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| Thomar_of_Uointer06-05-07, 12:29 AM | Dang. One Piece seems to be the only TV show besides Firefly that can make me cry. Klabauterman CR 2 Usually NG Medium Fey (incorporeal) Init -2; Senses low-light vision; Listen +1, Spot +7 Languages Common, Aquan, Sylvan AC 11 (+3 natural, -2 Dex), touch 8, flat-footed 11 hp 19 (3 HD); DR 5/cold iron and piercing SR 14 Weaknesses vulnerability to fire Fort +5, Ref +1, Will +4 Speed fly 20' (4 squares), swim 90' Melee slam +2 (1d8+1 /x3) Space 5'; Reach 5' Base Atk +1; Grp +2 Spell-like abilities (CL 3rd): 1/day - animate rope, mending 1/week - gust of wind, bless, fog cloud Abilities Str 13, Dex 6, Con 15, Int 11, Wis 13, Cha 14 SQ incorporeal traits, ship dependent Feats Great Fortitude, Toughness Ranks Craft (shipwright) 6, Knowledge (geography) 6, Profession (sailor) 6, Spot 6, Swim 6, Use Rope 6 Skills Craft (shipwright) +6, Knowledge (geography) +6, Profession (sailor) +7, Spot +7, Swim +15, Use Rope +4 Posessions shipwright's tools A Klabauterman's hammer is treated as a magic weapon for the purpose of its incorporeality and overcoming damage reduction. Ship Dependent (Su) Each Klabauterman is mystically bound to a single ship, and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. Even though it is incorporeal, a Klabauterman interacts with its bound ship and everything aboard it as though it is also incorporeal. |