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3bad4c.jpg
Coconut Berry
3bad4c
[Omitting critical hits, sneak attack - it's a plant]
Abed
• Move and Attack: 6 squares, +10 scimitar [1d6+5 +1d6 cold] [+1d6 punishing stance (optional - on by default), -2 AC] (also renews manoeuvres)
• Move and Insightful Strike (until expended): 6 squares, +10 scimitar [1d20+11] [+0 punishing stance (optional - on by default), -2 AC]
• Move and Sapphire Nightmare Blade (until expended): 6 squares, +10 scimitar (vs. lower AC if 1d20+11 beats AC, or +8 if it fails) [1d6+5 +2d6 cold (if 1d20+11 beats AC)] [+1d6 punishing stance (optional - on by default), -2 AC]
• Move and Emerald Razor: 6 squares, +10 scimitar (vs. touch AC) [1d6+5 +1d6 cold] [+1d6 punishing stance (optional - on by default), -2 AC]
• Full Attack: +10 scimitar [1d6+5 +1d6 cold] and +2 slam [1d6+1] [+1d6 (each) punishing stance (optional - on by default), -2 AC]
• Charge: 12 squares, +12 scimitar [1d6+5 +1d6 cold, -2 AC] [+1d6 punishing stance (optional - on by default), -2 AC] must be in a straight line with no impediments
• Move and Manifest Power: 6 squares and one of the following
– psionic grease: make 2x2 squares slippery for 5 rounds. Creatures may fall over.
– energy retort: 4d6 of (cold, fire, electricity, sonic - pick one for the duration) damage targets the first creature to successfully hit oneself. Lasts for 50 rounds.
• Double Move: 12 squares (can also include Jumping over difficult terrain)
• Run: 24 squares in a straight line with no impediments only
Versparki
• Move and Attack: 6 squares, +5 touch [1d8+1 negative energy] OR [1d4 minutes of paralysis] OR [1d6 points of Strength damage (2/day)]
• Move and Spit: 6 squares, +3 ranged touch [3d6 acid] 6 square range
• Move and Negative Energy Burst (1/day!): 6 squares, adjacent living creatures only [5d4 negative energy]. Heals undead for 5d4.
• Move and Cast Spell: 6 squares and one of the following
– ray of enfeeblement: +3 ranged touch [deals 1d6+3 strength penalty] (lasts for 50 rounds) (range 7 squares)
– ray of sickness: +3 ranged touch [target is sickened; -2 attacks, damage, saves, checks] (lasts for 5 rounds) (range 7 squares)
– blindness/deafness: inflict blindness or deafness on a target (permanent but dispellable) (range 30 squares)
– inflict moderate wounds: +5 touch [2d8+5 negative energy]
– darkness: shadowy illumination from an object in a radius of 4 squares; creatures have a 20% miss chance due to dim light. lasts for 500 rounds (range 0)
– fireball (1/day) in 4 square radius [10d6; half fire; half untyped] (range 160 squares)
– death gaze (1/day) [target dies] (range 6 squares; gaze attack)
• Cast spell with long casting time
– summon undead I: summon a weak undead for 5 rounds
– summon undead II: summon a (slightly less) weak undead for 5 rounds
– summon swarm: summon a swarm of rats, bats or spiders to do damage; requires concentration
• Double Move: 12 squares (can also include Jumping over difficult terrain)
• Run: 24 squares in a straight line with no impediments only
Boose
• Move and Attack: 6 squares, +9 ranged (2d10 force or 2d10 fire) 40 square range, -2 attack per 8 squares of range
• Full Attack: +7/+2 ranged (2d10 force or fire) and +7/+2 ranged (2d10 force or fire) 40 square range, -2 attack per 8 squares of range
• Full Attack and Rapid Shot: +5/+5/+0 ranged (2d10 force or fire) and +5/+0 ranged (2d10 force or fire) 40 square range, -2 attack per 8 squares of range
• Move and Manifest Power: 6 squares and one of the following
– entangling ectoplasm: +9 ranged touch. Creature is entangled; entangled creatures have -4 Dexterity, -2 to attacks, move at half speed and can't charge or run. (lasts for 6 rounds)
– compression: give self +2 attack, +2 AC. Lasts for 5 rounds/50 rounds with +2PP
• Double Move: 12 squares (can also include Jumping over difficult terrain)
• Run: 24 squares in a straight line with no impediments only
Bazerl [Dwarf form] (Not affected by this difficult terrain!)
• Move and Attack: 4 squares, +4 melee (1d6+5)
• Charge: 8 squares, +6 melee (1d6+5, -2 AC)
• Move and Wild Shape into a Leopard (3/day, 1 used)
• Move and Cast spell (each can be used once, only useful ones listed)
– cure light wounds: cure 1d8+7 points of damage, or damages undead (touch range)
– cure moderate wounds: cure 2d8+7 points of damage, or damages undead (touch range)
– produce flame: (1d6+5 fire) imbues fire in hands. It can be thrown or used in melee 7 times
– flame blade: summon a scimitar made of fire (that does 1d8+7 points of fire damage) for 7 minutes
– flame strike: deal 7d6 damage (half counts as fire damage, half as divine) in a 2 square radius (range 34 squares)
– entangle: generate an entangling effect in a 8 square radius. Entangled creatures have -4 Dexterity, -2 to attacks, move at half speed and can't charge or run (lasts for 30 rounds) (range 136 squares)
• Cast spell with long casting time (summons are converted from other spells)
– call lightning:
– summon nature's ally I: summon a weak animal or elemental for 7 rounds (dire rat, eagle, monkey, owl, small viper, wolf)
– summon nature's ally II (+1/day): summon a less weak animal or elemental for 7 rounds (black bear, crocodile, dire badger, dire bat, small elemental, hippogriff, medium viper, wolverine)
– summon nature's ally III: summon an average animal or elemental for 7 rounds (ape, dire weasel, dire wolf, giant eagle, lion, giant owl, satyr, constrictor snake, large viper, thoqqua)
– summon nature's ally IV: summon a capable animal or elemental for 7 rounds (juvenile arrowhawk, brown bear, giant crocodile, dire ape, dire boar, dire wolverine, medium elemental, salamander, huge viper, tiger, unicorn, minor xorn)
• Double Move: 8 squares
• Run: 20 squares in a straight line with no impediments only
Bazerl [Leopard form] (Not affected by this difficult terrain!)
• Move and Attack: 8 squares, +6 melee (1d6+8)
• Full Attack: +6 melee (1d6+8) and +2/+2/+2/+2 melee (1d3+5)
• Charge: 16 squares, +8 melee (1d6+8) and +4/+4/+4/+4 melee (1d3+5), -2 AC
• Double Move: 16 squares
• Run: 24 squares in a straight line with no impediments only
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