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Knightfall's "Aquatic Creature Fun" Thread (Retired)
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<blockquote data-quote="Kitsunekaboom" data-source="post: 983459" data-attributes="member: 8301"><p>Specifically for my campaign for once. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> These not only will be use but might be a necessity for some beings in the campaign world. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Fire guard falcons (Blood Hawk + Water Elemental)</p><p>Small Elemental (Water)</p><p>Hit Dice: 1d10 (5)</p><p>Initiative: +3 (Dex)</p><p>Speed: 10 Ft. Fly 80 Ft. (Average), Swim 90 Ft.</p><p>AC: 17 (+1 Size, +3 Dex, +3 Natural) touch 14, flat-footed 14</p><p>Base Attack/Grapple: +1/-2</p><p>Attack: Claw +5 melee</p><p>Full Attack: 2 claws +5 melee, bite +0 melee</p><p>Damage: Claw 1d3+1, Bite 1d4</p><p>Face/Reach: 5 ft./5 ft.</p><p>Special Attacks: Drench, Water Mastery, Wounding</p><p>Special Qualities: Darkvision 60 Ft., Elemental, Low-light vision</p><p>Saves: Fort: +2, Ref: +5, Will: +1</p><p>Abilities: Str:13, Dex:16, Con:11, Int:2, Wis:12, Cha:7</p><p>Skills: Hide +5, Listen +2, Search ?3, Spot +2*</p><p>Feats: Weapon Finesse</p><p>Climate/Terrain: Any forest, hill, plains, and mountains</p><p>Organization: Solitary or murder (3-12)</p><p>Challenge Rating: 1/2</p><p>Treasure: 50% goods (Gems only)</p><p>Alignment: Always Neutral</p><p>Advancement: 2-3 HD (Medium)</p><p></p><p>These creatures were bred soley to protect great trees from fire. They soak any flames within a hundred feet of their tree. </p><p></p><p>Combat</p><p></p><p>Fire guard falcons first drench any torchbearing creatures, then sweet down and use their wounding ability. </p><p></p><p>Drench (Ex): The fire guard falcon's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispell magic cast as an 1st level sorcerer. It gains no benefit or disadvantage against creatures from the elemental plane of fire.</p><p></p><p>Elemental: Immune to critical hits, paralysis, poison, sleep, and stunning.</p><p></p><p>Water Mastery (Ex): A fire guard falcons creature gains a +1 bonus on attack and damage rolls if both it and its foe touch water. If an opponent is landbound, the water elemental creature suffers a ?4 penalty on attack and damage rolls.</p><p></p><p>Wounding (Ex): A wound resulting from a fire guard falcon?s claw or bite attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points/round and so on). The bleeding can be stopped only by a Heal check (DC 15) or the application of any healing spell.</p><p></p><p>Skills: *Fire guard falcons have a +8 racial bonus on all Spot checks during daylight.</p><p></p><p>Advancement</p><p>Any fire guard falcon above 1 hit die gain the special quality of Ferocity;</p><p></p><p>Ferocity (Ex): A fire guard falcon is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 983459, member: 8301"] Specifically for my campaign for once. :) These not only will be use but might be a necessity for some beings in the campaign world. :) Fire guard falcons (Blood Hawk + Water Elemental) Small Elemental (Water) Hit Dice: 1d10 (5) Initiative: +3 (Dex) Speed: 10 Ft. Fly 80 Ft. (Average), Swim 90 Ft. AC: 17 (+1 Size, +3 Dex, +3 Natural) touch 14, flat-footed 14 Base Attack/Grapple: +1/-2 Attack: Claw +5 melee Full Attack: 2 claws +5 melee, bite +0 melee Damage: Claw 1d3+1, Bite 1d4 Face/Reach: 5 ft./5 ft. Special Attacks: Drench, Water Mastery, Wounding Special Qualities: Darkvision 60 Ft., Elemental, Low-light vision Saves: Fort: +2, Ref: +5, Will: +1 Abilities: Str:13, Dex:16, Con:11, Int:2, Wis:12, Cha:7 Skills: Hide +5, Listen +2, Search ?3, Spot +2* Feats: Weapon Finesse Climate/Terrain: Any forest, hill, plains, and mountains Organization: Solitary or murder (3-12) Challenge Rating: 1/2 Treasure: 50% goods (Gems only) Alignment: Always Neutral Advancement: 2-3 HD (Medium) These creatures were bred soley to protect great trees from fire. They soak any flames within a hundred feet of their tree. Combat Fire guard falcons first drench any torchbearing creatures, then sweet down and use their wounding ability. Drench (Ex): The fire guard falcon's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispell magic cast as an 1st level sorcerer. It gains no benefit or disadvantage against creatures from the elemental plane of fire. Elemental: Immune to critical hits, paralysis, poison, sleep, and stunning. Water Mastery (Ex): A fire guard falcons creature gains a +1 bonus on attack and damage rolls if both it and its foe touch water. If an opponent is landbound, the water elemental creature suffers a ?4 penalty on attack and damage rolls. Wounding (Ex): A wound resulting from a fire guard falcon?s claw or bite attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points/round and so on). The bleeding can be stopped only by a Heal check (DC 15) or the application of any healing spell. Skills: *Fire guard falcons have a +8 racial bonus on all Spot checks during daylight. Advancement Any fire guard falcon above 1 hit die gain the special quality of Ferocity; Ferocity (Ex): A fire guard falcon is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. [/QUOTE]
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