Archive for June, 2012

“You want to find an outlaw, hire an outlaw.”

“Name’s Smalls. Leonard Smalls. My friends call me Lenny…only I ain’t got no friends.”

Leonard Smalls is an outlaw bounty hunter from another dimension. He claims to have arrived in this dimension after being “exploded” in a fight over a kidnapped infant. Somehow, the explosion ripped a hole in the fabric of reality, and Leonard was sucked through. He has since honed his skills as a manhunter and criminal, adapting well to his new world. Leonard specializes in hunting bounties, killing animals (the smaller and cuter the better), and trafficking in human misery.

N.B. Leonard treats all firearms as martial weapons.

The Warthog from Hell
CR 9; XP 6,400
Advanced fiendish human ranger (trapper|trophy hunter) 5/alchemist 2
CE Medium humanoid
Init +2; Senses darkvision 60 ft., Perception +13 (+15 to find traps)

DEFENSE
AC 22, touch 14, flat-footed 18 (+6 armor, +2 deflection, +2 Dex, +2 natural)
hp 81 (5d10+30 plus 2d8+10)
Fort +12, Ref +9, Will +6; +2 vs. poison
Defensive Ability gunslinger’s dodge; DR 5/good; Resist cold 10, fire 10; SR 13

OFFENSE
Speed 40 ft. (30 ft. without boots of striding and springing)
Melee +1 heavy flail +11/+6 (1d10+7/19-20) (+2 disarm with flail), or
Ranged bomb +9 touch (1d6+3 fire, range 20 feet), or
Ranged masterwork double-barreled pistol +9/+4 (1d8+1/x4, 20 ft. range increment)
Special Attacks explosive bomb (1d6+3 fire, 4 points splash, Ref 14, 5/day), favored enemy (animal) +2, favored enemy (human) +4
Extracts Known (CL 2nd, concentration +5)
1st (3/day) – disguise self, jump, longshot, see alignment, shield, stone fist

STATISTICS
Str 18, Dex 14, Con 21, Int 17, Wis 16, Cha 13
Base Atk +6; CMB +10 (+12 dirty trick & disarm); CMD 22 (24 vs. dirty trick & disarm)
Feats Amateur Gunslinger (B), Brew Potion (B), Combat Expertise, Endurance (B), Gunsmithing, Improved Dirty Trick, Improved Disarm, Iron Will (B), No Name (B), Throw Anything (B)
Skills Acrobatics +0 (+7 jumping), Bluff +10*, Climb +7, Craft (alchemy) +15, Disable Device +7, Intimidate +11, Knowledge (geography) +11*, Knowledge (local) +8*, Knowledge (nature) +13*, Perception +13* (+15 to find traps), Sense Motive +11*, Sleight of Hand +5, Stealth +8*, Survival +13* (+15 to follow or identify tracks), Swim +7; Armor Check -2; N.B. Skills marked with an asterisk can be modified by favored enemy and/or favored terrain.
Languages Abyssal, Common, Giant, Goblin, Spanish
SQ alchemy +2, favored terrain (desert) +2, grit (up to 3), mutagen, poison use, track +2, trapfinding +2

SPECIAL ABILITIES
Class Skills: Leonard adds Disable Device to his list of class skills in addition to the normal ranger class skills.

Explosive Bomb: Leonard’s bombs have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Firearm Style: Leonard gains the Amateur Gunslinger feat gains a 1st-level Gunslinger deed. At every four levels after 1st, he can take a grit feat or select a Gunslinger deed of his level or lower, his choice.

Gunslinger’s Dodge (Ex): Leonard has an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against him, he can spend 1 grit point to move 5 feet as an immediate action; doing so grants Leonard a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, Leonard can drop prone to gain a +4 bonus to AC against the triggering attack. He can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Hunter’s Aim (Ex): Leonard has a specific understanding of the weaknesses and vulnerabilities of his favored enemies, and his careful study of these enemies reveals the best way to hurt them. When Leonard makes a firearm attack against a favored enemy, he can target touch AC in the first two range increments of his firearm. This ability stacks with other effects that increase the range increments to target touch AC, adding one range increment to the effect.

Improved Tracking (Ex): Leonard gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, Leonard can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, Leonard is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.

Smite Good (Su): Once per day, Leonard may smite a good-aligned creature. As a swift action, Leonard chooses one target within sight to smite. If this target is good, Leonard adds his Charisma bonus (+1) to attack rolls and gains a +7 damage bonus against that foe. This effect persists until the target is dead or the creature rests.

Ranger Traps: Leonard knows how to create a snare trap and swarm trap. He can use these traps a total 5 times per day.

Trapfinding: Leonard adds 1/2 his ranger level on Perception skill checks made to locate traps and on Disable Device skill checks. He can use Disable Device to disarm magic traps.

GEAR
+1 heavy flail, +1 bullet (x20), +2 hide shirt, boots of striding and springing, gloves of swimming and climbing, ring of protection +2, masterwork double-barreled pistol (x2), black powder (20 doses), formula book, gunsmith’s kit, powder horn (x2), plus 814 gp

N.B. Leonard has equipment equal to a PC of his level instead of NPC-equivalent equipment. This bumps his CR by +1 (included above).

June 14th, 2012  in RPG No Comments »

More Zombie Brainstorming!

As I blogged about a couple or so days ago, my son Giant Boy and I decided to add some survival horror to Go Fer Yer Gun! (which is published by Beyond Belief Games). Not wanting the stereotypical Romeroid zombies, there was some brainstorming, and these five traits are what fell from the brainclouds:

Trait 1: The “zombies” are created by a bloodborne pathogen that infects a human host. The host’s lymph nodes swell into buboes. These buboes fill with a mixture of blood, pus, and live virus. Not only can they pop if roughly handled, the virus changes the host’s body so that the host can vent its buboes’ contents via the mouth and nose.

Trait 2: The infected do not respirate the way humans do. Their lungs do not serve any particular purpose. More physiological changes, however, give an infected the ability to voluntarily control its thoracic diaphragm. By contracting or relaxing this muscle, an infected can inhale or exhale, permitting it produce limited vocalizations. The infected cannot speak, except perhaps single syllable words that would be more hissed than articulated, but they can growl, moan, et cetera.

Trait 3: Further physiological changes alter bone structure and density. The proximal and distal phalanges fuse (N.B. limited finger dexterity), and the fused bones grows into something very much like a spike. Since the bones are denser as a whole, the infected is more durable and less suspectible to injury.

Trait 4: The infected’s brain changes as well. It enters a hyper-adrenaline state which constantly floods the infected’s body with this powerful hormone. At the same time, the nervous system is less sensitive to pain and fatigue.

Trait 5: The infected kill and eat the non-infected because uninfected human tissues contain a variety of hormones which nourish the virus. Chief among the hormones that the infected crave are arenaline and cortisol, the hormones that trigger the flight-or-fight response.

Next up, we need to look at how the heroes (meaning the PCs) will survive this apocalypse. As a player, I don’t like having to make up a new character every session or two. As a GM, I don’t like having to figure out how to introduce replacement PCs to the rest of the group. Something needs to be done that mitigates hero death but at the same time preserves the horror element of the survival horror genre.

GFYG! uses a hit point system to track character health and damage. Heroes heal one hit point per day. At 0 hit points, a hero passes out. Below 0 hit points means the hero is seriously injured and bleeding out at a rate of 1 hit point per round. When -10 hit points is reached, the hero dies. A critical hit might occur on a natural 20 attack roll. A confirmation roll, essentially a second attack roll, that meets the target number means the attack is critical. All critical hits inflict double damage.

So far, there’s nothing all that surprising here. These rules are pretty much old hat. They don’t, however, seem well-suited to survival horror. Let’s tweak things, taking inspiration from another old hat idea.

Bruises & Wounds

At each level in standard GFYG!, a hero gets 1 Hit Die worth of hit points. The hero’s Constitution modifier is added to the Hit Die result to determine hit points at that level. At 1st level, a hero gets maximum hit points. For our survival horror version of GFYG!, hit points don’t work quite this way. At each level, the hero’s hit points (not counting Constitution modifier) are divided between Bruises and Wounds. If hit points generated are an odd number, Bruises gets rounded up, and Wounds gets rounded down. The hero’s Constitution modifier gets added to Bruises only.

For example, Tex McGraw is a 1st-level gunslinger with a 14 Constitution (+2 modifier). Tex gets maximum hit points at 1st level, or 10 hit points. These are divided by two, and his Constitution modifier is added to Bruises. Thus, Tex has 7 Bruises and 5 Wounds. (Well, not that he actually has that many bruises and wounds; those are points, not injuries.) Tex survives to 2nd-level. (Yippee-ki-yay, Tex!) He rolls 1d10 and gets a 7. This yields 6 more Bruises (included Constitution modifier) and 3 more Wounds, bring Tex’s totals to 13 Bruises and 8 Wounds.

Since hit points (and related systems, such as Bruises and Wounds) are abstractions wherein damage doesn’t necessarily mean gushing wounds, here’s how this modified system works. When Tex gets hit (shot, stabbed, punched, bitten, et cetera), he takes damage to Bruises first. This represents minor bumps, scrapes, pulled muscles, and so forth. When Bruises are gone, Tex takes damage directly to Wounds. These represent serious injuries. A successful critical hit deals half damage to Bruises and half damage directly to Wounds.

A hero still becomes unconscious at 0, but 0 Wounds instead of 0 hit points. He starts to bleed out if reduced to -1 Wounds, and dies at -10 Wounds.

Bruises heal much more quickly than Wounds. A hero recovers his character level plus Constitution modifier in Bruises every 8 hours of rest. Wounds, however, still heal at the much slower rate as normal for GFYG!.

Under most circumstances, special attacks (such as infection from an infected’s bite) do not affect a hero unless the attack does damage directly to Wounds. An infected’s bite that only causes Bruises doesn’t potentially turn a hero into a frothing-at-the-mouth homicidal cannibal. This gives heroes a “buffer” during which they can fight the infected without risk of infection (barring critical hits or being splattered by an infected’s head being blasted apart by a shotgun). Eventually, a pitched battle against a mob of the infected is a losing proposition. Those Bruises are going to build up until a hero finally suffers Wound damage.

Survival of the Fittest?

GFYG! uses the tried and true 3d6 arranged to suit preferences method of attribute generation. This fits survival horror, and I see little reason to change it. One of the themes of survival horror comes from naturalist literature, such as the stories of Jack London. Check out his classic “To Build a Campfire”. Nature doesn’t care about virtue. It doesn’t mete out justice or distinguish between the deserving and the undeserving. Nature kills indiscriminately, and sometimes no amount of native ability or acquired skill makes much difference. Sure, a character with a 16 Strength has a survival advantage over a character with a 6 Strength, but it’s not a guarantee of success.

During the A to Z blogging challenge, I wrote about using exploding dice with the Pathfinder Roleplaying Game. I like this idea. It can be linked to character strengths while at the same time helps represent the fickle whims of circumstance that don’t give a hoot that the hero is the hero. In the next post on this topic, we’ll look at adding an exploding dice mechanic to GFYG! that takes into account that game’s system of primary, secondary, and tertiary attributes.

I’ll also look at GFYG!‘s character classes to see if maybe there needs to be some changes to the way they work in a survival horror game.

Until then, don’t get bit!

June 13th, 2012  in RPG 2 Comments »

Zombie Brainstorming

My son Giant Boy and I watched 28 Days Later a few nights ago. This film often gets lumped in the zombie genre, but it’s not really a zombie movie (but it is survival horror, which includes zombie pics). The infected in 28DL aren’t zombies. They’re people driven into a seemingly permanent psychotic frenzy by some sort of biological experiment accidentally released from an animal testing facility at Cambridge.

The day after we watched 28DL, Giant Boy said, “Patermaximus, might we write some sort of zombie horror apocalypse adventure?”

I said, “I dunno. I guess.”

And so here we are, with me writing this and you reading it.

The first question Giant Boy insisted we answer was what game system to use. The Pathfinder Roleplaying Game doesn’t seem a good fit. Fireball-lobbing wizards, vital-striking fighters, and disease-curing clerics don’t look they’d work well in the survival horror genre. Giant Boy suggested Mutants & Masterminds, but that is a math-intensive game when it comes to scenario design. Other suggestions included True 20 (which I have in unprinted PDF format but little experience with) and Savage Worlds (which I have only the short, free test drive PDF). Obviously, there are other systems specifically written for horror games. There’s even a zombie horror RPG, All Flesh Must Be Eaten (which I own none of and don’t feel like purchasing).

Watching me poo poo one game system after another, Giant Boy said, “Patermaximus, which system shall we use if we use none of those?”

Good question. One thing I enjoy is taking a game system and making it do things it wasn’t necessarily designed to do. I also like blending genres, which my players in Man Day Adventures will soon discover. (Muahaha!) As I pondered Giant Boy’s question, I thought these thoughts:

“The system needs to be something simple. Rules lite seems better than rules heavy for this sort of game.”

“The system needs to be something I already have a copy of.”

“The system needs to be something decidedly not intended for survival horror.”

One RPG kept pressing itself to the forefront of my brain each time I asked these questions. Yes, that’s right. Beyond Belief Games’ Go Fer Yer Gun!. What could be cooler than a blending of 28DL with cowboys and Indians? (Yes, yes, I know about Deadlands, but I’m not going for the weird west).

With that decision out of the way, it was time to brainstorm about my zombies. Foremost, I don’t want slow-moving, brain-eating undead. I mean, I love George Romero as much as any red-blooded American boy, but Romeroid zombies just seem so typical nowadays. 28DL was intense because its zombies aren’t zombies, and they’re fast and relentless. I mean, really fast. Those raging maniacs could windsprint like nobody’s business even after they were set on fire. On top of their speed and relentlessness, 28DL “zombies” didn’t have to bite you to infect you. They could projectile vomit blood at you instead. They could splatter on you when someone hacks them with a machete. They were a bloodborne pathogens worst-case scenario on steroids. As Frank (the most affecting and best acted character in 28DL as portrayed by Brendan Gleeson) demonstrated, even a single drop of blood from one of the infected after death could turn a loving father into a frothing-at-the-mouth killer in a matter of seconds.

Now that’s scary.

So, now I had the beginnings of a “zombie” checklist:

1. They’re not really zombies. They’re infected by a super-virus.
2. They’re jacked up on adrenaline and homicidally psychotic.

After this, my mind wandered toward other source material. You know how zombies eat brains? Do you know why zombies eat brains? It was explained in The Return of the Living Dead. Zombies eat brains because they’re in constant pain from decomposition, and brains act as a sort of anesthetic. I also recalled the two of Guillermo del Toro and Chuck Hogan’s novels in their Strain Trilogy (which reminds me that I still haven’t read the third installment). Those books are about vampires, but not Bela Lugosi vampires. Instead, Strain vampires are infected with a bizarre parasite that transforms the host’s entire physiology in grotesque, horrifying ways.

Two more things for the checklist:

3. Motivation for cannibalism.
4. Physical changes caused by virus.

That looked like a good start, and so I took Giant Boy’s ubiquitous pad of drawing paper away from him while we waited for Mrs. Chance to get done at work. I jotted down some notes about traits of the infected:

Trait 1: The host’s lymph nodes swell into buboes. These buboes fill with a mixture of blood, pus, and live virus. Not only can they pop if roughly handled, the virus changes the host’s body so that the host can vent its buboes’ contents via the mouth and nose.

Trait 2: The infected do not respirate the way humans do. Their lungs do not serve any particular purpose. More physiological changes, however, give an infected the ability to voluntarily control its thoracic diaphragm. By contracting or relaxing this muscle, an infected can inhale or exhale, permitting it produce limited vocalizations. The infected cannot speak, except perhaps single syllable words that would be more hissed than articulated, but they can growl, moan, et cetera.

Trait 3: Further physiological changes alter bone structure and density. The proximal and distal phalanges fuse (N.B. limited finger dexterity), and the fused bones grows into something very much like a spike. Since the bones are denser as a whole, the infected is more durable and less suspectible to injury.

Trait 4: The infected’s brain changes as well. It enters a hyper-adrenaline state which constantly floods the infected’s body with this powerful hormone. At the same time, the nervous system is less sensitive to pain and fatigue.

Trait 5: The infected kill and eat the non-infected because uninfected human tissues contain a variety of hormones which nourish the virus. Chief among the hormones that the infected crave are arenaline and cortisol, the hormones that trigger the flight-or-fight response.

As Giant Boy read this over my shoulder (which I find annoying but tolerate because I’m so loveable), I could hear him shuddering. I think this first draft of “zombie” traits is a good start for an Old West survival horror scenario.

Next post, I’ll turn the spotlight onto the player characters. Since this looks like the sort of setting that lends itself to high levels of PC death, I need to implement some sort of “survival of the fittest” considerations that keeps the threat of death very real for characters but also makes it easy to keep the players involved in the game after their heroes get eaten.

June 11th, 2012  in RPG No Comments »

Peanuts Not Included

Today I bring you another archetype, this one for barbarians.

Jotunkin

The jotunkin are barbarians whose bloodlines contain a trace of giant. When these barbarians rage, their giantish heritage manifests itself in greater size and strength.

Jotunrage (Su): A jotunkin can call upon supernatural sources of strength and ferocity, granting him greater size and prowess. Starting at 1st level, a jotunkin can jotunrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can jotunrage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a jotunkin can jotunrage per day. A jotunkin can enter jotunrage as a free action. The total number of rounds of jotunrage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in jotunrage, a barbarian increases in size by one size category. He gains a +4 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. He also gains a +2 natural armor bonus. The increase to Constitution grants the jotunkin 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a jotunkin cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A jotunkin whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. If insufficient room is available for the growth, the jotunkin attains the maximum possible size and may make a Strength check (using his increased Strength) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him.

All equipment worn or carried by the jotunkin is similarly enlarged by the jotunrage. Melee weapons affected deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this ability. Any enlarged item that leaves a jotunkin’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability.

A jotunkin can end his jotunrage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the jotunrage. A jotunkin cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a jotunkin falls unconscious, his jotunrage immediately ends, placing him in peril of death.

Jotunrage does not stack with magical effects that increase size.

This ability replaces rage.

Fear’s Friend (Ex): At 3rd level, a jotunkin gains a +1 competence bonus to Intimidate checks. These bonuses increase by +1 every three jotunkin levels thereafter (6th, 9th, 12th, 15th, and 18th level). The jotunkin also receives an insight bonus to saves against fear effects equal to one-half the competence bonus to Intimidate checks (drop fractions).

This ability replaces trap sense.

Greater Jotunrage (Su): At 11th level, when a jotunkin enters jotunrage, his size bonus to Strength increases to +6 and his natural armor bonus increases to +3.

This ability replaces greater rage.

Jotunrage Form (Su): At 14th level, when a jotunkin enters jotunrage, he may choose to assume the form of a frost giant, fire giant, hill giant, or stone giant. Once he assumes his new form, he gains the following abilities (instead of those normally granted by jotunrage): +6 size bonus to Strength, -2 size penalty to Dexterity, +4 size bonus to Constitution, +4 natural armor bonus, low-light vision, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the giant has immunity or resistance to any elements, the jotunkin gains resistance 20 to those elements. If the giant has vulnerability to an element, the jotunkin gains that vulnerability.

Every round in jotunrage form counts as 2 rounds against the jotunkin’s total number of rounds per day for jotunrage. In all other respects, jotunrage form is the same as jotunrage.

This ability replaces indomitable will.

Mighty Jotunrage (Su): At 20th level, when a jotunkin enters jotunrage or jotunrage form, his size bonuses to Strength and Constitution increase by a further +2, and his natural armor bonus increases by a further +1.

This ability replaces mighty rage.

N.B. The 17th-level ability tireless rage applies to jotunrage but not to jotunrage form.

In other news, Dodeca Weather gets a 5-star review! Huzzah! Here’s an excerpt:

“This is one of those little pdfs that could easily be overlooked, which would seriously be a pity, for the pdf is stellar: It’s logical and Mark L. Chance’s writing is easy to understand, structured and fun. Plus, this pdf makes the whole endeavor of creating weather forecasts simple and yet varied. A great pdf, professionally presented and cool – essentially a “So what’s the weather like, anyway?”-book of the highest caliber – for less the a buck!”

June 9th, 2012  in RPG, Spes Magna News 1 Comment »

Oh, Snap!

First, an announcement: A to Z is a collection of Spes Magna Games blogposts written during the April 2012 A to Z blogging challenge. All 26 blogposts have been subjected to revisions, edits, and other improvements. The end result is a 40-plus-page, printer-friendly PDF featuring fluff and crunch such as:

* Alternate rules for channeling energy, energy drain, exploding dice, jumping, monks, outsiders, and x-ray vision
* Bromantic poetry
* GM advice about how to motivate your players to be more invested in your game
* Luck, a new ability score
* New archetypes, one each for the magus and the rogue
* NPC villains such as an awakened psionic gorilla

All of this and more can be yours for less than a cup of gourmet coffee at both DriveThruRPG and Paizo.com.

Next, a big turtle!

The methoataske is a truly enormous ambush predator, very much resembling an alligator snapping turtle larger than a house. It tends to strike from camouflage, lunging forward to swallow its prey whole. If harrassed after gulping down a victim, a methoataske is likely to retreat to deeper water.

Methoataske
CR 13; XP 25,600
N Colossal animal
Init +4; Senses low-light vision, scent; Perception +32

DEFENSE
AC 26, touch 2, flat-footed 26 (+24 natural, –8 size)
hp 319 (22d8+220)
Fort +20, Ref +11, Will +12

OFFENSE
Speed 30 ft., swim 30 ft.
Melee bite +24 (4d8+22 plus grab)
Space 30 ft.; Reach 20 ft.
Special Attacks swallow whole (4d6+22 bludgeoning, AC 26, 62 hp)

STATISTICS
Str 40, Dex 10, Con 29, Int 1, Wis 17, Cha 10
Base Atk +16; CMB +39 (+43 grapple); CMD 49 (53 vs. trip)
Feats Blind-Fight, Improved Blind-Fight, Improved Initiative, Improved Iron Will, Iron Will, Lunge, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Perception +32, Swim +29; Racial Modifiers +8 Swim
SQ armored stomach, camouflage, hold breath, shell

SPECIAL ABILITIES
Camouflage (Ex): The rough shell of a methoataske is particularly well adapted to camouflage the creature in its native environment. Creatures must succeed on a DC 28 Perception check to notice an unmoving methoataske. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to notice the methoataske.

Armored Stomach (Ex): A methoataske’s body is difficult to cut through—its stomach gains a +4 bonus to its AC and has double the normal hit points when determining the success of a creature attempting to cut its way free.

Shell (Ex): As a move action, a methoataske can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.

ECOLOGY
Environment temperate or warm water or shore
Organization solitary or pair
Treasure none

June 8th, 2012  in RPG, Spes Magna News 2 Comments »