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Thri-kreen 2, Scout 3, Fighter 1, Extreme Explorer 1 (ECL 10)
N Medium Monstrous Humanoid (Reptile [Chameleon template])
Init +1+dex; Senses: Darkvision 60', Low-light; Listen/Spot +0
Action Points 12 (d8s)
AC: 10; Touch: 10; Flat-footed: 10
(+0 dex; +3 natural)
HP: 00 (6d8+1d10+con)
Fort: +3, Ref +5, Will +4
Immune Magic sleep effects
Speed: 60' (40' +10' insight, +10' enhancement); Climb 20'
Melee: Claw +0/0/0/0 (1d4+str) and Bite -5 (1d4+.5str+poison 1/day [Fort 11+con; 1d6 dex, Paralysis)
Ranged: Tongue +0 (-)
Skirmish +1d6, +1 AC
Space: 5'; Reach: 5'; BAB: +5; Grapple: +5
- Powers caster level .5HD
- 3/day: Chameleon
- 3/day: Know Direction
- 1/day: Psionic Displacement
- 1/day: Metaphysical Claw
Power Points: 1
Abilities Str 10 +0 | Dex 10 +0 | Con 10 +0 | Int 10 +0 | Wis 10 +0 | Cha 10 +0
- Feats
- Race: Deflect Arrows
- 1: Action Boost
- 3: Multiweapon Fighting
- F1: Weapon Finesse
- 6: Speed of Thought
- Skills
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Items Gear
- Weapon Familiarity
- Thri-kreen can treat gythkas and chatkchas (see the sidebar) as martial weapons rather than exotic weapons.
- Trapfinding
- Uncanny Dodge (Ex)
- At 2nd level, a Scout retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
- Trackless Step (Ex)
- Starting at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
- Max Action Points +2
- Trap Sense +1 ref/AC