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<blockquote data-quote="rangerjohn" data-source="post: 5711243" data-attributes="member: 2469"><p>Shadow 'named for his comfort in darkness'</p><p>Mutated Human</p><p></p><p>Str 13 +1</p><p></p><p>Dex 21 +5</p><p></p><p>Con 14 +2</p><p></p><p>Int 21 +5</p><p></p><p>Wis 12 +1</p><p></p><p>Cha 13 +1</p><p></p><p>HP 12</p><p>Move 30/20</p><p>Combat:</p><p>Iniative +5</p><p>AC 17 +2 armor +5 dex</p><p>Touch 15 +5 dex</p><p>FF 12 +2 armor</p><p></p><p>Saves</p><p>F +3</p><p>R +6</p><p>W +2</p><p>BAB +1</p><p>Melee</p><p>pincers +6 to hit 1-6+1 dmg 20x2 B?or S?</p><p>or +4/+4 1-6+1/1-6 dmg 20x2 B? or S?</p><p>Rend 2-12+1</p><p>Range</p><p>Longbow +6 to hit 2-8 dmg 20x2 RI 60' P</p><p></p><p>Feats:</p><p>Weapon Finesse</p><p></p><p>Skills:</p><p> Use Gama Tech Dev +9</p><p> Disable Device +9</p><p> Stealth +9</p><p> Perception 5/25 +20 listen checks</p><p> Survival +5</p><p> Linguistics +9 ancient</p><p></p><p>Languages:speak/understand village pidgin, read/write ancient</p><p>Mutations and Defects:</p><p>Heightened Dexterity +10 dex</p><p></p><p>Heightened Intelligence +10 int</p><p></p><p>Immunity to Poison</p><p></p><p>Pincers:Two natural weapons deal 1d6 damage each. The mutant can make a normal attack with one claw. If it strikes with the second claw, all attacks are at -2 for the round. If both claws hit the same target, the mutant "rends" the target for additional damage of 2d6 + 1.5 x the mutant's Strength bonus (as if wielding a two-handed weapon).</p><p></p><p>Blindsight 10'</p><p></p><p>Keen Ears (+20 on hearing based perception checks)</p><p>Poor Respiratory System: fatigued after 5 consecutive rounds of combat.</p><p></p><p>Equpment: Longbow 4lbs, 5 arrows .9lbs, leather armor 15 lbs, food and water for 1 week 7lbs food, 40 lbs water (5 gallons)66.9 lbs medium load</p><p></p><p>Description: Shadow is of average height, with red eyes and oddly shaped ears, although the thing most noted about him is his arms end in pincers. As one of tribe's better hunters he was sent to possibly keep the others out of trouble. He would also like a weapon like the chief's, although he is interested in all old-tech, and the ancients in general. He is also noted as being odd, he is often seen looking through the odd scratchings of the ancients. You would almost swear he finds meaning in them.</p><p></p><p>Anything I am missing? Oh Trayce old buddy ol' pal any chance you help with some of this water? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="rangerjohn, post: 5711243, member: 2469"] Shadow 'named for his comfort in darkness' Mutated Human Str 13 +1 Dex 21 +5 Con 14 +2 Int 21 +5 Wis 12 +1 Cha 13 +1 HP 12 Move 30/20 Combat: Iniative +5 AC 17 +2 armor +5 dex Touch 15 +5 dex FF 12 +2 armor Saves F +3 R +6 W +2 BAB +1 Melee pincers +6 to hit 1-6+1 dmg 20x2 B?or S? or +4/+4 1-6+1/1-6 dmg 20x2 B? or S? Rend 2-12+1 Range Longbow +6 to hit 2-8 dmg 20x2 RI 60' P Feats: Weapon Finesse Skills: Use Gama Tech Dev +9 Disable Device +9 Stealth +9 Perception 5/25 +20 listen checks Survival +5 Linguistics +9 ancient Languages:speak/understand village pidgin, read/write ancient Mutations and Defects: Heightened Dexterity +10 dex Heightened Intelligence +10 int Immunity to Poison Pincers:Two natural weapons deal 1d6 damage each. The mutant can make a normal attack with one claw. If it strikes with the second claw, all attacks are at -2 for the round. If both claws hit the same target, the mutant "rends" the target for additional damage of 2d6 + 1.5 x the mutant's Strength bonus (as if wielding a two-handed weapon). Blindsight 10' Keen Ears (+20 on hearing based perception checks) Poor Respiratory System: fatigued after 5 consecutive rounds of combat. Equpment: Longbow 4lbs, 5 arrows .9lbs, leather armor 15 lbs, food and water for 1 week 7lbs food, 40 lbs water (5 gallons)66.9 lbs medium load Description: Shadow is of average height, with red eyes and oddly shaped ears, although the thing most noted about him is his arms end in pincers. As one of tribe's better hunters he was sent to possibly keep the others out of trouble. He would also like a weapon like the chief's, although he is interested in all old-tech, and the ancients in general. He is also noted as being odd, he is often seen looking through the odd scratchings of the ancients. You would almost swear he finds meaning in them. Anything I am missing? Oh Trayce old buddy ol' pal any chance you help with some of this water? :o [/QUOTE]
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