Doppelganger PL10

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Doppelganger[edit]

PL 10; Init +2 (Dex); Defense 22 (20 flat-footed); Spd 30 ft.; Atk +5 melee (+1S punch), +7 ranged; SV Dmg +3, Fort +1, Ref +2, Will +2; Str 12, Dex 14, Con 12, Int 14, Wis 14, Cha 14.
Skills: Bluff +12, Disguise +12, Hide +4, Listen +11, Move Silently +4, Sense Motive +6, Spot +8.
Feats: Detect (Shapechangers), Dodge, Talented (Listen & Spot), Toughness.
Powers: Shapechange +10 [Extras: Continuous, Exact; Flaw: Limited - Humanoids Only; Cost: 3pp; Total: 30pp], Telepathy +10 [Flaw: Limited - Read Thoughts Only; Cost: 1pp; Total: 10pp].
Weakness: Disturbing - In their natural form, dopplegangers are pale, hairless freaks with oily skin and bulging eyes. Unless they are disgusing themselves, they suffer a -5 penalty to Bluff and Diplomacy checks with humans.


Here's the classic D&D baddie, the Doppleganger! While not much of a threat in a fight, they are great for intrigue and cloak and dagger stories. Need an insidous group of aliens to infiltrate the Freedom City government? Here ya go! They also make for great spies and assassins