DH Chapter 2

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Miscelaneous

 

Standard Tower Features

 

Exterior Walls: Toughness (+11) -/18/23/28 Break DC 31

Interior Walls: Toughness (+10) -/17/22/27 Break DC 30

Doors: Toughness (+6) -/13/18/23 Break DC 18

 

Net

A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –2 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to use a supernatural power, it must make a DC 15 Concentration check or be unable to use the supernatural power.

 

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has +1 tougness, and can be burst with a DC 25 Strength check (also a full-round action).

 

A net is useful only against creatures within one size category of you.

 

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

 

Traps

 

Collapsing Stair Trap

Damage: Ref DC 20 to avoid, 10' fall Damage DC 17

Search: DC 24

Disable Device: DC 20

 

Stun Trap

Damage: +10 Non-Lethal Damage and 3 rounds stunned, Fort DC 15 halves and negates

Search: DC 27

Disable Device: DC 23

 

Adversaries

 

Blood Rooks

Small Animal 1

Init +2, Notice +14


Defense 13, flat-footed 11

Toughness +0 (+1 Con -1 Size)

Fortitude +3, Reflex +4, Will +2


Speed 80 ft fly, 10 ft

Attack +4 Talons, Damage DC 16

Space 5', Reach 5'

Base Combat +0, Grapple -4


Abilities Str +0, Dex +2, Con +1, Int -4, Wis +2, Cha -2

Feats Attack Focus (Talons), Night Vision

Skills Notice 4 (+14)


 

Shrieker

Medium Plant 2

Init -5, Notice -5

Night Vision


Defense , flat-footed

Toughness +2

Fortitude +4, Reflex -, Will -4


Speed 0 ft

Attack -, Damage -

Space 5, Reach 0

Base Combat +1, Grapple -


Abilities Str -, Dex -, Con +1, Int -, Wis -5, Cha -5

Traits Shriek

Feats Night Vision

Skills Stealth +5, Notice -5


 

Skag Warrior

Small Aquatic Humanoid 1

Init +1, Notice -1

Night Vision


Defense 13, flat-footed 12

Toughness +0 (+1 Con -1 Size)

Fortitude +2, Reflex +1, Will -1


Speed 20 ft, 30 ft swim

Attack +3 Spear, Damage DC 17 or +2 Dart, Damage DC 15

Space 5', Reach 5'

Base Combat +0, Grapple -4


Abilities Str +0, Dex +1, Con +1, Int 0, Wis -1, Cha -2

Traits Amphibious

Feats Attack Focus (Spear), NightVision (B), Skill Focus (Athletics) (B), Exotic Weapon Training (Net) (B)

Skills Athletics 4 (+7) Ride 4 (+5)


 

Elite Skag Warrior

Small Humanoid Warrior 2

Init +3, Notice +4

Night Vision


Defense 16, flat-footed 13

Toughness +1 (+2 Con -1 Size)

Fortitude +5, Reflex +3, Will -1


Speed 20 ft, 30 ft swim

Attack +7 Spear, Damage DC 17 or +5 Dart, Damage DC 15

Space 5', Reach 5'

Attack Options Vehicular Combat, Spirited Charge (+3 Dmg)

Base Combat +2, Grapple +0


Abilities Str +2, Dex +3, Con +2, Int -1, Wis -1, Cha +0

Traits Amphibious

Feats Attack Focus (Spear), Skill Focus (Ride), Spirited Charge, Vehicular Combat, Weapon Training, NightVision (B), Skill Focus (Athletics) (B), Exotic Weapon Training (Net) (B)

Skills Athletics 5 (+10) Ride 5 (+11), Notice 5 (+4)


 

Chief Ghurgun

Small Humanoid Warrior 2

Init +3, Notice +4

Night Vision


Defense 16, flat-footed 13

Toughness +2 (+2 Con -1 Size +1 Armor)

Fortitude +5, Reflex +3, Will -1


Speed 20 ft, 30 ft swim

Attack +8 Spear, Damage DC 17 or +5 Dart, Damage DC 15

Space 5', Reach 5'

Attack Options Vehicular Combat, Spirited Charge (+3 Dmg)

Conviction 3

Base Combat +2, Grapple +0


Abilities Str +2, Dex +3, Con +2, Int -1, Wis -1, Cha +0

Traits Amphibious

Feats Attack Focus (Spear), Skill Focus (Ride), Spirited Charge, Vehicular Combat, Weapon Training, NightVision (B), Skill Focus (Athletics) (B), Exotic Weapon Training (Net) (B)

Skills Athletics 5 (+10) Ride 5 (+11), Notice 5 (+4)


Possesions Seashell armor (as leather), masterwork spear, net, 4 darts, 100 coral chips (worth 1 sp each), coral crown (25 gp).

 

New Backgrounds

 

Skag

Ability Adjustment -1 Str, +1 Dex, -1 Int.

Bonus Feats NightVision, Skill Focus (Athletics), Exotic Weapon Training (Net)

Favored Feats Spirited Charge, Favored Opponent (Humans)

Traits Amphibious

Size Small

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