D20r:Druid

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(Raccoon)
(Raccoon)
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'''Filch (Ex):''' As a standard action, you may attempt to grab a small article from your opponent. First, make a melee attack roll at your full Base Attack Bonus. Treat this as an unarmed strike, except that you are treated as if you are armed. If you hit, you dela no damage: instead, immediately make a contested Dexterity check. If you succeed, you can take a Small or smaller object of your choice from your foe. An attended object (such as a dagger in foe's hand) can be taken, but these instead require a successful Disarm check instead of a Dexterity check. This ability is usable once per encounter.
'''Filch (Ex):''' As a standard action, you may attempt to grab a small article from your opponent. First, make a melee attack roll at your full Base Attack Bonus. Treat this as an unarmed strike, except that you are treated as if you are armed. If you hit, you dela no damage: instead, immediately make a contested Dexterity check. If you succeed, you can take a Small or smaller object of your choice from your foe. An attended object (such as a dagger in foe's hand) can be taken, but these instead require a successful Disarm check instead of a Dexterity check. This ability is usable once per encounter.
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'''Daily (Su):'''  
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'''Miser's Scent (Sp):''' You gain the ability to sense deposits of valuable material. Treat this as a ''detect magic'' spell, except that in the first round you detect the presence or absence of vaulables; in the second round you detect the number of different groups of wealth and the largest one; and in the third the material (gold, silver, platinum, gems, stone, etc.) and the form (bars, cut gems, raw gems, mineral veins, coins, art, etc.) the wealth takes. You may use this ability once daily, and its effect lasts for as long as you concentrate, plus a number of rounds equal to your druid level.
'''Break and Enter (Su):''' You gain the Trapfinding ability. You also gain a +2 circumstance bonus to Athletics, Acrobatics, Disable Device, Disguise, and Stealth checks.
'''Break and Enter (Su):''' You gain the Trapfinding ability. You also gain a +2 circumstance bonus to Athletics, Acrobatics, Disable Device, Disguise, and Stealth checks.

Revision as of 20:05, 6 July 2010

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