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  1. - Top - End - #1
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Metal Heads and other Jak and Daxter stuff

    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:

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

    So...

    Species Basic Info: Hora-Quan (a.k.a. "Metal Heads")
    Spoiler
    Show
    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.


    Again, hold off on posting until I make my "You can post now" post.
    Last edited by Getsugaru; 2011-06-23 at 09:40 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Hora-Quan Stats: Lesser

    Hora-Quan Bat
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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)

    Hora-Quan Pod Spider [Work in Progress
    Spoiler
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    CR
    TN l Outsider(Native, Earth)
    HP:
    Init
    Speed:
    Armor Class:
    B.A.B: , Grapple:
    Melee:
    Special Qualities:
    Saves:
    Abilities:
    Skills:
    Racial Bonus:
    Feats:
    Treasure:

    Next up: Hora-Quan Stats: Nobles
    Again, please don't post until I give the "ok" post. Thank you for your patience.
    Last edited by Getsugaru; 2015-06-25 at 12:16 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Hora-Quan Stats: Nobles

    Hora-Quan Scout[Work in Progress]
    Spoiler
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    CR
    TN l Outsider(Native, Earth)
    HP:
    Init
    Speed:
    Armor Class:
    B.A.B: , Grapple:
    Melee:
    Special Qualities:
    Saves:
    Abilities:
    Skills:
    Racial Bonus:
    Feats:
    Treasure:

    Hora-Quan Centurian (Stalker)
    Spoiler
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    "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
    Spoiler
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    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 Slinger [Work in Progress]
    Spoiler
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    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 +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
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    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: [I don't Know yet; Need suggestions]

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

    Hora-Quan Hosehead
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    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
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    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 Natural Armor depending on your Size: Large:+1, Huge:+2, Gargantuan:+5, Colossal:+10

    Hora-Quan Rapid Gunner
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    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)

    Hora-Quan Saw-fish [Work in Progress]
    Spoiler
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    CR
    TN l Outsider(Native, Earth)
    HP:
    Init
    Speed:
    Armor Class:
    B.A.B: , Grapple:
    Melee:
    Special Qualities:
    Saves:
    Abilities:
    Skills:
    Racial Bonus:
    Feats:
    Treasure:


    A Note on Hora-Quan Characters:
    Spoiler
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    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
    Last edited by Getsugaru; 2015-06-25 at 12:43 PM.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Hora-Quan Stats: Tank-folk

    Hora-Quan Metal-Pede[Work in Progress]
    Spoiler
    Show


    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
    Spoiler
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    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
    Spoiler
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    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
    Spoiler
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    "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
    Spoiler
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    "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
    Spoiler
    Show

    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)

    Hora-Quan Metal-Saur [Work in Progress]
    Spoiler
    Show





    CR
    TN l Outsider(Native, Earth)
    HP:
    Init
    Speed:
    Armor Class:
    B.A.B: , Grapple:
    Melee:
    Special Qualities:
    Saves:
    Abilities:
    Skills:
    Racial Bonus:
    Feats:
    Treasure:

    Hora-Quan Desert Wing [Work in Progress]
    Spoiler
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    CR
    TN l Outsider(Native, Earth)
    HP:
    Init
    Speed:
    Armor Class:
    B.A.B: , Grapple:
    Melee:
    Special Qualities:
    Saves:
    Abilities:
    Skills:
    Racial Bonus:
    Feats:
    Treasure:


    Will add on via Edit. Thank you for your patience.
    Last edited by Getsugaru; 2015-06-25 at 12:43 PM.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Gear, Weapons, etc.

    Weapons:
    Spoiler
    Show
    Hora-Quan:
    Spoiler
    Show
    Ether Shots:


    Morph Gun:
    Spoiler
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    The morph gun is a specialized weapon designed to utilize Eco for projectile-based attacks. The morph gun comes standard with the Scatter Gun form, but can be modified to take on other traits with special "upgrades."
    Red Mods:
    Spoiler
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    Scatter Gun:

    Wave Concussor:

    Plasmite RPG:


    Blue Mods:
    Spoiler
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    Vulcan Fury:

    Arc Wielder:

    Needle Lazer:


    Yellow Mods:
    Spoiler
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    Blaster:

    Beam Reflexor:

    Gyro Burster:


    Dark Mods:
    Spoiler
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    Peace Maker:

    Mass Inverter:

    Super Nova:


    Gunstaff:
    Spoiler
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    the gunstaff is


    Armor:
    Spoiler
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    Hora-Quan:
    Spoiler
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    Fused Armor Quality: See above...


    Precursor:
    Spoiler
    Show
    ...


    Constructs:
    Spoiler
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    Precursor:
    Spoiler
    Show
    Precursor Robot:
    Spoiler
    Show
    ...


    Dark Maker:
    Spoiler
    Show
    Trooper:
    Spoiler
    Show
    ...


    Hornet:
    Spoiler
    Show
    ...


    Bomb Spider:
    Spoiler
    Show
    ...


    Dark Walker:
    Spoiler
    Show
    ...


    Dark Maker Bot (Titan Suit):
    Spoiler
    Show
    ...


    Dark Terraformer:
    Spoiler
    Show
    ...


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


    Other Races and Things: [Need a lot of help with this section...]
    Spoiler
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    The normal species of people in the Jak and Daxter universe is Elves; I did not decide this, Naughty Dog did (the Japanese subtitle of TLF translates as "The Elf and Weasel's Big Adventure").
    Precursors:
    Spoiler
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    need help with this.

    Eco:
    Spoiler
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    I'm thinking it could be alchemical in nature? Or some king of magical essence? Will need help on this...

    Feats:
    I'm thinking there should be some Eco-related feats, such as one that enables the user to channel certain types of eco through their body (like Jak in TPL). I'm also thinking that one such feat would enable people to qualify for a prestige class that makes people like Dark Jak and Dark Daxter (not to mention a lot of people in TLF). Will need help on these, as I'm not even certain of where to start...

    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.
    Last edited by Getsugaru; 2015-06-25 at 12:42 PM.

  6. - Top - End - #6
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Re: Metal Heads and other Jak and Daxter stuff

    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.

  7. - Top - End - #7
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    May 2011

    Default Re: Metal Heads and other Jak and Daxter stuff

    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.
    Last edited by Falin; 2011-06-20 at 01:54 PM.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Re: Metal Heads and other Jak and Daxter stuff

    Quote Originally Posted by Falin View Post
    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.
    Last edited by Getsugaru; 2011-06-20 at 05:40 PM.

  9. - Top - End - #9
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    May 2011

    Default Re: Metal Heads and other Jak and Daxter stuff

    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.

  10. - Top - End - #10
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Metal Heads and other Jak and Daxter stuff

    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
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  11. - Top - End - #11
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Metal Heads and other Jak and Daxter stuff

    There should be a template to accomplish what Debihuman was describing somewhere in THIS thread.

    As for the question about names that you PMed to me, I have no clue.
    Last edited by DracoDei; 2011-06-20 at 11:14 PM.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  12. - Top - End - #12
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Re: Metal Heads and other Jak and Daxter stuff

    Quote Originally Posted by Debihuman View Post
    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.
    Last edited by Getsugaru; 2011-06-23 at 09:38 PM.

  13. - Top - End - #13
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Re: Metal Heads and other Jak and Daxter stuff

    Almost 1 year later, I finally come back to my old projects. Took me long enough... Oh well...
    Incarnum: VoP's best (and possibly only) friend.
    Spoiler: Quotes and Fun Links
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    Spoiler: Quotes:
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    Quote Originally Posted by Tvtyrant View Post
    Actually I got it from you, I just love how many applications it has. It can be oh so broken.


    Formerly Lestroisrois. Shorten my new name however you wish; I've seen plenty.

  14. - Top - End - #14
    Bugbear in the Playground
     
    Chimera

    Join Date
    Aug 2010

    Default Re: Metal Heads and other Jak and Daxter stuff

    Quote Originally Posted by Lestroisrois View Post
    Almost 1 year later, I finally come back to my old projects. Took me long enough... Oh well...
    Half a year after that, I return again, but this time, I'm getting serious.
    Incarnum: VoP's best (and possibly only) friend.
    Spoiler: Quotes and Fun Links
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    Spoiler: Quotes:
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    Quote Originally Posted by Tvtyrant View Post
    Actually I got it from you, I just love how many applications it has. It can be oh so broken.


    Formerly Lestroisrois. Shorten my new name however you wish; I've seen plenty.

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