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Star Wars® The Praxeum The University of Sanbra's Guide to Xenobiology
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3 years ago  ::  Apr 12, 2010 - 1:27PM #181
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
I don't have a problem with it, though it isn't my pdf - I doubt sir_kamal would mind either though.
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3 years ago  ::  Apr 12, 2010 - 5:58PM #182
sir_kamal
Date Joined: Jun 5, 2009
Posts: 169
I am ok with you using it. All that I ask is that you PM me a link so I can see what else you have collected. (I like to pulling form the great source that are on these forums as well.)

Kamal
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3 years ago  ::  Apr 13, 2010 - 11:55PM #183
Prom
Date Joined: Jan 11, 2007
Posts: 2,125
That's cool, thanks guys. sir_kamal it will be attached to a blog on my web page.

Prom
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3 years ago  ::  Jun 27, 2010 - 9:04AM #184
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Just a couple of very quick additions to this thread (at request ), first up is a 'template' that quite commonly turned up in the OCR/RCR:

Maddened Beast (Template)
   Maddened beasts are rarities in the galaxy, mainly because sentients have to destroy them whenever they are encountered for the safety of society.
   Maddened beasts are creatures that have usually undergone some form of trauma, causing their minds to snap. The resultant creature attacks without thought of self-preservation and will never stop fighting until either they or their opponents are dead. They literally become engines of destruction.
   While it is unusual, the same process may occur in (semi-) sentient creatures with the same results.

Modifications
   To create a maddened beast, make the following changes to an existing creature (referred to as the base creature).
   Challenge Level: Increase the base creature’s CL by 2.
   Defences: The base creature gains a +5 Rage bonus to its Will Defence.
   Hit Points: Increase the base creature’s hit points by 50%.
   Attacks: The base creature gains a +2 Rage bonus to all their melee attacks.
   Skills: The base creature may reroll all Initiative checks, keeping the better result.

Second is a beast I've rewritten for my conversion of the RCR mini-adventure The Wellspring I've recently converted to SE [(SE) The Wellspring v1.00]:

Brachian Beastlord CL 13
Medium Maddened Beast 12
Init +10 (may reroll, keeping the better result); Senses: Low-light Vision, Scent; Perception +13
------------------------------------------------------------------------------------------------------------
Defences Ref 19 (Natural Armour +5, Flat-footed 15), Fort 16, Will 17
HP 189; Threshold 16
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee 4 Slams +20 each (1d4+15) and
   Bite +20 (1d6+15 plus poison)
Base Atk +9; Grp +18
Atk Options: Crush, Pin, Power Attack
Special Actions Poison
------------------------------------------------------------------------------------------------------------
Abilities Str 28, Dex 18, Con 22, Int 6, Wis 15, Cha 13
Special Qualities: Constrict, Low-light Vision, Poison, Scent
Feats: Crush, Pin, Power Attack, Skill Training (Stealth), Weapon Proficiency (Simple Weapons)
Skills: Perception +13, Stealth 15, Survival +8
------------------------------------------------------------------------------------------------------------
Constrict: A beastlord that succeeds in grappling an opponent can use the Crush and Pin feats as normal. When crushing, however, a beastlord deals 2d6+15 points of damage.
Poison: If a beastlord deals damage to a living target with its Bite attack, the target is also poisoned. If the poison succeeds on an attack roll (1d20+12) against the targets Fortitude Defence, the target takes 2d8+1 points of damage and moves -1 step along the condition track. If the attack fails, the target takes half damage and doesn't move along the condition track. Beastlord toxin attacks every hour until cured with a DC 24 Treat Injury check.
Scent: Beastlords ignore concealment and cover when making Perception checks within 10 squares, and they take no penalty from poor visibility when tracking (see Survival skill SECR, page 73).

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3 years ago  ::  Jun 27, 2010 - 10:26AM #185
Dendrite
Date Joined: Nov 29, 2008
Posts: 2,641
Well, here goes nothing...(not even sure if 'colossal' is big enough)

Zillo Beast    CL 20




Colossal beast 20
Init +11; Senses Perception +17
Defenses Ref 21 (flat-footed 20), Fort 30, Will 12
hp 512 Threshold 85 DR 20




Speed  10 squares
Melee bite +36 (4d6+21) or
Melee bite +36 (5d6+21) with Mighty Swing or
Melee claw +36 (3d6+21) or
Melee claw +36 (4d6+21) with Mighty Swing or
Melee slam +36 (3d6+21) or
Melee slam +36 (4d6+21) with Mighty Swing
Ranged  by weapon +16
Fighting Space 9x9; Reach 4 squares
Base Atk +15; Grp +56
Atk Options Bantha Rush, devour, Mighty Swing, Power Attack, rend




Abilities Str 52, Dex 12, Con 51, Int 16, Wis 14, Cha 11
Feats Bantha Rush, Cornered, Dreadful Rage, Improved Damage Threshold, Mighty Swing, Power Attack, Toughness
Skills Climb +36, Jump +36, Perception +17, Survival +17




Desert- May reroll Survival checks to endure extreme heat, keeping the better result
Devour- If successful against a smaller creature with a bite attack, automatically make a grapple check with bite at full bonus to devour the target, dealing 1d8+22 damage each round, or 1d6 acid damage after the target reaches 0 hit points
Rend- If successful with both claw attacks in one turn, can rend opponent for additional damage (2 extra dice)
Rage- Upon taking damage greater than Will Defense, gains +2 to melee attack and damage rolls for 5 + Constitution modifier rounds
Lightsaber Resistant Plating - Lightsabers do not ignore Damage Reduction
ZilloBeast-TZB.jpg

AMS-51 "Dendrite"
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3 years ago  ::  Jun 27, 2010 - 1:35PM #186
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Very nice (and while Colossal may not be big enough, a mention in the JATM suggests that you can't go above that size classification)!

One addition I might suggest is adding Damage Reduction that retains its effectiveness against lightsabres, given the beasts traits in the episodes of The Clone Wars it turned up in.
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3 years ago  ::  Jun 27, 2010 - 6:07PM #187
Dendrite
Date Joined: Nov 29, 2008
Posts: 2,641

I was thinking about that...how much DR do you think would be appropriate?

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3 years ago  ::  Jun 28, 2010 - 1:23AM #188
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
I think DR 20 (though it would have to be noted that lightsabres do not ignore it) would be appropriate - Anakin gave, what felt like, a negligent attack against the Zillo beast (thus he did not put his full strength behind it) - so call it 2d8+Str mod. DR 20 would negate, if not all the damage, the vast majority of it.

Also, the Zillo beast appeared to be impervious to all but heavy weapons.


My instinct would be DR 20 (or higher, but not much more than 30).
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3 years ago  ::  Jun 28, 2010 - 7:44AM #189
Dendrite
Date Joined: Nov 29, 2008
Posts: 2,641
Thanks...lemmie add that in...
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3 years ago  ::  Nov 08, 2010 - 8:25PM #190
Prom
Date Joined: Jan 11, 2007
Posts: 2,125
Time to bump this thread so I can find it quickly. So many creatures yet to me added.
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