Puppeteer-Troll

Morrus

Well, that was fun
Staff member
[h=4]Puppeteer[/h]


Puppeteer
Puppeteer Host (Human Charismatic Ordinary 5)

Fine vermin
Medium-size humanoid
CR: 1
5
HD: 1/16 d8–1; hp 1
5d6; hp 19
Mas: 9
10
Init: +4
+0
Spd: 5 ft., fly 20 ft. (poor)
30 ft.
Defense: 22, touch 22, flat-footed 18 (+8 size, +4 Dex)
13, touch 13, flat-footed 12 (+1 Dex, +2 class)
BAB/Grap: +0/-13
+2/+1
Atk: +3 melee (1, bite)
+1 melee (1d3 electricity plus paralysis, stun gun)
Full Atk: +3 melee (1, bite)
+1 melee (1d3 electricity plus paralysis, stun gun), or +3 ranged (2d6, Beretta 92F)
FS/Reach: 6 in. by 6 in./0 ft.
5 ft. by 5 ft./5 ft.
SQ: Glide, psionics, thrall, shared host, blindsight 60 ft., host protection, immune to mind-influencing effects, resistance to massive damage
Blindsight 60 ft., immune to mind-influencing effects, resistance to massive damage
AL: Evil
Puppeteer
SV: Fort: +1, Ref: +4, Will: +3
Fort: +3*, Ref: +4*, Will: +0*
*While attached to its host, the puppeteer’s saving throw bonuses are as follows: Fort +2, Ref +7, Will +4
AP/Rep: 0/+0
0/+3
Ability Scores: Str: 1, Dex: 19, Con: 9, Int: -(or as host), Wis: 16, Cha: 14
Str: 8, Dex: 12, Con: 10, Int: 11, Wis: 9, Cha: 14
Skills: Hide +20, Listen +7, Spot +7
Bluff +10, Computer Use +4, Diplomacy +12, Disguise +6, Gather Information +12, Intimidate +10, Knowledge (business) +8, Knowledge (current events) +8, Listen +3**, Read/_Write English (or other language), Speak English (or other language), Spot +3**.
**Skill bonus conferred by puppeteer.
Feats: None
Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Trustworthy
Occupation: N/A
White collar (bonus class Skills: Computer Use and Knowledge [business])
Possessions: N/A
Business clothes, cell phone, PDA, briefcase, stun gun, Beretta 92F (9mm autoloader)†, 15 rounds of 9mm ammunition†, firearms license†, wallet with ID and credit cards, BMW M3 sports coupe with car alarm, car alarm keychain.
†These items are stored in the BMW’s glove compartment.
Advancement: None
N/A
SPECIES TRAITS
Combined Challenge Rating: The Challenge Rating of a puppeteer with a host is equal to the host’s Challenge Rating +1.
Glide (Sp): A puppeteer can glide through the air at a speed of 20 feet for up to 16 minutes at a time, with poor maneuverability. The puppeteer cannot manifest psionic powers while gliding.
Psionics (Sp): 3/day—brain lock, lesser domination. These abilities are as the psionic powers of an 8th-level manifester.
Thrall (Sp): If a puppeteer successfully uses lesser domination on its host seven times, the final effect is permanent, bonding the host to the puppeteer. The thralled host will carry out the orders of the puppeteer, including self-destructive orders. Actions against the host’s original nature allow the host a Will save (DC 22) to resist, with a –10 penalty on the roll. A successful save negates that particular action (or future occurrences of that action), but the host remains the puppeteer’s thrall.
Shared Host (Ex): When multiple puppeteers prey on a single host, the blood drain can be too great for the host to bear. The extensive blood drain deals 1 point of temporary Constitution damage per day, and a host reduced to 0 Constitution in this fashion dies. The minimum number of puppeteers needed to cause temporary Constitution damage depends on the host’s size: Diminutive 2, Tiny 4, Small 12, Medium-size 20, Large 30, Gargantuan 50, Colossal 90.
Blindsight (Ex): A puppeteer can ascertain creatures by nonvisual means within 60 feet. The puppeteer confers blindsight upon its host.
Host Protection (Ex): An attached puppeteer uses its host’s base saving throw bonuses if they’re better than its own. Effects that target vermin can’t affect a puppeteer riding a humanoid host.
Immunities: Puppeteers are immune to mind-influencing effects. This ability is conferred upon the puppeteer’s host as well.
Resistance to Massive Damage (Ex): Puppeteers gain a +5 species bonus on Fortitude saves to negate the effects of massive damage. This ability is conferred upon the puppeteer’s host as well.
Shared Skills: The puppeteer retains its skills when it takes a host. The host gains a +4 bonus on Listen and Spot checks.

[h=4]Replacement (Template)[/h]

A replacement is a physical duplicate of a specific humanoid, called a primary. Although a replacement does not gain the specific life experiences of its primary, it can easily mimic the demeanor and general behavior of the primary, enabling it to fill the same general role as the primary. A replacement is identical in appearance to the primary except it has jet-black eyes with no visible irises. Some replacements wear special contact lenses (purchase DC 12) to conceal this sinister physical divergence.
Replacements are bred in laboratories. A sample of the primary’s subdermal tissue is required to create a replacement (dead skin cells or hair follicles will not do), and an adult replacement takes two months to grow. Creating a replacement requires a successful Craft (pharmaceutical) check (DC 50). The check must be made 1 month into the replacement’s growth period, and a failed roll indicates the premature death of the replacement. Financing the growth and development of a replacement also requires a successful Wealth check against a purchase DC of 48, rolled before the process of growing the clone commences.
Template Traits
“Replacement” is an inherited template that can be added to any humanoid (referred to hereafter as the original). A replacement uses all the primary’s statistics except as noted here.

CR: Same as the original –1
HD: Change to one die type smaller than the primary
SQ: A replacement gains all of the original’s extraordinary abilities but none of its supernatural or spell-like abilities (including psionics). A replacement gains none of the original’s other special qualities or talents. A replacement knows that it lacks some of the abilities of the original and occasionally feels resentful toward the original for this reason.
In addition to its inherited extraordinary abilities, a replacement has the following special quality:
Limited Existence (Ex): A replacement has a programmed natural life span of one to four years (the creator must specify the life span when the project to create the replacement begins). Once the replacement reaches the end of its programmed life span, it must make a Fortitude save (DC 25) once per day. Each failed save drains the replacement of 1d6 points of Constitution. This ability drain cannot be restored by any means. When its Constitution drops to 0, the replacement dissolves into a mass of protoplasmic goo. A replacement that dies before this time retains the shape of the original.
AL: A replacement’s primary allegiance is to its creator or owner. This allegiance cannot be broken unless the creator or owner does something to break it (such as by attacking the replacement).
SV: As the original, modified by altered ability scores (see Abilities, below)
AP: Replacements do not acquire or amass action points.
Abilities: As the original, except ability scores cannot exceed 12. Ability scores of 13 or higher for the original are reduced to 12 for the replacement. A replacement that gains levels can never raise an ability score above 12.
Skills: A replacement has access to any skill in which the original has ranks, and all of a replacement’s skills are class skills even if they are cross-class skills for the original. A replacement gets a number of skill points per Hit Die equal to 4 + the replacement’s Intelligence modifier (minimum 1 skill point per Hit Die). The replacement can never have more ranks in a skill than the original.
The replacement gains a +4 species bonus on Disguise checks when impersonating the original. The bonus increases to +10 if the replacement wears contact lenses that hide its distinctive black eyes.
Feats: A replacement gains the original’s feats but cannot use any feat for which it no longer meets the prerequisites
Automatic Languages: A replacement can read, write, and speak any language known by the original
Advancement: By character class

[h=5]Replacement Scientist (Human Smart Ordinary 5/Charismatic Ordinary 2)[/h] CR: 6
HD: 7d6+7;hp: 31
Mas: 12
Init: +1
Spd: 30 ft.
Defense: 14,touch: 14, flat-footed: 13 (+1 Dex, +3 class)
BAB: +3;Grap: +3
Atk: +3 melee (1d3, unarmed strike);Full Atk: +3 melee (1d3, unarmed strike), or +4 ranged (2d6, SITES M9)
FS: 5 ft. by 5 ft;Reach: 5 ft.
SQ: -
AL: Creator
SV: Fort: +4, Ref: +4, Will: +3
AP 0;Rep +4
Str: 10, Dex: 12, Con: 12, Int: 12, Wis: 11, Cha: 9
Skills: Bluff +4, Computer Use +4, Craft (chemical) +5, Decipher Script +3, Disguise +5 (+11 with contact lenses), Disable Device +3, Investigate +3, Knowledge (current events) +3, Knowledge (earth and life sciences) +7, Profession +3, Read/Write English, Read/Write Korean, Research +11, Search +3, Speak English, Speak Korean.
Feats: Dodge*, Educated, Personal Firearms Proficiency, Simple Weapons Proficiency, Studious.
*The replacement does not meet the prerequisite for this feat and therefore cannot use it.
Possessions: SITES M9 (9mm autoloader pistol), 16 rounds of 9mm ammunition, firearms license, notebook computer, briefcase, cellphone, corporate security pass, overcoat, business clothing, wallet.

[h=4]Robot[/h]


Diminutive Robot
Tiny Robot

Diminutive construct
Tiny construct
CR: 1/10
1/4
HD: 1/4 d10; hp 1
1/2 d10; hp 2
Mas: -
-
Init: +2
+2
Spd: 10 ft. (treads), 20 ft. (bipedal), 30 ft. (quadrupedal), or 40 ft. (wheels)
20 ft. (treads), 30 ft. (bipedal), 40 ft. (quadrupedal), or 50 ft. (wheels)
Defense: 16, touch 16, flat-footed 14 (+4 size, +2 Dex)
13, touch 13, flat-footed 12 (+2 size, +1 Dex)
BAB/Grap: +0/-15
+0/-10
Atk: +1 melee
+0 melee or +3 ranged
Full Atk: +1 melee or +6 ranged
)
FS/Reach: 1 ft. by 1 ft./0 ft.
2 1/2 ft. by 2 1/2 ft./0 ft.
SQ: Construct
Construct
AL: None
None
SV: Fort: +0, Ref: +2, Will: +0
Fort: +0, Ref: +1, Will: +0
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 4, Dex: 14, Con: -, Int: -, Wis: 10, Cha: 10
Str: 6, Dex: 12, Con: -, Int: -, Wis: 10, Cha: 10
Skills: None (unless programmed by a Techie)
None (unless programmed by a Techie)
Feats: None
None
External Components: Audio/visual sensor
Audio/visual sensor, manipulator arms
SPECIES TRAITS
Construct: Robots have the traits and immunities common to constructs.
Speed: A robot’s speed depends on its size and method of locomotion (bipedal, quadrupedal, tracked, or wheeled). The different speeds are given with each robot’s statistics (below).
Attacks: A robot is not normally equipped with weapons. Robots fitted with arms or similar manipulators can attempt to grapple things, but the manipulators are too small to deal damage.
Skills: A character with four or more levels in the Techie advanced class can program one or more ranks of a single skill into a Diminutive or Tiny robot. Otherwise, a robot has no skills.

[h=4]Skeleton (Template)[/h]

Template Traits
“Skeleton” is an acquired template that can be added to any living corporeal creature that has a skeletal structure (referred to hereafter as the base creature). A skeleton uses all the base creature’s statistics except as noted here.
CR: A skeleton’s Challenge Rating depends on its size: Tiny or smaller 1/10, Small 1/6, Medium-size 1/3, Large 2, Huge 5, Gargantuan 9, Colossal 12.
Type: The creature’s type changes to undead.
HD: Drop any Hit Dice gained from attaining levels, and raise the remaining Hit Dice to d12.
Spd: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton.
Defense: A skeleton’s natural armor bonus to Defense changes to a value based on its size: Tiny or smaller +0, Small +1, Medium-size +2, Large +3, Huge +4, Gargantuan +6, Colossal +10.
Atk: A skeleton retains all the natural attacks, manufactured weapons, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with all of them at its full attack bonus. (If the base creature already had claw attacks, it can use the skeleton claw attack and damage, if they’re better.)
DMG: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size (use the base creature’s claw damage if it’s greater): Diminutive or Fine 1, Tiny 1d2, Small 1d3, Medium-size 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6, Colossal 2d8.
SQ: A skeleton loses all of the base creature’s special qualities except for immunity or resistance to specific energy types. In addition to gaining the undead type, a skeleton has the following special quality.
Skeleton Immunities (Ex): A skeleton has cold immunity. Because it lacks flesh and internal organs, a skeleton takes only half damage from ballistic, piercing, or slashing weapons.
AL: A skeleton loses any previous allegiances and adopts a new allegiance to its creator. This allegiance cannot be broken.
SV: A skeleton’s saving throw modifiers are based on Hit Dice and given in Table: Creature Saves and Base Attack Bonuses.
AP: A skeleton does not acquire or amass action points. It loses any action points possessed by the base creature.
Rep: A skeleton has a +0 Reputation bonus.
Ability Scores: A skeleton gains the following ability score increase: Dexterity +2. In addition, a skeleton has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.>
Skills: A skeleton loses all skills.
Feats: A skeleton loses all feats except those that confer armor or weapon proficiency (Archaic Weapons Proficiency, Armor Proficiency, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Personal Firearms Proficiency, and Simple Weapons Proficiency). A skeleton gains the feat Improved Initiative.



Human Skeleton
Ogre Skeleton

Medium-size undead
Large undead
CR: 1/3
2
HD: 1d12; hp 6
4d12; hp 22
Mas: -
-
Init: +5
+4
Spd: 30 ft.
30 ft.
Defense: 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
12, touch 9, flat-footed 12 (–1 size, +3 natural)
BAB/Grap: +0/+0
+0/+8
Atk: +0 melee (1d4, claw)
+4 melee (1d6+5, claw)
Full Atk: +0 melee (1d4, 2 claws)
+4 melee (1d6+5, 2 claws), or +4 melee (2d6+7, great club)
FS/Reach: 5 ft. by 5 ft./5 ft.
10 ft. by 10 ft./10 ft.
SQ: Undead, skeleton immunities
Undead, skeleton immunities
AL: Creator
Creator
SV: Fort: +0, Ref: +1, Will: +2
Fort: +0, Ref: +0, Will: +3
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 10, Dex: 12, Con: -, Int: -, Wis: 10, Cha: 1
Str: 21, Dex: 10, Con: -, Int: -, Wis: 10, Cha: 1
Skills: None
None
Feats: Improved Initiative, Simple Weapons Proficiency
Improved Initiative, Simple Weapons Proficiency
[h=4]Terrestrial Effluvium[/h]

Colossal ooze

CR: 15
HD: 32d10+256 plus 40 (extra hit points);hp: 472
Mas: -
Init: -2
Spd: 10 ft.
Defense: 6,touch: 0, flat-footed: 6 (–8 size, –2 Dex, +6 natural)
BAB: +24;Grap: +53
Atk: +37 melee (2d8+19 plus 1d6 acid, slam);Full Atk: +37/+32/+27/+22 melee (2d8+19 plus 1d6 acid, slam)
FS: 30 ft. by 30 ft.;Reach: 15 ft.
SQ: Ooze, acidic enzymes, immunities, vulnerabilities, blindsight 60 ft.
AL: None
SV: Fort: +18, Ref: +8, Will: +5
AP 0;Rep +0
Str: 44, Dex: 6, Con: 26, Int: -, Wis: 1, Cha: 1
Skills: None
Feats: None
Advancement: 33–56 HD (Colossal)

SPECIES TRAITS
Ooze: Terrestrial effluvium has the traits and immunities common to oozes.
Acidic Enzymes (Ex): Any creature that takes damage from a terrestrial effluvium’s slam attack also takes 1d6 points of acid damage from the ooze’s digestive enzymes. The enzymes continue to dissolve the victim, dealing 1d6 points of acid damage every round until the wound is washed with at least 1 pint of water (or some other appropriate liquid).
Immunities (Ex): Terrestial effluvium is immune to ballistic and piercing weapons.
Vulnerabilities (Ex): Terrestial effluvium takes double damage from attacks that deal sonic or concussion damage. Direct sunlight deals 50 points of damage to the creature each round.

[h=4]Tooth Fairy[/h]


Tooth Fairy
Tooth Fairy Fast Hero 3/Smart Hero 1

Medium-size fey
Medium-size fey
CR: 1
5
HD: 2d6; hp 7
2d6 plus 3d8 plus 1d6; hp 23
Mas: 10
10
Init: +5
+1
Spd: 30 ft., fly 30 ft. (average)
30 ft., fly 30 ft. (average)
Defense: 11, touch 11, flat-footed 10 (+1 Dex)
15, touch 15, flat-footed 15 (+1 Dex, +4 class)
BAB/Grap: +0/+0
+2/+2
Atk: +0 melee (1d4, knife)
+2 melee (1d4, knife)
Full Atk: +0 melee (1d4, knife), or +1 ranged
+2 melee (1d4, knife), or +3 ranged (2d6, Colt Double Eagle)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: Fey rod, invisibility, anyspeak, low-light vision
Fey rod, invisibility, anyspeak, low-light vision
AL: Evil
Evil
SV: Fort: +0, Ref: +1, Will: +4
Fort: +1, Ref: +3, Will: +6
AP/Rep: 0/+3
2/+5
Ability Scores: Str: 10, Dex: 12, Con: 10, Int: 13, Wis: 12, Cha: 13
Str: 10, Dex: 13, Con: 10, Int: 13, Wis: 12, Cha: 13
Skills: Bluff +4, Craft (any one) +3, Decipher Script +4, Disguise +4, Escape Artist +4, Hide +4, Intimidate +4, Listen +4, Move Silently +4, Search +4, Sense Motive +4, Sleight of Hand +4, Spot +4, Tumble +4
Bluff +4, Computer Use +4, Craft (chemical) +3, Decipher Script +4, Disguise +4, Escape Artist +7, Hide +9, Intimidate +4, Listen +4, Move Silently +9, Repair +4, Research +5, Search +4, Sense Motive +4, Sleight of Hand +7, Spot +4, Tumble +7
Feats: Improved Initiative, Renown, Simple Weapons Proficiency
Heroic Surge, Improved Initiative, Personal Firearms Proficiency, Renown, Simple Weapons Proficiency, Stealthy
Talents: N/A
(Fast Hero): Evasion, uncanny dodge 1
(Smart Hero): Savant (Research)
Possessions: Fey rod, knife
Colt Double Eagle (10mm autoloader), 18 rounds of 10mm ammunition, hip holster, fey rod, knife, day pack, bag of 25 caltrops, 3 sticks of dynamite, lighter, disguise kit, steel handcuffs
Advancement: By character class
By character class
SPECIES TRAITS
Fey Rod (Sp): A tooth fairy’s preferred weapon is a 1-foot-long rod of ash wood. A fey rod allows its wielder to cast the following spells as a 3rd-level Mage (save DC 10 + spell level): daze (DC 10), knock, light, magic missile, and sleep (DC 11). Using any of the rod’s powers is an attack action. The fey rod can cast seven spells per day and has a hardness of 5, 1 hit point, and a break DC of 11. A tooth fairy that loses its fey rod fights to the death to retrieve it or takes 1d4 points of temporary Wisdom damage every 24 hours the fairy and the rod remain separated. Destroying the rod instantly slays the tooth fairy, turning both to dust.
Invisibility (Sp): A tooth fairy can turn itself invisible at will, as a move action. This ability works only after sunset and before sunrise, but the duration of the invisibility is otherwise unlimited. An invisible tooth fairy becomes visible when it attacks.
Anyspeak (Sp): A tooth fairy can speak, read, and write any spoken language.
Bonus Feat: Tooth fairies gain the bonus feat Simple Weapons Proficiency.

[h=4]Troglodyte[/h]


Troglodyte
Troglodyte Dedicated Hero 3/Field Medic 1

Medium-size humanoid
Medium-size humanoid
CR: 1
5
HD: 2d8+4; hp 13
2d8+4 plus 3d6+6 plus 1d8+2; hp 35
Mas: 14
14
Init: -1
+0
Spd: 30 ft.
30 ft.
Defense: 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
19, touch 13, flat-footed 19 (+3 class, +6 natural)
BAB/Grap: +1/+1
+3/+3
Atk: +1 melee (1d4, claw)
+3 melee (1d4, claw)
Full Atk: +1 melee (1d4, 2 claws), –1 melee (1d4, bite), or +1 melee (1d6 nonlethal, sap), –4 melee (1d4, bite), or +0 ranged (1d6, javelin)
+3 melee (1d4, 2 claws), +1 melee (1d4, bite), or +3 melee (1d6 nonlethal, sap), –2 melee (1d4, bite), or +4 ranged (1d4 electricity plus paralysis, taser)
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: Stench, darkvision 90 ft.
Stench, darkvision 90 ft.
AL: Chaos, evil
Chaos, evil
SV: Fort: +5, Ref: -1, Will: +0
Fort: +9, Ref: +2, Will: +3
AP/Rep: 0/+0
2/+2
Ability Scores: Str: 10, Dex: 9, Con: 14, Int: 8, Wis: 10, Cha: 10
Str: 10, Dex: 10, Con: 14, Int: 8, Wis: 10, Cha: 10
Skills: Hide +6, Listen +3
Craft (pharmaceutical) +1, Hide +7, Listen +3, Spot +3, Treat Injury +10
Feats: Multiattack, Simple Weapons Proficiency
Armor Proficiency (light), Multiattack, Simple Weapons Proficiency, Surgery, Weapon Focus (taser)
Talents: N/A
(Dedicated Hero): Healing knack, healing touch 1
(Field Medic): Medical specialist +1
Possessions: Sap, 1d4 javelins, backpack containing food and assorted items
Sap, taser, medical kit, first aid kit, backpack containing food and assorted items
Advancement: By character class
By character class
SPECIES TRAITS
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that most animal life finds offensive. All living creatures (except troglodytes) within 30 feet of the troglodyte must succeed on a Fortitude save (DC 13) or take a –2 morale penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws for 10 rounds. Characters subjected to stench from multiple troglodytes make only one saving throw. Characters affected by a troglodyte’s stench cannot be affected again by any troglodyte’s stench until the current effect expires.
Species Bonus: A troglodyte’s skin changes color somewhat, allowing it to blend in with its surroundings like a chameleon. A troglodyte gains a +4 species bonus on Hide checks (+8 in a rocky or subterranean setting).
Bonus Feat: Troglodytes receive the bonus feat Simple Weapons Proficiency.
Automatic Language: Troglodytes read, write, and speak Draconic.

[h=4]Troll[/h]


Troll
Troll Tough Hero 7

Large giant
Large giant
CR: 5
12
HD: 6d8+36; hp 63
6d8+42 plus 7d10+49 plus 7 (robust); hp 163
Mas: 23
25
Init: +2
+2
Spd: 30 ft.
30 ft.
Defense: 18, touch 11, flat-footed 15 (–1 size, +2 Dex, +7 natural)
22, touch 15, flat-footed 19 (–1 size, +2 Dex, +4 class, +7 natural)
BAB/Grap: +4/+14
+9/+19
Atk: +9 melee (1d6+6, claw)
+14 melee (1d6+6, claw)
Full Atk: +9 melee (1d6+6, 2 claws), +7 melee (1d6+3 bite), or +5 ranged
+14 melee (1d6+6, 2 claws), +12 melee (1d6+3 bite), or +10/+5 ranged (2d8, M16A2)
FS/Reach: 10 ft. by 10 ft./10 ft.
10 ft. by 10 ft./10 ft.
SQ:

10 ft. by 10 ft./10 ft.
AL: Rend 2d6+9, regeneration 5 (cannot regenerate acid or fire damage), scent, darkvision 90 ft.
Rend 2d6+9, regeneration 5 (cannot regenerate acid or fire damage), scent, darkvision 90 ft.
SV: Fort: +11, Ref: +4, Will: +1
Fort: +15, Ref: +6, Will: +3
AP/Rep: 0/+0
3/+2
Ability Scores: Str: 23, Dex: 14, Con: 23, Int: 6, Wis: 9, Cha: 6
Str: 23, Dex: 14, Con: 25, Int: 6, Wis: 9, Cha: 6
Skills: Listen +5, Speak Giant, Spot +5
Climb +8, Drive +7, Listen +5, Read/Write English, Speak English, Speak Giant, Spot +5
Feats: Alertness, Multiattack, Simple Weapons Proficiency
Advanced Firearms Proficiency, Alertness, Heroic Surge, Improved Bull Rush, Multiattack, Power Attack, Simple Weapons Proficiency, Vehicle Expert
Talents: N/A
(Tough Hero): Acid resistance 7, fire resistance 7, robust, second wind
Possessions: N/A
M16A2 (5.56mm assault rifle), 200 rounds of 5.56mm ammunition, mesh vest, 8-person dome tent in backpack
Advancement: By character class
By character class
SPECIES TRAITS
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): A troll regenerates 5 points of damage each round but cannot regenerate acid or fire damage. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Scent (Ex): This ability allows a troll to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Darkvision (Ex): Instead of the low-light vision normally possessed by creatures of the giant type, trolls have darkvision with a range of 90 feet.
Bonus Feat: A troll gains either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Automatic Language: Trolls speak (but neither read nor write) Giant or one other language.
 

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