | N/A | N/A | N/A | N/A [/table]
It seems to be like a red little creature, staring at you. A single leaf on a stem comes from its head. Suddenly, hundreds appear, all around you, some of every color. They grab onto you, beating you into submission. Everything goes black...
Pikmin speak in their own strange garbled language, but understand any language it's leader is speaking.
Combat
Not very intelligent by themselves, Pikmin look for a humanoid creature to bond with. Once they bond with that creature, they will follow their commands and fight to the death for them. When in the wild or without a commander, the Pikmin will attack any possibly hostile creatures and recycle them in their Onions for food. Pikmin by themselves are weak, but are amazingly efficient when fighting together. In order to facilitate the fighting together, the Pikmin developed the a number of attacks to take advantage of their ability to fight together.
Swarmfighting: When fighting a creature of Medium or greater size, a number of Pikmin can occupy that creature's space depending on the size of the creature.
{table] Size of Creature | Maximum Number of Pikmin
Medium | 10
Large | 50
Huge or bigger | 100 [/table]
Latch: When occupying a creature's square, a Pikmin can latch onto that creature with a grapple check with a +5, bonus, with +1 more for each 5 Pikmin also within that Creature's square. When Latched onto a creature, a Pikmin makes Slam attacks against that creature with a +5 Circumstance bonus. If the opponent succeeds in a check to escape the grapple, it may remove an additional pikmin for every five by which it exceeded the check (and all on a 20).
Skilled Fighter: Naturally designed to be efficient fighters, a red Pikmin gets a +2 bonus to attack checks.
Poisonous: White Pikmin are inherently poisonous, and can be deadly when eaten. Whenever a creature uses a Bite Attack or Swallows a White Pikmin, a Ingest Poison activates, forcing a DC 15 Fortitude Save or 1d6 Con damage.
Skilled Swimmer: Blue Pikmin, unlike other Pikmin, can swim, and are not at risk for drowning. They also gain a +8 bonus to Swim checks, and can take 10, even when threatened or under stress.
Glide: When thrown or airborn, a Yellow Pikmin may move at 10 per round.
Strong Bodied: Treat a Purple Pikmin as 2 sizes larger for the purposes of how much weight it can carry, drag, or lift.
Pikmin Traits:
-Willing to Follow: The first humanoid that comes in contact with a Pikmin color's Onion, or the first creature that comes in contact with an Onion after 1 month of not having a leader, becomes the Pikmin's Leader. All Pikmin of that color will follow the leader and accept any allies the leader may have.
The Leader can give the Pikmin verbal instructions, although they understand little more than "Carry", "Attack", "Rest", and "Follow". Unattended Pikmin will rest wherever they were left and wait until their leader is returned, but will defend themselves should danger present itself.
-Bad Swimmers: All Pikmin but Blue Pikmin will drown in any water that is more than 1 feet deep.
-Music Loving: Pikmin respond well to music and sound, and can take orders via whistle or other sound if the Leader desires. Also, any Bard or Musical effect that would provide the Pikmin with a bonus is +1 more effective.
Pikmin Templates
Bud
The Bud Template is acquired by Pikmin that are allowed to mature underground and soak up extra minerals. The Leaf on the Pikmin's head is instead a small Bud. A Pikmin with the Bud Template gets a +1 to Attack and Damage Rolls, and is 5 ft. Faster with all its speeds.
Flower
The Flower Template is aquired by Pikmin that allowed to mature for extended periods of time, or those that drink a nutrient rich sap. The Leaf on the Pikmin's head is instead a small Flower. A Pikmin with the Flower Template gets a +2 to Attack and Damage Rolls and is 10 ft. Faster with all its speeds. The Flower Template does not stack but replaces the Bud Template.
Pikmin-related Plants.
Pikmin Onions
Before you stands a Bulb with 3 stands, Large in size. Inside you can hear the whispered chattering of almost 100 voices.
Treat the Pikmin Onions as Large Objects with a Fly speed of 60. A Humanoid that bonds with an Onion becomes its leader and can command its Pikmin. The Onions have a Hardness of 20 and 100 HP, and if under attack, will spit out Pikmin to help defend it. The Onion acts as more than just a living space for the Pikmin though, it also feeds it with excess developed through the Pikmin growth process (Below)
Pikmin are trained to bring any dead creatures or nutrient-rich stones to the Onion, and will do so if near any unless commanded not to. An Onion sucks in organic material that Pikmin will bring in, but will accept anything living. Once an Onion takes in enough Organic material, it changes it into Pikmin seeds of the color of the Onion. See the table below for the Exchange Rates.
{table] Size of Material | Number of Seeds Produced
Small | 1
Medium | 1d4+1
Large | 2d6+3
Huge | 3d8+5 [/table]
The Onion plants the seeds around it, which can be plucked after only 1 day of growth. If the seeds are allowed to stay in the ground for 2 days or more, the Pikmin that can be plucked is a Bud (Above). If 5 days are waited, the Pikmin that can be plucked is a Flower (Above). If 6 or more days are waited, the cycle is reset.
Flowers
Deep underground are a number of multi-hewed flowers. The flowers are of Large size, and bounce and jiggle when hit. The Flowers come in the 5 colors of Pikmin, and the Queen Colors. When up to 5 Pikmin are thrown into one of the flowers, they turn into that color, and are planted around the flower, as if reborn. Queen Flowers, however, work differently, and instead rotate what colors they are. When a single Pikmin is thrown in, roll 1d3. 1 is Red, 2 is Blue, and 3 is Yellow. Whatever result comes up, that single Pikmin, regardless of type, turns into 15 Pikmin of that color. Regardless of what type of flower it used, it wilts away after usage.
Artifacts
Olimar's Suit: Olmiar, an adventurer first credited with the discovery of the Pikmin, created and designed a suit to make it easier to adventure with the Pikmin. In addition to the qualities listed below, it is possible to acquire further upgrades if the right materials are acquired (DM's digression).
Olimar's basic suit has the following qualities:
-Basic Life support : A Creature with Olimar's suit on can easily breath in any conditions, even in areas with no air, underwater, or in the presence of poisoned air.
-Whistle: Olimar saw it fit to equip the suit with a long range Whistle (80 ft.) that he found the Pikmin especially responded to
-Olimar's suit can be enchanted just as any regular armor, and before enchantment is a Masterwork Hide armor with a Max Dex Bonus of +10, and an Arcane Spell Failure chance of 5%.
Further Upgrades: The upgrades that follow are easy to install on Olimar's suit, especially since it is so adaptive. The general way to upgrade the suit is to find a material that mimics what you want the suit to do, however, as always, upgrades are DM's digression. More Powerful abilities, such as Displacement or Camouflage, require rarer, perhaps magical substances, and perhaps a powerful Arcane Caster.
-Fire Resistant: Olimar's suit grants Fire immunity. Common materials used include Salamander or Dragon Hide, or perhaps a part of a Fire Elemetal
-Electricity Resistant: Olimar's suit grants immunity from electrical attacks. The only substance known to grant this ability is a strange substance from another world called "Rubber"
-No Blowback: Olimar's suit grants Immunity from wind effects and Bullrush attempts. Elemental Substance from an Earth Elemental or some tough substance could grant this substance.
-Displacement: Olimar's suit becomes shimmery and displaced, giving the wearing a 10% miss chance. Materials that could be used include a piece of Displacer Beast Hide, magically treated.
-Camo: Olimar's suit can blend in with its surroundings, giving the wearing a +10 to Hide checks.
-Elemental Tolerance: Olimar's suit grants the effects of an Endure Elements spell.
Wow, lotta Work done in a short time, I appreciate editing help, and as always really appreciate comments.
EDIT: Woops, forgot the Saves. Fixed.
"I thought they were plants, then I thought they were animals. Now I know better, they are Pikmin, dedicated, strong, hard workers, and I love being their king."-Boranrsky, power hungry wizard
Pikmin
{table] | Red | Blue | Yellow | White | Purple
Size/Type | Small Plant (Pikmin) | Small Plant (Pikmin) | Small Plant (Pikmin) | Small Plant (Pikmin) |Small Plant (Pikmin)
Hit Dice | 1d8+3 (7) | 1d8+3 (7) |1d8+3 (7) | 1d8+3 (7) | 1d8+3 (7)
Initiative | +2 | +2 | +2 | +7 | +1
Speed | 20 ft | 20 ft., 20 ft. Swim | 20 ft. | 25 ft. | 15 ft.
Armor Class | 15 (+2 Dex, +2 Natural, +1 Size) | 15 (+2 Dex, +2 Natural, +1 Size) | 15 (+2 Dex, +2 Natural, +1 Size) | 16 (+3 Dex, +2 Natural, +1 Size) | 14 (+1 Dex, +2 Natural, +1 Size)
Base Attack/Grapple | +0/-3 | +0/-3 | +0/-3 | +0/-4 |+0/-1
Attack | +4 Slam 1d4+1 |+2 Slam 1d4+1 | +2 Slam 1d4+1 | +1 Slam 1d4 | +4 Slam 1d4+3
Full Attack | +3 Slam 1d4+1 |+1 Slam 1d4+1 | +1 Slam 1d4+1 | +0 Slam 1d4 | +3 Slam 1d4+3
Space/Reach | 5ft./5ft. | 5ft./5ft. | 5ft./5ft. | 5ft./5ft. | 5ft./5ft.
Special Attacks | Swarmfighting, Latch, Skilled Fighter | Swarmfighting, Latch | Swarmfighting, Latch | Swarmfighting, Latch, Poisonous |Swarmfighting, Latch
Special Qualities | Fire Immunity, Pikmin Qualities | Skilled Swimmer, Pikmin Qualities | Electricity Immunity, Pikmin Qualities, Glide | Poison Immunity, Pikmin Qualities | Strong Bodied, Pikmin Qualities
Saves | Fort +5, Ref +2, Will +0 | Fort +5, Ref +2, Will +0 | Fort +5, Ref +2, Will +0 |Fort +5, Ref +3, Will +0 | Fort +5, Ref +1, Will +0
Abilities |Str 12, Dex 14, Con 16, Int 3, Wis 10, Cha 5 | Str 12, Dex 14, Con 16, Int 3, Wis 10, Cha 5 | Str 12, Dex 14, Con 16, Int 3, Wis 10, Cha 5 | Str 10, Dex 16, Con 16, Int 3, Wis 10, Cha 5 | Str 16, Dex 12, Con 16, Int 3, Wis 10, Cha 5
Skills | Survival +4 | Swim +5 | Climb +5, Listen +2, Spot +2 | Spot +4 | +4 Survival
Feats | Dodge | Endurance | Alertness |Improved Initiative| Endurance
Environment |Any Plains | Any Plains or Any Aquatic | Any Plains | Any Underground | Any Underground
Organization | Never Singular, Group (2-5) Pack (5-10), Swarm (15-20), or Mob (50-100 and a Humanoid leader) | See Previous | See Previous | See Previous| See Previous
Challenge Rating | 1 | 1 | 1 | 1 | 1
Treasure | None | None | None | None | None
Alignment | Neutral | Neutral | Neutral | Neutral | Neutral
Advancement | N/A | N/A | N/A | N/A | N/A
Level Adjustment |N/A | N/A | N/A | N/A | N/A [/table]
It seems to be like a red little creature, staring at you. A single leaf on a stem comes from its head. Suddenly, hundreds appear, all around you, some of every color. They grab onto you, beating you into submission. Everything goes black...
Pikmin speak in their own strange garbled language, but understand any language it's leader is speaking.
Combat
Not very intelligent by themselves, Pikmin look for a humanoid creature to bond with. Once they bond with that creature, they will follow their commands and fight to the death for them. When in the wild or without a commander, the Pikmin will attack any possibly hostile creatures and recycle them in their Onions for food. Pikmin by themselves are weak, but are amazingly efficient when fighting together. In order to facilitate the fighting together, the Pikmin developed the a number of attacks to take advantage of their ability to fight together.
Swarmfighting: When fighting a creature of Medium or greater size, a number of Pikmin can occupy that creature's space depending on the size of the creature.
{table] Size of Creature | Maximum Number of Pikmin
Medium | 10
Large | 50
Huge or bigger | 100 [/table]
Latch: When occupying a creature's square, a Pikmin can latch onto that creature with a grapple check with a +5, bonus, with +1 more for each 5 Pikmin also within that Creature's square. When Latched onto a creature, a Pikmin makes Slam attacks against that creature with a +5 Circumstance bonus. If the opponent succeeds in a check to escape the grapple, it may remove an additional pikmin for every five by which it exceeded the check (and all on a 20).
Skilled Fighter: Naturally designed to be efficient fighters, a red Pikmin gets a +2 bonus to attack checks.
Poisonous: White Pikmin are inherently poisonous, and can be deadly when eaten. Whenever a creature uses a Bite Attack or Swallows a White Pikmin, a Ingest Poison activates, forcing a DC 15 Fortitude Save or 1d6 Con damage.
Skilled Swimmer: Blue Pikmin, unlike other Pikmin, can swim, and are not at risk for drowning. They also gain a +8 bonus to Swim checks, and can take 10, even when threatened or under stress.
Glide: When thrown or airborn, a Yellow Pikmin may move at 10 per round.
Strong Bodied: Treat a Purple Pikmin as 2 sizes larger for the purposes of how much weight it can carry, drag, or lift.
Pikmin Traits:
-Willing to Follow: The first humanoid that comes in contact with a Pikmin color's Onion, or the first creature that comes in contact with an Onion after 1 month of not having a leader, becomes the Pikmin's Leader. All Pikmin of that color will follow the leader and accept any allies the leader may have.
The Leader can give the Pikmin verbal instructions, although they understand little more than "Carry", "Attack", "Rest", and "Follow". Unattended Pikmin will rest wherever they were left and wait until their leader is returned, but will defend themselves should danger present itself.
-Bad Swimmers: All Pikmin but Blue Pikmin will drown in any water that is more than 1 feet deep.
-Music Loving: Pikmin respond well to music and sound, and can take orders via whistle or other sound if the Leader desires. Also, any Bard or Musical effect that would provide the Pikmin with a bonus is +1 more effective.
Pikmin Templates
Bud
The Bud Template is acquired by Pikmin that are allowed to mature underground and soak up extra minerals. The Leaf on the Pikmin's head is instead a small Bud. A Pikmin with the Bud Template gets a +1 to Attack and Damage Rolls, and is 5 ft. Faster with all its speeds.
Flower
The Flower Template is aquired by Pikmin that allowed to mature for extended periods of time, or those that drink a nutrient rich sap. The Leaf on the Pikmin's head is instead a small Flower. A Pikmin with the Flower Template gets a +2 to Attack and Damage Rolls and is 10 ft. Faster with all its speeds. The Flower Template does not stack but replaces the Bud Template.
Pikmin-related Plants.
Pikmin Onions
Before you stands a Bulb with 3 stands, Large in size. Inside you can hear the whispered chattering of almost 100 voices.
Treat the Pikmin Onions as Large Objects with a Fly speed of 60. A Humanoid that bonds with an Onion becomes its leader and can command its Pikmin. The Onions have a Hardness of 20 and 100 HP, and if under attack, will spit out Pikmin to help defend it. The Onion acts as more than just a living space for the Pikmin though, it also feeds it with excess developed through the Pikmin growth process (Below)
Pikmin are trained to bring any dead creatures or nutrient-rich stones to the Onion, and will do so if near any unless commanded not to. An Onion sucks in organic material that Pikmin will bring in, but will accept anything living. Once an Onion takes in enough Organic material, it changes it into Pikmin seeds of the color of the Onion. See the table below for the Exchange Rates.
{table] Size of Material | Number of Seeds Produced
Small | 1
Medium | 1d4+1
Large | 2d6+3
Huge | 3d8+5 [/table]
The Onion plants the seeds around it, which can be plucked after only 1 day of growth. If the seeds are allowed to stay in the ground for 2 days or more, the Pikmin that can be plucked is a Bud (Above). If 5 days are waited, the Pikmin that can be plucked is a Flower (Above). If 6 or more days are waited, the cycle is reset.
Flowers
Deep underground are a number of multi-hewed flowers. The flowers are of Large size, and bounce and jiggle when hit. The Flowers come in the 5 colors of Pikmin, and the Queen Colors. When up to 5 Pikmin are thrown into one of the flowers, they turn into that color, and are planted around the flower, as if reborn. Queen Flowers, however, work differently, and instead rotate what colors they are. When a single Pikmin is thrown in, roll 1d3. 1 is Red, 2 is Blue, and 3 is Yellow. Whatever result comes up, that single Pikmin, regardless of type, turns into 15 Pikmin of that color. Regardless of what type of flower it used, it wilts away after usage.
Artifacts
Olimar's Suit: Olmiar, an adventurer first credited with the discovery of the Pikmin, created and designed a suit to make it easier to adventure with the Pikmin. In addition to the qualities listed below, it is possible to acquire further upgrades if the right materials are acquired (DM's digression).
Olimar's basic suit has the following qualities:
-Basic Life support : A Creature with Olimar's suit on can easily breath in any conditions, even in areas with no air, underwater, or in the presence of poisoned air.
-Whistle: Olimar saw it fit to equip the suit with a long range Whistle (80 ft.) that he found the Pikmin especially responded to
-Olimar's suit can be enchanted just as any regular armor, and before enchantment is a Masterwork Hide armor with a Max Dex Bonus of +10, and an Arcane Spell Failure chance of 5%.
Further Upgrades: The upgrades that follow are easy to install on Olimar's suit, especially since it is so adaptive. The general way to upgrade the suit is to find a material that mimics what you want the suit to do, however, as always, upgrades are DM's digression. More Powerful abilities, such as Displacement or Camouflage, require rarer, perhaps magical substances, and perhaps a powerful Arcane Caster.
-Fire Resistant: Olimar's suit grants Fire immunity. Common materials used include Salamander or Dragon Hide, or perhaps a part of a Fire Elemetal
-Electricity Resistant: Olimar's suit grants immunity from electrical attacks. The only substance known to grant this ability is a strange substance from another world called "Rubber"
-No Blowback: Olimar's suit grants Immunity from wind effects and Bullrush attempts. Elemental Substance from an Earth Elemental or some tough substance could grant this substance.
-Displacement: Olimar's suit becomes shimmery and displaced, giving the wearing a 10% miss chance. Materials that could be used include a piece of Displacer Beast Hide, magically treated.
-Camo: Olimar's suit can blend in with its surroundings, giving the wearing a +10 to Hide checks.
-Elemental Tolerance: Olimar's suit grants the effects of an Endure Elements spell.
Wow, lotta Work done in a short time, I appreciate editing help, and as always really appreciate comments.
EDIT: Woops, forgot the Saves. Fixed.