Revision [231]
Last edited on 2011-01-27 19:47:34 by Akhat (unregistered user)Additions:
**BAB**: +4; Grp +7
**Attack**: Bite +7 (1d6+4), Claw +8 (1d4+2)
**Full-Attack**: Bite +7 (1d6+4) and 2 Claws +8 (1d4+2)
**Saves**: Fort +7 Ref +8 Will +4
**Attack**: Bite +7 (1d6+4), Claw +8 (1d4+2)
**Full-Attack**: Bite +7 (1d6+4) and 2 Claws +8 (1d4+2)
**Saves**: Fort +7 Ref +8 Will +4
Deletions:
**Attack**: Bite +7 (1d6+4), Claw +7 (1d4+2)
**Full-Attack**: Bite +7 (1d6+4) and 2 Claws +7 (1d4+2)
**Saves**: Fort +6 Ref +9 Will +5
Revision [230]
Edited on 2011-01-27 19:25:00 by Akhat (unregistered user)Additions:
**Challenge Rating**: X (6?)
**Pack Attack (Ex)**: If a Jagter in a pack uses aid another action to assist an attack roll, it grants a +4 bonus rather than +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant a +2 bonus on grapple checks to pin the opponent.
**Pack Mind (Ex)**: As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master. A pack member under the influence of a mind-affecting spell gains a save every round if it is receiving the Pack Mind benefit.
**
Sonic Howl (Ex)**: As a standard action, a pack of Jagter can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a Will save or be stunned for 1d6+1 rounds. The save DC of the howl is 15 + 1/2 the number of Jagter in the pack + each pack member’s Cha mod(typically +1).
**Pack Attack (Ex)**: If a Jagter in a pack uses aid another action to assist an attack roll, it grants a +4 bonus rather than +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant a +2 bonus on grapple checks to pin the opponent.
**Pack Mind (Ex)**: As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master. A pack member under the influence of a mind-affecting spell gains a save every round if it is receiving the Pack Mind benefit.
**
Sonic Howl (Ex)**: As a standard action, a pack of Jagter can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a Will save or be stunned for 1d6+1 rounds. The save DC of the howl is 15 + 1/2 the number of Jagter in the pack + each pack member’s Cha mod(typically +1).
Deletions:
Pack Attack (Ex): If a Jager in a pack uses aid another action to assist an attack roll, it grants a +4 bonus rather than +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant a +2 bonus on grapple checks to pin the opponent.
Pack Mind (Ex): As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master. A pack member under the influence of a mind-affecting spell gains a save every round if it is receiving the Pack Mind benefit.
Sonic Howl (Ex): As a standard action, a pack of Jagter can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a Will save or be stunned for 1d6+1 rounds. The save DC of the howl is 15 + 1/2 the number of Jagter in the pack + each pack member’s Cha mod(typically +1).
Revision [229]
Edited on 2011-01-27 19:24:03 by Akhat (unregistered user)Additions:
**Challenge Rating** 6
Pack Mind (Ex): As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master. A pack member under the influence of a mind-affecting spell gains a save every round if it is receiving the Pack Mind benefit.
Pack Mind (Ex): As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master. A pack member under the influence of a mind-affecting spell gains a save every round if it is receiving the Pack Mind benefit.
Deletions:
Pack Mind (Ex): As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master.
Revision [228]
Edited on 2011-01-27 19:15:54 by Akhat (unregistered user)Additions:
==**Jagter**==
Medium Magical Beast (Desert)
**HD**: 4d10+8 (28)
**Speed**: 50 ft. (10 squares)
**Init**: +8
**AC**: 18 (+4 Dex, +4 nat); touch 14; flat-footed 14
**BAB**: +4; Grp +6
**Attack**: Bite +7 (1d6+4), Claw +7 (1d4+2)
**Full-Attack**: Bite +7 (1d6+4) and 2 Claws +7 (1d4+2)
**Space**: 5 ft.; Reach 5 ft.
**Special Attacks**: Pack Attack, Sonic Howl
**Special Qualities**: Darkvision 120 ft, low-light vision, pack mind, heat endurance, scent
**Saves**: Fort +6 Ref +9 Will +5
**Abilities**: Str 17, Dex 19, Con 17, Int 4*, Wis 12, Cha 12
**Skills**: Listen +8, Spot +6, Survival +8, Hide +5
**Feats**: Alertness, Improved Initiative, Iron Will, Track
**Environment**: Warm deserts
**Organization Name**: Pack (4-16)
**Challenge Rating** X
**Treasure**: Lairs, standard
**Alignment**: Neutral
Pack Attack (Ex): If a Jager in a pack uses aid another action to assist an attack roll, it grants a +4 bonus rather than +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant a +2 bonus on grapple checks to pin the opponent.
Pack Mind (Ex): As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master.
*The collective Intelligence score of a pack is 15, and their tactics reflect this. Each individual has an Intelligence score of only 4. A pack must include at least three members to gain the benefit of the higher Intelligence score.
Sonic Howl (Ex): As a standard action, a pack of Jagter can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a Will save or be stunned for 1d6+1 rounds. The save DC of the howl is 15 + 1/2 the number of Jagter in the pack + each pack member’s Cha mod(typically +1).
A pack must include at least three members to activate the sonic howl, and each must be within 30 feet of a contributing pack member. Creatures with immunity to sonic energy attacks do not have immunity to the sonic howl, although creatures that can’t hear the howl (such as deaf creatures or those within the area of a silence spell) are not affected.
Medium Magical Beast (Desert)
**HD**: 4d10+8 (28)
**Speed**: 50 ft. (10 squares)
**Init**: +8
**AC**: 18 (+4 Dex, +4 nat); touch 14; flat-footed 14
**BAB**: +4; Grp +6
**Attack**: Bite +7 (1d6+4), Claw +7 (1d4+2)
**Full-Attack**: Bite +7 (1d6+4) and 2 Claws +7 (1d4+2)
**Space**: 5 ft.; Reach 5 ft.
**Special Attacks**: Pack Attack, Sonic Howl
**Special Qualities**: Darkvision 120 ft, low-light vision, pack mind, heat endurance, scent
**Saves**: Fort +6 Ref +9 Will +5
**Abilities**: Str 17, Dex 19, Con 17, Int 4*, Wis 12, Cha 12
**Skills**: Listen +8, Spot +6, Survival +8, Hide +5
**Feats**: Alertness, Improved Initiative, Iron Will, Track
**Environment**: Warm deserts
**Organization Name**: Pack (4-16)
**Challenge Rating** X
**Treasure**: Lairs, standard
**Alignment**: Neutral
Pack Attack (Ex): If a Jager in a pack uses aid another action to assist an attack roll, it grants a +4 bonus rather than +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant a +2 bonus on grapple checks to pin the opponent.
Pack Mind (Ex): As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master.
*The collective Intelligence score of a pack is 15, and their tactics reflect this. Each individual has an Intelligence score of only 4. A pack must include at least three members to gain the benefit of the higher Intelligence score.
Sonic Howl (Ex): As a standard action, a pack of Jagter can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a Will save or be stunned for 1d6+1 rounds. The save DC of the howl is 15 + 1/2 the number of Jagter in the pack + each pack member’s Cha mod(typically +1).
A pack must include at least three members to activate the sonic howl, and each must be within 30 feet of a contributing pack member. Creatures with immunity to sonic energy attacks do not have immunity to the sonic howl, although creatures that can’t hear the howl (such as deaf creatures or those within the area of a silence spell) are not affected.
Revision [175]
Edited on 2010-12-13 19:52:47 by Akhat (unregistered user)No differences.