Name : Grom
Race : Crucian(呃,外表就参照sandstorm里那张图好了...)
Alignment : CG
Age : 88
speed : 30 ft.
Language : Comman, Draconic
pal of freedom 11
xp:56509/66000
str 27 18 +4 +4 +1 -4
dex 14 14 -2 +2
con 24 15 +6 +3
int 10 10
wis 16 15 +1
cha 16 15 -2 +2 +1
init +1
HP 148 = 10 +8 +6 +7 +6 +7 +6 +9 +8 +8 +7 +11*6
AC 37 = 10 +9(armor) +2(dex) +8(na) +3(shield) +5(def) +1(luck) -1(taint)
ff35 touch17
+4(cover) +4(Sacred)
fort 20 = 7 +7 +3 +1 +3 -1
ref 13 = 3 +2 +3 +1 +3 +1
will 13 = 3 +3 +3 +1 +3
+1 vs spell and spell-like (Nymph's kiss)
+2 ref (cover)
bab +11
ab +20/+15/+10 adamantine greatsword +1 (2d6+13, 19-20/*2)
+21/+16/+11 greatsword+2 (2d6+14, 19-20/*2, +1d6酸)
+20/+15/+10 mwk lance (1d8+12, 20/*3)
居高 +1
one mind +2
平时PA2 +22/+17/+12 greatsword+2 (2d6+20, 19-20/*2, +1d6酸)
+21/+16/+11 mwk lance (1d8+18, +1d6冷 20/*3)
rightous fury PA2 +23 (1d8+21, 1d6冷)
feat
flaw1 power attack
flaw2 Luck of Heroes
lv1 Nymph's kiss (BoED)
lv3 protective devotion (CC)
lv6 battle blessing (CC)
lv9 Practiced Spellcaster
Traits
quick: +10 base speed, -1 hp/level (UA)
nimble reflection: -1 fort, +1 ref (HR)
Flaws
Shaky -2 ranged ab
Class Features:
detect evil at will
smite evil 3/day
lay on hand 30/day
Aura of Resolve(vs Compulsion)
divine health
turn undead 10/day
Armor Check Penalty -4
skills
concerntration 12 = 0 +7 +5
sense motive 16 = 13 +3
diplomacy 16 = 7 +3 +2 +4
ride 18 = 14 +1 +3
jump 7 = 0 +6 +5 -4
spellcraft 4 = 4 +0
AP 10
equipment
+1 darkleaf full plate
cha +2
+1 Animated Darkwood Heavy Rider's Shield 9325
+2 vestment pf resistance *2
+1 adamantine Greatsword
+1 Chainshirt 1,250gp/2
con +1, wis +1
mwk coldiron heavy flail 330
mwk 甲刺 350
mwk lance 310
daylight pellet
unicorn masterwork military saddle + armor 635GP
Griffon masterwork military saddle + armor 635GP
hippogriff saddle + armor 190GP
+1 con
+1 dex*2
Crystal of Return 300GP
Crystal of Restful armor 500GP
Potion of heal*2
跑跳靴
Crystal of Acid Assult
Ctystal of Cold Assult
Greatsword +2
防晒抗寒服 26GP*3
str+4
nightstick
lesser restoration *5
ring of protection +1
ring of protection +5
vestment of resistance +3, tunic of steady spellcasting 8750GP
amulet of con+3, wis +1, Amulet of retributive healing, amulet of tears 14750GP
lv1 法力珍珠*3 3000GP
gloves of dex +1 -> +2 3000GP
Blindfold of true darkness 9000GP
Armbands of Might 4100GP
rod of lesser extend 3000GP
crystal of touch -5 1000GP
crystal of Arrow deflection 2500GP
余款 3812GP
spells
1 divine favor, bless weapon
2 call mount, one mind
3 rightous fury
简历:
Grom除了自己出生在刀锋沙漠之外,很少向别人提起自己曾经的经历。和Grom有过接触的人只知道,他
是一个有着自己处世原则的人。对于他来讲,保护他人生命永远是放在第一位的。同时,他还对不死生物有
着超出常人的仇视。
GRIFFON Large Magical Beast
Hit Dice: 11d10+44 = 6+8+6+8+8+8+6+7+7+9+8+11*4 (121 hp)
Initiative: +2
Speed: 40 ft. (6 squares), fly 90 ft. (average)
Armor Class: 29 (–1 size, +3 Dex, +12 natural, +4 armor, +1 def), touch 13, flat-footed 25
Base Attack/Grapple: +11/+20
Attack: Bite +14 melee (2d6+5)
Full Attack: Bite +16 melee (2d6+5) and 2 claws +13 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2, Smite Evil 1/day
Special Qualities: Darkvision 60 ft., low-light vision, scent, Resistance to acid, cold, and
electricity 10, DR 5/magic, SR 14
Saves: Fort +10, Ref +10, Will +6
Abilities: Str 20, Dex 16(15), Con 16, Int 7, Wis 13, Cha 8
Skills: Jump +8, Listen +7, Spot +11
Feats: Iron Will, Multiattack, Weapon Focus (bite), impr toughness
Environment: Temperate hills
Organization: Solitary, pair, or pride (6–10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +3 (cohort)
Griffons are powerful, majestic creatures with the characteristics of both lions and eagles.
From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females
are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and
span 25 feet or more. A griffon weighs about 500 pounds.
A griffon cannot speak, but understands Common.
COMBAT
Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two
rake attacks.
Rake (Ex): Attack bonus +11 melee, damage 1d6+2.
Skills: Griffons have a +4 racial bonus on Jump and Spot checks.
*UNICORN
Large Magical Beast
Hit Dice: 8d10+8*7 = 6+8+6+8+8+8+6+7+56 = 113 hp
Initiative: +4
Speed: 70 ft. (14 squares)
Armor Class: 29 (–1 size, +4 Dex, +12 natural, +4armor), touch 13, flat-footed 25
Base Attack/Grapple: +8/+13
Attack: Horn +16 melee (1d8+9)
Full Attack: Horn +16 melee (1d8+9) and 2 hooves +8 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil 1/day
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity
to poison, charm, and compulsion, low-light vision, scent, wild empathy, Resistance to acid,
cold, and electricity 10, DR 5/magic, SR13,
Saves: Fort +14, Ref +13, Will +10
Abilities: Str 22, Dex 18, Con 22(21), Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +15, Move Silently +9, Spot +15, Survival +8*
Feats: Alertness, Skill Focus (Survival), Impr Toughness
Alignment: Always chaotic good
Level Adjustment: +4 (cohort)
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and
weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Unicorns speak Sylvan and Common.
COMBAT
Unicorns normally attack only when defending themselves or their forests. They either charge,
impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic
weapon, though its power fades if removed from the unicorn.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A
unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can use detect evil at will as a free action. Once per day a
unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond
the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day
(caster level 5th) by touching a wounded creature with its horn. Once per day it can use
neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-
based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a
unicorn has a +6 racial bonus on the check.
Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence
bonus on Survival checks within the boundaries of their forest.
RHINOCEROS Large Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 24 (–1 size, +11 natural, +4 armor), touch 9, flat-footed 20
Base Attack/Grapple: +7/+19
Attack: Gore +14 melee (2d6+12)
Full Attack: Gore +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 27, Dex 10, Con 21(22), Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore), Power Attack
Environment: Warm plains
Organization: Solitary or herd (2–12)
Challenge Rating: 4
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: —
The rhinoceros is infamous for its bad temper and willingness to charge intruders.
The statistics presented here are based on the African black rhino, which is 6 to 14 feet long,
3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe
any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).
Combat
When it is harassed or annoyed, a rhinoceros lowers its head and charges.
Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.
SEA CAT
Large Magical Beast
Hit Dice: 8d10+18 = 6+8+6+8+8+8+6+7+24 (89 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 40 ft.
Armor Class: 26 (–1 size, +1 Dex, +12 natural, +4 armor), touch 10, flat-footed 17
Base Attack/Grapple: +6/+14
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +12 melee (1d6+5) and bite +7 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rend 2d6+6
Special Qualities: Darkvision 60 ft., hold breath, low-light vision, scent
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 12, Con 17, Int 2, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will
Environment: Temperate aquatic
Organization: Solitary, pair, or pride (5–12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment: —
A typical sea cat is 12 feet long and weighs 800 pounds.
COMBAT
Sea cats attack on sight, either for food or to defend their territory, and use both claws and
teeth to grab and rend their prey. They display tremendous courage, always fighting to the
death, even against creatures many times their size. Pairs and prides of sea cats attack in
concert, trying to wear the opponent down until one beast can dispatch it.
Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to 6 x its
Constitution score before it risks drowning.
Rend (Ex): A sea cat that hits with both claw attacks latches onto the opponent’s body and
tears the flesh. This automatically deals an extra 2d6+6 points of damage.
Skills: A sea cat has a +8 racial bonus on any Swim check to perform some special action or
avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight line.