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ENTORNO DE CONTROL DE LA ENTIDAD

In document INFORME ANUAL DE GOBIERNO CORPORATIVO (página 79-82)

G - OTRAS INFORMACIONES DE INTERÉS

1. ENTORNO DE CONTROL DE LA ENTIDAD

Sky elf sergeants tend to have wizard levels, giving them spellcasting abilities and familiars.

Wizard Spells Prepared (3/2, save DC = 12 + spell level): 0th–acid splash, mage hand, ray of frost; 1st–feather fall, magic missile.

Hawk Familiar: CR –; Tiny animal; HD 3 (effec- tive); hp 5; Init +3; Spd. 10 ft., fly 60 ft. (average); AC 18, touch 15, flat-footed 15; Base Atk +2; Grp -8; Atk talons +5 melee (1d4-2); Space/Reach 2-1/2 ft./0 ft.; SQ alertness, improved evasion, share spells, empath- ic link; AL usually LG; SV Fort +2, Ref +5, Will +4; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6.

Skills and feats: Concentration +5, Listen +7, Spot

+15; Weapon Finesse.

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Like sergeants, sky elf leaders tend to have wizard lev- els, giving them spellcasting abilities and familiars.

Wizard Spells Prepared (4/3/2, save DC = 13 + spell level): 0th–acid splash, daze, mage hand, ray of frost; 1st–feather fall, magic missile, shocking grasp; 2nd–spider climb, magic missile [enlarged].

Hawk Familiar: CR –; Tiny animal; HD 6 (effec- tive); hp 135; Init +3; Spd. 10 ft., fly 60 ft. (average); AC 19, touch 15, flat-footed 16; Base Atk +4; Grp -6; Atk talons +7 melee (1d4-2); Space/Reach 2-1/2 ft./0 ft.; SA deliver touch spells; SQ alertness, improved eva- sion, share spells, empathic link; AL usually LG; SV Fort +2, Ref +5, Will +5; Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6.

Skills and feats: Climb +2, Concentration +6, Jump

Sky Elf Commoner Sky Elf Sergeant Sky Elf Leader

(War1) (War2/Wiz1) (War3/Wiz3)

Medium Humanoid (Elf) Medium Humanoid (Elf) Medium Humanoid (Elf) Hit Dice: 1d8 (4 hp) 2d8+1d4 (11 hp) 3d8+3d4+6 (27 hp)

Initiative: +1 +1 +2

Speed: 20 ft. (base 30 ft.) 30 ft. 30 ft.

AC: 16 (+1 Dex, +5 chainmail), 16 (+1 Dex, +5 +1 chain 19 (+2 Dex, +6 +2 chain touch 11, flat-footed 15 shirt), touch 11, flat- shirt, ring of protection +1),

footed 15 touch 13, flat-footed 17

BAB/Grapple: +1/+1 +2/+2 +4/+5

Attack: Longspear +1 melee (1d8) or Longspear +2 melee (1d8) or Longspear +5 melee (1d8+1) longbow +3 ranged (1d8) longbow +4 ranged (1d8) or longbow +7 ranged (1d8)

Full Attack: Longspear +1 melee (1d8) or Longspear +2 melee (1d8) or Longspear +5 melee (1d8+1) longbow +3 ranged (1d8) longbow +4 ranged (1d8) or longbow +7 ranged (1d8)

Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.

Special Qualities: Elven traits Elven traits, spells, hawk Elven traits, spells, hawk

familiar familiar

Saves: Fort +2, Ref +1, Will +0 Fort +3, Ref +1, Will +4 Fort +5, Ref +4, Will +7

Abilities: Str 10, Dex 13, Con 10, Str 10, Dex 13, Con 10, Str 12, Dex 14, Con 12, Int 11, Wis 11, Cha 9 Int 15, Wis 10, Cha 10 Int 16, Wis 12, Cha 11

Skills: Listen +4, Ride +5, Spot +4 Concentration +5, Listen Climb +5, Concentration +7 (+9 when familiar is +7, Jump +7, Listen +8 within 30 ft.), Spot +7 (+9 (+10 when familiar is when familiar is within 30 within 30 ft.), Ride +6, ft., +12 in bright light) Spellcraft +9, Spot +7 (+9

when familiar is within 30 ft., +12 in bright light)

Feats: Weapon Focus (longbow) Alertness (when familiar is Alertness (when familiar within 30 ft.), Iron Will, is within 30 ft.), Enlarge Scribe Scroll, Weapon Focus Spell, Iron Will, Scribe (longbow) Scroll, Weapon Focus

(longbow)

Environment: Any aerial Any aerial Any aerial

Organization: Company (2-4), squad (11-20 Squad (2 plus 11-20 sky elf Squad (1 plus 2 3rd-level plus 2 3rd-level sergeants and commoners and 1 leader) or sergeants plus 11-20 sky 1 leader of 3rd-6th level), or band (1 per 10 adults plus elf commoners) band (30-100 plus 20% 30-100 commoners plus 20%

noncombatants plus 1 noncombatants plus 5 5th- 3rd-level sergeant per 10 level lieutenants and 3 7th- adults, 5 5th-level lieutenants, level captains)

and 3 7th-level captains)

Challenge Rating: 1/2 2 5

Treasure: Standard Standard (includes +1 chain Standard (includes +2

shirt) chain shirt and ring of

protection +1)

Alignment: Usually lawful good Usually lawful good Usually lawful good

Advancement: By character class By character class By character class

Level Advancement: +0 +0 +0

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A floating polyp is an intelligent, dangerous creature that preys on unsuspecting travelers, animals, and any other Medium or smaller creatures it encounters. The polyp appears as a large, round, fleshy balloon with a half-dozen long tenta- cles dangling from its lower half. These tentacles surround a small, toothy mouth. The polyp uses a series of gas chambers located in its body to control its altitude and direction. While slow compared to wings, this method of locomotion is extraor- dinarily quiet. The polyp generally glides silently through the air, pouncing on its enemies from ambush and overwhelming them before they have a chance to mount an effective counterattack.

Polyps are composed of nearly transparent, rubbery flesh. Though they are easily noticed under direct observation, they tend to blend in with the environment around them.

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In battle, the floating polyp floats several feet away from its target and lashes out with its stinging tentacles. The polyp generally floats above its prey, using its natural abilities to evade detection while waiting for an opportune moment to strike. Polyps are smart enough to focus their attacks on poor- ly armored or defenseless-looking targets.

Improved Grab (Ex): A floating polyp that hits a target

with two or more of its stingers may initiate a grapple against its foe without drawing an attack of opportunity. The polyp uses two of its six stingers to hold its opponent.

Strangulation (Ex): While grappling an opponent, the

floating polyp may strangle him with its tentacles. It may automatically deal damage with two of its tentacles against any foe it has in a grapple. It may attack as normal with the rest of its stingers, but may not use more than two of them to grasp or strangle a single opponent.

Silent Flier (Ex): The floating polyp’s unique form of

aerial movement allows it to glide silently through the air. It gains a +4 racial bonus to all Move Silently checks made while flying. This bonus is included in the skill total listed above.

Translucence (Ex): Floating polyps are partially trans-

parent, making it difficult to spot them. A polyp gains a +4 racial bonus to all Hide checks. This bonus is included in the skill total listed above.

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In document INFORME ANUAL DE GOBIERNO CORPORATIVO (página 79-82)

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