Hey guys, I just finished typing up a .doc formalizing Panzoo's mechanics. I know this doesn't directly pertain to anybody but Robin, but I thought the group might get a kick out of it, and also that it would serve as an example of how far I'm willing to go with supplemental material when it fits an interesting (or amusing, in Leonore's case) concept.
Panzoo!!
Basic stats:
Initiative: +0
Senses: low-light vision; Listen and Spot +1
Languages: Capable of producing R2-D2 squeaks and other plant noises. Leonore is the only one who can understand Panzoo—and even then, it might be the drugs…
Armor Class: 13, touch 10, flat-footed 13 (+3 natural)
HP: 13 (1d8 + 5)
Immune: mind-affecting attacks, poison, sleep, paralysis, polymorph, stunning, crits, sneak attacks.
Saves (as fighter)
Fort: +4
Ref: +0
Will: +0
Speed: 30 feet.
Melee: slam +1 (1d4 + 1)
Space: 5ft. Reach: 5ft.
Base Att: +0, Grp: +0
Abilities
Strength 12
Dexterity 10
Constitution 14
Intelligence 2
Wisdom 10
Charisma 10
Feats: Toughness
Skills: Hide +1 (+5 in wilderness), Listen +1, Move Silent +1, Spot +1.
Abilities: Rather than level up in the traditional way, Panzoo has the ability to evolve new abilities and skills. To do this, Leonore selects an ability when she levels up, except those levels where Panzoo manifests an ability. After this choice is made, there is a delay before the ability manifests lasting one or more levels. The more powerful the ability, the longer it takes to manifest. After 6th level, Leonore may forgo a feat in order to give Panzoo another evolved ability. This functions the same as when Leonore is leveling up, except that instead of measuring the delay in levels, it is measured in bonus feats.
Alacrity: Panzoo may take an additional attack during a full attack at its highest attack bonus. 2 level delay.
Allergens: Panzoo may, as a standard action, emit a 10 foot-raidus cloud of red spores that cause a violent allergic reaction in most creatures and grants concealment to all those inside. Such creatures suffer a 20% chance of losing their action for the turn. The cloud disperses in 1d4 rounds and Panzoo must wait 5 turns before using this ability again. 2level delay.
Bioluminescent: Panzoo glows as a torch. You may lower or raise this ability as a standard action. 1 level delay.
Blindsight: Panzoo gains blindsight out to 30 feet. 2 level delay.
Blunting Mold: All slashing or piercing damage is reduced by half. 3 level delay.
Bonus Feat: Panzoo gains a bonus feat. 1 level delay.
Thorns: Panzoo deals +1 damage while making a slam attack and deals piercing damage. It also deals 1d3 damage to any creature striking it with a natural weapon or unarmed strike. It also may launch these spines as a standard action. These spines have a range increment of 30 feat and deal 1d3 plus half strength modifier. 2 level delay.
Darkvision: Panzoo gains darkvision out to 60 feet. 1 level delay.
Eldritch Fibers: Panzoo gains Spell Resistance equal to 10 + HD. Also, his attacks are considered magic for the purpose of overcoming damage reduction.
Growth Spurt: Panzoo grows to Large size. As a result, his reach extends to 10 feet, he occupies 10 feet of space, his natural attacks increase a die size, he gains a +8 bonus to Strength, a +4 bonus to Constitution, a -2 penalty to Dexterity, a +2 bonus to natural armor, and a -1 size penalty to AC and attacks. You must select Powerful twice before choosing this ability. 3 level delay.
Ironbark: Panzoo natural armor increases by +3. You must select Powerful once before choosing this ability. 2 level delay.
Mirrored Bark: The surface of Panzoo becomes highly reflective, giving him a +2 Armor Bonus against ranged attacks and +2 bonus on reflex saves.
Oakenbough: Panzoo’s STR and CON scores increase by 2. 2 level delay.
Poisonous: Attacks delivered by Panzoo are laced with a mild poison. This poison causes an effected creature to become confused (as spell) for 1 round if it fails a DC 15 Fort Save.
Powerful: Panzoo gains 1 HD (d8, good fort save, ¾ BAB, 2 skill points). 1 level delay.
Roots: Panzoo gains fast healing 1. 3 level delay.
Scent: Panzoo gains the scent ability, which allows him to identify creatures and objects by scent as most creatures do by sight. 1 level delay.
Sticky Sap: Panzoo oozes a strong adhesive that, properly processed, goes great on sausages, pancakes, and eggs. When an opponent hits Panzoo with a melee attack, they must make an opposed Strength check with Panzoo, who gets a +4 bonus on this check. If Panzoo wins the opponent (if striking unarmed or with a natural weapon)or his weapon (if striking with a melee weapon) is stuck to him. You may remove the weapon as a move action, but anyone else must make an opposed strength check to remove it. 5 level delay.
Swift: Panzoo’s speed increases by 10 feet. 2 level delay.
Tendrils: Panzoo’s reach doubles. 2 level delay.
Tremorsense: Panzoo gains tremorsense out to 60 feet. 1 level delay.
Tuesday, October 14, 2008
Subscribe to:
Post Comments (Atom)
2 comments:
Sweet...
I love D&D!
What about the ability to grow its own Devilgrass?
Very cool nonetheless! I wonder what I could do with my Commoner character...(yes, I made a character using an NPC class)
Post a Comment