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3 years ago ::
Nov 14, 2010 - 3:57PM
#201
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Date Joined:
Jan 11, 2007
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Borhek
Bred for pit fighting, Borheks are genetically modified creatures measuring two meters in height with a amazing capacity to absorb damage. This practice was so ancient that no one truly knew where Borheks originated from. They are large insect creatures covered with a red or yellow carapace possessing six limbs. Borheks are remarkably strong and their exoskeleton could deflect blaster bolts. This armor was studded with spikes that would wound the Borhek's attackers. The creature's head featured a prominent horn which allowed it to gore its target. While the armor and spikes were strong they were also flexible and allowed the beast to curl into a ball and roll on the ground. This was usually done when the beast felt threatened by an attacker. The Borhek's mandibles allowed it to clamp onto its victim after biting. Borheks were known to be temperamental creatures that would easily be goaded into a rampage, this tendency was exploited by those who used them in pit fights. Borheks were often fitted with illegal pain stimulators that induced the beast's rage, provoking them to attack their opponent. Borhek CL 12 Large beast 12 Init +7; Senses low-light vision; Perception +6 Defenses Ref 22 (flat-footed 21), Fort 15, Will 10 Hp 106; Second wind +26/53; Threshold 25 Speed 7 squares Melee bite +16 (1d8+7) or Melee gore +16 (1d8+7) or Melee body slam +16 (1d6+7) Fighting Space 2x2 Base Atk +9; Grp +21 Abilities Str 25, Dex 12, Con 21, Int 2, Wis 11, Cha 7 Feats Dreadful Rage, Extra Second Wind, Improved Damage Threshold, Power Attack, Shake it Off. Skills Acrobatics +7, Climb +13, Endurance +16, Jump +13, Stealth +2, Survival +6, Swim +13 Low-light vision - Ignore concealment (but not total concealment) from darkness. Rage - Upon taking damage greater than Will Defense, gains +5 to melee attack and damage rolls for 10 rounds. Armoured - This creature has damage reduction 10.
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3 years ago ::
Nov 14, 2010 - 3:59PM
#202
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Date Joined:
Jan 11, 2007
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Would someone like to try making a stat-block for a boneworm, I can't figure that one out.
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2 years ago ::
Nov 22, 2010 - 4:41AM
#203
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Here's the Vesuvague Hanging Tree from the OCR Secrets of Tatooine book if you are interested:
Vesuvague Hanging Tree CL 2 Large Beast 3 Init +7; Senses Blind, Tremorsense; Perception +2 Languages Ithorese (understand only) -------------------------------------------------------------------------------------------------- Defences Ref 13 (Flat-footed 12), Fort 15, Will 11; +3 Natural Armour hp 28; Threshold 25 -------------------------------------------------------------------------------------------------- Speed 0 squares Melee 2 Tendril Slams +6 each (1d6+5) Fighting Space 2x2; Reach 3 squares Base Atk +2; Grp +11 Atk Options Crush, Pin -------------------------------------------------------------------------------------------------- Abilities Str 19, Dex 13, Con 20, Int 4, Wis 12, Cha 10 Special Qualities Blind, Constrict, Tendril Grab, Tremorsense Feats Crush, Improved Damage Threshold, Pin Skills Initiative +7, Stealth -3 -------------------------------------------------------------------------------------------------- Blind: Vesuvague are blind and take no penalties due to concealment and total concealment due to darkness. They use a variety of other senses to identify their enemies. Constrict: If the Vesuvague successfully grapples an opponent, it can use the Crush and Pin feats as normal. When crushing, however, the Vesuvague deals 2d6+5 points of damage. Pin: Vesuvague have Pin as a bonus feat. Tendril Grab: If a Vesuvague hits with one of its tendrils against a Medium or smaller opponent, it can automatically make a grapple check with its tendril attack at its full bonus (even if it has already taken a full-round action). Tremorsense: A Vesuvague automatically senses the location of anything that is in contact with the ground and within 100 squares (no Perception check required).
Note: I have changed two things from its original stats. It was originally a Predator 2 (rather than Beast 3) and I've lowered its Dexterity score by 8 points - a rooted to the spot tree shouldn't have a Dexterity of 21!!!
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2 years ago ::
Nov 22, 2010 - 4:43AM
#204
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Ithorian Dragon CL 8Huge Beast 9 Init +5; Senses Darkvision, Scent; Perception +10 -------------------------------------------------------------------------------------------------- Defences Ref 18 (Flat-footed 17), Fort 17, Will 11; +9 Natural Armour hp 103; DR 5; Threshold 27 -------------------------------------------------------------------------------------------------- Speed 10 squares Melee Bite +15* (2d6+17 plus poison) and Melee 2 Claws +15* each (1d8+17) Fighting Space 3x3; Reach 2 squares Base Atk +6; Grp +27 Atk Options Power Attack -------------------------------------------------------------------------------------------------- Abilities Str 32, Dex 13, Con 24, Int 2, Wis 13, Cha 12Special Qualities Darkvision, Leathery Scales, Poison, Scent Feats Power Attack, Skill Training (Perception), Skill Training (Stealth), Skill Training (Survival) Skills Climb +20, Perception +10, Stealth +0, Survival +10 -------------------------------------------------------------------------------------------------- Poison: If an Ithorian Dragon deals damage to a living target with its Bite attack, the target is also poisoned. If the poison succeeds on an attack roll (1d20+10) against the targets Fortitude Defence, the target moves -1 step along the condition track. A target moved to the bottom of the condition track by the poison is immobilised but not unconscious. The poison attacks each round until cured with a successful DC 20 Treat Injury check. Leathery Scales: When taking damage that exceeds its damage threshold, the Ithorian Dragon takes half damage instead, although it still moves -1 step (or more) along the condition track. Scent: The Ithorian Dragon ignores concealment and cover when making Perception checks to notice opponents within 10 squares, and takes no penalty from poor visibility when tracking (see the Survival skill on page 73 of the Saga Edition Core Rulebook). * Includes 2 points of Power Attack.Note: Feel free to remove the Leathery Scales SQ if you feel it to be overpowered - I only added it for fluff reasons anyway.
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2 years ago ::
Nov 22, 2010 - 4:49AM
#205
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Would someone like to try making a stat-block for a boneworm, I can't figure that one out.
If you have the RCR book Ultimate Adversaries - you can find the old stats for a boneworm that could help you out.
I may get time to have a go at rebuilding them, but I'm not at all certain as to when... 
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2 years ago ::
Nov 22, 2010 - 9:28AM
#206
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Date Joined:
Mar 12, 2008
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Would someone like to try making a stat-block for a boneworm, I can't figure that one out.
If you have the RCR book Ultimate Adversaries - you can find the old stats for a boneworm that could help you out.
I may get time to have a go at rebuilding them, but I'm not at all certain as to when... 
If you get me the RCR stats, I will convert them to Saga.
WINNER OF YOU BUILD THE CHARACTER #6 - Qui-Gon Jinn"For 300 years we prepared, we grew stronger. While you rested in your cradle of power." -Lord Malgus, The Old Republic Trailer"Am I the only one that saw the film and thought Obi-Wan was expressing an opinion of moral superiority/ideological victory with his statement? Y'know, instead of stating to the highly experienced combatant in front of him the obvious fact that he stood a few meters below him on the vertical axis?" - d20 Radio regarding Obi-Wan's comment to Anakin "It's over Anakin. I have the high ground."
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2 years ago ::
Nov 22, 2010 - 12:34PM
#207
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I appreciate the offer Hammersolo. 
Somehow, I did manage to find some statting time this evening so here you are Prom - a Boneworm rebuilt from its RCR stats:
 Boneworm CL 1Tiny Beast 2 Init +3; Senses Tremorsense; Perception -1 -------------------------------------------------------------------------------------------------- Defences Ref 16 (Flat-footed 14), Fort 10, Will 8; +2 Natural Armour hp 9; Threshold 10 -------------------------------------------------------------------------------------------------- Speed 4 squares, 4 squares (burrow) Melee Bite +8 (1d3+3, Penetrating 5) Fighting Space 1 square; Reach 0 squares Base Atk +1; Grp -7 Atk Options Penetrating Attack (Bite), Weapon Finesse -------------------------------------------------------------------------------------------------- Abilities Str 5, Dex 15, Con 10, Int 1, Wis 7, Cha 1Special Qualities Nematodal Strike, Penetrating Attack (Bite), Tremorsense Feats Weapon Finesse Skills Stealth +18 -------------------------------------------------------------------------------------------------- Nematodal Strike: Boneworms gain a +5 bonus to both Melee attack and damage rolls with its Bite attack. Penetrating Attack (Bite): Whenever a Boneworm makes a successful Bite attack against a target, it treats the target's damage reduction as if it were 5 points lower when determining the result of the attack. Tremorsense: A Boneworm automatically senses the location of anything that is in contact with the ground and within 12 squares (no Perception check required).
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2 years ago ::
Nov 23, 2010 - 8:19PM
#208
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Date Joined:
Jan 11, 2007
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Would someone like to try making a stat-block for a boneworm, I can't figure that one out.
If you have the RCR book Ultimate Adversaries - you can find the old stats for a boneworm that could help you out.
I may get time to have a go at rebuilding them, but I'm not at all certain as to when... 
I don't have any of the old RCR books so I'm mostly guessing from what Wookiepedia has and from the picture. Thanks for doing the boneworm.
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2 years ago ::
Nov 25, 2010 - 8:32PM
#209
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Date Joined:
Jan 11, 2007
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Does anyone know what size the Zillo beast should be?
I'm guessing between colossal and gargantuan.
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2 years ago ::
Nov 25, 2010 - 8:44PM
#210
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Date Joined:
Nov 29, 2008
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Does anyone know what size the Zillo beast should be?
I'm guessing between colossal and gargantuan.
Mine (page 10) is Colossal.
AMS-51 "Dendrite" Connection lost...searching...
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