3rd Edition - Familiars, Rpg, D&D 3ed
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Bonus Insert
These pages contain information that you may find useful as a D
UNGEONS
& D
RAGONS
® player. It includes:
• Statistics for familiars, for a wolf animal companion, and for summonable creatures (all for 1st-level characters).
• Diagrams explaining attacks of opportunity (from the pages of D
RAGON
® Magazine).
• Answers to common questions (from the Sage Advice column in D
RAGON
Magazine).
• An example of a completed character sheet.
CREATURE STATISTICS
Here are basic statistics for 1st-level familiars, a wolf
companion, and creatures that 1st-level spellcasters can
summon.
How to Read the Statistics Blocks
Here’s what the statistics block entries mean:
D
[Creature’s name]: CR [Challenge Rating]; [Size
and type]; HD [Hit Dice]; hp [hit points]; Init [initia-
tive modifier] ([individual modifiers]); Spd [speed];
AC [Armor Class]; Atk [attack modifier and attack
type, melee or ranged] ([damage, attack type]);
Face/Reach [if different from 5 ft. by 5 ft./5 ft.]; SA
[special attacks]; SQ [special qualities]; SR [spell
resistance, if applicable]; AL [alignment]; SV [saving
throw modifiers]; [ability scores].
Skills and Feats:
[Skills and skill modifiers, feats.]
[Descriptions of special attacks and special quali-
ties.]
Familiars
D
Bat Familiar:
CR —; Diminutive magical beast;
HD 1; hp 1/2 master’s; Init +2 (Dex); Spd 5 ft., fly 40 ft.
(good); AC 17; Atk —; Face/Reach 1 ft. by 1 ft./0 ft.;
SQ Blindsight, grant Alertness, improved evasion,
share spells, empathic link; AL any; SV Fort +2, Ref +4,
Will +4; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 4.
Skills:
Listen +9, Move Silently +6, Spot +9 (or
master’s skills).
Blindsight (Ex): “Sonar” with a 120-ft. range. Adds +4
to Spot and Listen checks. Negated by
silence
(in which
case the bat can see 10 ft.).
D
Cat Familiar:
CR —; Tiny magical beast; HD 1;
hp 1/2 master’s; Init +2 (Dex); Spd 30 ft.; AC 15; Atk
+4/+4/–1 melee (1d2–4 [
2], claws; 1d3–4, bite);
Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SQ Grant +2
Move Silently, grant Alertness, improved evasion,
share spells, empathic link; AL any; SV Fort +2, Ref +4,
Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7.
Skills and Feats:
Balance +10, Climb +5, Hide +17,
Listen +4, Move Silently +9, Spot +4 (+8 on Hide
checks in tall grass or heavy undergrowth) (or master’s
skills); Weapon Finesse (claw, bite).
D
Hawk Familiar:
CR —; Tiny magical beast; HD 1;
hp 1/2 master’s; Init +3 (Dex); Spd 10 ft., fly 60 ft. (aver-
age); AC 18; Atk +5 melee (1d4–2, claws); Face/Reach
2 1/2 ft. by 2 1/2 ft./0 ft.; SQ Grant Alertness, improved
evasion, share spells, empathic link; AL any; SV Fort
+2, Ref +5, Will +4; Str 6, Dex 17, Con 10, Int 6, Wis 14,
Cha 6.
Skills and Feats:
Listen +6, Spot +6 (+8 on Spot checks
in daylight) (or master’s skills); Weapon Finesse (claw).
D
Owl Familiar:
CR —; Tiny magical beast; HD 1;
hp 1/2 master’s; Init +3 (Dex); Spd 10 ft., fly 40 ft. (aver-
age); AC 18; Atk +5 melee (1d4–2, claws); Face/Reach
2 1/2 ft. by 2 1/2 ft./0 ft.; SQ Low-light vision, grant +2
Move Silently, grant Alertness, improved evasion,
share spells, empathic link; AL any; SV Fort +2, Ref +5,
Will +4; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 4.
Skills and Feats:
Listen +14, Move Silently +20, Spot
+6 (+8 on Spot checks in dusk and darkness) (or
master’s skills); Weapon Finesse (claws).
D
Rat Familiar:
CR —; Tiny magical beast; HD 1;
hp 1/2 master’s; Init +2 (Dex); Spd 15 ft., climb 15 ft.;
AC 15; Atk +4 melee (1d3–4, bite); Face/Reach 2 1/2 ft.
by 2 1/2 ft./0 ft.; SQ Scent, grant +2 Fort save, grant
Alertness, improved evasion, share spells, empathic
link; AL any; SV Fort +2, Ref +4, Will +3; Str 2, Dex 15,
Con 10, Int 6, Wis 12, Cha 2.
Skills and Feats:
Balance +10, Climb +12, Hide +18,
Move Silently +10 (or master’s skills); Weapon Finesse
(bite).
D
Raven Familiar:
CR —; Tiny magical beast; HD
1; hp 1/2 master’s; Init +2 (Dex); Spd 10 ft., fly 40 ft.
(average); AC 15; Atk +4 melee (1d2–5, claws);
Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SQ Speaks one
language, grant Alertness, improved evasion, share
spells, empathic link; AL any; SV Fort +2, Ref +4, Will
+4; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.
Skills and Feats:
Listen +6, Spot +6 (or master’s skills);
Weapon Finesse (claws).
D
Snake (Viper) Familiar:
CR —; Tiny magical
beast; HD 1; hp 1/2 master’s; Init +3 (Dex); Spd 15 ft.,
climb 15 ft., swim 15 ft.; AC 18; Atk +5 melee (poison,
bite); Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SA Poison;
SQ Scent, grant Alertness, improved evasion, share
spells, empathic link; AL any; SV Fort +2, Ref +5, Will
+3; Str 6, Dex 17, Con 11, Int 6, Wis 12, Cha 2.
Skills and Feats:
Balance +11, Climb +12, Hide +18,
Listen +8, Spot +8 (or master’s skills); Weapon Finesse
(bite).
Poison (Ex): Initial and secondary damage: 1d6 Con-
stitution. DC 11.
D
Toad Familiar:
CR —; Diminutive magical beast;
HD 1; hp 1/2 master’s; Init +1 (Dex); Spd 5 ft.; AC 16;
Atk —; Face/Reach 1 ft. by 1 ft./0 ft.; SQ Grant +2 Con-
stitution, grant Alertness, improved evasion, share
spells, empathic link; AL any; SV Fort +2, Ref +3, Will
+4; Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4.
Skills:
Hide +21, Listen +5, Spot +5 (or master’s
skills).
D
Weasel Familiar:
CR —; Tiny magical beast; HD
1; hp 1/2 master’s; Init +2 (Dex); Spd 20 ft., climb 20 ft.;
AC 15; Atk +4 melee (1d3–4, bite); Face/Reach 2 1/2 ft.
by 2 1/2 ft./0 ft.; SA Attach; SQ Scent, grant +2 Ref
save, grant Alertness, improved evasion, share spells,
empathic link; AL any; SV Fort +2, Ref +4, Will +3; Str
3, Dex 15, Con 10, Int 6, Wis 12, Cha 5.
Skills and Feats:
Balance +10, Climb +11, Hide +13,
Move Silently +9, Spot +4 (or master’s skills); Weapon
Finesse (bite).
Attach (Ex): After the weasel successfully bites, it
remains attached to the enemy and automatically deals
bite damage each round. It loses its Dex bonus to AC
when attached.
+3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis
12, Cha 4.
Skills and Feats:
Climb +11, Hide +11, Move Silently
+6; Weapon Finesse (bite).
Disease (Ex): Filth fever—bite, Fortitude save (DC
12), incubation 1d3 days; damage 1d3 Dex and 1d3
Con.
D
Dog:
CR —; Small animal; HD 1d8+2; hp 6; Init
+3 (Dex); Spd 40 ft.; AC 15; Atk +2 melee (1d4+1, bite);
SQ Scent; AL N; SV Fort +4, Ref +5, Will +1; Str 13,
Dex 17, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats:
Listen +5, Spot +5, Swim +5, Wilder-
ness Lore +1 (+8 on Wilderness Lore checks when
tracking by scent).
D
Hawk:
CR —; Tiny animal; HD 1d8; hp 4; Init +3
(Dex); Spd 10 ft., fly 60 ft. (average); AC 17; Atk +5
melee (1d4–2, claws); Face/Reach 2 1/2 ft. by 2 1/2
ft./0 ft.; AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex
17, Con 10, Int 2, Wis 14, Cha 6.
Skills and Feats:
Listen +6, Spot +6 (+8 on Spot checks
in daylight); Weapon Finesse (claws).
D
Viper, Tiny:
CR —; Tiny animal; HD 1/4 d8; hp 1;
Init +3 (Dex); Spd 15 ft., climb 15 ft., swim 15 ft.; AC
17; Atk +5 melee (poison, bite); Face/Reach 2 1/2 ft. by
2 1/2 ft./0 ft.; SA Poison; SQ Scent; AL N; SV Fort +2,
Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12,
Cha 2.
Skills and Feats:
Listen +8, Spot +8; Weapon Finesse
(bite).
Poison (Ex): Initial and secondary damage: 1d6 Con-
stitution. DC 11.
Wolf (Animal Companion)
D
Wolf:
CR 1; Medium-size animal; HD 2d8+4; hp
13; Init +2 (Dex); Spd 50 ft.; AC 14; Atk +3 melee
(1d6+1, bite); SA Trip; SQ Scent; AL N; SV Fort +5, Ref
+5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha
6.
Skills and Feats:
Hide +3, Listen +6, Move Silently +4,
Spot +4, Wilderness Lore +1 (+4 on Wilderness Lore
checks when tracking by scent); Weapon Finesse (bite).
Trip (Ex): If the wolf hits with its bite, it can attempt
to trip as a free action without making the usual touch
attack and without the chance to be tripped if it fails.
Celestial and Fiendish Creatures
Celestial dogs and badgers are magical beasts instead of
animals, have Intelligence 3 instead of 2, are lawful
good (dog) or chaotic good (badger), and gain the fol-
lowing special abilities:
Special Attack:
Smite Evil (Su): Once per day, the crea-
ture can make an attack that deals +1 damage to evil
creatures.
Special Qualities:
Acid, cold, and electricity resistance
5; darkvision 60 ft., SR 2. (SR 2 doesn’t amount to any-
thing unless it gets increased somehow.)
2], claw; 1d3–1, bite); Face/Reach 2 1/2
ft. by 2 1/2 ft./0 ft.; SA Rage; SQ Scent; AL N; SV Fort
+4, Ref +5, Will +1; Str 8, Dex 17, Con 15, Int 2, Wis 12,
Cha 6.
Skills and Feats:
Escape Artist +7, Listen +4, Spot +4;
Weapon Finesse (bite, claw).
Rage (Ex): If it takes damage in combat, the badger
flies into a rage until its opponent is dead. While
raging it has HD 1d8+4, hp 8, AC 13, Atk +5/+5/+0
melee (1d2+1 [
2], claw; 1d3+1, bite); SV Fort +6; Str
12, Con 19. It can’t end its rage voluntarily.
D
Dire rat:
CR —; Small animal; HD 1d8+1; hp 5;
Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15; Atk +4
melee (1d4, bite); SA Disease; SQ Scent; AL N; SV Fort
Fiendish dire rats and hawks are magical beasts instead
of animals, have Intelligence 3 instead of 2, are lawful
evil (dire rat) or chaotic evil (hawk), and gain the fol-
lowing special abilities:
Special Attack:
Smite Good (Su): Once per day, the
creature can make an attack that deals +1 damage to
good creatures.
Special Qualities:
Cold and fire resistance 5; dark-
vision 60 ft., SR 2. (SR 2 doesn’t amount to anything
unless it gets increased somehow.)
Summoned Creatures
D
Badger:
CR —; Tiny animal; HD 1d8+2; hp 6; Init
+3 (Dex); Spd 30 ft., burrow 10 ft.; AC 15; Atk +5/+5/+0
melee (1d2–1 [
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