Yuathyb Greenbeak the Gang Leader
Male Woodling Kenku Ranger 2
NE Medium Plant
Init +5;
Senses Low-light vision; Climb +2, Spot +5
Languages Kenku
AC 24, touch 14, flat-footed 20
hp 19 (2 HD)
Fort +5,
Ref +6,
Will +2
Weakness Fire
Speed 30 ft
Melee mw shortsword +2 (1d6/19-20) and
shortsword +1 (1d6/19-20) or
slam +2 (1d6)
Space/Reach 5 ft / 5 ft
Base Atk +2;
Grp +2
Atk Options Favored Enemy (humans +2), Great Ally, Two-Weapon Fighting
Combat gear potion of remove paralysis, potion fo cure light wounds
Spell-Like Abilities (CL 2nd)
1/day -- enlarge
Abilities Str 10, Dex 18, Con 14, Int 12, Wis 15, Cha 10
SQ low-light vision, mimicry, plant traits, wild empathy
Feats Track, Two-Weapon Fighting, Weapon Focus (shortsword)
Skills Climb +2, Hide +11, Jump +2, Knowledge (dungeoneering) +3, Knowledge (geography) +3, Knowledge (nature) +5, Move Silently +11, Search +6, Spot +5, Survival +7, Tumble +5
Possessions combat gear plus 8 gp, 60 sp, MW shortsword, shortsword, mw studden leather
Great Ally (Ex): Kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can't normally speak. To duplicate a specific individual's voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern the voice isn't genuine.