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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 2001545" data-attributes="member: 1223"><p><strong>Gory-Moon Veteran Scouts</strong></p><p></p><p>The Gory-Moon are a tribe of small, furtive ruck-men skilled in sneaking and sorcery. They are frequently employed as scouts and spies by King Tereus.</p><p></p><p>These veteran scouts have several useful spells from the Miniatures Handbook (<em>lesser acid orb</em>,<em> baleful transposition</em>, <em>veil of shadows</em>, <em>blast of flame</em>) and the Complete Adventurer (<em>arrow mind</em>, <em>sniper’s shot</em>, <em>swift fly</em>)</p><p></p><p>=====</p><p></p><p><strong>Gory-Moon Veteran Scouts (4):</strong> male ruck-men Rogue 4/Sorcerer 6/Arcane Trickster 3; CR 13; Small Humanoid (ruck); HD 4d6+4 plus 6d4+6 plus 3d4+3; hp 47; Init +3; Spd 30 ft; AC 18, touch 14, flat-footed —; BAB +7 Grp +2; Atk +13 ranged (1d4+2 plus 1d6 cold/x3, <em>+2 short bow</em>) or +8 melee (1d4-1/19–20, masterwork short sword); Full Atk +8/+3 melee (1d4-1/19–20, masterwork short sword) or +11/+6/+11 ranged (1d4+2 plus 1d6 cold/x3, <em>+2 short bow</em>); SA impromptu sneak attack 1/day, sneak attack +3d6, spells; SQ darkvision 60 ft, evasion, ranged legerdemain 1/day, trap sense +1, trapfinding; AL NE; SV Fort +6, Ref +13, Will +10; Str 9, Dex 16, Con 12, Int 12, Wis 11, Cha 16.</p><p></p><p><em>Skills</em>: Balance +10, Concentration +12, Craft (Poison) +6, Decipher Script +8, Disable Device +4, Escape Artist +6, Hide +21, Jump +1, Knowledge (Arcana) +6, Listen +8, Move Silently +17, Search +6, Sleight of Hand +6, Spellcraft +3, Spot +8, Tumble +8, Use Magic Device +8, Use Rope +6. Gory-Moon rucks have a +4 racial bonus on Move Silently and Hide checks.</p><p></p><p><em>Feats:</em> Dodge, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run.</p><p></p><p><em>Spells Known </em>(cast 6/7/7/7/4): 0—<em>acid splash</em>, <em>dancing lights</em>, <em>detect magic</em>, <em>ghost sound</em>, <em>mage hand</em>, <em>open/close</em>, <em>prestidigitation</em>, <em>ray of frost</em>; 1—<em>arrow mind</em>, <em>lesser acid orb </em>(+10 ranged touch, 5d8 damage), <em>magic missile </em>(190 ft, 5 missiles doing 1d4+1 damage), <em>sniper’s shot</em>, <em>true strike</em>; 2—<em>baleful transposition</em> (DC 15 Will), <em>cat’s grace</em>, <em>swift fly</em>, <em>veil of shadows</em>; 3—<em>dispel magic</em>, <em>haste</em>, <em>major image</em>; 4—<em>blast of flame</em> (60 ft cone of fire, 9d6 damage, DC 17 Reflex half), <em>greater invisibility</em>.</p><p></p><p><strong>Impromptu Sneak Attack:</strong> Once per day a Gory-Moon veteran scout can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).</p><p></p><p><strong>Evasion (Ex):</strong> If a Gory-Moon veteran scout makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.</p><p></p><p><strong>Ranged Legerdemain:</strong> A Gory-Moon veteran scout can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and a scout cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. A scout can use ranged legerdemain once per day. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.</p><p></p><p><strong>Trap Sense (Ex):</strong> A Gory-Moon veteran scout has a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.</p><p></p><p><strong>Trapfinding:</strong> A Gory-Moon veteran scout can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.</p><p></p><p><strong>Uncanny Dodge (Ex):</strong> A Gory-Moon veteran scout retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.</p><p></p><p><em>Possessions</em>: <em>+2 leather armor,</em> <em>+2 shortbow</em>, <em>+1 frost arrows</em> (20), <em>cloak of resistance +1</em>, masterwork short sword, 648 gp.</p><p></p><p><em>Physical Description: </em>Pale-skinned, slinking creatures the size of a human child, with long, spindly limbs and large dark eyes.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 2001545, member: 1223"] [b]Gory-Moon Veteran Scouts[/b] The Gory-Moon are a tribe of small, furtive ruck-men skilled in sneaking and sorcery. They are frequently employed as scouts and spies by King Tereus. These veteran scouts have several useful spells from the Miniatures Handbook ([i]lesser acid orb[/i],[i] baleful transposition[/i], [i]veil of shadows[/i], [i]blast of flame[/i]) and the Complete Adventurer ([i]arrow mind[/i], [i]sniper’s shot[/i], [i]swift fly[/i]) ===== [B]Gory-Moon Veteran Scouts (4):[/b] male ruck-men Rogue 4/Sorcerer 6/Arcane Trickster 3; CR 13; Small Humanoid (ruck); HD 4d6+4 plus 6d4+6 plus 3d4+3; hp 47; Init +3; Spd 30 ft; AC 18, touch 14, flat-footed —; BAB +7 Grp +2; Atk +13 ranged (1d4+2 plus 1d6 cold/x3, [i]+2 short bow[/i]) or +8 melee (1d4-1/19–20, masterwork short sword); Full Atk +8/+3 melee (1d4-1/19–20, masterwork short sword) or +11/+6/+11 ranged (1d4+2 plus 1d6 cold/x3, [i]+2 short bow[/i]); SA impromptu sneak attack 1/day, sneak attack +3d6, spells; SQ darkvision 60 ft, evasion, ranged legerdemain 1/day, trap sense +1, trapfinding; AL NE; SV Fort +6, Ref +13, Will +10; Str 9, Dex 16, Con 12, Int 12, Wis 11, Cha 16. [I]Skills[/i]: Balance +10, Concentration +12, Craft (Poison) +6, Decipher Script +8, Disable Device +4, Escape Artist +6, Hide +21, Jump +1, Knowledge (Arcana) +6, Listen +8, Move Silently +17, Search +6, Sleight of Hand +6, Spellcraft +3, Spot +8, Tumble +8, Use Magic Device +8, Use Rope +6. Gory-Moon rucks have a +4 racial bonus on Move Silently and Hide checks. [I]Feats:[/i] Dodge, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run. [I]Spells Known [/i](cast 6/7/7/7/4): 0—[i]acid splash[/i], [i]dancing lights[/i], [i]detect magic[/i], [i]ghost sound[/i], [i]mage hand[/i], [i]open/close[/i], [i]prestidigitation[/i], [i]ray of frost[/i]; 1—[i]arrow mind[/i], [i]lesser acid orb [/i](+10 ranged touch, 5d8 damage), [i]magic missile [/i](190 ft, 5 missiles doing 1d4+1 damage), [i]sniper’s shot[/i], [i]true strike[/i]; 2—[i]baleful transposition[/i] (DC 15 Will), [i]cat’s grace[/i], [i]swift fly[/i], [i]veil of shadows[/i]; 3—[i]dispel magic[/i], [i]haste[/i], [i]major image[/i]; 4—[i]blast of flame[/i] (60 ft cone of fire, 9d6 damage, DC 17 Reflex half), [i]greater invisibility[/i]. [B]Impromptu Sneak Attack:[/b] Once per day a Gory-Moon veteran scout can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). [B]Evasion (Ex):[/b] If a Gory-Moon veteran scout makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. [B]Ranged Legerdemain:[/b] A Gory-Moon veteran scout can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and a scout cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. A scout can use ranged legerdemain once per day. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used. [B]Trap Sense (Ex):[/b] A Gory-Moon veteran scout has a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. [B]Trapfinding:[/b] A Gory-Moon veteran scout can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. [B]Uncanny Dodge (Ex):[/b] A Gory-Moon veteran scout retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. [I]Possessions[/i]: [i]+2 leather armor,[/i] [i]+2 shortbow[/i], [i]+1 frost arrows[/i] (20), [i]cloak of resistance +1[/i], masterwork short sword, 648 gp. [I]Physical Description: [/i]Pale-skinned, slinking creatures the size of a human child, with long, spindly limbs and large dark eyes. [/QUOTE]
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