Dungeons and Dragons Porpoise 3.5 PBP RPG

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Porpoise

Porpoise

Medium Animal

Hit Dice:

2d8+2 (11 hp)

Initiative:

+3

Speed:

Swim 80 ft. (16 squares)

Armor Class:

15 (+3 Dex, +2 natural), touch 13, flat-footed 12

Base Attack/Grapple:

+1/+1

Attack:

Slam +4 melee (2d4)

Full Attack:

Slam +4 melee (2d4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

-

Special Qualities:

Blindsight 120 ft., hold breath, low-light vision

Saves:

Fort +4, Ref +6, Will +1

Abilities:

Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6

Skills:

Listen +8*, Spot +7*, Swim +8

Feats:

Weapon Finesse

Environment:

Temperate aquatic

Organization:

Solitary, pair, or school (3-20)

Challenge Rating:

1/2

Advancement:

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

Level Adjustment:

-

Porpoises are mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size.

Combat

Blindsight (Ex): Porpoises can 'see' by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human's.

Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x ?its Constitution score before it risks drowning.

Skills: A porpoise 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. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.


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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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