Combat Gear +1 vicious sneaky armor spikes,
acid flask,
alchemist fire (2),
antitoxin (2),
cold iron, ghost salt crossbow bolts (5),
liquid ice (2),
light crossbow,
impact foam (2),
oil of bless weapon,
oil of unwelcome halo (2),
oil of spirit bane,
oil of magic weapon,
potion of gaseous form (2),
potion of fly,
potion of touch of the sea,
potion of water breathing,
scroll of bears endurance (4 charges),
scroll of freedom of movement,
wand of cure light wounds (9 charges),
wand of cure light wounds (50 charges),
wand of infernal healing (13 charges),
wand of lesser restoration (6 charges),
wand of obscuring mist (49 charges)
wand of keep watch (41 40 charges),
Other Gear +3 buckler,
+3 mithral chain shirt,
backpack (masterwork),
bandoleer,
belt of incredible dexterity +2 (dex)
cloak of resistance +4,
courtier's outfit,
dull grey ioun stone (spell level 4, CL7),
dusty rose prism (cracked) ioun stone (+1 initiative),
magenta prism (cracked) ioun stone (+2 bluff),
grapple hook,
masterwork tool (iron battle mask; +2 bluff to feint),
ring of protection +1,
rope (silk, knotted, break DC 24),
smelling salts,
runeward tattoo (illusion) wayfinder,
N Medium animal
Init +8 ; Senses darkvision 120 ft., low-light vision, scent; Listen +2, Spot +2
Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4 , Ref +5 , Will +2
Offense Speed 40 ft., climb 40 ft.
Melee bite +2 (2d4+1)
Space 5 ft. , Reach 5 ft.
Statistics Str 13 , Dex 15 , Con 12 , Int 2 , Wis 14 , Cha 6
Base Atk +1 ; Grapple +2
Feats Improved Initiative
Skills Balance +10, Climb +22; Racial Modifiers +8 Balance, +8 Climb
Special Abilities Expert Climber (Ex) The unique physiology of gecko feet allow geckos to climb any surface, no matter how slick or sheer. In effect, giant geckos are treated as constantly being under a natural version of the spell spider climb. This ability also provides them with an additional +8 bonus on Climb check, which stacks with their racial bonus.
Tactics (how to bot):
Jack rides into position to use outflank and full attacks.
Full Attack; Two Weapon Feint
[dice=bluff to feint]1d20+18[/dice] DC = 10 + BAB + WIS or 10 + Sense Motive
[dice=fortitude]1d20+15[/dice] +2 vs fear, +1 vs illusions
[dice=reflex]1d20+21[/dice] +2 vs fear, +2 vs traps, +1 vs illusions
[dice=will]1d20+7[/dice] +2 vs fear, +1 vs illusions
Sneak attack riders if he hits: Slow Reactions - Can not take attacks of opportunity for one round. Debilitating Injury
- Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.
- Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Vicious - Jack takes [dice]1d6[/dice] damage on a hit (including non-sneak attacks).