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Knightfall's "Aquatic Creature Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 907201" data-attributes="member: 2012"><p><strong><em>Gnome, Kelp</em></strong></p><p><strong>Small Humanoid (Aquatic, Gnome)</strong></p><p><strong>Hit Dice:</strong> 1d8+2 (6 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 20 ft., swim 40 ft.</p><p><strong>AC:</strong> 16 (+2 Dex, +1 size, +2 natural, +1 small shield)</p><p><strong>Attacks:</strong> Small trident +4 melee</p><p><strong>Damage:</strong> Small trident 1d6-1</p><p><strong>Face/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Racial traits, druidic magic</p><p><strong>Special Qualities:</strong> Racial traits, speak with animal, scent</p><p><strong>Saves:</strong> Fort +4, Ref +2, Will +1</p><p><strong>Abilities:</strong> Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 13 (+1), Cha 11 (+0)</p><p><strong>Skills:</strong> Listen +5, Spot +3</p><p><strong>Feats:</strong> Weapon Finesse (trident)</p><p></p><p><strong>Climate/Terrain:</strong> Any aquatic</p><p><strong>Organization:</strong> Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, 1 7th-level captain, and 2-5 sea lions)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +2</p><p></p><p>These aquatic gnomes are known for dwelling in and around floating kelp beds, creating intricately woven homes out of the kelp, while also preserving it. They get along well with merfolk, sea elves and tritons.</p><p>Kelp gnomes speak Gnome and Aquan. </p><p></p><p><strong>Combat</strong></p><p>Kelp gnomes make heavy use of water magic and carefully prepared ambushes and traps whenever they can. They never wear armor but use strengthened shell-like shields for extra protection. Kelp gnomes often fight with tridents that have been created smaller for them by allies such as sea elves.</p><p></p><p><strong>Druidic Magic (Su):</strong> Kelp gnomes with Wisdom scores of 10 or higher may cast create water, purify food and drink, and resistance, each once per day as a 1st-level druid (spell failure penalties for armor apply).</p><p></p><p><strong>Speak with Animal (Sp):</strong> Once per day a gnome can use speak with animal as a 1st-level druid to communicate with a marine-dwelling mammal (dolphin, otter, etc.).</p><p></p><p><strong>Kelp Gnome Characters</strong></p><p>Kelp gnomes favor the druid class. Kelp gnomes worship the gods of the Gnomish Pantheon but also worship the key elven sea god, Deep Sashelas.</p><p></p><p><strong>Kelp Gnome Traits</strong></p><p>Kelp gnomes benefit from a number of racial traits:</p><p>-> -2 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom</p><p>-> Small: Kelp gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.</p><p>-> Darkvision 60 ft.</p><p>-> Low-light Vision: Kelp gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.</p><p>-> Druidic Magic (Su): As per the description under Combat.</p><p>-> Speak with Animal (Sp): As per the description under Combat.</p><p>-> Scent (Ex): A kelp gnome can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.</p><p>-> +2 racial bonus to saving throws against water-based magic.</p><p>-> +1 racial bonus to attack rolls against kuo-toa and sahuagin.</p><p>-> +4 dodge bonus against creature with the Giant type.</p><p>-> Skills: Kelp gnomes receive a +2 racial bonus to Listen checks, for their keen hearing. A kelp gnome’s swim speed gives it a +8 racial bonus on Swim checks.</p><p>-> Automatic Languages: Gnome and Aquan. Bonus Languages: Elf, Kuo-Toan, Sahuagin, and Undercommon.</p><p>-> Favored Class: Druid.</p><p>-> ECL: 3</p></blockquote><p></p>
[QUOTE="Knightfall, post: 907201, member: 2012"] [b][i]Gnome, Kelp[/i][/b] [b]Small Humanoid (Aquatic, Gnome)[/b] [b]Hit Dice:[/b] 1d8+2 (6 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] 20 ft., swim 40 ft. [b]AC:[/b] 16 (+2 Dex, +1 size, +2 natural, +1 small shield) [b]Attacks:[/b] Small trident +4 melee [b]Damage:[/b] Small trident 1d6-1 [b]Face/Reach:[/b] 5 ft. / 5 ft. [b]Special Attacks:[/b] Racial traits, druidic magic [b]Special Qualities:[/b] Racial traits, speak with animal, scent [b]Saves:[/b] Fort +4, Ref +2, Will +1 [b]Abilities:[/b] Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 13 (+1), Cha 11 (+0) [b]Skills:[/b] Listen +5, Spot +3 [b]Feats:[/b] Weapon Finesse (trident) [b]Climate/Terrain:[/b] Any aquatic [b]Organization:[/b] Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, 1 7th-level captain, and 2-5 sea lions) [b]Challenge Rating:[/b] 1 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually neutral good [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +2 These aquatic gnomes are known for dwelling in and around floating kelp beds, creating intricately woven homes out of the kelp, while also preserving it. They get along well with merfolk, sea elves and tritons. Kelp gnomes speak Gnome and Aquan. [b]Combat[/b] Kelp gnomes make heavy use of water magic and carefully prepared ambushes and traps whenever they can. They never wear armor but use strengthened shell-like shields for extra protection. Kelp gnomes often fight with tridents that have been created smaller for them by allies such as sea elves. [b]Druidic Magic (Su):[/b] Kelp gnomes with Wisdom scores of 10 or higher may cast create water, purify food and drink, and resistance, each once per day as a 1st-level druid (spell failure penalties for armor apply). [b]Speak with Animal (Sp):[/b] Once per day a gnome can use speak with animal as a 1st-level druid to communicate with a marine-dwelling mammal (dolphin, otter, etc.). [b]Kelp Gnome Characters[/b] Kelp gnomes favor the druid class. Kelp gnomes worship the gods of the Gnomish Pantheon but also worship the key elven sea god, Deep Sashelas. [b]Kelp Gnome Traits[/b] Kelp gnomes benefit from a number of racial traits: -> -2 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom -> Small: Kelp gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures. -> Darkvision 60 ft. -> Low-light Vision: Kelp gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. -> Druidic Magic (Su): As per the description under Combat. -> Speak with Animal (Sp): As per the description under Combat. -> Scent (Ex): A kelp gnome can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft. -> +2 racial bonus to saving throws against water-based magic. -> +1 racial bonus to attack rolls against kuo-toa and sahuagin. -> +4 dodge bonus against creature with the Giant type. -> Skills: Kelp gnomes receive a +2 racial bonus to Listen checks, for their keen hearing. A kelp gnome’s swim speed gives it a +8 racial bonus on Swim checks. -> Automatic Languages: Gnome and Aquan. Bonus Languages: Elf, Kuo-Toan, Sahuagin, and Undercommon. -> Favored Class: Druid. -> ECL: 3 [/QUOTE]
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