Rainforest Trip; Draconian & Yeti Templates
#1
Posted 16 May 2004 - 07:18 AM
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?
-Anonymous
=========================
The ALLCALMA Act
Age of Worms Campaign Blog
#2
Posted 16 May 2004 - 07:56 AM
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
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 !!
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
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
"Arrgh , Curse your sudden but inevitable betrayal"
Wash , Firefly ep 1 "Serenity"
#3
Posted 16 May 2004 - 03:51 PM
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)?
-Anonymous
=========================
The ALLCALMA Act
Age of Worms Campaign Blog
#4
Posted 16 May 2004 - 09:10 PM
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#5
Posted 16 May 2004 - 09:17 PM
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.
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#6
Posted 16 May 2004 - 11:41 PM
dragonhand777, on May 17 2004, 12:51 AM, said:
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
"Arrgh , Curse your sudden but inevitable betrayal"
Wash , Firefly ep 1 "Serenity"
#7
Posted 17 May 2004 - 12:45 AM
Quote
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
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.
-Anonymous
=========================
The ALLCALMA Act
Age of Worms Campaign Blog
#8
Posted 17 May 2004 - 06:24 AM
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.
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#9
Posted 17 May 2004 - 09:54 PM
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.
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#10
Posted 18 May 2004 - 01:33 AM
-Anonymous
=========================
The ALLCALMA Act
Age of Worms Campaign Blog
#11
Posted 18 May 2004 - 06:16 AM
"Geeks know no boundries or age limits."
--Hideakui Anno, creator of Neon Genesis Evangelion
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#12
Posted 18 May 2004 - 06:22 AM
Quote
--Hideakui Anno, creator of Neon Genesis Evangelion
Are you calling me old? lol
-Anonymous
=========================
The ALLCALMA Act
Age of Worms Campaign Blog
#13
Posted 18 May 2004 - 06:26 AM
dragonhand777, on May 18 2004, 06:22 AM, said:
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.
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#14
Posted 18 May 2004 - 09:05 AM
Quote
You know, actually I kinda figured that (the no boundries part).
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?
-Anonymous
=========================
The ALLCALMA Act
Age of Worms Campaign Blog
#15
Posted 18 May 2004 - 08:26 PM
I am the Apocalypse of the World, the end to its order, the beginning of chaos. The Anathema of Sanity. In me shall you find what cannot be explained. The Fires of Chaos can melt the sturdiest steel. And I shall descend from the skies in Mighty Flames to bring chaos to the order. Hinder not my path, and accept the truth behind the deception.
Vae Victus!
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That a lie which is half a truth is ever the blackest of lies;
That a lie which is all a lie may be met and fought with outright;
But a lie which is part a truth is a harder matter to fight.
The Grandmother. Stanza 8.
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