Dungeons and Dragons Shark 3.5 PBP RPG

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Shark

Shark, Medium

Shark, Large

Shark, Huge

Medium Animal (Aquatic)

Large Animal (Aquatic)

Huge Animal (Aquatic)

Hit Dice:

3d8+3 (16 hp)

7d8+7 (38 hp)

10d8+20 (65 hp)

Initiative:

+2

+6

+6

Speed:

Swim 60 ft. (12 squares)

Swim 60 ft. (12 squares)

Swim 60 ft. (12 squares)

Armor Class:

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

15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13

Base Attack/Grapple:

+2/+3

+5/+12

+7/+20

Attack:

Bite +4 melee (1d6+1)

Bite +7 melee (1d8+4)

Bite +10 melee (2d6+7)

Full Attack:

Bite +4 melee (1d6+1)

Bite +7 melee (1d8+4)

Bite +10 melee (2d6+7)

Space/Reach:

5 ft./5 ft.

10 ft./5 ft.

15 ft./10 ft.

Special Attacks:

-

-

-

Special Qualities:

Blindsense, keen scent

Blindsense, keen scent

Blindsense, keen scent

Saves:

Fort +4, Ref +5, Will +2

Fort +8, Ref +7, Will +3

Fort +11, Ref +9, Will +4

Abilities:

Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2

Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2

Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2

Skills:

Listen +6, Spot +6, Swim +9

Listen +8, Spot +7, Swim +11

Listen +10, Spot +10, Swim +13

Feats:

Alertness, Weapon Finesse

Alertness, Great Fortitude, Improved Initiative

Alertness, Great Fortitude, Improved Initiative, Iron Will

Environment:

Cold aquatic

Cold aquatic

Cold aquatic

Organization:

Solitary, school (2-5), or pack (6-11)

Solitary, school (2-5), or pack (6-11)

Solitary, school (2-5), or pack (6-11)

Challenge Rating:

1

2

4

Advancement:

4-6 HD (Medium)

8-9 HD (Large)

11-17 HD (Huge)

Level Adjustment:

-

-

-

These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.

Combat

Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A shark 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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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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