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Honeymarsh Academy (planar D&D)(closed..!)
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<blockquote data-quote="Argent Silvermage" data-source="post: 2519653" data-attributes="member: 4322"><p><strong>Bart's mount</strong></p><p></p><p>Morninglight</p><p>GIANT BEE</p><p>Medium Vermin</p><p>Hit Dice: 5d8 (25 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft. (4 squares), fly 80 ft. (good)</p><p>Armor Class: 19 (+2 Dex, +6 natural, +1 bracers), touch 13, flatfooted</p><p>17</p><p>Base Attack/Grapple: +2/+2</p><p>Attack: Sting +3 melee (1d4+1 plus poison)</p><p>Full Attack: Sting +3 melee (1d4+1 plus poison)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Poison</p><p>Special Qualities: Darkvision 60 ft., vermin traits</p><p>Saves: Fort +5, Ref +4, Will +3</p><p>Abilities: Str 12, Dex 14, Con 11, Int 6, Wis 12, Cha 9</p><p>Skills: Spot +7, Survival +1*</p><p></p><p>Appearance:</p><p>He’s got a gold and black coat The only way a Bond Bee can be told from a Regular giant bee is that it seems intelligent. He is very rarely without his saddle. All of the Queen’s Knights have saddles with magical saddlebags that are Handy haversacks.</p><p>They also have a set of specialy made legbands that help to protect thew bee magicly</p><p>Although many times larger, growing to a length of about 5 feet,</p><p>giant bees behave generally the same as their smaller cousins.</p><p>Giant bees are usually not aggressive except when defending</p><p>themselves or their hive.</p><p></p><p>Poison (Ex): Injury, Fortitude DC 11, initial and secondary</p><p>damage 1d4 Con. The save DC is Constitution-based.</p><p>A giant bee that successfully stings another creature pulls away,</p><p>leaving its stinger in the creature. The bee then dies.</p><p></p><p>Skills: Giant bees have a +4 racial bonus on Spot checks. *They</p><p>also have a +4 racial bonus on Survival checks to orient</p><p>themselves.</p><p></p><p>Mount abilities: Empathic Link, Share Spells, Improved Evasion, Share Saveing Throws.</p><p></p><p>Weight Allowance: Light 65, Medium 129, Heavy 195, Pull 975, Lift 195.</p></blockquote><p></p>
[QUOTE="Argent Silvermage, post: 2519653, member: 4322"] [b]Bart's mount[/b] Morninglight GIANT BEE Medium Vermin Hit Dice: 5d8 (25 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (good) Armor Class: 19 (+2 Dex, +6 natural, +1 bracers), touch 13, flatfooted 17 Base Attack/Grapple: +2/+2 Attack: Sting +3 melee (1d4+1 plus poison) Full Attack: Sting +3 melee (1d4+1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison Special Qualities: Darkvision 60 ft., vermin traits Saves: Fort +5, Ref +4, Will +3 Abilities: Str 12, Dex 14, Con 11, Int 6, Wis 12, Cha 9 Skills: Spot +7, Survival +1* Appearance: He’s got a gold and black coat The only way a Bond Bee can be told from a Regular giant bee is that it seems intelligent. He is very rarely without his saddle. All of the Queen’s Knights have saddles with magical saddlebags that are Handy haversacks. They also have a set of specialy made legbands that help to protect thew bee magicly Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive. Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies. Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. Mount abilities: Empathic Link, Share Spells, Improved Evasion, Share Saveing Throws. Weight Allowance: Light 65, Medium 129, Heavy 195, Pull 975, Lift 195. [/QUOTE]
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