Фекунг
Автор:
bedverРаса: Грималкин, Класс: Энчантер
STRENGTH: 7
[-1]INTELLIGENCE: 13
[+1]WISDOM: 9
[+0]DEXTERITY: 11
[+0]CONSTITUTION: 13
[+1]CHARISMA: 12
[+0]SAVE VS DOOM: 11
SAVE VS RAY: 11
SAVE VS HOLD: 13
SAVE VS BLAST: 15
SAVE VS SPELL: 14
Хаотичный нейтральный
Инвентарь:HP: 4/4
AC: 13
Money: 2,5gp
Stones: 20/20
Speed: 40/20
Armour:
Leather armour [12]
Shield +1 AC
Weapons:
• Sling [1d4 Missile (40′/80′/160′)]
•20 stones
• Shortsword [1d6 Medium Melee]
General items• Common clothes
• A backpack containing 2 preserved rations, a waterskin, and a tinder box
• A belt pouch containing 2,5 gold pieces.
Adventuring itemsRope (50′)
Torches (3)
Twine (100′ ball)
Grappling hook
TrinketA lucky tortoise shell
Weight350/670
Навыки:Exploration rate: 120′ per Turn
Travel Points: 8 per day
Languages: Woldish, Mewl, Old Woldish
Max Retainers: 4
Listen: skill target 5
DEFENSIVE BONUS:
In melee with Large creatures, grimalkins gain a
+2 AC bonus, due to their small size.
EATING GIANT RODENTS:
After spending 1 Turn devouring a freshly killed giant rodent, a grimalkin heals 1 Hit Point.
IMMORTALITYGrimalkins can be killed but do not die naturally. They are immune to diseases of non-magical origin. Grimalkins
also cannot die of thirst or starvation, though a lack of sustenance drives them desperate and sadistic
Fur Balls (Thrice a Day)
During the day after eating a giant rodent, a grimalkin may sacrifice 1 Hit Point to spew up a violent stream of congealed fur, spittle, and bone. All creatures in a 30′ line suffer 1d6 damage (Save Versus Blast for half).-----------------------------
Гламур: CONJURE TREATS
Duration: Permanent
Range: Appears in the caster’s hand
With a flourishing gesture, the caster conjures a mortal’s
or animal’s favourite treat (e.g. sweets, pastries, sizzling
sausages, apples, etc.) out of thin air.
Offering to the subject: If the treat is offered to the mortal
or animal, their disposition toward the caster is improved.
Sustenance: The treats are real (not illusionary), but do not
provide genuine sustenance.
Usage frequency: Once per day per subject.
SHAPE-SHIFTINGA grimalkin can spend 1 Round to transform into either a fat domestic cat (chester) or a primal fey form (wilder). When transformed, a grimalkin cannot wield weapons, pick locks, or use glamours. All gear carried is optionally transformed with the character, reappearing when they return to humanoid form.
Chester (Unlimited Usage)
Combat: The character has Armour Class 12, Speed 30, and may make a bite and two claw attacks each Round. Each attack inflicts 1 point of damage.
Speech: The character can understand language, but can only respond in wordless yowls and meows.
Changing back: Takes 1 Round. Only possible when the grimalkin is unobserved by any other sentient being.
Wilder (Once a Day)
Entering wilder: A grimalkin may only transform into wilder when in melee and at less than half of their maximum Hit Points. On entering wilder, the character heals 2d6 Hit Points.
Near-invisible: Only the grimalkin’s deranged eyes are visible. Opponents who cannot see the invisible suffer a –2 penalty to Attack Rolls against the grimalkin. Those who can see the invisible discern a bulky feline form, 3′ high, with a leering grin and fur standing electrified on end.
Combat: The character has Armour Class 13, Speed 30, and may make a bite and two claw attacks each Round, with a +2 bonus to Attack Rolls. Each attack inflicts 1d4 damage.
Fey chaos: The grimalkin cannot distinguish friend from foe, indiscriminately attacking the nearest creature.
After 2d4 Rounds: The grimalkin instantly returns to their humanoid (estray) form.
Внешность:Вислоухий, горящие серебром глаза, гирлянды крысиных косточек на одежде, пёстрый (пятнистый) мех, очаровательное мяуканье
Характер:бэк: драматический актёр-любитель
чванливый, желающий построить себе тайный дворец
верит что Луной правят мыши
История:Нет описания.