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==PC Stats== ::Ability Score Minimum/Maximum: Strength 5/16, Dexterity 12/21, Constitution 3/16, Intelligence 3/18, Wisdom 3/17, Charisma 3/18 ::Ability Score Adjustments: +3 Dexterity, -1 Strength, -1 Constitution, -1 Wisdom ::Class & Level Limits: [[Fighter]] 8, [[Mage]] 7, [[Thief]] 12 ::Thieving Skill Adjustments: Pick Pockets +15%, Open Locks -10%, Find/Remove Traps -10%, Move Silently +5%, Hide in Shadows +5%, Detect Noise -5%, Read Language -20% ::Hit Dice: As class ::Size: Medium ::Movement: 12, Climb 12 ::Natural Armor Class: 10, but gain a -2 AC bonus when unarmored and fighting in an area where they can use their wall-crawling abilities to aid in dodging (indoors, heavy forest, etc) ::Natural Attacks: None, geckonids must rely on weapons (or spells) to fight) ::A geckonid warrior starts with 2 weapon proficiencies, whilst a geckonid of any other class only starts with 1. ::A geckonid cannot wear armor heavier than studded leather, and a geckonid rogue doubles its armor penalties for thief abilities. ::Regardless of class, a geckonid has a base Climb Walls ability of 95%. ::From 5th level, a geckonid has the innate ability to see the invisible. ::Cold Blooded: A geckonid takes +1 point of damage per die from cold-based attacks, and if exposed to a low temperature for a prolonged period, it becomes sluggish, halving its movement rate and suffering a -2 attack penalty. ::A geckonid doubles the cost of armor prices, due to requiring custom-fitted gear. ::Weapon Proficiencies: By class ::Non-Weapon Proficiencies: Alertness, Danger Sense, Direction Sense, Fishing, Herbalism, Hiding, Hunting, Natural Fighting, Survival (Tropical, Subtropical, Urban) [[Category: Dungeons & Dragons Races]] [[Category: Monsters]]
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