Burroughs' Barsoom creatures? [Archive] - Wizards Community

Post/Author/DateTimePost
Nilbog

06-24-07, 09:40 PM
Has anyone ever tried to stat out the creatures from the Barsoom (John Carter of Mars) series?


GREEN BARSOOMIAN
Size/Type: Large Monstrous Humanoid
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +3 natural, +2 leather armor), touch 9, flat-footed 14
Base Attack/Grapple: +3/+8
Attack: Bite +4 melee (1d6+1) or spear +5 melee (2d6+1)
Full Attack: Bite +4 melee (1d6+1) or spear +5 melee (2d6+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 13, Dex 10, Con 11, Int 10, Wis 12, Cha 9
Skills: Craft (weaponsmithing) +7, Listen +3, Spot +5, Survival +5
Feats: Alertness, Weapon Focus (shortsword)
Environment: Cold and temperate deserts and plains
Organization: Solitary, patrol (2-5), band (6-10 plus 100% noncombatants plus 1 leader of 2nd level), or tribe (11-30 plus 100% noncombatants plus 1 leader of 4th level and 2 lieutenants of 2nd level)
Challenge Rating: 1
Treasure: Standard
Alignment: Often lawful evil or lawful neutral
Advancement: By character class
Level Adjustment: +1


Green Barsoomians are fierce creatures standing 12 to 14 feet tall and weighing 350 to 400 pounds. Thus, they are unnaturally gaunt. They have four arms and a head equipped with large tusks.

Green Barsoomians have no cities, but live in nomadic tribes. They raid the other races of Barsoom mercilessly.

Their society is highly regimented, and all rank is determined by single combat.


COMBAT

Green Barsoomians tend to slay warriors and take others as slaves. If caught unarmed, it can fight with its tusked jaws.

Though a green Barsoomian has four arms, it does not have the coordination to use multiple weapons more easily than a human.

Green Barsoomians as Characters

Green Barsoomian characters possess the following racial traits.

* +2 Strength, +2 Wisdom, -2 Charisma.
* Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
* Space/Reach: 10 feet/10 feet.
* A Green Barsoomian’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A green Barsoomian begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
* Racial Skills: A green Barsoomian's monstrous humanoid levels give it skill points equal to 6 × (2 + Int modifier, minimum 1). Its class skills are Craft (weaponsmithing), Listen, Spot, and Survival.
* Racial Feats: A green Barsoomian's monstrous humanoid levels give it two feats.
* Weapon and Armor Proficiency: A green Barsoomian is automatically proficient with simple weapons and light armor.
* +3 natural armor bonus.
* Automatic Languages: Common. Bonus Languages: Kaldane, Terran, Thurian.
* Favored Class: Barbarian.
* Level adjustment +1.


RED BARSOOMIAN (PC Race)

- Medium: As Medium creatures, red Barsoomians have no special bonuses or penalties due to their size.
- Red Barsoomian base land speed is 30 feet.
- +2 bonus on saves vs. cold effects
- +2 racial bonus on Survival checks
- Low-light vision.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
- Favored Class: Fighter*. When determining whether a multiclass red Barsoomian takes an experience point penalty, his or her fighter class does not count.

Red Barsoomians have lifespans equal to those of elves. The red Barsoomian culture is focused upon war and science. However, the type of science practiced by most races of Barsoom overlaps the territory of psionics or magic. Red Barsoomians can be of any alignment.

A red Barsoomian is 5 ft. + 1d10 inches tall for males, 5 ft. + 1d6 inches for females. They weigh 120+(1d6x10) lbs. for males, 110+(1d6x5) lbs. for females.

*If your campaign is highly focused on psionics, the favored class is psychic warrior instead.

THERN (PC Race)

- Medium: As Medium creatures, therns have no special bonuses or penalties due to their size.
- Thern base land speed is 30 feet.
- +2 bonus on saves vs. cold effects
- +2 racial bonus on Diplomacy checks
- Low-light vision.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
- Favored Class: Cleric. When determining whether a multiclass thern takes an experience point penalty, his or her cleric class does not count.

Therns have lifespans equal to those of elves. They are the keepers of the Martian religion, but use it as a tool to capture pilgrims to use as slaves or food. Therns tend toward lawful evil alignment, but PC therns may be of any alignment.

A thern is 5 ft. + 1d8 inches tall for males, 5 ft. + 1d4 inches for females. They weigh 110+(1d6x10) lbs. for males, 100+(1d6x5) lbs. for females.


FIRST BORN (PC Race)

- Medium: As Medium creatures, First Born have no special bonuses or penalties due to their size.
- First Born base land speed is 30 feet.
- +2 bonus on saves vs. cold effects
- +2 racial bonus on Intimidate checks
- Low-light vision.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
- Favored Class: Barbarian. When determining whether a multiclass First Born takes an experience point penalty, his or her barbarian class does not count.

First Born, the Pirates of Barsoom, have lifespans equal to those of elves. They consider themselves the natural masters of Barsoom, and act as pirates toward all other races. First Born tend toward chaotic neutral alignment, but PC First Born may be of any alignment.

A First Born is 5 ft. 10 in. + 1d8 inches tall for males, 5 ft. 8 in. + 1d6 inches for females. They weigh 145+(1d6x10) lbs. for males, 140+(1d6x5) lbs. for females.
bhu

06-25-07, 02:04 AM
Y'know almost all his john Carter of Mars is available free to peruse on teh web.... I may have to look them up..
Nilbog

06-25-07, 12:04 PM
Here (http://www.seankreynolds.com/rpgfiles/barsoom/) is a site with a few creatures converted. (I'll be doing my own versions, though.)


WHITE APE
Size/Type: Large Monstrous Humanoid
Hit Dice: 5d8+13 (35 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+14
Attack: Club +9 melee (1d8+5)
Full Attack: Club +9 melee (1d8+5), 2 claws +4 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +5, Will +6
Abilities: Str 21, Dex 12, Con 15, Int 8, Wis 14, Cha 7
Skills: Climb +13, Listen +4, Spot +4
Feats: Alertness, Toughness
Environment: Cold and temperate plains and underground
Organization: Solitary, pair, pack (3-6), or band (7-12 plus 50% noncombatants)
Challenge Rating: 4
Treasure: Standard
Alignment: Often chaotic evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: --

A white ape of Barsoom stands about 12 feet tall. It has four arms. On its head, it has a ridge of long white fur. Despite its bestial appearance, it is nearly as intelligent as a human and capable of using weapons. White apes speak their own language, which humanoids cannot duplicate.

They live in small tribal or family groups, scattered through the plains and abandoned structures of Barsoom.

COMBAT

A white ape enters combat to kill and eat its prey.
Nilbog

06-25-07, 12:22 PM
PLANT MAN
Size/Type: Large Plant
Hit Dice: 8d8+27 (63 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Tail slap +12 melee (3d6+6); or tentacle touch +11 melee touch (blood drain)
Full Attack: Tail slap +12 melee (3d6+6), 2 claws +6 melee (1d6+3); or tentacle touch +11 melee touch (blood drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, jumping attack
Special Qualities: Low-light vision, plant traits
Saves: Fort +9, Ref +2, Will +3
Abilities: Str 23, Dex 10, Con 17, Int 6, Wis 12, Cha 7
Skills: Jump +17, Listen +3, Spot +3
Feats: Alertness, Toughness, Weapon Focus (tail slap)
Environment: Temperate plains and forests (Valley Dor)
Organization: Solitary, pair, or pack (3-12)
Challenge Rating: 7
Treasure: Standard
Alignment: Often chaotic evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: --

A plant man of Barsoom stands about 11 feet tall. It has two flexible arms ending in long claws. It has a single eye and many tendrils ending in bloodsucking mouths. Plant men speak no language.

They are terrible predators found in the Valley Dor, one of Barsoom's most fertile areas. They feed on any creature with blood.

COMBAT

A plant man will attack any living non-plant creature to drink its blood. If its opponent seems to pose a threat, it will kill that opponent with claws and tail before drinking blood. Weak creatures are simply drained to death.

Blood Drain (Ex): A plant man drains blood, dealing 1d6 points of Constitution damage whenever it makes a successful tentacles attack. Once it has dealt 15 points of Constitution damage, it is fully sated and cannot drain blood.

Jumping Attack (Ex): A plant man can jump and use a downward tail slap as a full attack action. The plant man must forgo its claw attacks, but its tail slap attack gains a +2 bonus to the attack roll and deals 4d6+9 damage.
Nilbog

06-25-07, 11:50 PM
Kaldane
Size/Type: Tiny Aberration
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: 15 ft. (3 squares)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-9
Attack: Bite +4 melee (1d4-1)
Full Attack: Bite +4 melee (1d4-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Gaze, infuse Intelligence
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 9, Dex 13, Con 10, Int 15, Wis 12, Cha 10
Skills: Climb +8, Knowledge (any two) +6, Spellcraft +6
Feats: Weapon Finesse
Environment: Cold and temperate land and aquatic (Bantoom)
Organization: Solitary, pair, colony (3-8 plus 3-8 rykors), swarm (10-40 plus 10-40 rykors), or hive (20-80 plus 20-80 rykors plus 1 kaldane king)
Challenge Rating: 1/3
Treasure: None
Alignment: Usually lawful neutral or lawful evil
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: —

A kaldane resembles an ugly human head on spider-like legs. It has strange tendrils that allow it to link itself to other creatures. Kaldanes speak their own language, Kaldane.

Most of the kaldanes on Barsoom live in a great city known as Bantoom. This city is composed of many separate hives, each led and fathered by a kaldane king.

Kaldanes despise physicality, loving the things of the mind above all else. They hope someday to transcend the need for a body.

COMBAT
Kaldanes dislike combat, and avoid it when possible. They consider it to be too dangerous, as well as unpleasantly physical.

Gaze (Su): 30 feet, dazed for 1d2 rounds, DC 10.

Infuse Intelligence (Su): A kaldane can ride upon another creature, linking its mind with that of its host. The linking process deals 1d8-1 points of damage to any creature except rykors (which are designed for the purpose), but the host can thereafter use the kaldane's Intelligence score and Intelligence-based skills. If the host has no Intelligence score, the kaldane can control its actions completely.


Skills: A kaldane uses its Dexterity modifier for Climb checks.

KALDANE KING
A kaldane king is a kaldane of 3 HD (fully advanced). It is the father of a hive. It gains the feat Ability Focus (gaze) at 3 HD.
Nilbog

06-26-07, 08:22 PM
Rykor
Size/Type: Medium Aberration
Hit Dice: 2d10+4 (15 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 natural, +1 Dex, +2 leather armor), touch 11, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d4+2); or longsword +3 melee (1d8+2)*
Full Attack: Slam +3 melee (1d4+2); or longsword +3 melee (1d8+2)*
Space/Reach: 5 ft./5 ft.
Special Attacks: Choke
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 14, Dex 13, Con 14, Int -, Wis 10, Cha 5
Skills: -
Feats: -
Environment: Cold and temperate land (Bantoom)
Organization: Solitary, pair, colony (3-8 plus 3-8 kaldanes), swarm (10-40 plus 10-40 kaldanes), or hive (20-80 plus 20-80 kaldanes plus 1 kaldane king)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: —

A rykor resembles a headless human being. Without a kaldane infusing it with intelligence, it is a mindless creature, no more intelligent than an insect.

Rykors are bred by the kaldane to carry them about. A kaldane riding a rykor places itself where a human's head would be. The combination of rykor and kaldane is easily mistaken for a human (Spot DC 15 to distinguish).

COMBAT

Only rykors with infused intelligence from a kaldane can use weapons. Otherwise, they simply punch and grab at opponents. They instinctively strike for the throat.

Despite the appearance, a kaldane and its rykor are two separate creatures and can take separate actions in combat.

Choke (Ex): If a rykor scores a critical hit with a slam attack, it has damaged the opponent's neck in addition to dealing double damage. This inflicts 1 point of Constitution damage. Creatures immune to critical hits are immune to this Constitution damage.
Nilbog

06-26-07, 08:36 PM
Apt
Size/Type: Large Magical Beast
Hit Dice: 10d8+40 (85 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +10/+21
Attack: Gore +16 melee (1d8+7)
Full Attack: 2 gores +16 melee (1d8+7), bite +11 melee (2d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision, immunity to light and blindness
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 14, Dex 13, Con 14, Int 3, Wis 12, Cha 5
Skills: Listen +3, Spot +16
Feats: Alertness, Power Attack, Weapon Focus (bite, gore)
Environment: Cold plains, mountains, and underground
Organization: Solitary, hunt (2-5), pack (6-10), or colony (11-30)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: —

An apt resembles a tusked hippopotamus with white fur and insect-like compound eyes. Each small eye has a separate eyelid. It is a vicious predator, and surprisingly fast. It uses its long tusks as weapons to kill prey.

Apts are found in arctic tundra, northern mountains, and mountain caves.

COMBAT

Apts are extremely vicious, and attack almost anything. Since there is little prey in the sparse lands of Barsoom, apts will not cease attacking potential prey until killed.

Powerful Charge (Ex): An apt may attack by charging at an opponent. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +16 attack bonus that deals 5d6+10 points of damage.

Immunity to Light and Blindness (Ex): Light effects and effects causing blindness have no effect on apts, due to their hundreds of small, independent eyes.
Nilbog

06-26-07, 08:45 PM
Banth
Size/Type: Large Animal
Hit Dice: 6d8+21 (48 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d4+4)
Full Attack: 4 claws +7 melee (1d4+4) and bite +2 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 19, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run, Toughness
Environment: Cold and temperate plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 4
Advancement: 7-10 HD (Large); 11-18 HD (Huge)
Level Adjustment: —

Banths are the Barsoomian equivalents of lions. They are slightly shorter and weaker than ordinary lions, but much more robust. The average banth is 6 to 7 feet long and weighs 350 to 500 pounds. They have ten legs.


Unlike normal lions, a few banths have grown to vast size. A banth known as Komal under the city of Lothar, formerly worshiped as a god, is the largest specimen ever recorded.

In all other ways, banths are very similar to lions.

COMBAT

A banth fights like a lion, but its extra legs and fearlessness make it far more dangerous.
Like most predators of Barsoom, it will not cease an attack even at the risk of its life.

Pounce (Ex): If a banth charges a foe, it can make a full attack, including four rake attacks.

Improved Grab (Ex): To use this ability, a banth must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +7 melee, damage 1d4+2.
Nilbog

06-26-07, 11:54 PM
Calot
Size/Type: Medium Animal
Hit Dice: 2d8+5 (14 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+4)
Full Attack: Bite +4 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 17, Dex 11, Con 13, Int 2, Wis 10, Cha 6
Skills: Spot +5
Feats: Toughness
Environment: Cold and temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: 3-4 HD (Medium)
Level Adjustment: —

Calots are the Barsoomian equivalents of dogs. They are larger, scalier, and have more legs than ordinary dogs, but are otherwise similar. The average calot is 6 to 6 1/2 feet long and weighs 150 to 200 pounds.

Calots fill the same role in society and ecology as dogs.
bhu

06-27-07, 04:00 AM
Man this brings back memories. I hope the movie they're doing doesnt suck.
Nilbog

07-27-07, 06:14 PM
Sith
Size/Type: Large Vermin
Hit Dice: 14d8+70 (133 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +10/+21
Attack: Sting +16 melee (2d8+7 and poison)
Full Attack: Sting +16 melee (2d8+7 and poison), bite +11 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: DR 5/piercing, low-light vision, vulnerability to poison
Saves: Fort +14, Ref +6, Will +5
Abilities: Str 25, Dex 15, Con 21, Int -, Wis 12, Cha 6
Skills: --
Feats: --
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 8
Advancement: 15-22 HD (Large); 23-28 HD (Huge)
Level Adjustment: —

The terrible sith resembles a wasp the size of a horse. It is one of Barsoom's most terrible predators, but it is now very rare. The sith have declined as the warmer, wetter forests they prefer have been replaced by the cold, dry tundras and boreal deserts of modern Barsoom. It is now very unusual to see more than a single sith, when once small groups terrorized travelers.

COMBAT

A sith can be terrifying and deadly to an unprepared traveler, even one of great fighting ability. Cutting or clubbing weapons have little effect on their thick chitinous plates. The Barsoomians native to the regions they inhabit make use of their vulnerability to poison, killing them with poisoned spears.

Poison (Ex): Sting, DC 22, initial and secondary damage 1d10 Con. The save DC is Constitution-based.

Vulnerability to Poison (Ex): A sith suffers a -4 racial penalty to Fortitude saves against poison.
Nilbog

07-27-07, 08:25 PM
Thoat, Greater
Size/Type: Huge Animal
Hit Dice: 8d8+48 (84 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +6/+23
Attack: Gore +13 melee (2d6+13)
Full Attack: Gore +13 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+13
Special Qualities: Low-light vision
Saves: Fort +12, Ref +6, Will +3
Abilities: Str 28, Dex 10, Con 23, Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Endurance, Run, Power Attack
Environment: Cold or temperate plains
Organization: Solitary or domesticated
Challenge Rating: 5
Advancement: 9-16 HD (Huge)
Level Adjustment: —


These creatures resemble great, scaled boars or rhinoceroses with many legs. They are around 15 feet high at the shoulder and 28 feet long, weighing about 12 tons. They serve as riding beasts and beasts of burden to the Green Barsoomians. They have been bred for immense size to carry these tall creatures.

COMBAT

Greater thoats gore with tusks. A greater thoat can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Trample (Ex): A greater thoat can trample Large or smaller creatures for 2d8+13 damage (Reflex DC 23 half). The save DC is Strength-based.
Nilbog

07-28-07, 12:46 PM
Thoat, Lesser
Size/Type: Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Gore +5 melee (1d6+4)
Full Attack: Gore +5 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 1d8+4
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 19, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +5
Feats: Endurance, Run
Environment: Cold and temperate plains
Organization: Solitary or domesticated
Challenge Rating: 2
Advancement: 4-7 HD (Large)
Level Adjustment: —

These creatures resemble scaled boars or rhinoceroses with many legs. They are around 6 feet high at the shoulder and 11 feet long, weighing about 1,800 pounds. They serve as riding beasts and beasts of burden to the Red Barsoomians.

COMBAT

Lesser thoats gore with tusks. A lesser thoat can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Trample (Ex): A lesser thoat can trample Medium or smaller creatures for 1d8+4 damage (Reflex DC 15 half). The save DC is Strength-based.
Nilbog

07-28-07, 01:02 PM
TARS TARKAS (Green Barsoomian Barbarian 12)
Size/Type: Large Monstrous Humanoid
Hit Dice: 3d8+6 + 12d12+24 (121 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +1 Dex, +3 natural, +1 dodge, +2 leather armor, +1 small shield), touch 11, flat-footed 15
Base Attack/Grapple: +15/+23
Attack: Bite +19 melee (1d6+4) or spear +20/+15/+10/+5 melee (2d6+4)
Full Attack: Bite +19 melee (1d6+4) or spear +20/+15/+10/+5 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Greater rage 4/day
Special Qualities: Darkvision 60 ft., DR 2/-, improved uncanny dodge, trap sense +4
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 18 , Dex 15 , Con 14, Int 10, Wis 10, Cha 10
Skills: Climb +10, Craft (weaponsmithing) +12, Intimidate +10, Listen +3, Ride +12, Spot +9, Survival +12
Feats: Alertness, Combat Expertise, Dodge, Greater Dodge*, Improved Feint, Weapon Focus (spear)
Environment: Cold and temperate deserts and plains
Organization: Unique
Challenge Rating: 13
Treasure: Standard
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: +2
*New feat for Barsoom (see later post).

Greater Rage (Ex): While raging, Tars Tarkas gains a +6 bonus to Strength and Constitution and a +3 morale bonus to Will saves, and suffers a -2 penalty to AC.

Improved Uncanny Dodge (Ex): Tars Tarkas retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Tars Tarkas cannot be flanked except by a rogue of 16th level or greater.
bhu

07-28-07, 06:42 PM
So what is the Greater Dodge Feat?
Nilbog

07-29-07, 10:33 PM
Greater Dodge (General)
Prerequisites: Dex 15, Dodge
Benefit: You gain a +1 dodge bonus to Armor Class. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Nilbog

07-29-07, 10:52 PM
Silian
Size/Type: Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 size, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 11, Dex 11, Con 10, Int 2, Wis 10, Cha 5
Skills: Listen +4, Spot +4, Swim +6
Feats: Alertness
Environment: Temperate aquatic (Korus and Iss)
Organization: Solitary or school (2-5)
Challenge Rating: ¼
Advancement: 2 HD (Small), 3 HD (Medium)
Level Adjustment: —

Silians are snake- or eel-like creatures that live in the River Iss and the Lost Sea of Korus. They are detested by the therns, who dwell nearby.

COMBAT
Silians do not attack unless cornered.
Nilbog

07-30-07, 01:36 PM
I'm still trying to figure out just what John Carter should be - maybe a high-level fighter/duelist. He did have unusual telepathic abilities, though - maybe some psychic warrior levels? He even had some sort of "bodiless travel" power. Who knows?
bhu

08-01-07, 04:37 AM
I'm still trying to figure out just what John Carter should be - maybe a high-level fighter/duelist. He did have unusual telepathic abilities, though - maybe some psychic warrior levels? He even had some sort of "bodiless travel" power. Who knows?

I haven't read the stories in so long I prolly couldn't be of much help. But I understand all but one of them is available free on the web. Maybe it's time to do some reading...
Nilbog

08-02-07, 11:49 PM
Zitidar
Size/Type: Gargantuan Animal
Hit Dice: 16d8+112 (184 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 19 (-4 size, +13 natural), touch 6, flat-footed 19
Base Attack/Grapple: +12/+38
Attack: Gore +23 melee (3d8+14)
Full Attack: Gore +23 melee (3d8+14), 2 stamps +17 melee (2d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 4d8+21
Special Qualities: Low-light vision
Saves: Fort +17, Ref +10, Will +7
Abilities: Str 38, Dex 10, Con 25, Int 2, Wis 13, Cha 2
Skills: Listen +17, Spot +8
Feats: Endurance, Run, Power Attack, Weapon Focus (gore)
Environment: Cold or temperate plains
Organization: Solitary or domesticated
Challenge Rating: 10
Advancement: 17-36 HD (Gargantuan)
Level Adjustment: —


These creatures resemble great, scaled crosses between dinosaurs and elephants. They are around 32 feet high at the shoulder and 50 feet long, weighing about 50 tons. They serve as heavy beasts of burden to the Green Barsoomians and a few groups of Red Barsoomians. They are rather combative and can be very dangerous to their handlers.

COMBAT
Zitidars gore with tusks or merely step on smaller creatures.

Trample (Ex): A zitidar can trample Huge or smaller creatures for 4d8+21 damage (Reflex DC 32 half). The save DC is Strength-based.
Nilbog

08-03-07, 12:03 AM
MASENA
Size/Type: Medium Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 leather armor), touch 11, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1); or spear +3 melee (1d8+1)
Full Attack: Bite +2 melee (1d6+1); or spear +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 12, Dex 13, Con 11, Int 10, Wis 12, Cha 9
Skills: Listen +5, Move Silently +5
Feats: Weapon Focus (spear)
Environment: Temperate forests (Thuria)
Organization: Solitary, patrol (2-5), or band (6-10 plus 50% noncombatants)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +2

Masena are fierce creatures standing 5 to 6 feet tall and weighing 120 to 160 pounds. They resemble humanoid felines with two mouths, one used for speaking and the other for biting and eating. They speak Thurian.

Masena live on Thuria, the nearer moon of Barsoom.

COMBAT
Masena can fight unarmed, tearing with fangs, but prefer to use spears if they are available.

Masena as Characters
Masena characters have the following racial traits:
* +2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma.
* A Masena’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Natural weapons: primary attack, one bite (1d6+Str bonus).
* Automatic Languages: Thurian. Bonus Languages: Common, Kaldane.
* Favored Class: Ranger.
Nilbog

08-03-07, 01:01 PM
Kangaroo Men
Size/Type: Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 natural, +1 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Shortspear +2 melee (1d6)
Full Attack: Shortspear +2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 10, Dex 12, Con 12, Int 8, Wis 8, Cha 11
Skills: Jump +6*, Spot +2
Feats: Multiattack
Environment: Temperate forests and marshes (Toonolian Marshes)
Organization: Solitary, patrol (2-5), or band (6-10 plus 50% noncombatants)
Challenge Rating: 1
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +0

Kangaroo men are slightly smaller than ordinary humans. They move with small leaps.

The kangaroo men of Barsoom come from small villages in the remaining wet areas of the planet, especially the Toonolian Marshes.


COMBAT
Kangaroo men fight with short spears, but tend to be rather cowardly in battle.

Skills: Kangaroo men gain a +4 racial bonus to Jump checks.

Kangaroo Men as Characters
Kangaroo men characters have the following racial traits:
* +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom.
* A kangaroo man’s base land speed is 30 feet.
* Darkvision out to 60 feet.
*Racial Hit Dice: Kangaroo men start with two levels of monstrous humanoid, giving them 2d8 Hit Dice, a base attack bonus of +2, and base saves of Fort +0, Ref +2, Will +2.
* Automatic Languages: Common. Bonus Languages: Aquan, Kaldane, Thurian.
* Favored Class: Rogue.
Nilbog

08-03-07, 09:48 PM
Sorak
Size/Type: Tiny Animal
Hit Dice: ½ d8 (2 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Claw +3 melee (1d2-3)
Full Attack: 2 claws +3 melee (1d2-3) and bite -2 melee (1d3-3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +1, Will +1
Abilities: Str 5, Dex 13, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +5, Listen +3, Jump +7, Spot +5
Feats: Alertness, Weapon FinesseB
Environment: Cold and temperate plains
Organization: Domesticated or solitary
Challenge Rating: ¼
Advancement: 1 HD (Tiny)
Level Adjustment: —

Soraks are many-legged animals that are the Barsoomian equivalent of cats. Like cats, they are used as pets.

Skills: Soraks have a +4 racial bonus on Balance and Jump checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks.
Nilbog

08-05-07, 09:08 PM
Darseen
Size/Type: Tiny Animal
Hit Dice: 1/4 d8+1 (2 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 13 (+2 size, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Bite +2 melee (1d2-4)
Full Attack: Bite +2 melee (1d2-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +0, Will +1
Abilities: Str 3, Dex 11, Con 12, Int 2, Wis 12, Cha 7
Skills: Climb +10*, Hide +10*
Feats: Weapon Finesse
Environment: Cold and temperate hills and mountains
Organization: Solitary
Challenge Rating: 1/8
Advancement: 1 HD (Tiny)
Level Adjustment: —

The Darseen is a Martian chameleon. Darseens tend to grow to about 1 foot in length.

COMBAT

Darseen bite only if cornered.

Skills: Darseen have a +8 racial bonus on Hide checks. They have a +8 racial bonus on Climb checks, can always choose to take 10 on Climb checks, even if rushed or threatened, and uses their Dexterity modifier instead of their Strength modifier for Climb checks.
Nilbog

08-05-07, 09:19 PM
Cave Reptile
Size/Type: Small Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +1 size, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+0
Attack: Bite +5 melee (1d8+3)
Full Attack: Bite +5 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 15, Int 1, Wis 12, Cha 2
Skills: Climb +7, Hide +6*, Listen +4,
Spot +4
Feats: Alertness, Great Fortitude
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Advancement: 4-5 HD (Medium)
Level Adjustment: —


The terrible cave reptiles of Barsoom are found in deep chambers both natural and artificial. They once lived on the surface as well, but have now retreated into the depths, becoming very rare. John Carter encountered these creatures only once, in the Chamber of Reptiles.

They are greatly feared due to their terrible poison.

COMBAT
Primitive and violent, a cave reptile will attack any creature within reach as a defensive reflex.

Poison (Ex): Bite, DC 13, initial and secondary damage 1d6 Con.

Skills: Cave reptiles have a +4 racial bonus on Hide checks. *In underground areas, the Hide bonus improves to +8.
bhu

08-06-07, 03:41 AM
Wow your pretty much statting up everything arent you? If so it'll be nice to see...
Nilbog

08-07-07, 06:25 PM
Wow your pretty much statting up everything arent you? If so it'll be nice to see...

That's my goal - and I found this (http://www.erblist.com/abg/plantsanimals.html) to make sure I don't miss anything.
Nilbog

08-07-07, 06:31 PM
Barsoomian Giant Lizard
Size/Type: Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, -1 size, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Bite +6 melee (2d4+6)
Full Attack: Bite +6 melee (2d4+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 19, Dex 13, Con 17, Int 1, Wis 12, Cha 2
Skills: Climb +9, Hide +2*, Listen +4,
Spot +4
Feats: Alertness, Great Fortitude
Environment: Underground
Organization: Solitary
Challenge Rating: 3
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: —


The giant lizards of Barsoom are found in caves, like many other of Barsoom's few remaining reptile species.

While not poisonous, they are capable of devouring a man.

COMBAT
Barsoomian giant lizards are very fierce hunters and will try to kill humanoids as prey.

Skills: Barsoomian giant lizards have a +4 racial bonus on Hide checks. *In underground areas, the Hide bonus improves to +6.
Nilbog

08-08-07, 06:42 PM
Malagor
Size/Type: Large Animal
Hit Dice: 5d8+5 (27 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 40 ft. (average)
Armor Class: 13 (+1 Dex, -1 size, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3), 2 claws +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 17, Dex 13, Con 13, Int 2, Wis 12, Cha 2
Skills: Listen +6, Spot +7
Feats: Alertness, Flyby Attack
Environment: Cold or temperate forest or marsh
Organization: Solitary
Challenge Rating: 2
Advancement: 6-7 HD (Large)
Level Adjustment: —

Malagor are giant birds, about the size of an ostrich, that can be used as mounts by the humanoid races of Barsoom. They are found in the Toonolian Marshes.

COMBAT
Malagors prefer not to enter combat, but can deliver dangerous pecks and kicks if forced.
Nilbog

08-08-07, 06:53 PM
Tarid, 1st-Level Warrior
Size/Type: Medium Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 leather, +1 light shield), touch 10, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Longsword +1 melee (1d8/19-20) or shortbow +1 ranged (1d6)
Full Attack: Longsword +1 melee (1d8/19-20) or shortbow +1 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Invisibility
Special Qualities: -
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 9, Cha 10
Skills: Hide +3, Listen +2, Move Silently +3, Spot +2
Feats: Alertness
Environment: Temperate forests (Thuria)
Organization: Patrol (2-5), band (6-9), or tribe (10-100 plus 50% noncombatants plus 1 leader of 4th-6th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +1

Tarids are humanoids found on the moon Thuria. They have blue hair and highly developed magical abilities. While not evil, they are xenophobic and can be hostile to other humanoids.

Combat

Tarids use their invisibility ability to gain advantage in combat.

Invisibility (Sp): Tarids can use invisibility once per day as a 2nd-level caster or a caster of their character level, whichever is higher.

The Tarid warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Tarid Characters

Tarid characters possess the following racial traits.

* -2 Strength, +2 Charisma.
* A tarid’s base land speed is 30 feet.
* Invisibility (Sp): Tarids can use invisibility once per day as a 2nd-level caster or a caster of their character level, whichever is higher.
* Automatic Languages: Thurian. Bonus Languages: Common, Kaldane.
* Favored Class: Sorcerer.
* Level adjustment +1.
Nilbog

08-08-07, 08:32 PM
Lotharian, 1st-Level Warrior
Size/Type: Medium Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 leather, +1 light shield), touch 10, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19-20) or shortbow +1 ranged (1d6)
Full Attack: Longsword +2 melee (1d8+1/19-20) or shortbow +1 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Invisibility
Special Qualities: -
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 11, Dex 11, Con 12, Int 12, Wis 9, Cha 10
Skills: Hide +3, Listen +2, Move Silently +3, Spot +2
Feats: Alertness
Environment: Temperate forests (Thuria)
Organization: Patrol (2-5), band (6-9), or tribe (10-100 plus 50% noncombatants plus 1 leader of 4th-6th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

Lotharians are humanoids found in the lost city Lothar. They have tan skin and hair and highly developed illusionary abilities.

Combat

Lotharians use their illusion abilities to gain advantage in combat.

Spell-like Abilities: At will - ghost sound, silent image.. 1/day - phantasmal killer. Caster level = 2nd or their character level, whichever is higher.

The Lotharian warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Lotharian Characters

Lotharian characters possess the following racial traits.

* +2 Intelligence, +2 Charisma.
* A Lotharian’s base land speed is 30 feet.
* Spell-like Abilities: At will - ghost sound, silent image.. 1/day - phantasmal killer. Caster level = 2nd or their character level, whichever is higher.
* Automatic Languages: Common. Bonus Languages: Kaldane, Terran, Thurian.
* Favored Class: Wizard.
* Level adjustment +4.
Nilbog

08-08-07, 08:51 PM
SYNTHETIC MEN (Hormads)

The synthetic men, or hormads, are produced by a factory in the Toonolian Marshes. They are created with a strange mix of scientific and arcane arts.

Table: Type of Hormad
d20 Type
1-8 --Goblin
9-14 -Hobgoblin
15-19 Orc
20 ---Bugbear

All hormads are pallid and have misshapen facial features. In addition, any hormad produced has a 5% chance of being mutated. A mutated hormad gains fast healing 1, fire and cold resistance 10, and +1 to its CR.

Very occasionally, a monstrously mutated hormad will occur. These are no longer recognizable as humanoid, usually taking the form of oozes or some other hideous monster.
Nilbog

08-08-07, 08:55 PM
Ulsio
Size/Type: Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 15, Dex 13, Con 13, Int 2, Wis 10, Cha 6
Skills: Listen +2, Spot +7
Feats: Alertness
Environment: Cold and temperate plains, hills, and underground
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 1
Advancement: 3-4 HD (Medium)
Level Adjustment: —

Ulsios resemble giant, multi-legged rats. Their face appears to be fleshless, giving them a horrid appearance. Ulsios feed on decaying matter and weaker creatures.

COMBAT
Ulsios attack anything that appears to be prey.
Nilbog

08-08-07, 09:00 PM
Calot Bush
Size/Type: Medium Plant
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 13 ( +3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: 2 bites +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 11, Int -, Wis 10, Cha 6
Skills: -
Feats: -
Environment: Cold and temperate plains
Organization: Solitary or patch (2-5)
Challenge Rating: 1
Advancement: 3-4 HD (Medium)
Level Adjustment: —

Calot bushes are plants with snapping jaws that resemble the jaws of the Martian calot (thus the name.)

COMBAT

Calot bushes can be dangerous to those who stumble upon them unaware.
Nilbog

08-09-07, 06:39 PM
Alright, I think that's about all the creatures. The orluk and man-flower get even less description than some of these; we don't even know the general shape or appearance or the orluk, or the general size of the man-flower (plus it's probably an ordinary plant, not a creature.)

Maybe I should start on Pellucidar and Caspak creatures?
bhu

08-10-07, 04:20 AM
I have some links somewhere that might be able to help. Lemme find where i stashed em...
Nilbog

08-10-07, 11:32 PM
I won't be near a computer for a couple weeks; I'll try to take this up when I can again.

(You should look at this website (http://www.erbzine.com/mag14/1402.html): it's incredible. The person who does it has thought out how Barsoom, Pellucidar, etc. actually work.

I have a few speculations of my own - namely, that Caspak is the result of genetic engineering. How do humans (the Wieroo) grow functional wings? Not naturally. They, and the humans of Caspak with the insane evolutionary path, are products of genetic engineering by a lost Caspakian civilization. It must have existed so far in the past that any buildings, etc. are eroded to nothing - maybe 80,000 or 100,000 years ago, at the dawn of H. sapiens sapiens?