{"name":"Kobold, Rogue 3","challenge_rating":"3","species":"Reptilian","sub_species":"Kobold","size":"Small","type":"Humanoid (Reptilian)","hit_dice":"[roll:3d6] (10hp)","speed":"30 ft.","abilities":"str 7, dex 15, con10, int 10, wis 7, cha 6","special_qualities":"Darkvision 60ft. Light sensitivity","environment":"Temperate forests","organization":"gang (4 - 9), warband (10 - 24  plus 2 - 4 dire weasels), Band (10-100 plus 100% noncombatants plus 1 3rd level sergeant per 20 adults and 1 leader 4th-6th), Tribe (40-400 plus 100% Noncombat 1 3rd per 20 adults, 1 or 2 4th or 5th level, 1 leader 6th - 8th level, 5 - 8 dire weasels)","treasure":"Standard","alignment":"Usually lawful evil","advancement":"by character class","level_adjustment":"+0","skills":"Appraise [roll:1d20+1], Balance [roll:1d20+3], Bluff [roll:1d20-1], Climb [roll:1d20-1], Craft(Weaponsmithing) [roll:1d20+1], Craft(Trapmaking) [roll:1d20+2], Decipher Script [roll:1d20+1], Diplomacy [roll:1d20-1], Disable Device [roll:1d20+1], Disguise [roll:1d20-1], Escape Artist [roll:1d20+3], Forgery [roll:1d20+1], Gather Information [roll:1d20-1], Hide [roll:1d20+3], Intimidate [roll:1d20-1], Jump [roll:1d20-1], Knowledge(Local) [roll:1d20+1], Listen [roll:1d20-1], Move Silently [roll:1d20+3], Open Lock [roll:1d20+3], Perform(String instruments) [roll:1d20-1], Profession [roll:1d20+1], Search [roll:1d20+3], Sense Motive [roll:1d20-1], Sleight of Hand [roll:1d20+3]","feats":"[block:1004036] \r\n[block:1004064]\r\n[block:1004772]","initiative":"[roll:1d20+2]","armor_class":"14, Touch 13, Flatfooted 12","base_attack":"+2\/ -4 Grapple","attack":"Spear [roll:1d20+1] melee [roll:1d6-2] X3, Sling [roll:1d20+5] ranged [roll:1d3]","full_attack":"Spear [roll:1d20+1] melee [roll:1d6-2] X3, Sling [roll:1d20+5] ranged [roll:1d3]","space_reach":"5ft\/5ft","special_attacks":"--","saves":"Fort  [roll:1d20+1], Ref [roll:1d20+5], Will [roll:1d20-1]","imageid":"","description":"Sneak Attack(Ex): +((HD+1)\/2)d6 damage while sneak attacking. If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.\r\nEvasion(Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.","jsondata":"","tags":"Kobold, Kobold Sergeant, Gang monster, Rogue","templateId":"4842","blockId":"1004769","world":"d4e8d768-57e0-4523-b573-d3777fca134a","folder":"14425","isShared":"on"}