![]() ![]() A hobkins can levitate up to 20 feet straight up as a move action, but at the end of the movement, unless it’s found something to cling to, it returns to 1 inch above the nearest flat surface below. Hobkins generally float 1 inch above the ground. ![]() Intimidate is always a class skill for a hobkins, and it never takes a penalty on Intimidate checks due to being smaller than its target. Hobkins delight in using this ability to force creatures to destroy their own prized possessions. The attacker rolls a new attack and damage roll against the new target, and is considered to possess the Improved Critical feat for the redirected attack. The attack can’t be redirected against the original attacker. Whenever an attack fails to damage a hobkins, whether due to the attack result being too low, a miss chance, or a failure to penetrate DR, the hobkins can redirect the attack to any target that was in range of the original attack (if any). Skills Acrobatics +7, Bluff +7, Intimidate +11, Knowledge (local) +6, Perception +6, Sense Motive +6, Stealth +11 Racial Modifiers +4 Intimidate Spell-Like Abilities (CL 2nd, concentration +4)Īt will- dancing lights, ghost sound (DC 12), silent image (DC 13) Init +2 Senses low-light vision Perception +6ĪC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)ĭefensive Abilities out of phase DR 5/ cold iron ![]()
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