![]() About Grakl LongtoothUNDER CONSTRUCTION Grakl spent years in the dungeons of Waterdeep, he has hundreds of scars, scars created by the silvered torture tools of the dungeonmaster... Grakl was from the Longtooth clan, a clan of wererat goblins that ran a guild beneath Waterdeep...with the beholders permission, but when they didn't give him the proper cut, the beholder betrayed the clan, and the Waterdeep guards were there with silvered weapons and crossbows, the clan was scattered, very few members survive...perhaps in Skullport, Grakl can reunite with his kin. Grakl isn't what you'd call book-smart, in fact, he can barely read...but he is extremely cunning. He knows the crafts of trapsmithing and poisonmaking. Grakl Longtooth
==STATISTICS==
BAB +3
FEATS
==DEFENSE==
==OFFENSE==
Rogue Talents
Minor Magic (detect magic) Rogue Class Abilities
Skills (8+int=10/level)=50
Lycanthrope Abilities
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Alternate Form (Su)
Disease (Ex)
Rat Empathy (Ex)
Skills
Wererats have a +8 racial bonus on Swim checks from their dire rat form. Feats
Weapons Other Gear 43 gp 9sp
Gear wt: # Armor: (Wt:7.5#)
Weapons: (Wt:3#) Class Abilities Spoiler:
• ROGUE WEAPONS AND ARMOR - All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield. (PFB 38). • SNEAK ATTACK - Deal +1d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by the rogue. Ranged attacks must be within 30 feet to do sneak attack damage. (PFB 38). • TRAPFINDING - The rogue can use the Perception skill to find traps whose DC is over 20. (PFB 38). Racial abilities Spoiler:
* -2 Strength, +2 Dexterity, -2 Charisma.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. * A goblin’s base land speed is 30 feet. * Darkvision out to 60 feet. * +4 racial bonus on Move Silently and Ride checks. * Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. * Favored Class: Rogue. Alternate Form (Su) A wererat can assume a bipedal hybrid form or the form of a dire rat.
Disease (Ex)
Rat Empathy (Ex)
A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Wererats have a +8 racial bonus on Swim checks from their dire rat form.
Wererats gain Weapon Finesse as a bonus feat.
Control Shape (Wis)
Spoiler:
Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape. Check (Involuntary Change)
Involuntary Change Control Shape DC
Retry (Involuntary Change)
Check (Voluntary Change)
Voluntary Change Control Shape DC
A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.
+2Wisdom Dire Rat/Hybrid form.
STR 14 (5) -2goblin
7 –4
Spoiler: gmail
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