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<blockquote data-quote="killjoy68102" data-source="post: 2909802" data-attributes="member: 23486"><p>A player of mine is a but of a rules lawyer meets power gamer... he plays a Scout weilding a greatspear and like man scouts he looks for new and uninventive ways to move his required 10ft to pick up his skirmish, of course since he has a reech weapon he usually ends up never having to use tumble to escape AoO, plus he usually ends up whiping up on my NPCs (I am not a rules lawyer or a power gamer)</p><p></p><p>so I tried to come up with an obsticle... here he is...</p><p></p><p>Ba'albaki, Male Hobgoblin Bbn1/Rgr5: CR 6; Medium Humanoid ; HD 1d12+2(Barbarian) , 5d8+10(Ranger) ; hp 48; Init +5; Spd 40; AC:18 (Flatfooted:13 Touch:15); Atk +8/3 base melee, +11/6 base ranged; +8/3/+1 (1d6+2, Cutlass, Masterwork; 1d6+2+1d6, +1 Whip-dagger); SQ: Darkvision (Ex): 60 ft.; AL NE; SV Fort +8, Ref +9, Will +2; STR 15, DEX 20, CON 15, INT 16, WIS 12, CHA 11.</p><p>Skills: Climb +11, Escape Artist +11, Gather Information +3, Jump +15, Knowledge (Geography) +4, Listen +7, Move Silently +9, Profession (Sailor) +10, Search +7, Spot +10, Survival +6, Swim +11. </p><p></p><p>Feats: Armor Proficiency: light, Armor Proficiency: medium, Combat Reflexes, Deft Opportunist, Endurance, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Finesse.</p><p>Spells Known (Rgr --/1): 1st -- Accelerated Movement, Alarm, Animal Messenger, Animal Trance, Arrow Mind, Bloodhound, Branch to Branch, Calm Animals, Camouflage, Charm Animal, Conjure Ice Beast I, Crunchy Snow, Dawn, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Ease of Breath, Easy Trail, Embrace the Wild, Endure Elements, Entangle, Exacting Shot, Guided Shot, Hawkeye, Healing Lorecall, Hide from Animals, Ice Skate, Instant Search, Jump, Kuo-Toa Skin, Longstrider, Low-light Vision, Magic Fang, Naturewatch, Pass without Trace, Quickswim, Read Magic, Resist Energy, Sniper`s Shot, Snowsight, Speak with Animals, Summon Nature`s Ally I, Tern`s Persistence, Traveler`s Mount, Urchin`s Spines, Vine Strike, Webfoot, Wings of the Sea.</p><p>Spells Prepared (Rgr --/1): 1st - Summon Nature`s Ally I.</p><p>Possessions: </p><p>Weapons: Cutlass, Masterwork (330 gp); +1 Whip-dagger: Corrosive (8,325 gp).</p><p>Armor: Sharkskin, Masterwork (235 gp).</p><p>Goods: Coin: gp (140) (140 gp).</p><p>Raven, Male Animal, Raven : CR 1/6; Tiny Animal ; HD 1/4d8 ( Animal) ; hp 2; Init + 2; Spd 10, Fly, Average 40; AC 14; Atk -3 base melee, + 4 base ranged; +4 ( 1d2-5, Claw ); SQ: Low-light Vision (Ex); AL N; SV Fort + 2, Ref + 4, Will + 2; STR 1, DEX 15, CON 10, INT 2, WIS 14, CHA 6.</p><p>Skills: Hide +10, Listen +3, Spot +5. </p><p>Feats: Weapon Finesse.</p></blockquote><p></p>
[QUOTE="killjoy68102, post: 2909802, member: 23486"] A player of mine is a but of a rules lawyer meets power gamer... he plays a Scout weilding a greatspear and like man scouts he looks for new and uninventive ways to move his required 10ft to pick up his skirmish, of course since he has a reech weapon he usually ends up never having to use tumble to escape AoO, plus he usually ends up whiping up on my NPCs (I am not a rules lawyer or a power gamer) so I tried to come up with an obsticle... here he is... Ba'albaki, Male Hobgoblin Bbn1/Rgr5: CR 6; Medium Humanoid ; HD 1d12+2(Barbarian) , 5d8+10(Ranger) ; hp 48; Init +5; Spd 40; AC:18 (Flatfooted:13 Touch:15); Atk +8/3 base melee, +11/6 base ranged; +8/3/+1 (1d6+2, Cutlass, Masterwork; 1d6+2+1d6, +1 Whip-dagger); SQ: Darkvision (Ex): 60 ft.; AL NE; SV Fort +8, Ref +9, Will +2; STR 15, DEX 20, CON 15, INT 16, WIS 12, CHA 11. Skills: Climb +11, Escape Artist +11, Gather Information +3, Jump +15, Knowledge (Geography) +4, Listen +7, Move Silently +9, Profession (Sailor) +10, Search +7, Spot +10, Survival +6, Swim +11. Feats: Armor Proficiency: light, Armor Proficiency: medium, Combat Reflexes, Deft Opportunist, Endurance, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Finesse. Spells Known (Rgr --/1): 1st -- Accelerated Movement, Alarm, Animal Messenger, Animal Trance, Arrow Mind, Bloodhound, Branch to Branch, Calm Animals, Camouflage, Charm Animal, Conjure Ice Beast I, Crunchy Snow, Dawn, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Ease of Breath, Easy Trail, Embrace the Wild, Endure Elements, Entangle, Exacting Shot, Guided Shot, Hawkeye, Healing Lorecall, Hide from Animals, Ice Skate, Instant Search, Jump, Kuo-Toa Skin, Longstrider, Low-light Vision, Magic Fang, Naturewatch, Pass without Trace, Quickswim, Read Magic, Resist Energy, Sniper`s Shot, Snowsight, Speak with Animals, Summon Nature`s Ally I, Tern`s Persistence, Traveler`s Mount, Urchin`s Spines, Vine Strike, Webfoot, Wings of the Sea. Spells Prepared (Rgr --/1): 1st - Summon Nature`s Ally I. Possessions: Weapons: Cutlass, Masterwork (330 gp); +1 Whip-dagger: Corrosive (8,325 gp). Armor: Sharkskin, Masterwork (235 gp). Goods: Coin: gp (140) (140 gp). Raven, Male Animal, Raven : CR 1/6; Tiny Animal ; HD 1/4d8 ( Animal) ; hp 2; Init + 2; Spd 10, Fly, Average 40; AC 14; Atk -3 base melee, + 4 base ranged; +4 ( 1d2-5, Claw ); SQ: Low-light Vision (Ex); AL N; SV Fort + 2, Ref + 4, Will + 2; STR 1, DEX 15, CON 10, INT 2, WIS 14, CHA 6. Skills: Hide +10, Listen +3, Spot +5. Feats: Weapon Finesse. [/QUOTE]
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