Airwalkrr's Eberron Campaign OOC (D&D 3.5)

I can't seem to find the answer, but does a warforged's natural armor interfere with monk abilities? I know it causes arcane spell failure, but didn't see an answer on the monk angle.
 

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I would have to say, based on this FAQ entry, that no, a warforged's base armor bonus does not affect his monk abilities.

FAQ said:
Is a warforged considered to be wearing armor for the purpose of using special abilities, such as a monk’s fast movement?
The composite plating of a typical warforged doesn’t count as armor. Certain warforged feats, such as Adamantine Body (ECS 50) specifically state that the character is considered to be wearing armor, and thus would limit use of such abilities.
 

Ah, my google foo is strong and I have found the answer you seek...

RACES OF EBERRON, P23
Monk:
Monk is a good class choice for a warforged character. Monks do not normally wear armor, so the armor bonus inherent to the race is a great advantage. You can choose to increase that advantage with Adamantine Body or Mithral Body, but both of those feats cause you to take penalties to skills important to most monks. Consider taking Cold Iron Tracery or Silver Tracery. These feats allow your unarmed strikes to overcome types of damage reduction that you must normally find monk weapons of the right material to defeat. Unlike your natural slam attack, your unarmed strikes do not deal 1-1/2 times your Strength bonus in extra damage. If you wish to do that, you must forego your unarmed strike damge and monk abilities, making only a single slam attack.
When a warforged monk gains the wholeness of body ability, he can use that ability to repair damage he has taken.

Very nice!
 


Ok, now that I've had a little more time to go over your background Halford, I will comment. I think the dark history fits a Kalashtar perfectly. As a bonus feat, you gain Kalashtar Mindlink (from Secrets of Sarlona, reproduced below).

KALASHTAR MINDLINK [PSIONIC, RACIAL]
You are innately talented with your racial mindlink psi-like ability.
Prerequisites: Kalashtar, mindlink psi-like ability.
Benefit: You can use the mindlink psi-like ability granted by your kalashtar heritage three times per day. Your manifester level for your mindlink ability equals your character level.
Normal: A kalashtar's mindlink can be used once per day, and its manifester level is a 1/2 the kalashtar's HD.

For bonus equipment, you gain a dorje of crystal shard with 10 charges.

Yay, freebies!
 

Ah, my google foo is strong and I have found the answer you seek...

Yea, what that entry doesn't mention though is that by taking Adamantine Body or Mithral Body you lose several key monk class features: AC Bonus, Flurry of Blows, Evasion (Adamantine Body only), and Fast Movement. I'm not sure if that's really worth it. If you plan to take either of these feats, a lot of what makes the monk class unique is taken away.
 

Need a cleric?

One thing to note- under his Feats I gave him Aberrant Dragonmark with a spell that made sense to the character but is NOT on the approved spell list. Thought you should know in advance.
 

GUS WESTNER
INIT+1 SP30 AC 12 (TO10 FT12 ) AL CN CR 1 HD 8
Med Human Cleric (1) SAVES F+2 R+0 W+4 S10 D11 C10 I14 W14 C14
ATTACKS / DAM
Heavy mace 1d8 +0 melee 20x2
FULL ROUND
Long Sword 1d8 +0 melee 19-20x2 crit
BASE ATT / GRAPPLE: +0 / +0
ARMOR 12(+2 L Arm)
SPEC ATT nada
SPEC QUA
Action Points: 5
Aura (EX): Chaotic Aura
Spells : DC 12+ Spell Level
0 Guidance
0 Light
0 Mending
1 ENTROPIC SHIELD
1 Divine Favor
LUCK 1/day reroll one roll before DM declares result
KNOWLEDGE Add All Knowledge skills to Class skills
Entropic Shield 20% mischance to hit from ranged weapons
Turn Undead (SU): 5 times a day
FACE / REACH 5 / 5
SKILLS (4x4)+4 =20
Conc +2. Heal +4, Know: Arc +4, Know: His +8, Knowl: Rel 4. Know: Planes +3, Lang x2 ,List +3, Search +3, Spellcraft +3 , Swim +1
FEATS
Action Boost: roll d8 instead of d6 for Action Point
Skill Focus: Know: History
TREASURE 5d4x10 /2 = 100gold roughly 35 gold remain
Mace, Heavy (15g)
Leather Armor (10g)
Backpack (2g)
Candles x4 (4c)
Chalk 2 pcs (2c)
Oil x2 pints (2s)
Rations, Trail x3 (15s)
Ink 1oz (8g)
“spellbook” (15g) used as a journal
Traveler Outfit (1g)
Id Papers (real no less!) (2g)
Lantern, Hooded (7g)
Holy Symbol, Wood (1g)
LANGUAGE Common, Elven and Goblin
HOOK “Curiosity killed the cat but I’m no cat. I’m Gus Westner!”
BOOK / PAGE PHB, Eberon Camp, Magic of Eb
NOTES 3.5
Gus Westner is not your average nerd and hates to be referred to as. He is above average (or at least abnormal) to other folks that read a lot. He loves to learn and write. He hopes that he can join an adventuring group to learn from and write about. Maybe even the Korranberg Chronicles will print an ongoing article of his adventures! That would be awesome!

Gus thinks highly of himself and is generally very positive. He feels that his “superior” knowledge of things makes him better equiped than a fighter with a sword (he has much to learn). He is a bit puzzled (even scared) by his strange birthmark that he keeps carefully hidden on his chest. He suspects what it is but has not explored or investigated it to learn the truth.

Gus’ parents run a merchant shop in Clifftop. This shop caters to the adventurers that come through Sharn daily. It was here that Gus first heard of stories of adventures in Sharn, Below Sharn and outside the city. At a young age he began to read stories about adventurers either in books or on the pages of the Korranberg Chronicles. This is how his hunger for learning began.

One adventurer, a young woman that Gus was quite smitten by, was a follower of Ollandra. The matron goddess of luck and at worst cases- over indulgence was his first interaction with religion. Studying further, he found he liked her but also the god of knowledge and law- Aureon. Deciding to follow the Host he took up beliefs that combined the two. His thirst for knowledge along with his desire for being something more than…. Well than himself. Knowledge and Luck became his focus.

His mother always said he very lucky. His father would always say it is the prepared man that is lucky.

Saving for years, his parents raised money to get him into Morgrave University. Here he learned details of history and he began to understand history and how useful it can be. Remembering the adventurers that came into his parent’s shop, he remembered their money also. How rich could he become with his careful and skilled use of history and luck? Indeed…. Very rich.

He is now a senior in Morgrave University. He needs to decide on a subject for his final paper. One that requires field research. Taking his cue from the adventurers he met most of his young life, he heads to the local tavern with his gear…….
 
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It's quite interesting, kismet you might say, that you're starting this campaign, as I was just talking elsewhere about how I've always wanted to play a warforged rogue.

So, I guess I should check and ask, would a proposal for a warforged rogue be acceptable to you folk?

If so, then here are his rolled stats - STR 12, DEX 18, CON 10, INT 16, WIS 11, CHA 10

Which, if I remember right, should adjust to str 12, dex 18, con 12, int 16, wis 9, and cha 8 with racial adjustments. Now, Airwalkrr, you did say no sub races, right? So, no warforged scout-variant, from MM3, right?

Obviously, Slip is a warforged who is still learning that what he was made for before and what he should do now are not fully the same thing. He's intelligent, nimble, and in good shape, but obviously doesn't make the right choices all of the time, or give the right impressions to people, all the time. Perhaps, over time, he'll learn to be better. Also, to reflect some of this "learning" I'd make slip either true neutral or neutral good, thus to give a bit more sway in his role-play to how people influence him.

Anyhow, I'll have more background to come, as I work the character out more.

Starting Gold - Base 5d4 results should be multiplied by 10. (5d4=10) - so, 100gp starting.
 
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Time for the most thrilling part of character creation. Rolling dice. :)

STR 9, DEX 16, CON 13, INT 16, WIS 13, CHA 12

I didn't even have to rearrange them. :)

Now for gold.

Airwalkrr's Eberron Campaign starting gold. (3d4=9) x10=90gp

Not too bad a start.





May as well work on the character here too. WIP

[sblock=Nevin ir'Laan]

[sblock=stats]
Nevin ir'Laan
NG Male Human Wizard: Focused Conjurer (Prohibited Schools: Evocation, Enchantment, Necromancy)

Str: 9(-1) Light Load: 30lb or less, Medium Load: 31-60lb, Heavy Load: 61-90
Dex: 16(+3)
Con: 13(+1)
Int: 16(+3)
Wis: 13(+1)
Chr: 12(+1)

Speed: 30ft

Init: +7

AC: 13(Mage Armour: 17) Touch: 13(Mage Armour: 17) Flatfooted: 10(Mage Armour: 14)

Fort: +0+1=+1 Ref: +0+3=+3 Will: +2+1=+3

BAB: +0 Melee: -1 Ranged: +3

Dagger: Attack: Melee: -1, Ranged: +3 Damage: 1d4-1 19-20/x2 Range Increment: 10ft. Type: Piercing or Slashing
Light Crossbow: Attack: +3 Damage: 1d8 19-20/x2 Range Increment: 80ft. Type: Piercing

Action Points: 5

[sblock=skills]

Trained:
Concentration: 4+1=+5
Knowledge (Arcana): 4+3=+7
Knowledge (The Planes): 4+3=+7
Knowledge (History): 4+3=+7
Spellcraft: 4+3=+7
Bluff: 2+1=+3
Speak Language: Common, Draconic, Celestial, Infernal, Abyssal, Auran

[/sblock]

[sblock=feats & abilities]

Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Rapid Summoning: (Ex) Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat. A conjurer using this variant permanently gives up the ability to obtain a familiar.

Improved Initiative: You get a +4 bonus on initiative checks.

Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.

GALIFARAN SCHOLAR
You have made an exhaustive study of the history of Galifar, from the earliest roots of the Five Nations, through the formation of the united Kingdom of Galifar, and on to the Last War and the dissolution of the kingdom. The depth of your study gives you great insight into the whole field of knowledge surrounding the history of Galifar.
Prerequisite: Knowledge (history) 4 ranks.
Benefit: You receive a +4 insight bonus on Knowledge checks pertaining to events associated with the Last War or the royal family of the Kingdom of Galifar, and you treat untrained Knowledge checks related to these topics as trained Knowledge checks.
Normal: You can attempt a Knowledge check untrained only if the DC is 10 or lower.


[/sblock]

Spell Save DC: 0th: 13(14) 1st: 14(15)

Spells Per Day
Level: General(School Specific)
0th: 2(3)
1st: 1(3)

[sblock=spellbook]

0th: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st: Summon Monster I, Mage Armour, Grease, Protection from Evil, Comprehend Languages, Silent Image

[/sblock]

[/sblock]

[sblock=inventory]

17gp 5sp 4cp
Wand of Enlarge Person (10 charges)
Explorers Outfit
Dagger
Light Crossbow
20x Bolts
Backpack
Monster Manual (notebook with information and notations on the creatures he can summon)
Spellbook
Bedroll
3x Candle
Ink (1oz. vial)
Inkpen
Belt Pouch
Identification Papers, standard
Traveling Papers (For travel between Arcanix in Aundair and Sharn in Breland for purposes of academic research.)
3x Chalk
Spell Component Pouch

[/sblock]

[sblock=appearance]

Age: 19
Height: 5'9"
Weight: 144lb

Nevin.jpg


[/sblock]

[sblock=background]

Nevin found himself near bursting with excitement as he disembarked from the lightning rail at the grand station in Sharn. He had done it. All the politics and expectations of home behind him, the world was his oyster. Moving through the press of humanity that crowded the station there was something reassuring as people jostled and bumped that no one here really gave a damn who his father was.

Nevin had come to the realization some time ago that as long as he stayed in Arcanix he would always fall under his father's shadow. And while his father was a great man, Nevin preferred to be measured by his own merits and follow his own path. That was why he as spend the last months slavishly learning the strange and sibilant elemental tongue Auran it had all been part of his proposal to travel to Morgrave in Sharn to study the cause and effects of planar proximity on the city. "Of course, chip off the old block," they'd said. He rolled his eyes at the thought. Anyway, it didn't matter he had gotten what he'd wanted, an excuse to leave. While the manifestation of Syrania in Sharn was fascinating, it was Sharn's reputation for adventure that had made up his mind. Time to make his mark on the world.

[/sblock]

[sblock=menagerie]

[sblock=Summon Monster I]
[sblock=celestial dog LG]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-1
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Jump +9, Listen +5, Spot +5, Survival +1*
Feats: Alertness, Track (B)
Alignment: Always Lawful Good


Skills: Celestial dogs have a +4 racial bonus on Jump checks. *Celestial dogs have a +4 racial bonus on Survival checks when tracking by scent.

[/sblock]
[sblock=celestial owl LG]
Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Talons +5 melee (1d4-1)
Full Attack: Talons +5 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon Finesse
Environment: Seven Mounting Heavens of Celestial
Alignment: Always Lawful Good


Skills: Celestial owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

[/sblock]
[sblock=celestial giant fire beetle NG]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (2d4+2)
Full Attack: Bite +3 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., vermin traits, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
Skills: -
Feats: -
Alignment: Always Neutral Good

[/sblock]
[sblock=celestial porpoise NG]
Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+6 (15 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Slam +4 melee (2d4+2)
Full Attack: Slam +4 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+2 damage)
Special Qualities: Blindsight 120 ft., hold breath, low-light vision, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 7
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 15, Dex 17, Con 17, Int 3, Wis 12, Cha 6
Skills: Listen +8*, Spot +7*, Swim +10
Feats: Weapon Finesse
Alignment: Always Neutral Good

Blindsight (Ex): Celestial porpoises can see by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human¡¦s.
Hold Breath (Ex): A celestial porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: A celestial porpoise 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. *A celestial porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

[/sblock]
[sblock=celestial badger CG]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Claw +4 melee (1d2+1)
Full Attack: 2 claws +4 melee (1d2+1) and bite -1 melee(1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 12, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Track (B), Weapon Finesse
Alignment: Always Chaotic Good

Rage (Ex): A celestial badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A celestial badger has a +4 racial bonus on Escape Artist checks.

[/sblock]
[sblock=celestial monkey CG]
Tiny Magical Beast
Hit Dice: 1d8+2 (6 hp)
Initiative:+2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Acid, Cold and Electricity Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 7, Dex 15, Con 14, Int 3, Wis 12, Cha 5
Skills: Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3
Feats: Weapon Finesse
Alignment: Always Chaotic Good

Skills: Celestial monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

[/sblock]
[sblock=fiendish dire rat LE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+3 (7 hp)
Initiative:+3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Bite +4 melee (1d4+2 plus disease)
Full Attack: Bite +4 melee (1d4+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 17, Con 16, Int 3, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon Finesse (B)
Alignment: Always Lawful Evil

Disease (Ex): Filth fever - bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Fiendish dire rats have a +8 racial bonus on Swim checks. Fiendish dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Fiendish dire rats use their Dexterity modifier for Climb and Swim checks.

[/sblock]
[sblock=fiendish raven LE]
Tiny Magical Beast (Extraplanar)
Hit Dice: 1/4 d8+2 (3 hp)
Initiative:+2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Claws +4 melee (1d2-3)
Full Attack: Claws +4 melee (1d2-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Spell Resistance 5
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 5, Dex 15, Con 14, Int 3, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Alignment: Always Lawful Evil

[/sblock]
[sblock=fiendish monstrous centipede, medium NE]
Medium Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/+1
Attack: Bite +2 melee (1d6+1 plus poison)
Full Attack: Bite +2 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Smite Good 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 13, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +10, Hide +10, Spot +4
Feats: Weapon Finesse (B)
Alignment: Always Neutral Evil

Poison (Ex): A fiendish monstrous centipede has a poisonous bite. Save DC is 10, initial and secondary damage is 1d3 Dexterity damage. The save DCs are Constitution-based.
Skills: Fiendish monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Fiendish monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

[/sblock]
[sblock=fiendish monstrous scorpion, small NE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/-3
Attack: Claw +2 melee (1d3+1)
Full Attack: 2 claws +2 melee (1d3+1) and sting -3 melee (1d3+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d3+1, improved grab, poison, Smite Good 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Skills: Climb +5, Hide +8, Spot +4
Feats: Weapon Finesse (B)
Alignment: Always Neutral Evil

Constrict (Ex): A fiendish monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A fiendish monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A fiendish monstrous scorpion has a poisonous sting. The save DC is 12, and the initial and secondary damage is 1d2 Con damage. The save DCs are Constitution- based
Skills: A fiendish monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

[/sblock]
[sblock=fiendish hawk CE]
Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-8
Attack: Talons +5 melee (1d4)
Full Attack: Talons +5 melee (1d4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 17, Con 14, Int 3, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
Alignment: Always Chaotic Evil

Skills: Fiendish hawks have a +8 racial bonus on Spot checks.

[/sblock]
[sblock=fiendish monstrous spider, small CE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (4 hp)
Initiative:+3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d4 plus poison)
Full Attack: Bite +4 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web, Smite Good 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +11*, Jump -2*, Spot +4*
Feats: Weapon FinesseB
Alignment: Always Chaotic Evil

Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A fiendish monstrous spider has a poisonous bite. The save DC is 10, and the initial and secondary damage is 1d3 Str damage. The save DCs are Constitution-based.
Web (Ex): Both types of fiendish monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web 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 spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. 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 Spot 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. Sheet webs have damage reduction 5/-.
A fiendish monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
The Escape Artist DC for the web is 10, the break DC is 14, and the web has 4 hit points per 5ft square.
Tremorsense (Ex): A fiendish monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.
Skills: Fiendish monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A fiendish monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

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[sblock=fiendish octopus CE]
Small Magical Beast (Aquatic, Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Arms +5 melee (0)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, Smite Good 1/day (+2 damage)
Special Qualities: Ink cloud, jet, low-light vision, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 7
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 16, Dex 17, Con 15, Int 3, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +11
Feats: Weapon Finesse
Alignment: Always Chaotic Evil

Improved Grab (Ex): To use this ability, a fiendish octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.
Ink Cloud (Ex): A fiendish octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A fiendish octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A fiendish octopus can change colors, giving it a +4 racial bonus on Hide checks. A fiendish octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A fiendish octopus 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.

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[sblock=fiendish snake, small viper CE]
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-4
Attack: Bite +4 melee (1d2 plus poison)
Full Attack: Bite +4 melee (1d2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Smite Good 1/day (+1 damage)
Special Qualities: Scent, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 17, Con 15, Int 3, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +8
Feats: Weapon Finesse
Alignment: Always Chaotic Evil

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 10, and is Constitution-based.
Skills: Fiendish snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A fiendish snake can always choose to take 10 on a Climb check, even if rushed or threatened. Fiendish snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A fiendish snake 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.

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Whew, that's a lot of stat wrangling.
 
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