Dungeons and Dragons Locathah 3.5 PBP RPG

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Locathah

Locathah

Medium Humanoid (Aquatic)

Hit Dice:

2d8 (9 hp)

Initiative:

+1

Speed:

10 ft. (2 squares), swim 60 ft.

Armor Class:

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

Base Attack/Grapple:

+1/+1

Attack:

Longspear +2 melee (1d8/3) or light crossbow +2 ranged (1d8/19-20)

Full Attack:

Longspear +2 melee (1d8/3) or light crossbow +2 ranged (1d8/19-20)

Space/Reach:

5 ft./5 ft.

Saves:

Fort +3, Ref +1, Will +1

Special Attacks:

-

Special Qualities:

-

Abilities:

Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11

Skills:

Craft (any one) +6, Listen +6, Spot +6, Swim +8

Feats:

Weapon Focus (longspear)

Environment:

Warm aquatic

Organization:

Company (2-4), patrol (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or tribe (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating:

1/2

Treasure:

Standard

Alignment:

Usually neutral

Advancement:

By character class

Level Adjustment:

+1

Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs.

Locathahs speak Aquan.

Combat

Any battle with locathahs usually begins with the creatures loosing volleys of bolts from their crossbows; underwater, their crossbows have a range increment of 20 feet. If they have managed to set up an ambush or other trap, they continue to employ crossbows for as long as possible. Otherwise, they close to bring their longspears into play. Although primarily used for fishing, these spears make formidable weapons.

Locathahs lack teeth, claws, and other natural weapons, so they are not especially dangerous if unarmed. A weaponless locathah will generally turn and flee.

Skills: A locathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

It can use the run action while swimming, provided it swims in a straight line.


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Latest RPG Post

I continue to swing with reckless abandon at the hobgoblins. Ghost weaves between then ripping at them and tripping enemies when he can.

Out of Character: : 4 more rounds of action here. No need to use spells to defeat these hobgoblins. Conserving resources.

Rachel attacks: Replying to: Kyrroeth game_die
Result: 4d20 (12, 18, 17, 9)
Total: 56 add + 6 to each attack.
Club damage: Replying to: Kyrroeth game_die
Result: 4d6 (1, 5, 6, 3) + (3)
Total: 18. Add + 3 to each.
Ghost attacks: Replying to: Kyrroeth game_die
Result: 4d20 (9, 13, 4, 9)
Total: 35. Add +11 to each
Bite damage: Replying to: Kyrroeth game_die
Result: 4d8 (5, 5, 8, 7)
Total: 25 add + 4 to each roll.
Trip : Replying to: Kyrroeth game_die
Result: 4d20 (8, 20, 13, 18)
Total: 59 add + 11 to each roll

AoO attacks: Replying to: Kyrroeth game_die
Result: 4d20 (1, 1, 9, 17)
Total: 28. Add +11 to each.
AoO damage: Replying to: Kyrroeth game_die
Result: 4d8 (6, 6, 8, 8)
Total: 28. Add +4 to each roll.

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