Montag, 5. Mai 2014

Mikmek (male kobold rogue)

Male Kobold rogue 3
CG small humanoid (reptilian)
Init +4; Senses Darkvision (60 ft.), Perception +10,
Languages Common, Draconic
 AC 17, touch 14, flat-footed 14
hp 21 (3HD)
Fort +0, Ref +7, Will +3
Defensive Abilities Evasion,
 Speed 20 ft. (4 squares)
Ranged javelin (small) +7 (1d4-2)
Melee sword (short) (small) +1 (1d4-2/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB -1; CMD 13
Atk Options  Sneak Attack 2d6,
Special Actions Accuracy, Deadly Range,               Abilities  Str 6, Dex 18, Con 8, Int 12, Wis 14, Cha 13

Special Qualities Crafty, Darkvision, Dragon-Scaled, Normal Speed, Terrain Mastery, Weakness, Weapon and Armor Proficiency,
Feats  Armor Proficiency, Light, Draconic Aspect, Draconic Breath
Skills  Acrobatics +6, Acrobatics (Jump) +2, Appraise +6, Bluff +6, Climb +1, Craft (Untrained) +1, Diplomacy +1, Disable Device +6, Disguise +1, Escape Artist +6, Fly +3, Heal +2, Intimidate +6, Knowledge (Dungeoneering) +5, Perception +10, Perform (Untrained) +1, Ride +1, Sense Motive +8, Stealth +11, Survival +2,
Possessions  javelin (small) (x5);  sword (short) (small);  studded leather (small);  outfit (traveler's/small);       Accuracy (Ex)  At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This ability replaces trapfinding.
 Crafty (Ex)  Kobolds gain a +2 racial bonus on Craft (Trapmaking), Perception, and Profession (Miner) checks. Craft (Traps) and Stealth are always class skills for a kobold.
 Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
 Darkvision  Kobolds can see in the dark up to 60 feet.
 Deadly Range (Ex)  At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. This ability replaces trap sense.
 Dragon-Scaled (Ex)  Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold's scales.
 Evasion (Ex)  You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
 Normal Speed (Ex)  Kobolds have a base speed of 30 feet.
 Sneak Attack (Ex)  If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
 Terrain Mastery (Ex)  A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger's ability does. A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus. [Not Implemented]
 Weakness (Ex)  Dazzled in bright light.
 Weapon and Armor Proficiency  Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. 

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