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January 29th, 2010

URBAN PLANNING IN FANTASYLAND

So... what other small touches of garlic-planter proportions might you find in the urban planning of a fantasy setting?

I've often held, for example, that it seems as if cremation would be a natural solution for fantasy lands crawling with the undead. (On the other hand, if you can provide a reason why people believe their loved ones should be buried with whole and undisturbed bodies you will probably simultaneously explain why they find the creation of undead abhorrent.)

On a similar note, what does the well-stocked arensal of a city guard look like? Silver bullets for werewolves seem like a nobrainer. What else?

January 25th, 2010

YOU CAN'T DO THAT HERE

One of the things I look for in a roleplaying system is the "You Can't Do That Here" failure point.

Obviously, there are things that a character logically shouldn't be able to do. (Barring magical or technological aid, for example, a normal human being shouldn't be able to flap their wings and fly like an eagle.) But that's not what the You Can't Do That Here glitch is about. You Can't Do That Here happens when the structural or statistical quirks of a particular system make it impossible for a likely, probable, or desirable outcome to happen.

Imagine your favorite scene from a movie, book, or television sceries. Could that scene happen in your favorite roleplaying system? If not, why not? And can it be fixed?

These thoughts recently percolated to the surface for me during my read-thru and analysis of The Esoterrorists (which I also discussed here).

Scene 1: The detectives have a hit a dead-end in their investigation. Or perhaps their investigation has raised new questions. In any case, they return to the scene of the crime to look for new clues. Is there anything they might have overlooked? Is the evidence their later investigations suggest should exist to be found?

Scene 2: The teenage heroine is spending her summer vacation in the spooky, haunted house owned by her aunt and uncle. After spending seeral weeks in the house (enduring events of escalating strangeness), she passes down the hall and happens to notice for the first time a strange seam in the plaster. Investigating it more closely, she discovers a secret door and a staircase leading down to a hidden basement...

Scenes like these are a dime a dozen. They are also completely impossible if you're playing The Esoterrorists: The system mandates that any clues which are to be found at a given location will be found by the PCs. That means you will never gain anything new by returning to a crime scene (unless new evidence has been deposited there since the last time you looked for some reason). Nor can you ever notice something that you previously overlooked.

And since this failure point in the system is a direct result of the system's core design principle, there's really no easy way to fix it: There's an entire category of scenario that The Esoterrorists will never allow to be played out.

By contrast, these same scenarios can be absolutely trivial in other RPGs. For example, in the D20 system the former scene is modeled by either returning to the crime scene and Taking 20 for a more exhaustive search; or performing a new search with a circumstance bonus to model the additional insight gleaned from later investigations. And the second scene is nothing more than a series of failed Spot checks followed by a successful Spot check.

 

IN THE LENGTH OF A ROUND

On the other hand, I often see You Can't Do That Here failure points being misdiagnosed by people who become trapped within the paradigms of the system. Perhaps the most notable example of this is the erroneous believe that, if it can't be done in the length of a single round, then it can't be done.

For example, in many discussions surrounding my essay "D&D: Calibrating Your Expectations" people would attempt to demonstrate the "ridiculous" number of feats which real world people require to be modeled "accurately" in the game system. A prime example was the Ride-By Attack feat:

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

People would readily point to the example of any jousting tourney and say, "Anyone who jousts is capable of making an attack and then continuing to ride in a straight line."

This is true. And, in fact, anyone in D20 can (a) ride up to someone; (b) hit them; and (c) continue riding past them. They just can't do all of that in a single round.

This is about more than just defending the D20 system from an invalid critique, however. It's about establishing a mindset in which you maximize the power and flexibility of your system of choice. Because the flip-side of You Can't Do That Here is You Can Do That here, and that's a lot more interesting.

Thinking back to the exercise we used to detect You Can't Do That Here failure points, let's turn it around now to a more positive use: Imagine your favorite scene from a movie, book, or television series. Can your system do that out of the box? If it can't, what mechanics do you need to design to make it happen? And how can you design a scenario in which a scene like that becomes possible, plausible, or even probable? Can you generalize the case and figure out how to encourage scenes like that during a gaming session?

For example, imagine a scene where a kung-fu hero throws the bad guy through an aquarium full of piranhas. How can you enable and encourage that kind of scenery-interaction in your fight scenes? What mechanical structure can you use that will be (a) simple enough that the PCs won't shy away from using it (as opposed to the default 3rd Edition grappling rules, for example); and (b) make the option as attractive (or more attractive) than simply hacking at the guy with their magic sword or throwing a punch at his jaw?

As a real world example, a couple of years ago I designed some simple counter-intelligence guidelines for the Gather Information skill. This took about 5 minutes. But having these guidelines made possible game content that would otherwise never have arisen: Previously "knowing that someone is asking questions about you" was a You Can't Do That Here problem with the D20 system. Fortunately, it was a trivial one for me to solve -- and now my PCs have to be cautious when asking questions about people; and occasionally they'll be surprised to discover who has been asking questions about them.

January 18th, 2010

WHAT I'M READING 70: THE GATEWAY TRIP

The Gateway Trip is purportedly a collection of short stories subtitled Tales and Vignettes of the Heechee.

But that's pretty much bullshit.

This book would be more accurately titled A Child's History of Gateway. Only the last eight pages deal directly with the Heechee to any meaningful degree, while most of the rest of the book is largely a recapitulation of the Future History which is already thoroughly explained in the other Gateway books. This blatant regurgitation of exposition is occasionally studded with short segues describing the missions of various Gateway prospectors, but these are passionless, short (averaging perhaps 5 paragraphs), and read like the informational placards at a rather bland museum.

(I would have dearly loved to have either: (a) A true collection of stories focusing entirely on the Heechee; or (b) a collection of short stories focusing on various Gateway-based prospectors. Sadly this book is neither. It's a completely wasted opportunity.)

The only exception to this pointless pablum is "The Merchants of Venus", a novella originally published in 1972 which serves as a prequel of sorts for Gateway. I found "The Merchants of Venus" to be a very entertaining yarn of Campbellian science fiction. The occasional tinge of sexism by way of golden age SF is cringe-worthy, but beyond that the three main characters are well-drawn; the milieu is evocative; and the hard science fiction is used dramatically (rather than self-indulgently).

In short, if you can find a copy for a couple of bucks, The Gateway Trip is worth it just to have a copy of "The Merchants of Venus" (particularly if you enjoyed Gateway and want to find the only other taste of the universe that's worth paying any attention to). But it's probably best if you just skip the rest of it.

GRADE: D

(Merchants of Venus gets a B-.)

January 17th, 2010

HONEYTRAP

More startling even than that diabolic chuckle was the scream that rose at my very elbow from the salt-compounded sand - the scream of a woman possessed by some atrocious agony, or helpless in the grip of devils. Turning, I beheld a veritable Venus, naked in a white perfection that could fear no scrutiny, but immersed to her navel in the sand. Her terror-widened eyes implored me and her lotus hands reached out with beseeching gesture.

The Abominations of Yondo, Clark Ashton Smith

The honeytrap is a roper-like creature which relies on deceit and camouflage to trap its prey. The upper half of its body bears the appearance of a beautiful young maiden, but this beauty is wrapped around a mass of tentacular horror. The honeytrap's favored tactic is to secrete a corrosive chemical capable of rendering even solid rock into a quicksand-like liquiesence.  When its prey draws near, the honeytrap will cry in terror and plead for their aid. It will wait until they are at their most vulnerable before striking: Its sternum will part into a ravenous maw, exuding a half dozen coiled tentacles which will burst forth and wrap themselves lethally around the honeytrap's would-be saviors.

The honeytrap prefers to lure its victims into a danerous mixture of complacency and chivalry before striking, but those seeking to flee a ravenous honeytrap may be shocked as it wrenches itself free from its muck-ridden hunting grounds and pursues them with great speed upon a second tumultuous mass of tentacles extruding from its "maiden" waist.

HONEYTRAP                                                     CR 8
CE Large Magical Beast
Senses: darkvision 60 ft., low-light vision, Listen +13, Spot +13
Init: +5 (+1 Dex, +4 Improved Initiative)
Languages: Common, Elven
 
AC: 24, touch 10, flat-footed 23 (-1 size, +1 Dex, +14 natural)
Hit Points: 85        HD: 10d10+30
Fort +10, Ref +8, Will +8
 
Speed: 40 ft.
Melee: bite +13 (1d6+6)
Ranged: 6 strands +11 ranged touch (drag and weakness)
Space: 5 ft.            Reach: 5 ft. (30 ft. with strand)
Base Atk: +10      Grapple: +14
Special Actions: quicksand liquiesence
Metamagic Feats: (spontaneous casters only)
 
Str 19, Dex 13, Con 17, Int 12, Wis 11, Cha 17
Special Qualities: darkvision 60 ft., low-light vision
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
Skills: Climb +12, Hide +10*, Listen +13, Spot +13
Treasure: Standard
Advancement: 11-15 HD (Medium); 16-30 (Large)
Level Adjustment: --
 
Drag (Ex): If a honeytrap hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage, but drags the struck opponent 5 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires an Escape Artist check (DC 23) or a Strength check (DC 19). (The DCs are Strength-based, and the Escape Artist check includes a +4 racial bonus.)
            Drag and Bite: A honeytrap can draw a creature within 5 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a honeytrap’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damager to the honeytrap.
            Drag and Drown: A honeytrap who has drawn a victim into its quicksand will often try to drown them. A honeytrap can draw a creature 5 feet and attempt to drown them by making an opposed grapple check. If the check succeeds, the victim is pushed below the surface of the quicksand.
 
Strands (Ex): A honeytrap can extrude up to six strands at once, and they can strike up to 30 feet away (no range increment). If a strand is severed, a honeytrap can extrude a new one on its next turn as a free action.
 
Quicksand Liquiesence (Ex): A honeytrap can turn a 10 ft. radius of earth, dirt, or stone into quicksand in 1d4 minutes by excreting a powerful, acidic chemical. If a honeytrap is slain, moves, or stops excreting the chemical, the ground will re-solidify within 1d4 hours.
            Quicksand requires a Survival check (DC 8) to spot. The momentum of a running or charging character will carry them 1d2x5 feet into the quicksand. Characters in quicksand must make a Swim check (DC 10) every round to simply tread water in place, or a DC 15 check to move 5 feet in whatever direction desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see Swim skill). Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).
            Pulling a trapped character out of quicksand often requires a branch, spear haft, rope, or similar tool to reach the victim with one end of it. The character performing the rescue must make a Strength check (DC 15) to pull the victim out, while the victim must succeed at a Strength check (DC 10) to hold onto the branch, pole, or rope. If the victim fails to hold on, he must immediately make a Swim check (DC 15) to remain above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.
 
Weakness (Ex): A honeytrap’s strands sap an opponent’s strength. Anyone grabbed by a strand must succeed on a Fortitude save (DC 18) or take 1d8 points of Strength damage. The DC is Constitution-based.
 
Skills: *Honeytraps have a +8 racial bonus to Hide checks if they are submerged in quicksand or similarly concealed.

This material is covered by the Open Gaming License.

January 16th, 2010

LIGHT UP THE SKY

I'm currently appearing as Tyler in Starting Gate Theater's production of Moss Hart's Light Up the Sky. Set in the suite of the leading actress in a new play, Light Up the Sky is a light comedic romp through the travails of an opening night.

January 15 through February 7, 2010

Fridays - Saturdays at 7:30pm
Sunday Matinees at 2:00pm
Pay what you can night Monday, January 25, 2010 at 7:30pm.
Audio Description Performance February 7, 2010 at 2:00pm.

January 15th, 2010

ELEMENTAL TERROR

From "The Tale of Satampra Zeiros" by Clark Ashton Smith:

The basin, I have said, was very large; indeed, it was no less than six feet in diameter from the floor. The three legs that bore it were curved and massive and terminated in feline paws displaying their talons. When we approached and peered over the brim, we saw that the bowl was filled with a sort of viscous and semi-liquescent substance, quite opaque and of a sooty color. It was from this that the odor came -- an odor which, though unsurpassably foul, was nevertheless not an odor of putrefaction, but resembled rather the smell of some vile and unclean creature of the marshes. The odor was almost beyond endurance, and we were about to turn away when we perceived a slight ebullition of the surface, as if the sooty liquid were being agitated from within by some submerged animal or other entity. This ebullition increased rapidly, the center swelled as if with the action of some powerful yeast, and we watched in utter horror while an uncouth amorphous head and dull and bulging eyes arose gradually on an ever-lengthening neck, and stared us in the face with primordial malignity. Then two arms -- if one could call them arms -- likewise arose inch by inch, and we saw the thing was not, as we had thought, a creature immersed in the liquid, but that the liquid itself had put forth this hideous neck and head, and was now forming these damnable arms, that groped toward us with tentacle-like appendages in lieu of claws or hands!

I'm going to have to start using more water elementals!

If you wanted to get fancy, you could certainly pimp out the stats of a large water elemental to represent some of the creature's other abilities from the story (knicking the stench ability from the troglodyte as we go):

Speed: 40 ft., swim 90 ft.

Frightful Presence (Ex): Characters with less than 8 HD who perceive the malignant shape-shifting of the elemental water terror must succeed at a Will save (DC 14) or become either panicked (50%) or paralyzed with fear (50% chance) for 2d4 rounds. Even characters who succeed on the saving throw are shaken, but those who succeed on their saving throw are immune to the creature's frightful presence for the next 24 hours.

Stench (Ex): The sooty admixture of the elemental water terror's primordial form exudes an unsurpassably foul odor. All living creatures within 30 feet of the elemental water terror's must succeed on a Fortitude save (DC 18) or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same elemental water terror's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

But even this isn't really necessary: All you need is a water elemental's stat-block and that beautifully lurid description and you'll have an encounter far more terrifying than that provided by any ordinary water elemental..

(Tip for adapting the description: Insisting that the characters stand stock still for more than 6 seconds watching the slow, inexorable emergence of their doom is, quite rightfully, frustrating to the players. You're taking control of their characters away. But if you simply prelude with "time seems to slow for a long moment as" then you can achieve the same effect without taking control of the PCs away from the players.)

I also recommend "The Tale of Satampra Zeiros" quite highly. It reads like a prototypical D&D adventure with a couple of thieves for the main characters and is a little like reading a mash-up of Lord Dunsany's lyricism and Robert E. Howard's primitive adventurism. It can be found in The End of the Story, which is Volume 1 of The Collected Fantasies of Clark Ashton Smith. Smith deserves a place alongside Lovecraft and Howard, but is oft forgotten. Although he is not listed in AD&D's Appendix N of recommened reading, Smith's influence feels immense.

January 14th, 2010

SIZE DOES MATTER?

       

Many moons ago, James Maliszewski of Grognardia put up a short post summarizing the total page count of various editions of D&D:

  • OD&D (LBBs only): 56 full pages (112 half-sheets)
  • OD&D (LBBs + 4 supplements): 183 full pages (366 half-sheets)
  • Holmes Basic: 48 pages
  • AD&D 1e (PHB, DMG, MM): 470 pages

To this post, I responded by saying:

It would be interesting to do a page comparison between editions without taking into account:

(1) Monsters
(2) Spells
(3) Classes
(4) Races

The theory being that adding more options within these categories is not necessarily adding bulk to the actual rules of the game.

(To that list I would also like to add "magic items", "sample scenarios", and "indices".)

Basically, my thought was that you could take AD&D and strip out all the monsters, spells, magic items, classes, and races that weren't found in the original OD&D and you would still have a completely playable game. In fact, someone observing you playing that game would have no way of knowing that you were doing anything other than playing 100%-by-the-book AD&D. (Unless, of course, you told them that you had limited the size of the menu.)

In other words, having those extra options doesn't meaningfully increase the complexity of the game's rules.

   

I intended at the time to eventually put together such a post, but got distracted by other concerns... until now. So, without further adieu, and for whatever use it may be, the total "rules only" page count for various editions of (A)D&D:

  • OD&D (LBBs only): 29 full pages (58 half-sheets)
  • OD&D (LBBs + 4 supplements): 64 full pages (128 half-sheets)
  • OD&D (including Chainmail): 86 full pages (148 half-sheets)
  • Holmes Edition: 19 full pages
  • Moldvay Edition (Basic + Expert): 64 full pages
  • BECM: 163 full pages
  • BECMI: 221 full pages
  • Rules Cyclopedia: 142 full pages
  • AD&D 1e (PHB, DMG, MM): 192 full pages
  • AD&D 2e (PHB, DMG, MM): 223 full pages
  • D&D 3e (PHB, DMG, MM): 257 full pages
  • D&D 3.5 (PHB, DMG, MM): 294 full pages

 

NOTES

For more information on the different editions of the game you can check out my Nomenclature of D&D Editions.

The BECM entry total include only the Basic, Expert, Companion, and Master Rules. The BECMI entry includes the Immortals boxed set.

The 2nd Edition entry is based on the original 1989 rulebooks.

I'm not including either the Unearthed Arcana variant of 1st Edition, nor the Players' Option variant of 2nd Edition.

First Impression: It's interesting watch the slow, inexorable expansion of the game.

Second Impression: The relative pointlessness of the entire exercise is indicated in the comparison between the BECM and Rules Cyclopedia page counts (which are the same rules, except the former is bloated somewhat by the need to repeat and reintroduce information four times over). It's also indicated in the comparison between 3.0 and 3.5 (where the expansion was largely due to the WotC's ever-increasing font sizes).

       


January 13th, 2010

ROPER SKULL-THROWERS

The roper has a phenomenal reach (50 ft. with its tendrils), but remains excessively vulnerable to the "back off and plink it to death with ranged attacks" tactic. This isn't really a huge problem, but I have had a couple of roper encounters that landed with dull, wet thuds.

So when I was taking a peek at the artwork from the 4th Edition Dungeon Master's Screen and spotted this particular roper hanging out evocatively perched next to a fiery lava pit, I suddenly realized what ropers need: Big piles of skulls from their previous victims.

That they can throw.

In 3rd Edition this easy enough: A +11 ranged attack (1d6+4 points of damage) that can be used interchangeably with their normal strand attacks. A typical roper has 4d6 pieces of skeletal ammunition at hand, although particularly successful ropers may have accumulated larger bone piles while younger ropers or one new to a hunting location may have far fewer.

January 12th, 2010

THE FACELESS RAGE

D20 Rules by Justin Alexander

This material is covered by the Open Gaming License.

Faceless rage is a magical disease of evil and chaos that affects only humanoids. It transforms its victims by erasing their face and turning them into murderous savages.
            TRANSFORMATION: Whenever a victim of the faceless rage suffers ability score damage from the disease, they must succeed at an additional Fortitude save (DC 18) or be transformed according to the faceless rager template.
            Fortitude save (DC18); Infection contact/injury; Incubation 1 day; 1d6 Int/1d6 Wis, plus transformation (see above).

 

TEMPLATE: FACELESS RAGE

Noppera-bō (のっぺらぼう, faceless ghost) from the Buson Youkai Emaki (蕪村妖怪絵巻)

“Faceless rager” is a template that can be added to any humanoid or giant (referred hereafter as the base creature).

Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype.

Hit Points and Hit Dice: Same as the base creature. To calculate total hit points, apply the faceless rager’s bonus to Constitution.

Attacks: A faceless rager loses the bite attack of the base creature (if any), but retains all other attacks of the base creature and and gains a slam attack (1d6 damage for Medium-size faceless ragers).

Special Attacks: A faceless rager loses the gaze attack of the base creature (if any), but retains all other special attacks of the base creature and also gains the special attacks described below.
            Disease (Ex): Any creature struck by the natural attack of a faceless rager (including its slam attack and steal visage abilities) is exposed to faceless rage. The save DC is Constitution-based.
            Improved Grab (Ex): To use this ability, the faceless rager must hit a natural attack (including its slam attack).
            Steal Visage (Su): If a faceless rager succeeds at a grapple check against any humanoid, its victim must make a Fortitude save or have its face removed. The victim is left blinded, deafened, and mute. As the victim has no mouth, it will risk starvation if its face is not restored. Restoring a victim’s face requires a regeneration spell, just as if it were a severed limb. The save DC is Constitution-based.
  
Special Qualities: A faceless rager retains all special qualities of the base creature, and also gains those described below.
            Blindsight (Ex): A faceless rager has blindsight 60 feet.
            Incurable Disease (Ex): A faceless rager can no longer recover naturally from the faceless rage disease that afflicts them. Only magical treatment can restore the victim, specifically a remove disease spell followed by a greater restoration. Once cured, the faceless rager loses this template. A faceless rager’s face can only be restored after the disease has been magically cured, and requires a regeneration spell, just as if it were a severed limb.
            Mindless Rage (Ex): A faceless rager must seek out and attack the nearest humanoid. If no humanoids are present, it will attack the nearest creature. If no creatures are present, it will wander randomly until it finds one. In this mindless rage, a faceless rager gains a +2 morale bonus on Will saves, but suffers a -2 penalty to Armor Class. They cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats.

Abilities: Faceless ragers gain +4 to Strength and +4 to Constitution.

Challenge Rating: Same as base creature + 1. However, levels in a spellcasting class count only one-quarter towards their challenge rating (since the faceless rager cannot use spells). (For example, a faceless rager based on a 4th-level wizard would be a CR 2 challenge.)

Alignment: Always chaotic evil.

 

SAMPLE FACELESS RAGERS

DISEASED CARPENTER (CR 3) – Expert 3 – CE Humanoid (human shapechanger)
DETECTION – blindsight 60 ft., Listen +3, Spot +3; Init +1
DEFENSESAC 9 (+1 Dex, -2 mindless rage), touch 9, flat-footed 8; hp 23 (3d6+12)
ACTIONSSpd 30 ft.; Melee slam +4 (1d6+2 and disease); Ranged +3; Space 5 ft.; Reach 5 ft.; Base Atk +2; Grapple +2; SA improved grab, steal visage (DC 13)
SQ blindsight 60 ft., incurable disease, mindless rage
STR 14, DEX 12, CON 14, INT 12, WIS 10, CHA 10
FORT +3, REF +2, WILL +5
FEATS: Skill Focus (Craft (carpentry)), Skill Focus (Craft (carving)), Skill Focus (Knowledge (wood))
SKILLS: Balance +1, Craft (carpentry) +8, Craft (carving) +8, Diplomacy +8, Escape Artist +1, Hide +1, Knowledge (architecture/engineering) +6, Knowledge (wood) +8, Move Silently +1, Ride +1, Search +6, Sense Motive +6, Use Rope +1

DISEASED SOLDIER (CR 5) – Warrior 5 – CE Humanoid (human shapechanger)
DETECTION – blindsight 60 ft., Listen +3, Spot +3; Init +0
DEFENSESAC 8 (-2 mindless rage), touch 8, flat-footed 8; hp 33 (5d8+10)
ACTIONSSpd 30 ft.; Melee slam +8 (1d6+3 and disease); Ranged +5; Base Atk +5; Grapple +5; SA improved grab, steal visage (DC 14)
SQ blindsight 60 ft., incurable disease, mindless rage
STR 16, DEX 10, CON 14, INT 12, WIS 10, CHA 10
FORT +6, REF +1, WILL +3
FEATS: Alertness, Improved Unarmed Strike, Run
SKILLS: Appraise +1, Bluff +1, Climb +3, Craft (wittling) +1, Forgery +1, Gather Information +3, Innuendo +1, Intimidate +8, Jump +3, Listen +3, Search +1, Sense Motive +2, Spot +3, Swim +1

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