Navarp
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Dnart V’ganth, Male Skulk Rogue 1: CR 3; Medium humanoid; HD 2d8+6+1d6+3; hp 22; Int +6, Speed 30 feet; AC 16 (+6 Dex), touch 16, flat-footed 10; Base Attack/Grapple +1/+1; Full Attack +8 melee (1d6+3 Masterwork Rapier), or +8 ranged (1d8 light crossbow); SA Sneak Attack +1d6; SQ Innate nondetection, peerless camouflage, trackless path, trap sense; AL LE; SV Fort+3, Ref+11, Will+0; Str 16, Dex 22, Con 17, Int 14,Wis 11, Cha 7
Skills and Feats: Escape Artist+12, Hide+27, Move Silently+20, Open lock+12 Tumble+12; Weapon Finesse, Combat Expertise.
Possessions: Masterwork rapier, Masterwork light crossbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form,50 gps.
Hetor V’ganth, Male Skulk Rogue 1: CR 3; Medium humanoid; HD 2d8+4+1d6+2; hp 19; Int +6, Speed 30 feet; AC 16 (+6 Dex), touch 16, flat-footed 10; Base Attack/Grapple +1/+1; Full Attack +8 melee (1d6+3 Masterwork Rapier), or +8 ranged (1d8+3 composite shortbow); SA Sneak Attack +1d6; SQ Innate nondetection, peerless camouflage, trackless path, trap sense; AL LE; SV Fort+2, Ref+11, Will+2; Str 17, Dex 22, Con 15, Int 11,Wis 14, Cha 11
Skills and Feats: Escape Artist+12, Hide+27, Move Silently+20, Perform (dance)+6, Tumble+12; Weapon Finesse, Combat Reflexes.
Possessions: Masterwork rapier, Masterwork mighty (+3) composite shortbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form,50 gps.
Innate nondetection (Su): Skulks are difficult to detect by divination spells. If a divination is attempted upon a skulk, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 20 + the Skulk’s Class levels (if any).
Peerless Camouflage (Ex): Skulks can move at full speed (and can even run) while hiding, taking no penalties on Hide checks due to movement.
Trackless Path (Ex): The DC of any Survival check to follow the trail of a skulk is increased by 10.
Skills: Skulks have a +8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks. These bonuses apply only to skulks in light or no armor.
Skills and Feats: Escape Artist+12, Hide+27, Move Silently+20, Open lock+12 Tumble+12; Weapon Finesse, Combat Expertise.
Possessions: Masterwork rapier, Masterwork light crossbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form,50 gps.
Hetor V’ganth, Male Skulk Rogue 1: CR 3; Medium humanoid; HD 2d8+4+1d6+2; hp 19; Int +6, Speed 30 feet; AC 16 (+6 Dex), touch 16, flat-footed 10; Base Attack/Grapple +1/+1; Full Attack +8 melee (1d6+3 Masterwork Rapier), or +8 ranged (1d8+3 composite shortbow); SA Sneak Attack +1d6; SQ Innate nondetection, peerless camouflage, trackless path, trap sense; AL LE; SV Fort+2, Ref+11, Will+2; Str 17, Dex 22, Con 15, Int 11,Wis 14, Cha 11
Skills and Feats: Escape Artist+12, Hide+27, Move Silently+20, Perform (dance)+6, Tumble+12; Weapon Finesse, Combat Reflexes.
Possessions: Masterwork rapier, Masterwork mighty (+3) composite shortbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form,50 gps.
Innate nondetection (Su): Skulks are difficult to detect by divination spells. If a divination is attempted upon a skulk, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 20 + the Skulk’s Class levels (if any).
Peerless Camouflage (Ex): Skulks can move at full speed (and can even run) while hiding, taking no penalties on Hide checks due to movement.
Trackless Path (Ex): The DC of any Survival check to follow the trail of a skulk is increased by 10.
Skills: Skulks have a +8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks. These bonuses apply only to skulks in light or no armor.