Celegian Bestiary: Difference between revisions

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A destrier is far more vicious than a horse, and will bite and kick with no provocation. Many a careless squire or stableboy has lost an arm or face to an ill-tempered destrier. At the same time, a destrier is tractable enough to be trained readily without use of magic or extraordinary talents, is social enough to live in the wild as socially structured herds, and is tame enough to keep and house as long as the proper caution is taken around them. Unlike horses, Destriers always lay down to sleep, and prefer to have a bed or nest whenever possible.
A destrier is far more vicious than a horse, and will bite and kick with no provocation. Many a careless squire or stableboy has lost an arm or face to an ill-tempered destrier. At the same time, a destrier is tractable enough to be trained readily without use of magic or extraordinary talents, is social enough to live in the wild as socially structured herds, and is tame enough to keep and house as long as the proper caution is taken around them. Unlike horses, Destriers always lay down to sleep, and prefer to have a bed or nest whenever possible.


Destriers are a little larger than most horses, averaging about three hands taller than a warhorse, but weigh almost exactly the same. There is a little of the greyhound's leanness to their build, which is otherwise very similar to a horse except for their feet. A Destrier has hooves, but arranged around each hoof are three strong toes each with a heavy blunt claw, so their feet resemble a hippogriffs forefeet with a hoof added to the "frog” area. This foot allows them to run very fast yet maintain incredible maneuverability in their more acrobatic exertions.
Destriers are a little larger than most horses, averaging about three hands taller than a warhorse, but weigh almost exactly the same. There is a little of the greyhound's leanness to their build, which is otherwise very similar to a horse except for their feet. A Destrier has hooves, but arranged around each hoof are three strong toes each with a heavy blunt claw, so their feet resemble a hippogriffs forefeet with a hoof added to the "area. This foot allows them to run very fast yet maintain incredible maneuverability in their more acrobatic exertions.


Destriers come in many colors and patterns, with black, brown, and mixed black and brown being most common. White markings, gray, white, and more exotic colorings are also known. A destrier has a very horselike face except that the eyes are set rather more forward pointing and they have numerous sharp incisors along the side of their muzzles. They do not have notable fangs, so they must bare their teeth for any difference to be noted, but their many sharp incisors give them a wicked bite.
Destriers come in many colors and patterns, with black, brown, and mixed black and brown being most common. White markings, gray, white, and more exotic colorings are also known. A destrier has a very horselike face except that the eyes are set rather more forward pointing and they have numerous sharp incisors along the side of their muzzles. They do not have notable fangs, so they must bare their teeth for any difference to be noted, but their many sharp incisors give them a wicked bite.
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Destriers are much stronger than a horse of similar size, but compared to a horse, a Destrier is more affected by encumbrance. If carrying a light load, a Destrier is unaffected. Any load that is medium is counted as heavy, and heavy is counted as encumbered.
Destriers are much stronger than a horse of similar size, but compared to a horse, a Destrier is more affected by encumbrance. If carrying a light load, a Destrier is unaffected. Any load that is medium is counted as heavy, and heavy is counted as encumbered.


While lightly encumbered, a Destrier is able to perform astounding feats of acrobatics, and is counted as having both Tumbling and Mobility with skill ranks equal to their hit dice plus dexterity modifier. Staying mounted on board a Destrier who is using these abilities requires a Ride check with a DC of the check result rolled by the Destrier. Many a fledgling rider has walked back to the stable after being unceremoniously dumped off by a "playful” Destrier. In addition, a Destrier that is lightly loaded is treated as having Jump at ranks equal to their hit dice plus their Strength and Dexterity modifier, with bonuses for their land speed. Destriers are astonishing leapers.
While lightly encumbered, a Destrier is able to perform astounding feats of acrobatics, and is counted as having both Tumbling and Mobility with skill ranks equal to their hit dice plus dexterity modifier. Staying mounted on board a Destrier who is using these abilities requires a Ride check with a DC of the check result rolled by the Destrier. Many a fledgling rider has walked back to the stable after being unceremoniously dumped off by a "Destrier. In addition, a Destrier that is lightly loaded is treated as having Jump at ranks equal to their hit dice plus their Strength and Dexterity modifier, with bonuses for their land speed. Destriers are astonishing leapers.


A basic light Destrier can carry 519 pounds before it is encumbered, while a heavy Destrier can carry 699 pounds before being similarly weighed down.
A basic light Destrier can carry 519 pounds before it is encumbered, while a heavy Destrier can carry 699 pounds before being similarly weighed down.
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'''Herds''': Ah, "harmless” herbivores, so little used and yet so full of potential. An individual cow is not threat, but a Horde of them equipped with a Trample attack is suddenly a menace to be avoided, especially if they start a panicky run in a random direction. This nicely simulates the effects of a panicked stampede in such a way that even mighty adventurers trapped in the path must respect.
'''Herds''': Ah, "herbivores, so little used and yet so full of potential. An individual cow is not threat, but a Horde of them equipped with a Trample attack is suddenly a menace to be avoided, especially if they start a panicky run in a random direction. This nicely simulates the effects of a panicked stampede in such a way that even mighty adventurers trapped in the path must respect.


'''Howling barbarians''': Only so many orcs in a tribe can have significant character levels before the limits of good sense are reached. But, combine dozens of howling orcs into a horde, and suddenly even potent adventurers can no longer ignore these previously inconsequential creatures, which nicely simulates the effects of massed numbers upon even potent characters.
'''Howling barbarians''': Only so many orcs in a tribe can have significant character levels before the limits of good sense are reached. But, combine dozens of howling orcs into a horde, and suddenly even potent adventurers can no longer ignore these previously inconsequential creatures, which nicely simulates the effects of massed numbers upon even potent characters.
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Reducing a Horde to 0 hit points or lower causes it to break up, leaving two thirds or more of its component creatures behind as dead bodies, while the rest scatter and flee. Damage inflicted until that point does not degrade a Hordes ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, although they can grapple an opponent, often as a free action, depending upon the Horde.
Reducing a Horde to 0 hit points or lower causes it to break up, leaving two thirds or more of its component creatures behind as dead bodies, while the rest scatter and flee. Damage inflicted until that point does not degrade a Hordes ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, although they can grapple an opponent, often as a free action, depending upon the Horde.


A Horde is partially immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the Horde has an Intelligence score and a hive mind. This immunity is simple and has a descriptive name: blowthrough. A single attack can inflict damage to the Horde no greater than the average hit points of one of the component creatures, as the massive attack "blows through” the unfortunate horde member, killing it dead, but doing no further harm. A Frenzied Barbarian can power attack a Horde as hard as she wants, and no matter how much damage each swing does, no more than one component creature can be killed by each attack. If a melee attack affects more than one square, the damage inflictable is doubled, no matter how many squares it affects. To counter this partial immunity, an attacking character with the cleave line of feats may gain extra attacks upon the Horde each time blowthrough is called upon. In such a way, a potent warrior can carve up a Horde rather effectively.
A Horde is partially immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the Horde has an Intelligence score and a hive mind. This immunity is simple and has a descriptive name: blowthrough. A single attack can inflict damage to the Horde no greater than the average hit points of one of the component creatures, as the massive attack "blows the unfortunate horde member, killing it dead, but doing no further harm. A Frenzied Barbarian can power attack a Horde as hard as she wants, and no matter how much damage each swing does, no more than one component creature can be killed by each attack. If a melee attack affects more than one square, the damage inflictable is doubled, no matter how many squares it affects. To counter this partial immunity, an attacking character with the cleave line of feats may gain extra attacks upon the Horde each time blowthrough is called upon. In such a way, a potent warrior can carve up a Horde rather effectively.


Further, a Horde takes extra damage from spells or effects that affect an area, such as splash weapons and many evocation spells. When such an attack is targeted upon a Horde, note the exact shape the Horde is in, then calculate the area of the spell. For each nine squares of the Horde that is in the area of effect, it takes full damage with no saving throw, with a minimum damage equal to the full spell effect. A carefully used lightning bolt or fireball can hurt a Horde badly, and spells with large areas of effect such as meteor swarm are extremely deadly against Hordes.
Further, a Horde takes extra damage from spells or effects that affect an area, such as splash weapons and many evocation spells. When such an attack is targeted upon a Horde, note the exact shape the Horde is in, then calculate the area of the spell. For each nine squares of the Horde that is in the area of effect, it takes full damage with no saving throw, with a minimum damage equal to the full spell effect. A carefully used lightning bolt or fireball can hurt a Horde badly, and spells with large areas of effect such as meteor swarm are extremely deadly against Hordes.
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A Horde rendered unconscious by means of nonlethal damage becomes disorganized and disperses, and depending upon the component creatures, may flee or reform. If so inclined, it cannot reform until its hit points exceed its nonlethal damage.
A Horde rendered unconscious by means of nonlethal damage becomes disorganized and disperses, and depending upon the component creatures, may flee or reform. If so inclined, it cannot reform until its hit points exceed its nonlethal damage.


'''Horde attacks''': Hordes usually get a melee attack based upon the weaponry of the base creatures, with the BAB and other modifiers for the Hordes full hit dice calculated in. This simulates the many, many attacks being made and the few "lucky hits” that mass rolls will generate.
'''Horde attacks''': Hordes usually get a melee attack based upon the weaponry of the base creatures, with the BAB and other modifiers for the Hordes full hit dice calculated in. This simulates the many, many attacks being made and the few "lucky that mass rolls will generate.


If a Horde is equipped with a majority of reach weapons, the Horde is considered to threaten all hexes adjacent to it up to the maximum reach of the weapons, ignoring any minimum reach requirements the weapons may usually have. This simulates the component beings in the rear ranks using the reach as well.
If a Horde is equipped with a majority of reach weapons, the Horde is considered to threaten all hexes adjacent to it up to the maximum reach of the weapons, ignoring any minimum reach requirements the weapons may usually have. This simulates the component beings in the rear ranks using the reach as well.


If a Horde has ranged weapons, it gains one ranged attack per round using the range modifier of the weapons the horde is equipped with. It does the full ranged attack damage to an area 15 feet by 15 feet, and has to roll to hit that area (usually AC10) rather than roll against the creatures inside the area. All creatures inside the area attacked take damage with no save similar to a trample. DR, ER, and spell resistance may provide protection as normal. This powerfully simulates the "storm of arrows” effect, and is a reason to treat Hordes with respect, as a ranged trample against AC10 with no counter is potent indeed.
If a Horde has ranged weapons, it gains one ranged attack per round using the range modifier of the weapons the horde is equipped with. It does the full ranged attack damage to an area 15 feet by 15 feet, and has to roll to hit that area (usually AC10) rather than roll against the creatures inside the area. All creatures inside the area attacked take damage with no save similar to a trample. DR, ER, and spell resistance may provide protection as normal. This powerfully simulates the "storm of effect, and is a reason to treat Hordes with respect, as a ranged trample against AC10 with no counter is potent indeed.


If a Horde has a large (cone dragon style) breath weapon, the damage is figured as if a single average component creature were breathing alone and then that damage is applied to all squares around the Horde out to the maximum range of the component creatures breath weapon. If a Horde has a small breath weapon, such as an Iron Golems poison breath or a lightning bolt, then two such effects originate on each side of the Horde, if it so desires, and are directed normally. The maximum number of such effects cannot be more than the number of component creatures.
If a Horde has a large (cone dragon style) breath weapon, the damage is figured as if a single average component creature were breathing alone and then that damage is applied to all squares around the Horde out to the maximum range of the component creatures breath weapon. If a Horde has a small breath weapon, such as an Iron Golems poison breath or a lightning bolt, then two such effects originate on each side of the Horde, if it so desires, and are directed normally. The maximum number of such effects cannot be more than the number of component creatures.

Revision as of 22:32, 5 January 2016