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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2365501" data-attributes="member: 9755"><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 15px"><span style="color: #003300"><strong>Danket</strong></span></span></span></p><p></p><p>Large Fey</p><p>Hit Dice: 8d6 (27 hp)</p><p>Initiative: +4</p><p>Speed: 40 ft. (7 squares), climb 40 ft.</p><p>AC: 19 (+4 dex, -1 size, +6 web armor)</p><p>BAB/Grapple: +4/+13</p><p>Space/Reach: 10 ft./15 ft.</p><p>Attack: Slam +8 melee (1d8+5)</p><p>Full attack: 6 slams +8 melee (1d8+5)</p><p>Special Attacks: Disarming Blow, Florknotta, Improved Grab</p><p>Special Qualities: Low-light vision, Spell-like abilities, Woodland Stride</p><p>Saves: Fort +2, Ref +10, Will +4</p><p>Abilities: Str 21, Dex 18, Con 11, Int 14, Wis 7, Cha 9</p><p>Skills: Balance +15, Climb +20, Craft (weaving) +13, Escape Artist +15, Move Silently +15, Search +13, Sleight of Hand +15, Use Rope +20</p><p>Feats: Deft Hands, Improved Disarm, Skill Focus (Use Rope)</p><p>Environment: Temporate and Warm Forests and Swamps</p><p>Organization: Solitary</p><p>CR: 5</p><p>Alignment: Usually Chaotic Neutral</p><p>Treasure: Standard, double standard weapons</p><p>Advancement: --</p><p>Level Adjustment: --</p><p></p><p>A danket appears as a very tall, lanky being with dark, hairless skin. It appears mostly humanoid except for the six arms radiating from its sides; a set below and above the normals. They have two elbows, each bending in a seperate direction, allowing it perfect maneuverability even behind it. Its four long fingers look to be double-jointed and radiate about its thick palms evenly. They are devoid of nails and instead are covered in flexing cilia. The head is at the end of an extended neck that seems a couple feet too long. The face is hairless with a large nose and thick lips with four slighty protruding incisors. The four large, green eyes are felinoid and spread across its face with eyebrows that arch almost completely around the orbs. From its head grows many braids of intricate and beautiful designs that seem to have a life of their own, undoing and rearranging themselves at will. </p><p></p><p>Tangled thickets, impassable knots of vines, interlocking branches blocking out light from above, many of these obstacles are not naturally occuring, but the handiwork of the danket. Their homes are often the thickest and most tangled of areas, with boughs of trees bound together to bring a continuous twilight. Though not common, they will occassionally lead others into this maze of tangles to amuse themselves. Many small animals make their homes here, protected from larger predators, and dankets take kindly to their presence, and are greatly angered by those who come into the tangles to hunt them. </p><p></p><p>Dankets stand at 14 feet tall and weigh at least 600 lbs. They speak common and fey. </p><p></p><p><strong>Combat:</strong></p><p>Dankets rarely start battles, but if attacked will lead their opponents into their tangles and then try to seal them completely in. If this proves unsuccessful the fey goes in with fists flailing, trying to snatch the weapons away from its attackers and hurl them away as it lands powerful blows. If it is greatly outnumbered or losing badly it will flee through its tangles or climb quickly to safety. </p><p></p><p><strong>Disarming Blow (Ex):</strong></p><p>A danket can try to disarm its opponents as many times as it has arms, even if fighting, but gives up a slam attack for each hand that makes a disarm attempt. </p><p></p><p><strong>Florknotta (Ex):</strong></p><p>As a full round action a danket can weave and tangle up to 15 feet of surrounding vegetation into an almost impenetrable barrier in any direction, even straight up. To pass through the blockage requires an escape artist check against the craft (weaving) check of the danket or damage dealt by a slashing or piercing weapon. Slashing weapons do ½ damage, blunt weapons do no damage and piercing weapons do ¼ damage. The tangle has a Hardness of 15 and 25 Hit Points.</p><p>A danket can move through its own tangles as a move action, knowing exactly how to bypass its own weavings. These obstructions are considered magical for the purpose of blocking a druid's Woodland Stride ability. </p><p></p><p><strong>Improved Grab (Ex):</strong></p><p>To use this ability a danket must hit with two of its slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it can snatch surrounding vegetation and bind its opponent with its Use Rope skill. It will then leave the being to free itself or eventually succumb. </p><p></p><p><strong>Spell-like Abilities:</strong></p><p>At will/mage hand; 3/day - Entangle. Caster level 12. Save DCs are intelligence based. </p><p></p><p><strong>Web Armor (Ex):</strong></p><p>Dankets reguard their attire as their greatest masterpiece, having woven a full-body garment completely out of spider webbing. This grants them damage reduction 10/fire, law, and magic, and immunity to piercing. </p><p></p><p><strong>Woodland Stride (Ex):</strong></p><p>A danket may move through any sort of undergrowth as if using the Woodland Stride ability. </p><p></p><p><strong>Skills:</strong></p><p>Dankets have a +4 bonus on climb checks and can always choose to take 10 on climb checks even if rushed or threatened.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2365501, member: 9755"] [FONT=Book Antiqua][SIZE=4][color=#003300][b]Danket[/b][/color][/SIZE][/FONT] Large Fey Hit Dice: 8d6 (27 hp) Initiative: +4 Speed: 40 ft. (7 squares), climb 40 ft. AC: 19 (+4 dex, -1 size, +6 web armor) BAB/Grapple: +4/+13 Space/Reach: 10 ft./15 ft. Attack: Slam +8 melee (1d8+5) Full attack: 6 slams +8 melee (1d8+5) Special Attacks: Disarming Blow, Florknotta, Improved Grab Special Qualities: Low-light vision, Spell-like abilities, Woodland Stride Saves: Fort +2, Ref +10, Will +4 Abilities: Str 21, Dex 18, Con 11, Int 14, Wis 7, Cha 9 Skills: Balance +15, Climb +20, Craft (weaving) +13, Escape Artist +15, Move Silently +15, Search +13, Sleight of Hand +15, Use Rope +20 Feats: Deft Hands, Improved Disarm, Skill Focus (Use Rope) Environment: Temporate and Warm Forests and Swamps Organization: Solitary CR: 5 Alignment: Usually Chaotic Neutral Treasure: Standard, double standard weapons Advancement: -- Level Adjustment: -- A danket appears as a very tall, lanky being with dark, hairless skin. It appears mostly humanoid except for the six arms radiating from its sides; a set below and above the normals. They have two elbows, each bending in a seperate direction, allowing it perfect maneuverability even behind it. Its four long fingers look to be double-jointed and radiate about its thick palms evenly. They are devoid of nails and instead are covered in flexing cilia. The head is at the end of an extended neck that seems a couple feet too long. The face is hairless with a large nose and thick lips with four slighty protruding incisors. The four large, green eyes are felinoid and spread across its face with eyebrows that arch almost completely around the orbs. From its head grows many braids of intricate and beautiful designs that seem to have a life of their own, undoing and rearranging themselves at will. Tangled thickets, impassable knots of vines, interlocking branches blocking out light from above, many of these obstacles are not naturally occuring, but the handiwork of the danket. Their homes are often the thickest and most tangled of areas, with boughs of trees bound together to bring a continuous twilight. Though not common, they will occassionally lead others into this maze of tangles to amuse themselves. Many small animals make their homes here, protected from larger predators, and dankets take kindly to their presence, and are greatly angered by those who come into the tangles to hunt them. Dankets stand at 14 feet tall and weigh at least 600 lbs. They speak common and fey. [b]Combat:[/b] Dankets rarely start battles, but if attacked will lead their opponents into their tangles and then try to seal them completely in. If this proves unsuccessful the fey goes in with fists flailing, trying to snatch the weapons away from its attackers and hurl them away as it lands powerful blows. If it is greatly outnumbered or losing badly it will flee through its tangles or climb quickly to safety. [b]Disarming Blow (Ex):[/b] A danket can try to disarm its opponents as many times as it has arms, even if fighting, but gives up a slam attack for each hand that makes a disarm attempt. [b]Florknotta (Ex):[/b] As a full round action a danket can weave and tangle up to 15 feet of surrounding vegetation into an almost impenetrable barrier in any direction, even straight up. To pass through the blockage requires an escape artist check against the craft (weaving) check of the danket or damage dealt by a slashing or piercing weapon. Slashing weapons do ½ damage, blunt weapons do no damage and piercing weapons do ¼ damage. The tangle has a Hardness of 15 and 25 Hit Points. A danket can move through its own tangles as a move action, knowing exactly how to bypass its own weavings. These obstructions are considered magical for the purpose of blocking a druid's Woodland Stride ability. [b]Improved Grab (Ex):[/b] To use this ability a danket must hit with two of its slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check it can snatch surrounding vegetation and bind its opponent with its Use Rope skill. It will then leave the being to free itself or eventually succumb. [b]Spell-like Abilities:[/b] At will/mage hand; 3/day - Entangle. Caster level 12. Save DCs are intelligence based. [b]Web Armor (Ex):[/b] Dankets reguard their attire as their greatest masterpiece, having woven a full-body garment completely out of spider webbing. This grants them damage reduction 10/fire, law, and magic, and immunity to piercing. [b]Woodland Stride (Ex):[/b] A danket may move through any sort of undergrowth as if using the Woodland Stride ability. [b]Skills:[/b] Dankets have a +4 bonus on climb checks and can always choose to take 10 on climb checks even if rushed or threatened. [/QUOTE]
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