Gotrob
Race: Bugbear | ||||||||||
Level 3 Humanoid / Level 3 Scout +1 LA Alignment: CG |
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Experience Points: 24,000 | ||||||||||
Abilities: STR 20(+5), DEX 18(+4), CON 14(+2), INT 13(+1), WIS 14(+2), CHA 5(-3) | ||||||||||
Initiative: +8 | Speed: 30 ft. (6 squares) | |||||||||
Hit Dice: 3d8 + 3d8 + 14(CON) (34 hp) | ||||||||||
AC/Touch/Flat-Footed: 20/14/16(20) (+3 Armor, +3 Natural Armor, +4 DEX) AC (when dodging): 21 |
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Armor: | ||||||||||
Light Studded Leather Check Penalty: -1 Max Dex: +5 AC: +3 |
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Saves: Fort +5, Ref +10, Will +4 | ||||||||||
BAB | Grapple: +4 | +9 | Space/Reach: 5 ft./5 ft. | |||||||||
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Full Attack: - | ||||||||||
Racial Traits: Darkvision 60 ft Scent +3 Natural Armor +4 Move Silently |
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Class Traits: Uncanny Dodge, Skirmish, Battle Fortitude, Trapfinding, Trackless Step, Fast Movement | ||||||||||
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Feats: Dodge, Mobility, Improved Initiative | ||||||||||
Languages: Common, Goblin, Elven |
Gotrob...
Feats and Abilities:
- Weapon and Armor Proficiencies [from Complete Adventurer, page 10]:
- Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.
- Scent (Ex) [from Monster Manual, page 314]:
- This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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.
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. - Dodge [from Player's Handbook, page 93]:
- 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 lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, 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.
- Skirmish (Ex) [from Complete Adventurer, page 10]:
- A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack. - Uncanny Dodge (Ex) [from Complete Adventurer, page 10]:
- Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player's Handbook.
- Trapfinding (Ex) [from Complete Adventurer, page 10]:
- A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.
- Battle Fortitude (Ex) [from Complete Adventurer, page 10]:
- At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
- Fast Movement (Ex) [from Complete Adventurer, page 10]:
- Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
- Trackless Step (Ex) [from Complete Adventurer, page 10]:
- Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.
- Mobility [from Player's Handbook, page 98]:
- You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose 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 types of bonuses.
- Improved Initiative [from Player's Handbook, page 96]:
- You get a +4 bonus on initiative checks.