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Lestroisrois
2011-06-19, 05:18 PM
Recently, I started replaying the "Jak and Daxter" games, and when I saw the many types of Metal Heads, I thought they'd be good in a D&D setting. So, I decided to stat them out. I have a lot of stuff to post, so until I give the "all clear to post" post, please don't.


Contents:


Metal Head basic info
Hora-Quan Stats: Lesser
Hora-Quan Stats: Nobles
Hora-Quan Stats: Tank-folk[Name in Progress]
Gear, Weapons, etc.

So...

Species Basic Info: Hora-Quan (a.k.a. "Metal Heads")
These things came out of nowhere! There were a bunch of them, and each one had some weird kind of crossbow that shot ammo from nowhere! How do you fight that?
-Lidda, Halfling rogue, on her first encounter with the Hora-Quan

The Hora-Quan, more commonly known as "Metal Heads," are an ancient race of reptilian/insectoid warriors who's physiology is so diverse that they fit any combat situation, ranging from forms similar to squids to massive tyrannosaurs. Though extremely diverse, all Hora-Quan have certain definite traits that are the same for all of them.
Their biology is a combination of reptilian and insectoid characteristics. Their sizes vary, with the largest being a 60 foot centipede.
Because of their variance, the only definite traits are 2 or 4 glowing yellow eyes, their Fused Armor, and a "Skull Gem" in their forehead or, rarely, their chest.
Hora-Quan reproduce by laying eggs, which are gray in color with a large yellow spot in their center, which presumably develops into a skull gem. The eggs possess webbing to cling to the walls of the Hora-Quan nest.
Hora-Quan seem to not possess a written language but have been seen with the ability to at least understand Common. It is believed by scholars that the Hora-Quan can understand Common but that almost all breeds lack the vocal capabilities to speak it. Others believe that they can speak Common but choose not to [The DM may decide which is the case in their game setting]. Hora-Quan are, however, sent into battle with leaders and their language (is believed to) consist[s] of a series of shrieks and screams. Hora-Quan also have the ability to communicate with each other telepathically through their Skull Gems.

Combat:
Hora-Quan are known to attack in force, and a large portion of their race are mainly long-range fighters. When preparing to strike a large town, they send out scouts to discover the best location to attack from.
Outsider Traits: Hora-Quan have Low-Light Vision and Darkvision (60-foot range) Unlike most Outsiders, the home plane of the Hora-Quan is so similar to the material plane that their soul and body aren't one unit. This means that Hora-Quan can be raised or resurrected normally, as long as the skull gem and fused armor haven't been removed from the body. If either has been removed, it must first be reclaimed and placed next to the body of the Hora-Quan.
Weapon Familiarity: All Hora-Quan are proficient with all types of "Hora-Quan" weapons, but won't use the weapon of another Hora-Quan without its permission. [See "Social Laws"]
Skull Gem: All Hora-Quan are born with a Skull Gem in their forehead or, rarely, in their chest. Any creature with a Skull Gem in their body may use Telepathy with any other creature with a Skull Gem in their body, out to a range of 100ft.
Fused Armor: Though it is unknown if they are born with it or if it is added after hatching [once again, DM decides] , but all Hora-Quan have special armor that is fused to their skin. The armor is made of a special metal that is very similar to force. Because of this, the fused armor is considered natural armor and also is not ignored by creatures of the incorporeal subtype. A Hora-Quan's armor, if removed from its corpse, can be used to make armor of the same type that fused armor is similar to for a creature of the same size or smaller. Any creature wearing fused armor that isn't a Hora-Quan is treated with an attitude of hostile by all Hora-Quans encountered.
Social Laws: All Hora-Quan are raised within certain laws that have been bred into there society so deep, they follow them from hatch. First, all Hora-Quan must follow the instructions of any of higher rank in the evolutionary hierarchy. Second, except under rare situations such as tretchory, no Hora-Quan is allowed to harm another Hora-Quan. Lastly, if ever a Hara-Quan spots a non-Hora-Quan wearing fused armor or wielding a skull gem, they must reclaim it or mark the person so that the items will be reclaimed. If any other creature assists in the reclaim, they are to be rewarded with a "Hora-Quan" weapon, or be brought before a hierarchical leader so that the leader can reward them.
Ferocity: A Hora-Quan remains conscious and can continue fighting even if its hit point total is below 0. The Hora-Quan is still staggered and loses 1 hit point each round. A Hora-Quan still dies when its hit point total is -10 or below.

Hora-Quan Society:
Little is known about Hora-Quan social structure. They have never been seen attacking each other, and don't seem to differentiate one member of their species from another.
Hora-Quan also seem to show little to no interest in the indigenous fauna of other planes if they are around and often seen attacking those who venture out of a city's walls. Whether the Hora-Quan don't see them as a threat or not is unknown.
Hora-Quan are united under the rule of the strongest members, and no member of lower strength would dare to disobey a superior.

Hora-Quan Characters:
Each Breed has its own favored class, which I will list after each breed. :smallbiggrin:


Again, hold off on posting until I make my "You can post now" post.

Lestroisrois
2011-06-19, 09:24 PM
Hora-Quan Bat

http://images.wikia.com/jakanddaxter/images/0/09/MH_Bat.JPG
They dropped from the ceiling and swarmed around us. If Soveliss wasn't such a good shot, we'd of been toast.
-Gimble, Gnome Bard, concerning his party's first encounter with the "Bats."

CR 1
TN Small Outsider(Native)
HP: 6 (1d8+4)
Init +2
Speed: 5ft, Fly 40ft (Good)
Armor Class: 17=10+1(size)+2(DEX)+4(Natural), Touch: 17, Flat-Footed: 15
B.A.B: +1, Grapple: -3
Melee: Bite +4 (1d4-1)
Ranged: Ether Tail Shot, Light +4 (1d3+2)
Special Qualities: Blindsense 30ft, Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+6, Ref:+4, Will:+4
Abilities: STR 8, DEX 15, CON 18, INT 10, WIS 14, CHA 6
Skills: Fly:+16, Hide:+13, Listen:+15, Move Silently:+13, Spot:+15
Racial Bonus: Listen+4, Spot+4
Feats: Weapon Finesse
Treasure: Standard+(Fused Chain Shirt, Skull Gem, Light Ether Tail Shot)

Hora-Quan Gecko

http://images.wikia.com/jakanddaxter/images/d/d6/MH_Gecko.jpg
Suddenly, these weird bolts came from high on the cliff. I thought it was bandits after our caravan, but Lidda disagreed...Then we saw them, spitting bolts at us...literally...
-Hennet, Human Sorcerer, on his party's first encounter with the Gecko's

CR 2
TN Medium Outsider(Native)
HP: 12 (2d8+8)
Init +2
Speed: 30ft, Climb 30ft
Armor Class: 16=10+2(DEX)+3(Natural), Touch: 16, Flat-Footed: 14
B.A.B: +2, Grapple: +5
Ranged: Ether Mouth Shot, Light +4(+5 if within 30ft) (1d8+2(+3 if within 30ft))
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Padded), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+7, Ref:+5, Will:+4
Abilities: STR 17, DEX 15, CON 18, INT 10, WIS 12, CHA 4
Skills: Climb:+19, Hide:+18, Listen:+9, Move Silently:+14, Spot:+9
Racial Bonus: Hide+4(+8 if stationary), Move Silently+4, Climb+8(can always take 10)
Feats: Point-Blank Shot
Treasure: Standard+(Fused Padded, Skull Gem, Light Ether Mouth Shot)

Hora-Quan Hopper

http://images.wikia.com/jakanddaxter/images/6/60/MH_Hopper.png
I thought it was really cute, until a bunch more showed up, and tried to eat Krusk...
-Tordek, Dwarf Fighter, on his first encounter with Hoppers

CR 1/2
TN Tiny Outsider(Native, Aquatic)
HP: 8 (1d8+4)
Init +2
Speed: 10ft, Swim 20ft
Armor Class: 15=10+2(DEX)+1(Natural)+2(Size), Touch: 15, Flat-Footed: 13
B.A.B: +1, Grapple: -11
Melee: Claw+5 (1d2-4)
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Padded), Social Laws, Amphibious, Weapon Familiarity(Hora-Quan)
Saves: Fort:+6, Ref:+4, Will:+1
Abilities: STR 2, DEX 15, CON 18, INT 10, WIS 9, CHA 10
Skills: Jump:+14, Hide:+12, Move Silently:+12, Swim:+14
Racial Bonus: Jump+8, Hide+4, Move Silently+4, Use DEX for Swim
Feats: Weapon Finesse
Treasure: Standard+(Fused Padded, Skull Gem)

Hora-Quan Metal Jacket

http://images.wikia.com/jakanddaxter/images/b/bb/MH_Metal_Jacket.png
The stupid cowards hovered over the gorge, shooting from afar. We would have been killed if Mialee and I weren't able to take the fight to them.
-Hao, Neraphim Fighter, about the Metal Jackets

CR 3
TN Medium Outsider(Native)
HP: 18 (3d8+12)
Init +3
Speed: 5ft, Fly 80ft(Perfect)
Armor Class: 17=10+3(DEX)+4(Natural), Touch: 17, Flat-Footed: 14
B.A.B: +3, Grapple: +3
Ranged: Ether Tail Shot, Medium +6(+7 if within 30ft) (1d8+6(+7 if within 30ft))
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+10, Ref:+9, Will:+7
Abilities: STR 11, DEX 17, CON 18, INT 10, WIS 12, CHA 9
Skills: Fly:+27, Listen:+13, Spot:+17, Survival:+17
Racial Bonus: Fly+4, Spot+4, Survival+4
Feats:Point-Blank Shot, Precise Shot
Treasure: Standard+(Fused Chain Shirt, Skull Gem, Medium Ether Tail Shot)

Hora-Quan Manta

http://images.wikia.com/jakanddaxter/images/4/4d/MH_Manta.png
I was walking along when suddenly, I fell on my butt. I thought I'd slipped; I was wrong...
-Redgar, Human Fighter, retelling about his tripping over an invisible Manta

CR 3
TN Small Outsider(Native)
HP: 6 (1d8+4)
Init +2
Speed: 5ft, Fly 40ft (Good)
Armor Class: 17=10+1(size)+2(DEX)+4(Natural), Touch: 17, Flat-Footed: 15
B.A.B: +1, Grapple: -3
Melee: Slam +4 (1d3-1)
Special Qualities: Blindsense 30ft, Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Invisibility(only when not in motion for more than 10 rounds), Weapon Familiarity(Hora-Quan)
Saves: Fort:+6, Ref:+4, Will:+4
Abilities: STR 8, DEX 15, CON 18, INT 10, WIS 14, CHA 6
Skills: Fly:+16, Hide:+13, Listen:+15, Move Silently:+13, Spot:+15
Racial Bonus: Listen+4, Spot+4
Feats: Weapon Finesse
Treasure: Standard+(Fused Chain Shirt, Skull Gem)

Hora-Quan Needle Fish

http://images.wikia.com/jakanddaxter/images/3/32/MH_Needle_Fish.jpg
It just swam up to me and exploded! What kind of attack is that?
-Mialee, Elf Wizard, after walking into a Needle Fish

CR 1/2
TN Small Outsider(Native, Aquatic)
HP: 6 (1d8+4)
Init +2
Speed: Swim 30ft
Armor Class: 13=10+1(size)+2(DEX), Touch: 13, Flat-Footed: 11
B.A.B: +1, Grapple: -3
Melee: Sting -1 (1d3-1)
Special Attacks: Death Throes(DC 15 Reflex save for 2d6 Piercing Damage, Radius 10ft), Self-destruct (can be activated after successful attack)
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+6, Ref:+4, Will:+4
Abilities: STR 8, DEX 15, CON 18, INT 10, WIS 14, CHA 6
Skills: Hide:+13, Listen:+15, Move Silently:+13, Spot:+15, Swim:+14
Racial Bonus: Listen+4, Spot+4, Swim+8, Use DEX for Swim
Feats: Ability Focus (Death Throes)
Treasure: Standard+(Fused Chain Shirt, Skull Gem, Light Ether Tail Shot)

Hora-Quan Ginsu

http://images.wikia.com/jakanddaxter/images/c/c7/MH_Ginsu.png
What kind of monstrosity is this?
-Ember, Human Monk, upon first sight of a Ginsu

CR 1
TN Tiny Outsider(Native)
HP: 8 (1d8+4)
Init +2
Speed: 20ft
Armor Class: 18=10+2(DEX)+4(Natural)+2(Size), Touch: 15, Flat-Footed: 13
B.A.B: +1, Grapple:--
Melee: Fused Hora-Quan Chakram+5 (1d3+2)
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Spiked Chain Shirt), Social Laws, Limbless, Fused Hora-Quan Chakram, Weapon Familiarity(Hora-Quan)
Saves: Fort:+6, Ref:+4, Will:+1
Abilities: STR--, DEX 15, CON 18, INT 10, WIS 9, CHA 10
Skills: Jump:+14, Hide:+10, Move Silently:+10
Racial Bonus: Jump+8
Feats: Weapon Finesse
Treasure: Standard+(Fused Spiked Chain Shirt, Skull Gem, Hora-Quan Chakram)

Limbless: A Ginsu doesn't have any arms or legs, thus it doesn't have a STR score. For any STR related checks, a Ginsu uses its DEX instead.
Fused Hora-Quan Chakram: A Ginsu has a Hora-Quan Chakram fused to its body around its waist. This chakram is constantly spinning and acts as a defense ring, which automatically inflicts damage to any opponent who makes an unarmed attack or an attack with a natural melee weapon, no save.

Hora-Quan Stinger

http://images.wikia.com/jakanddaxter/images/e/e9/MH_Stinger.png
Crap...
Unknown adventurer, attacked by Stingers

CR 2
TN Small Outsider(Native, Earth)
HP: 8 (1d8+4)
Init +2
Speed: 30ft, burrow 20ft
Armor Class: 19=10+2(DEX)+6(Natural)+1(Size), Touch: 19, Flat-Footed: 17
B.A.B: +1, Grapple: -3
Melee: Sting +4 (1d4-1)
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Banded Mail), Social Laws, Tremorsense 60ft, Weapon Familiarity(Hora-Quan)
Saves: Fort:+6, Ref:+4, Will:+1
Abilities: STR 9, DEX 15, CON 18, INT 10, WIS 10, CHA 4
Skills: Climb:+9, Jump:+7, Hide:+10, Move Silently:+7, Spot:+10
Racial Bonus: Climb+4, Hide+4, Spot+4
Feats: Weapon Finesse
Treasure: Standard+(Fused Banded Mail, Skull Gem)

Next up: Hora-Quan Stats: Nobles
Again, please don't post until I give the "ok" post. Thank you for your patience.

Lestroisrois
2011-06-20, 01:30 PM
Hora-Quan Scout[Work in Progress]
I'm almost done with my stats for it, but I need a picture of it before I post so as to double check. If someone could get me one, it would be a BIG Help. Thanks.

[almost one year later...]Finally Found an image, but forgot my stats...oops...

[half a year after thet...]Finally remembered my stats block for this guy, and will post them after one last look over...
http://images3.wikia.nocookie.net/__cb20120222225256/jakanddaxter/images/7/7b/MH_Scout.jpg


Hora-Quan Centurian (Stalker)

http://images.wikia.com/jakanddaxter/images/4/44/MH_Stalker.png
"Trying to pass a Stalker in an enclosed space is like trying to walk through the Tarrasque's mouth.
"With one difference, Stalkers are more common."
-Krusk and Mialee, talking about Centurians

CR 1
TN Medium Outsider(Native) Ranger 1
HP: 9 (1d8+4+1)
Init +3
Speed: 30ft
Armor Class: 22=10+3(DEX)+5(Natural)+4(Sheild), Touch: 18, Flat-Footed: 19
B.A.B:+1, Grapple:+2
Ranged:Hora-Quan Ether Shot, Heavy +4(+5 if within 30ft) (1d10+3(+4 if within 30ft))
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Breastplate), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+6, Ref:+5, Will:+2
Abilities: STR 13, DEX 17, CON 18, INT 12, WIS 14, CHA 11
Skills: Balance:+9, Climb:+7, Intimidate:+4, Spot:+10, Listen:+10, Survival:+6, Move Silently:+7, Hide:+7
Racial Bonus: Balance+2, Climb+2, Spot+4, Listen+4, Move Silently+2, Hide+2
Feats: Point-Blank Shot, Precise Shot
Treasure: Standard+(Fused Breastplate, Skull Gem, Hora-Quan Heavy Ether Shot, Hora-Quan Energy Tower Sheild)
Favored Class: Ranger

Centurian Characters:
Ability Modifiers: +4CON, -2CHA
Hora-Quan Traits
Bonus Feet: Point-Blank Shot
[to be expanded later]
LA:+1

Centurians are more commonly reffered to by commoners as Stalkers.

Hora-Quan Grunt

http://images.wikia.com/jakanddaxter/images/0/0c/MH_Grunt.png

CR 1
LN Medium Outsider(Native) Monk 1
HP: 10 (1d8+4+1+3)
Init +3
Speed: 30ft
Armor Class: 18=10+3(DEX)+5(Natural), Touch: 18, Flat-Footed: 15
B.A.B:+0, Grapple:+1
Melee: Unarmed +3(1d6+1)
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Breastplate), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+6, Ref:+5, Will:+4
Abilities: STR 13, DEX 17, CON 18, INT 12, WIS 14, CHA 11
Skills: Balance:+7, Climb:+5, Intimidate:+4, Spot:+10, Listen:+10, Survival:+6, Move Silently:+7, Hide:+7
Racial Bonus: Spot+4, Listen+4, Move Silently+2, Hide+2
Feats: Weapon Finesse, Combat Reflexes, Improved Unarmed Strike, Stunning Fist, Toughness
Treasure: Standard+(Fused Breastplate, Skull Gem)
Favored Class: Any [The one I statted has Favored Class: Monk]

Grunt Characters:
Ability Modifiers: +4CON, -2CHA
Hora-Quan Traits
Bonus Feat: Toughness
[to be expanded later]
LA:+1

Hora-Quan Sling Blaster

http://images.wikia.com/jakanddaxter/images/3/33/MH_Sling_Blaster.png

CR 5
TN Medium Outsider(Native) Cleric 3
HP: 28 (3d8+12+3)
Init +3
Speed: 30ft
Armor Class: 17=10+3(DEX)+4(Natural), Touch: 17, Flat-Footed: 14
B.A.B:+2, Grapple:+3
Ranged:Hora-Quan Ether Sling Spear +4(+5 if within 30ft) (1d10+3(+4 if within 30ft))
Special Attacks: Channel Positive Energy 2d6 3/day
Spells Prepared:(CL 3rd)[to be decided later]
2nd(2+1)--
1st(3+1)--
0(4)--
Domains: Force, Phantasm
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Quickness(ex), Weapon Familiarity(Hora-Quan)
Saves: Fort:+7, Ref:+4, Will:+5
Abilities: STR 13, DEX 17, CON 18, INT 12, WIS 16, CHA 11
Skills: Balance:+7, Climb:+7, Spot:+9(Cross Class), Listen:+9, Survival:+5, Move Silently:+7, Hide:+7, Spellcraft:+6
Racial Bonus: Balance+2, Climb+2, Spot+6, Listen+4, Move Silently+2, Hide+2
Feats: Point-Blank Shot, Precise Shot
Treasure: Standard+(Fused Chain Shirt, Skull Gem, Hora-Quan Ether Sling Spear)
Favored Class: Cleric

Sling Blaster Characters:
Ability Modifiers: +4CON, -2CHA
Hora-Quan Traits
Bonus Feet: Point-Blank Shot
Quickness(ex): A Sling Blaster is very quick at reacting. It can take an extra [trying to decide between a move or standard action] each turn.
[to be expanded later]
LA:+2

New Domain: Phantasm
Granted Power: Bedeviling Aura (Su): you can emit a 30-foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be flanked. This is a mind-affecting effect. You can use this ability 1/day per every 4 levels of Cleric you possess, min. 1/day.
Domain Spells: [Work in Progress; if you have a better idea for a spell, post it]
1-
2-
3-Ice Lance
4-Sensory Deprivation
5-Phantasmal Thief or Nightstalker's Transformation
6-Panacea
7-Ice Claw
8-
9-Shadow Landscape

Hora-Quan Mantis

http://images.wikia.com/jakanddaxter/images/7/74/MH_Metal_Mantis.png
STOP JUMPING EVERYWHERE!!!!!
-Krusk, Half-Orc Barbarian, Annoyed by a group of Hora-Quan Mantises

CR 3
LN Medium Outsider(Native, Earth) Fighter 2
HP: 14 (2d8+8)
Init +8
Speed: 40ft, Burrow 20ft
Armor Class: 20=10+4(DEX)+5(Natural)+1(Shield), Touch: 19, Flat-Footed: 16
B.A.B:+2, Grapple:+2
Melee: Hora-Quan Armblade
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Breastplate), Social Laws, Tremorsense 60ft, Weapon Familiarity(Hora-Quan)
Saves: Fort:+7, Ref:+4, Will:+2
Abilities: STR 11, DEX 18, CON 18, INT 12, WIS 14, CHA 11
Skills: Jump:+14, Balance:+8, Spot:+5, Listen:+5, Survival:+3, Move Silently:+7, Hide:+7
Racial Bonus: Jump+8, Spot+2, Listen+2, Move Silently+2, Hide+2
Feats: Weapon Finesse, Improved Initiative, Lunge
Treasure: Standard+(Fused Breastplate, Skull Gem, Hora-Quan Armblade Shields)
Favored Class:

Mantis Characters:
Ability Modifiers: -2STR, +2DEX, +4CON, -2CHA
Hora-Quan Traits
Bonus Feat: Lunge
[to be expanded later]
LA:+1

Hora-Quan Hosehead

http://images.wikia.com/jakanddaxter/images/7/71/MH_Hosehead.png
[I]I HATE these things...
-Lidda, in an encounter with Hoseheads

CR 3
TN Medium Outsider(Native)
HP: 12 (2d8+8)
Init +2
Speed: 30ft, Climb 30ft
Armor Class: 16=10+2(DEX)+3(Natural), Touch: 16, Flat-Footed: 14
B.A.B: +2, Grapple: +5
Melee: Claw +5(1d4+3)
Ranged: Ether Mouth Shot, Heavy +4(+5 if within 30ft) (1d10+2(+3 if within 30ft))
Special Attacks: Continual Fire
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Padded), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+7, Ref:+5, Will:+4
Abilities: STR 17, DEX 15, CON 18, INT 10, WIS 12, CHA 4
Skills: Climb:+19, Hide:+18, Listen:+9, Move Silently:+14, Spot:+9
Racial Bonus: Hide+4, Move Silently+4, Climb+8(can always take 10, can climb on ceilings)
Feats: Point-Blank Shot
Treasure: Standard+(Fused Padded, Skull Gem, Heavy Ether Mouth Shot)

Continual Fire: A Hosehead can fire a special "beam" that covers a line up to 60ft from the Hosehead. Any who pass within range of the "beam" must make a DC 15 reflex save to jump over or roll under the "beam" or take damage (same as regular attack damage).

Hora-Quan Juice Goon

http://images.wikia.com/jakanddaxter/images/a/a9/MH_Juice_Goon.png
Just because its Really REALLY Fat, doesn't mean its easy to beat; especially since it's never alone...
-Gimble, telling the tale of his encounter with Juice Goons

CR 3
TN Large Outsider(Native) Hexblade 1
HP: 16 (1d10+4+1+6)
Init +3
Speed: 20ft
Armor Class: 18=10+3(DEX)+5(Natural), Touch: 18, Flat-Footed: 15
B.A.B:+2, Grapple:+9
Melee: Hora-Quan Juice Staff, Staff End +3(1d6+3), Hora-Quan Juice Staff, Juice End +3(1d8+3 Elec)
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+4, Ref:+2, Will:+4
Abilities: STR 15, DEX 15, CON 18, INT 12, WIS 14, CHA 11
Skills: Intimidate:+2, Spot:+7(Cross Class), Listen:+7(Cross Class), Survival:+3(Cross Class), Move Silently:+5(Cross Class), Hide:+5(Cross Class)
Racial Bonus: Spot+4, Listen+4, Move Silently+2, Hide+2
Feats: Toughness, Thick Fat
Treasure: Standard+(Fused Chain Shirt, Skull Gem, Hora-Quan Juice Staff)
Favored Class: Hexblade [for now...]

Juice Goon Characters:
Ability Modifiers: +4CON, -2CHA
Large Size: -1 to AC/BAB, +4 to Grapple, +4 STR -2DEX, etc.
Hora-Quan Traits
Bonus Feat: Thick Fat
[to be expanded later]
LA:+2

New Feat: Thick Fat:
Prerequisite: Large Size
Effect: You gain +3 hit points. Also, you gain +1 Natural Armor depending on your Size: Large:+1, Huge:+2, Gargantuan:+5, Colossal:+10

Hora-Quan Rapid Gunner

http://images.wikia.com/jakanddaxter/images/2/2d/MH_Rapid_Gunner.png
Lucky Lidda only survived because of her fast reflexes. Anybody else would've been pinned to the wall by their arms and legs.
-Mialee, Elf Wizard, about her party's first encounter with a Rapid Gunner.

CR 5
TN Medium Outsider(Native) Ranger 3
HP: 22 (3d8+12+3+3)
Init +3
Speed: 30ft
Armor Class: 17=10+3(DEX)+4(Natural), Touch: 17, Flat-Footed: 14
B.A.B:+3, Grapple:+4
Ranged:Hora-Quan Ether Shot, Heavy +4(+5 if within 30ft) (1d10+3(+4 if within 30ft))
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+7, Ref:+6, Will:+3
Abilities: STR 13, DEX 17, CON 18, INT 12, WIS 14, CHA 11
Skills: Intimidate:+7, Spot:+13, Listen:+13, Survival:+9, Move Silently:+13, Hide:+13
Racial Bonus: Spot+4, Listen+4, Move Silently+2, Hide+2
Feats: Point-Blank Shot, Precise Shot, Rapid Shot, Endurance, Toughness
Treasure: Standard+(Fused Chain Shirt, Skull Gem, Hora-Quan Heavy Ether Shot)
Favored Class: Ranger

Rapid Gunner Characters:
Ability Modifiers:+2DEX, +4CON, -2CHA
Hora-Quan Traits
Bonus Feet: Point-Blank Shot
[to be expanded later]
LA:+2

Hora-Quan Cloaker

http://images3.wikia.nocookie.net/__cb20120111191505/jakanddaxter/images/a/a0/MetalHead_Cloaker.png
What's worse than a Rapid Gunner? A Rapid Gunner with Cloaking technology
-Lidda, describing an encounter with a Cloaker.

CR 9
TN Medium Outsider(Native) Ranger 6
HP: 22 (6d8+24+3)
Init +3
Speed: 30ft
Armor Class: 17=10+3(DEX)+4(Natural), Touch: 17, Flat-Footed: 14
B.A.B:+3, Grapple:+4
Ranged:Hora-Quan Ether Shot, Heavy +4(+5 if within 30ft) (1d10+3(+4 if within 30ft))
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Weapon Familiarity(Hora-Quan), Greater Invisibility (at will)*
Saves: Fort:+9, Ref:+8, Will:+5
Abilities: STR 13, DEX 17, CON 18, INT 13, WIS 14, CHA 11
Skills: Intimidate:+12, Spot:+16, Listen:+16, Survival:+13, Move Silently:+16, Hide:+16
Racial Bonus: Spot+4, Listen+4, Move Silently+2, Hide+2
Feats: Point-Blank Shot, Precise Shot, Rapid Shot, Endurance, Dodge, Shot on the Run
Treasure: Standard+(Fused Chain Shirt, Skull Gem, Hora-Quan Heavy Ether Shot)
Favored Class: Ranger

*Note: A Cloaker's Greater Invisibility Ability only works when a Cloaker has more than half its hp.

Cloaker Characters:
Ability Modifiers:+2DEX, +4CON, -2CHA
Hora-Quan Traits
Greater Invisibiility (at will)*
Bonus Feet: Point-Blank Shot
[to be expanded later]
LA:+3

Hora-Quan Maniac Head

http://images2.wikia.nocookie.net/__cb20100619134730/jakanddaxter/images/a/a3/MH_Manic_head.png

CR 1
CN Medium Outsider(Native) Monk 1
HP: 8 (1d8+4+1+3)
Init +3
Speed: 30ft
Armor Class: 14=10+3(DEX)+1(Natural), Touch: 14, Flat-Footed: 11
B.A.B:+0, Grapple:+1
Melee: Claw +3(1d6+1)
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Padded), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+6, Ref:+5, Will:+4
Abilities: STR 13, DEX 17, CON 18, INT 10, WIS 14, CHA 11
Skills: Balance:+7, Climb:+5, Intimidate:+2, Spot:+8, Listen:+8, Survival:+4, Move Silently:+7, Hide:+7
Racial Bonus: Balance+2, Climb+2, Spot+4, Listen+4, Move Silently+2, Hide+2
Feats: Weapon Finesse, Combat Reflexes, Improved Unarmed Strike, Stunning Fist, Toughness
Treasure: Standard+(Fused Padded, Skull Gem)
Favored Class: Monk[Chaotic Varient]

Maniac Head Characters:
Ability Modifiers: +4CON, -2CHA
Hora-Quan Traits
Bonus Feat: Toughness
[to be expanded later]
LA:+1

Hora-Quan Wasp

http://images.wikia.com/jakanddaxter/images/5/56/MH_Wasp.png
The stupid things are almost as annoying as the Metal Jackets, because they use the EXACT SAME TACTICS!
-Hao, Neraphim Fighter, about the Hora-Quan Wasps

CR 2
TN Medium Outsider(Native)
HP: 18 (3d8+12)
Init +3
Speed: Fly 60ft(Perfect)
Armor Class: 17=10+3(DEX)+4(Natural), Touch: 17, Flat-Footed: 14
B.A.B: +3, Grapple: +3
Ranged: Ether Tail Shot, Medium +6(+7 if within 30ft) (1d8+6(+7 if within 30ft))
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Weapon Familiarity(Hora-Quan)
Saves: Fort:+10, Ref:+9, Will:+7
Abilities: STR 11, DEX 17, CON 18, INT 10, WIS 12, CHA 9
Skills: Fly:+27, Listen:+13, Spot:+17, Survival:+17
Racial Bonus: Fly+4, Spot+4, Survival+4
Feats:Point-Blank Shot, Precise Shot
Treasure: Standard+(Fused Chain Shirt, Skull Gem, Medium Ether Tail Shot)


A Note on Hora-Quan Characters:
If a Hora-Quan has Class Levels, its Fused Armor and weapons count as part of its bought equipment. Also, Hora-Quan Rangers often either give up their Animal Companion for the Distracting Attack ACF, and those who don't instead pick a Lesser Hora-Quan more often than not. [Will be expanded later]
Next up: Hora-Quan Stats: Tank-folk

Lestroisrois
2011-06-20, 01:33 PM
Hora-Quan Metal-Pede[Work in Progress]

http://images.wikia.com/jakanddaxter/images/f/fe/MH_Metal-Pede.png
Oh Crap...
RUN!!!!!!!!
-Krusk and Lidda, first responses to a Metal-Pede attack

CR 14
TN Gargantuan Outsider(Native, Earth)
HP: 96 (12d8+48)
Init +5
Speed: 30ft, Climb 30ft, Burrow 30ft
Armor Class: 21=10+5(DEX)+10(Natural)-4(Size), Touch: 21, Flat-Footed: 16
B.A.B: +12/+7/+2, Grapple: +19
Melee: Bite +15(2d8+7) or 1 Claw +15(2d6+7)
Full Attack: Bite +15(2d8+7) + 8 Claws +15(2d6+7)
Ranged: Ether Head Cannon, Heavy +(6d8+2)
Special Attacks: Crush, Dust Cloud(Can activate as part of a move action), Swallow Whole, Trample
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Full Plate), Social Laws, Tremorsense 100ft, Stability, Constrict
Saves: Fort:+15, Ref:+13, Will:+12
Abilities: STR 25, DEX 20, CON 23, INT 11, WIS 15, CHA 10
Skills: Climb:+39, Hide:+29, Jump:+31, Listen:+22, Move Silently:+29, Spot:+22
Racial Bonus: Jump+4, Hide+4, Move Silently+4, Climb+12(can always take 10, can climb on ceilings)
Feats: Crush, Dust Cloud, Multiattack, Improved Multiattack, Mighty Leaping
Treasure: Standard+(Fused Full Plate, Skull Gem, Heavy Ether Head Cannon)


Hora-Quan Ram Head

http://images.wikia.com/jakanddaxter/images/1/15/MH_Ram_Head.png
Trust me, its only weak spot is its stomach.
-Lidda, teaching a young rogue about how to fight a Ram Head.

CR 14
TN Large Outsider(Native)
HP: 96 (12d8+48)
Init +4
Speed: 30ft
Armor Class: 27=10+5(DEX)+13(Natural)-1(Size), Touch: 27, Flat-Footed: 22
B.A.B: +12/+7/+2, Grapple: +23
Melee: Gore +18(2d8+7)
Special Attacks: Powerful Charge(4d8+7), Trample
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Full Plate), Social Laws, Pounce
Saves: Fort:+13, Ref:+12, Will:+10
Abilities: STR 25, DEX 18, CON 21, INT 11, WIS 14, CHA 10
Skills: Jump: +8, Hide:+38, Listen:+32, Move Silently:+38, Spot:+32
Racial Bonus: Hide+4, Move Silently+4, Jump +8
Feats: Fleet of Foot, Power Attack, Improved Bull Rush, Leap Attack, Shock Trooper
Treasure: Standard+(Fused Full Plate, Skull Gem)


Hora-Quan Flying Spider

http://images.wikia.com/jakanddaxter/images/e/e6/MH_Flying_Spider.png
Forget everything you know about spiders, cause these guys are nothing like what you expect.
-Tordek, Dwarf Fighter, telling about his encounter with Flying Spyders.

CR 14
TN Large Outsider(Native)
HP: 96 (12d8+48)
Init +4
Speed: 30ft, Fly 30ft
Armor Class: 24=10+5(DEX)+10(Natural)-1(Size), Touch: 24, Flat-Footed: 20
B.A.B: +12/+7/+2, Grapple: +22
Ranged: Ether Mouth Shot, Heavy +15(+16 if within 30ft) (1d10+2(+3 if within 30ft))
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Full Plate), Social Laws
Saves: Fort:+12, Ref:+12, Will:+10
Abilities: STR 23, DEX 19, CON 20, INT 11, WIS 14, CHA 10
Skills: Hide:+38, Listen:+32, Move Silently:+38, Spot:+32
Racial Bonus: Hide+4, Move Silently+4
Feats: Point-Blank Shot, Precise Shot, Rapid Shot, Manyshot, Improved Precise Shot
Treasure: Standard+(Fused Full Plate, Skull Gem, Heavy Ether Mouth Shot)


Hora-Quan Squid-Head

http://images.wikia.com/jakanddaxter/images/b/ba/MH_Squid-Head.png
"And I thought this boat was bad enough..."
-Krusk, as his party's boat is attacked by a Squid Head

CR 11
TN Huge Outsider (Native, Aquatic)
HP: (12d8+48+6)
Init +3
Speed: Swim 30ft
Armor Class: 15=10+3(DEX)+4(Natural)-2(Size), Touch: 15, Flat-Footed: 12
B.A.B:+12/+7/+2, Grapple:+40
Melee: 1 Tentacle +18(1d6+8)
Full Attack: 10 Tentacles +18(1d6+8)
Special Attacks: Constrict(1d6+8), Improved Grab, Shocking Grapple(2d6Elec)
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws
Saves: Fort:+12, Ref:+11, Will:+9
Abilities: STR 26, DEX 17, CON 18, INT 11, WIS 12, CHA 10
Skills: Listen:+41, Spot:+41, Swim:+56
Racial Bonus: Swim+8(Can always take 10)
Feats: Alertness, Diehard, Endurance, Toughness(x2)
Treasure: Standard+(Fused Chain Shirt, Skull Gem)

Shocking Grapple: If a Squid Head Starts its turn grappling an opponent, it can unleash an electric shock on whatever its grappling, dealing 2d6 Electricity damage.

Hora-Quan Grunt Elephant

http://images.wikia.com/jakanddaxter/images/8/8f/MH_Grunt_Elephant.png
"HOW DO YOU KILL THIS THING?!?"
-Tordek, after failing to kill a Grunt Elephant

CR 18
TN Huge Outsider (Native)
HP: 176 (15d8+90+18)
Init +3
Speed: 20ft
Armor Class: 25=10+3(DEX)+14(Natural)-2(Size), Touch: 25, Flat-Footed: 22
B.A.B:+12/+7/+2, Grapple:+30
Melee: Gore +20(2d8+15)
Special Attacks: Elec-nodes (2d6+3)
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Full Plate), Social Laws, Immunity(Critical Hits)
Saves: Fort:+14, Ref:+11, Will:+9
Abilities: STR 30, DEX 17, CON 23, INT 11, WIS 13, CHA 11
Skills: Listen +26, Spot +26, Balance +18, Intimidate +18, Search +18, Survival +26, Swim +18, Move Silently +18
Racial Bonus: Listen +8, Spot +8, Survival +8
Feats: Toughness x6[Will replace if better feats are suggested...]
Treasure: Standard+(Fused Full Plate, Skull Gem, Hora-Quan Elec-nodes)


Hora-Quan Spyder Gunner
http://images.wikia.com/jakanddaxter/images/f/f9/MH_Spyder_Gunner.png
Just get in close and it won't be able to shoot you.
-Lidda, instructing a young rogue on how to beat a Spyder Gunner
CR 14
TN Large Outsider(Native)
HP: 51 (6d8+24)
Init +4
Speed: 30ft
Armor Class: 17=10+4(DEX)+4(Natural)-1(Size), Touch: 17, Flat-Footed: 13
B.A.B: +6, Grapple: +11
Ranged: Hora-Quan Ether Shot, Medium +10(+11 if within 30ft) (1d8+4(+5 if within 30ft))
Special Qualities: Low-Light Vision, Darkvision 60ft, Outsider (Native) Traits, Skull Gem, Fused Armor (Chain Shirt), Social Laws, Stability
Saves: Fort:+9, Ref:+9, Will:+7
Abilities: STR 13, DEX 18, CON 18, INT 12, WIS 14, CHA 11
Skills: Balance:+21, Hide:+18, Jump:+15, Listen:+19, Move Silently:+18, Spot:+19
Racial Bonus: Balance+4, Spot+4, Listen+4
Feats: Point-Blank Shot, Precise Shot, Rapid Shot
Treasure: Standard+(Fused Chain Shirt, Skull Gem, Hora-Quan Medium Ether Shot)


Will add on via Edit. Thank you for your patience.

Lestroisrois
2011-06-20, 01:35 PM
Weapons:Hora-Quan:Ether Shots:

Morph Gun:Red Mods:Scatter Gun:

Wave Concussor:

Plasmite RPG:

Blue Mods:Vulcan Fury:

Arc Wielder:

Needle Lazer:

Yellow Mods:Blaster:

Beam Reflexor:

Gyro Burster:

Dark Mods:Peace Maker:

Mass Inverter:

Super Nova:

Gunstaff:the gunstaff is

Armor:Hora-Quan:Fused Armor Quality: See above (http://www.giantitp.com/forums/showpost.php?p=11242213&postcount=1)...

Precursor:...

Constructs:Precursor:Precursor Robot:...

Dark Maker:Trooper:...

Hornet:...

Bomb Spider:...

Dark Walker:...

Dark Maker Bot (Titan Suit):...

Dark Terraformer:...

Buggies:(Will need a lot of help for these...):...

Note: Unless the DM see's Eco as a form of magical essence, most of the items in this post would only work in a high technology campaign setting like Ebberon.

Lestroisrois
2011-06-20, 01:39 PM
Thanks for your patience. I think I'm done with the reserved posts now.

Feel free to make comments.

I'll be adding to them constantly over the next few days. Again, thank you for your patience.

Falin
2011-06-20, 01:52 PM
I love metal heads. I thank you sir. But is this 3.x or 4e? If you need any help I'd be glad to render assistance.

Lestroisrois
2011-06-20, 04:08 PM
I love metal heads. I thank you sir. But is this 3.x or 4e? If you need any help I'd be glad to render assistance.

3.5.
Thanks for your offer.

Falin
2011-06-20, 07:06 PM
No prob, I love the Jack and Daxter games, even the vanilla racing game. Well maybe not the racing game so much, but I enjoyed killing metal heads.

Debihuman
2011-06-20, 09:01 PM
You might want to try using some formatting: bolding and spaces between paragraphs are always helpful.

It helps to use the monster format in the online SRD see here: www.d20srd.org. Using the standard stat block actually makes it easier to critique because all the necessary information is there.
Your blocks are missing some information. If you look under Monsters there is a section on Reading the Monster Entry. I found that information particularly helpful and you may too.

If a creature is an Outsider, Environment will be its Plane of Origin unless it has the Native Subtype.

Usually Racial Traits are listed in a separate Skills section not in the stat block. You can find a lot of good information there under Monsters (See Reading the Monster Entry)

Unfortunately, I don't have time to critique every monster right now but I'll get back to this.

Debby

DracoDei
2011-06-20, 11:09 PM
There should be a template to accomplish what Debihuman was describing somewhere in THIS (http://www.giantitp.com/forums/showthread.php?t=10313) thread.

As for the question about names that you PMed to me, I have no clue.

Lestroisrois
2011-06-20, 11:47 PM
You might want to try using some formatting: bolding and spaces between paragraphs are always helpful.

It helps to use the monster format in the online SRD see here: www.d20srd.org. Using the standard stat block actually makes it easier to critique because all the necessary information is there.
Your blocks are missing some information. If you look under Monsters there is a section on Reading the Monster Entry. I found that information particularly helpful and you may too.

If a creature is an Outsider, Environment will be its Plane of Origin unless it has the Native Subtype.

Usually Racial Traits are listed in a separate Skills section not in the stat block. You can find a lot of good information there under Monsters (See Reading the Monster Entry)

Unfortunately, I don't have time to critique every monster right now but I'll get back to this.

Debby

Thank you for the tips. I'll do formatting after I've finished adding all of the individual stats. Also, some of the things you said I needed to add are already there. Again, thanks for your patience.

EDIT: Did it! And yes, I know that I'm missing things, just let me know and I'll add it when I get the chance.

Lestroisrois
2012-05-17, 08:04 PM
Almost 1 year later, I finally come back to my old projects.:smallsmile: Took me long enough...:smallfrown: Oh well...

Lestroisrois
2012-12-27, 07:21 PM
Almost 1 year later, I finally come back to my old projects.:smallsmile: Took me long enough...:smallfrown: Oh well...

Half a year after that, I return again, but this time, I'm getting serious. :smallamused: