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Thunderscreamer
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PostSubject: Custom Animals   Wed Mar 14, 2012 1:35 pm

For fun, I am making custom animals. It will be up to DM if they are allowed.

Honey Badger


Size/Type: Small Animal
Hit Dice: 1d8+2 (6hp)
Initiative: +3
Speed: 30 feet (6 squares), Burrow 10 feet
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: 0/-5
Attack: Claw +5 melee (1d2)
Full Attack: 2 claws +5 melee (1d2) and bite +1 melee (1d3+1)
Space/Reach: 5 feet out of 5 feet
Special Attacks: Rage, Attach
Special Qualities: Low light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Agile, Track, Weapon Finesse, Don't Care
Traits: Reckless, Brawler, DGAS
Flaws: Apathy
Environment: Temperate Forest, Desert
Organization: Solitary, pair, or cete (3-5)
Challenge rating: 1/2
Alignment: Always Chaotic
Advancement: 2HD (small)
Level Adjustment: --

Dire Honey Badger (WIP)


Size/Type: Medium Animal
Hit Dice: 3d8+2 (15hp)
Initiative: +2
Speed: 30 feet (6 squares), Burrow 15 feet
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/+0
Attack: Claw +5 melee (1d2)
Full Attack: 2 claws +5 melee (1d2) and bite +1 melee (1d3+1)
Space/Reach: 5 feet out of 5 feet
Special Attacks: Rage, Attach
Special Qualities: Low light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Agile, Track, Weapon Finesse, Don't Care
Traits: Reckless, Brawler, DGAS
Flaws: Apathy
Environment: Temperate Forest, Desert
Organization: Solitary, pair, or cete (3-5)
Challenge rating: 1/2
Alignment: Always Chaotic but never good
Advancement: 2HD (small)
Level Adjustment: --

Made up Feats
Apathy: When commanded to do something by it's master, roll 1d4 to see if it follows the order. 3+ is a yes, and 1 is a counterproductive action.
Don't Care: if knocked out for at least one day, roll 1d20 +life points before hitting -10. If totaling above 10, wake up with 1 hp. If rolled above 15, 3 hp, and if 20, 6hp.
DGAS- Immunity to all emotion based attacks, including bardic build up
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Trollface
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PostSubject: Re: Custom Animals   Thu Mar 15, 2012 6:29 am

Wait, but... after two or three levels, they're gonna have more than ten hitpoints... Doesn't that kinda make Don't Care a little... OP? Basically, you would never feed your familiar ever again, since they couldn't die. =P

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Thunderscreamer
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PostSubject: Re: Custom Animals   Thu Mar 15, 2012 8:39 am

It doesn't put them at full health, it puts them up to 6 hp.
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Trollface
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PostSubject: Re: Custom Animals   Thu Mar 15, 2012 8:57 am

So? It's still a case of being completely invulnerable to death from exhaustion, malnutrition, illness, et cetera, et cetera, et cetera.

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Thunderscreamer
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PostSubject: Re: Custom Animals   Thu Mar 15, 2012 12:35 pm

It can die if you roll badly, and he only does what he's told statistically half the time. one quarter of the time, he does the opposite.
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Jeebus
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PostSubject: Re: Custom Animals   Thu Mar 15, 2012 8:18 pm

Both of these animals have like the capability of full out immortality though bro, I think thats what Dylan means.
The second either of their hp hits 10 from levelling they are immortal honey badgers
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Trollface
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PostSubject: Re: Custom Animals   Fri Mar 16, 2012 1:39 am

^Exactly what I said. Thankyou Jeebus. =P

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Thunderscreamer
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PostSubject: Re: Custom Animals   Fri Mar 16, 2012 8:47 am

Thunderscreamer wrote:

Alignment: Always Chaotic
Advancement: 2HD (small)
Level Adjustment: --


I don't think they level up
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Trollface
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PostSubject: Re: Custom Animals   Fri Mar 16, 2012 9:10 am

Kinda do.
Even if they didn't, with 2HD, and d8s for HD, it's still entirely possible for them to have over ten hit points.

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Thunderscreamer
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PostSubject: Re: Custom Animals   Sat Mar 17, 2012 8:36 am

Can I also add that in the hour the badger must lie unconscious before I can roll, he can be killed?
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PostSubject: Re: Custom Animals   Sun Mar 18, 2012 3:12 am

That was assumed. It still makes him effectively immortal though. He can't die of old age, disease, starvation, et cetera, et cetera, et cetera. Way OP.

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Zak
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PostSubject: Re: Custom Animals   Sun Mar 18, 2012 3:15 am

And the excuse that he just doesn't care isn't exactly full proof either.
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Thunderscreamer
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PostSubject: Re: Custom Animals   Sun Mar 18, 2012 3:50 am

...The proof is in the video.

And anyway, yes, he can die of all those things. That's what I just said.
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PostSubject: Re: Custom Animals   Sun Mar 18, 2012 3:56 am

No, he can't. Because none of those things will reduce his hit points below ten within an hour. He could be killed by being stabificated in that time, but starvation, for example, would take days while he was unconscious. Maybe a custom disease might kill him. Or something that did constitution damage. The point is, he's suddenly invulnerable to a large selection of things. Which is way OP.

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Thunderscreamer
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PostSubject: Re: Custom Animals   Sun Mar 18, 2012 9:44 am

Umm, no. I think you're assuming way to much. It's a one shot thing. If he is unconscious, then after one hour he get's his chance to come back. If he fails, well then he's just as screwed as everything else. Long story short, it's at most a 50-50 weather he can survive all that jazz, not a definite invulnerability. However, I do think starvation would be a good exception to add to it just because it makes sense IC.
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PostSubject: Re: Custom Animals   Sun Mar 18, 2012 9:51 am

Nik, the thing is that these effect there stats. Thats it, their CON gets lower and lower, then when its at 0 they die. This thing doesn't seem to work like that.
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Thunderscreamer
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PostSubject: Re: Custom Animals   Sun Mar 18, 2012 2:04 pm

...They die when they hit -10. The get knocked out when they hit 0.
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PostSubject: Re: Custom Animals   Mon Mar 19, 2012 11:38 pm

Grrrr.
Look. I'll work through an example with you to demonstrate why this is OP. So, let's take the situation where you have a level one bager, who has had the awesome health roll of 2d8 giving him a six and a four. So, after adding his constitution modifier, he has 12 hit points. He goes unconscious, the reason is unimportant. Based on the roll this feat gives him, he has a DC 20 roll to make, where he has a modifier of +HP and +10.
Simply put, he has to hit a minimum of twenty, when the lowest he can roll is twenty-three. This is less a case of a fifty-fifty chance, and more a case of a 100% chance. Actually, technically, it'd be a 152.5% chance of success.
It doesn't matter how many shots he gets, it's entirely possible for a first level creature with this feat to be invulnerable to several types of damage. In fact, given that the average HP roll would be 4.5+4.5+Con Mod, that makes the average hit points eleven, which is over the threshold required. So, most first level Honey Badgers would have crazy invulnerabilities. Once we get to second level, the minimum hit points possible would be 1+1+Con Mod+1+1+Con Mod, which is eight, giving a ninety percent chance of success. See where I'm going with this?

EDIT: Sorry, my math is a little off there. Advancement is +2d8, but first level is only 1d8. Still, the same principle applies, just tweak the numbers a little.

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Thunderscreamer
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PostSubject: Re: Custom Animals   Tue Mar 20, 2012 8:35 am

I am confused with it in a few places, but there is one big problem with your analogy: when you roll for coming back you roll 1d20 +0. Period. The highest you can roll is a 20, and the lowest a 1.
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PostSubject: Re: Custom Animals   Tue Mar 20, 2012 9:01 am

Okay, see, if that was what it said, there wouldn't be a problem. But what it actually says is:

"if knocked out for at least one day, roll 1d20 +life points".

Which is what the issue was. Just a straight out DC10 roll I can deal with.

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Thunderscreamer
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PostSubject: Re: Custom Animals   Tue Mar 20, 2012 12:48 pm

Oh, nevermind. *facepalms*

I wasn't referring to total lifepoints when I said that, just whatever's let before he hits -10, which means at most he can get a 9+
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