Dungeons and Dragons Ethereal Marauder 3.5 PBP RPG

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Ethereal Marauder

Ethereal Marauder

Medium Magical Beast (Extraplanar)

Hit Dice:

2d10 (11 hp)

Initiative:

+5

Speed:

40 ft. (8 squares)

Armor Class:

14 (+1 Dex, +3 natural), touch 11, flat-footed 13

Base Attack/Grapple:

+2/+4

Attack:

Bite +4 melee (1d6+3)

Full Attack:

Bite +4 melee (1d6+3)

Space/Reach:

5 ft./5 ft.

Special Attacks:-

Special Qualities:

Darkvision 60 ft., ethereal jaunt

Saves:

Fort +3, Ref +4, Will +1

Abilities:

Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10

Skills:

Listen +5, Move Silently +5, Spot +4

Feats:

Improved Initiative

Environment:

Ethereal Plane

Organization:

Solitary

Challenge Rating:

3

Treasure:

None

Alignment:

Always neutral

Advancement:

3-4 HD (Medium); 5-6 HD (Large)

Level Adjustment:

-

Ethereal marauders live and hunt on the Ethereal Plane. Ethereal marauders' coloration ranges from bright blue to deep violet. An ethereal marauder stands about 4 feet tall, but its overall length is about 7 feet. It weighs about 200 pounds.

Ethereal marauders speak no known languages. Survivors of their attacks on the Material Plane claim that they emit an eerie, high whine that varies in pitch depending on the creature's speed and health.

Combat

Once a marauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded, a marauder escapes to its home plane rather than continuing the fight.

Ethereal Jaunt (Su): An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

Skills: Ethereal marauders have a +2 racial bonus on Listen, Move Silently, and Spot checks.


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Just as in in ROK II, for character building to be automated, for rolls and checks to be made there needs to be instructions from somewhere to make it happen - this is where coding is necessary. The process of FT2 is to concentrate on getting a player in a game with a character as quick as possible without having someone to tell them the rules about character creation or how to format their character sheet correctly. The idea is to concentrate on role-play regardless to when players join in or leave for that matter.

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