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Female Shae rogue 2
Neutral Medium Outsider (extraplanar)
Player Muser
Campaign Lohikäärmeen vaatimus
Fc bonus ?


Init +8
Senses Perception +9; darkvision, low-light


AC 18, touch 16, flat-footed 13; (+2 armor, +6 dex)
hp 42 (6 hd; 4d10+2d8+26-15)
Fort +5, Ref +8, Will +5;
Special Defenses amorphous, blur, evasion
Weaknesses 3 negative levels


Speed 30 ft. in armor
Melee +1 scimitar +10 (1d6+7 +1d6 cold, 18-20/x2, S)
Melee touch +8 (1d6 cold, 20/x2)
TWF +1 scimitar +8 (1d6+7 +1d6 cold), +1 short sword +7 (1d6+4 +1d6 cold)
Ranged +1 keen composite longbow +10 (1d8+3, 19-20/x3, piercing)
Special Attacks cold, sneak attack 1d6


Spell-likes (Cl 1, concentration +5)
Constant - blur
At-will - lesser shadow evocation (DC 17)


Str 22, Dex 24, Con 18, Int 19, Wis 17, Cha 19
Base Atk +5; CMB +8; CMD 25
Feats Improved Initiative, TWF Defense, TWF, Wpn F (scimitar)
Skills Acrobatics +13, Climb +11, Disable +13, Disguise +10, Intimidate +10, Know. (arcana) +10, Know. (planes) +10, Perception +9, Sense Motive +9, Sleight of Hand +13, Stealth +13 (+23 in dim or dark)
Languages Common, Aklo, Shae
SQ rogue talent (combat trick), trapfinding


On person belt of str +2, leather armor (15 lb.) +1 scimitar (4 lb.), +1 short sword (2 lb.) , +1 keen composite longbow (+2) (3 lb.), +1 dragonbane arrows (10), 20 arrows (3 lb.), sack
In sack 40 arrows (6 lb.)
Immaterial
Encumbrance lb. without backpack, x lb. with backpack ( lb. light/ lb. medium/ lb. heavy)


Notes

Cold (Su) A shae’s touch saps heat from living creatures, leaving patches of colorless flesh rather than physical wounds. A shae can deal 1d6 points of cold damage with a touch. It adds +1d6 points of cold damage to any melee weapon damage it deals.

Lesser Shadow Evocation (Sp) This spell-like ability functions identically to the spell shadow evocation, but it can only create quasi-real versions of sorcerer or wizard evocation spells of 2nd level or lower. This spell-like ability is the equivalent of a 3rd-level spell.(sum spells: floating disk, frigid touch, gust of wind, protective penumbra, scorching ray)

Weaknesses: For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed.

Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).

  • Darkvision 60 feet.
  • Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

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