From Traditional Games Wiki

| Mick Maus
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Level 8 Elite Soldier
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| Small natural humanoid, ratling
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XP 700
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| Initiative: +9
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Senses: Perception +4, low-light vision
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| HP: 86
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Bloodied: 43
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| AC: 24
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Fort: 24
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Reflex: 21
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Will: 22
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| Saving Throws +5 against poison effects
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| Speed: 7
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Knuckle Sandwich (standard; at-will)
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| +15 vs. AC; 1d6 + 5 damage.
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Greataxe (standard; at-will) ✦ Weapon
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| +15 vs. AC; 2d6 + 9 damage.
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Bootknife (standard; at-will) ✦ Weapon
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| +15 vs. AC; 1d8 + 6 damage.
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Headbutt (minor; at-will)
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| +11 vs. AC; 1d6 + 5 damage and the target is dazed (save ends).
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Improvised Weapon (standard; at-will) ✦ Weapon
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| Requires an improvised weapon; +15 vs. AC; 1d8 + 7 damage.
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Swinging Wild (standard; recharge ) ✦ Weapon
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| Close blast 3; +15 vs. AC; 2d8 + 5 damage.
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Headlock (standard; at-will)
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| +13 vs. Reflex; 1d6 damage and the target is grabbed.
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Pummel (standard; at-will)
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| Targets a creature grabbed by Mick Maus; no attack roll; 2d6 + 7 damage.
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Jack Daggerfall's Old-Time Rotgut (minor; recharge ) ✦ Healing
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| Mick Maus regains 28 hit points.
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| Pudgy Hands
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| Mick Maus can use weapons of his size or one size larger than him as if they were his size.
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| Insidious
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| Mick ignores difficult terrain when shifting, even when shifting multiple squares.
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| Alignment: Evil
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Languages: Common, Goblin, Vermin
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| Skills: Athletics +12, Endurance +11, Intimidate +10, Streetwise +10
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| STR: 17 (+7)
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DEX: 16 (+7)
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WIS: 11 (+4)
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| CON: 14 (+6)
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INT: 8 (+3)
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CHA: 12 (+5)
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| Equipment: darkhide armor, greataxe, dagger
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