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About Vess'SothekLizardfolk Ranger Demonslayer 3
Trained Skills: (6 points/level) (3) Acrobatics: +8
Languages: Draconic, Common
Favored Enemy (Ex): ;;
At 1st level, a ranger selects a creature type from the ranger favored enemies table (Evil Outsiders). He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. At 1st level, a demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. Track (Ex): ;
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): ;
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Combat Style (Ex): ;
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style (Natural Weapon), even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Demonologist (Ex): ;
At 3rd level, a demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon's disguise, and Survival checks while tracking demons. This bonus stacks with any bonuses from favored enemy. Favored Terrain (Ex): ;
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains (Swamp). The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Hunter's Bond (Ex): ;
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3. Spells: ;
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3. A demonslayer adds the following spells to his spell list: 1st—protection from evil; 2nd—align weapon, magic circle against evil; 4th—dimensional anchor, dismissal. Woodland Stride (Ex): ;
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. Swift Tracker (Ex): ;
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Evasion (Ex):
When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. Fiendish Quarry (Ex): ;
At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
At 11th level, when a demonslayer chooses an evil outsider as his quarry, he can the forgo the normal +2 attack bonus and instead treat his weapon as if it were good-aligned versus his quarry. This ability is otherwise identical to quarry and replaces that ability. Camouflage (Ex): ;
A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. Improved Evasion (Ex): ;
At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion. Hide in Plain Sight (Ex): ;
While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed. Improved Fiendish Quarry (Ex): ;
At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
At 19th level, when a demonslayer chooses an evil outsider as his quarry, he can forgo the normal +4 attack bonus and instead treat his weapon as if it had the holy weapon special ability while attacking his quarry. This ability is otherwise identical to improved quarry and replaces that ability. Master Hunter (Ex): ;
A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period. --------------------
+2 Natural Armor
Inventory:
Carrying Capacity: Light (0 - 86 lb.), Medium (87 - 173 lb.), Heavy (174 - 260 lb.)
Current load: 52 lb. 0 PP, 80 GP, 9 SP, 0 CP (~2 lb.) Footwraps of Friendly Terrain (2,400 GP) (1 lb.)
Background:
Bred in the Vast Swamp, the tribesguard named Vess'Sothek was a skillful hunter. While not yet old enough to have the mastery of his seasoned betters, his muscle and mettle proved resilient enough to defend his tribe from the dangers that lurked within the marshy lowlands.
If only his strength of body could move the circumstances that made him what he was. It had been 222 seasons since his Shadowscale tribe had reached-out to Shar for aid. The hunter hadn't been around to see it, but his grandfather, Kor'Thek, lost his life during that time of strife. He lost it protecting his tribe, as did his youngest son, Rhesso'Thek, in later years during one of the ubiquitous skirmishes with the dangerous denizens of the fen. Survived by his elder brother and sister, Vess'Sothek's uncle and aunt, Zran'Korthek and Zree'Thek, the hunter was raised as most of the children were - by the community. He was saddened by the passing of his father, but he was one father of many, and many fathers fell during those years. Vess'Sothek's mother, Sha'Preddok, was the only daughter of her line, and Vess'Sothek her only living child. With the loss of her mate and concern for her line, she sought a replacement. However, her weirding practices made her appear as sub-par stock to seed children. It was not her practice as an herbalist - a reedmaster, the more direct translation went - that was odd, but the ways she went about her work. While most in the tribe called to that work were sometimes shaman or apprentices of druidic rites, Sha'Preddok clawed her findings of plants, patterns of seasons, and poultices' and medicines' directions onto deadwood. Writing was not unknown to the tribe, but the oral tradition was much stronger, and etching was reserved for religious importance. It was as if her work was a religion to her, many saw, her idolizing not even the plants or swamp but rather her own ability. She was seen as a witch. And perhaps she was. Her cures were beyond equal, her perception of ailments before they presented with symptoms uncanny. Yet as much of a blessing as she might have been, the tribe set her apart from itself - far enough so she was not in the midst of the community, but close enough to see in case of emergencies. Isolation was death for the lizardfolk though, and forced isolation a formal shun. By extension, her son received only mixed appreciation and acceptance from his tribe. Though the game he caught was plump and the threats he slew were fierce, he could not fully be trusted by the chiefs and elders with her "influence" still upon him. After all, Vess'Sothek had not shunned his mother, but rather embraced Sha'Preddok's gifts; they healed his wounds after the skirmishes. He was a more successful hunter because of her, and his tribe safer for it. One day, a fell attack came upon them. After the calling of Shar's wicked support hundreds of seasons past, Vess'Sothek's ancestors had notices the demons never left the swamp. They left the Shadowscales to their own area, but they formed a pocket of vile habitat in their own region. Over time, that region spread. Every so often over the years, the demons and Shadowscales would have some sort of argument over territory, resulting in a conflict. No longer allied with Shar, the demons lashed-out from their own will, inflicting considerable causalities. This particular lashing was a decisive loss; the demons overran them, butchering most of the tribe in their suicidal charge. They were more powerful somehow, more persistent... His remaining kin survived, but the mounds and palisades the lizardfolk used for survival and defense were completely destroyed. The gross or so remaining opted to leave their homeland. Human lands preventing resettlement to the East and West, and the demons blocking passage to the North, the tribe skirted the banks of the Dragonmere South, heading West at first. Inevitable conflict from coastal human towns ensued, but the reptiles' superior aquatic ability let them evade skirmished without much issue. That was, until they came across Illipur. The haunted city on the outskirts of Cormyr was a catastrophic discovery for the newly-nomadic tribe. At first welcoming in appearance due the lack of bustling economy, the demonic presence there seemed drawn to them, descending upon the wanderers in their first night. Zree'Thek was severely wounded, And Zran'Kothek lost his mate in the ambush. The elder in possession of the sacred Skull Staff of the tribe's history was spoken to by the demons before he was slain, their foul tongues seeming to question him repeatedly before gouging his eyes out with their claws. As they reached for the artifact, Vess'Sothek's mother grabbed it with otherworldly speed and made for the water with the rest of the survivors. The staff glowed a faint and ominous lavender in her hands. Only a couple in the tribe's remaining few dozen members saw it, but Vess'Sothek was one of them. Once the refugees had begun making their way back up the coast, he noticed she no longer had it. When asked what she did with it, she merely said it went back to the sea, where it belonged. Unfortunately for her, some others heard the response. Jettisoning sacred relics was not done, and there was enough panic in the tribe to manifest as hysteria. They banished her at the next landing, expelling her further north. While Vess'Sothek and his aunt sympathized with her, his uncle did not: Zran'Kothek bought into the mob mentality, hating his sister. While the rest of the tribe moved inland, the remaining three decided to make a connection with one of the human towns in a last-ditch effort to save Zree'Thek's life. Her wounds would not heal, and Sha'Preddok said she needed herbs that would not be found near this land to overcome the affliction. Part of the reason, she told him, was the relic linked the blood of demons to the blood of their particular tribe. Each slain would provide lifeforce for the demons to manipulate; disposing of the staff had been the safest thing she could think of, yet the sapping effect still prevented her sister's recovery. Bargaining in a hostile town would not be easy, but whatever was necessary to save her life would be done. The tribe was everything. Though Vess'Sothek understood his tribe's actions, he vowed to do his best to reconcile the two groups. The first step in doing so was to protect his family. That meant entering town. Bartering with a "monster" would be no easy task, he knew, but he did not expect arrows flying past his head as he made a hasty retreat. I did not charge in ... I did not bare my teeth... While trying to consider a way around the hostility, Vess'Sothek noticed his mother was gone when he returned. His aunt, however, was asleep, bearing a piece of bark in her hand. Odd, to leave her alone... Upon closer inspection, the bark had some of Sha'Preddok's inscriptions on it, but they could not be seen in her hand. One thing was clear after a few moments though: Zree'Thek was not asleep, but dead. Vess'Sothek smelt her for poison, searched her for wounds, and looked for signs of conflict. None were present, but she did not stir to his touch or mourning roar, nor did her chest move. After the brief griefrage had passed and the hunter could see clearly again, he took the inscribed bark from her hand, reading it. Son, The dark magics of the Staff cursed Zree. She would have become a demon. I sent her spirit to the ancestors in peace with her wishes. I who bear her curse now as the darkness was drawn to me in the process. I must leave for your safety. Protect the tribe. There were questions unanswered, and Vess'Sothek was angry and sympathetic simultaneously. But how could he defend the tribe that rejected them? Would they even accept him back, knowing he chose to accompany the shunned woman? No ... he could not help them anymore. Without a tribe to guard, the lizardfolk swam down the coast, trying his luck at the next town. He slew a deer and slung it over his shoulder. Maybe with this gift, they will take me in. If not, they would kill him, but he had little to live for anymore. In fact, the only drive that was left for him was revenge against those that had wronged his tribe, the workers of the dark arts and their demon allies. If the stories were true, the humans knew a good deal about these people. Soon, they would meet their end like the deer. I have failed to protect my tribe, but I can avenge them. Old:
Vess'Sothek is a member of the Kes'slessi tribe: Spoiler:
The Kes'slessi exist as the wardens of the Trollmires. They are often called the spirit of the swamp by the other Lizard Folk tribes. Probably the least numerous tribe they play an important part in the spiritual life of Lizard folk. They keep the balance of the swamp and the tribe’s nature magic’s help to keep the swamp a vibrant place of life. The belief that the trees can heal part of the rift is a commonly held belief in the tribe and it is a great crime to cut down a tree in the Trollmires. The Druids of the other tribes often come to train with the Kes'slessi and some never really return to their tribes. This would have caused conflict between the tribes except for the fact that the Srrr’trak Wordith (Spirit Wardens) are among the most powerful Druids in the region. There are males who are both Tree Wardens and Blood Readers. They are generally smaller males who didn’t fit into the typical hierarchy of the warrior dominated castes but are honored nonetheless. The balance of power is contested regularly within the Lizard folk tribe. The Dssrrr’ik Fratir (Dragon Warriors) control most of the warriors while the Srrr’trak Wordith control most of the magic within the tribe. From one generation to the next one may gain a slight advantage over the other depending on the events that are occurring. Currently the venerable Srrr’trak Wordith female Lssss’ar holds the most sway in the tribe but Grrrik’Sssrey looks for any opportunity to turn the power back in his favor. In the center of the Kes'slessi is the great Horrisssla tree. A great mangled swamp oak that serves as the center of the tribe’s power. The great mounds surround the tree and it is venerated for its magical powers as a grove of natures might. Srrr’trak Wordith (Spirit Wardens)
Dssrrr’ik Fratir (Dragon Warriors)
Background Spoiler:
A fish is to water as Vess'Sothek is to the swamps of his home. Large even for Lizardfolk standards, the thick-scaled reptile was more at ease in the water than on land, and he found the surrounding of nature much preferable to those of people. With the ever-present goal of propagation in the tribe, the adult lizard had served them well, his offspring healthy and his hunts' bounty plentiful. The latter was particularly important in the times since the rift as the world seemed a bit more entropic. However, it was not just the geography which saw pressure. The structure of the Kes'slessi was concerned about its defense from outside threats, and rightfully so. The Dssrrr’ik Fratir had noticed Vess'Sothek's powerful physique, and they suggested he join the drake riders or slayers - multiple times now. The lizard instead strongly preferred to stick to a more natural role, functioning as a simple game hunter; his method of hunting was very primitive indeed, focusing on stalking, chasing, and pouncing more often than a well-aimed arrow, but it got results. Lurking patiently in swamp water, waiting for prey to present itself as vulnerable was a fulfilling afternoon for Vess'Sothek, but the tribe's harassment about his role had begun to wear on him lately. Still revering the environment which made his lifestyle possible, he began to distance himself socially somewhat from the tribe. His offspring, their mother, cooks, and some gatherers were those he interacted with most often now, and the social void left the reptile to think about what else may be in the world beyond the tribe. He'd heard of the rift and occasionally of other civilizations, but he was no expert on either subject. He did have a fondness for the unearthly nature of the Elves, for as weak as they looked, their weirding power preserved them for a very long time - especially so from the standpoint of lifespans like his. Much diminished in population after the world's sundering, Vess'Sothek felt a pang of pity for them ... an uncommon emotion for him. With his roots to the community of the Kes'slessi diminishing, the hunter felt an increasing aptness for placing them somewhere else. His curiosity would determine where... Introductory Exposition: Spoiler:
A mild breeze blew through the air one afternoon. Though birds flew and grass swayed, there was no other movement on the plain – save that of a grazing herbivore. Finishing a spot of vegetation, the creature moved on to another, greener patch. As she began to eat, a blur of green sprang from a nearby tree. One claw sliced the animal's throat as the other found its way into the ribcage, felling her. The now-stationary Lizardfolk held his jaws around the other side of his prey's neck for a slight moment longer before securing the body.
The carcass fastened to his back, Vess'Sothek stood to see a human with a crossbow across the plain. The man smirked, then proceeded to move under the cover of nearby trees. The ranger, Landrith, had encountered Vess'Sothek a few times previous, at first in disbelief the reptile hunted without a bow of sorts. “Surely even you barbarians have the sense to hunt from afar,” he'd said. Once, Landrith had actually seen him in a failed stalk against a fleeing target. The human put a bolt into the quarry's chest, ending its life, shaking his head at the Lizardfolk. “Savages,” he spat, and walked away. Savages. Such arrogance the pinkskins displayed! Vess'Sothek subconsciously straightened his posture in a more human way and made his way back to the tribe. His tribe was fending well for a bunch of savages, he thought. Himself, he'd already produced a large set of offspring, his strength and vitality desirable traits for the future brood. Fed and fertile was good enough for most of his kind, but he did not feel content; the words of the human had instilled a wounded pride in him, and such injuries were not so easily remedied. Their quick minds and magical aptitude were lorded over their kind as a kind of ceiling, a reminder of their simplicity. Rare as they were, the Elves had at least showed the kindness not to belittle the Lizardfolk, even as esoterically brilliant as the nearly-extinct race was. Vess'Sothek had come to admire them, magic being something he'd always wished his skills encompassed – and to have the power without trodding over others with it spoke of discipline of character. He would never admit it as the scorn of the tribe would follow for sympathy towards a mammal, but he wished he was one of them; he wasn't bright himself (though he would also never admit this!), and he wished for their long life. They seemed almost otherworldly. Arriving back with his tribe, he took the carcass to the cook's hut, laying it at the entrance. A few tribesmen walked past, diffident in their passage; without actively intimidating any of his folk, Vess'Sothek's prowess on the hunt seemed to instill a fearsome respect in his peers. He exhaled slowly, flexing his tongue in a reptilian sigh. Friends were a quarry he'd not caught, try as he might. The dislike for Landrith filled the void in a bitter sort of way, though it was better than nothing at all. Most other humans he couldn't actually speak with as they didn't understand either tongue Vess'Sothek knew, but Landrith could insult quite well in the reptile's native tongue – and he was rather adept at parrying with a negative remark or two of his own. The relationship resembled, in a way, bickering rivals, though Vess'Sothek felt safe around the warmblood for some reason. The cook emerged from the hut. It was time to prepare the meal. Mechanics Male Lizardfolk Ranger, 1st Lizardfolk: Spoiler:
LIZARDFOLK
+2 Strength, +2 Constitution or Wisdom, -2 Intelligence Medium: Lizardfolk are Medium creatures Speed: 30 ft, Swim: 20 ft (+8 Swim checks) Natural Armor: +1 per class level Exceptional Balance: +4 racial bonus on Acrobatics checks. Nature Warden: +2 racial bonus on Knowledge (nature) and Survival checks. Heat Resistance (Ex): +4 racial bonus on Fortitude saves made to resist high temperature conditions. Conversely, lizardfolk take a -2 penalty on Fortitude saves against cold effects and conditions. Hold Breath: (4 x Con score) Natural Attacks: 2 Claws (1d6, secondary), Bite (1d4, secondary) Languages: Lizardfolk begin play speaking only Draconic and Sylvan. HP: 12 (= (1d10 + [CON])*clvl = (10 + 2)*1 = 12) Speed: 30 ft, 20 swim. Initiative: 2 (= [DEX] + [Feat] = 2 + 0) AC: 15 (= 10 + [Racial] + [DEX] + [Armor] = 1 + 2 + 2 = 15)
Saves:
BAB: 1
CMB: 9 = [STR] + [BAB] + [Size] = 4 + 1 + 4
Attacks:
Spoiler:
Claws (large): 2x 1d6 + 4, x2 (s) Bite (large): 1d8 + 4, x2 (s) Spear (large): 1d10 + 4, x2 (p) Longbow (large): 1d8, x3 (p) Feats: Multiattack Traits: Swamp Adaptation: Spoiler:
Benefit: You gain a +2 bonus on Survival and Swim checks. Furthermore, you can hold your breath for a number of minutes equal to your Constitution score. Powerful Build: Spoiler:
Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. You still suffer the full penalties of a creature using weapons sized for creatures two or more size categories above your actual size. You add Giant to your Humanoid subtype, and are affected by all effects and abilities that target giants, as well as your normal creature type. The benefits of this trait stack with the effects of powers, abilities, and spells that change your size category. Skills ([6-1=5] points/level): Spoiler:
* := ranks = clvl & := ranks above 0, below clvl ~ := class skill Acrobatics* = 7 = [DEX] + [Racial] + [Rank] = 2 + 4 + 1
Class Abilities: Spoiler:
Favored Enemy (Animal)
Possessions: Spoiler:
Spear (large)
Cloak
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