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  1. - Top - End - #1
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Apr 2009
    Location
    Australia
    Gender
    Male

    Default Crickey She's a fierce one. Australian animals 3.5. PEACH

    G'day mates, I'm Steve and today we are going to be looking at some of the more dangerous animals in the d&d world. Those so deadly that they haven't been well studied enough to even print in a monster manual. I'm talking about the native animals of the ecsecsecsecs, the great land down under, Australia. Now I can't find all these animals myself, so if your game feel free to jump right in and tackle one.

    First I would like to start off with our nations greatest symbol the Kangaroo. Don't those fella's look cute especially when they are hoping about with the little Joeys in their pouches. Now there are two main family's of Roo for you tourists. They are the smaller Grey and the large Red.

    Now they Grey Roo is normally a timid creature. Only fights when in a corner or in defense. Now even though they aren't the smartest tool in the shed you have to watch out. If these buggers get up on the tail stay back. It will use its powerful legs to both kick and slash you at the same time, and if it gets a good hit in it will spill your innards everywhere.

    The Grey Kangaroo.
    Spoiler
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    Size/Type: Medium Animal
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +0
    Speed: 50 ft. (10 squares)
    Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +2/+0
    Attack: Claw +3 melee (1d4+1)
    Full Attack: 2 Claws +3 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Tail stand kick
    Special Qualities: Low-light vision, Scent, Pounce, Bound
    Saves: Fort +5, Ref +7, Will +1
    Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
    Feats: Weapon Focus (Claws)
    Environment: Bushland
    Organization: Solitary, pair, or mob (3-16)
    Challenge Rating: 1
    Advancement: 3 HD (Medium); 4-6 HD (Large)
    Level Adjustment:

    Tail stand kick (Ex)
    A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d8's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

    Bound
    Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.


    Now that fella isn't too dangerous. Its a bit small right. So here is its bigger cousin the Red Roo. This guy is large and in charge. The icon of Australia, and tastes great as a steak too. Found in the more arid regions this fella is a good wrestle. But if you can get it on its back you've won.

    The Red Kangaroo.
    Spoiler
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    Size/Type: Medium Animal
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +0
    Speed: 60 ft. (20 squares)
    Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +5/+0
    Attack: Claw +7 melee (1d6+10)
    Full Attack: 2 Claws +7 melee (1d6+10)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Tail stand kick
    Special Qualities: Low-light vision, Scent, Pounce, Bound,
    Saves: Fort +8, Ref +7, Will +6
    Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
    Feats: Weapon Focus (Claws), Alertness, Powerful build
    Environment: Red desert
    Organization: Solitary, pair, or Mob (3-16)
    Challenge Rating: 3
    Advancement: 7-18 HD (Large)
    Level Adjustment:

    Tail stand kick (Ex)
    A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

    Bound
    Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.


    Now thanks to genetics we know about the ancient grandfather of these fella's, the Giant kangaroo. Dating back to the dream time the giant kangaroo is as much myth as it is dangerous. As large as an elephant this guy could literally swallow you whole. Luckily for us everything was just about that big back in the day, so it still had lots of things to fight.

    The Giant (Dire) Kangaroo
    Spoiler
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    Size/Type: Huge Animal
    Hit Dice: 11d8+55 (104 hp)
    Initiative: +0
    Speed: 100 ft. (20 squares)
    Armor Class: 15 (-2 huge, +2 Dex, +5 natural), touch 10, flat-footed 13
    Base Attack/Grapple: +8/+0
    Attack: Claw +13 melee (2d8+10)
    Full Attack: 2 Claws +13 melee (2d8+10)
    Space/Reach: 10 ft./15 ft.
    Special Attacks: Tail stand kick
    Special Qualities: Low-light vision, Scent, Pounce, Bound
    Saves: Fort +5, Ref +7, Will +1
    Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
    Skills: Listen +7, Spot +5, Survival +5
    Feats: Weapon Focus(Claws), Alertness, Endurance, Diehard
    Environment: Red desert, Bushland
    Organization: Solitary or pair,
    Challenge Rating: 6
    Advancement: 12-22 HD (Huge)
    Level Adjustment:

    Tail stand kick (Ex)
    A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 20ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

    Bound
    Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 15ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 15ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 20 ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.


    Now besides the Roo's there are plenty of other creatures who will gladly poison, scratch, bite, gore, skin and kill you given half a chance. Lets start with a pair of characters who love to climb trees. I'm talking about the koala and the possum. Now these little things are cute aren't they. The furry little bastards will tear your face to shreds if your not careful, and the kolas the worst of the pair. There is only one major difference in fighting terms between these two. Laziness. Nothing is more lazy than a kola on a hot day. And just about every day is hot down here.

    Now I don't know how many of you have seen a possum around. They get in your roof and scratch around at night, or eat all your food while your camping.

    Possum
    Spoiler
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    Size/Type: Small Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 15 ft.
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +2/-4
    Attack: Claw +2 melee (1d2-1)
    Full Attack: 2 claws +2 melee (1d2-1) and bite -3 melee (1d3-1)
    Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks: Rage
    Special Qualities: Low-light vision, scent,
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
    Feats: Agile,
    Environment: Bushland
    Organization: Solitary, Passel(3 -5),
    Challenge Rating:
    Alignment: Always neutral
    Advancement: 2 HD (Small)
    Level Adjustment:

    Rage (Ex)
    A Possum that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.


    Now onto everyone's favorite. The Koala. This lazy git gets most of its water and nutrients from eating semi poisoned leaves. Which given how little water there is in the tree doesn't leave it a lot of time to do much else. That means if you want to fight one you basically have to climb a tree and drag it down.

    Koala
    Spoiler
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    Size/Type: Small Animal
    Hit Dice: 2d8+3 (11 hp)
    Initiative: +0
    Speed: 10 ft. (2 squares), Climb 10 ft, Swim 10 ft
    Armor Class: 16 (+1 size, +0 Dex, +5 natural), touch 10, flat-footed 10
    Base Attack/Grapple: +1/-4
    Attack: Claw +1 melee (1d2-1)
    Full Attack: 2 claws +1 melee (1d2-1) and bite -4 melee (1d3-1)
    Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks: None
    Special Qualities: Low-light vision, Scent
    Saves: Fort +8, Ref +5, Will +1
    Abilities: Str 8, Dex 10, Con 17, Int 2, Wis 12, Cha 6
    Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
    Feats: Endurance,
    Environment: Bushland
    Organization: Solitary, pair,
    Challenge Rating:
    Alignment: Always neutral
    Advancement: 2 HD (Small)
    Level Adjustment:

    (If you feel like calling this a Koala bear please read the note at the bottom of the Platypus first)


    And here is the perfect time to introduce Australia's biggest tourist killer. The drop bear. I'm sure you have heard the stories. Everyone has, the drop bear is similar too the Koala in looks, except tends to be whiter instead of grey and is carnivorous. It sits in tree's waiting for prey to move underneath it before dropping from above bludgeoning anyone bellow it before latching on and tearing them to shreds with its large claws. These fella's are a nasty piece of work, and Australians have found there weakness. Eating Vegemite our whole live makes your skin exude a faint scent (No really it does look it up). This scent repels the drop bears. Instead of smelling like food we smell more like a dried turd to those guys. For you tourists who haven't been protecting yourself your whole life you can instead apply it like sunscreen. We suggest a very thin layer like you would put on toast. This makes sure you have the scent when your strolling under all those gum trees looking up for koala's.

    The Drop Bear
    Spoiler
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    Size/Type: Medium Animal
    Hit Dice: 3d8+15 (28 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 15 ft.
    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
    Base Attack/Grapple: +2/+0
    Attack: Claw +4 melee (1d4+2)
    Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rage, Drop
    Special Qualities: Low-light vision, Scent
    Saves: Fort +9, Ref +6, Will +4
    Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
    Skills: Listen +6, Spot +6
    Feats: Alertness, Endurance
    Environment: Temperate forests
    Organization: Solitary or pair
    Challenge Rating: 2
    Treasure: None
    Alignment: Always neutral
    Advancement: 4-9 HD (Large)
    Level Adjustment:

    Drop
    Should you walk beneath a square a drop bear threatens it will fall from above on top of you dealing 2d6 bludgeoning damage + any additional fall damage it would take. If you know about the drop bear before entering the square you may make a Reflex save dc 15 to avoid the damage and the drop bear will take the appropriate fall damage. Should the drop bear hit you with this attack it gets both a free attack with a claw and a free grapple attempt should it choose to take it. The drop bear may use this attack to initiate its Rage feature.

    Rage (Ex)
    A drop bear that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.


    Now another furry creature you tourists all love is the Wombat. This bastard is hard arsed. Literally. People have run cars into them and the little critters have just walked away. Meanwhile the poor driver is left stranded in the bush with his minivan compacted to the size of possum dropping.

    Wombat
    Spoiler
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    Wombat
    Size/Type: Small Animal
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Burrow 5 ft.
    Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
    Base Attack/Grapple: +1/+0
    Attack: Claw +2 melee (1d4+2)
    Full Attack: 2 claws +2 melee (1d4+2)
    Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks: Hard arse
    Special Qualities: Low-light vision, Scent
    Saves: Fort +8, Ref +5, Will +1
    Abilities: Str 15, Dex 12, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +5, Escape Artist +5, Listen +5, Spot +7
    Feats: Endurance
    Environment: Bushland
    Organization: Solitary, pair,
    Challenge Rating:
    Alignment: Always neutral
    Advancement: 2 HD (Small)
    Level Adjustment:

    Hard arse(Ex)
    Once a wombat burrows it can use its hardened butt to stop attackers and fir. Anytime the wombat burrows in, it gains DR2/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 2d6+2 bludgeoning damage.


    Now those fellas wouldn't attack you without you poking it with a stick, and even then it better be a sharp one. But its good too have a look at today's creatures before we show you where they come from. Let me introduce you too our next creature from the dreaming. I'm talking about the Giant wombat of cause. They were the largest marsupials ever to have lived, although that was a few million years ago.

    Giant (Dire) Wombat
    Spoiler
    Show

    Size/Type: Huge Animal
    Hit Dice: 11d8+55 (104 hp)
    Initiative: +0
    Speed: 50 ft. (6 squares), Burrow 20 ft.
    Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 15, flat-footed 17
    Base Attack/Grapple: +8/+4
    Attack: Claw +4 melee (2d8+10)
    Full Attack: 2 claws +4 melee (2d8+10) and bite -1 (2d10+10)
    Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks: Rend
    Special Qualities: Low-light vision, Scent, DR 8/Magic
    Saves: Fort +11, Ref +7, Will +5
    Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
    Skills: Listen +9, Spot +7, Survival +5
    Feats: Alertness, Track, Endurance, Darkvision 60ft
    Environment: Bushland
    Organization: Solitary, pair,
    Challenge Rating: 5
    Advancement: 12-22 HD (Huge)
    Level Adjustment:

    Rend(Ex)
    If the Giant wombat strikes the same target with two claw attacks, it automatically deals extra damage equal to that of two claw attacks plus 1/2 its Strength bonus.

    Hard arse(Ex)
    Once a Giant wombat burrows it can use its hardened butt to stop attackers and fir. Anytime the Giant wombat burrows in, it gains DR5/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 4d8+10 bludgeoning damage.


    While we are still in the bushland why don't we head south. There is a small island down there considered by some to be a part of Australia and it hosts quite a famous creature. The Tassy Devil. The black little critter has a wicked bite, and thanks to the extreme sunlight we get down here has mutated it too be able to spread cancer from it.

    Tasmanian Devil
    Spoiler
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    Size/Type: Small Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/5
    Attack: Bite +4 melee (1d4) + Disease
    Full Attack: Bite +4 melee (1d4) + Disease and claw 1 melee (1) or if attached 2 claw +4 (1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rage, Attach
    Special Qualities: Low-light vision, Scent
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +5, Escape Artist +7, Listen +5, Spot +5
    Feats: Endurance, Track, Weapon Finesse
    Environment: Busland
    Organization: Solitary, pair, or cete (35)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always neutral
    Advancement: 2 HD (Small)
    Level Adjustment:

    Cancerous Bite (Disease) Whenever the Tasmanian Devil makes a successful bite attack, it forces the target to make a fortitude save DC 15 or get Tasmanian Cancer. This does not cause any initial effects, however whenever the target goes up an age category it looses an additional point of constitution due to the disease.

    Rage (Ex)
    A Tasmanian devil that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.



    Now over by the billabong we have perhaps the strangest of all Australian animals. Now brace yourself before I reveal him, the sight has been known to drive a man insane. I'm talking about this little guy, the platypus. While he seems like a small creature and not much worry, I wouldn't want to swim with an angry one. The male's have a poisonous bards on there hind legs, and should you be stuck you will be feeling pain anywhere between days and weeks to come.

    Platypus

    Spoiler
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    Size/Type: Small Animal
    Hit Dice: 1d8+3 (7 hp)
    Initiative: +0
    Speed: 15 ft. (3 squares), Swim 30 ft
    Armor Class: 15 (+1 size, +0 Dex, +4 natural), touch 11, flat-footed 11
    Base Attack/Grapple: +0/+5
    Attack: Claw +4 melee (1d2-1) + platypus poison
    Full Attack: 2 claws +4 melee (1d2-1) + platypus poison
    Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks: platypus poison
    Special Qualities: Scent, hold breath, Low-light vision, Duck/beaver/otter thing.
    Saves: Fort +8, Ref +5, Will +1
    Abilities: Str 8, Dex 11, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +5, Escape Artist +11, Listen +3, Spot +5
    Feats: Alertness, Endurance,
    Environment: Billabong
    Organization: Solitary, pair,
    Challenge Rating:
    Alignment: Always neutral
    Advancement: 2 HD (Small)
    Level Adjustment:

    Platypus Poison
    Upon a successful attack the platypus poisons its victim. Fortitude save DC 15. Initial damage is 1d6 non lethal every round. This will never kill someone but can knock them out, and if in water, make them drown. The player is also more susceptible to pain when poisoned taking an extra 1d4 non lethal damage every time an attack is successful. This damage cannot be reduced by DR or immunity. A single success Fort save delays the affects for 1 round, a second successful saves means the poison has passed. If the creature is hit more than once by the platypus the save DC increases by 1 for each additional hit after the first.

    Duck/Beaver/Otter thing
    Any person viewing the platypus for the first time must make a will save DC 15 or suffer the affects of the spell insanity for the duration of and hour, muttering things like "It shouldn't be." or "Its a duck...but its a beaver...oh god."

    (On a personal note I never mentioned it was a duck billed platypus, that is because there is no such thing. Just like the koala bear it doesn't exist. Why do you have to add a description to a creature that is one of a kind I will never know, but please don't. It is not only wrong but makes you sound silly.)




    Well thanks for checking out the creatures Australia has to offer. I'll hand you over to my mate Johno to talk to you about some things you tourists might not have. Catchya round



    EDITS as of Day 1: Added some wombats a platypus, and a little Tasmanian devil. Not sure about dire tassy devil as so far all the dire creatures are either from myth or actually existed. Did up an extra abilities for the wombat (Hard arse) and lots of fixes for the Roos. Added an item, the Tinny, Vegemite and thongs as well as the Bogan and Bogan Barbarian varient. Also started stating up a Bogan Barbarian. expect more NPC classes soon. THANKS TO DEBBY for fixing some major mistakes made by me

    Day 2: Added in elves, still working out the stats for those, and the Ocker class as a Expert replacement, also the ranger variant for that class. I fell it is quite week having taken some of the combat ability away.
    THANKS TO DEBBY, AMIEL THRAWN183 and LATRONIS. AMIEL takes full credit for the elves and Debbie for her always useful help with the stats (why do i always get them so wrong). Latronis' continuous support and Thrawn for help with CR. Please keep it coming i need lots more help. I will try to post a class and an Animal a day at least for now.
    Last edited by Mangles; 2009-12-18 at 07:10 AM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Apr 2009
    Location
    Australia
    Gender
    Male

    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Gday mate, the name is Johno. I'm here to tell you about a few odds and ends you might not have back home. Now this is called a tinny, it comes in many variaties depending where you come from. Up north they call it Four Ecks, down south it is Vee Bee. If you go west its a Teddy's, there is also Crownies, Tooies and a whole range of other beers. Now this is not like some countries beers which are very much the same as making love in a canoe. But Johno you say, I've drunken your Fosters. Why do you think we send it overseas, its not fit for drinking in this country. So may I be the first to present to you the best in macro brewed beer. Welcome to Australia.

    The Tinny: Cost 1 sp
    Spoiler
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    Going by many names depending on where it was made the tinny imbues the drinker with many effects. The most notable being a perceived increase to strength and dexterity. While it is well documented that a few beers can help improve ones skills in a particular game, it is not recommended to drink too much or you will peak and loose all the benefits of this brew.

    Drinking a tinny and making a successful fort save DC 15 gives the user a +1 untyped bonus to all skill checks requiring Strength or Dexterity for 1 hour. It also it gives the user the Die hard ability for 10 minutes. Drinking another tinny gives you an additional +1 to the skill checks and makes the effects last from the time the second tinny was drunk. Each time a tinny is drunk the fort save DC increases by 1. Should the drinker fail the fort save he looses all the effects of the tinnies and is instead nauseated for 1 hour/tinny drunk.
    Special: If a nauseated characters drinks a tinny the save DC is increased by 5


    Now a good beer becomes a great beer when its had with some good food. Now we all know about snags on the barbie but I'd like to show you something a bit special. Vegemite. This little ripper will put hairs on even the girlish of men's chest. Now you may have heard that drop bears don't like this stuff and you have heard right. Smothering yourself in this, or eating it for your entire natural life, causes you too smell quite bad too them. Its a good little safety tip if your going bush walking.

    Vegemite: Cost 1sp
    Spoiler
    Show

    If the user eats vegemite it has a positive affects against nausea, reducing the duration by 1/2. This can only be done once until the character is no longer nauseous and then may be used again. Should the user instead apply it too herself as an oil any drop bears that come in contact with her will need to make a will save DC 15 or be dazed for 1 round. Should she apply the oil to the drop bear it will either take a full round to clean itself off or be confused. Applying the oil would take a successful grapple check and provoke and attack of opportunity.


    Now while you hunker down on some of that grub we better get you some more fitting cloths. Can't have you looking like a dag now can we. Let me introduce you to the finest pair of footwear us Aussies have to offer. The thong. Now i know its a bit funny looking but a pair of these on the sand dunes and your off like a rocket.

    Thongs: 2gp
    Spoiler
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    The most basic thong is a simple piece of rubber with a string running from between thumb two and the index toe to either side of the middle of the foot. While this may seem clumsy to many, on any sandy terrain such as beaches or deserts it makes sure that the sand doesn't bog you down.

    If a character is wearing thongs on sandy terrain such as desserts or beaches they no longer treat it as difficult terrain. Those who do not take such measures consider all sandy terrain difficult. If a character tries to charge or run while in thongs they must make a balance check DC 15 or fall prone.



    let me tell you about some of the people your likely to meet around here. Now me I'm a bit of a bogan. The mullet should tip you off. Along with thongs, a wife beater and a beer in hand you don't get much more bogan.

    Bogan
    Spoiler
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    Bogan
    {table="head"]Level|BAB|Fort|Ref|Will|Special

    1st|+0|+1|+0|+0|Born into thongs,

    2nd|+1|+1|+0|+0|Drongo +1

    3rd|+1|+2|+1|+1|

    4th|+2|+2|+1|+1|

    5th|+2|+3|+1|+1|The Wife Beater

    6th|+3|+3|+2|+2|Drongo +1

    7th|+3|+3|+2|+2|

    8th|+4|+4|+2|+2|

    9th|+4|+4|+3|+3|

    10th|+5|+5|+3|+3|Drongo +1

    11th|+5|+5|+3|+3|

    12th|+6/+1|+6|+4|+4|

    13th|+6/+1|+6|+4|+4|

    14th|+7/+2|+6|+4|+4|Drongo +1

    15th|+7/+2|+7|+5|+5|The Mullet

    16th|+8/+3|+7|+5|+5|

    17th|+8/+3|+8|+5|+5|

    18th|+9/+4|+8|+6|+6|Drongo +1

    19th|+9/+4|+8|+6|+6|

    20th|+10/+5|+9|+6|+6|AC/DC

    [/table]
    Alignment: Any
    Hit Die: 1d4

    Class Skills:
    Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Balance (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
    Skill Points at 1st Level: (2 + Int modifier) 4
    Skill Points at Each Additional Level: 2 + Int modifier
    The Bogan is proficient with the Cricket Bat and Cricket ball.

    Born into thongs: The Bogan was born into a pair of thongs and as such never takes any penalties for wearing them.

    Drongo: The average Bogan is a bit of a Drongo. At any level where the Bogan becomes more of a Drongo he can drink an extra Tinny a day before needing to make a save.

    The Wife Beater: Not literally, we mean a singlet. When wearing a Wife Beater the Bogan is considered to be wearing Adamantite chain shirt whenever it is beneficial.

    The Mullet: The hair style of choice for any self respecting Bogan. The mullet allows the wearer to take 10 on any skill check, learned or not, as long as they are under the effects of a Tinny.

    AC/DC: The Bogan knows all the lyrics and rifts of Australia's greatest rock band. "Dun dun daaahn, dun dun dah naaahhn" Whenever under the effect of Bardic music the Bogan may choose to double its effects by singing along badly or imitating the music.

    Bogan can also be a variant totem for Barbarians.
    Bogan Barbarians Loose the fast movement, trap sense, damage reduction, indomitable will and instead get Born into thongs and weapon proficiency (Cricket Bat and Cricket ball) at 1st level, Drongo at any level that had trap sense. The Wife Beater at 7th level. The mullet at 14th level and AC/DC at 19th level.


    Now my mate Bobbo is a bit of a angry Bogan but he plays a mean game of Cricket.

    Now the next group a fella's we are going to meet is the Ockers. Most Ockers are too hard working for there own good. Still they knows how to have a good time once the work is done and drink nearly as heavily as us Bogans.

    Ocker
    Spoiler
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    Ocker
    {table="head"]Level|BAB|Fort|Ref|Will|Special

    1st|+0|+1|+0|+2|Laborer by day

    2nd|+1|+1|+0|+3|Drongo

    3rd|+2|+2|+1|+3|

    4th|+3|+2|+1|+4|

    5th|+3|+3|+1|+4|Liquid Dinner

    6th|+4|+3|+2|+5|Drongo

    7th|+5|+3|+2|+5|

    8th|+6/+1|+4|+2|+6|

    9th|+6/+1|+4|+3|+6|

    10th|+7/+2|+5|+3|+7|Drongo

    11th|+8/+3|+5|+3|+7|

    12th|+9/+4|+6|+4|+8|

    13th|+9/+4|+6|+4|+8|

    14th|+10/+5|+6|+4|+9|Drongo

    15th|+11/+6/+1|+7|+5|+9|Swagman

    16th|+12/+7/+2|+7|+5|+10|

    17th|+12/+7/+2|+8|+5|+10|

    18th|+13/+8/+3|+8|+6|+11|Drongo

    19th|+14/+9/+4|+8|+6|+11|

    20th|+15/+10/+5|+9|+6|+12|Swaggering Man

    [/table]
    Alignment: Any
    Hit Die: 1d6

    Class Skills: Balance (Dex) Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
    Skill Points at 1st Level: (6 + Int modifier) 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Laborer by day: The Ocker is a hard worker and gets paid well for being one. He gets a +3 bonus to all profession checks and earns the value of his profession check when determining how much is earned by working.

    Liquid dinner: The Typical Ocker doesn't have time for a meal before heading off to a big night out. When he drinks a Tinny it now counts as eating eating 1 serving of field rations when it would be beneficial as long as he does not become nauseated . He also gets +2 to survival for finding food.

    Swag man: Ockers generally pick up a lot of bush law from drifters or by drifting. He now gets +5 to Hide and Survival checks while in Australia and +5 to heal vs any poison, disease or wound inflicted by an animal native to Aus. He also gets a +1 to attack and damage vs Australian animals and sheep and can bypass any DR if they have it.

    Swaggering man: The Ocker tends to drink just as much on a binge as a Bogan. He now gets a +5 to ac and DR 5/- while under the effects of a Tinny. In addition rolling a 1 is no longer a critical failure while under the effects of the Tinny either.


    Rangers can also now have the Ranger variant Swagman.
    Swagmen Rangers loose Wild empathy, Combat style, Improved Combat style and Combat style mastery. They must choose an appropriate (HD = 1) Australian animal too be there Animal companion and there Favored enemy must be Animal. In return they get Laborer by day at Level 1, Drongo at level 2 , Liquid dinner at level 6, Swag man at level 11 and Swaggering man at 16th level.



    Now how these tricky little buggers came to Australia I'll never know. But they talk too fast and there lingo is too thick even for a local like myself. Watch out for these fellas.

    Outback Elves: Courtesy of AMIEL
    Spoiler
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    Outback Elves
    Medium: As Medium creatures, outback elves have no special bonuses or penalties due to their size.

    Outback elven base land speed is 30 feet. Given their genial, laid-back nature, Outback elves ambulate at a rather accommodating land speed of 20 feet.
    Immunity to non-magical fear
    +2 racial bonus on saving throws against poison
    +2 racial bonus on Survival and Sleight of Hand checks

    Confounding Language: an outback elf may confuse others and obfuscate meaning through use of Outback slang; "ya drongo!," "Onya, mate!" "He's got a few kangaroos loose in the top paddock, fair dinkum" "Fair suck of the sauce bottle, mate" "programmatic specificity"
    A confusion effect is forced upon any recipients of Confounding Language if a Will DC check at 10 + 1/2 HD + Charisma modifier is failed. Usable 1/round

    Titillation: Outback elves talk in a titillating way. Always ending sentences as question. Because of this an Outback elf gets a +2 whenever trying to get information, be it from a bluff, gather information, intimidate or any other check.

    Common Names: Angie, Lizzie, Burgo, Johnno, Bazza, Mazza, Shazza, Dazza, Wozza, Loz

    Alignment: Larrikin (Chaotic Neutral); worships Larrikin, a humorous deity who mocks others and flouts social conventions

    Weapon Proficiency: Outback elves receive the Martial Weapon Proficiency feats for the cricket bat and/or longsword as bonus feats

    Favored Class: Any
    Last edited by Mangles; 2009-12-17 at 09:44 AM.

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    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Lol drop bears

    Possum needs a mechanic to play dead, perhaps a +4 racial bonus on bluff checks to pretend to be dead?
    The accuracy of this post is questionable

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    While I haven't read though this yet I strongly approve of the concept.

    Possums are NOT from Australia.
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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    A possum (plural form: possums) is any of about 69 small to medium-sized arboreal marsupial species native to Australia, New Guinea, and Sulawesi (and introduced to New Zealand and China). The name derives from their resemblance to the opossums of the Americas. (The name is from Algonquian wapathemwa, not Greek or Latin, so the plural is possums, not possa.) Possum is also used in North America as a short form of Opossum. A possum's diet is mainly plant-based eg leaves, fresh gum tips and flowers; however, they also occasionally eat insects, eggs and meat. An open compost bin in a backyard becomes an enticing smorgasbord for a hungry urban possum.
    Directly from wikipedia, and from the fact that i live here. Yes yes they are native

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    I sit corrected...
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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Quote Originally Posted by Mangles View Post
    Directly from wikipedia, and from the fact that i live here. Yes yes they are native
    I saw a dead possum in a Melbourne park. At least that's what I think it was.

    The koala seems a bit tough... at least the 2 HD and +5 natural armor. Then again, I've never tussled with one before. But overall, I think these stats are a great idea!

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    PirateGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Thanks. I'd really like to balance the creatures and the CR of them all so I could use them in a game. Added in some wombats. I intend to put in some more of the abstract dreaming things in eventually. once i finish with all the basics

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    DwarfClericGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    opossum's, on the other hand, are found in North America.

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Aren't Koala's uber cranky if they don't get their regular dose of crackeucalyptus? Cranky as in violent cranky?

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    PirateGirl

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    I lol'd.

    However, one animal that absolutely needs to be done:
    The Cranky Bogan.

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    PirateGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    There are plenty more creatures to come. And maybe I'll stat up a bogan or two as well.

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Red Kangaroo should only be Medium sized.

    and they way a roo crawls is too slow for the 'walk' to be 50'. 20' is generous.

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    PirateGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Yeah your right about the movement, i might make it 15 feet total rather than just cut by a percentage. of course it will need to be bigger for the giant. as for the red roo i really wanted a size difference between the two and i don't think the grey roo qualifies for small. The red roo seems on the border between large and medium simply due too height. I'll keep it as is for the moment but consider changing it in the near future. Changing the move speed once i finish this post

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    I think the problem is the variance between sizes is too big.

    Sure there's a considerable difference between the greys and reds, but they arn't really bigger than a man which is pretty much the baseline for medium size.

    What if the greys are small but can advance to medium and start the reds at medium with an adbancement leading upto large.

    That way the very biggest of the greys can match your average red, and you can still have the very large reds at the top end of the scale before needing to move into the mega-fauna.

    What I would be interesting in seeing is stats for a platyus venom

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    PirateGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    well i think the answer might be a simple one. What do you give a medium creature you want to act as large? Powerfull build :D

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    So... where's the Platypus? It's amazingly painful venom must be statted out!

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    PirateGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    It is done. Let me know if you think its truly worthy or if it needs to be fixed. Note the Tasmanian Devil and Tiger are next on my list, and maybe some dingos (they steal babies you know?)

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Someone posted this here a while ago and despite the locations being mostly off it's still worth a lulz


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    PirateGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    http://www.youtube.com/watch?v=eNEeq...ger_r2-2r-1-HM

    is also really funny, true and neither list even half the animals that could kill you

    Thinking the Tasmanian Devil will have a cancerous bite increasing the con penalty from aging by one, can't get rid of it short of wish or miracle after initial fort save,

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    TabletopNuke's Avatar

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Kanagaroos have a land speed of 100 feet?! That's almost twice the speed of a racehorse! Is that really right?

    What's the GP cost for vegimite?
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    PirateGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    1 sp for Vegemite i figure (its a big jar), same as a tinny, i should probably put that in somewhere.

    EDIT: about the land speed. I never noticed that. I will edit that down a bit to be equal to a horse.
    Last edited by Mangles; 2009-12-17 at 02:02 AM.

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    Latronis's Avatar

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    The hopping is weird to stat out. While it's not overly fast it is a faster mode of movement than a horse walking. Even if a race horse is going to run faster than a hopping kangaroo at a 'run'

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    Bugbear in the Playground
     
    PirateGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Ive never seen a kangaroo hop slowly. They don't always go full speed but it is always faster than a horses walk.

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Quote Originally Posted by Mangles View Post
    Ive never seen a kangaroo hop slowly. They don't always go full speed but it is always faster than a horses walk.
    That's what I said.. It's faster then walking, but going full out they aren't winning any races againest a racehorse.

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    BooNL's Avatar

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Quote Originally Posted by Mangles View Post
    Ive never seen a kangaroo hop slowly. They don't always go full speed but it is always faster than a horses walk.
    Maybe keep the speed but limit them to 2x when running?

    I approve of this thread by the way .


    Recently resurrected. Sorry for bailing on you guys.

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    Bugbear in the Playground
     
    PirateGuy

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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    If i was to limit running it would be 2x while encumbered 3x while unencumbered otherwise they are running only as fast as a human who is wearing a track suit. Actually that might be a good compromise. I'll think on it.

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    Ogre in the Playground
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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Quote Originally Posted by Latronis View Post
    Someone posted this here a while ago and despite the locations being mostly off it's still worth a lulz
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    Yeah, that would be me, mate.

    Regarding size of the kangaroos, it really depends on what you are looking at. Is the subject in question, male or female, and is it fully grown, a juvenile or kid; while the average red kangaroo stands ~1.5 m (4 ft 11 in), accounts of greater size are not uncommon, some large males reach up to 2 m (6 ft 7 in) in height. Factor in tail measurements of 0.9 to 1 m (3.0 to 3.3 ft) and you have something that is very nearly 8 ft and can grow to ~ 10 feet if the creature is considered in full. This is considerably larger than a person.

    Regarding kangaroo speed, their legs, in effect, work as rubber bands. It has been documented that red kangaroos can leap over 9 m (30 ft) in one go (in one leap).

    The highest ever recorded speed of any kangaroo, documented by the Guinness Book of Records "was 64 kilometres per hour (40 mph) set by a large female Eastern Grey Kangaroo."
    To see the world in a grain of sand
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    Default Re: Crickey She's a fierce one. Australian animals 3.5. PEACH

    Gawd. I'm gonna be scared if you post a Dire Tasmanian Devil. The normal sized ones actually aren't that bad (individually). I personally think they're adorable. But once you make them big enough for your head to fit in their mouth the cute factor really goes down a couple notches. Probably be best to base them off the Badger, maybe with the lock ability of the Weasel.

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