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=PC Stats= ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 3/18, Intelligence 6/18, Wisdom 3/18, Charisma 3/18 ::Ability Score Adjustments: +1 Intelligence ::Racial Class: Su-doppelgangers can only take levels in the "Su-Doppelganger" class, which only reaches 8th level. ::Special Advantages: :::Limited ESP: A su-doppelganger can use ESP at will, but only on one target at a time, and can only scan a creature within 30 feet. When attempting to retrieve a critical bit of information during a crisis situation, the target of su-doppelganger's ESP can attempt to prevent this fact being plucked from their mind by succeeding on a save vs. spells, or using magic that specifically blocks telepathy, ESP and scrying. :::Malleable Anatomy: A su-doppelganger is not slain if its head or limb is cut off, but the drain this inflicts on their body to replace the missing body part means that the su-doppelganger cannot gain experience points or advance in levels again until it receives a Regenerate spell (and simply putting on a Ring of Regeneration won't suffice). :::Heightened Durability: A su-doppelganger gains a +4 bonus to all saving throws. :::Unsleeping: A su-doppelganger is immune to Sleep spells, and whilst it must rest, it remains fully alert and can continue scanning its surroundings with its ESP. :::Charm-Proof: A su-doppelganger is immune to Charm spells. :::Heightened Skillset: A su-doppelganger starts play with 6 languages (Common plus 5 other human/demihuman/humanoid of its choice) and 4 nonweapon proficiencies. It gains a new language at every every-numbered level it attains and a new nonweapon proficiency at every odd level above the 1st. :::Borrow Proficiency: By using its ESP to read the mind of somebody, a su-doppelganger can imitate one of their nonweapon proficiencies with a -2 penalty as long as it focuses its ESP on that person. ::Special Disadvantages: :::Bio-Weapon Affinity: A su-doppelganger cannot learn to wield artificial weapons; for melee attacks, it relies on its own reshaped hands, and it can only make 1 attack per round with them. For missile attacks, it can pick up a ranged or throwing weapon, and use these to their full potential, but it suffers a -2 penalty to its to-hit rolls. :::Magical Vulnerabilities: A su-doppelganger is vulnerable to Hold Person spells, and its true species can be identified with a True Seeing spell. :::Humanoid Forms Only: A su-doppelganger cannot create functional unusual appendages, such as wings or gills. At the DM's discretion, it may be able to make physical transformations that can grant minor game effects. ==Su-Doppelganger "Class"== The su-doppelganger racial class uses the Experience Table, [[THAC0]] and saving throw table for a [[Fighter]]. They can reach 8th level in this "class", and they cannot take any other class. Their level in this class determines their Armor Class, their Movement Value, the Damage value of their natural weapons, the Size Range (in inches) they can assume for their forms, and the Accuracy with which they can imitate a specific being. A su-doppelganger use a d10 for its Hit Dice, and has 1 Hit Dice per level. A su-doppelganger can store a "library" of specific forms it can imitate in its memory. The total number of forms it can memorize at any one time is equal to its [[Intelligence]] score; if it learns an additional form, than the oldest of its memorized identities is forgotten to make room. ::Level: AC: MV: DMG: Size Range: Accuracy ::1: 8, 12, 1d6, 66-78, 80% ::2: 7, 12, 1d8, 60-84, 84% ::3: 6, 13, 1d10, 54-90, 88% ::4: 5, 13, 1d12, 48-96, 92% ::5: 4, 14, 2d6, 48-96, 94% ::6: 3, 14, 3d4, 42-102, 96% ::7: 2, 15, 2d8, 42-102, 98% ::8: 1, 15, 4d4, 36-108, 99% [[Category: Dungeons & Dragons]] [[Category: Dungeons & Dragons Races]] [[Category: Greyhawk]]
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