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===AD&D Stats=== ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 6/18, Constitution 3/18, Intelligence 3/18, Wisdom 3/16, Charisma 3/14 ::Ability Score Adjustments: +2 Dexterity, -1 Strength, -1 Wisdom, -4 Charisma ::Class & Level Restrictions: [[Fighter]] 2, [[Cleric]] 2, [[Mage]] 4, [[Illusionist]] 6, [[Thief]] Unlimited ::Multiclass Options: Fighter/Thief, Cleric/Thief, Thief/Mage, Thief/Illusionist ::Thieving Skill Racial Adjustments: Pick Pockets -20% , Find/Remove Traps +5%, Move Silently +3)%, Hide in Shadows +85% ::Natural Armor Class: 10 ::Movement Base: 12 ::An unclothed skulk can blend into its background with a combination of color-changed skin and absolute stillness, allowing even non-thief skulks to use their 85% Hide in Shadows base chance. ::Skulks that move in silence impose a -3 penalty to their opponents' surprise rolls. ::Even a non-thief skulk can backstab like a thief. ::In a forest or underground setting, those attempting to use Tracking to find a skulk reduce their Wisdom to 1/3rd its value (rounding down) for the purpose of the proficiency roll. ::Skulks cannot camouflage themselves if wearing armor, helmets, shields or clothing. This strips them of their bonus to Hide in Shadows. ::Skulks are normally nocturnal, and at the DM's decision may take a -1 penalty to attack rolls & saving throws if forced to operate during the day, until they have adjusteds to a diurnal cycle by doing so for 5d6 days. ::Skulks are affected normally by Charm Person and Hold Person. Magical items that affect humans alone have a 50% chance of affecting skulks. ::Skulks suffer a -6 penalty to saves vs. fear, and if they fail their save have a 50/50 chance to either be frozen in fear or to flee in terror. ::At the DM's discretion, a skulk that manages to become completely fearless may break whatever magical ability creates a skulk, turning irrevocably into a human. ::Weapon Proficiencies: Dagger, Short Sword, Hand Axe
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