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Текущая версия | Ваш текст | ||
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== Base info == | == Base info == | ||
− | :'''Half-Elf Druid''' 6 | + | :'''Half-Elf Druid''' 6 |
:'''N Medium humanoid''' (elf, human) | :'''N Medium humanoid''' (elf, human) | ||
:'''Init''' +2 (+2 Dex) | :'''Init''' +2 (+2 Dex) | ||
Строка 8: | Строка 8: | ||
=== Defense === | === Defense === | ||
− | :'''AC''' | + | :'''AC''' 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield) |
− | :'''hp''' | + | :'''hp''' 35 (6d8+6); acid resistance 10 ([[#Earth Domain]]) |
− | :'''Fort''' + | + | :'''Fort''' +7 (+1 Con, +5 Druid, +1 equip) |
− | :'''Ref''' + | + | :'''Ref''' +6 (+2 Dex, +2 feat, +1 Druid, +1 equip) |
− | :'''Will''' + | + | :'''Will''' +10 (+4 Wis, +5 Druid, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects |
=== Offense === | === Offense === | ||
:'''Speed''' 20 ft. (due to armor; 30 ft base) | :'''Speed''' 20 ft. (due to armor; 30 ft base) | ||
− | :'''Melee''' quarterstaff + | + | :'''Melee''' quarterstaff +3 (1d6–1) or sickle +3 (1d6–1) |
− | :'''Ranged''' mwk sling + | + | :'''Ranged''' mwk sling +7 (1d4–1) |
− | :'''Special Attacks''' [[#Wild Shape]] | + | :'''Special Attacks''' [[#Wild Shape]] 2/day |
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10) | :'''Domain Spell-Like Abilities''' (CL 6th; concentration +10) | ||
: 7/day — acid dart (from [[#Earth domain]]). | : 7/day — acid dart (from [[#Earth domain]]). | ||
'''Druid [[#Spells]] Prepared''' (CL 6th; concentration +10) | '''Druid [[#Spells]] Prepared''' (CL 6th; concentration +10) | ||
− | :'''3rd''': [[#Spike Growth]] (DC 17) | + | :'''3rd''': [[#Spike Growth]] (x2, DC 17), [[#Stone Shape]] D, +1 |
− | :'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[# | + | :'''2nd''': [[#Barkskin]] x2, [[#Bear's Endurance]], [[#Soften Earth and Stone]] D, [[#Summon Swarm]] |
− | :'''1st''': [[#Cure Light Wounds]], [[# | + | :'''1st''': [[#Cure Light Wounds]], [[#Magic Stone]] D, [[#Obscuring Mist]], [[#Shillelagh]], [[#Speak with Animals]] |
:'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]] | :'''0th''' (at will): [[#Create Water]], [[#Guidance]], [[#Know Direction]], [[#Light]] | ||
:''D'': Domain spell; [[#Earth domain]] | :''D'': Domain spell; [[#Earth domain]] | ||
Строка 32: | Строка 32: | ||
=== Statistics === | === Statistics === | ||
− | :'''Str''' | + | :'''Str''' 8, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10 |
− | :'''Base Atk''' | + | :'''Base Atk''' +4; '''CMB''' +3 (+4 BAB, -1 Str); '''CMD''' 15 (10 +4 BAB, -1 Str, +2 Dex) |
'''Feats''' | '''Feats''' | ||
− | * | + | * ''Dodge'': +1 dodge to AC |
− | * | + | * ''Lightning Reflexes'': +2 to Ref |
− | * | + | * ''Natural Spell'': Allows to cast spells while wild shaped |
− | * | + | * ''Skill Focus'' (Survival): +3 bonus to skill |
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− | '''Skills''' (4 +1 Int +1 fav. class) x6 | + | '''Skills''' (4 +1 Int +1 fav. class) x6 |
* Climb +3 (1 rank, -1 Str, +3 default) | * Climb +3 (1 rank, -1 Str, +3 default) | ||
− | * | + | * Fly +6 (1 rank, +2 Dex, +3 default) |
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* Handle Animal +6 (3 rank, +3 default, +0 Cha) | * Handle Animal +6 (3 rank, +3 default, +0 Cha) | ||
* Heal +10 (3 ranks, +3 default, +4 Wis) | * Heal +10 (3 ranks, +3 default, +4 Wis) | ||
* Knowledge (dungeoneering) +6 (5 ranks, +1 Int) | * Knowledge (dungeoneering) +6 (5 ranks, +1 Int) | ||
− | * Knowledge (nature) + | + | * Knowledge (nature) +11 (5 ranks, +3 default, +1 Int, +2 nature sense) |
− | * Knowledge (religion) + | + | * Knowledge (religion) +5 (4 rank, +1 Int) |
− | * Knowledge (the planes) + | + | * Knowledge (the planes) +5 (4 rank, +1 Int) |
* Perception +11 (4 ranks, +3 default, +4 Wis) | * Perception +11 (4 ranks, +3 default, +4 Wis) | ||
* Spellcraft +7 (3 ranks, +3 default, +1 Int) | * Spellcraft +7 (3 ranks, +3 default, +1 Int) | ||
Строка 61: | Строка 59: | ||
* Elf blood: Counts as elf for purpose of effects working on elves. | * Elf blood: Counts as elf for purpose of effects working on elves. | ||
* Nature bond ([[#Earth domain]]) | * Nature bond ([[#Earth domain]]) | ||
− | * | + | * Nature sense: +2 to Know (nature) and Survival. |
− | * | + | * Trackless step: leaves no trail in natural surroundings and cannot be tracked. |
* [[#Wild Empathy]] +6 (Druid level + Cha mod) | * [[#Wild Empathy]] +6 (Druid level + Cha mod) | ||
− | * | + | * Woodland stride: can move through any sort non-magical of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. |
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'''Combat Gear''': | '''Combat Gear''': | ||
− | * Wand of [[#Cure Light Wounds]] ( | + | * Wand of [[#Cure Light Wounds]] (50 charges) |
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* [[#Alchemist's Fire]] (3) | * [[#Alchemist's Fire]] (3) | ||
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'''Other Gear''' | '''Other Gear''' | ||
Строка 87: | Строка 79: | ||
* Holly and mistletoe: used as divine focus | * Holly and mistletoe: used as divine focus | ||
* Silk rope (50 ft.) | * Silk rope (50 ft.) | ||
− | * Spell component | + | * Spell component pouch |
* 91 gp | * 91 gp | ||
== Reference == | == Reference == | ||
− | + | === Earth Domain === | |
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;Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. | ;Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. | ||
Строка 148: | Строка 91: | ||
Domain Spells: | Domain Spells: | ||
− | + | # Magic stone | |
− | + | # Soften earth and stone | |
− | + | # Stone shape | |
# Spike stones | # Spike stones | ||
# Wall of stone | # Wall of stone | ||
Строка 158: | Строка 101: | ||
# Elemental swarm (earth spell only) | # Elemental swarm (earth spell only) | ||
− | + | === Wild Empathy === | |
Wild Empathy (Ex) | Wild Empathy (Ex) | ||
Строка 169: | Строка 112: | ||
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. | A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. | ||
− | + | ==== Diplomacy ==== | |
You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier. | You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier. | ||
Строка 213: | Строка 156: | ||
Additional requests +5 per request | Additional requests +5 per request | ||
− | === | + | === Druid === |
− | + | Alignment: Any neutral | |
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Hit Die: d8 | Hit Die: d8 | ||
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==== Class Skills ==== | ==== Class Skills ==== | ||
− | The | + | The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). |
− | Skill | + | Skill Ranks Per Level: 4 + Int modifier. |
==== Levels ==== | ==== Levels ==== | ||
{| class="standard" | {| class="standard" | ||
− | ! Lvl | + | ! rowspan=2 | Lvl |
− | ! BAB | + | ! rowspan=2 | BAB |
− | ! Fort | + | ! rowspan=2 | Fort |
− | ! Ref | + | ! rowspan=2 | Ref |
− | ! Will | + | ! rowspan=2 | Will |
− | ! Special | + | ! rowspan=2 | Special |
+ | ! colspan=10 | Spells Per Day | ||
+ | |- | ||
+ | ! 0th !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th | ||
|- | |- | ||
! 1st | ! 1st | ||
− | | +0 || + | + | | +0 || +2 || +0 || +2 || Nature bond, nature sense, orisons, wild empathy |
+ | | 3 || 1 || — || — || — || — || — || — || — || — | ||
|- | |- | ||
! 2nd | ! 2nd | ||
− | | +1 || + | + | | +1 || +3 || +0 || +3 || Woodland stride |
+ | |4 || 2 || — || — || — || — || — || — || — || — | ||
|- | |- | ||
− | ! | + | ! 3rd |
− | | +2 || + | + | | +2 || +3 || +1 || +3 || Trackless step |
+ | | 4 || 2 || 1 || — || — || — || — || — || — || — | ||
|- | |- | ||
− | ! | + | ! 4th |
− | | +3 || + | + | | +3 || +4 || +1 || +4 || Resist nature's lure, wild shape (1/day) |
+ | | 4 || 3 || 2 || — || — || — || — || — || — || — | ||
|- | |- | ||
− | ! | + | ! 5th |
− | | +3 || +3 || +2 || + | + | | +3 || +4 || +1 || +4 |
+ | | 4 || 3 || 2 || 1 || — || — || — || — || — || — | ||
+ | |- | ||
+ | ! 6th | ||
+ | | +4 || +5 || +2 || +5 || Wild shape (2/day) | ||
+ | | 4 || 3 || 3 || 2 || — || — || — || — || — || — | ||
|} | |} | ||
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=== Spells === | === Spells === | ||
Строка 456: | Строка 361: | ||
This spell does not function underwater. | This spell does not function underwater. | ||
− | ==== | + | ==== Shillelagh ==== |
<poem> | <poem> | ||
− | School | + | School transmutation; Level druid 1 |
Casting Time 1 standard action | Casting Time 1 standard action | ||
Components V, S, DF | Components V, S, DF | ||
− | Range | + | Range touch |
− | + | Target one touched non-magical oak club or quarterstaff | |
− | Duration 1 min./level | + | Duration 1 min./level |
− | Saving Throw | + | Saving Throw Will negates (object); Spell Resistance yes (object) |
</poem> | </poem> | ||
− | A | + | Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell. |
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==== Speak with Animals ==== | ==== Speak with Animals ==== | ||
Строка 701: | Строка 601: | ||
:[[#Fire Elemental]]: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the Burn ability. | :[[#Fire Elemental]]: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the Burn ability. | ||
:[[#Water Elemental]]: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a Vortex, and the ability to breathe water. | :[[#Water Elemental]]: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a Vortex, and the ability to breathe water. | ||
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=== Wild Shape === | === Wild Shape === | ||
Строка 730: | Строка 615: | ||
:'''Init''' +3 (+3 Dex) | :'''Init''' +3 (+3 Dex) | ||
:'''Senses''' darkvision 60 ft. | :'''Senses''' darkvision 60 ft. | ||
− | :'''AC''' | + | :'''AC''' 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 NA, +1 size) |
− | :'''Ref''' + | + | :'''Ref''' +8 (+3 Dex, +3 feat, +1 Druid, +1 equip) |
− | :'''Speed''' | + | :'''Speed''' fly 60 ft. (perfect) |
− | :'''Melee''' slam + | + | :'''Melee''' slam +4 (1d4-1) |
:'''Special Attacks''' [[#Whirlwind]] | :'''Special Attacks''' [[#Whirlwind]] | ||
− | :'''Str''' | + | :'''Str''' 8, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10 |
− | :'''Base Atk''' + | + | :'''Base Atk''' +4; '''CMB''' +2 (+4 BAB, -1 Str, -1 size); '''CMD''' 15 (10 +4 BAB, -1 Str, +3 Dex, -1 size) |
===== Whirlwind ===== | ===== Whirlwind ===== | ||
− | DC | + | DC 12 (10 + 1/2 HD + Str mod), 3 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top |
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. | Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. | ||
Строка 759: | Строка 644: | ||
:'''Init''' +3 (+3 Dex) | :'''Init''' +3 (+3 Dex) | ||
:'''Senses''' darkvision 60 ft. | :'''Senses''' darkvision 60 ft. | ||
− | :'''AC''' | + | :'''AC''' 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 NA, +1 size) |
:Resist fire 20, vulner. to cold (+50% dmg) | :Resist fire 20, vulner. to cold (+50% dmg) | ||
− | :'''Ref''' + | + | :'''Ref''' +8 (+3 Dex, +3 feat, +1 Druid, +1 equip) |
:'''Speed''' 50 ft. | :'''Speed''' 50 ft. | ||
− | :'''Melee''' slam + | + | :'''Melee''' slam +4 (1d4-1 + [[#Burn]] [1d4, DC 14]) |
− | :'''Str''' | + | :'''Str''' 8, '''Dex''' 16 (+2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10 |
− | :'''Base Atk''' + | + | :'''Base Atk''' +4; '''CMB''' +2 (+4 BAB, -1 Str, -1 size); '''CMD''' 15 (10 +4 BAB, -1 Str, +3 Dex, -1 size) |
===== Burn ===== | ===== Burn ===== | ||
Строка 775: | Строка 660: | ||
:'''N Small humanoid''' (elf, human) | :'''N Small humanoid''' (elf, human) | ||
:'''Senses''' darkvision 60 ft. | :'''Senses''' darkvision 60 ft. | ||
− | :'''AC''' | + | :'''AC''' 17, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +5 NA, +1 size) |
:'''Speed''' 20 ft., burrow 20 ft. | :'''Speed''' 20 ft., burrow 20 ft. | ||
− | :'''Melee''' slam + | + | :'''Melee''' slam +6 (1d6+1) |
− | :'''Str''' | + | :'''Str''' 12 (+4 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10 |
− | :'''Base Atk''' + | + | :'''Base Atk''' +4; '''CMB''' +4 (+4 BAB, +1 Str, -1 size); '''CMD''' 16 (10 +4 BAB, +1 Str, +2 Dex, -1 size) |
===== Earth Glide ===== | ===== Earth Glide ===== | ||
Строка 789: | Строка 674: | ||
:'''N Small humanoid''' (elf, human) | :'''N Small humanoid''' (elf, human) | ||
:'''Senses''' darkvision 60 ft. | :'''Senses''' darkvision 60 ft. | ||
− | :'''AC''' | + | :'''AC''' 17, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +5 NA, +1 size) |
− | :'''hp''' | + | :'''hp''' 41 (6d8+12); acid resistance 10 ([[#Earth Domain]]) |
− | :After changing back, Character loses | + | :After changing back, Character loses 6 hp gained from higher Con. |
:'''Speed''' 20 ft., swim 60 ft. (breathes water) | :'''Speed''' 20 ft., swim 60 ft. (breathes water) | ||
− | :'''Melee''' slam + | + | :'''Melee''' slam +4 (1d4-1) |
− | :'''Fort''' + | + | :'''Fort''' +8 (+2 Con, +5 Druid, +1 equip) |
− | :'''Str''' | + | :'''Str''' 8, '''Dex''' 14, '''Con''' 15 (+2 size), '''Int''' 12, '''Wis''' 18, '''Cha''' 10 |
− | :'''Base Atk''' + | + | :'''Base Atk''' +4; '''CMB''' +2 (+4 BAB, -1 Str, -1 size); '''CMD''' 14 (10 +4 BAB, -1 Str, +2 Dex, -1 size) |
===== Vortex ===== | ===== Vortex ===== | ||
− | DC | + | DC 13 (10 + 1/2 HD + Str mod), 3 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top |
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the [[#Whirlwind]] special attack, but can only form underwater and cannot leave the water. | A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the [[#Whirlwind]] special attack, but can only form underwater and cannot leave the water. | ||
Строка 808: | Строка 693: | ||
==== Deinonychus ==== | ==== Deinonychus ==== | ||
:'''Senses''' low-light vision, [[#Scent]]. | :'''Senses''' low-light vision, [[#Scent]]. | ||
− | :'''AC''' 15, touch | + | :'''AC''' 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 NA) |
:'''Speed''' 60 ft. | :'''Speed''' 60 ft. | ||
− | :'''Melee''' 2 talons + | + | :'''Melee''' 2 talons +4 (1d8), bite +4 (1d6), foreclaws -1 (1d4) |
:'''Special Attacks''': pounce (full attack after charge) | :'''Special Attacks''': pounce (full attack after charge) | ||
− | :'''Str''' | + | :'''Str''' 10 (+2 size), '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10 |
− | :'''CMB''' + | + | :'''CMB''' +4 (+4 BAB); '''CMD''' 16 (10 +4 BAB, +2 Dex) |
:'''Skills''': | :'''Skills''': | ||
Строка 822: | Строка 707: | ||
:'''Senses''' low-light vision, [[#Scent]]. | :'''Senses''' low-light vision, [[#Scent]]. | ||
:'''Init''': +1 | :'''Init''': +1 | ||
− | :'''AC''' | + | :'''AC''' 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 NA -1 size) |
− | :'''Ref''' + | + | :'''Ref''' +6 (+1 Dex, +3 feat, +1 Druid, +1 equip) |
:'''Speed''' 40 ft. | :'''Speed''' 40 ft. | ||
− | :'''Melee''' 2 claws + | + | :'''Melee''' 2 claws +4 (1d6+1 plus [[#Grab]]), bite +4 (1d8+1) |
:'''Space/Reach''': 10 ft./ 5 ft. | :'''Space/Reach''': 10 ft./ 5 ft. | ||
− | :'''Str''' | + | :'''Str''' 12 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10 |
− | :'''Base Atk''' + | + | :'''Base Atk''' +4; '''CMB''' +6 (+4 BAB, +1 Str, +1 size); +10 for grapple; '''CMD''' 17 (10 +4 BAB, +1 Str, +1 Dex, +1 size) |
:'''Skills''': | :'''Skills''': | ||
Строка 840: | Строка 725: | ||
:'''Senses''' low-light vision, [[#Scent]]. | :'''Senses''' low-light vision, [[#Scent]]. | ||
:'''Init''': +1 | :'''Init''': +1 | ||
− | :'''AC''' | + | :'''AC''' 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 NA -1 size) |
− | :'''Ref''' + | + | :'''Ref''' +6 (+1 Dex, +3 feat, +1 Druid, +1 equip) |
:'''Speed''' 40 ft. | :'''Speed''' 40 ft. | ||
− | :'''Melee''' 2 claws + | + | :'''Melee''' 2 claws +4 (2d4+1 plus [[#Grab]]), bite +4 (2d6+1/19–20 plus [[#Grab]]) |
− | :'''Special Attacks''': pounce (full attack after charge), rake (2 claws + | + | :'''Special Attacks''': pounce (full attack after charge), rake (2 claws +6, 2d4+1) |
:'''Space/Reach''': 10 ft./ 5 ft. | :'''Space/Reach''': 10 ft./ 5 ft. | ||
− | :'''Str''' | + | :'''Str''' 12 (+4 size), '''Dex''' 12 (-2 size), '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10 |
− | :'''Base Atk''' + | + | :'''Base Atk''' +4; '''CMB''' +6 (+4 BAB, +1 Str, +1 size); +10 for grapple; '''CMD''' 17 (10 +4 BAB, +1 Str, +1 Dex, +1 size) |
:'''Skills''': | :'''Skills''': | ||
Строка 855: | Строка 740: | ||
:Stealth -3 (-4 size, +1 Dex), +1 in tall grass | :Stealth -3 (-4 size, +1 Dex), +1 in tall grass | ||
− | + | === Scent === | |
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This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. | This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. | ||
Строка 866: | Строка 749: | ||
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. | A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. | ||
− | + | === Grab === | |
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a [[#Grapple]] as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. | If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a [[#Grapple]] as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. | ||
Строка 875: | Строка 758: | ||
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. | Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. | ||
− | + | === Grapple === | |
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple). | As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple). | ||
Строка 901: | Строка 784: | ||
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check. | Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check. | ||
− | + | === Jump === | |
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Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). | Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). | ||
Строка 919: | Строка 790: | ||
Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land. | Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land. | ||
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