Difference between revisions of "Wild Shape Medium"
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'''Dex 15''' +2 AC, Reflex<br/> | '''Dex 15''' +2 AC, Reflex<br/> | ||
'''Con 19''' Gain (4*HD) hp; +4 Fort<br/> | '''Con 19''' Gain (4*HD) hp; +4 Fort<br/> | ||
[[Category:Info]] |
Revision as of 17:06, 6 February 2009
Wild Shape: Tiny | Small | Medium | Large | Huge | Plant | Elemental
Baboon
Type Human (Unchanged)
Size Medium
AC +1 Natural
Movement 40'; Climb 30'
Attacks Bite (1d6+[1.5*str])
Str 15 +2 att/dmg
Dex 14 +2 AC, Reflex
Con 12 Gain (1*HD) hp; +1 Fort
Bear, Black
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 40'
Attacks 2 claws (1d4+str) and bite -5 (1d6+[.5*str])
Str 19 +4 att/dmg
Dex 13 +1 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Boar
Type Human (Unchanged)
Size Medium
AC +6 Natural
Movement 40'
Attacks Gore (1d8+[1.5*str])
Str 15 +2 att/dmg
Dex 10 +0 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Cheetah
Type Human (Unchanged)
Size Medium
AC +1 Natural
Movement 50'
Attacks Bite (1d6+str) and 2 claws -5 (1d2+[.5*str])
Str 16 +3 att/dmg
Dex 19 +4 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Trip (Ex) A cheetah that hits with a claw or bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.
Crocodile
Type Human (Unchanged)
Size Medium
AC +4 Natural
Movement 20'; Swim 30'
Attacks Bite (1d8+[1.5*str]) or tail slap (1d12+[1.5*str])
Str 19 +4 att/dmg
Dex 12 +1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Improved Grab (Ex) To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Dinosaur, Deinonychus
Type Human (Unchanged)
Size Medium
AC +5 Natural
Movement 60'
Attacks Talons (1d8+str) and 2 foreclaws -5 (1d3+[.5*str]) and bite -5 (2d4+[.5*str])
Str 19 +4 att/dmg
Dex 15 +2 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort
Pounce (Ex) If a deinonychus charges, it can make a full attack.
Dinosaur, Fleshraker MM3
This form should be considered broken.
Type Human (Unchanged)
Size Medium
AC +6 Natural
Movement 50'
Attacks 2 claws (1d6+str plus poison) and bite -5 (1d6+[.5*str]) and tail -5 (1d6+[.5*str] plus poison)
Str 17 +3 att/dmg
Dex 19 +4 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Leaping Pounce (Ex): When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker’s incredible jumping ability makes its leaping pounce particularly deadly. When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.
If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker’s square, but it is not grappled or pinned.
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution-based.
Rake (Ex): Damage 1d6+2.
Dinosaur, Protoceratops Sandstorm
Type Human (Unchanged)
Size Medium
AC +8 Natural
Movement 30'
Attacks Bite (1d8+str)
Space/Reach 5'/5'
Str 16 +3 att/dmg
Dex 11 +0 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort
Powerful Charge (Ex): A protoceratops deals 2d8+11 points of damage when it makes a charge.
Dire Badger
Type Human (Unchanged)
Size Medium
AC +3 Natural
Movement 30'; Burrow 10'
Attacks 2 claws (1d4+str) and bite -5 (1d6+[.5*str])
Str 14 +2 att/dmg
Dex 17 +3 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort
Rage (Ex) A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Dire Hawk MM2
Type Human (Unchanged)
Size Medium
AC +3 Natural
Movement 10'; Fly 80' (average)
Attacks 2 claws (1d4+str) and bite -5 (1d6+[.5*str])
Str 12 +1 att/dmg
Dex 22 +6 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Dire Toad MM2
Type Human (Unchanged)
Size Medium
AC +3 Natural
Movement 30'
Attacks Bite (1d4+str plus poison) or Tongue (--)
Str 10 +0 att/dmg
Dex 14 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Poison (Ex): A dire toad delivers its poison (Fortitude save DC 14) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage). Improved
Grab (Ex): If a dire toad hits an opponent that is at least one size category smaller than itself with a bite attack or a tongue attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +3). If it gets a hold, it can try to swallow the opponent. Alternatively, the dire toad has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the dire toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.
Swallow Whole (Ex): A dire toad can swallow a grabbed opponent that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +3). Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the dire toad’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the toad’s mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 10 points of damage to the gizzard (AC 13) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Mediumsize dire toad’s stomach can hold 2 Small or 8 Tiny or smaller opponents.
Dire Weasel
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 40'
Attacks Bite (1d6+[1.5*str])
Str 14 +2 att/dmg
Dex 19 +4 AC, Reflex
Con 10 Gain (0*HD) hp; +0 Fort
Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.
Dog, Riding
Type Human (Unchanged)
Size Medium
AC +4 Natural
Movement 40'
Attacks Bite (1d6+str)
Str 15 +2 att/dmg
Dex 15 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Donkey
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 30'
Attacks Bite (1d2+str)
Str 10 +0 att/dmg
Dex 13 +1 AC, Reflex
Con 12 Gain (1*HD) hp; +1 Fort
Eel Stormwrack
Type Human (Unchanged; Aquatic)
Size Medium
AC +1 Natural
Movement Swim 30'
Attacks Bite (1d4+str)
Space/Reach 5'/5'
Str 13 +1 att/dmg
Dex 15 +2 AC, Reflex
Con 12 Gain (1*HD) hp; +1 Fort
Attach (Ex): If an eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached eel loses its Dexterity bonus to AC and has an AC of 11. An attached eel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.
Hyena
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 50'
Attacks Bite (1d6+[1.5*str])
Str 14 +2 att/dmg
Dex 15 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Trip (Ex) A hyena that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.
Leopard
Type Human (Unchanged)
Size Medium
AC +1 Natural
Movement 40'; Climb 20'
Attacks Bite (1d6+str) and claw -5 (1d3+[.5*str])
Str 16 +3 att/dmg
Dex 19 +4 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Improved Grab (Ex) To use this ability, a leopard 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.
Pounce (Ex) If a leopard charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex) Damage 1d3.
Lizard, Monitor
Type Human (Unchanged)
Size Medium
AC +3 Natural
Movement 30'; Swim 30'
Attacks Bite (1d8+[1.5*str])
Str 17 +3 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Phynxkin DM
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 40'; Climb 20'
Attacks Bite (1d6+str) and 2 claws -5 (1d4+[.5*str])
Space/Reach 5'/5'
Str 14 +2 att/dmg
Dex 13 +1 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort
Pounce (Ex) When a phynxkin makes a charge, it can follow with a full attack.
Pony (Trained for War and Untrained)
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 40'
Attacks Bite -5 (1d3+[.5*str])
Str 13 +1 att/dmg
Dex 13 +1 AC, Reflex
Con 12 Gain (1*HD) hp; +1 Fort
Porpoise
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement Swim 80'
Attacks Slam (2d4+str)
Str 11 +0 att/dmg
Dex 17 +3 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort
Sailsnake MM4
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 20'; Climb 20'; Fly 30'
Attacks Bite (1d8+str)
Str 14 +2 att/dmg
Dex 17 +3 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Venom Spray (Ex) 20-ft. cone, once every 6 rounds, blind for 1d4 rounds, Fortitude DC (10 + 1/2 hit dice + 2 con) for half. The save DC is Constitution-based.
Seal Stormwrack
Type Human (Unchanged; Aquatic)
Size Medium
AC +3 Natural
Movement 20'; Swim 40'
Attacks Bite (1d4+str)
Space/Reach 5'/5'
Str 13 +1 att/dmg
Dex 15 +2 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort
Shark
Type Human (Unchanged; Aquatic)
Size Medium
AC +3 Natural
Movement Swim 60'
Attacks Bite (1d6+str)
Str 13 +1 att/dmg
Dex 15 +2 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort
Aquatic Subtype These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Snake, Medium
Type Human (Unchanged)
Size Medium
AC +6 Natural
Movement 20'; Swim 20'; Climb 20'
Attacks Bite (1d4+str plus poison)
Str 8 -1 att/dmg
Dex 17 +3 AC, Reflex
Con 11 Gain (0*HD) hp; +0 Fort
Poison (Ex) A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is (10 + 1/2 hit dice + 0 Con)
Squid
Type Human (Unchanged; Aquatic)
Size Medium
AC +3 Natural
Movement Swim 60'
Attacks Arms (0) and bite -5 (1d6+[.5*str])
Str 14 +2 att/dmg
Dex 17 +3 AC, Reflex
Con 11 Gain (0*HD) hp; +0 Fort
Improved Grab (Ex) To use this ability, a squid must hit an opponent of any size with its arms 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 automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.
Aquatic Subtype These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Wolf
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 50'
Attacks Bite (1d6+str)
Str 13 +1 att/dmg
Dex 15 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Wolverine
Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 30'; Burrow 10'; Climb 10'
Attacks 2 Claw (1d6+str) and bite -5 (1d6+[.5+str])
Str 14 +2 att/dmg
Dex 15 +2 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort