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<blockquote data-quote="Knight Otu" data-source="post: 1842571" data-attributes="member: 192"><p>#138</p><p> This one’s so cute I just had to post the entire combat section for you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p> COMBAT</p><p> FISHY avoid combat whenever possible. If attacked, the FISHY will cast his School of Fish spell, and attempt to escape. If the FISHY is injured and in danger of being killed he will offer one Fish Wish in exchange for ending the fight. If this offer is not accepted the FISHY will use the transport ability of his Fish Wish to transport the hunters to a random place. If killed, the FISHY can be broiled, baked, grilled or served raw with rice and seaweed, but has no magical properties. A dry, white wine goes best with the FISHY. FISHY should never be served with eggplant side dishes.</p><p> Fish Wish (Sp): Once per day the FISHY may grant three Fish Wishes. This is a limited form of the Wish spell. The FISHY may:</p><p> • Confer the permanent ability of Water Breathing to a single creature.</p><p> • Grant a +1 inherent bonus to an ability score.</p><p> • Grant a +5 inherent bonus to Swim checks.</p><p> • Revive a recently dead creature as though with a raise dead spell. The creature must have died within the last ten days and the corpse of the creature must be present.</p><p> • Transport any or all of those present to a known location on the current plane. The location need not have been visited before; it is merely enough to be able to describe it accurately to the fish.</p><p> School of Fish (Sp): Once per day the FISHY may summon a school of 5d4 fish to confuse his hunters. The school of fish look like the FISHY. The true FISHY can only be distinguished by a [Knowledge (arcana?nature?) check (DC 25)], Spot check (DC 25), or Survival check (DC 25).</p><p> Telepathy (Sp): The FISHY may communicate telepathically with creatures that have an intelligence score greater than 3, provided they are within [range] feet.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 1842571, member: 192"] #138 This one’s so cute I just had to post the entire combat section for you. ;) COMBAT FISHY avoid combat whenever possible. If attacked, the FISHY will cast his School of Fish spell, and attempt to escape. If the FISHY is injured and in danger of being killed he will offer one Fish Wish in exchange for ending the fight. If this offer is not accepted the FISHY will use the transport ability of his Fish Wish to transport the hunters to a random place. If killed, the FISHY can be broiled, baked, grilled or served raw with rice and seaweed, but has no magical properties. A dry, white wine goes best with the FISHY. FISHY should never be served with eggplant side dishes. Fish Wish (Sp): Once per day the FISHY may grant three Fish Wishes. This is a limited form of the Wish spell. The FISHY may: • Confer the permanent ability of Water Breathing to a single creature. • Grant a +1 inherent bonus to an ability score. • Grant a +5 inherent bonus to Swim checks. • Revive a recently dead creature as though with a raise dead spell. The creature must have died within the last ten days and the corpse of the creature must be present. • Transport any or all of those present to a known location on the current plane. The location need not have been visited before; it is merely enough to be able to describe it accurately to the fish. School of Fish (Sp): Once per day the FISHY may summon a school of 5d4 fish to confuse his hunters. The school of fish look like the FISHY. The true FISHY can only be distinguished by a [Knowledge (arcana?nature?) check (DC 25)], Spot check (DC 25), or Survival check (DC 25). Telepathy (Sp): The FISHY may communicate telepathically with creatures that have an intelligence score greater than 3, provided they are within [range] feet. [/QUOTE]
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