Dungeons and Dragons Locathah 3.5 PBP RPG

Thu, 21st February, 2019 - 12:47 pm GMT
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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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I’d be very interested to see how this pans out.

A thought would be that it would be nice if character progression could be had without increasingly dangerous conflicts.

In many games, despite there being a broad range of skills (Many of which come into play later) many of the quests involve fighting tougher and harder enemies thus making it essential to ignore more character building stuff in favour of advanced combat prowess.

I’d suggest that this was even more relevant in a system similar to Traveller where you could build a great scientist or diplomat but ‘in game’ have very little opportunity to develop skills above and beyond those that you selected in the beginning.

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