Skulk cleric 5


Female skulk cleric 5
CN Medium humanoid (skulk)
Init + 7; Senses low-light vision; Perception + 6
AC 16, touch 13, flat-footed 13 (+ 3 Dex, + 3 armor)
hp 56 (8d8+ 16)
Fort + 6, Ref + 7, Will + 9
Speed 30 ft.
Melee mwk short sword + 10 (1d6-1/19–20)
Ranged + 1 light crossbow + 10 (1d8+ 1/19–20)
Special Attacks sneak attack + 1d6; channel positive energy 8/day (DC 16, 3d6)
Domain Spell-Like Abilities (CL 6th; concentration + 10)
6/day—dazing touch, touch of chaos
Cleric Spells Prepared (CL 5th; concentration + 10)
3rd—spell, spell
2nd—spell, spell, spell
1st—spell, spell, spell
0 (at will)—detect poison, purify food and drink
Domains Chaos, Charm
Str 8, Dex 16, Con 12, Int 10, Wis 18, Cha 16
Base Atk + 6; CMB + 7; CMD 20
Feats Improved Initiative, Weapon Finnesse, Toughness, Selective Channel, Extra Channel
Skills Diplomacy 2/+ 8, K. Religion 1/+ 4, Perception 3/+ 6, Stealth 3/+ 17(9 w/armor); Racial Modifiers + 8 Stealth (w/out armor)
Languages Common, Undercommon
SQ camouflaged step, chameleon skin
Gear mwk studded leather, sunrod, short sword, sunrod
Camouflaged Step (Ex) Skulks can pass through forest and subterranean settings almost without a trace. Add +10 to the DC to track a skulk in these environments.
Chameleon Skin (Ex) A skulk’s racial bonus to Stealth comes from his ability to change the color of his skin to match his surroundings, even complex or regular patterns like bricks and mortar. A skulk loses this conditional bonus if he is wearing armor, or if he wears any clothing that covers more than one-quarter of his body, as skulks can only change their own flesh, not things they carry. A skulk normally conceals small items behind his body; by putting his back to a wall and changing his front half, he can hide the item because observers don’t have line of sight to the item.



Iron Gods: Valley of the Brain Collectors Eak Eak