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From: Thatotherguy <spellj@??????????.com> Date: Wed, 21 Aug 2002 07:56:09 -0700 Subject: Re: One Last Riddle SJ Conversion pt 7
The Kobold Forces:
Apprentice, km Sor1: HD 1d4; hp 3; Init +3; Spd 30 ft.; AC 15; Atk -2
melee (1d4-2/19-20, dagger), +4 missile (1d8/19-20, masterwork light
crossbow); SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +0,
Ref +5, Will +2; Str 6, Dex 16, Con 11, Int 10, Wis 10, Cha 17.
Skills and Feats: Concentration +4, Spellcraft +4; Combat Casting,
Alertness when familiar in arm^Òs reach.
Light Sensitivity (Ex): ^Ö1 penalty on attack rolls in bright sunlight
or within radius of a daylight spell.
Possessions: masterwork light crossbow, case of 20 light crossbow
bolts, dagger, pouch with 28 gp, 14 sp, and a bottle of air, scroll
case with 8th level arcane scrolls of 1) mage armor (x2) and shield
(x2), 2) see invisibility (x4), 3) invisibility, mage armor, shield,
and summon monster III, and 4) lightning bolt and ice storm
Spells Known (5/4; base DC = 13 + spell level): 0^× detect magic,
detect poison, ray of frost, read magic; 1st^× mage armor, magic missile
Weasel Familiar: HD 1d4; hp 1; Init +2; Spd 20 ft. climb 20 ft.; AC
15; Atk +2 melee (1d3-4, bite); SA attach; AL LE; SV Fort +2, Ref +4,
Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Skills, Feats, and Powers: Balance +18 (includes +8 racial bonus),
Climb +11, Hide +13, Move Silently +13 (includes +4 racial bonus), Spot
+4; Weapon Finesse (bite); share spells if in 5^Ò of master, empathic
link with master to 1 mile
Attach (Ex): If bite hits locks on and deals automatic bite damage
each round but loses Dex bonus to AC.
Captain, km War3: HD 3d8; hp 17; Init +1; Spd 30 ft.; AC 16; Atk +2
melee (1d6-1, halfspear), +4 missile (1d8/19-20, light crossbow); SQ
Darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, Ref +2, Will
+1; Str 8, Dex 13, Con 11, Int 10, Wis 10, Cha 12.
Skills and Feats: Climb +3, Profession(sailor) +1, Jump +1, Spot +2;
Alertness, Endurance.
Light Sensitivity (Ex): ^Ö1 penalty on attack rolls in bright sunlight
or within radius of a daylight spell.
Possessions: halfspear, light crossbow, case of 20 light crossbow
bolts, studded leather armor, pouch with 12 gp, 17 sp, and 2 Murlynd^Òs
spoons
Kobolds, adult km (49): hp Oppol^Òs bodyguard: 3, 2, 2, 1, 1; Ship
Crew: 4, 1, 1, 2, 2, 3, 1, 4, 2, 3, 2, 4, 2, 1, 4; Remainder: 4, 3,
2, 3, 1, 3, 3, 4, 3, 4, 1, 4, 1, 4, 2, 2, 3, 1, 1, 1, 4, 2, 1, 1, 4, 3,
4, 3, 1
Kobolds, females and young (41): noncombatant
Lizard Man Guard, lm War1: HD 3d8+6; hp 25; Init +0; Spd 30 ft.; AC
17; Atk +3 melee (1d4+1, 2 claws) or +3 melee (1d8+1, morning star), +1
melee (1d4, bite); AL N; SV Fort +4, Ref +3, Will +0; Str 13, Dex 10,
Con 14, Int 9, Wis 10, Cha 10.
Skills and Feats: Balance +4, Intimidate +2, Jump +7, Swim +9;
Alertness, Multiattack.
Possessions: large steel shield, morning star, pouch with 22 gp, 18
sp, and 19 cp
Lizard Man Marine, lm Ftr1: HD 1d10+2d8+3; hp 26; Init +0; Spd 30 ft.;
AC 15; Atk +4 melee (1d4+1, 2 claws) or +4 melee (1d8+1, battle axe),
+1 melee (1d4, bite); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex
10, Con 13, Int 9, Wis 10, Cha 10.
Skills and Feats: Balance +4, Climb +5, Jump +7, Swim +9; Multiattack,
Weapon Focus (battle axe), Weapon Focus (claws).
Possessions: battle axe, pouch with 10 gp, 8 sp, and 12 cp
Lizard Man Sailor, lm War2: HD 4d8+4; hp 24; Init +1; Spd 30 ft.; AC
16; Atk +4 melee (1d4+1, 2 claws) or +4 melee (1d6+1, halfspear), +2
melee (1d4, bite); AL N; SV Fort +4, Ref +3, Will +0; Str 13, Dex 12,
Con 13, Int 9, Wis 10, Cha 10.
Skills and Feats: Balance +5, Climb +6, Jump +7, Swim +9; Endurance,
Multiattack.
Possessions: halfspear, pouch with 10 gp, 11 sp, and 6 cp
Lizard Woman, lf: HD 2d8+2; hp 11; Init +0; Spd 30 ft.; AC 15; Atk +2
melee (1d4+1, 2 claws) or +2 melee (1d8+1, morning star), +0 melee
(1d4, bite); AL N; SV Fort +1, Ref +3, Will +0; Str 13, Dex 10, Con 13,
Int 9, Wis 10, Cha 10.
Skills and Feats: Balance +4, Jump +7, Swim +9; Multiattack.
Possessions: morning star, pouch with 12 gp, 9 sp, and 16 cp
Note: Stats are given here for the lizard man guard^Òs mate as she will
aid him in any fight she is around for and will avenge him if he^Òs
slain.
Chief Oppol, km Sor8 (adjustments): SV Ref +5; Cha 16 (18 with cloak)
Feats: Dodge, Scribe Scroll, Combat Casting, Alertness when in arm^Òs
reach of familiar.
Possessions: 5 daggers, pouch with 250 and a potion of cure serious
wounds, necklace of adaptation, +2 cloak of charisma, wand of lightning
bolts (18 charges), scroll case with 8th level arcane scrolls of 1)
detect magic, detect poison, read magic, open/close, mage hand, and see
invisibility, 2) mage armor (x2), shield (x2), and invisibility (x2),
3) web, lightning bolt (x3), summon monster III, and ice storm, and 4)
ice storm (x2), lightning bolt, and web (x2)
Spells Known (6/7/7/6/3 +1 4th level spell with cloak; base DC = 13 +
spell level or 14 + spell level with cloak): 0^× daze, detect magic,
detect poison, ghost sound, mage hand, open/close, ray of frost, read
magic; 1st^× mage armor, magic missile, sleep, shield, identify; 2nd^×
invisibility, see invisibility, web; 3rd^× lightning bolt, summon
monster III; 4th^× ice storm
Weasel Familiar: HD 8d4; hp 16; Init +2; Spd 20 ft. climb 20 ft.; AC
18; Atk +4 melee (1d3-4, bite); SA attach; AL LE; SV Fort +2, Ref +4,
Will +7; Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Skills and Powers: Balance +18 (includes +8 racial bonus), Climb +11,
Hide +13, Move Silently +13 (includes +4 racial bonus), Spot +4; share
spells if in 5^Ò of master, empathic link with master to 1 mile, deliver
touch spells for master, speak with master, speak with weasels
Attach (Ex): If bite hits locks on and deals automatic bite damage
each round but loses Dex bonus to AC.
Slave Overseer, km War1: HD 1d8; hp 5; Init +1; Spd 30 ft.; AC 15; Atk
+0 melee (1d6-1, halfspear); SQ Darkvision 60 ft., light sensitivity;
AL LE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis
10, Cha 11.
Skills and Feats: Intimidate +4, Listen +1, Spot +1; Alertness.
Light Sensitivity (Ex): ^Ö1 penalty on attack rolls in bright sunlight
or within radius of a daylight spell.
Possessions: half spear, leather armor, pouch with 4 sp and 14 cp
Sergeant, km War3: HD 3d8; hp 19; Init +1; Spd 30 ft.; AC 16; Atk +3
melee (1d6, halfspear), +4 missile (1d8/19-20, light crossbow); SQ
Darkvision 60 ft., light sensitivity; AL LE; SV Fort +2, Ref +1, Will
+0; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Climb +6, Jump +6; Alertness, Endurance.
Light Sensitivity (Ex): ^Ö1 penalty on attack rolls in bright sunlight
or within radius of a daylight spell.
Possessions: half spear, light crossbow, case of 10 light crossbow
bolts, studded leather armor, pouch with 14 gp and 10 sp
War Leader, km Ftr4: HD 4d10; hp ; Init +2; Spd 30 ft.; AC 19; Atk +5
melee (1d6+2/x3, hand axe), +7 missile (1d8/19-20, light crossbow); SQ
Darkvision 60 ft., light sensitivity; AL LE; SV Fort +4, Ref +3, Will
+1; Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Climb +6, Craft(trapmaking) +4 (includes +2 racial
bonus), Jump +6; Alertness, Dodge, Weapon Focus (hand axe), Weapon
Specialization (hand axe), Weapon Focus (light crossbow).
Light Sensitivity (Ex): ^Ö1 penalty on attack rolls in bright sunlight
or within radius of a daylight spell.
Possessions: hand axe, light crossbow, case of 10 light crossbow
bolts, chainmail armor, pouch with potion of heroism and 157 gp
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Month Index: August, 2002