| Post/Author/DateTime | Post |
|---|---|
| Spiritwalker05-16-07, 03:37 PM | Does anyone know where i can find rules for an Armadillo. I have a player who wants to play an anthro one for a cleric of olldiamra character, and i'm hopeless at creating creatures. Help really apprciated |
| snakeman83005-16-07, 03:51 PM | Sasparillo, the armadillo cleric or Olidmarra (almost armadillo spelled in reverse. I just noticed that)? If you have Frostburn, the Glyptodon in there is kind of like a Dire armadillo. |
| Slagger the Chuul05-16-07, 10:57 PM | After a brief look at some armadillo information online, here's what I came up with. It's formatted in the style of current statistics blocks. The defensive curl bit varies by armadillo species. ARMADILLO CR 1/4 Always N Tiny animal Init +0; Senses low-light vision, scent; Listen +0, Spot +0 --- AC 15, touch 12, flat-footed 15; (+2 size, +3 natural) hp 4 (1/2 HD) Fort +4, Ref +2, Will +0 --- Speed 20 ft. (4 squares), burrow 10 ft., swim 10 ft. Melee 2 claws +0 (1d2-2) Space 2 1/2 ft; Reach 0 ft. Base Atk +0; Grp -10 Special Actions defensive curl* *Not all armadillos have this ability. Armadillos with defensive curl do not have a burrow speed. --- Abilities Str 6, Dex 11, Con 15, Int 2, Wis 10, Cha 6 SQ animal traits Feats Endurance Skills Hide +8, Swim +6, Survival +4 --- Defensive Curl (Ex) As a free action, an armadillo can curl itself into a ball. It gains a +4 circumstance bonus to AC, but loses its movement speeds and attacks. Uncurling is a move action. Skills An armadillo has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| Raptorial05-16-07, 11:16 PM | I don't remember who wrote this, but it was in a desert creatures thread long ago. Armadillo Tiny Animal HD: 1d8 (4 hp) Initiative: +2 Speed: 20 feet (4 squares), burrow 10 feet Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14 Base Attack/Grapple: +0/–10 Attack: Claw -3 melee* (1d2–2*) Full Attack: 2 claws -3 melee* (1d2–2*) Space/Reach: 2-1/2 ft/0 ft Special Attacks: — Special Qualities: Defensive ball, low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 6, Dex 15, Con 11, Int 2, Wis 13, Cha 5 Skills: Listen +4, Spot +2, Hide +10** Feats: Weapon Finesse(B) Environment: Warm deserts Organization: Solitary Challenge Rating: 1/4 Advancement: 2 HD (Small) Level Adjustment: --- Armadillos are peaceful burrowing mammals native to deserts and arid grasslands. Combat Armadillos rely on their hard shells for defense, only using their claws as a last resort. Defensive Ball (Ex): As a move-equivalent action, an armadillo can roll into a defensive ball. This effectively grants the armadillo improved cover (+8 AC, +4 on Reflex saves). The armadillo can remain in this position indefinitely,and normally does so until whatever danger caused it to roll up has left the area. Familiar Benefits: When taken as a familiar, an armadillo grants its master a +2 bonus to Fortitude saves. *An armadillo’s claws are treated as secondary attacks and adds only half the armadillo’s Strength bonus to the damage roll. **Skills: In desert or overgrown terrain, armadillos have a +4 racial bonus on Hide checks. |
| Spiritwalker05-18-07, 04:27 AM | cheers, they're both brilliant. I'll work between the two, come up with the best mix of both, turn it into an anthro, and post it here or in the races section in a couple of days. :cookie: to both of you |