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<blockquote data-quote="Kobold Avenger" data-source="post: 8189952" data-attributes="member: 779"><p>Rewriting the other abilities</p><p><u>Fiendish Hide</u> - You have a tough hide, one that might be scaly or covered in spikes or small ridges. Your AC is 13 + your dexterity modifier, which you may use instead of the AC of the armor you're wearing should it be lower. You still gain the benefit of a shield with this trait. This replaces Fiendish Resistance.</p><p></p><p><u>Natural Weapons</u> - You have one of the following natural attacks which you can use in place of an unarmed attack. This ability replaces Fiendish Legacy.</p><p>Claws: 1d4 slashing damage using either your strength or dexterity bonus for attack and damage. If you damage your target with your claws, it is poisoned until the next round. </p><p>Stinger: You have a tail or other such appendage with a stinger, that does 1d4 piercing damage using either your strength or dexterity bonus for attack. If you damage your target with your stringer, it is poisoned until the next round. </p><p>Horns: 1d6 piercing using your strength bonus for attack and damage. If you hit your target you can move it 5 feet away from you.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 8189952, member: 779"] Rewriting the other abilities [U]Fiendish Hide[/U] - You have a tough hide, one that might be scaly or covered in spikes or small ridges. Your AC is 13 + your dexterity modifier, which you may use instead of the AC of the armor you're wearing should it be lower. You still gain the benefit of a shield with this trait. This replaces Fiendish Resistance. [U]Natural Weapons[/U] - You have one of the following natural attacks which you can use in place of an unarmed attack. This ability replaces Fiendish Legacy. Claws: 1d4 slashing damage using either your strength or dexterity bonus for attack and damage. If you damage your target with your claws, it is poisoned until the next round. Stinger: You have a tail or other such appendage with a stinger, that does 1d4 piercing damage using either your strength or dexterity bonus for attack. If you damage your target with your stringer, it is poisoned until the next round. Horns: 1d6 piercing using your strength bonus for attack and damage. If you hit your target you can move it 5 feet away from you. [/QUOTE]
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