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!!GKvElBvNwF/ 07/17/10(Sat)20:32 No.11193312 File1279413129.jpg-(9 KB, 251x190, Doppleganger Damacy.jpg)
>LOOK STATS Hit Dice: 4d6+12 HP (28/28 HP) Base Attack/Grapple: +2/+6 Masterwork Knife +7 melee (1d4+4), 19-20/x2 crit Claws +6 melee (1d4+2) Bite +6 melee (1d6+4) Composite Longbow +5 ranged (1d8+2), x3 crit Longsword +6 melee (1d8+4), 19-20/x2 crit
AC 19 (+3 dex, +4 natural, +2 leather armor) Str 18, Dex 17, Con 17, Int 10, Wis 17, Cha 14 Fort +6, Reflex +7, Will +4 +7 Initiative 60 foot land speed, 20 foot climb speed, 30 foot swim speed Membrane for gliding (40 ft (clumsy) in favourable winds) Scent, Low Light Vision, Darkvision 60ft, Electricity Sense, Trapfinding
Devour, Every Last Bite Poison: with Bite, DC 14, 1d6 Primary & Secondary Con damage, 3 uses/day Stunning Shock: 2d8 nonlethal electricity to living opponents, one target w/in 5 feet, DC 14 half Ferocity Immunity to Electricity Language: Common (voices: young boy, man) Proficiencies, dagger, club, all martial weapons
Sorcerer Casting: Detect Magic 5/day (10% Arcane Spell Failure Chance)
Total skill bonuses (when higher than stat): Jump +25 (can use Dex) Balance +17 Swim +14 Hide +13 Listen +13 Move Silently +13 Spot +13 Handle Animal +7 Climb +6 (plus climb speed) (can use Dex) Use Magic Device +6 Bluff +5 Diplomacy +5 Disguise +5 Escape Artist +5 Knowledge (Local-Thurminham general) +4 Knowledge (Local-Thurminham underworld) +3 Survival +4 (+7 when tracking by scent) |