|
|||||||||||||||||||||||
|
Profile
About Black AddieBACKGROUND:
Black Addie was a foundling babe taken in by Ol' Meg, the Witch of Rego Cader. All Ol' Meg found with the baby girl was an ancient, hand-drawn Harrow deck wrapped in a colorful Varisian pocketed scarf (both rarities in the Chelish city). Meg named the baby ‘Adalyn.’
As Adalyn grew into a young woman, Meg taught her the secrets of witchcraft, which consisted primarily of herbal medicine, fortune-telling, and looking after the poor and downtrodden of the district. It was Meg that taught Adalyn that something was very wrong with their world. That spouses were not meant to huddle at their windows hoping and fearing day after day that their loved ones returned from work safely. That parents were not meant to hush their children when questioned about what happened to their neighbors. That citizens were not meant to avert their eyes and hurry by as guardsmen beat old friends in the street. Most importantly, Meg taught Adalyn that it was time for a change. Adalyn’s tutelage culminated with the old witch helping the girl to forge a pact with an otherworldly being known only as ‘The Gentleman.’ Not long after, Meg was killed by a dottari patrol for violating a curfew placed on the district. With her death, the old witch’s few belongings and her familiar, an old black tom cat named His Lordship, passed to Adalyn. It was at this time that Adalyn took the name ‘Black Addie’ to reflect that she was now the Witch of Rego Cader. APPEARANCE:
The term 'witch' conjures images of wart-ridden hags stooped with age. In Addie's case, nothing could be further from the truth. Although she dresses in poor peasant's clothing, Addie is a young Varisian beauty with tanned skin and dark hair. With the death of her mentor, Addie has taken to dressing in black and wearing a black veil over her face, hence the name 'Black Addie.' GAME STATISTICS Initiative: +2 [+1 Dex; +1 trait]
AC: 14 (10 + 1 Dex + 2 armor [bracers] + 1 deflection [ring])
COMBAT:
Base Atk: +2; CMB: +1; CMD: 13
Melee Sickle: +1 to Hit; Dmg 1d6-1; crit 20/x2 Ranged Ranged Attack Spells: +3 to Hit (+1 BAB + 1 Dex) or Light Crossbow: +3 to Hit; Dmg 1d8; crit 19-20/x2; range 80 ft. or Sling: +3 to Hit; Dmg 1d4-1; crit 20/x2; range 50 ft. Combat Modifiers:
SKILLS:
Skill Ranks Per Witch Level: 2 + 4 (Int) + 1 (human)
Skill Ranks Per Bard Level: 6 + 4 (Int) + 1 (human) • Acrobatics +1 (0 ranks + 1 Dex) • Appraise +4 (0 ranks + 4 Int) • Bluff +2 (0 ranks + 2 Cha) • Climb +3 (1 rank + 3 class - 1 Str) • Diplomacy +8 (3 ranks + 3 class + 2 Cha) • Disguise +2 (0 ranks + 2 Cha) • Escape Artist +1 (0 ranks + 1 Dex) • Intimidate +8 (3 ranks + 3 class + 2 Cha) • Heal +8 (3 ranks + 3 class + 2 Wis) • Knowledge (arcana) +11 (3 ranks + 3 class + 4 Int + 1 BK) • Knowledge (dungeoneering) +5 (0 ranks + 4 Int + 1 BK) • Knowledge (engineering) +5 (0 ranks + 4 Int + 1 BK) • Knowledge (geography) +5 (0 ranks + 4 Int + 1 BK) • Knowledge (history) +11 (3 ranks + 3 class + 4 Int + 1 BK) • Knowledge (local) +5 (0 ranks + 4 Int + 1 BK) • Knowledge (nature) +11 (3 ranks + 3 class + 4 Int + 1 BK) • Knowledge (nobility) +5 (0 ranks + 4 Int + 1 BK) • Knowledge (planes) +11 (3 ranks + 3 class + 4 Int + 1 BK) • Knowledge (religion) +5 (0 ranks + 4 Int + 1 BK) • Perception +8 (1 rank + 3 class + 2 Wis + 2 Alertness) • Perform (act) +9 (4 ranks + 3 class + 2 Cha) • Perform (sing) +6 (1 rank + 3 class + 2 Cha) • Sense Motive +4 (0 ranks + 2 Wis + 2 Alertness) • Spellcraft +12 (5 ranks + 3 class + 4 Int) • Stealth +5 (1 rank + 1 Dex + 3 Familiar) • Swim -1 (0 ranks - 1 Str) • Use Magic Device +10 (5 ranks + 3 class + 2 Cha) Note: Bardic Knowledge - Addie adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Languages: Common, Abyssal, Draconic, Elven, Infernal FEATS:
Harrowed: You get a +2 bonus on all Will saves made to resist charm or compulsion effects.
Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Wisdom, you may apply a +2 bonus on a Will save or a Wisdom-based skill check. If you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know if the roll was a success or not. If you don’t have an actual Harrow deck handy to draw from to determine your bonus, you can randomly determine the ability score by simply rolling 1d6 (1 = Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence, 5 = Wisdom, 6 = Charisma). (human bonus feat) Scribe Scrolls: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. (1st level feat) Extra Hex: You gain one additional hex [Slumber Hex]. (3rd level feat) Extra Hex: You gain one additional hex [Flight Hex]. (5th level feat) TRAITS:
Resilient: Growing up in a violent neighborhood often forced Addie to subsist on food and water from doubtful sources. She’s built up her mettle as a result, and gains a +1 trait bonus on Fortitude saves. [Combat Trait]
Westcrown Firebrand: Addie is quick to react to opportunity, both physically and mentally, and knows that it is with sudden and swift action that many conflicts are best resolved. She gains a +1 trait bonus on Initiative checks, and if she acts in a surprise round, she gains a +1 trait bonus on all attack rolls. [Campaign Trait] WITCH ABILITIES:
Hexes: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier (DC 16).
Hexes Known:
Evil Eye (Su) [mind-affecting]: The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier (7 rounds). A Will save reduces this to just 1 round. At 8th level the penalty increases to –4.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, misfortune hex, or ward hex caused by the witch has the duration of that hex extended by 1 round. Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level (4 rounds). This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
His Lordship - Witch’s Familiar (Cat):
Tiny animal
Initiative: +2 Senses: low-light vision, scent; Perception +5 Defense AC: 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural armor) hp 17 Current hp = 17 Fort +1, Ref +5, Will +7 Offense Speed: 30 ft. Melee 2 claws +5 (1d2–4), bite +5 (1d3–4) Space 2-1/2 ft.; Reach 0 ft. Statistics Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7 Base Atk +2; CMB +2; CMD 8 (12 vs. trip) Feats Weapon Finesse Skills Acrobatics +2, Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth Familiar Abilities:
WITCH SPELLS KNOWN:
0-Level: ABJURATION Resistance: Subject gains +1 on saving throws. CONJURATION Stabilize: Cause a dying creature to stabilize. DIVINATION Detect Magic: Detects all spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object. Guidance: +1 on one attack roll, saving throw, or skill check. Read Magic: Read scrolls and spellbooks. ENCHANTMENT Daze: A single humanoid creature with 4 HD or less loses its next action. [Will DC 14] EVOCATION Dancing Lights: Creates torches or other lights. Light: Object shines like a torch. NECROMANCY Bleed: Cause a stabilized creature to resume dying. [Will DC 14] Touch of Fatigue: Touch attack fatigues target. [Fort DC 14] TRANSMUTATION Mending: Makes minor repairs on an object. Message: Whisper conversation at distance. 1st Level:
2nd Level:
BARD ABILITIES:
Bardic Performance: 6 rounds per day (4 rounds + Cha modifier)
• Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components. • Distraction (Su):
At 1st level, a bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act) skill check. Any creature within 30 feet of the bard (including the bard herself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. • Fascinate (Su):
At 1st level, a bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. • Inspire Courage (Su): A 1st level bard can use her performance to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting her performance. BARD SPELLS:
Bard Spells Known:
1st Level: 2
WITCH SPELLS PER DAY:
Witch Spells Prepared:
1st Level:
2nd Level:
RACIAL ABILITIES:
• +2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Addie’s bonus is to Intelligence.
• Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size. • Normal Speed: Humans have a base speed of 30 feet. • Bonus Feat: Humans select one extra feat at 1st level. Addie's bonus feat is Harrowed. • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. • Languages: Humans begin play speaking Common. • Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. Addie's favored class is witch. Whenever she takes a level in her favored class, she receives either +1 hit point or +1 skill point. (Addie has taken the bonus hit point at levels 1-3; bonus spell (Beguiling Gift) at level 5). EQUIPMENT:
Bracers of Armor +2 (1 lb) [4,000 gp]
Ring of Protection +1 [2,000 gp] Traveler’s Outfit (5 lb) Sickle (6 gp) (2 lb) Pocketed Scarf (0.5 lb) - Harrow Deck - Spell material components - Potion: Cure Light Wounds - Pearl of Power, 2nd Level [4,000 gp] Handy Haversack (5 lb) [2,000 gp] - Bag of Marbles (2 lb) - Sunrods, 2 (2 lb) [][] - Odd Parchment - Scroll: Ray of Enfeeblement (CL 1st; Fort DC 15) - Scroll: Sleep (CL 1st; Will DC 15) - Scroll: Web (CL 3rd; Reflex DC 16) - Scroll: Glitterdust (CL 3rd; Will DC 16 negates blinding) - Scroll: Glitterdust (CL 3rd; Will DC 16 negates blinding) - Scroll: Enlarge Person (CL 1st) - Scroll: Enlarge Person (CL 1st) - Scroll: Reduce Person (CL 1st) - Scroll: Disguise Self (CL 1st) - Scroll: Ventriloquism (CL 1st) - Scroll: False Life (CL 3rd) - Scroll: False Life (CL 3rd) - Scroll: See Invisibility (CL 3rd) - Scroll: See Invisibility (CL 3rd) - Scroll: Summon Monster I (CL 2nd) - Scroll: Summon Monster II (CL 3rd) - Scroll: Dispel Magic - Scroll: Remove Curse (USED to cure Valeron's Mummy Rot) - Scroll: False Life (CL 5th) - Scroll: Command Undead (CL 5th) - UMD required - Scroll: Chill Touch (CL 5th) - to be taught to His Lordship - Scroll: Vampiric Touch (CL 5th) - to be taught to His Lordship - Scroll: Unknown (CL 5th) - Scroll: Detect Secret Doors (from Wart) - to be taught to His Lordship - Scroll Case (0.5 lb) -- currently contains 100 gp-worth of scroll-scribing supplies - Light Crossbow (4 lb) (taken from Hellknights) -- Bolts, 20 (2 lb) (taken from Hellknights) - Sling -- Sling Bullets, 10 (5 lb) [-1 used] - Courtier's outfit (reflecting the latest fashion in Westcrown; 6 lb) -- Courtier's jewelry - Peasant's outfit (2 lb) - Spare Backpack (2 lb) - Scroll Organizer (0.5 lb) Wand: Cure Light Wounds, CL 1 (50 charges) [-41 used] Wand: Magic Missile, CL 1 (34 charges) [-16 used] Total: 13.5 lb carried (Light)
Bag of Marbles: Like caltrops, marbles can be used to slow down opponents; a creature entering a square with marbles scattered on it must make a DC 10 Reflex save or fall prone (the creature’s stability bonus to trip applies to this save). Any creature moving at half speed or slower can pick its way through a square of marbles with no trouble. PERSONAL TREASURE:
60 gp, 3 sp, 3 cp (loot share following rescue of Arael, after purchase of CLW Wand) - Spent 50 gp on scroll scribing supplies (4 scrolls-worth); 5 gp on scroll organizer (long strip of leather that has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell; when slipped into a pocket, only the top of the scroll shows, allowing you to scan the scrolls' titles; weighs 0.5 lb); 2 gp on a backpack; 2 gp on a sunrod; and 1 gp on a traveler's outfit (boots, wool skirt, belt, blouse with vest, and hooded cloak - all in black, of course); plus 1 gp from remaining starting wealth for a scroll case in which to store the scribing supplies. Added the remaining 3 sp and 3 cp to what was left from starting wealth. 79 gp (share of reward from Bluehood for slain shadowbeasts) - Spent 30 gp on a courtier's outfit (reflecting the latest fashion in Westcrown); and 50 gp (the remaining 49 gp plus 1 gp from remaining starting wealth) on appropriate jewelry to go along with the outfit. 83 gp, 3 sp, 3 cp (share of 500 gp reward for eliminating Whitechin) - Spent 75 gp on scroll scribing supplies. Added the remaining 8 gp, 3 sp, and 3 cp to what was left from starting wealth. 118 gp, 195 sp, 256 cp (share from sale of trade goods and equipment found with Whitechin's goblins), plus 71 gp, 4 sp, 2 cp (share from sale of tiefling gear captured by Kev and Morg) - Convert sp and cp to gp, so total = 211 gp, 4 sp, 8 cp. 26 gp, 35 gp (coinage) plus 92 gp (share from sale of gear taken from tieflings in sewers) - Add to previous treasure (211 gp, 4 sp, 8 cp) plus remainder of starting wealth (9 gp, 13 sp, 16 cp), so total = 338 gp, 52 sp, 24 cp. Convert to nearest gp = 343 gp, 4 sp, 4 cp. - Spent 300 gp on purchase of Scroll of Glitterdust and Scroll of See Invisibility. Will use remaining 43 gp, 4 sp, 4 cp for purchase of scroll scribing supplies following defeat of Bastards of Erebus. - Spent 37 gp, 5 sp on scroll scribing supplies (3 CL 1 scrolls-worth). 5 gp, 9 sp, 4 cp remaining. 949 gp, 151 sp, 161 cp (share from sale of loot and gear taken from Bastards of Erebus); convert sp and cp to gp, so total share = 965 gp, 7 sp, 1 cp. Spent 720 gp on purchase of Scrolls of Spectral Hand, Summon Monster II, and Web. Spent 250 gp on scroll scribing supplies - used 225 gp-worth of supplies to scribe scrolls of False Life (CL 3), Summon Monster II (CL 3), and Web (CL 3). Total of all monies remaining = 16 sp, 5 cp. 1,100 gp (for completing The Sixfold Trial) - Spent 50 gp on purchase of Scrolls of Command and Comprehend Languages. - Spent 550 gp on scroll scribing supplies to add to the 25 gp-worth of supplies she already has - use the supplies to scribe one scroll of Enlarge Person (CL 1; 12.5 gp), one scroll of Ventriloquism (CL 1; 12.5 gp), two scrolls of False Life (CL 3; 150 gp total), two scrolls of See Invisibility (CL 3; 150 gp total), and two scrolls of Glitterdust (CL 3; 150 gp total). - Spent 480 gp (600 gp - 20% discount) on two potions of Lesser Restoration (given to Valeron during battle with shadows in the Asmodean Knot). 20 gp remaining plus previous remaining wealth (16 sp, 5 cp) for total of all monies remaining = 20 gp, 16 sp, 5 cp. NEW APG AND UM WITCH SPELLS:
Beguiling Gift:
School enchantment (compulsion) [mind-affecting]; Level witch 1 Casting Time 1 standard action Components V, S, F (the object to be offered) Range close 5 ft. Target one creature Duration 1 round Saving Throw Will negates; Spell Resistance yes --You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Will save, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a potion consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell's duration has expired, although it may find a cursed item difficult to be rid of. Ill Omen:
Skinsend:
Vomit Swarm:
SUMMON MONSTER I CREATURE STATS:
Celestial Riding Dog
Medium Animal Init +2; Senses - darkvision 60 ft., low-light vision, scent; Perception +8 Defense: AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 Resistances - acid 5, electricity 5, cold 5 SR: 5 Offense: Speed 40 ft. Melee bite +3 (1d6+3 plus trip) Smite Evil - 1/day (swift action); +2 damage Statistics: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 15 (19 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent Celestial Eagle
SUMMON MONSTER II CREATURE STATS:
1d3 Celestial Riding Dogs:
Medium Animal
Init +2; Senses - darkvision 60 ft., low-light vision, scent; Perception +8 Defense: AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 Resistances - acid 5, electricity 5, cold 5 SR: 5 Offense: Speed 40 ft. Melee bite +3 (1d6+3 plus trip) Smite Evil - 1/day (swift action); +2 damage Statistics: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 15 (19 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent 1d3 Celestial Eagles:
Small Animal
Init +2; Senses - darkvision 60 ft., low-light vision; Perception +10 Defense: AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 5 (1d8+1) Fort +3, Ref +4, Will +2 Resistances - acid 5, electricity 5, cold 5 SR: 5 Offense: Speed 10 ft., fly 80 ft. (average) Melee 2 talons +3 (1d4), bite +3 (1d4) Smite Evil - 1/day (swift action); +1 damage Statistics: Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 Base Atk +0; CMB -1; CMD 11 Feats Weapon Finesse Skills Fly +8, Perception +10; Racial Modifiers +8 Perception Celestial Giant Frog:
Medium Animal
Init +1; Senses - darkvision 60 ft., low-light vision, scent; Perception +3 Defense: AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) hp 15 (2d8+6) Fort +6, Ref +6, Will +1 Resistances - acid 5, electricity 5, cold 5 SR: 5 Offense: Speed 30 ft., swim 30 ft. Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab) Reach 5 ft (15 ft. with tongue) Special Attacks pull (tongue, 5 ft.), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp, tongue Smite Evil - 1/day (swift action); +2 damage Statistics: Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6 Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip) Feats Lightning Reflexes Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth Tongue (Ex): A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner. Grab (Ex): 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. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. --A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). --Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. --Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature’s Special Attacks line. Pull (Ex): A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls an opponent closer. The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature’s description. This ability only works on creatures of a size equal to or smaller than the pulling creature. creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature. Swallow Whole (Ex): If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. Celestial Giant Spider:
Medium Vermin
Init+3; Senses - darkvision 60 ft., tremorsense 60 ft.; Perception +4 Defense: AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural) hp 16 (3d8+3) Fort +4, Ref +4, Will +1 Immune - mind-affecting effects Resistances - acid 5, electricity 5, cold 5 SR: 5 Offense: Speed 30 ft., climb 30 ft. Melee bite +3 (1d6 plus poison) Special Attack web (+5 ranged, DC 12, hp 2) Smite Evil - 1/day (swift action); +3 damage Statistics: Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2 Base Atk +2; CMB +2; CMD 15 (27 vs. trip) Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb Poison (Ex): Bite-injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. Web (Ex): Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty. --Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—. --A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Small Earth Elemental:
Small Outsider (earth, elemental, extraplanar)
Init-1; Senses - darkvision 60 ft., tremorsense 60 ft.; Perception +4 Defense: AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref -1, Will +3 Immune - elemental traits Offense: Speed 20 ft., burrow 20 ft., earth glide Melee slam +6 (1d6+4) Special Attack earth mastery Statistics: Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +4; CMD 13 Feats Improved Bull Rush, Power Attack Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 Languages Terran Elemental traits: Immunity to bleed, paralysis, poison, sleep effects, and stunning. --Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. --Elementals do not breathe, eat, or sleep. Earth Glide (Ex): A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery:An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.) Improved Bull Rush:You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Power Attack:You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|