Kuo-toa Whip

Whip 3/3 Fighter/Thief
Exceptional Strength possible. In addition to their namesake weapon, Whips employ short swords (25%) or long swords (75% the weapon is 10% likely to have a +1 bonus. In addition, each Whip has a 5% chance for a minor magical item  
Whip 4/4 Fighter/Thief
Exceptional Strength possible. In addition to their namesake weapon, Whips employ short swords (25%) or long swords (75% the weapon is 15% likely to have a +1 bonus. In addition, each Whip has a 15% chance for a minor magical item  
Whip 5/5 Fighter/Thief
Exceptional Strength possible. In addition to their namesake weapon, Whips employ short swords (25%) or long swords (75% the weapon is 25% likely to have a +1 bonus (90% +1, 10% +2). In addition, each Whip has a 40% chance for a minor magical item   Chief Whip (6th-level Fighter/6th-level Thief AC 0 (ring of protection +2, cloak of displacement MV 9, swim 18; THACO 15 (11 with short sword +3, Strength bonus #AT 1; Dmg ld6+4 (shorl sword +3, Strength bonus SA thief skills (+4 attac.k bonus and triple damage on bac.kstabs SO thief skills (Move Silently 45%, Hide in Shadows 5(Y-'Io), 1800 field of vision (can deted invisible, ethereal, and astral creatures), rarely surprised, immune to poison, paralysis, and illusions, unaffected by spells designed to affect humans, demihumans, and humanoids, hall damage from electricity, magic missile causes a single point of damage per d ie; SW s uffer -2 penalty to saving throws against ftre attacks, light causes a - 1 penalty to a ttacks; SZ L (7' ML fanatic (17 Int high (14 AL NE; XP 1,400. Str 17.  
Special Advantages
SPECIALADV
 
Special Disadvantages
SPECIALDISADV
Also Known As
AKA
 
Government Type
GOVTYPE
 
Known Strongholds
KNOWNSTRONGHOLDS
 
Known Clans
KNOWNCLANS
 
Homeland
HOMELAND
 
Known Alliances
KNOWNALLIANCES
 
Trade Expertise
TRADEXPERTISE
 
Ability Score Adjustments
ABILITYSCOREADJ
 
Languages Spoken
LANGSPOKEN
 
Racial Enmities
RACIALENM
 
Life Expectancy
LIFEEXPEXT

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