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<blockquote data-quote="Filby" data-source="post: 2060921" data-attributes="member: 7497"><p>Meh. I deleted my question on skills and changed the title before I saw your response...</p><p></p><p>Anyway... would this be correct for a kenku?</p><p></p><p>Kenku Racial Traits</p><p>-- Dexterity +4, Constitution +2.</p><p>-- Medium size.</p><p>-- A kenku's base land speed is 20 feet. It also has a fly speed of 50 feet (poor).</p><p>-- Racial Hit Dice: A kenku begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.</p><p>-- Racial Skills: A kenku's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Bluff, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, and Spot.</p><p>-- Racial Feats: A kenku's monstrous humanoid levels give it one feat.</p><p>-- Darkvision out to 60 feet.</p><p>-- Weapon and Armor Proficiency: A kenku is proficient with all simple weapons and with scimitars. It is proficient with light armor and with shields (but not tower shields).</p><p>-- Natural Weapons: 2 claws (1d4), beak (1d6).</p><p>-- Spell resistance 17.</p><p>-- A kenku can communicate via telepathy with any creature within 100 feet.</p><p>-- Sneak Attack (Ex): A kenku can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the kenku is flanking. This stacks with the rogue's sneak attack ability.</p><p>-- Evasion (Ex): If a kenku makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. If helpless, a kenku does not gain the benefit of evasion.</p><p>-- Trapfinding (Ex): A kenku can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A kenku can also use the Disable Device skill to disarm magic traps. A kenku who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with its party) without disarming it.</p><p>-- A kenku receives a +4 racial bonus on Disguise, Hide, Listen, Move Silently, Search, Sleight of Hand checks.</p><p>-- Automatic Languages: Kenku sign language.</p><p>-- Level Adjustment: +4.</p></blockquote><p></p>
[QUOTE="Filby, post: 2060921, member: 7497"] Meh. I deleted my question on skills and changed the title before I saw your response... Anyway... would this be correct for a kenku? Kenku Racial Traits -- Dexterity +4, Constitution +2. -- Medium size. -- A kenku's base land speed is 20 feet. It also has a fly speed of 50 feet (poor). -- Racial Hit Dice: A kenku begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3. -- Racial Skills: A kenku's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Bluff, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, and Spot. -- Racial Feats: A kenku's monstrous humanoid levels give it one feat. -- Darkvision out to 60 feet. -- Weapon and Armor Proficiency: A kenku is proficient with all simple weapons and with scimitars. It is proficient with light armor and with shields (but not tower shields). -- Natural Weapons: 2 claws (1d4), beak (1d6). -- Spell resistance 17. -- A kenku can communicate via telepathy with any creature within 100 feet. -- Sneak Attack (Ex): A kenku can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the kenku is flanking. This stacks with the rogue's sneak attack ability. -- Evasion (Ex): If a kenku makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. If helpless, a kenku does not gain the benefit of evasion. -- Trapfinding (Ex): A kenku can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A kenku can also use the Disable Device skill to disarm magic traps. A kenku who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with its party) without disarming it. -- A kenku receives a +4 racial bonus on Disguise, Hide, Listen, Move Silently, Search, Sleight of Hand checks. -- Automatic Languages: Kenku sign language. -- Level Adjustment: +4. [/QUOTE]
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