Table 4–26: Torrential Frozen Precipitation — КиберПедия 

Архитектура электронного правительства: Единая архитектура – это методологический подход при создании системы управления государства, который строится...

Особенности сооружения опор в сложных условиях: Сооружение ВЛ в районах с суровыми климатическими и тяжелыми геологическими условиями...

Table 4–26: Torrential Frozen Precipitation

2021-02-05 73
Table 4–26: Torrential Frozen Precipitation 0.00 из 5.00 0 оценок
Заказать работу

d%         Precipitation          Duration

1–5            Heavy fog            1d8 hours

6–10          Heavy fog            2d6 hours

11–50       Heavy snow           1d4 hours

51–90       Heavy snow           1d8 hours

91–100      Heavy snow          2d12 hours

 

Drizzle: Drizzle reduces visibility to three-quarters of the normal range, imposing a –2 penalty on Внимание checks. It automatically extinguishes Маленький unprotected flames (candles and the like, but not torches).

Fog, Heavy: Heavy fog obscures all Видение beyond 5 feet, including Ночное Зрение. Creatures 5 feet away have concealment. Heavy fog typically occurs early in the day, late in the day, or sometimes at night, but the heat of the midДня usually burns it away. Heavy fog occurs only when there is no or Свет wind.

Fog, Свет: Свет fog reduces visibility to three-quarters of the normal ranges, resulting in a –2 penalty on Внимание checks and a –2 penalty on ranged attacks. Свет fog typically occurs early in the day, late in the day, or sometimes at night, but the heat of the midДня usually burns it away. Свет fog occurs only when there is no or Свет wind.

Fog, Средний: Средний fog reduces visibility ranges by half, resulting in a –4 penalty on Внимание checks and a –4 penalty on ranged attacks. Средний fog typically occurs early in the day, late in the day, or sometimes at night, but the heat of the midДня usually burns it away. Средний fog occurs only when there is no or Свет wind.

Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty on Внимание checks. Rain automatically extinguishes unprotected flames (candles, torches, and the like) and imposes a –4 penalty on ranged attacks.

Rain, Heavy: Heavy rain reduces visibility to one-quarter of the normal range, resulting in a –6 penalty on Внимание checks. Heavy rain automatically extinguishes unprotected flames and imposes a –6 penalty on ranged attacks.

Sleet: Essentially frozen rain, sleet has the same Эффект as Свет snow, but any accumulation typically doesn’t last longer than 1–2 hours after the storm.

Snow, Heavy: Heavy snow reduces visibility ranges to one- quarter of the normal range, resulting in a –6 penalty on Внимание checks. It extinguishes unprotected flames and imposes a –6 penalty on ranged attacks. Heavy snow impedes movement even before it begins to stick. Moving into a square during a heavy snowstorm requires 1 extra 5-foot square of movement (this stacks with difficult terrain). Every hour of heavy snow leaves 1d4 inches of snow on the ground. As long as at least 2 inches of snow remain on the ground, the requirement of an extra square of movement to enter a square of snow persists. If at least 1 foot of snow remains on the ground, 2 extra squares of movement are required to enter a snow-filled square instead. A heavy snowstorm has a 10% chance of generating thundersnow (see page 171) and has a 40% chance of becoming a Метель if the Ветер быстрое is severe or stronger.

Snow, Свет: Свет  snow reduces visibility to three-quarters of the normal range, resulting in a –2 penalty on Внимание checks. Свет snow has a 75% chance each hour of extinguishing unprotected flames and imposes a –2 penalty on ranged attacks. Свет snow does not impede movement unless it continues for 2 or more hours, at which point moving into a square of such snow requires 1 extra 5-foot square of movement (this stacks with difficult terrain). Every 2 hours of Свет snow leaves 1 inch of snow on the ground. As long as at least 2 inches of snow remain on the ground, the requirement of an extra square of movement to enter a square of snow persists. If at least 1 foot of snow remains on the ground, entering a snow- filled square instead requires 2 extra squares of movement.

Snow, Средний: Средний snow reduces visibility ranges by half, resulting in a –4 penalty on Внимание checks. Средний snow  extinguishes  unprotected  flames  and  imposes  a –4 penalty on ranged attacks. Средний snow does not impede movement unless it continues for 1 hour, at which point moving into a square of such snow requires 1 extra 5-foot square of movement (this stacks with difficult terrain). Every hour of Средний snow leaves 1 inch of snow on the ground. As long as at least 2 inches of snow remain on the ground, the requirement of an extra square of movement to enter a square of snow persists. If at least 1 foot of snow remains on the ground, entering a snow-filled square instead requires 2 extra squares of movement.

 

Weather in the Darklands In extensive underground regions, such as the Darklands of Golarion, the absence of a day-night cycle results in much different weather patterns. In large part, you can assume that weather is a nonissue for adventures that take place in regions like these, but some supernaturally enhanced caverns might have magical effects that mimic surface conditions, while others might have their own strange weather such as constant clouds of glowing spores (treat as fog), a constantly leaking ceiling (treat as rain), and so on. It’s generally best to pick and choose weather effects in the Darklands, since this affords you more control and helps to keep the Darklands feeling strange and alien—it’s a realm where even the weather cannot be reliably predicted.

 

Thunderstorm: ThunderШторма feature powerful winds (see page 170) and heavy rain (see above). To determine the type of Ветер associated with the thunderstorm, roll on Table 4–27: Thunderstorm Winds.

Table 4–27: Thunderstorm Winds

d%     Thunderstorm Ветер Strength

1–50             Strong winds

51–90            Severe winds                         

91–100           Windstorm

 

In addition, there is a 40% chance that a thunderstorm features hail (see page 171) either up to an hour before or during the storm. An even greater danger presented by a thunderstorm is the Светning that occurs during the storm. These electrical discharges, generated by the roiling clouds, can pose a hazard to creatures that do not have proper shelters, especially creatures clad in Металл armor. Every 10 minutes during a thunderstorm, a bolt of Светning strikes an unsheltered creature at random (though this can strike wildЖизнь as easily as PCs). A creature struck by this Светning must succeed a DC 18 Реакция saving throw or take 10d8 points of Электричество damage (a successful saving throw halves the damage). Creatures in Металл armor take a –4 penalty on the Реакция saving throw.

There is a 10% chance that a thunderstorm with winds of windstorm Сила also generates a tornado (see page 171), while thunderШторма with windstorm-Сила winds in temperatures higher than 85° F also have a 20% chance of being a precursor to a hurricane (see page 171). There is a 20% chance that a thunderstorm of any Сила in the desert also generates a haboob (see page 171).

 

ПОГОДА DETAILS

While temperature and precipitation are important aspects of weather, other details can add further danger and drama. Powerful winds can complicate weather, Облаков cover can obscure Видение, and special, often Разрушительный Погода events can cause incredible mayhem and wideОблако devastation.

Table 4–28: Ветер Strength

  d%   Ветер Strength   Ветер Быстрое Ranged Weapon Penalty/ Siege Weapon Penalty   Check Размер   Blown Away Размер   Skill Penalty
1–50 Свет 0–10 mph —/—
51–80 Moderate 11–20 mph —/—
81–90 Strong 21–30 mph –2/— Маленький –2
91–95 Severe 31–50 mph –4/— Небольшой Маленький –4
96–100 Windstorm 51+ mph Impossible/–4 Средний Небольшой –8

 



Wind

Once you’ve generated the day’s precipitation, you’ll need to establish the Ветер Сила unless the precipitation indicates otherwise. For example, on foggy days, no significant Ветер occurs, while thunderШторма have their own rules for determining Ветер strength. To set the Ветер Сила for the day, roll d% and consult the table above.

The following describes the categories listed in Table 4–28: Ветер Strength.

Ветер Strength: This is the category of the Ветер strength. Ветер Быстрое: This is the range of Ветер быстроеs that occur. Ветер быстрое typically fluctuates between these values through the period of the day, and for moderate or higher Ветер strength, there are periods in the Дня when the wind

быстрое dips below the listed range.

Ranged Weapon Penalty/Siege Weapon Penalty: These are the penalties that characters take when firing ranged Оружие and siege Оружие in Ветер of the listed strength. In windstorm-Сила wind, normal ranged weapon attacks (either projectile or thrown) are impossible. This includes ranged attacks made via spells of the Воплощение school, but it does not include Разрушение ranged attacks. Siege Оружие include all Оружие of that type and boulders Метательное by giants and other creatures with the rock метательное special attack.

Check Размер: Creatures of the listed размер or Небольшойer are unable to move forОпекун against the Сила of the Ветер unless they succeed at a DC 10 Сила check (on the ground) or a DC 20 Полет check if airborne.

Blown Away Размер: Creatures of the listed размер on the ground are Knocked распластан, roll 1d4×10 feet, and take 2d6 points of nonlethal damage, unless they succeed on a DC 15 Сила check. Полетing creatures of the listed размер are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed at a DC 25 Полет check.

Skill Penalty: This is the penalty for skill checks that can be affected by the wind. These penalties always apply on Полет checks and sound-based Внимание checks, but GMs may also Желание to apply them on Акробатics checks, Лазание checks, and any other ability or skill checks that could be adversely affected by winds.

 


Облаков Cover

You can roll on Table 4–29: Облаков Cover to determine the Облаков cover for the day. Свет and Средний Облаков cover mainly serve as thematic elements. Overcast conditions grant concealment for creatures полетing at high altitudes. Overcast conditions without precipitation increase the temperature in fall and Зима by 10° F and decrease the temperature in spring and summer by the same amount. If precipitation occurs, the Облаков cover functions as overcast.

Table 4–29: Облаков Cover

d%                 Облаков Cover

1–50                None

51–70              Свет clouds                                    

71–85              Средний clouds                               

86–100            Overcast

 

Severe Events

On rare occasions, Погода can produce truly dramatic and dangerous events. The following severe effects are sometimes generated by extreme precipitation. For instance, thunderШторма can create or be a harbinger for haboobs, hail, tornados, wildfires, or even hurricanes. At other times, certain types of precipitation combined with higher Ветер strengths can generate these severe events.

Blizzard: A combination of severe or stronger winds with heavy snow can create Метель conditions. Blizzards reduce range of Видение to no more than 20 feet, and even then, creatures takes a –8 penalty on Внимание checks within that range. In a blizzard, the snowfall increases to 4 inches of snow each hour, and Сфера Путешествий in more than 3 feet of snow is usually impossible without snowshoes or an ability such as waterwalk. Furthermore, the high winds make it feel (and affect living creatures) as if the temperature were 20° F colder. There is a 20% chance that a Метель lasts for 2d12 hours instead of the normal duration for heavy snow.

Haboob: A haboob is a sandstorm created by a thunderstorm. See Sandstorm below for its effects.

Hail: Hail typically occurs just before or during a thunderstorm (see page 169). Hail does not reduce visibility, but the sound of falling hail imposes a –4 penalty on sound- based Внимание checks. Rarely (5% chance), hail pellets can become Большой enough to deal 1d4 points of lethal damage per minute to creatures and objects out in the open.

Hurricane: Hurricanes are incredibly massive Шторма чертаuring heavy rain and a Ветер Сила greater than that of the most powerful windstorm. With winds of 75–174 miles per hour, a hurricane renders ranged attacks impossible, and siege Оружие take a –8 penalty on attack rolls. Большой or Небольшойer creatures must succeed at a DC 15 Сила check or they are unable to move forОпекун against the Сила of the wind. Средний or Небольшойer creatures on the ground must succeed at a DC 15 Сила check or they are Knocked распластан and roll 1d6�10 feet, taking 1d6 points of nonlethal damage per 10 feet. Полетing creatures must succeed at a DC 25 Полет check or they are blown back 2d8×10 feet and take 4d6 points of nonlethal damage due to battering and buffeting. Hurricanes also usually cause flooding. It’s nearly impossible to journey out into a hurricane unscathed.

Sandstorm: SandШторма occur when severe or greater winds kick up sand and debris in a desert or similarly arid environment. SandШторма reduce visibility to 1d10×10 feet, and those within them take a –6 penalty on Внимание checks. SandШторма deal 1d3 points of nonlethal damage per hour to creatures caught in the open.

Thundersnow: High winds in a snowstorm can create the rare phenomena known as thundersnow. Светing strikes are less common in thundersnow, but just as смертельный. Every hour during the storm, a bolt of Светning strikes an unsheltered creature at random (though this can strike wildЖизнь as easily as PCs). A creature struck by this Светning must succeed a DC 18 Реакция saving throw or take 10d8 points of Электричество damage (a successful saving throw halves the damage). Creatures in Металл armor take a

–4 penalty on the Реакция saving throw.

Tornado: With winds with быстроеs of 174–300 miles per hour, tornados are смертельный terrors. The Небольшойest tornados occupy a 20-foot-radius burst, with winds of windstorm Сила swirling up to 100 feet beyond that burst. The Крупныйst tornados can be 100-foot-radius bursts, with a windstorm whose radius extends 500 feet beyond that burst. Ranged attacks, including normal, siege, and even those produced by Разрушение spells, are impossible in the core Взрыв of a tornado. Огромный or Небольшойer creatures must succeed a DC 20 Сила check or be sucked up by the funnel of the tornado; this deals 8d8 points of bludgeoning, piercing, and slashing lethal damage to the creatures. This damage ignores all but DR/epic, DR/—, and hardness. Once it deals this damage, the tornado flings the creature it has sucked up 1d20×10 feet up and away from the tornado, dealing 1d6 points of falling damage per 10 feet that the creature is flung. Гигантский and Крупныйr creatures take the 8d8 points of damage but are not moved by the tornado. A tornado moves at a быстрое of 40 feet, though the direction it moves is entirely unpredictable—you can determine the direction randomly each round. Tornados typically last for 3d6 minutes, but some can swirl for up to an hour.

While most tornados are created by thunderstorms, some Небольшойer tornados (typically with a 5- to 10-foot-Взрыв radius, with no outer radius) can be created in areas of wildОгонь (firenados), snow (snownados), or sand (dust devils). They deal a similar amount of damage, but firenados deal Огонь damage, snownados deal Холод damage, and dust devils deal bludgeoning damage only, and these types of tornados do not fling their targets.

Wildfire: While wildfires can be Искра ed a number of ways, for these rules, they are usually created by a Светning strike in a particularly dry area of forest or other vegetation. Использование the rules for forest fires (Pathfinder RPG Core Rulebook 426), but add a 10% chance of the Огонь producing 1d6 firenados (see Tornado above).

   Wilderness Traps 

Опытный выживаниеists and trappers are адепт at fashioning effective, if simple, traps from humble materials. A wilderness trap has an associated terrain wherein the raw materials for the trap are commonplace. Within these associated terrains, the base Стоимость of each trap is calculated in sp rather than gp. Wilderness traps always have a CR of 5 or lower.

When in a trap’s associated terrain, instead of paying one- third the item’s price in raw materials, the trap maker can attempt a Выживание check against the normal Ремесло DC of the trap + 2 × the trap’s CR. If successful, the trap maker finds the necessary materials in the wild after 1d4 hours of foraging

+ 1 hour per CR of the trap. She can then attempt a Ремесло (мастер ловушек) check, also at the normal Ремесло DC + 2 × the trap’s CR, to build the trap, which takes another 1d4 hours + 1 hour per CR of the trap. Traps built with such crude materials don’t last long without maintenance; they have a cumulative 20% chance to Сломать for every Дня they go without being tightened and reset (which requires 10 minutes of work but no additional skill checks).

At the GM’s discretion, other nonmagical mechanical traps may be considered to have associated terrains and Использование the wilderness trap Конструкцийion rules.

 

BREAKAWAY VINE      CR 1

XP 400

Type mechanical; Внимание DC 20; Механика DC 20

EFFECTS                                                    

Trigger touch (timed); Reset repair; Associated Terrain any forests, jungles, or swamps

Эффект A Сломатьaway vine has been sabotaged so that it snaps not long after someone begins using it to лазание. A Сломатьaway vine trap can be ремеслоed from a length of rope as well, but this ruins the rope for other uses. When a Небольшой or Крупныйr creature лазаниеs a Сломатьaway vine, the vine snaps just before the creature reaches the top of the лазание. A creature can Захват a handhold and avoid the resulting fall with a successful DC 20 Реакция save. This Сломатьaway vine assumes a 20-foot fall for 2d6 points of damage; longer falls increase the CR of the Сломатьaway vine by 1 per additional 20 feet.

 

MUSK SHOWER  CR 1

XP 400

Type mechanical; Внимание DC 20; Механика DC 20

EFFECTS                                                    

Trigger location; Reset none; Associated Terrain any

Эффект This trap hides a Подшаманитьged container of absorbent debris that has been soaked in the musk of prey animals. When a creature enters a square trapped with a musk shower, the trap makes a +10 melee touch attack against the creature. On a hit, the musk shower deals no damage but douses the target in its strong scent. Creatures with Нюх Двустороннее the range at which they can smell a doused creature for 1 week or until the musk is washed off with alcohol or another solvent. Creatures tracking the doused creature by smell gain a +10 bonus on Внимание and Выживание checks to Выслеживание that target.

 

SPRING SNARE  CR 1

XP 400

Type mechanical; Внимание DC 25; Механика DC 15

EFFECTS                                                    

Trigger location; Reset manual; Associated Terrain any forests, jungles, or swamps

Эффект A spring Силки consists of a strong sapling that’s been bent down with a noose affixed to the end. When a creature enters a square trapped by a spring Силки, the noose attempts to Силки the triggering creature with a +15 on its combat maneuver check to grapple. If it succeeds, the tree snaps upright and flings the target into the Воздух for 1d6 damage. The creature then remains suspended 10 feet off the ground until it Сломатьs the grapple.

 

SWINGING LOG CR 1

XP 400

Type mechanical; Внимание DC 12; Механика DC 12

EFFECTS                                                   

Trigger location; Reset manual; Associated Terrain any forests or jungles

Эффект A Крупный, heavy log is suspended in the canopy of a forest or jungle and attached to a Сбивание С Ног line. When a creature passes through a 5-foot-square that’s been trapped by this Сбивание С Ног line, the log sКрылья down and makes a melee attack with a +5 bonus (1d6+5 points of bludgeoning damage). A creature damaged by this log must succeed at a DC 15 Реакция save to avoid being Knocked распластан. Affixing a number of sharpened sticks to the log adds an additional 2d6 points of Проницательность damage and increases its CR by 1.

 

TAR SNARE       CR 1

XP 400

Type mechanical; Внимание DC 20; Механика DC 20

EFFECTS                                                    

Trigger location; Reset automatic; Associated Terrain any with tar pits or mud

Эффект A tar Силки consists of a sПосвящение Добру trench filled with tar or sticky mud that is then covered with a layer of debris to маскировка its presence. When a creature steps into a square trapped with a tar Силки, the trap makes an attempt to grapple it with a +10 bonus on the combat maneuver check. Sharp sticks can be added to the pit as well—this increases the CR of the trap by 1 and affects a creature захват by the trap as if it had walked on caltrops.

 

CLAM CLAMP     CR 2

XP 600

Type mechanical; Внимание DC 20; Механика DC 17

EFFECTS                                                    

Trigger location; Reset automatic; Associated Terrain any oceans

Эффект The classic “clam clamp” trap utilizes the heavy shell of a giant clam, but any similarly Большой bivalve mollusk or even flotsam can work. A clam clamp is typically set with a lure, such as a piece of shiny treasure. When a creature walks over a clam clamp or attempts to take the treasure, the clamp snaps shut and attempts a grapple with a +15 bonus on the combat maneuver check. The weight of the clam clamp is enough to hold a creature in place until the захват creature can escape. A clam clamp located in an underВода area is more difficult to ремесло but also more dangerous to air-breathing creatures due to the fact that it can hold a creature underВода until it drowns; an underВода clam clamp’s CR is 5.

 

RAZOR GRASS   CR 3

XP 800

Type mechanical; Внимание DC 25; Механика DC 20

EFFECTS                                                                   

Trigger location; Reset automatic; Associated Terrain any with undergrowth

Эффект By hiding lengths of sharpened sticks or Кости amid undergrowth (traditionally tall grass; when used in coastal or underВода areas, this trap is instead called a razor kelp trap), the Ловец can lay a simple but effective trap.

Whenever a creature moves into a square that contains razor grass, it takes 1d6 points of damage and must succeed at a DC 20 Реакция save or its быстрое is halved for 24 hours or until it receives magical healing or benefits from a successful DC 15 Лечение check.

 

DEADFALL CR 5

XP 1,600

Type mechanical; Внимание DC 20; Механика DC 20

EFFECTS                                                       

Trigger location; Reset manual; Associated Terrain any forests, jungles, Скакунains, or underground

Эффект Rigged to boulders, logs, or other heavy weights in canopies or on ledges, a Сбивание С Ног Линия stБегунg across an area can create a смертельный trap. When a creature enters the мертвfall’s trigger square, the weights drop in a 20-foot Линия or a

10-foot-square area, affecting four 5-foot squares in all. Each creature in this area takes 4d6 points of damage and is Knocked распластан. With a successful DC 20 Реакция save, a target takes half the damage and avoids being Knocked распластан.


 

 

BREAKAWAY LOG       CR 4

XP 1,200

Type mechanical; Внимание DC 25; Механика DC 30

EFFECTS                                                                   

Trigger location; Reset repair; Associated Terrain any forests, jungles, or swamps

Эффект Fallen trees often form excellent естественная броня bridges over rivers or chasms, or they afford routes to лазание more safely over a wall or other barrier. Сломатьaway logs have been sabotaged so that they collapse once they are used. At the end of a round when a Средний or Крупныйr (or two Небольшой) creatures Использование the log, it collapses. All creatures on the log then fall, taking appropriate damage from the pВыпад.

This example Сломатьaway log fills an area that is 5 feet wide and 20 feet long, and it results in a 20-foot fall which deals 2d6 points of falling damage. A creature that succeeds at a DC 15 Реакция save can cling to the log or leap to safety and avoid the damage entirely.

 

SPRING-ARM SPIKE  CR 4

XP 1,200

Type mechanical; Внимание DC 20; Механика DC 20

EFFECTS                                                      

Trigger location; Reset manual; Associated Terrain

any forests, jungles, or swamps

Эффект A spring-arm spike is similar to a spring Силки in that it incorporates a strong sapling bent into a taut arc.

When a creature enters a square that contains the spring-arm spike’s trigger, the sapling snaps forward, driving a pointed spear into the target. The spring-arm spike makes a melee attack +15 (2d10+4/×3) against the target, which is also Knocked распластан unless it succeeds at a DC 20 Реакция save.


 

Arrows slammed into dark armor with the sound of

Сломатьing bells, yet still the нежить kНочи kept coming. At some unspoken Приказ, the hellhound at his feet rushed forward, огненное and snarling, and Adowyn’s Волк leapt to meet it.

“Careful, Leryn!” Adowyn warned. “Looks like that one’s not done cooking. You don’t want to burn the roof of your mouth.”

The graveknight’s laugh hissed out from inside its helmet. “You воля both die. Your Крови воля boil to steam, and your body воля burn like the trees of your forest.”

Adowyn smirked and drew back another arrow. “You think so?

Because the way I see it, out of all of us, you’re the only one with a history of при смерти.”


Many classes involve more than just a single hero or villain. What is the друид without her trusty Верный Зверь, the рыцарь without his Стойкий Скакун, or the ведьма without her devoted фамильяр? These classes split their powers between the hero’s personal abilities and those of a companion of some sort—be it a relatively minor creature like a фамильяр associated with the class’s magical traditions, or a significant battlefield presence such as an Верный Зверь or a Скакун. This chapter explores all these variants and provides dozens of new options for players who are making decisions about the next staunch sidekick their character воля adopt!

In addition to the new Верный Зверь and фамильяр options presented in the following pages, all six of the Pathfinder RPG Bestiary volumes offer additional choices for your character. In addition, Pathfinder RPG Предельная Магия provides options for Вредитель companions and other фамильяр options. As with all expansions to the rules, make sure to secure your GM’s approval before selecting your character’s Верный Зверь or фамильяр—not all of the options presented on the following pages (or those in the Pathfinder RPG Bestiary volumes) are appropriate for every campaign or every game world.

 

МАГИЯ ITEM SLOTS

The sheer diversity among species of Верный Зверьs and фамильяры makes it difficult to determine what kinds of Магия items are suitable for a creature to Использование or wear. Wearable wondrous items typically reразмер themselves to fit a creature trying to wear them, but the situation becomes a little more complicated if the creature simply lacks the requisite appendage or body part. For example, a snake can’t wear Магия boots, and a giant raven can’t wear Магия gloves.

The following lists summarize these rules for several creature body types as well as specify which Магия item slots are available to them. Available slots followed by either “(saddle)” or “(horseshoes)” denote that creatures of that body type can wear Магия items in the appropriate slots only as long as they are either saddles or horseshoes, respectively (for instance, a hoofed Четвероногий can wear horseshoes of a zephyr, but not boots of быстрое).

Creatures with certain body types are able to grasp and carry one object at a Время in their paws, claws, or hands, including rods, staves, wands, and weapons, though Верный Зверьs are almost never able to Использование such items effectively (subject to the GM’s discretion) and take penalties for nonproficiency as usual. Creatures with this capacity have the indication “can grasp objects” at the end of their available slots entry.

Specific Животные may be able to wear different types of items as specified in their original monster entry.

If you are using Верный Зверьs or фамильяры from another source, you can Использование the information below as a ПроводникЛиния for those creatures. Additionally, GMs can Использование this table as a Проводник to determine what kinds of magical gear non-humanoid Монстры can Использование and wear. Note that the rules in this section are merely Внушениеs, and ultimately it is up to the GM to decide what kinds of Животные can Использование particular types of Магия items.

All creatures listed in the Верный Зверь and Фамильяр entries that are from this book are noted with an asterisk (*).

 

AVIAN                                                    

Available Slots armor, belt, chest (saddle), eyes, head, headband, neck, ring, wrist; can grasp objects

Верный Зверь s archaeopteryx*, axe beakB3, bustard*, dimorphodonB4, dire bat, eagle, giant owl*, giant ravenB6, giant vultureB3, hawk, moaB5, pteranodon, ornithomimosaur*, owl, quetzalcoatlusB6, roc, trumpeter swanB4

Фамильяры archaeopteryxB4, arctic tern*, bat, chicken*, dodo*, hawk, kakapo*, osprey*, owl, parrot*, peafowl*, penguin*, ptarmigan*, puffin*, rhamphorhynchus*, raven, snail kite*, thrushUM, toucan*

 

ДВУНОГИЙ (CLAWS)                                  

Available Slots armor, belt, chest, eyes, head, headband, neck, ring, shoulders, wrist; can grasp objects

Верный Зверь s allosaurusB2, ceratosaurusB5, chalicotheriumB5, Дейноних, giganotosaurusB6, iguanodonB3, kangarooB3, pachycephalosaurusB3, parasaurolophusB2, spinosaurusB3, therizinosaurusB5, troodonB5, tyrannosaurus, ВелоцирапторB4

Фамильяры compsognathusB2, wallaby*

 

ДВУНОГИЙ (HANDS)                                  

Available Slots all; can grasp objects

Верный Зверь s ape, baboonB2, chimpanzee*, Дьявол монахeyB6, megaprimatus

Фамильяры монахey, tarsier*

 

PISCINE                                                 

Available Slots belt, chest (saddle), eyes

Верный Зверь s anglerfish*, armorfish*, blue whaleB5, dolphin, dunkleosteusB6, garB2, giant seahorseB4, hammerГолова shark*, manta rayB2, narwhalB5, orca, plesiosaurusB5, shark, stingrayB2, tylosaurusB2, walrusB4

Фамильяры lamprey*, popoto dolphin*, pufferfish*, seal*

 

ЧЕТВЕРОНОГИЙ (CLAWS)                            

Available Slots armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist

Верный Зверь s badger, bear, capybara*, cheetah, digmaulB5, dire polar bearB5, dire rat, dog, giant mole*, giant porcupine*, giant skunk*, giant weaselB4, goblin dog, grizzly bear*, hyena, leopard, lion, marsupial devil*, marsupial lion*, panda*, polar bearB5, saber-toothed cat*, thylacineB3, tiger, wolf, wolfdog*, Росомаха

Фамильяры arctic fox*, arctic hare*, armadillo*, cat, donkey ratUM, ermine*, полетing foxB5, полетing squirrelB3, foxB3, hedgehogUM, jerboa*, koala*, lemming*, margay*, meerkat*, mole*, mongoose*, otterB3, platypus*, rabbit*, raccoonB3, rat, red pandaB5, slothB4, squirrel*, weasel

 

ЧЕТВЕРОНОГИЙ (HOOVES)                                          

Available Slots armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders Верный Зверьs antelopeB3, aurochs, bison, boar,

brontotheriumB6, buffalo, cattle*, elkB3, giraffeB4, horse, llama*, megalocerosB2, moose*, pony, ramB2, reindeer*, stagB4, styracosaurusB4, yak*, zebra*

Фамильяры goatB3, pigB3

 

ЧЕТВЕРОНОГИЙ (SHORT LEGS)                                    

Available Slots armor, eyes, head, headband, neck, shoulders

Верный Зверь s alligator, archelonB3, Крокодил, dimetrodonB3, elasmosaurus, frog fatherB5, giant chameleonB3, giant frilled lizard*, giant frog, giant geckoB3, giant salamander*, giant snapping turtleB2, glyptodonB2, goliath frogB5, kaprosuchusB5, megalaniaB3, monitor lizard, prionosuchus*, tortoiseB4

Фамильяры dwarf caiman*, Огонь salamander*, horned lizard*, lizard, marine iguana*, snapping turtleB2, toad, tuataraB4, turtleUM

 

ЧЕТВЕРОНОГИЙ (другое)                                           

Available Slots armor, belt (saddle), chest, eyes, head, headband, neck, shoulders

Верный Зверь s amargasaurusB6, ankylosaurus, arsinoitheriumB2, baluchitheriumB3, brachiosaurus, camel, deinotheriumB6, diplodocusB4, elasmotheriumB6, elephant, eohippus*, hippopotamusB2, kentrosaurusB6, mammoth,


mastodon, megatheriumB2, mokele-mbembeB6, rhinoceros, stegosaurus, triceratops, uintatheriumB5, wollipedB5

Фамильяры

 

ЗМЕЕВИДНЫЙ                                              

Available Slots belt, eyes, headband

Верный Зверь s basilosaurusB3, Удав, electric eel, giant leechUM, giant moray eel, giant slugUM, reef snake*, spitting cobra*, titanoboaB6

Фамильяры Море krait*, viper

 

UNUSUAL (СФЕРА РАСТЕНИЙ AND VERMIN)        

Available Slots belt, eyes

Companions camerocerasB5, corpse-eater fungus*, creeping puffball*, eurypterid*, giant antUM, giant ассасин bug*, giant beetleUM, giant caterpillar*, giant centipedeUM, giant cockroach*, giant crabUM, giant dragonполет*, giant locust*, giant mantisUM, giant mantis shrimp*, giant mosquito*, giant scorpionUM, giant solifugid*, giant spiderUM, giant squid*, giant termite*, giant waspUM, giant whipХвост centipede*, gulper plant*, Охота cactus*, octopus, rПраха creeper*, slithering sundew*, snapping полетtrap*, Снайпер cactus*, squid, Паутина tyrant spider*

Фамильяры blue-ringed octopusUM, butterполет*, cockroach*, creeper ivy*, dweomer cap*, flowering lattice*, giant isopod*, giant tardigrade*, greenЖало scorpionUM, house  centipedeUM, ioun wyrd*, king crabUM, Леопард slug*, moth*, petrifern*, ravenous tumbleweed*, razor fern*, sawleg locust*, scarlet spiderUM, shimmerwing dragonполет*, spiny starfish*, suture vine*, trilobiteB5, vampire squid*

Верный Зверьs

The following pages present several new options for Верный Зверьs. Верный Зверьs that have the Водная special quality cannot survive on land unless they also have the amphibious quality—as such, these Верный Зверьs make poor choices for land-based campaigns. While друидs and hunters can select any of these Верный Зверьs, other classes have more limited lists of Животные available to them.

Рыцарь: A Средний рыцарь can select a zebra as a Скакун. A Небольшой рыцарь can select a capybara, reindeer, or wolfСобака as a Скакун.

Паладин: A Средний паладин can select a yak or zebra as a Связанный Скакун. A Небольшой паладин can select a capybara, eohippus, reindeer, or wolfСобака as a Связанный Скакун.

Следопыт: A следопыт can select a bustard, capybara, falcon, marsupial devil, reindeer, snake (reef snake or spitting cobra), wolfdog, yak, or zebra as an Верный Зверь. If the campaign takes place in an Водная environment, the следопыт can choose an armorfish or reef snake. A falconer следопыт (Pathfinder RPG Ultimate Combat 67) can select a falcon companion instead of a bird companion.

 

ANGLERFISH

The anglerfish is a fish that uses a biolumineНюх lure at the tip of a stalk protruding from its Голова to attract prey.

Starting Statistics: Размер Небольшой; Быстрое плавание 40 ft.; AC +1 естественная броня armor; Attack Укус (1d8 plus grab); Ability Scores Str 13, Dex 15, Con 12, Int 1, Wis 12, Cha 2; Special Qualities aquatic, Захват (медиум), Сумеречное Зрение, lure (sheds Свет as per a candle), scent.

4th-Level Advancement: Размер Средний; AC +2 естественная броня armor; Attack Укус (2d6 plus grab); Ability Scores Str +2, Dex –2, Con +4; Special Qualities Захват (Крупный), Проглотить Целиком (медиум).

 

ARCHAEOPTERYX

This primeval toothed bird has bright plumage, but it is a relatively poor полетer.

Starting Statistics: Размер Небольшой; Быстрое 30 ft., полет 40 ft. (poor); AC +1 естественная броня armor; Attack Укус (1d4); Ability Scores Str 8, Dex 15, Con 12, Int 2, Wis 13, Cha 7; Special Qualities Сумеречное Зрение.

4th-Level Advancement: Ability Scores Dex +2, Con +2.

 

ARMORFISH

The armorfish is a primeval Водная creature that has exceptionally thick armored scales along its Голова and back. Starting Statistics: Размер Небольшой; Быстрое плавание 30 ft.; AC +6 естественная броня armor; Attack Укус (1d4); Ability Scores Str 13, Dex 13, Con 15, Int 1, Wis 8, Cha 2; Special Qualities aquatic, Сумеречное Зрение, scent.

4th-Level Advancement: Размер Средний; AC +2 естественная броня armor; Attack Укус (1d6); Ability Scores Str +2, Dex –2, Con +4.

 

BUSTARD

The bustard is a sizable bird with long legs. Bustards can полет, but they do so relatively poorly and prefer to walk or Бегун.

Starting Statistics: Размер Средний; Быстрое 20 ft., полет 50 ft. (poor);

AC +2 естественная броня armor; Attack Укус (1d6), 2 talons (1d4); Ability Scores Str 13, Dex 14, Con 13, Int 2, Wis 13, Cha 5; Special Qualities Сумеречное Зрение.

4th-Level Advancement: Ability Scores Str +2, Con +2.

 

CAPYBARA

This Крупный, brown-furred rodent is equally at Домашняя on land or in the water, and is often found near lakes and rivers.

Starting Statistics: Размер Средний; Быстрое 30 ft., плавание 20 ft.; AC +1 естественная броня armor; Attack Укус (1d6); Ability Scores Str 12, Dex 15, Con 12, Int 2, Wis 13, Cha 5; Special Qualities Сумеречное Зрение, scent.

4th-Level Advancement: Ability Scores Str +2, Con +2.

 

CATTLE

Commonly seen as a docile farm animal, an ill-tempered bull or cow can be an effective Верный Зверь as well.

Starting Statistics: Размер Средний; Быстрое 40 ft.; AC +2 естественная броня armor; Attack Забодать (1d6); Ability Scores Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4; Special Qualities Сумеречное Зрение, scent.

7th-Level Advancement: Размер Крупный; AC +2 естественная броня armor; Attack Забодать (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful charge (gore, 1d8), Затаптывание.

 

CHIMPANZEE

This Небольшой primate is more dangerous than its размер suggests. Starting Statistics: Размер Небольшой; Быстрое 30 ft., лазание 30 ft.; AC +1 естественная броня armor; Attack Укус (1d4), Удар (1d3 plus grab); Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 7; Special Qualities Сумеречное Зрение, scent.

4th-Level Advancement: Размер Средний; Attack Укус (1d6), Удар (1d4 plus grab); Ability Scores Str +4, Dex –2, Con +2.

 

EOHIPPUS

The eohippus is a Небольшой, primeval Предок of the modern horse. It has three-toed feet rather than hooves.

Starting Statistics: Размер Небольшой; Быстрое 40 ft.; AC +2 естественная броня armor; Attack Укус (1d4); Ability Scores Str 11, Dex 15, Con 12, Int 2, Wis 11, Cha 4; Special Qualities Сумеречное Зрение, scent.

4th-Level Advancement: Ability Scores Dex +2, Con +2.

 

FALCON

This swift raptor has amazing eyesight and sharp talons.

Starting Statistics: Размер Небольшой; Быстрое 10 ft., полет 90 ft. (good); AC +1 естественная броня armor; Attack Укус (1d4), 2 talons (1d3); Ability Scores Str 10, Dex 15, Con 11, Int 2, Wis 15, Cha 6; Special Qualities Сумеречное Зрение.

4th-Level Advancement: Ability Scores Dex +2, Con +2.

 

FRILLED LIZARD, GIANT

This Большой lizard can display a frightening frill on its neck when it charges.

Starting Statistics: Размер Средний; Быстрое 30 ft., лазание 30 ft.; AC +4 естественная броня armor; Attack Укус (1d6), Хвост (1d4); Ability Scores Str 13, Dex 15, Con 13, Int 2, Wis 14, Cha 10; Special Attacksm intimidating charge (Pathfinder RPG Bestiary 194); Special Qualities Сумеречное Зрение, scent.

7th-Level Advancement: Размер Крупный; AC +2 естественная броня armor; Attack Укус (1d8), Хвост (1d6); Ability Scores Str +8, Dex –2, Con +4.

 

GRIZZLY BEAR

The inЗнаменитый grizzly Медведь is a lumbering and quite impressive companion, particularly when it rises up on its hind feet to loom Крупный. Grizzly bears strike Ужас into the hearts of most who encounter them.

Starting Statistics: Размер Средний; Быстрое 40 ft.; AC +1 естественная броня armor; Attack Укус (1d6), 2 Когти (1d4); Ability Scores Str 17, Dex 13, Con 13, Int 2, Wis 13, Cha 6; Special Qualities Сумеречное Зрение, scent.

7th-Level Advancement: Размер Крупный; AC +4 естественная броня armor; Attack Укус (1d8), 2 Когти (1d6 plus grab); Ability Scores Str +4, Dex –2, Con +4.

 

HAMMERГОЛОВА SHARK

This unusual Акула is named for its blocky, rectangular head. The creature’s eyes are on each side of its head.

Starting Statistics: Размер Средний; Быстрое плавание 60 ft.; AC +3 естественная броня armor; Attack Укус (1d

7th-Level Advancement: Размер Крупный; AC +3 естественная броня armor; Attack Укус (1d8); Ability Scores Str +2, Dex –2, Con +4; Special Qualities Слепое Чувство 30 ft.

 

LLAMA

While some value it for its hair, the llama makes a Крошечный Верный Зверь as well, and it has traditionally been used as a beast of burden in Скакунainous regions.

Starting Statistics: Размер Небольшой; Быстрое 40 ft.; AC +1 естественная броня armor; Attack Укус (1d4); Ability Scores Str 11, Dex 16, Con 12, Int 2, Wis 13, Cha 9; Special Qualities Сумеречное Зрение.

4th-Level Advancement: Размер Средний; Attack Укус (1d6);

Ability Scores Str +4, Dex –2, Con +4.

 

MARSUPIAL DEVIL

This toothy marsupial has a perhaps undeserved reputation for ferocity.

Starting Statistics: Размер Небольшой; Быстрое 20 ft.; AC +1 естественная броня armor; Attack Укус (1d6); Ability Scores Str 15, Dex 13, Con 12, Int 2, Wis 10, Cha 7; Special Qualities Сумеречное Зрение, scent.

4th-Level Advancement: Ability Scores Str +4, Con +2.

 

MARSUPIAL LION

Somewhat slimmer than the standard lion, the marsupial Лев is no less dangerous in battle.

Starting Statistics: Размер Средний; Быстрое 30 ft., лазание 20 ft.; AC +1 естественная броня armor; Attack Укус (1d6), 2 Когти (1d4); Ability Scores Str 12, Dex 16, Con 13, Int 2, Wis 13, Cha 7; Special Qualities Сумеречное Зрение, scent.

7th-Level Advancement: Размер Крупный; Быстрое лазание 30 ft.; AC +2 естественная броня armor; Attack Укус (1d8), 2 Когти (1d6 plus grab); Ability Scores Str +8, Dex –2, Con +4.


 

 

MOLE, GIANT

This Крупный-clawed Бурениеing mammal is Замедление but can Рыть through loose Земля and soil with ease to surprise its foes.

Starting Statistics: Размер Небольшой; Быстрое 20 ft., Рыть 10 ft.; AC +1 естественная броня armor; Attack 2 Когти (1d4); Ability Scores Str 12, Dex 15, Con 13, Int 2, Wis 10, Cha 5; Special Qualities Сумеречное Зрение, Чувство Вибрации 30 ft.

4th-Level Advancement: Размер Средний; Быстрое Рыть 20 ft.; AC +2 естественная броня armor; Attack 2 Когти (1d6); Ability Scores Str +2, Dex –2, Con +4; Special Attacks Раздирать (2 claws, 1d6).

 

MOOSE

Powerful and often ill tempered, the moose is an intimidating choice for an Верный Зверь.

Starting Statistics: Размер Средний; Быстрое 40 ft.; AC +2 естественная броня armor; Attack Забодать (1d6), 2 Копыта (1d3); Ability Scores Str 12, Dex 15, Con 14, Int 2, Wis 13, Cha 7; Special Qualities Сумеречное Зрение.

7th-Level Advancement: Размер Крупный; AC +3 естественная броня armor; Attack Забодать (1d8), 2 Копыта (1d4); Ability Scores Str +6, Dex –2, Con +4; Special Attacks powerful charge (gore, 1d8).

 

ORNITHOMIMOSAUR

This bipedal dinosaur has long legs built for быстрое and a long neck that gives it an ostrichlike profile.

Starting Statistics: Размер Средний; Быстрое 40 ft.; AC +1 естественная броня armor; Attack 2 Когти (1d8); Ability Scores Str 11, Dex 15, Con 12, Int 2, Wis 13, Cha 8; Special Qualities Сумеречное Зрение, scent.


7th-Level Advancement: Быстрое 60 ft.; AC +2 естественная броня armor; Attack 2 Когти (1d8 plus 1d4 кровотечение); Ability Scores Str +2, Dex +2, Con +2; Special Quality sprint.

 

OWL, GIANT

Unlike the magical beast of the same name, this Сова is a mundane but unusually Большой specimen of its kind, with powerful Крылья and смертельный talons.

Starting Statistics: Размер Средний; Быстрое 10 ft., полет 60 ft. (Average); AC +2 естественная броня armor; Attack 2 talons (1d4); Ability Scores Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 6; Special Qualities Сумеречное Зрение.

7th-Level Advancement: Размер Крупный; AC +2 естественная броня armor; Attack 2 talons (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks Раздирать (2 talons, 1d6); Народ Skill Modifiers +4 Скрытность.

 

PANDA

Normally Замедление moving and docile, pandas are capable of surprising bursts of activity when needed.

Starting Statistics: Размер Небольшой; Быстрое 30 ft.; AC +2 естественная броня armor; Attack Укус (1d4), 2 Когти (1d3); Ability Scores Str 13, Dex 12, Con 14, Int 2, Wis 13, Cha 9; Special Qualities Сумеречное Зрение.

7th-Level Advancement: Размер Средний; AC +3 естественная броня armor; Attack Укус (1d6), 2 Когти (1d4); Ability Scores Str +4, Dex –2, Con +4; Special Attacks powerful bite.

 

PORCUPINE, GIANT

This lumbering forest creature is adorned with an array of long, sharp quills that protrude from its coarse pelt.

Starting Statistics: Размер Небольшой; Быстрое 30 ft.; AC +1 естественная броня armor; Attack Удар Хвостом (1d4); Ability Scores Str 14, Dex 12, Con 15, Int 2, Wis 13, Cha 5; Special Attacks quills (as porcupine quills; Pathfinder RPG Bestiary 3 222); Special Qualities Сумеречное Зрение, scent.

4th-Level Advancement: Размер Средний; AC +2 естественная броня armor; Attack Удар Хвостом (1d6); Ability Scores Str +2, Dex –2, Con +4; Special Attacks quills (as giant porcupine quills; Pathfinder RPG Bestiary 3 222).

 

PRIONOSUCHUS

This primeval Крокодил is equally effective in the Вода and on land. Its jaws are capable of crushing things with great force.

Starting Statistics: Размер Средний; Быстрое 20 ft., плавание 30 ft.; AC +2 естественная броня armor; Attack Укус (1d8 plus grab); Ability Scores Str 13, Dex 14, Con 15, Int 1, Wis 12, Cha 4; Special Attacks Сжатие (1d8); Special Qualities scent.

7th-Level Advancement: Размер Крупный; AC +2 естественная броня armor; Attack Укус (2d6 plus grab); Ability Scores Str +4, Dex –2, Con +4; Special Attacks Сжатие (2d6).

 

REEF SNAKE

Highly venomous and an excellent плаваниеmer, the brightly colored reef snake is at Домашняя in tidal waters but can Скользящий about on land if needed.

Starting Statistics: Размер Средний; Быстрое 10 ft., плавание 40 ft.; AC +2 естественная броня armor; Attack Укус (1d4 plus Яд); Ability Scores Str 10, Dex 15, Con 12, Int 1, Wis 13, Cha 2; Special Attacks Отрава (frequency 1 round [6]; Эффект 1 Str damage; cure 1 save; Con-based DC); Special Qualities Сумеречное Зрение, hold breath, scent.

7th-Level Advancement: Ability Scores Str +2, Dex +2. Special Attacks Отрава (frequency 1 round [6]; Эффект 1d2 Str damage; cure 2 saves; Con-based DC]).

 

REINDEER

A denizen of the frozen tundra, the reindeer is a Неспотыкающийся companion in icy terrain, and it


Поделиться с друзьями:

Поперечные профили набережных и береговой полосы: На городских территориях берегоукрепление проектируют с учетом технических и экономических требований, но особое значение придают эстетическим...

Опора деревянной одностоечной и способы укрепление угловых опор: Опоры ВЛ - конструкции, предназначен­ные для поддерживания проводов на необходимой высоте над землей, водой...

Папиллярные узоры пальцев рук - маркер спортивных способностей: дерматоглифические признаки формируются на 3-5 месяце беременности, не изменяются в течение жизни...

Общие условия выбора системы дренажа: Система дренажа выбирается в зависимости от характера защищаемого...



© cyberpedia.su 2017-2024 - Не является автором материалов. Исключительное право сохранено за автором текста.
Если вы не хотите, чтобы данный материал был у нас на сайте, перейдите по ссылке: Нарушение авторских прав. Мы поможем в написании вашей работы!

0.422 с.