| Post/Author/DateTime | Post |
|---|---|
| Hammerhead10-16-04, 03:46 PM | Can anyone that read the books help me stat these? Especialy the andalites, hork-bajir, and taxxons? |
| Ricohard_Draconis10-16-04, 04:02 PM | i read them. brilliant books. for those who haven't or who can distantly remember them. andalites: blue mouth less centauroids with large blade tails, similar to a scopians hork-bajir: saurian species with blades on their arms taxxons: large centipede like creatures with vicious mandibles May i ask how your doing morphing? a variation on wildshape? |
| Hammerhead10-16-04, 04:07 PM | probably like shapechange except you have to aquire a creature first which would take say. 3 full rounds and require a touch attack. Also would andalites be abberations or monsterous humanoids? |
| Ricohard_Draconis10-16-04, 04:11 PM | i would say monsterous humanoid same as a centaur. |
| obrysii10-16-04, 07:18 PM | Only the Taxxons would be aberrations of the three. |
| Ricohard_Draconis10-16-04, 08:05 PM | the yerks would be abominations as well. i would also add to the morphing ability that the creature touched woul become docile for d4 rounds after the ability and that it could not be used on outsiders, undead or constructs. |
| Hammerhead10-16-04, 08:12 PM | yes I agree, I think will make the stats for hork-bajir shortly |
| Hammerhead10-16-04, 08:46 PM | Hork Bajir Large monstrous humanoid Hit Dice: 5d8+30 (47 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 30ft Armor class: 21 (-1 size, +2 dex, +10 natural) Base attack/Grapple +5/+11 Attack: arm blade +10 melee Full Attack: 2 arm blades +10 melee (1d8+5) and bite +8 melee (1d6+2), or dracon beam +8 ranged (2d8 special) Space/Reach: 10 ft/ 10 ft Special attacks: Rend 2d6+7 Special qualities: darkvision 60 ft Saves: Fort +8, Ref +5 Will+2 Abilities: Str 20, Dex 17, Con 22, Int 6(11 for seers), Wis 10(18 for seers), cha 8 (12 for seers) Skills: climb +18, jump +15, intimidate +2, Knowledge (nature) +8 listen +7, spot +7, swim+10 Feats: Great fortitude, Multiattack Environment: Temperate Forest Organization: solitary, gang (3-6) Tribe (10-50 plus 1 seer), or troupe (5-15 plus 1-8 taxxon controllers and 1-10 human or humanoid controllers) Challenge Rating: 4 (6 for seers) Treasure: standard Alignment: Often lawful neutral Advancement: by character class LA: +4 (seer +6) You see a lanky green skinned humanoid with scythe like blades on its arms and three forward raked horns on its head. Its mouth is beak like and its feet are like those of a bipedal dinosaur. In their natural state the hork-bajir are peaceful tree dwelling creatures that usually harm no one unless provoked. They where created by a highly advanced race known as the Arn in order to protect and cultivate the great trees on their homeworld. Unfortunately the evil yeerks, a race of slug like mind controlling parasites, found that the hork-bajir’s prodigious physical abilities and deadly natural weapons made them great hosts to use as guards and foot soldiers. Now nearly every hork-bajir is a controller, a creature who’s brain is under the control of a yeerk, forced to watch helplessly as they are used to conquer and enslave others. A hork-bajir stands about 7 feet tall and weighs about 500 pounds. Hork-bajir speak their own language and usually learn common also. Combat: Most hork-bajir fight using their natural weapons, but some use dracon beams (see below). Rend(ex): a hork-bajir that hits with both arm blades on one target automatically deals 2d6+7 extra damage Skills: hork-bajir get a +8 racial bonus on climb checks. They can always take 10 on climb checks, even when rushed or threatened Hork-bajir seers About 1 in 1000 hork-bajir is a seer. These individuals possess higher abilities scores than usually for their race. In addition, they can use the following spell like abilities 3 times per day as a 10th level sorcerer augury, divination, read magic, detect magic, and analyze dweomer. Hork-bajir characters A hork-bajirs favored class is fighter Dracon beam: this exotic ranged weapon is a gun like device that fires a beam of disintegrating light. It has a threat range of 20 and deals triple damage on a critical hit. A creature reduced to 0 hit points or less by a dracon beam is disintegrated like the spell. A dracon beam holds enough energy for 25 shots. Reloading a dracon beam is a full round action. |
| Garith Dragonborn10-17-04, 11:59 AM | how do they get the beam guns in the game? could we have stats for the guns? also do they have a religeion. you also said they were created by a race to serve, so then couldn't they be a special form of construct? I've read only a small amount of the books, so pls don't get mad at me :D Also when your characters become animorphs they would need lvls in druid or ranger( maybe a nature barbarian) so they could be better at it. The little cube thing that gives them powers could be an artifact. but really it's all up to you |
| Hammerhead10-17-04, 01:05 PM | It says the stats for the dracon beam at the bottom. Also in the books they dont have any religion as far as i can remember, but one could make up a racial god for them. And they arent constructs they are an artificialy created lifeform like owlbears or any of the other "failed magical experiment" monsters. (Do any magical experiments succed?) |
| Hammerhead10-17-04, 01:08 PM | The morphing cube would probably be a minor artifact. |
| Garith Dragonborn10-17-04, 01:30 PM | Dracon beam: this exotic ranged weapon is a gun like device that fires a beam of disintegrating light. It has a threat range of 20 and deals triple damage on a critical hit. A creature reduced to 0 hit points or less by a dracon beam is disintegrated like the spell. A dracon beam holds enough energy for 25 shots. Reloading a dracon beam is a full round action. Ok sorry didn't see this only saw base discription |
| Ricohard_Draconis10-17-04, 01:31 PM | We know little of hork bajir religion as there are almost no freethinking hork bajir at all the only group being in a remote valley on earth. I would say that you should up the seers intellegence as well up to 9 or 10. they have mystism in the seers but not really gods or if they had any that they would no longer worship them. |
| Teron Gorefiend10-17-04, 09:18 PM | For what it's worth, the hork-bajir on their homeworld considered "Mother Sky" and "Father Deep" (great "seas" of gas at the bottom of the valleys that ring the planet) to be the source of all life. However, the closest thing they had to an organized religion was a very simple oral tradition. I agree seers should definitely have higher intelligence. I'd place it at 12, at least. Dak Hamee probably learned stuff that's way beyond our modern science. Also, I'm pretty sure it's one in ten thousand. Also, about the natural attacks, I think the bite is questionable (I don't remember any instance of a hork-bajir biting), but the bladed tail is definitely good enough for a natural attack, and they used their talons a lot as well. At the very least, those should let them rake while grappling. For that matter, they should be able to pounce as well. I recall they jump around a fair deal in combat. I used to love those books. Does it show? :rolleyes: |