Name : Grom
Race : Crucian(呃,外表就参照sandstorm里那张图好了...)
Alignment : CG
Age : 92
speed : 30 ft.
Language : Comman, Draconic
pal of freedom 13
xp:80177/91000
base racial equip lv-up buff
str 26 18 +4 +2 +2
dex 15 14 -2 +3
con 24 15 +6 +3
int 10 10
wis 16 15 +1
cha 18 15 -2 +4 +1
init +10
HP 174 = 10 +8 +6 +7 +6 +7 +6 +9 +8 +8 +7 +10 +4 +13*6
AC 40 = 10 +9(armor) +3(dex) +8(na) +6(shield) +5(def) -1(taint)
ff37 touch23
+4(cover)
+5(Protection Devotion 4/day)
+3(Shield of Warding 1/day)
+5 vs ranged weapon
+5 vs incoporeal
+4 vs melee(lumious armor)
SR 17
AP 10
fort 21 = 8 +7 +4 +3 -1
ref 15 = 4 +3 +4 +3 +1
will 14 = 4 +3 +4 +3
+1 vs spell and spell-like (Nymph's kiss)
+2 ref (cover)
+3 ref (Shield of Warding 1/day)
bab/grapple +13/+23(抵抗29)
ab +22/+17/+12 adamantine greatsword +1 (2d6+13, 19-20/*2)
+26/+21/+16 holy avenger (1d8+17, 19-20/*2)
+22/+17/+12 mwk lance (1d8+12, 20/*3)
平时PA2
+24/+19/+14 holy avenger (1d8+23, 19-20/*2)
divine favor(4/day) PA2
+27/+22/+17 holy avenger (1d8+26, 19-20/*2)
haste +28/+28/+23/+18 holy avenger (1d8+26, 19-20/*2)
-1 mount death
feat
flaw1 power attack
flaw2 Shield Specialization(PH2)
lv1 Nymph's kiss (BoED)
lv3 protective devotion (CC)
lv6 battle blessing (CC)
lv9 Practiced Spellcaster
lv12 Shield Warding(PH2) resist bull rush, disarm, grapple, overrun, or
trip attempts against you.
Traits
quick: +10 base speed, -1 hp/level (UA)
nimble reflection: -1 fort, +1 ref (HR)
Flaws
Shaky -2 ranged ab
那啥啥 -4 listen spot
Class Features:
detect evil at will
smite evil 3/day
lay on hand 52/day
Aura of Resolve(vs Compulsion)
divine health
turn undead 10/day
remove desease 2/week
Armor Check Penalty -3
skills
concerntration 13 = 1 +7 +5
sense motive 19 = 16 +3
diplomacy 16 = 7 +3 +2 +4
ride 21 = 16 +2 +3
jump 8 = 0 +6 +5 -3
spellcraft 4 = 4 +0
listen -1 = 0 +3 -4
spot -1 = 0 +3 -4
THE SHINING LIGHT OF PELOR Rank 2(Score 15)
1 4-9 Novitiate of the Sun: Gain a+2
bonus on Heal checks made to stabilize a dying creature.
2 10-17 Light of the Sun: Gain a+2 bonus on
turning checks.
equipment
cha +4
str +2, belt of battle
gloves of dex +4
Armbands of Might
+1 Animated Darkwood Heavy Rider's Shield 9325
+1 soulfire mithral full plate of speed
ring of protection +5, Enduring Arcana
vestment of resistance +3, tunic of steady spellcasting 8750GP
amulet of con+3, wis +1, Amulet of retributive healing, amulet of tears,
Blindfold of true darkness
+1 warning 甲刺
holy avenger
义手 1000GP
Circlet of mages
跑跳靴
+4 vestment of resistance //Griffon
+1 adamantine Greatsword
+1 Chainshirt 1,250gp
con +1, wis +1
mwk coldiron heavy flail 330
mwk lance 310
mwk Greatclub 300
daylight pellet
Griffon masterwork military saddle + armor 635GP
hippogriff saddle + armor 190GP
+1 dex
Potion of heal*1
防晒抗寒服 26GP*3
nightstick
lv1 法力珍珠*3
lv2 法力珍珠*2
lv3 法力珍珠*2
rod of lesser extend
rod of bodily restoration
Crystal of Return
Crystal of Restful armor
crystal of touch, lesser -5
crystal of Arrow deflection, lesser -5
crystal of true death, lesser
memento magika lv1(samiel)
余款 1932.1GP
目指:
Medal of steadfast honor 2250
Shield of vigor +4000
vestment +3 -> +4 +7000
vanishing +8000
wis +1 -> +3 12000
luck blade 20000?
Aporter +20000
ring of fom 40000
lost:
+2 vestment of resistance
unicorn masterwork military saddle + armor + 1 1635GP
+1 con, +1 wis
+1 str
spells
1 divine favor, Silvered Weapon
2 lesser lumious armor, Shield of Warding
3 rightous fury, find the gap
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+33 = 6+8+6+8+8+8+6+7+7+9+8+11*3 (110 hp)
Initiative: +2
Speed: 40 ft. (6 squares), fly 90 ft. (good)
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 +16 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 16, impr evasion
Saves: Fort +15, Ref +14, Will +11
Abilities: Str 20, Dex 16(15), Con 16, Int 7, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +14
Feats: Iron Will, Multiattack, Weapon Focus (bite), 改善机动性
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: 10d10+10*7 = 6+8+6+8+8+8+6+7+7+9+70 = 143 hp
Initiative: +4
Speed: 70 ft. (14 squares)
Armor Class: 32 (–1 size, +4 Dex, +14 natural, +5armor), touch 13, flat-
footed 28
Base Attack/Grapple: +10/+15
Attack: Horn +16 melee (1d8+9)
Full Attack: Horn +19 melee (1d8+10) and 2 hooves +11 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, SR15,
Saves: Fort +16, Ref +13, Will +13
Abilities: Str 24(23), Dex 18, Con 22(21), Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +11, Move Silently +9, Spot +18, Survival +8*,
tumble +11
Feats: Alertness, Skill Focus (Survival), Impr Toughness, Iron will
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/+20
Attack: Gore +15 melee (2d6+13)
Full Attack: Gore +15 melee (2d6+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 28(27), Dex 10, Con 22(21), 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.