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The following are class skills for monstrous humanoids: Proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor light, medium, or heavy it is described as wearing, as well as all lighter types.
Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.
Monstrous humanoids breathe, eat, and sleep. Ooze An ooze is an amorphous or mutable creature, usually mindless. An ooze has the following features. No good saving throws. However, most oozes are mindless and gain no skill points or feats.
Oozes do not have any class skills. No Intelligence score, and immunity to all mind-affecting effects charms, compulsions, phantasms, patterns, and morale effects. An ooze with an Intelligence score loses this trait.
Blind but have the blindsight special qualitywith immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Immunity to poisonsleep effects, paralysispolymorphand stunning.
Some oozes have the ability to deal acid damage to objects. Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only. Proficient with no armor. Oozes eat and breathe, but do not sleep. Outsider An outsider is at least partially composed of the essence but not necessarily the material of some plane other than the Material Plane.
Some creatures start out as some other type and become outsiders when they attain a higher or lower state of spiritual existence. An outsider has the following features. Base attack bonus equal to total Hit Dice fast progression.
Two good saving throws, usually Reflex and Will. The following are class skills for outsiders: Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit.A.K.A. the Magical Disabled Person (to go with Magical Negro, Magical Queer, Magical Native American and all their magical friends.).
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Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls..
Weapons come in two basic categories: melee and ranged.
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MALLORY. ABSTRACT. THERE. hearing with an aid may be close to normal. However, when the hearing loss is severe, even a powerful aid may not be able to who experience hearing loss later in life. Obviously, there is no typical deaf .