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Rainforest Trip; Draconian & Yeti Templates

#1 User is offline   dragonhand777 

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Posted 16 May 2004 - 07:18 AM

Depending upon the choices the pcs make, they may find themselves in an area that is a rain forest (not the tropical kind). Also, they'll be walking westward down a path that is only 5' wide in most places, 10' in a few spots, and some are even narrower than 5'. To thier right (north) the ground slopes upward at a 60 to 45 degree angle, on thier left (south) the ground slopes downward at the same (60 to 45 degrees). Approx. 100' down the slope (to the south) lies the shore line of a bay. The region is thickl with trees. This area is also subject to flash floods (hehe).

Ok, the pcs movement will probably be slowed in the event of a flash flood, I imagine I should have them make balance checks as well.

1. What if one of them fails? I've already considered having them make grapple checks to see if they grab a tree or other natural object (i.e. a rock jutting up out of the ground, an exposed root etc.).

2. At what rate would the be sliding down? (In feet per round).

3. Should/would they also take damage from the slide?


In the event that this actually happens, I'm going to throw in an creature encounter. After the pc falls/slides 40' they slide off a ledge and land on another 5' (maybe 10') path that's still 60' above shore line. As they look (spot check) back up towrds the original path, they notice that there is a small cave opening directly in front of them (inside they'll have the creature encounter). The lower path to either side is overgrown with trees plants etc.

Now, on a unrelated topic (well to some dgree), I would really like to see the stats or a template for yeti and draconians. Niether are listed in the Mon. Man. At WotC I was able to find statistics on a brass draconian, but no other. Call me cheap, but I'm trying to avoid buying the Dragonlance campaign Setting. Also, I imagine the stats for yeti are in a F.R. beistery. Can anyone help?
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#2 User is offline   Darius 

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Posted 16 May 2004 - 07:56 AM

1- reflex saves for grabbing root , tree etc, But normal to for the first 10 ft then -2 for the next 10ft , -4 for the next , -6 next then -8 , give it a high DC to start with and it only gets worse :D

2 - start them at walking speed and mutiply by .5 per rnd for 4-5 rnds (30ft,45ft,60ft etc , heavier armour would help in this situation and make you harder to move BUT if you fall over then its harder for you to save your self :D

3- oh yes!! , I would use their movement rate as a equevilant height for the D6/10ft falling damage , your moveing 45-60 ft a round and you hit a tree , rock , fall of ledge at speed and out of control !! :o

Of course if the survivors try to rescue their fallen friend then theyve got a chance of slipping and joining them unless they take precautions :lol:

I wouldnt go over -8 or multiplying the movment rate by more than 4x , its too easy to wipe them out in this type of situation.

D
Its like the mouse in "The Green Mile" , it's too cute to kill and it just wont die

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#3 User is offline   dragonhand777 

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Posted 16 May 2004 - 03:51 PM

Thanx Darius. :D

One more question...

1. What if they have a pack mule w/ 'em (I'm not sure if I should lower his balance DC, surely he'd be more sure footed)?
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#4 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 16 May 2004 - 09:10 PM

Well, with the pack mule, someone would probably have to make a Handle Animal check to first make it go across the places with less than a 5 ft wide path. As to lowering the Balance DC, it doesn't matter how sure footed you think the creature is. If the creature really is surefooted then it will have a high Balance skill already. If the creature isn't sure footed then it will have a lower one. Don't lower the DC just because of something like this. The DC system works by having people put ranks into the skills that they want to be good at. Low ranks means harder to do something and high ranks means easier to do something. 4 legs only helps it when it is getting bull rushed or when making Balance to stay standing up during something like an earthquake.
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#5 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 16 May 2004 - 09:17 PM

Concerning the yeti creature, I was not able to find the creature looking through my considerable collection of DnD books but I knew I saw it somewhere. It seems that I was able to find the description of the yeti creature in one of my D20 modern books. If you would like this than respond and I'll post it for you.

Also, in the D20 modern book, I was able to find the description of a sasquatch creature that was similar to a yeti but instead of advancing by hit dice it advanced by character level. I could also post this if you wanted it.
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#6 User is offline   Darius 

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Posted 16 May 2004 - 11:41 PM

dragonhand777, on May 17 2004, 12:51 AM, said:

Thanx Darius. :D

One more question...

1. What if they have a pack mule w/ 'em (I'm not sure if I should lower his balance DC, surely he'd be more sure footed)?

If the critters carrying gear then its top heavy and would be easy to tip over , also its going to panic when the flood hit or it slips.An example - Have you ever seen any old video of WW1?? , theres footage of mule and horse pack animals and teams slipping and sliding on the muddy roads and those are wider than what your talking about and flat.4 legs does'nt alway mean more sure footed just youve got more legs to slip out from under you.

MM page 198 mule- Ref+4 ,dex 13

D
Its like the mouse in "The Green Mile" , it's too cute to kill and it just wont die

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#7 User is offline   dragonhand777 

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Posted 17 May 2004 - 12:45 AM

Quote

Concerning the yeti creature, I was not able to find the creature looking through my considerable collection of DnD books but I knew I saw it somewhere. It seems that I was able to find the description of the yeti creature in one of my D20 modern books. If you would like this than respond and I'll post it for you.

Also, in the D20 modern book, I was able to find the description of a sasquatch creature that was similar to a yeti but instead of advancing by hit dice it advanced by character level. I could also post this if you wanted it.

Yeah, sure I'd like to see them both. If nothing else, you could post the publisher and title of the d20. I was just about to use a dire ape as a template.

Quote

If the critters carrying gear then its top heavy and would be easy to tip over , also its going to panic when the flood hit or it slips.An example - Have you ever seen any old video of WW1?? , theres footage of mule and horse pack animals and teams slipping and sliding on the muddy roads and those are wider than what your talking about and flat.4 legs does'nt alway mean more sure footed just youve got more legs to slip out from under you.

MM page 198 mule- Ref+4 ,dex 13

I had already looked it up, but thank none the less. And had already considered the animal wouldn't be happy out in a storm. My father had a mule when I was a kid, the mules name was John, he was trained to jump over fences (barbed wire, small wooden) while carrying hunting/camping gear. Both John and my dads horse didn't get spooked by most rain showers, but in the event of serious thunderstorms and tornado like weather, they'd both hide in the pole barn. The weather had to be pretty severe though. (kinda like a flash flood would be)
And Yes, actually I have seen the WWI footage, but hadn't remembered or thought of it 'til you mentioned it.
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#8 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 17 May 2004 - 06:24 AM

I'm kinda tired right now and feeling somewhat lazy so I'll just post the Sasquatch right now and then I'll post the yeti tomorrow because it has the Yeti and Abominable Snowman (bigger, better yeti).

Species Traits:

Automatic languages: Weren - a language of growls, sumbles, and snorts.
Species Bonuses: Because of its size and ferocious appearance, a sasquatch gains a +4 species bonus on Intimidate checks.

Sasquatch (Weren): CR 2; Large giant; HD 3d8+9; hp 22; Init +0; Spd 30ft; AC 11, touch 8, flat-footed 11 (-1 size, -1 Dex, +3 natural); Base Attack Bonus +2; Grap +12; Atk +7 melee (1d4+6 slam); Full Atk +7 melee (1d4+6 2 slams); Face/Reach 5x5/10ft; Special Qualities low-light vision; Alignment any; Saves Fort +6, Ref -1, Will +2; Str 22, Dex 9, Con 17, Int 6, Wis 12, Cha 10
Skills: Climb +8, Intimidate +4, Listen +5, Speak Weren, Spot +5
Feats: Alertness, Simple Weapons Proficiency
Possessions: None
Advancement: By character class

I would suggest that you throw in some Barbarian levels depending on the level of your party just to make it a bit more fun. :D Would make sense considering this is a VERY primitive race.
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#9 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 17 May 2004 - 09:54 PM

Ok so here is the rest of the stuff.

Species Traits:
Cold Subtype (Ex): A yeti is immune to cold damage. It takes 50% more damage from fire attacks.
Constrict (Ex): A yeti deals normal claw damage (treat as bludgeoning damage) plus 2d6 points of cold damage with a successful grapple check against a target at least one size category smaller than itself.
Improved Grab (Ex): To use this ability, the yeti must hit an opponent at least one size category smaller than itself with its claw attack. If it gets a hold, it automatically deals claw damage each round that the hold is maintained, and it can constrict in the same round.
Skill Bonus: The yeti's white fur grants it a +15 species bonus on Hide checks made in snowy conditions.

Yeti: CR 3; Large monstrous humanoid (cold); HD 4d8+4; hp 22; Init +1; Spd 40; AC 14, touch 10, flat-footed 13 (-1 size, +1 Dex, +4 natural); Base Attack Bonus +4; Grapple +12; Atk +7 melee (1d6+4 claw); Full Attack +7 melee (1d6+4 2 claws); Face/Reach 10x10/10; Special Qualities cold subtype, constrict, improved grab, darkvision 60ft; Alignment none; Saves Fort +2, Ref +5, Will +5; Str 18, Dex 13, Con 12, Int 9, Wis 12, Cha 11.
Skills: Climb +10, Hide +2 (+17 in snowy conditions), Move Silently +6, Speak Giant, Survival +7
Feats: None
Advancement: 5-8 HD (Large); 9-12 HD (Huge).

Abominable Snowman (Advanced Yeti): CR 6; Huge monstrous humanoid (cold; HD 12d8+36; hp 90; Init +0; Spd 30 ft; AC 15, touch 8, flat-footed 15 (-2 size, +7 natural); Base Attack Bonus +12; Grapple +28; Atk +18 melee (2d4+8) claw; Full Attack +7 melee (2d4+8 2 claws); Face/Reach 15x15/10; Special Qualities cold subtype, constrict, improved grab, darkvision 60ft; Aligment any; Saves Fort +7, Ref +8, Will +9; Str 26, Dex 11, Con 16, Int 9, Wis 12, Cha 11.
Skills: Climb +14, Hide +3 (+18 in snowy conditions), Move Silently +10, Speak Giant, Survival +12.
Feats: Power Attack, Track.

There you go. Hope you find these useful.
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#10 User is offline   dragonhand777 

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Posted 18 May 2004 - 01:33 AM

Yes, thank you!!! Thank you very much!!!
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#11 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 18 May 2004 - 06:16 AM

No problemo dragonhand777. Always happy to help a fellow gamer out.

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#12 User is offline   dragonhand777 

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Posted 18 May 2004 - 06:22 AM

Quote

"Geeks know no boundries or age limits."
--Hideakui Anno, creator of Neon Genesis Evangelion

:P
Are you calling me old? lol
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#13 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 18 May 2004 - 06:26 AM

dragonhand777, on May 18 2004, 06:22 AM, said:

Are you calling me old? lol

I wasn't implying anything. I was mostly leaning toward the no boundries part but if thats the way you wanna take it ya geezer. :P
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We are the enlightened...
We are the true rulers by right...

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#14 User is offline   dragonhand777 

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Posted 18 May 2004 - 09:05 AM

Quote

I wasn't implying anything. I was mostly leaning toward the no boundries part but if thats the way you wanna take it ya geezer. 

You know, actually I kinda figured that (the no boundries part). :lol:

I like the yeti much more than the sasquatch. I'm thinking about modifying it (yeti) for different climates though. As in there would be more than one type. The yeti in the descript you posted would be refered to as tundra yeti others would be like swamp yeti and forest yeti (actually I might just substitute the name sasquatch for forest yeti).

However, I would need to replace the cold subtype and replace the additional elemental damage (and of course it's fur would grant it the same hide bonus, just in corresponding terrain).

Do you have any ideas as to what I could substitue the elemental (cold) damage with?
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#15 User is offline   SchizofranicDM 

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Posted 18 May 2004 - 08:26 PM

Ah yes. the truly legendary creatures: the Lockness monster in scottland, the yetti in russia, bigfoot in the americas, and yet, these are the hardest to find in a DnD monster manual. too cliche perhaps? i dunno, just something to think about.
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