Dungeons and Dragons Leonal 3.5 PBP RPG

Tue, 21st August, 2018 - 10:29 am GMT
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Leonal

Leonal

Medium Outsider (Extraplanar, Good)

Hit Dice:

12d8+60 (114 hp)

Initiative:

+3

Speed:

60 ft. (12 squares)

Armor Class:

27 (+3 Dex, +14 natural), touch 13, flat-footed 24

Base Attack/Grapple:

+12/+20

Attack:

Claw +20 melee (1d6+8)

Full Attack:

2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Roar, pounce, improved grab, rake 1d6+8, spell-like abilities

Special Qualities:

Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, protective aura, cold resistance 10, sonic resistance 10, speak with animals, spell resistance 28

Saves:

Fort +13 (+17 against poison), Ref +11, Will +10

Abilities:

Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15

Skills:

Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17

Feats:

Ability Focus (roar), Dodge, Mobility, Spring Attack, Track

Environment:

A good-aligned plane.

Organization:

Solitary or pride (4-9)

Challenge Rating:

12

Treasure:

No coins; double goods; standard items

Alignment:

Always neutral good

Advancement:

13-18 HD (Medium); 19-36 HD (Large)

Level Adjustment:

-

Combat

Leonals like their battles as straightforward as can be. They begin with a roar to put their foes off balance, then follow up with a frenzy of claw and bite attacks. They closely coordinate with others in their pride, watching one another's flanks and setting up devastating attacks.

A leonal's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Roar (Su): A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.

Pounce (Ex): If a leonal charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a leonal must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +20 melee, damage 1d6+8.

Spell-Like Abilities: At will-detect thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall of force; 3/day-cure critical wounds (DC 16), neutralize poison, remove disease; 1/day-heal (DC 18). Caster level 10th. The save DCs are Charisma-based.

Lay on Hands (Su): As the paladin class feature, except that each day, a leonal can heal an amount of damage equal to its full normal hit points.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal's HD). (The defensive benefits from the circle are not included in a leonal's statistics block.)

Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.

Skills: Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.


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People don't need Velon's permission to go bring the kids or the body down when the King has already instructed us to do so. I doubt anyone was worried that Velon would suddenly suggest they go against what they just offered to do for the King. Until we had the platform, HOW we were going to get them down was more of an issue since Daishain said there was nowhere nearby to land. I stuck around in the conversation with the King to subtly get back to the part of the conversation where he asked what more he could do for us, since we hadn't received any reward to that point (And to be nice to Zarra).

People don't need Velon's permission to extract parts from the dragon, swim out and tell the castle the battle is won, heal an elven prisoner, etc. Either. I already post plenty and it just bogs the game down. We should save 'permission' and gathering opinions from everyone for when it's life or death to the party, or other major things like which cult to go after next. Rogues should not ask permission, or 'offer' even, to check for traps, nor a wizard detect magic (If our wizard can detect magic, that is). JUST DO IT. There is no harm that can be done. If one cannot tell the difference between an action that should just be done and poses little to no risk to the group versus waking a sleeping dragon, that's a separate issue.

With regard to PC's needing leadership before acting, I've never been in another Dungeons & Dragons party that had to elect a leader. I can see a need for it here to help break up debates and choose a path, but not for mundane tasks.

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