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Pathfinder roleplaying game supplement 15

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Cavalier’s Charge (Ex) Mounted charge grants +4 to hit and –0 AC rather than +2/–2 Coordinated Defense +2 to CMD if adjacent to her twin, more if foe is larger Coordinated Maneuvers +2 to CMB if adjacent to her twin, more to escape a grapple Dragon’s Demanding Challenge +14 (5/day) (Ex) +14 to damage target, –2 AC vs others when used, twin gains +4 to hit the target of her challenge Dragon’s Skills +7 (Ex) +7 to Survival checks for twin Duck and Cover Take adjacent twin’s roll for Ref (but drop prone) Escape Route The Black Knight does not provoke attacks of opportunity when moving through spaces adjacent to her twin Expert Trainer +7 (Ex) +7 to train mounts, reduced training time option Fortification 50% The Black Knight has a chance to negate critical hits on attacks Fortified Armor Training Break armor or shield to turn critical hit into a normal hit Greater Coordinated Defense or Coordinated Maneuvers, 10 rds, 3/day) (Ex) Grants the use of the Black Knight’s teamwork feats to twin when within 30 ft Improved Back to Back As a swift action when adjacent to her twin, she gains +2 to AC against flanking foes Maw of the Red Wyrm +4 insight bonus vs dragon frightful presence Mighty Charge (Ex) Double weapon’s threat range while charging and execute a maneuver if she hits Paired Opportunists +4 to hit for AoOs if she and her adjacent twin both threaten the target Shake It Off Gain +1 to all saving throws when adjacent to her twin Shield Wall +2 to shield bonus if adjacent twin has a tower/heavy shield or +1 for smaller shields Strategy (Ex) Grant varying bonuses to twin within 30’ Twin Link (Ex) A Black Knight has a link with her twin (Similar to Animal Companion Link) Chapter 7: Bestiary All of the following entries detail creatures found in Chapter 7: Bestiary of the Dragon Kings World Book Azurat (Blue Watcher) This tiny, dazzling blue creature looks faintly like a watery angel as it leaps and frolics playfully Azurat CR XP 1,200 NE Fine aberration (psionic) Init +5; Senses darkvision 60 ft.; Perception +7 Defense AC 23, touch 23, flat-footed 18 (+5 Dex, +8 size) hp (2d8–4) Fort –2, Ref +5, Will +5 Defensive Abilities amorphous, DR 5/magic; Immune disease, electricity, poison, sonic, bleed, flanking, paralysis, sleep effects, stunning Weaknesses vulnerable to fire Offense Speed 20 ft., swim 60 ft Space 1/2 ft.; Reach ft Psi-like Abilities (ML 7th; concentration +12) Constant—conceal thoughts At will—empathic connection, mind control (only upon conducting a brain burrow), mindlink statistics Str 3, Dex 20, Con 6, Int 19, Wis 14, Cha 21 Base Atk +1; CMB –2; CMD Feats Skill Focus (Bluff) Skills Bluff +13, Diplomacy +7, Perception +7, Perform (dance) +7, Sense Motive +4, Stealth +26 SQ no breath ecOlOgy Environment any fresh water Organization solitary Treasure standard special abilities Brain burrow (Ex) Once an azurat has successfully convinced its victim that it is friendly and should be trusted (through Bluff checks and its empathic link ability), it convinces the victim to allow it to enter the creature’s mouth, where it oozes its way into the cranial cavity by burrowing through the sinuses and auditory canals During this process, it uses its mind control ability to keep the victim from fighting against the invasion Once 15

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