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Knightfall's "Aquatic Creature Fun" Thread (Retired)
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<blockquote data-quote="Kitsunekaboom" data-source="post: 932171" data-attributes="member: 8301"><p>Knightfall: That is an extreeeemely nasty lil beasty you have there. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>Here's another for the thread (I went kinda crazy with the half-nymphs today <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The Gifted (Merfolk + Half-Nymph)</p><p>Medium Fey (Aquatic)</p><p>Hit Dice: 1d8+1 (5)</p><p>Initiative: +2 (Dex)</p><p>Speed: 5 Ft., swim 50 ft.</p><p>AC: 14 (+2 Dex. +2 Leather)</p><p>Attacks: Trident +1 melee; or heavy crossbow +3 ranged</p><p>Damage: Trident 1d8; or heavy crossbow 1d10</p><p>Face/Reach: 5 Ft. By 5ft/5ft</p><p>Special Attacks: Nil</p><p>Special Qualities: Charm Person, Effusive Charm, Immunities, Low-light vision </p><p>Saves: Fort: +3, Ref: +2, Will: +1</p><p>Abilities: Str:10, Dex:14, Con:12, Int:13, Wis:13, Cha:19</p><p>Skills: Listen +5, Spot +5</p><p>Feats: Alertness</p><p>Climate/Terrain: Temperate aquatic</p><p>Organization: Company (2-4) patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level) or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)</p><p>Challenge Rating: 2</p><p>Treasure: Standard</p><p>Alignment: Usually Neutral</p><p>Advancement: By character class</p><p></p><p>The Gifted are among the most noble of merfolk. Their blood courses with that of the sea and of the great trees and fields of the land. These are the brightest and most beautiful of the merfolk. Sahuagin hate them with an unequaled passion and seek to attack them on sight. </p><p></p><p>Combat</p><p></p><p>Immunities (Ex): The Gifted are immune to the Blinding Beauty and Unearthly Beauty attacks of full blooded nypmhs. </p><p></p><p>Charm Person (Su): The Gifted can cast charm person as a free action three times per day as a sorcerer of 2nd level.</p><p></p><p>Effusive Charm (Ex): The DC of all spells from the Enchantment school of magic increase by +4 when cast by a half-nymph. In addition, they gain a +4 circumstance bonus to all Charisma-based skills. This bonus doubles when dealing with members of the opposite sex.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 932171, member: 8301"] Knightfall: That is an extreeeemely nasty lil beasty you have there. :D Here's another for the thread (I went kinda crazy with the half-nymphs today :) The Gifted (Merfolk + Half-Nymph) Medium Fey (Aquatic) Hit Dice: 1d8+1 (5) Initiative: +2 (Dex) Speed: 5 Ft., swim 50 ft. AC: 14 (+2 Dex. +2 Leather) Attacks: Trident +1 melee; or heavy crossbow +3 ranged Damage: Trident 1d8; or heavy crossbow 1d10 Face/Reach: 5 Ft. By 5ft/5ft Special Attacks: Nil Special Qualities: Charm Person, Effusive Charm, Immunities, Low-light vision Saves: Fort: +3, Ref: +2, Will: +1 Abilities: Str:10, Dex:14, Con:12, Int:13, Wis:13, Cha:19 Skills: Listen +5, Spot +5 Feats: Alertness Climate/Terrain: Temperate aquatic Organization: Company (2-4) patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level) or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises) Challenge Rating: 2 Treasure: Standard Alignment: Usually Neutral Advancement: By character class The Gifted are among the most noble of merfolk. Their blood courses with that of the sea and of the great trees and fields of the land. These are the brightest and most beautiful of the merfolk. Sahuagin hate them with an unequaled passion and seek to attack them on sight. Combat Immunities (Ex): The Gifted are immune to the Blinding Beauty and Unearthly Beauty attacks of full blooded nypmhs. Charm Person (Su): The Gifted can cast charm person as a free action three times per day as a sorcerer of 2nd level. Effusive Charm (Ex): The DC of all spells from the Enchantment school of magic increase by +4 when cast by a half-nymph. In addition, they gain a +4 circumstance bonus to all Charisma-based skills. This bonus doubles when dealing with members of the opposite sex. [/QUOTE]
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