Editing Cha'Ka Chkit

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'''AC'''  20= 10+3(1/2 LvL)+6(Armor+Ability)+1 (Fixed rate)
 
'''AC'''  20= 10+3(1/2 LvL)+6(Armor+Ability)+1 (Fixed rate)
  
'''Fort''' 15= 10+3 (1/2 LvL)+1 (Ability) +1 (fixed rate)
+
'''Fort''' 15= 13+1+1
  
'''Ref''' 18= 10+3 (1/2 LvL)+3 (Ability) +1 (Class)+1 (fixed rate)
+
'''Ref''' 18= 13+3+1+1
  
'''Will''' 19= 10+3 (1/2 LvL)+4 (Ability) +1 (Class)+1 (fixed rate)
+
'''Will''' 19= 13+4+1+1
  
 
== '''''Ability Scores''''' ==
 
== '''''Ability Scores''''' ==
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'''Effect''': Each target sees the image of a small or smaller object (of your choice) either in your hand or in a square in the burst. The image lasts until the end of your next turn
 
'''Effect''': Each target sees the image of a small or smaller object (of your choice) either in your hand or in a square in the burst. The image lasts until the end of your next turn
 
 
'''Wild Shape'''
 
 
Polymorph
 
 
'''Minor Action''' (Special) Personal
 
 
'''Effect''': You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form or vice versa (Agile form feat), you shift 1 square. While you are in beast form, you can’t use attack, utility, or featpowers that lack the beast form keyword, although you can sustain such powers.
 
 
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your
 
size, resembles a natural beast or a fey beast, and normally doesn’t change your game statistics or movement
 
modes. Your equipment becomes part of your beast form, but you drop anything you are holding, except
 
implements you can use. You continue to gain the benefits of the equipment you wear.
 
 
You can use the properties and the powers of implements
 
as well as magic items that you wear, but not the
 
properties or the powers of weapons or the powers of
 
wondrous items. While equipment is part of your beast
 
form, it cannot be removed, and anything in a container
 
that is part of your beast form is inaccessible.
 
 
'''Special''': You can use this power once per round.
 
  
  
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Power (Daily Fire): Minor Action. Fire erupts from one weapon (...so, my Claws?) you are wielding. Until the end of your next turn, attacks made with that weapon deal 1d6 extra fire damage.
 
Power (Daily Fire): Minor Action. Fire erupts from one weapon (...so, my Claws?) you are wielding. Until the end of your next turn, attacks made with that weapon deal 1d6 extra fire damage.
 
'''Battle Scar'''
 
 
These horrific scars mar your carapace, and seem to have toughened you up against further damage.
 
 
Property: +1 item bonus to saves vs. Ongoing Damage.
 
 
Power: (DAILY) Minor Action. Make a saving throw against an ongoing damage throw that a save can end with a +5 item bonus.
 
  
 
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