Previous Message: Re: Conversion
Next Message: Conversion Lhee
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. > >******************************************************************** >The D&D; Homepage: http://www.wizards.com/dnd/Welcome.asp >The Spelljammer Homepage: http://www.darkwoodforest.com/rpg/compendium/ >To unsubscribe, send email to LISTSERV@??????.???????.com >with UNSUB SPELLJAMMER-L in the body of the message. _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
Previous Message: Re: Conversion
Next Message: Conversion Lhee
Month Index: October, 2001
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| 3e delphinid | Invoker | |||
| Re: 3e delphinid | Flits3 Frietmuts | |||
| Re: 3e delphinid | Sebastian Lucier |