Dungeons and Dragons Skum 3.5 PBP RPG

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Skum

Skum

Medium Aberration (Aquatic)

Hit Dice:

2d8+2 (11 hp)

Initiative:

+1

Speed:

20 ft. (4 squares), swim 40 ft.

Armor Class:

13 (+1 Dex, +2 natural), touch 11, flat-footed 12

Base Attack/Grapple:

+1/+5

Attack:

Bite +5 melee (2d6+4)

Full Attack:

Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Rake 1d6+2

Special Qualities:

Darkvision 60 ft., amphibious

Saves:

Fort +1, Ref +1, Will +3

Abilities:

Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6

Skills:

Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12

Feats:

Alertness

Environment:

Underground

Organization:

Brood (2-5) or pack (6-15)

Challenge Rating:

2

Treasure:

None

Alignment:

Usually lawful evil

Advancement:

3-4 HD (Medium); 5-6 HD (Large)

Level Adjustment:

+3

A skum is about the same height and weight as a human. Skum speak Aquan.

Combat

Rake (Ex): Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.

Skills: *Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater.

A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


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In my opinion the best way to learn how to be a Dungeon Master and get a feel for it is to study the Dungeon Masters material. Many try to be a Dungeon Master without actually reading the part that covers their role in the game. The other best tip I can offer is to make sure that you look at how a scenario's module is made. It can give you hints about what you should know if you decide to create your own adventure for your players.

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