Species | Reptilian |
Subspecies | Kobold |
Size | Small |
Type | Humanoid (Reptilian) |
Hit Dice | 3d6 (10hp) |
Speed | 30 ft. |
Abilities | str 7, dex 15, con10, int 10, wis 7, cha 6 |
Special Qualities | Darkvision 60ft. Light sensitivity |
Environment | Temperate forests |
Organization | gang (4 - 9), warband (10 - 24 plus 2 - 4 dire weasels), Band (10-100 plus 100% noncombatants plus 1 3rd level sergeant per 20 adults and 1 leader 4th-6th), Tribe (40-400 plus 100% Noncombat 1 3rd per 20 adults, 1 or 2 4th or 5th level, 1 leader 6th - 8th level, 5 - 8 dire weasels) |
Treasure | Standard |
Alignment | Usually lawful evil |
Advancement | by character class |
Level Adjustment | +0 |
Skills |
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Appraise 1d20+1 , Balance 1d20+3 , Bluff 1d20-1 , Climb 1d20-1 , Craft(Weaponsmithing) 1d20+1 , Craft(Trapmaking) 1d20+2 , Decipher Script 1d20+1 , Diplomacy 1d20-1 , Disable Device 1d20+1 , Disguise 1d20-1 , Escape Artist 1d20+3 , Forgery 1d20+1 , Gather Information 1d20-1 , Hide 1d20+3 , Intimidate 1d20-1 , Jump 1d20-1 , Knowledge(Local) 1d20+1 , Listen 1d20-1 , Move Silently 1d20+3 , Open Lock 1d20+3 , Perform(String instruments) 1d20-1 , Profession 1d20+1 , Search 1d20+3 , Sense Motive 1d20-1 , Sleight of Hand 1d20+3 |
Feats |
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Benefit
You get a +2 bonus on all Listen checks and Spot checks.
Special
The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.
Description
You are adept at dodging blows.
Prerequisite
Dex 13
Benefit
During your action, you designate an opponent and receive a +1 dodge bonus to Armor class against attacks from that opponent. You can select a new opponent on any action.
a condition that makes you loose you Dexterity bonus to Armor Class (if any) also makes you loose your dodge bonuses. Dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other unlike most other types of bonuses Special
A fighter may select Dodge as one of his fighter bonus feats (PH 38)
Description
You can respond quickly and repeatedly to opponents who let their defenses down.
Normal
A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Benefit
When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make three attacks of opportunity in 1 round-- the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character's threatened squares, he can make one attack of opportunity each against three of the four. You can still only make one attack of opportunity per opportunity.
With this feat, you may also make attacks of opportunity while flat-footed. Special
The Combat Reflexes feat does not allow a rogue to use their opportunist ability more than once per round.
A fighter may select Combat Reflexes as one of their fighter bonus feats. A monk may select Combat Reflexes as a bonus feat at 2nd level. |
Combat | |
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Initiative | 1d20+2 |
Armor Class (AC) | 14, Touch 13, Flatfooted 12 |
Base Attack | +2/ -4 Grapple |
Attack | Spear 1d20+1 melee 1d6-2 X3, Sling 1d20+5 ranged 1d3 |
Full Attack | Spear 1d20+1 melee 1d6-2 X3, Sling 1d20+5 ranged 1d3 |
Space/Reach | 5ft/5ft |
Special Attacks | -- |
Saves | Fort 1d20+1 , Ref 1d20+5 , Will 1d20-1 |
Description |
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Sneak Attack(Ex): +((HD+1)/2)d6 damage while sneak attacking. If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. 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. |