Welcome back to Occupied Equestria, an RP set in a conquered Equestria, using D&D 3.5e mechanics, and based in large part on the My Little Pony mod for Hearts of iron 4, Equestria at War
The party has successfully stopped the Communists of Baltimare from importing guns and foreign advisers in preparation for a revolt. They have also raided a Griffin freighter involved in arms trafficking, and are prepared to leave and end their long night.
1692 replies and 78 files omitted.
>>73836Iron, satisfied, puts on his fullplate, to feel inside the armor, see how much it protects him.
aka what is the AC of the fullplate exactly "What do you think, Cauldron? You think the animals will run away when they see me?"
>>73837+8"Well, if they don't, you won't be needing to run away from them"
>>73838"True" Iron laughs. "Well, do you want to go to the Watering Hole for some last drinks? I picked up some work while we did not see eachother."
Alright, just respond to the request and leave to bed. I'll go to sleep after your response >>73839"We could, certainly, and you can tell me all about it. Though you should try my brother's restaurant some time. He makes a nice sourdough bread"
>>73840"Sure thing. I am looking forward to it." Iron starts walking towards the Watering Hole, Cauldron in tow.
Ok, for real, I'm going to sleep. Night How much money is a wounded, untrained Dire wolf worth?
>>73465>>73466>>73472How is this a rebuff? It looks to me like playful banter.
I was practicing creature advancement, so I made a Timbur Wolf. Pls r8.
Size/Type:Large Plant (Augmented Animal)
Hit Dice:6d8+25 (67 hp)
Initiative:+3
Speed:50 ft. (10 squares)
Armor Class: 21 (–1 size, +3 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple:+4/+19
Attack:Bite +14 melee (1d8+15)
Full Attack:Bite +14 melee (1d8+15)
Space/Reach:10 ft./5 ft.
Special Attacks:Trip, Spell-like abilities
Special Qualities:Low-light vision, scent, Fast Healing 3, Damage Reduction 10/Magic and Slashing, Grapple Bonus, Plant Traits, Cold Resistance 10, Electricity Resistance 10, Tremorsense
Saves:Fort +10, Ref +8, Will +6
Abilities:Str 31, Dex 17, Con 21, Int 2, Wis 12, Cha 14
Skills:Hide +1, Listen +7, Move Silently +5, Spot +7, Survival +2*
Feats:Alertness, Run, TrackB, Weapon Focus (bite)
Environment: Everfree Forest
Organization:Solitary or pack (5–8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral
Advancement:7–18 HD (Large)
Level Adjustment: +8 (cohort)
A Timbur Wolf's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Trip (Ex): A timbur wolf that hits with a bite attack can attempt to trip its opponent (+14 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the timbur wolf.
Grapple Bonus (Ex): The thorny hooks on a Timber Wolf's teeth, body and claws grant it a +4 bonus on grapple checks.
Spell-Like Abilities: At will - entangle, pass without trace, speak with plants; 1/day - wall of thorns. Caster level equals Timbur Wolf Hit Dice; save DC 10 + spell level + Timbur Wolf's Charisma modifier.
Tremorsense (Ex): Timbur Wolf can automatically sense the location of anything within 60 feet that is in contact with the ground.
Plant Traits:
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Skills: *A Timbur Wolf creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.
A Timbur Wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
>>73846It smells a bit OP, but maybe I'm wrong.
>>73846That's actually supposed to have 54 hp...
I had another one that had a base CR of 6, for the alpha version. This was actually my original plan. It's only CR 6 because I didn't increase the hit dice, but it can be advanced pretty simply after this point.
Size/Type:Large Plant (Augmented Animal)
Hit Dice:6d8+42 (66 hp)
Initiative:+3
Speed:50 ft. (10 squares)
Armor Class: 26 (–1 size, +3 Dex, +14 natural), touch 13, flat-footed 18
Base Attack/Grapple:+4/+19
Attack:Bite +14 melee (2d6+15 plus 1d6 Acid)
Full Attack:Bite +14 melee (2d6+15 plus 1d6 Acid)
Space/Reach:10 ft./5 ft.
Special Attacks:Trip, Spell-like abilities
Special Qualities:Low-light vision, scent, Fast Healing 3, Damage Reduction 10/Magic and Slashing, Grapple Bonus, Plant Traits, Cold Resistance 10, Electricity Resistance 10, Tremorsense, Immunity to Acid
Saves:Fort +12, Ref +8, Will +6
Abilities:Str 31, Dex 17, Con 25, Int 2, Wis 12, Cha 14
Skills:Hide +1, Listen +7, Move Silently +5, Spot +7, Survival +2*
Feats:Alertness, Run, TrackB, Weapon Focus (bite), Improved Natural Attack (bite)
Environment:Temperate forests
Organization:Solitary or pack (5–8)
Challenge Rating: 6
Treasure: Standard
Alignment:Always neutral
Advancement:7–18 HD (Large)
Level Adjustment: +8 (cohort)
A Timbur Wolf's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Trip (Ex): A timbur wolf that hits with a bite attack can attempt to trip its opponent (+14 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the timbur wolf.
Acidic Attack (Ex): An Alpha Timber Wolf's bite attack deals an extra 1d6 points of acid damage per 4 HD of the alpha (maximum 5d6).
Grapple Bonus (Ex): The thorny hooks on a Timber Wolf's teeth, body and claws grant it a +4 bonus on grapple checks.
Spell-Like Abilities: At will - entangle, pass without trace, speak with plants; 1/day - wall of thorns. Caster level equals Timbur Wolf Hit Dice; save DC 10 + spell level + Timbur Wolf's Charisma modifier.
Ill-Tempered (Ex): Handle Animal checks involving a an Alpha Timbur Wolf take a –4 penalty, since Timber Wolves are more difficult to control than normal animals or even dire animals.
Improved Natural Healing (Ex): A Timber Wolf's body heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night’s rest. (Remember when AJ smashed them, but they just reassembled after she left?)
Tremorsense (Ex): Timbur Wolf can automatically sense the location of anything within 60 feet that is in contact with the ground.
Plant Traits:
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Skills: *A Timbur Wolf gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.
A Timbur Wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
>>73847Idk, I didn't think it was that powerful compared to Winter Wolves and similar creatures. I think the CR adjustment was appropriate.
The monster detailed in
>>73848 is actually a creature that should probably have a few hit dice added to it to advance it for later game.
My ideal for advancement was something similar to a Nessian Warhound, only with recovery abilities instead of the breath weapon, and an acidic bite instead of fire.
It's actually the result of the application of two popular templates, with CR adjustment taken into account.
https://www.realmshelps.net/monsters/templates/greenbound.shtmlhttp://eberronunlimited.wikidot.com/horrid-animalPic related.
>>73849Well, it seems to be viable.
Did I miss anything while I was out?
>>73848I guess the Damage Reduction being trumped by slashing weapons and the relatively High AC make it a pretty difficult encounter, since bullets simply wouldn't work on it (it is made of logs though, so what would you expect?), but none of those features should raise it's AC past 6.
Your best bet to fight one would be to get the Fighter a +1 sword/axe, or just fuck it up with fire spells.
Timber Wolves are one of the most badass monsters in the mlp universe, imo. Making them a 6-and-up encounter feels justified.
Also, the utter lack of plant type creature in the 1st monster manual so is boring. The other two manuals added a few though, they even included the green bound template, which was the basis for the timber wolf.
>>73852*Nothing to raise it's CR past 6
>>73851I sold my two gold ingots for 8000 bits and am currently going to the bar with Cauldron. (No not the bar you are. The Watering Hole, at the docks.)
>>73854>8000 Bits...It might actually have been worthwhile to explore that ship.
>>73855Keep in mind I had two because Onyx and I were greedy fucks. One of them is just 4000 bits.
>>73856I know, but 4000 is still a shitton.
>>73857If I were lucky, I would have taken like 4 of those bricks and buy the tungsten fullplate armor. It's just so tempting to do that, but there will be next time.
>>73857It's okay for a lvl 5 character.
Most of the monsters you'd face are now going to have special attacks and damage reduction. You want a magick weapon, armor, and as many healing potions as you can carry.
>>73859>It's okayThe more you talk about the way the economy works in these kinds of games, the more I feel like they're unbalanced to hell and back.
>>73860Oh, tell me about it.
I've played an Artificer: I know very well how fucking absurdly expensive magical equiptment is at every level.
(which is partly why I wanted to be ascetic in this run, since keeping inventory was a pain and a half)
>>73861Does the common fighter also suffer in terms of spending for gear?
>>73862No, actually. Wizards and the like spend considerably more for their spell components, even moreso if they're responsible for creating items for the party.
Most fighter equiptment boils down to weapons, armor, and potions, along with miscellaneous stat-boosting items.
>>73863Oh, I guess it's easier to manage or buy my stuff. Would you save a lot of money if you picked Eschew materials?
>>73864No. Eschew materials only helps with components that do not have a specific cost. Retrieving a stored item is a move action that provokes attacks of opportunity, so mages can get skullfucked when reaching into their fanny packs for herbs 'n shieet.
>>73865Oh. Well, is it at least good for potion brewers?
>>73866Potions have a set price.
Certain feats, like Extrordinary Artisan, may reduce the costs of item creation just slightly.
>>73867Well that sucks. And here I thought it was decent. Well, what do you plan to do with that timberwolf template? You can't just magic the wolf you summoned out of existence for the timberwolf without recharging.
>>73868I only made the timber wolf as a practice.
If you have the Green bound Summoner fest though, you can summon animals with that template
(which I want to take, because it goes so well with Ashbound).
>>73869>Green bound Summoner festYou mean Greenbound summoning? I think you need to have a level 4 casting ability for that to work. Unless you don't want them to be plant types.
>>73870It only requires creatures to be able to cast Summon Nature's Ally.
>>73871Oh ok. Say, what do you plan to do with that dog who you burned as Ash apart from simple healing?
>>73872Buy it off and relocate it the pack in the south.
>>73873Coolsies. I wonder where will the GM take us. Maybe we will do shady stuff to test our good and evil allegiances before we go to more isolated areas.
>>73874I still have to liberate those foals trapped in the cannery, find Ollie, donate this gold, and part ways with the abby.
>>73875Right. Don't forget to seek me. I don't think I can find you if I had to look for you. Maybe I could ask the town folk if it's impossible.
>>73874Well, there's still communists about, and Iron, Ash, and all of their party knows now that the changelings have infiltrated the Baltimare communists to at least some degree.
>>73878That's what it seems, anyways. Who knows? Maybe we find out that the changelings themselves are the ones who created the commie movement to cause strife on griffon colonies.
>>73879As far as I know, in the actual mod, there's a communist movement in Baltimare in the same vein as Stalliongrad, with the goal of establishing an independent "Mare Republic" and eventually founding the South Equestrian Socialist Republics after taking control of the southern forests and jungles.
>>73880Forgot to add in the name field.
Is it just me, or are the posts from this thread on showing up in the latest posts list?
>>73882That's what it should show. We are more active than most other threads due to the nature of this thread.
>>73883I can't see a single post on the list from this thread.
>>73884Oh. Well, if I had to guess, mlpol is the main board and every thread has many people who wish to participate. Let me check after this is posted if I can screenshot that we can appear on latest posts.
>>73885Strange, you're right. I can't see my answer even if I refreshed about 5-6 times.