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    Orc in the Playground
     
    mr.fizzypop's Avatar

    Join Date
    Jun 2008
    Location
    Massachuesetts
    Gender
    Male

    Default Fallout D20: Enemies[PEACH]

    For a while now, me and a few friends have been working on a Fallout D20. Right now we have just finished the enemies, and were wondering what was your opinion on them.

    Just so you know, we will be basing it on d20 modern. Also several of the attributes have been changed to fit the fallout style. Constitution is endurance, Dexterity is Agility, and Wisdom is Perception.

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    Android
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    Android
    Size/Type: Medium Robot
    Hit Dice: 3d10 (15hp)
    Initiative: +2
    Speed: 30ft
    Defense: 14 (+2 Agi, +2 natural)
    Bases Attack/Grapple: +2/+5
    Attack: Slam +6 melee (1d6+3) or 10mm Pistol +4 ranged (2d6)
    Full Attack: Slam +5 melee (1d6+3) or 10mm Pistol +4 ranged (2d6)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: Android Traits
    Saves: Fort +0, Ref +4, Will
    Abilities: Str 16, Per 14, End -, Cha 11, Int 16, Agi 14
    Skills: +4 Climb, +4 Jump, +3 Repair
    Feats: Brawl
    Organization: Solitary
    CR: 2
    Advancement: By Character Class

    Android Abilities(Ex): All Androids have the following abilities:
    • Androids are immune to poison, disease, and minor- moderate rads.
    • Androids gain a 60ft Darkvision.
    • To notice that the character is an Android, or that something is different, is a DC 20 Perception Check. Or a DC 25 science check.
    • Pulse based weapons deal double damage to an Android.


    Brahmin
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    Brahmin
    Size/Type: Large Animal
    Hit Dice: 1d10+5 (10hp)
    Initiative: -1
    Speed: 30ft
    Defense: 11 (-1 size, -1 Agi, +3 natural)
    Bases Attack/Grapple: +0/+3
    Attack: Slam +3 (1d6+3)
    Full Attack: Slam +3 melee (1d6+3)
    Space/Reach: 10ft/5ft
    Special Attacks: -
    Special Qualities: Low-light vision, scent
    Saves: Fort +3, Ref +0, Will +1
    Abilities: Str 16, Per 14, End 14, Cha 6, Int 2, Agi 8
    Skills: Listen +4, Spot +4
    Feats: Run
    Organization: Solitary, Pair(2-3), Group(4-6)
    CR: 1
    Advancement: 2-3HD(Large)

    Carrying Capacity: A Brahmin can hold up to 300lbs.


    Bloatfly
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    Bloatfly
    Size/Type: Tiny insect
    Hit Dice: 1d6 (3hp)
    Initiative: +2
    Speed: 40ft(hover)
    Defense: 16 (+4 Agi, +2 size)
    Bases Attack/Grapple: +0/-9
    Attack: Stinger +4 ranged (1d6)
    Full Attack: Stinger +4 ranged (1d6)
    Space/Reach: 2 1/2 ft, 0ft
    Special Attacks: -
    Special Qualities: Low light vision
    Saves: Fort +0, Ref +4, Will
    Abilities: Str 8, Per 12, End 10, Cha 5, Int 2, Agi 18
    Skills: +4 Spot
    Feats: Dodge
    Organization: Solitary, Group(2-4), Swarm(5-10)
    CR: 1/2
    Advancement: -


    Centaur
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    Centaur
    Size/Type: Small Mutant
    Hit Dice: 1d10+5(10hp)
    Initiative: +1
    Speed: 20ft
    Defense: 14(+1 Agi, +2 natural, +1 size)
    Bases Attack/Grapple: +1/+2
    Attack: Slam +2 melee(1d8+1) or Spit +1 ranged(1d6+rads)
    Full Attack: Slam +2 melee(1d8+1) or Spit +1 ranged(1d6+rads)
    Space/Reach: 5ft/5ft
    Special Attacks: Spit
    Special Qualities: Darkvision, Scent
    Saves: Fort +2, Ref +0, Will +0
    Abilities: Str 12, Per 10, End 12, Cha 4, Int 2, Agi 11
    Skills: +4 Spot, +4 Listen
    Feats: Toughness
    Organization: Solitary, Group(2-4),
    CR: 1
    Advancement: 3-4 HD(small), 5-6 HD(medium)


    Spit(Ex): A successful hit waith a spit attack deals 1d6 damage and 2d10 rads.


    Deathclaw
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    Deathclaw
    Size/Type: Large Mutant
    Hit Dice: 15d12+40 (130hp)
    Initiative: +8
    Speed: 60ft
    Defense: 17 (+4 natural, +4 Agi, -1 Size)
    Bases Attack/Grapple: +8/+15
    Attack: Claws +17 melee (2d10+7)
    Full Attack: 2 Claws +15 melee (2d10+7) and a Bite +14 melee (1d8+7)
    Space/Reach: 10ft, 5ft
    Special Attacks: Frightful Presence, Pounce, Improved Grab, Rake,
    Special Qualities: Darkvision 60ft, 10 DR/-, Scent
    Saves: Fort +0, Ref +4, Will
    Abilities: Str 26, Per 16, End 18, Cha 6, Int 2, Agi 18
    Skills: +7 Spot, +7 Listen, +12 Climb, +10 Jump
    Feats: Improved Initiative, Run, Weapon Focus (claws), Multiattack
    Organization: Solitary
    CR: 10
    Advancement: 16-18HD(Large), 19-20 HD(Huge)

    Frightful Presence (Ex): At the start of combat all of the Deathclaw’s enemies roll a DC 20 Will save or be frightened or shaken for 2d6 rounds. An opponent who succeeds cannot be effected by it again for 24 hours.

    Improved Grab: Upon a successful hit with a claw or bite attack, the deathclaw may make a grapple as a free action. This does not provoke an attack of opportunity.

    Pounce: When charging the Deathclaw may make a full attack.

    Rake: When grappling a foe the Deathclaw can make a full attack. To use rake, the Deathclaw must begin it’s turn grappling.


    Enclave
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    Enclave Soldier
    Size/Type: Medium Humanoid
    Hit Dice: 5d8+10(30)
    Initiative: +2
    Speed: 30ft
    Defense: 17(+7 armor)
    Bab/Grapple: +4/+6
    Attack: Laser Rifle +6 ranged (2d8)
    Full Attack: Laser Rifle +6 ranged (2d8)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +4, Ref +3, Will +1
    Abilities: Str 15, Per 12, End 14, Cha 8, Int 13, Agi 14
    Skills: +4 Spot, +10 Science, +4 Spot, +4 Spot
    Feats: Point Blank Shot
    Organization: Pair(2-3), Squad(4-8)
    CR: 4
    Advancement: By class level



    Enclave Scientist
    Size/Type: Medium Humanoid
    Hit Dice: 4d6(12)
    Initiative: +1
    Speed: 30ft
    Defense: 11(+1 Agi)
    Bab/Grapple: +1/+1
    Attack: Laser Pistol +2 ranged (2d6)
    Full Attack Laser Rifle: +Laser Pistol +2 ranged (2d6)
    Space/Reach: 5ft/5ft
    Special Attacks:-
    Special Qualities:-
    Saves: Fort +1, Ref +1, Will +3
    Abilities: Str 10, Per 12, End 10, Cha 14, Int 16, Agi 12
    Skills: +10 Science
    Feats: Skill Focus: Science
    Organization: Solitary, Pair(2-3)
    CR: 1
    Advancement: By Class Level



    Enclave Soldier(Tesla)
    Size/Type: Medium Humanoid
    Hit Dice: 7d8+14(42)
    Initiative: +2
    Speed: 30ft
    Defense: 18(+8 armor)
    Bab/Grapple: +6/+9
    Attack: Plasma Rifle +8 ranged (2d10)
    Full Attack: Plasma Rifle +8 ranged (2d10)
    Space/Reach: 5ft/5ft
    Special Attacks:-
    Special Qualities: -
    Saves: Fort +4, Ref +4, Will +2
    Abilities: Str 16, Per 12, End 15, Cha 8, Int 13, Agi 14
    Skills: +4 Spot
    Feats: Point Blank Shot, Double Tap
    Organization: Solitary, Pair(2-3)
    CR: 6
    Advancement: By Class Level



    Enclave Soldier(Hellfire)
    Size/Type: Medium Humanoid
    Hit Dice: 7d8+21(49)
    Initiative: +2
    Speed: 30ft
    Defense: 17(+7 armor)
    Bab/Grapple: +6/+9
    Attack: Flamer +8 ranged (3d6)
    Full Attack: Flamer +8 ranged (3d6)
    Space/Reach: 5ft/5ft
    Special Attacks:-
    Special Qualities: -
    Saves: Fort +4, Ref +3, Will +0
    Abilities: Str 16, Per 12, End 16, Cha 7, Int 11, Agi 14
    Skills : +4 Spot
    Feats: Exotic Weapon Proficiency, point blank shot,
    Organization: Solitary
    CR: 5
    Advancement: By Class Level


    Eyebot
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    Eyebot
    Size/Type: Tiny Robot
    Hit Dice: 2d6+3 (9hp)
    Initiative: +1
    Speed: 30ft(hover)
    Defense: 15 (+1 Agi, +2 size, +2 natural)
    Bases Attack/Grapple: +1/+1
    Attack: Laser Pistol +1 ranged (2d6)
    Full Attack: Laser Pistol +1 ranged (2d6)
    Space/Reach: 2 1/2 ft, 0ft
    Special Attacks: Screech
    Special Qualities: Self Destruct
    Saves: Fort +0, Ref +2, Will +4
    Abilities: Str 10, Per 16, End -, Cha 10, Int 13, Agi 13
    Skills: +8 Spot
    Feats: Toughness
    Organization: Solitary
    CR: 2
    Advancement: -

    Screech(Ex): Once per day an Eyebot may release a high itched screech. This screech causes everyone around it to roll a DC 15 Fort save of be deafened for 2d6 turns.

    Self Destruct(Ex): At will or when the Eyebot dies it explodes, dealing 4d6 damage to everyone in a 10ft radius. This ability istantly kills the Eyebot.


    Feral Ghoul
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    Feral Ghoul
    Size/Type: Medium Mutant
    Hit Dice: 3d10+6(21hp)
    Initiative: +1
    Speed: 40ft
    Defense: 11(+1 Agi)
    Bab/Grapple: +2/+3
    Attack: Slam +3 melee (1d8+1)
    Full Attack: 2 Slams +3 melee (1d8+1)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities : Darkvision 60ft, scent
    Saves: Fort +4, Ref +3, Will +1
    Abilities: Str 12, Per 11, End 14, Cha 6, Int 3, Agi 12
    Skills : +4 Spot, +3 listen
    Feats : Run
    Organization: Solitary, Pair(2-3), Pack(4-8)
    CR: 2
    Advancement: 4-6 HD (medium)


    Feral Ghoul Roamer
    Size/Type: Medium Mutant
    Hit Dice: 5d10+15(40hp)
    Initiative: +2
    Speed: 50ft
    Defense: 14(+2 Agi, +2 armor)
    Bab/Grapple: +4/+6
    Attack: Slam +6 melee (1d10+2)
    Full Attack: 2 Slams +6 melee (1d10+2)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: Darkvision 60ft, scent
    Saves: Fort +1, Ref +1, Will +3
    Abilities: Str 14, Per 11, End 16, Cha 6, Int 3, Agi 14
    Skills :+5 Spot, +4 Listen
    Feats : Run
    Organization:Solitary, Pair(2-3)
    CR: 4
    Advancement: 6-8 HD(medium)


    Glowing One
    Size/Type: Medium Mutant
    Hit Dice: 8d10+24(64hp)
    Initiative: +2
    Speed: 50ft
    Defense: 15(+1 armor, +2 Agi, +2 natural)
    Bab/Grapple: +5/+7
    Attack: Slam +7 melee (1d10+3)
    Full Attack: 2 Slams +7 melee (1d10+3)
    Space/Reach: 5ft/5ft
    Special Attacks: Explosion
    Special Qualities : Darkvision 60ft, scent, radioactive
    Saves: Fort +4, Ref +4, Will +2
    Abilities: Str 16, Per 11, End 16, Cha 5, Int 3, Agi 14
    Skills : +6 Spot, +5 Listen
    Feats : Run
    Organization: Solitary
    CR: 5
    Advancement: 9-10 HD(Medium)

    Explosion(Ex): A glowing one may at will launch an explosion of radioactivity from itself causing everyone around it to roll a reflex save(DC 20), or take 5d6 damage. A successful save deals half damage. A glowing one can only do this every 1d6 rounds.

    Radioactivity(Ex): A glowing one is highly radioactive and constantly has an aura of radioactivity. Every one in this 15ft radius takes 10 rads a turn.


    Feral Ghoul Reaver
    Size/Type: Medium Mutant
    Hit Dice: 10d10+40(90hp)
    Initiative: +3
    Speed: 60ft
    Defense: 17(+4 Agi, +3 armor)
    Bab/Grapple: Slam +8 melee (2d6+4)
    Full Attack: 2 Slams +8 melee (2d6+4)
    Space/Reach: 5ft/5ft
    Special Attacks: Grenade
    Special Qualities : Darkvision 60ft, scent, DR 5
    Saves: Fort +4, Ref +3, Will +0
    Abilities: Str 18, Per 11, End 18, Cha 6, Int 3, Agi 18
    Skills : +7 Spot, +6 Listen
    Feats: Run
    Organization: Solitary
    CR:6
    Advancement: 11-12HD(Large)

    Grenade(Ex): A feral ghoul reaver can toss radioactive “grenades” that have a 10ft radius and deal 4d6 damage.


    Giant Ant
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    Soldier Ant
    Size/Type: Small Insect
    Hit Dice: 4d8+4(20hp)
    Initiative: +0
    Speed: 30ft
    Defense: 15(+4 natural, +1 size)
    Bab/Grapple: +2/+4
    Attack: +4 Bite melee (1d6+2)
    Full Attack: +4 Bite melee (1d6+2)
    Space/Reach: 5ft/5ft
    Special Attacks -
    Special Qualities : Darkvision 60ft,
    Saves: Fort +2, Ref +3, Will +2
    Abilities: Str 14, Per 12, End 11, Cha 6, Int 3, Agi 12
    Skills: +4 Spot, +5 search +5 Spot,
    Organization: Solitary, Pair(2-3), Pack(4-8), Nest(9-15)
    CR: 3
    Advancement: 5-6 HD (medium)


    Fire Ant
    Size/Type: Small Insect
    Hit Dice: 6d8+12(36hp)
    Initiative: +1
    Speed: 30ft
    Defense: 17(+4 natural, +1 size, +2 Agi)
    Bab/Grapple: +3/+6
    Attack: +6 Bite melee (1d6+3) or Fire +5 melee (3d6)
    Full Attack: +6 Bite melee (1d6+3) or Fire +5 melee (3d6)
    Space/Reach:5ft/5ft
    Special Attacks: Spew Flame
    Special Qualities: Darkvision 60ft, Fire resistance 10
    Saves: Fort +2, Ref +4, Will +4
    Abilities: Str 16, Per 12, End 12, Cha 6, Int 2, Agi 14
    Skills: +5 Spot, +6 Search
    Feats :Track
    Organization: Solitary, Pair(2-3)
    CR: 4
    Advancement: 7-9 HD(medium)


    Spew Flame(Ex):
    The Fire ant can spew a jet of flame identical to the flamethrower.



    Queen Ant
    Size/Type: Large Insect
    Hit Dice: 15d10+59(209hp)
    Initiative: +0
    Speed: 10ft
    Defense: 16(+8 natural, -1 size, -1 Agi)
    Bab/Grapple: +5/+15
    Attack: Bite +11 melee (2d6 +6) or Spit +5 (1d10+rads)
    Full Attack: Bite +11 melee (2d6 +6) or Spit +5 (1d10+rads)
    Space/Reach: 10ft/5ft
    Special Attacks: Ant Spit
    Special Qualities: Darkvision 60ft, Sturdy Body
    Saves: Fort +7, Ref +0, Will +4
    Abilities: Str 22, Per 11, End 20, Cha 5, Int 2, Agi 8
    Skills : +6 Spot,
    Feats : Toughness(3)
    Organization: Solitary
    CR: 8
    Advancement: 16-20 HD(Huge)

    Ant Spit(Ex): The Ant Queen can hurl green goo that deals 1d10 damage and 4d10 rads.

    Sturdy Body: The Ant Queen is incredibly sturdy and gains a +10 bonus against bulrushes, and trip attempts.


    Ghoul
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    Ghoul
    Size/Type: Medium Mutant
    Hit Dice: 1d12+8 (14)
    Initiative: +1
    Speed: 30ft
    Defense: 13 (+1 Agi, +2 Leather)
    Bases Attack/Grapple: +1/+2
    Attack: Combat Shotgun +2 ranged (2d8)
    Full Attack: Combat Shotgun +2 ranged (2d8)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +3, Ref +2, Will +1
    Abilities: Str 13, Per 11, End 15, Cha 9, Int 10, Agi 12
    Skills: +4 Spot, +3 Repair, Sneak +4
    Feats: Toughness
    Organization: Solitary, Pair (2-3)
    CR: 1
    Advancement: By class level


    Mercenary

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    Mercenary
    Size/Type: Medium Humanoid
    Hit Dice: 4d8+8 (24)
    Initiative: +4/+6
    Speed: 30ft
    Defense: 17 (+3 Agi, +4 Combat Armor)
    Bases Attack/Grapple: +4/+6
    Attack: Assault rifle +7 ranged (2d8) or Combat Shotgun +7 ranged (2d8), or Laser Pistol +7 ranged (2d6), or combat knife +6 melee (1d6+2)
    Full Attack: Assault rifle +7 ranged (2d8) or Combat Shotgun +7 ranged (2d8), or Laser Pistol +7 ranged (2d6), or combat knife +6 melee (1d6+2)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 14, Per 12, End 14, Cha 11, Int 11, Agi 16
    Skills: +5 Spot, +3 Repair, +4 Listen
    Feats: Point Blank Shot, Track
    Organization: Pair (2-3), Group (4-6)
    CR: 3
    Advancement: By class level


    Mirelurk
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    Mirelurk
    Size/Type: Large Mutant
    Hit Dice: 2d10+7(17hp)
    Initiative: +0
    Speed: 30ft(swim 60ft)
    Defense: 12(+3 natural, -1 size)
    Bab/Grapple: +2/+4
    Attack: Claw +5 melee (1d8+3)
    Full Attack: 2 Claws +5 melee (1d8+3)
    Space/Reach: 10ft/5ft
    Special Attacks: -
    Special Qualities: Darkvision 60ft
    Saves: Fort +2, Ref +3, Will +2
    Abilities: Str 16, Per 9, End 14, Cha 6, Int 3, Agi 11
    Skills: +2 Spot, +10 Swim
    Feats : Toughness
    Organization: Solitary, Pair(2-3), Group(4-8),
    CR: 1
    Advancement: 3-4 HD (medium)



    Mirelurk Hunter
    Size/Type: Large Mutant
    Hit Dice: 4d10+15(35hp)
    Initiative: +1
    Speed: 30ft(swim 60ft)
    Defense: 15(+4 natural, +1 Agi)
    Bab/Grapple: +4/+7
    Attack: Claw +8 melee (1d10+4)
    Full Attack: 2 Claws +8 melee (1d10+4)
    Space/Reach: 10ft/5ft
    Special Attacks: -
    Special Qualities : Darkvision 60ft, DR 5
    Saves: Fort +2, Ref +4, Will +4
    Abilities: Str 18, Per 12, End 16, Cha 6, Int 3, Agi 12
    Skills: +3 Spot, +12 Swim
    Feats: Toughness, Power Attack
    Organization: Solitary, Pair(2-3)
    CR:3
    Advancement: 5-6 HD(medium), 7-8 HD(large)



    Mirelurk King
    Size/Type: Medium Mutant
    Hit Dice: 6d10+18 (48hp)
    Initiative: +2
    Speed: 40ft(swim 80ft)
    Defense: 15(+3 natural, +2 Agi)
    Bab/Grapple: +6/+9
    Attack: Mirelurk Scream +9 (1d10+ stun)
    Full Attack 2 Claws: Mirelurk Scream +9 (1d10+ stun)
    Space/Reach: 5ft/5ft
    Special Attacks: Mirelurk Scream
    Special Qualities : Darkvision 60ft,
    Saves: Fort +7, Ref +0, Will +4
    Abilities: Str 16, Per 11, End 16, Cha 6, Int 4, Agi 14
    Skills: +6 Spot, +14 Swim
    Feats: Toughness, Weapon Focus: Scream
    Organization: Solitary
    CR: 4
    Advancement: 7-10 HD(medium)

    Mirelurk Scream(Ex): The Mirelurk king’s can channel a deadly sonic attack in a 60ft ray, dealing 1d10 damage and all victims must roll a Fort Save(DC 15) or be paralyzed for 1d4 rounds.


    Molerat
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    Molerat
    Size/Type: Small Animal
    Hit Dice: 1d8+4(9hp)
    Initiative: +1
    Speed: 30ft
    Defense: 12 (+1 Agi, +1 natural)
    Bases Attack/Grapple: +1/+0
    Attack: Bite +1 (1d6)
    Full Attack: Bite +1 (1d6)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: Scent
    Saves: Fort +1, Ref +2, Will +0
    Abilities: Str 11, Per 11, End 12, Cha 6, Int 2, Agi 12
    Skills: +4 Spot
    Feats: Toughness
    Organization: Solitary, Pair (2-3), Group (4-8)
    CR: 1/3
    Advancement: 2-3HD(small)


    Mr. Gutsy
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    Mr. Handy
    Size/Type: Medium Robot
    Hit Dice: 3d10+3(18hp)
    Initiative: +1
    Speed: 20ft(hover)
    Defense: 13(+1 Agi, +2 natural)
    Bab/Grapple: +0/+2
    Attack: Flamethrower +1 ranged (3d6), or Plasma Pistol +1 ranged (2d8)
    Full Attack: Flamethrower +1 ranged (3d6), or Plasma Pistol +1 ranged (2d8)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: Darkvision 60ft,
    Saves: Fort +0, Ref +1, Will +2
    Abilities: Str 14, Per 13, End -, Cha 16, Int 15, Agi 13
    Skills : +8 Science, +8 Speech
    Feats : Toughness
    Organization: Solitary, Pair(2-3)
    CR: 1
    Advancement: 4-6 HD (medium)


    Mr. Gutsy
    Size/Type: Medium Robot
    Hit Dice: 6d10(30hp)
    Initiative: +3
    Speed: 20ft(hover)
    Defense: 17(+4 natural, +3 Agi)
    Bab/Grapple: +2/+5
    Attack: Flamethrower +5 ranged (3d6), or Plasma Rifle +5 ranged (2d10)
    Full Attack: Flamethrower +5 ranged (3d6), or Plasma Rifle +5 ranged (2d10)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: Darkvision 60ft,
    Saves: Fort +1, Ref +4, Will +2
    Abilities: Str 16, Per 13, End -, Cha 11, Int 15, Agi 16
    Skills: +4 Spot, +4 Listen
    Feats : Pointblank Shot
    Organization: Solitary, Pair(2-3)
    CR: 3
    Advancement: 7-8 HD(medium)


    Protectron
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    Protectron
    Size/Type: Medium Robot
    Hit Dice: 2d10 (10hp)
    Initiative: +0
    Speed: 15ft
    Defense: 13 (+3 natural)
    Bases Attack/Grapple: +1/+3
    Attack: Laser +1 ranged (2d8)
    Full Attack: Laser +1 ranged (2d8)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: Scent
    Saves: Fort +1, Ref +2, Will +0
    Abilities: Str 14, Per 11, End -, Cha 12, Int 15, Agi 11
    Skills: +4 Science
    Feats: Point Blank Shot
    Organization: Solitary, Pair (2-3),
    CR: 1
    Advancement: 2-3HD(small)


    Radroach
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    Radroach
    Size/Type: Tiny Insect
    Hit Dice: ½ 1d6+1(4)
    Initiative: +0
    Speed: 20ft
    Defense: 12 (+2 size)
    Bases Attack/Grapple: +0/-7
    Attack: Bite -3 (1d4-3)
    Full Attack: Bite -3 (1d4-3)
    Space/Reach: 2 1/2 ft, 0ft
    Special Attacks: -
    Special Qualities: Low light vision
    Saves: Fort +1, Ref +2, Will +0
    Abilities: Str 6, Per 10, End 12, Cha 6, Int 2, Agi 11
    Skills: +5 Climb
    Feats: -
    Organization: Solitary, Pair (2-3), Gang (4-6), Horde (6-15)
    CR: 1/4
    Advancement: 1-2HD(tiny), 3-4HD(small)


    Raider
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    Raider
    Size/Type: Medium Humanoid
    Hit Dice: 2d8+2(10hp)
    Initiative: +1
    Speed: 30ft
    Defense: 15 (Agi +1, armor +4)
    Bases Attack/Grapple: +1/+2
    Attack: Hunting Rifle +2 ranged (2d8), or Combat Knife +3 melee (1d6+2)
    Full Attack: Hunting Rifle +2 ranged (2d8), or Combat Knife +3 melee (1d6+2)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +2, Ref +1, Will +0
    Abilities: Str 14, Per 11, End 12, Cha 8, Int 10, Agi 12
    Skills: +5 Climb, +4 Jump, +3 Sneak
    Feats: Pointblank Shot
    Organization: Gang (4-6), Family (6-15)
    CR: 1
    Advancement: By character class


    Robobrain
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    Robobrain
    Size/Type: Large Robot
    Hit Dice: 4d10 (20hp)
    Initiative: +0
    Speed: 20ft
    Defense: 13 (armor +4, -1 size)
    Bases Attack/Grapple: +1/+3
    Attack: Laser +3 ranged(2d6), or Mind Ray +4 ranged (1d10+ stun)
    Full Attack: 2 Lasers +3 ranged(2d6), or Mind Ray +4 ranged (1d10+ stun)
    Space/Reach: 10ft/5ft
    Special Attacks: Mind Ray
    Special Qualities: -
    Saves: Fort +2, Ref +1, Will +0
    Abilities: Str 14, Per 10, End -, Cha 13, Int 16, Agi 14
    Skills: +5 Science, +4 Spot
    Feats: Pointblank Shot
    Organization: Solitary, Pair(2-3)
    CR: 2
    Advancement: 5-6HD(Large)


    Sentry Bot
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    Sentry Bot
    Size/Type: Large Robot
    Hit Dice: 10d10+12(62hp)
    Initiative: +2
    Speed: 20ft
    Defense: 17 (Agi +2, armor +6, -1 size)
    Bases Attack/Grapple: +5/+9
    Attack: Minigun +8 ranged (2d10), or Missile Launcher +7 ranged (6d6)
    Full Attack: Minigun +8 ranged (2d10), and Missile Launcher +7 ranged (6d6)
    Space/Reach: 10ft/5ft
    Special Attacks: -
    Special Qualities: DR 5/energy
    Saves: Fort +3, Ref +5, Will +3
    Abilities: Str 18, Per 13, End -, Cha 10, Int 14, Agi 14
    Skills: +4 Spot
    Feats: Pointblank Shot, toughnes(4)
    Organization: Solitary, Pair(2-3)
    CR: 8
    Advancement: 11-13HD(Huge)


    Slaver
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    Slaver
    Size/Type: Medium Humanoid
    Hit Dice: 2d8+4(12hp)
    Initiative: +2
    Speed: 30ft
    Defense: 16 (Agi +2, armor +4)
    Bases Attack/Grapple: +2/+4
    Attack: Assault Rifle +4 ranged, or Mesmotron +5 ranged (see below)
    Full Attack: Assault Rifle +4 ranged, or Mesmotron +5 ranged (see below)
    Space/Reach: 5ft/5ft
    Special Attacks: Mesmotron
    Special Qualities: -
    Saves: Fort +3, Ref +3, Will +0
    Abilities: Str 14, Per 11, End 14, Cha 9, Int 10, Agi 14
    Skills: +5 Climb, +4 Jump, +4 Sneak, +5 Spot
    Feats: Pointblank Shot, Weapon Focus: Mesmotron
    Organization: Pair (2-3), Gang (4-6),
    CR: 1
    Advancement: By character class


    Super Mutant

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    Super Mutant
    Size/Type: Large Mutant
    Hit Dic: 3d8+3(16hp)
    Initiative: +1
    Speed: 30ft
    Defense: 15(+3 natural, +2 armor, +1 Agi, -1 size)
    Bab/Grapple: +2/+4
    Attack: Hunting Rifle +3 ranged (2d8), or Sledge Hammer +7 melee (2d6+5)
    Full Attack: Hunting Rifle +3 ranged (2d8), or Sledge Hammer +7 melee (2d6+5)
    Space/Reach: 10ft/5ft
    Special Attacks: -
    Special Qualities : Darkvision 60ft,
    Saves: Fort +2, Ref +4, Will +1
    Abilities: Str 19, Per 10, End 13, Cha 9, Int 10, Agi 12
    Skills: +3 climb, +4 listen, +4 Spot
    Feats: Weapon Focus: Sledge Hammer, Power attack
    Organization: Solitary, Pair(2-3), Group(4-8)
    CR: 2
    Advancement: 4-6 HD (medium)



    Super Mutant Brute
    Size/Type: Medium Mutant
    Hit Dice: 5d8+10(30hp)
    Initiative: +2
    Speed: 30ft
    Defense: 17(+3 natural, +3 armor, +2 Agi, -1 size)
    Bab/Grapple: +3/+6
    Attack: Assault Rifle +5 ranged (2d8), or Sledge Hammer +9 melee (2d6+6), or Frag Grenade +6 ranged (4d6)
    Full Attack: Assault Rifle +5 ranged (2d8), or Sledge Hammer +9 melee (2d6+6), or Frag Grenade +6 ranged (4d6)
    Space/Reach: 10ft/5ft
    Special Attacks: -
    Special Qualities: Darkvision 60ft,
    Saves: Fort +3, Ref +5, Will +4
    Abilities: Str 22, Per 13, End 14, Cha 9, Int 10, Agi 14
    Skills: +4 climb, +5 listen, +5 Spot
    Feats: Weapon Focus: Sledge Hammer, Power attack, Cleave
    Organization: Solitary, Pair(2-3)
    CR: 4
    Advancement: 6-8 HD(medium)


    Super Mutant Master
    Size/Type: Medium Mutant
    Hit Dice: 8d8+30(54hp)
    Initiative: +3
    Speed: 30ft
    Defense: 19(+3 natural, +3 Agi, +4 armor, -1 size)
    Bab/Grapple: +4/+9
    Attack: Minigun +8 ranged (2d10)
    Full Attack: Minigun +8 ranged (2d10)
    Space/Reach: 10ft/5ft
    Special Attacks: -
    Special Qualities : Darkvision 60ft,
    Saves: Fort +5, Ref +6, Will +4
    Abilities: Str 24, Per 15, End 16, Cha 9, Int 10, Agi 16
    Skills: +6 climb, +6 listen, +6 Spot
    Feats : Pointblank Shot, Weapon Focus: Minigun, Toughness(2)
    Organization: Solitary
    CR: 6
    Advancement: 9-11 HD(Medium)


    Super Mutant Overlord
    Size/Type: Medium Mutant
    Hit Dice: 12d8+57(101hp)
    Initiative: +4
    Speed: 30ft
    Defense: 22(+4 Natural, +4 Agi, +4 armor, -1 size)
    Bab/Grapple: +6/+13
    Attack: Gatling Laser +10 ranged (2d12)
    Full Attack: Gatling Laser +10 ranged (2d12)
    Space/Reach: 10ft/5ft
    Special Attacks: -
    Special Qualities : Darkvision 60ft, DR 5
    Saves: Fort +6, Ref +5, Will +5
    Abilities: Str 26, Per 16, End 18, Cha 9, Int 10, Agi 18
    Skills: +8 spot, +8 Listen, +8 climb
    Feats: Point Blank Shot, Weapon Focus: Gatling Laser, Toughness(3)
    Organization: Solitary
    CR: 10
    Advancement: 13-15 HD (medium)



    Super Mutant Behemoth
    Size/Type: Huge Mutant
    Hit Dice: 20d12+200(320)
    Initiative: +7
    Speed: 60ft
    Defense: 21(+7 natural, -2 size, +6 natural)
    Bab/Grapple: +15/+25
    Attack: Club +25 melee (4d10+10)
    Full Attack: Club +25 melee (4d10+10)
    Space/Reach: 15ft/10ft
    Special Attacks: -
    Special Qualities: Darkvision 60ft, Frightful Presence
    Saves: Fort +10, Ref +10, Will +8
    Abilities: Str 30, Per 16, End 30, Cha 6, Int 10, Agi 24
    Skills: +15 Jump, +12 Climb, +13 Spot
    Feats: Power Attack, Cleave, Great Cleave,
    Organization: Solitary
    CR: 13
    Advancement: 16-20 HD(Gargantuan)

    Frightful Presence (Ex): At the start of combat all of the Behemoth enemies roll a DC 25 Will save or be frightened or shaken for 2d6 rounds. An opponent who succeeds cannot be affected by it again for 24 hours.


    Turret
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    Turret
    Size/Type: Small Robot
    Hit Dice: 4d10(20hp)
    Initiative: +3
    Speed: -
    Defense: 16 (+3 Agi, +2 natural, +1 size)
    Bases Attack/Grapple: +2/+2
    Attack: Turret +5 ranged (2d8)
    Full Attack: Turret +5 ranged (2d8)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +1, Ref +5, Will +2
    Abilities: Str 10, Per 13, End -, Cha 6, Int 10, Agi 16
    Skills: +4 Spot
    Feats: Pointblank Shot, Far Shot
    Organization: Solitary, Pair(2-3)
    CR: 2
    Advancement: 5-6 HD(small)


    Vault Dweller
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    Vault Dweller
    Size/Type: Medium Humanoid
    Hit Dice: 2d6(6hp)
    Initiative: +1
    Speed: 30ft
    Defense: 11 (+1 Agi)
    Bases Attack/Grapple: +0/+0
    Attack: 10mm Pistol +1 ranged (2d6)
    Full Attack: 10mm Pistol +1 ranged (2d6)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +1, Ref +5, Will +2
    Abilities: Str 11, Per 13, End 11, Cha 14, Int 15, Agi 12
    Skills: +4 Spot, +5 Science, +3 Speech
    Feats: Skill Focus: Science
    Organization: Solitary, Pair(2-3)
    CR: 1/2
    Advancement: By Character Level


    Vertibird
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    Vertibird
    Size/Type: Gargantuan Vehicle
    Hit Dice: 20d12 (120hp)
    Initiative: +7
    Speed: 100ft(fly)
    Defense: 22 (+10 natural, +7 Agi, -3 Size)
    Bases Attack/Grapple: +15/+25
    Attack: 2 Gatling Lasers +22 (2d12), and Missile Launcher +22 (6d6)
    Full Attack: 2 Gatling Lasers +22 (2d12), and Missile Launcher +22 (6d6)
    Space/Reach: 20ft/5ft
    Special Attacks: -
    Special Qualities: DR 20
    Saves: Fort +1, Ref +5, Will +2
    Abilities: Str 30, Per 22, End 32, Cha 10, Int 15, Agi 25
    Skills: -
    Feats: -
    Organization: Solitary
    CR: 15
    Advancement: 21-25HD(Gargantuan)


    Wild Dog

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    Wild Dog
    Size/Type: Small Animal
    Hit Dice: 2d8+4 (13hp)
    Initiative: +2
    Speed: 50ft
    Defense: 14 (+2 Agi, +2 natural)
    Bases Attack/Grapple: +1/+2
    Attack: Bite +3 (1d6+1)
    Full Attack: Bite +3 (1d6+1)
    Space/Reach: 5ft/5ft
    Special Attacks: Trip
    Special Qualities: Scent, Low-light Vision
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 13, Per 12, End 15, Cha 6, Int 2, Agi 15
    Skills: Sneak +2, Listen +3, Spot +3
    Feats: Track, Weapon Focus: Bite
    Organization: Solitary, Pair(2-3), or pack(7-16)
    CR: 1
    Advancement: 3 HD(Small), 4-6 HD(medium)

    Trip(Ex): After hitting with a bite attack, the dog can make a trip attack as a free action, without an attack of opportunity.


    Wastelander
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    Wastelander
    Size/Type: Medium Humanoid
    Hit Dice: 2d8+2(10hp)
    Initiative: +0
    Speed: 30ft
    Defense: 10
    Bases Attack/Grapple: +0/+0
    Attack: Lead Pipe +0 melee (1d6)
    Full Attack: Lead Pipe +0 melee (1d6)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: -
    Saves: Fort +1, Ref +5, Will +2
    Abilities: Str 11, Per 10, End 12, Cha 9, Int 11, Agi 10
    Skills: +4 Spot, +3 Listen
    Feats: -
    Organization: Solitary, Pair(2-3), Group(4-8)
    CR: 1/2
    Advancement: By Character Level


    Yao Guai
    Spoiler
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    Yao Guai
    Size/Type: Medium Animal
    Hit Dice: 6d8+12 (36hp)
    Initiative: +3
    Speed: 40ft
    Defense: 16(+3 Agi, +3 Nat)
    Bases Attack/Grapple: +6/+10
    Attack: Claw +10 melee (1d6+4)
    Full Attack: 2 Claws +10 melee (1d6+4), and a Bite +10 melee (1d8+4)
    Space/Reach: 5ft/5ft
    Special Attacks: Pounce
    Special Qualities: Scent, Darkvision
    Saves: Fort +1, Ref +5, Will +2
    Abilities: Str 18, Per 13, End 14, Cha 6, Int 3, Agi 16
    Skills: +8 Spot, +8 Listen, +6 Climb, +7 Jump
    Feats: Toughness, Power Attack
    Organization: Solitary, Pair(2-3)
    CR: 5
    Advancement: 7-10 HD (medium), 10-12 HD (large)

    Pounce: When charging the Yao Guai may make a full attack.


    Edit: I added pictures, sorry that some might be a little big.
    Last edited by mr.fizzypop; 2009-12-14 at 10:41 PM.
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    Default Re: Fallout D20: Enemies[PEACH]

    Not protectatron. Just protectron. Anyways, I'm far too lazy right now to look through it. I'll go through later.
    Last edited by Temotei; 2009-12-13 at 02:20 AM.
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    Default Re: Fallout D20: Enemies[PEACH]

    With no knowledge of Fallout, I can't help relate the stats to the creatures you are trying to work on. Some background and perhaps links or pictures of the creatures would be helpful.

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    Default Re: Fallout D20: Enemies[PEACH]

    I figured there'd be people who wouldn't know what these are. I guess I'll put in pictures.
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    Default Re: Fallout D20: Enemies[PEACH]

    At a quick glance, some of the CRs you've given out seem... inappropriate, at least in proportion to one another, such as centaurs being equal to super mutants.

    To clarify, I'm not talking about in regard to the stats you've given them. I'm just talking about my general perception of a creature's strength from my experiences playing the game.

    I may look over this in further detail once I'm on winter break, but until then some food for thought, I suppose.

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    Default Re: Fallout D20: Enemies[PEACH]

    I vote for a stronger behemoth. Just saying. I mean, they weren't all that powerful if you had the dart gun and you just kept your distance, or you just blew them up, but they did have tons of hit points...
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    Default Re: Fallout D20: Enemies[PEACH]

    Okay I increased the behemoths health and lowered the centaur's stats and CR, anything else?
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    Default Re: Fallout D20: Enemies[PEACH]

    Spit is outside the spoiler. I think the yao guai might be a bit faster too, but that might just be the fear I initially had when I was sneaked up on by one of them and killed within a second. Darn level 2 characters. Of course, exacting revenge isn't that hard...a simple shishkebab or shotgun...yeah.

    Hmm...otherwise, I'm not great at looking at monster entries. So...looks good to me.
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    Default Re: Fallout D20: Enemies[PEACH]

    I'm not that familiar with d20 Modern so forgive me if I'm making any errors. I'm checking these over rather hastily.

    Do robots (androids, eybots and Mr. Gutsy) gain bonus hit points as constructs -- getting them based on Size rather than based on Endurance? I'm not familiar with robot rules in d20 Modern.

    The Brahmin should get a racial bonus to perception since it has two heads.

    The bloatfly's damage is off. You subtract the Str modifier from damage when Str is less than 10 unless that has changed in d20 Modern.

    Deathclaw: shouldn't one of those attacks be a secondary attack at -
    5 penalty to hit? Again, my lack of knowledge of d20 Modern should come at no surprise.

    Enclave: I think you are missing feats for most of these unless d20 Modern assigns feats differently.

    Without knowing anything about Fallout, the feral ghoul needs a brief description because it looks similar to undead creatures. Ditto for ghoul because these don't appear to be the typical undead creatures.

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    Default Re: Fallout D20: Enemies[PEACH]

    I'm not so sure purely human enemies, like the Enclave soldiers, should have humanoid hit dice. They should have class levels instead, since they are just people with training and equipment.

    EDIT: Furthermore Supermutants should be large (just look at the in-game graphics for those things. They are at least ogre-sized), and Ghouls should probably not be Humanoids, but rather Mutants or their own creature type. They might once have been human, but they are no more. Plus you could work in all the radiation immunities and feeding and the non-aging and stuff like that into their type.

    I also see you have a tendency to list purely equipment-based bonuses for the Enclave (such as DR against energy weapons) as qualities. I think it should be function of equipment rather than listed as a quality (since that would mean that even without armour they have those bonuses).

    I also believe Mirelurks (except the kings) and Yao Guai should be large. They are huge in-game.
    Last edited by charl; 2009-12-14 at 08:58 AM.
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    Default Re: Fallout D20: Enemies[PEACH]

    Quote Originally Posted by Debihuman View Post
    I'm not that familiar with d20 Modern so forgive me if I'm making any errors. I'm checking these over rather hastily.

    Do robots (androids, eybots and Mr. Gutsy) gain bonus hit points as constructs -- getting them based on Size rather than based on Endurance? I'm not familiar with robot rules in d20 Modern.
    Robots don't have an endurance score, so to counteract that I just gave them more HD and the toughness feat.

    Quote Originally Posted by Debihuman View Post
    The Brahmin should get a racial bonus to perception since it has two heads.
    I guess that makes sense, I'll add that.


    Quote Originally Posted by Debihuman View Post
    The bloatfly's damage is off. You subtract the Str modifier from damage when Str is less than 10 unless that has changed in d20 Modern.
    That must be a typo, I'll change that also. It shouldn't have any bonus to damage at all since its a ranged attack.

    Quote Originally Posted by Debihuman View Post
    Deathclaw: shouldn't one of those attacks be a secondary attack at -
    5 penalty to hit? Again, my lack of knowledge of d20 Modern should come at no surprise.
    I meant to give it multiattack so it would only be a -2 penalty. I add that.

    Quote Originally Posted by Debihuman View Post
    Enclave: I think you are missing feats for most of these unless d20 Modern assigns feats differently.
    When designing the fallout d20, we got rid of many of the feats, so there wasn't much to choose from to give them. How much more feats do they need?

    Quote Originally Posted by Debihuman View Post
    Without knowing anything about Fallout, the feral ghoul needs a brief description because it looks similar to undead creatures. Ditto for ghoul because these don't appear to be the typical undead creatures.
    Feral ghouls are not undead, they are merely humans exposed to horrible amounts of radiation.

    Quote Originally Posted by charl
    I'm not so sure purely human enemies, like the Enclave soldiers, should have humanoid hit dice. They should have class levels instead, since they are just people with training and equipment.
    We made new classes to replace the D20 modern classes that didn't seem to fit. None of our new ones work as an enclave soldier, so I just gave them the humanoid HD to keep it simple.

    Quote Originally Posted by charl
    EDIT: Furthermore Supermutants should be large (just look at the in-game graphics for those things. They are at least ogre-sized)...
    According to this, super mutants are about large sized, so I will change that.

    Quote Originally Posted by charl
    ...and Ghouls should probably not be Humanoids, but rather Mutants or their own creature type. They might once have been human, but they are no more. Plus you could work in all the radiation immunities and feeding and the non-aging and stuff like that into their type.
    I'll put them under the subtype "mutant", I don't feel like creating a whole new subtype for ghouls. I have the rules for their radiation immunities, but I decided not ot post them since I didn't think they mattered.

    Quote Originally Posted by charl
    I also see you have a tendency to list purely equipment-based bonuses for the Enclave (such as DR against energy weapons) as qualities. I think it should be function of equipment rather than listed as a quality (since that would mean that even without armour they have those bonuses).
    That makes sense, i'll get rid of those.

    Quote Originally Posted by charl
    I also believe Mirelurks (except the kings) and Yao Guai should be large. They are huge in-game.
    Now I know Yao Guai are medium sized, since they're based of the black bears of D.C. that are medium sized(see here).

    Mirelurks on the other hand I'm not so sure about. I haven't got the chance in game to see one up close, but I'm pretty sure they're the size of your character.
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    Default Re: Fallout D20: Enemies[PEACH]

    Mirelurks on the other hand I'm not so sure about. I haven't got the chance in game to see one up close, but I'm pretty sure they're the size of your character.
    They're bigger than you. I'd say Large size. Otherwise, have them be Medium with powerful build...I like Large size better. The thing is, they're hunched over, so they seem shorter. They're still taller than your character even then, methinks.
    Last edited by Temotei; 2009-12-14 at 09:18 PM.
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    Default Re: Fallout D20: Enemies[PEACH]

    Yeah I guess I'll change it to large size, any other size differences?
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    Default Re: Fallout D20: Enemies[PEACH]

    Quote Originally Posted by mr.fizzypop View Post
    Yeah I guess I'll change it to large size, any other size differences?
    Yes. Queen ant was far larger than Large size. I'd say at least huge. That thing was scary. Easy, but scary. (Just melee it with the shishkebab, while circling around it. It can't hit you then )
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    Default Re: Fallout D20: Enemies[PEACH]

    We made new classes to replace the D20 modern classes that didn't seem to fit. None of our new ones work as an enclave soldier, so I just gave them the humanoid HD to keep it simple.
    You don't have a basic shooty class? Just give them the same class you would expect Brotherhood of Steel characters to have. Humanoid HD is just weird for humans. And it's not only the Enclave, mind you, basically all the listed human enemies have extra HD.
    Planetkiller avatar by The Randomizer

  16. - Top - End - #16
    Orc in the Playground
     
    BlackDragon

    Join Date
    Dec 2009
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    Default Re: Fallout D20: Enemies[PEACH]

    Claw damage dealt by the Deathclaws do not get blocked by armor in the game. Maybe you should put in that the claw attack should gain a +2 to attack versus a target wearing armor, and that a Deathclaw should negate Damage Reduction (or something of that nature). I do remember that the Deathclaw had a lot of hit points, but it might not be the best idea to give Deathclaws DR.
    Last edited by IncarnumJunkie; 2009-12-22 at 11:20 PM.
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