Chuttle

Weiblicher Kobold-Alleskönnerin, die einen Narren an Aras gefressen hat

Description:

Chuttle HG 4
Weiblicher Kobold, Schurke 4, XP 6.243
Kleiner Humanoid
Init + 3; Sinne Dunkelsicht 18m; Lauschen + 5, Entdecken + 4
Verteidigung
RK 19, touch 14, falscher Fuß 15 (+ 3 Rüstung, + 1 Schild, + 3 GE, + 1 natürlich, + 1 Größe) plus Dodge!
TP 22 (4 TW; 4W6)
REF + 7, WIL + 2, ZÄH + 2
Offensiv
Geschwindigkeit 6 Felder/9m
Nah Speer + 3 (1W6, 20×3; 4Felder) Stich
Fern Schlinge + 6 (1W3, 20×3; 10 Felder) Wucht
Raum 1,5m; Reichweite 1,5m
Besondere Angriffe Hinterhältiger Angriff + 2W6
Taktik
Während Kampf
Moral
Statistik
ST 10, GE 17 (+ 3), KO 12 (+ 1), IN 12 (+ 1), WE 12 (+ 1), CH 9 (-1)
GAB +3, Ringen -1
Talente Point Blank Shot, Dodge
Fertigkeiten Balance +7, Disable Device +7, Escape Artist +8, Hide +11, Knowledge (local) +3, Move Silently +9, Open Lock +9, Search +8, Sleigh of hand +8, Tumble +8, Use Magic Device +4, Use Rope +5
Sprachen Kobold/Drakonisch, Allgemein
Ausrüstung Studded Leather (MW), Tartsche,
Besondere Eigenschaften
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks.
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue 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 her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Bio:

Chuttle

Adventures in Sasserine headrevolution