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<blockquote data-quote="RogueJK" data-source="post: 160520" data-attributes="member: 170"><p><strong>Re: I'm not sure if this is what you are asking for, but...</strong></p><p></p><p></p><p></p><p>I'm quite sure that the Doppleganger has a much higher ECL that merely +3. And as Lady Starhawk said, the DM isn't worrying about ECLs. </p><p></p><p></p><p>Lady Starhawk - Perhaps we would be able to help you more if you provided us with some more specific information on the type of character that you would like to play. Is this Rogue an assassin? A sniper? A detective? A thief? A spy? A ninja? A swashbuckler? The Rogue class is incredibly flexible, so you could design the character however you like. Once you decide on a concept, I'll be happy to provide some more detailed, character-specific help. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As far as figuring out the Doppleganger's abilites, you'll probably want to take a look at this website. It has some great advice on designing and playing monster characters. <a href="http://www.webspawner.com/users/soldarin/index.html" target="_blank">http://www.webspawner.com/users/soldarin/index.html</a></p><p></p><p>I'll assume that you are planning on playing a regular Doppleganger, and not a Greater Doppleganger. The Doppleganger's racial abilites are as follows:</p><p></p><p>4d8 starting Hit Points (roll as these as normal and add your Con mod to each roll, just like rolling 4 levels of hit points at once)</p><p>+2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis, +2 Cha</p><p>Speed: 30 feet</p><p>+3 starting BAB.</p><p>+4 Natural Armor.</p><p>Immune to sleep and charm effect.</p><p>+4 racial bonus to Bluff and Disguise checks. *When using the alter self ability, the doppleganger receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.</p><p>+4 starting saving throw bonus for Fort., Will, and Ref. saves</p><p>2 free feats.</p><p>2 slam attacks which do 1d6 damage each. (These are natural attacks, like a tiger's claws.)</p><p>[2 x Intelligence score <em>(score, not modifier)</em>]+3 starting Skill Points, which you can use to purchase skill ranks. For these skill points only, Bluff, Disguise, Listen, Sense Motive, and Spot are considered class skills. All other skills are cross-class with regards to these skill points. Your max rank for these skill points is 7.</p><p></p><p>Detect Thoughts (a supernatural ability): A doppleganger can continuously detect thoughts as the spell cast by an 18th level sorcerer (save DC 13). It can supress or resume this ability as a free action.</p><p>Alter Self (a supernatural ability): A doppleganger can assume the shape of any Small or Medium-sized humanoid. this works like the spell alter self as cast by an 18th level sorcerer, but the doppleganger can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.</p><p></p><p>These racial abilities are figured in just like an Elf or Human's racial abilities. Then, you can start adding class levels. For 1 level of rogue, these would be 1d6+Con mod Hit Points, +0 BAB, +2 Reflex Save, +1d6 Sneak Attack, and 8+Int mod skill points. (Since you have "monster levels" these Skill Points aren't multiplied by 4.) </p><p></p><p>If you have any questions about this, feel free to ask, or visit the above website.</p><p></p><p>A Doppleganger Rogue1 would look like this:</p><p>BAB: +3 (+3 racial +0 class)</p><p>HPs: 4d8+1d6 + [5 x Con mod]</p><p>Fortitude Saving Throw: +4 (+Con mod)</p><p>Reflex Saving Throw: +6 (+Dex mod)</p><p>Will Saving Throw: +4 (+Wis mod)</p><p>3 feats</p><p>Skill Points: [2 x Int Score]+3 (selected from racial list) + 8+Int mod (selected from Rogue list)</p><p>Plus all other racial and class abilites.</p><p></p><p>Hope this helps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="RogueJK, post: 160520, member: 170"] [b]Re: I'm not sure if this is what you are asking for, but...[/b] I'm quite sure that the Doppleganger has a much higher ECL that merely +3. And as Lady Starhawk said, the DM isn't worrying about ECLs. Lady Starhawk - Perhaps we would be able to help you more if you provided us with some more specific information on the type of character that you would like to play. Is this Rogue an assassin? A sniper? A detective? A thief? A spy? A ninja? A swashbuckler? The Rogue class is incredibly flexible, so you could design the character however you like. Once you decide on a concept, I'll be happy to provide some more detailed, character-specific help. :) As far as figuring out the Doppleganger's abilites, you'll probably want to take a look at this website. It has some great advice on designing and playing monster characters. [url]http://www.webspawner.com/users/soldarin/index.html[/url] I'll assume that you are planning on playing a regular Doppleganger, and not a Greater Doppleganger. The Doppleganger's racial abilites are as follows: 4d8 starting Hit Points (roll as these as normal and add your Con mod to each roll, just like rolling 4 levels of hit points at once) +2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis, +2 Cha Speed: 30 feet +3 starting BAB. +4 Natural Armor. Immune to sleep and charm effect. +4 racial bonus to Bluff and Disguise checks. *When using the alter self ability, the doppleganger receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks. +4 starting saving throw bonus for Fort., Will, and Ref. saves 2 free feats. 2 slam attacks which do 1d6 damage each. (These are natural attacks, like a tiger's claws.) [2 x Intelligence score [i](score, not modifier)[/i]]+3 starting Skill Points, which you can use to purchase skill ranks. For these skill points only, Bluff, Disguise, Listen, Sense Motive, and Spot are considered class skills. All other skills are cross-class with regards to these skill points. Your max rank for these skill points is 7. Detect Thoughts (a supernatural ability): A doppleganger can continuously detect thoughts as the spell cast by an 18th level sorcerer (save DC 13). It can supress or resume this ability as a free action. Alter Self (a supernatural ability): A doppleganger can assume the shape of any Small or Medium-sized humanoid. this works like the spell alter self as cast by an 18th level sorcerer, but the doppleganger can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action. These racial abilities are figured in just like an Elf or Human's racial abilities. Then, you can start adding class levels. For 1 level of rogue, these would be 1d6+Con mod Hit Points, +0 BAB, +2 Reflex Save, +1d6 Sneak Attack, and 8+Int mod skill points. (Since you have "monster levels" these Skill Points aren't multiplied by 4.) If you have any questions about this, feel free to ask, or visit the above website. A Doppleganger Rogue1 would look like this: BAB: +3 (+3 racial +0 class) HPs: 4d8+1d6 + [5 x Con mod] Fortitude Saving Throw: +4 (+Con mod) Reflex Saving Throw: +6 (+Dex mod) Will Saving Throw: +4 (+Wis mod) 3 feats Skill Points: [2 x Int Score]+3 (selected from racial list) + 8+Int mod (selected from Rogue list) Plus all other racial and class abilites. Hope this helps ;) [/QUOTE]
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