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<blockquote data-quote="dwayne" data-source="post: 1993566" data-attributes="member: 25437"><p><strong>My favorite little critter</strong></p><p></p><p>KERCPA</p><p></p><p>Tiny Monstrous Humanoid (Tiny)</p><p>Hit Dice: 1d8 (4 hp)</p><p>Initiative: +5 (+5 Dex)</p><p>Speed: 20 ft, Climb 40ft.</p><p>AC: 19 (+5 Dex, +2 size, +2 mw leather)</p><p>Attacks: kercpa longsword -5 melee, kercpa longbow +7 ranged</p><p>Damage: kercpa longsword 1d4-2, kercpa longbow 1d4</p><p>Face/Reach: 2½ ft by 2½ ft/0 ft</p><p>Special Qualities: Frenzy Attack.</p><p>Special Qualities: Dodge Missiles,*+10 to Climb & Jump Checks in natural terrain,Alertness,keen senses</p><p>Saves: Fort +0, Ref +7, Will +3</p><p>Abilities: Str 6, Dex 20, Con 10, Int 14, Wis 12, Cha 10</p><p>Skills: Balance+5,*Climb-3,Hide+5,*Jump-3,Listen+4,Spot+4,Tumble+5,Servival+6</p><p>Feats: Point Blank Shot, Rapid Shot.</p><p>Favored Class:Archer</p><p>Climate/Terrain: Temperate/Forest</p><p>Challenge Rating: 1/15</p><p>Treasure: None</p><p>Alignment: Usually neutral to chaotic good</p><p>Dodge Missiles: As per Deflect Arrows but moving out of way not Deflecting.Kercpa are able to dodge a number of missiles per round (equal to there Dexterity modifier) if attacked with a ranged weapon, you may make a reflex save against a DC of 20(increased by magical bonus of weapon). If you succeed, you dodge the attck; you must be aware of the attack and not flat-footed. Attempting to dodge does not count as an action. Exceptional ranged weapons, such as boulders by giants or Melf's acid arrows, can't be dodged.</p><p>Frenzy Attack: When using a Kercpa bow a Kercpa is able to make two additional attacks at a -5 and -10, Rapped shot will reduce the first to -2 but the other is still at -10, until the Kercpa are able to gain the right number of attacks (Example a 12th level fighter has 3 attacks which would remove all penalties).</p><p></p><p>And here is a NPC</p><p></p><p>Name: Farris"Twich" Oakhart Race:Kercpa Class:Archer</p><p></p><p>Tiny Monstrous Humanoid (Tiny)</p><p>Hit Dice: 2d8 (19 hp)</p><p>Initiative: +8 (+8 Dex)</p><p>Speed: 20 ft, Climb 40ft.</p><p>AC: 22 (+8 Dex, +2 size, +2 mw leather)</p><p>Attacks: kercpa longsword +3 melee, kercpa longbow (with rapid shot +10/+10/+10 ranged)(no rapid shot +12/+12/+2)</p><p>Damage: kercpa longsword 1d4, kercpa longbow 1d4 (crit 19-20/x2)</p><p>Face/Reach: 2½ ft by 2½ ft/0 ft</p><p>Special Qualities: Frenzy Attack.</p><p>Special Qualities: Dodge Missiles,*+10 to Climb & Jump Checks in natural terrain,Alertness,keen senses</p><p>Saves: Fort +3, Ref +8, Will +7</p><p>Abilities: Str 11, Dex 27, Con 16, Int 20, Wis 18, Cha 15</p><p>Skills: Balance+8,*Climb+5,Craft (Bower/Flicher)+10,Hide+8,Intimidate+7,*Jump+5,Listen+6,Spot+9,Swim+2,Tumble+8,Wilderness Lore+6</p><p>Feats: Point Blank Shot, Rapid Shot.</p><p>Favored Class: Archer</p><p>Class Abilities: Primary weapon +2,Extra shot, Class Skills.</p><p>Alignment: Neutral Good</p><p>Gear: Masterwork Leather armor, Masterwork KercpaBow, Kercpa sword, 5 potions of cure light wounds,2 potions of hide,20 masterwork arrows. OTHER WEALTH: 40pp, 582gp, 5sp, 59cp, 3 Gems [20gp Star Rose Quartz; 40gp Rose Quartz; 70gp Onyx;]</p><p>Dodge Missiles: As per Deflect Arrows but moving out of way not Deflecting.Kercpa are able to dodge a number of missiles per round (equal to there Dexterity modifier) if attacked with a ranged weapon, you may make a reflex save against a DC of 20(increased by magical bonus of weapon). If you succeed, you dodge the attck; you must be aware of the attack and not flat-footed. Attempting to dodge does not count as an action. Exceptional ranged weapons, such as boulders by giants or Melf's acid arrows, can't be dodged.</p><p>Frenzy Attack: When using a Kercpa bow a Kercpa is able to make two additional attacks at a -5 and -10, Rapped shot will reduce the first to -2 but the other is still at -10, until the Kercpa are able to gain the right number of attacks (Example a 12th level fighter has 3 attacks which would remove all penalties or a second level archer) You must use the full attack action (see page 124) to use this ability.</p><p>Primary Weapon: Kercpa bow at first level +2 to all attacks not damage. This increases by one every five levels: 5th/+3, 10th/+4, 15th/+5, and 20th/+6. This can be stacked with the weapon focus feat.</p><p>Extra Shot: At 2nd level the archer can make one additional attack equal to his base attack bonus and all applicable modifiers. The Rapid Shot feat stacks with this ability.</p><p>Point Blank Shot: +1 to attack and damage rolls made against targets within 30 feet.</p><p>Rapid Shot: 1 extra attack per round with a ranged weapon. At your highest base attack bonus, But each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action (see page 124) to use this feat.</p><p></p><p>I know its not converted for 3.5 but just had to post it any way will convert it later.</p></blockquote><p></p>
[QUOTE="dwayne, post: 1993566, member: 25437"] [b]My favorite little critter[/b] KERCPA Tiny Monstrous Humanoid (Tiny) Hit Dice: 1d8 (4 hp) Initiative: +5 (+5 Dex) Speed: 20 ft, Climb 40ft. AC: 19 (+5 Dex, +2 size, +2 mw leather) Attacks: kercpa longsword -5 melee, kercpa longbow +7 ranged Damage: kercpa longsword 1d4-2, kercpa longbow 1d4 Face/Reach: 2½ ft by 2½ ft/0 ft Special Qualities: Frenzy Attack. Special Qualities: Dodge Missiles,*+10 to Climb & Jump Checks in natural terrain,Alertness,keen senses Saves: Fort +0, Ref +7, Will +3 Abilities: Str 6, Dex 20, Con 10, Int 14, Wis 12, Cha 10 Skills: Balance+5,*Climb-3,Hide+5,*Jump-3,Listen+4,Spot+4,Tumble+5,Servival+6 Feats: Point Blank Shot, Rapid Shot. Favored Class:Archer Climate/Terrain: Temperate/Forest Challenge Rating: 1/15 Treasure: None Alignment: Usually neutral to chaotic good Dodge Missiles: As per Deflect Arrows but moving out of way not Deflecting.Kercpa are able to dodge a number of missiles per round (equal to there Dexterity modifier) if attacked with a ranged weapon, you may make a reflex save against a DC of 20(increased by magical bonus of weapon). If you succeed, you dodge the attck; you must be aware of the attack and not flat-footed. Attempting to dodge does not count as an action. Exceptional ranged weapons, such as boulders by giants or Melf's acid arrows, can't be dodged. Frenzy Attack: When using a Kercpa bow a Kercpa is able to make two additional attacks at a -5 and -10, Rapped shot will reduce the first to -2 but the other is still at -10, until the Kercpa are able to gain the right number of attacks (Example a 12th level fighter has 3 attacks which would remove all penalties). And here is a NPC Name: Farris"Twich" Oakhart Race:Kercpa Class:Archer Tiny Monstrous Humanoid (Tiny) Hit Dice: 2d8 (19 hp) Initiative: +8 (+8 Dex) Speed: 20 ft, Climb 40ft. AC: 22 (+8 Dex, +2 size, +2 mw leather) Attacks: kercpa longsword +3 melee, kercpa longbow (with rapid shot +10/+10/+10 ranged)(no rapid shot +12/+12/+2) Damage: kercpa longsword 1d4, kercpa longbow 1d4 (crit 19-20/x2) Face/Reach: 2½ ft by 2½ ft/0 ft Special Qualities: Frenzy Attack. Special Qualities: Dodge Missiles,*+10 to Climb & Jump Checks in natural terrain,Alertness,keen senses Saves: Fort +3, Ref +8, Will +7 Abilities: Str 11, Dex 27, Con 16, Int 20, Wis 18, Cha 15 Skills: Balance+8,*Climb+5,Craft (Bower/Flicher)+10,Hide+8,Intimidate+7,*Jump+5,Listen+6,Spot+9,Swim+2,Tumble+8,Wilderness Lore+6 Feats: Point Blank Shot, Rapid Shot. Favored Class: Archer Class Abilities: Primary weapon +2,Extra shot, Class Skills. Alignment: Neutral Good Gear: Masterwork Leather armor, Masterwork KercpaBow, Kercpa sword, 5 potions of cure light wounds,2 potions of hide,20 masterwork arrows. OTHER WEALTH: 40pp, 582gp, 5sp, 59cp, 3 Gems [20gp Star Rose Quartz; 40gp Rose Quartz; 70gp Onyx;] Dodge Missiles: As per Deflect Arrows but moving out of way not Deflecting.Kercpa are able to dodge a number of missiles per round (equal to there Dexterity modifier) if attacked with a ranged weapon, you may make a reflex save against a DC of 20(increased by magical bonus of weapon). If you succeed, you dodge the attck; you must be aware of the attack and not flat-footed. Attempting to dodge does not count as an action. Exceptional ranged weapons, such as boulders by giants or Melf's acid arrows, can't be dodged. Frenzy Attack: When using a Kercpa bow a Kercpa is able to make two additional attacks at a -5 and -10, Rapped shot will reduce the first to -2 but the other is still at -10, until the Kercpa are able to gain the right number of attacks (Example a 12th level fighter has 3 attacks which would remove all penalties or a second level archer) You must use the full attack action (see page 124) to use this ability. Primary Weapon: Kercpa bow at first level +2 to all attacks not damage. This increases by one every five levels: 5th/+3, 10th/+4, 15th/+5, and 20th/+6. This can be stacked with the weapon focus feat. Extra Shot: At 2nd level the archer can make one additional attack equal to his base attack bonus and all applicable modifiers. The Rapid Shot feat stacks with this ability. Point Blank Shot: +1 to attack and damage rolls made against targets within 30 feet. Rapid Shot: 1 extra attack per round with a ranged weapon. At your highest base attack bonus, But each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action (see page 124) to use this feat. I know its not converted for 3.5 but just had to post it any way will convert it later. [/QUOTE]
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