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Month Index: October, 2001


From:     Sebastian Lucier <sebastianlucier@???????.com>
Date:     Thu, 4 Oct 2001 08:02:49 -0700
Subject:  Re: 3e delphinid
>melee attack bounus +3
>og thac0 17
>bab 3 -1(size)+1(weapon finess)
>i am probably missing something but where did you get +8

I think you're thinking of weapon focus, not weapon finesse.  It's +3 for
being 4 HD, +4 for dexterity due to weapon finesse, -1 for size large for a
total modifier of +6.  The damage should be 1d6+3 (1.5 strength mod since it
is the creature's only/primary weapon.)


>-----
>Flits3 Frietmuts wrote:
>
>The Delphinid:
>
>Large Beast
>Hit Dice:4d10 +4 (26 hp)
>Initiative:+4 (Dex)
>Speed:50 ft.
>AC:  14 (-1 Size, +4 Dex, +1 Natural)
>Attacks:Ram +8
>Damage:Ram 1d6
>Face/Reach:10 ft. x 5 ft./5 ft.
>Special Attacks:None
>Special Qualities: Low-light Vision, Darkvision 60 ft
>Saves:Fort +4, Ref +5, Will +2
>Abilities:Str 14, Dex 18, Con 12, Int 9, Wis 12, Cha 14
>Skills:Listen +6, Hide +5, Spot +5
>Feats:Weapon Finesse (Ram)
>Climate/Terrain:Phlogiston
>Organization:Pack (4-12)
>Challange Rating:2
>Treasure:Standard
>Alignment: Always Neutral</td>
>Advancement: 5-8 (Large), 8-12 (Large), 13-16 (Huge)
>
>These friendly beasts swim harmlessly through the phlogiston. They have on
>occasion been known to help stranded travelers. A delphinid has a
>fish-shaped body with trilateral symmetry, with everything found in
>triplicate. The head tapers to a blunt nose. There are three eyes placed
>equidistantly around the head. The mouth has three jaws, all of which are
>hinged. There are three large dorsal fins equidistantly around the large,
>central part of the body. The tail has three fins as well.
>Delphinids can change color to match the swirling phlogiston. They can make
>multi-colored swirls and streamers across their hide. A dead delphinid is a
>pale grey color. They have been known to intentionally turn grey, black, or
>white in order to be seen by passing sailors.
>
>Combat:
>A delphinid can attack only by ramming (its teeth are too small to be used
>effectively as weapons). A delphinid can ram every other round. Each ram
>inflicts 1d6 points of damage. Any creature that weighs less than the
>delphinid must roll a successful Dexterity check or be knocked down (or
>off,
>or over, or whatever).
>Delphinids rarely initiate combat. They attack only to protect themselves
>or
>their friends. They are smart enough to be creative in their strategies and
>tactics. They can be taught tricks or maneu-vers quite easily.
>
>Habitat/Society:
>Delphinids are found only in the phlogiston cur-rents. They are usually
>found swimming with the current, not against it. Since they cannot travel
>at
>spelljamming speeds, they are encountered only by ships that are at rest or
>traveling at tactical speeds.
>Delphinids are quite friendly. They will play and cavort with sailors. They
>are dexterous enough that they can dive into a ship's gravity, keep control
>of their trajectory and make it back out. Any aggressive behavior or
>attempt
>to hurt or dominate a delphinid causes the entire school to vanish into the
>flow.
>If a sailor falls off a deck, delphinids have been known to carry him back
>to the ship. If they are feeling particularly frisky, they may even give a
>sailor a joy ride. The sight of a school of delphinids can do wonders for
>the morale of a crew that has been in space too long.
>Each delphinid has its own personality. While they travel to-gether in a
>school, there does not appear to be a leader. Each delphinid does as it
>pleases. The group tends to follow the one with the idea of the moment.
>They
>like elves, humans, gnomes, halflings, kender, and other fun-loving races.
>They avoid beholders, mind flayers, neogi, lizard men, and other aggressive
>races. They are neutral toward dwarves, the arcane, giff, dacon, and such.
>
>Ecology:
>Delphinids somehow get their nourishment from phlo-giston. They like
>various
>treats that sailors are fond of throwing to them. In particular they like
>fruit of any sort. Unfortunately for them, fruit is a rare commodity aboard
>a spelljamming ship.
>Delphinid young are born live, with a single calf per birth. Both parents
>raise the calf until it is old enough to defend itself. Once the calf has
>left its parents, they part ways as well. Delphinids do not mate for life.
>
>********************************************************************
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Previous Message: Re: Conversion
Next Message: Conversion Lhee
Month Index: October, 2001

SubjectFromDate (UTC)
3e delphinid    Invoker    04 Oct 2001 00:45:33
Re: 3e delphinid    Flits3 Frietmuts    04 Oct 2001 06:21:43
Re: 3e delphinid    Sebastian Lucier    04 Oct 2001 15:02:49

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