The Songbird of Doom: A Guide to a most unlikely tank and Mechanism of Mass Destruction (Warning: GMs will hate you)


Advice

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10 rounds of rage seems a little low for a character who depends on the claws for damage and no way to rage cycle.

Losing a level of two from Unchained Rogue would probably be worth gaining the BAB and rage rounds of barbarian.


Have we figured out how to work spell sunder into this build yet?


Skylancer4 wrote:

10 rounds of rage seems a little low for a character who depends on the claws for damage and no way to rage cycle.

Losing a level of two from Unchained Rogue would probably be worth gaining the BAB and rage rounds of barbarian.

Thinking about it. Its one of those things where I have to play it and see. Round 1 is generally move up and attack or climb on, so claws and rage aren't really needed. THEN the rage kicks on in round 2. Over 4 combats that lets me have an extra round, so thats 15 rounds of combat a day I'd be good for.

I'm not stuck to rogue after ninja trick wall climber. More barbarian after that could work.

Also not sure on combat expertise improved trip. I could drop that for extra rage.

How does one rage cycle?


Becoming immune to fatigue allows you to use rage, then drop it and then fire it off again the next round. It is usually used to make use of 1xper rage abilities but for you, it would allow you to pop claws for a few rounds and be able to drop them as you swap opponents and pop them again before the limitation on rage would let you. It wouldn't be needed if you have enough to cover all your encounters but would come in handy if you had limited rounds.

Sovereign Court

BNW, you cannot take your rogue level at level 3 if you want fox shape then - that first level is 0 BAB, and you need 1 BAB for each of those first 3 levels to meet the reqs for Fox Shape.


Ellias Aubec, I was going to bring that up as well. It was an issue I had to wrestle with when I did my build for a fox. It is rough because it puts off my first level of Monk until 4th. But at least before then I can wear armor so it isn't a total loss.


Ellias Aubec wrote:
BNW, you cannot take your rogue level at level 3 if you want fox shape then - that first level is 0 BAB, and you need 1 BAB for each of those first 3 levels to meet the reqs for Fox Shape.

Doh. thank you.


This is my Bloodmarked Skinwalker build so far:

1st: Barbarian (urban) 1 [Bat Shape feat]
2nd: Swashbuckler (mouser) 1 [Weapon Finesse feat]
3rd: Fighter (unarmed) 1 [Monkey Style, Piranha Strike feats]
4th: Monk Unchained (MoMS/KM) 1 [Monkey Shine feat]
5th: Barbarian (urban) 2 [Snake Style feat]
6th: Monk Unchained (MoMS/KM) 2 [Snake Fang feat]
7th: Fighter (unarmed) 2 [Combat Reflexes, Stand Still feat]

Are there any obvious flaws or issues I've overlooked?

Grand Lodge

BigNorseWolf wrote:
Skylancer4 wrote:

10 rounds of rage seems a little low for a character who depends on the claws for damage and no way to rage cycle.

Losing a level of two from Unchained Rogue would probably be worth gaining the BAB and rage rounds of barbarian.

Thinking about it. Its one of those things where I have to play it and see. Round 1 is generally move up and attack or climb on, so claws and rage aren't really needed. THEN the rage kicks on in round 2. Over 4 combats that lets me have an extra round, so thats 15 rounds of combat a day I'd be good for.

I'm not stuck to rogue after ninja trick wall climber. More barbarian after that could work.

Also not sure on combat expertise improved trip. I could drop that for extra rage.

How does one rage cycle?

I would definitely skip trying to trip with this build. You can only trip things up to one size larger than you. If you're in fox shape (tiny), the biggest thing you'll ever be able to trip is small. So most everything you fight you won't be able to trip--not even including things normal builds can't trip because of their trip cmd bonuses or just being untrippable.


For the build I posted two posts up, which class would it be best to continue advancing after: Urban Barbarian or Monk Master of Many Styles / Kata Master?


Ambrus wrote:
For the build I posted two posts up, which class would it be best to continue advancing after: Urban Barbarian or Monk Master of Many Styles / Kata Master?

Between the dozens of Unchained Monk threads, I believe it was determined that Master of Many Styles monk was compatible with Unchained. I am not sure about Kata Master. Note that if this was to be played in PFS, the PFS blog announcing Unchained says that no archetypes will work with Unchained Monk within PFS, although that restriction is not listed on the additional resource page.


Completely forgot about the size limits on trip. Should search out replacement feats...

Thank you helpful stone golem thing.

Dark Archive

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ambrus wrote:

This is my Bloodmarked Skinwalker build so far:

1st: Barbarian (urban) 1 [Bat Shape feat]
2nd: Swashbuckler (mouser) 1 [Weapon Finesse feat]
3rd: Fighter (unarmed) 1 [Monkey Style, Piranha Strike feats]
4th: Monk Unchained (MoMS/KM) 1 [Monkey Shine feat]
5th: Barbarian (urban) 2 [Snake Style feat]
6th: Monk Unchained (MoMS/KM) 2 [Snake Fang feat]
7th: Fighter (unarmed) 2 [Combat Reflexes, Stand Still feat]

Are there any obvious flaws or issues I've overlooked?

Unchained monk can't take archtypes

Grand Lodge

I believe the Hamatulatsu Master is an option for the Unchained Monk.

That's about it.

Grand Lodge

Hamatulatsu Master might not replace any missing or changed features. But that still doesn't make it a legal option. Unchained says an Unchained monk cannot take any core monk archtypes. Period.

Grand Lodge

Do you have a page number for that quote.

Just curious.

Grand Lodge

The line "Finally, with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace." Does not explicitly deny it, but let's you know that most archetypes will not work.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It looks like pretty explicit denial to me, BBT.


Ambrus wrote:
Initially, the Unchained Rogue looks to be tailor-made for this build but, upon trying to incorporate it, it becomes apparent that its abilities become largely redundant once you add in a level of Swashbuckler and the Amulet of Mighty Fists (Agile) that the build necessitates. A shame; it'd be nice to streamline the build a bit with the Unchained Rogue. Meh.

Actually, Unchained Rogue has a couple of nice things for this. Some of them are just nice, like Dex to damage (saving your amulet gold for actual enchants) and weapon finesse.

Then you have three abilities that are pretty massive contributions. First, you get the ability to use a Climb check to gain bonuses to your AC that can eventually equal those you gain from Monkey Shine (Vexing Dodger's Limb'-Climber). Second, you gain the ability to enter a medium creature's square whenever you feel like (Vexing Dodger Underfoot Trickster). Third, you get Debilitating attack. Your choice, would you rather keep your target from ever running away again or give yourself another Monkey Shine plus share half of it with your friends.

If you combine Monkey Shine, Limb-climber, Disoriented debilitating injury, and Underfoot Assault, you get a total of +14 effective AC when you fly into your enemy's square, 6 of which comes from Unchained Rogue.

Grand Lodge

To me, the line tells me the Unchained Monk won't work with most archetypes, like the other Unchained classes can, but the Unchained Monk is not completely denied archetypes.


blackbloodtroll wrote:
The line "Finally, with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace." Does not explicitly deny it, but let's you know that most archetypes will not work.

How about we just re-order this?

"Finally, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace, with the exception of the monk."

So all of the classes should work with archetypes. Except the monk; it doesn't work with archetypes. There really isn't a hair to split here, the Unchained Monk doesn't work with archetypes, at least not in Paizo's eyes, which is what matters in PFS.


As a side note, here's my take on this build. I skip a bit of stuff by just punching things with my bird talon-fist-things.

Race: Human
Traits: Adopted (Enlightened Warrior) and Wisdom in the Flesh (Climb)
Stat block: Str 7, Dex 19, Con 14, Int 11, Wis 14, Cha 10

Level 1 (Unchained Rogue - Vexing Dodger) – Weapon Finesse (rogue bonus), Sneak Attack 1d6, Combat Reflexes(1st feat), Two-Weapon Fighting (Human bonus), Limb-Climber

Level 2 (Rogue) – Evasion, Improved Dirty Trick (archetype bonus)

Level 3 (Monk of Many Styles) – Improved Unarmed Strike (Free), Stunning Fist (Free), AC bonus, Snake Style (3rd feat), Snake Fang (archetype bonus)

Level 4 (Rogue) – Finesse Training (unarmed), sneak attack 2d6, Underfoot Agility 1, Dex +1

Level 5 (Rogue) – Debilitating Injury, Monkey Style (ninja trick - style master), Underfoot Trickster, Piranha Strike (5th feat)

Level 6 (Mouser Swashbuckler) – Panache, Underfoot Adept, Deeds

Level 7 (Urban Barbarian) – Altered Rage, Extra Rage (7th feat)

Level 8 (Monk) – Monkey Shine (archetype bonus), Improved Evasion? (not sure if it stacks like that), Dex +1

Level 9 (Barbarian) – Lesser Fiend Totem (rage power), Uncanny Dodge, Improved TWF (9th feat)

Level 10 (Rogue) - Skill Unlock, Sneak Attack 3d6

Level 11 (Rogue) – Underfoot Agility 2, Weapon Training (rogue talent), Bonus Feat

Dark Archive

Still have to look at Unchained Rogue, but I'm currently highly considering a Sorcerer dip for claws, then Lesser Fiend Totem for a gore, to get 4 natural attacks with the Kistune Fox Shape bite. They'd all be d2 (except the gore at d4), but lots of bonus damage for a few rounds a day. You'd need to be able to make quite a few unarmed strikes a round to justify dropping those to secondary (especially since you can have all of those by 3, or 4 if you want Fox Shape at 3).

Grand Lodge

If you can afford the feats, you may be better off taking eldrich heritage for the claws. That way you can take the ghoul bloodline, and get paralysis at level 7.


For Grr I went urban barbarian for the claws, and I'll eventually pick up a helm of the mammoth lord for the gore


FLite wrote:
If you can afford the feats, you may be better off taking eldrich heritage for the claws. That way you can take the ghoul bloodline, and get paralysis at level 7.

The problem I have with the sorcerer claws is that this FAQ implies that there are strict limitations on the claws. It isn't a problem as a quadruped but since it classifies birds as a flying biped and explicitly states that bipeds can only grow claws on their hands (which birds don't have)...

It wouldn't be as much of a problem except that my local PFS group has proven to be extremely bass-ackwards about rules and I don't want to chance them retroactively telling me it doesn't work, like they did with my last two characters.

Sovereign Court

Tsutsuku wrote:
Ambrus wrote:
Initially, the Unchained Rogue looks to be tailor-made for this build but, upon trying to incorporate it, it becomes apparent that its abilities become largely redundant once you add in a level of Swashbuckler and the Amulet of Mighty Fists (Agile) that the build necessitates. A shame; it'd be nice to streamline the build a bit with the Unchained Rogue. Meh.
Actually, Unchained Rogue has a couple of nice things for this. Some of them are just nice, like Dex to damage (saving your amulet gold for actual enchants) and weapon finesse.

Except the dex to damage is only for one weapon type. So - pick either bite, unarmed, or claws. (Though I still say that Aspect of the Beast doesn't apply once you change out of your standard form.) So - only one of those would get their dex to damage at level 3 of Unchained Rogue.


Charon's Little Helper wrote:
Except the dex to damage is only for one weapon type. So - pick either bite, unarmed, or claws. (Though I still say that Aspect of the Beast doesn't apply once you change out of your standard form.) So - only one of those would get their dex to damage at level 3 of Unchained Rogue.

Another good reason to leave out the claws. Put your dex to damage on your unarmed strikes, punch with your little bird fists for massive damage, and leave your natural attacks for sneak attack or get Feral Combat Training to make it apply to both.


Race: Kitsune
Traits: Adopted (Enlightened Warrior) and berserker of the society
Stat block: Str 8, Dex 18, Con 14, Int 8, Wis 14, Cha 14

Level 1 (Urban barbarian) – Weapon finesse

Level 2 (Urban barbarian) - Abyssal totem

Level 3 (Fighter) – Fox shape, Piranha strike

Level 4 (Mouser swashbuckler)

Level 5 (Moms monk) – Monkey style, Monkey shine

This is how far iv'e gotten with my build. I don't know where I want to go with it next. Maybe more barbarian levels for gore and more rage rounds and something. Obviously my biggest worries right now is damage reduction low will and enemy combat manoeuvres. DR really messes me up and I really need to find a way to make my attacks magical sooner rather than later.
Thoughts?


Eldritch Claws feat, Amulet of Mighty Fists, and Deliquescent Gloves are all a good start. If you're really having issues, Feral Combat Training and Pummeling Style can help but you'll have to switch between that and Snake Style depending on your needs at the time.


Well you need 15 str for Eldritch Claws, I am using the amulet to get agile, of course I will be getting a magical amulet eventually but that will take a little time as it is a bit more expensive. I guess waiting for the amulet is the best option.


Tsutsuku wrote:


Eldritch Claws feat, Amulet of Mighty Fists, and Deliquescent Gloves are all a good start. If you're really having issues, Feral Combat Training and Pummeling Style can help but you'll have to switch between that and Snake Style depending on your needs at the time.

I thought that you couldn't pummeling style with natural weapons even with feral combat training.

That last sentence in pummeling takes care of that.


Alexander Augunas wrote:

Question: Can you even use Stand Still with this build?

Quote:
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

Stand Still states that you have to be moving through your adjacent squares. If your enemy is provoking via either Monkey Shine or underfoot assault, she's not provoking because she's moving through your adjacent squares; she's provoking as the result of a specific class feature / feat, which triggered because she's moving out of your space, which is much, much different.

As far as I can find, there's no way to actually stop your enemy from fleeing you; your best bet is to take Step Up and Following Step to move 10 feet with them. Because as a Tiny creature, you have no reach and therefore don't threaten enemy squares.

+1. In my opinion stand still is a waste of a feat as it only works for adjacent squares and as a tiny creature you don't threaten adjacent squares.

Snake Style would also not work in regards to the AoO that you take while moving into the enemy square. Since the AoO interrupts the action, you are attacked while still in an adjacent square. This would activate snake style and give you an AoO but because you are still in said adjacent square and don't threaten you can not follow through. It will only work if the enemy decides to attack you while you are in their square.


Also, Step up and it's following feats would not be useful for the same reasoning. Step up specifically calls out an adjacent enemy.


BigNorseWolf wrote:

Completely forgot about the size limits on trip. Should search out replacement feats...

Thank you helpful stone golem thing.

I have 4 ideas for working around the size limitations on Trip.

Punishing Kick: works like Stunning Fist, but instead of making your opponents Stunned, you make them Prone. That's not as good as Tripping them, since it doesn't trigger Greater Trip, but it would still trigger Vicious Stomp.

Harder they Fall: a Teamwork Feat that lets you Trip creatures over the size limit. But that requires teamwork, not just Teamwork.

Tangle Feet: also makes you Prone rather than Trips, but works even better in some ways. You have to be a Goblin, though. Or you could be a human with the Racial Heritage Feat.

Monks can Trip oversized opponents with the use of their Ki Pool.

Or, if you don't want to use Tripping and those workarounds won't do, perhaps consider playing Dirty Tricks instead of Tripping. No size limits and lots of sweet options.


Excuse my previous posts. I am late to the party.

So I am going to try building a version of this concept using a PFS legal alchemist for the vast majority of the lvls. Probably something along the lines of Beastmorph 3/ Mouser 1 / Beastmorph X. I am probably going to burn my Grippli boon on this concept. Nothing says humiliation like having your ass handed to you by a tiny frog.


Lab_Rat wrote:

Excuse my previous posts. I am late to the party.

So I am going to try building a version of this concept using a PFS legal alchemist for the vast majority of the lvls. Probably something along the lines of Beastmorph 3/ Mouser 1 / Beastmorph X. I am probably going to burn my Grippli boon on this concept. Nothing says humiliation like having your ass handed to you by a tiny frog.

Consider a Grapple Build for your Grippli Alchemist. Even more humiliating than having your ass handed to your by a tiny frog would be getting wrestled into submission by a tiny frog.

Grippli can get poison skin, and that would go great with a grapple maneuver. And it goes great with Alchemist: you get extra Poison usages as a Grippli Favored Class Bonus.

You want to be an Alchemist, and Alchemists get some awesome stuff for Grappling. There is the Tentacle discovery, which gives you a +4 on all Grapple checks, and there is the Tumor Familiar. Take a Crab Familiar, and you will get a +2 on Grapple Checks. There is the Strength Mutagen, of course, and other Extracts. Take the Potion Glutton Feat from Inner Sea Gods, and you can take your Extracts and Mutagens as a Swift Action, including True Strike, which can be used augment your Grapple Mod. If you take 2 levels in Cavalier, Order of the Penitent, you get Expert Captor, which would allow you to take the Tie Up Maintain-a-Grapple action on a Grappled, not Pinned, opponent, and you don't take the -10 to do it. So with Greater Grapple and Expert Captor, if you begin your round adjacent to your opponent under the Influence of True Strike, you could Initiate a Grapple as a Standard Action, pop your True Strike Extract as a Swift Action, and then Tie your opponent Up as a Move Action, getting your +20 True Strike bonus both times. And there are a lot of ways to pump up your Grapple Mod. I have a level 9 PFS Grappler with a Grapple Mod greater than +20 without the True Strike.

So all-in-all, you could include Grappling as a devastating add-on, and it's not very expensive. The Core of it is just Greater Grapple and Expert Captor: 2 Feats and a Class Ability. You'll want those 2 Discoveries, so that means at least 4 levels in Alchemist, but you already want to be an Alchemist, anyway. So the only unexpected dip will be 2 levels in Cavalier, and that's not so bad. Potion Glutton is a must-have for any Alchemist.

The Mouser thing involves entering opponents' squares for gaining an AC bonus and maybe making your opponent Flat-Footed. You could make your Tentacle your primary attack. Take 3 levels in Monk Master of Many Styles, and take Snake Fang, Feral Combat Training (Tentacle), and Monastic Legacy. With Snake Fang, you get an Attack of Opportunity every time someone misses you in combat, and between your Dex Bonus, your Small Size, and your Mousering, you will be VERY hard to hit. With Feral Combat Training, you can use that Tentacle to make your Attacks of Opportunity, and then also use Grab to get a free Grapple attempt with every hit. If you have Armor Spikes, you get to do extra damage with every hit. Maybe you can Enchant your Armor Spikes. Maybe you can poison them. Normally, a Tentacle is a Secondary Natural Weapon with a -5 to attack and +0.5 St Mod, but not if it's your only natural weapon. Any natural weapon that is your only natural weapon is primary.

Another way to go, perhaps instead of Grappling, would be Dirty Tricks. You can make your opponents Blind, denying them their Dex Mods to AC, then take levels in Rogue and do Sneak Attack Damage vs your Blinded opponents. Even 1 level in Unchained Rogue gives you Dex to Damage, and while your weapon damage scales down with size, Sneak Attack Damage does NOT!


grab ability can only grab up to your size.

so in his case of a tiny gripply, he could only grapple tiny enemies with grab

unchained rogue needs lvl 3 for dex to damage, not 1


shroudb comes in, wrecks everyone's day and swaggers out.


shroudb wrote:

grab ability can only grab up to your size.

so in his case of a tiny gripply, he could only grapple tiny enemies with grab

unchained rogue needs lvl 3 for dex to damage, not 1

Gripplis are actually Small, not Tiny, but that's a fair point. It would hardly be worth taking Feral Combat Training. But the Grapple Build is still quite viable, and the Tentacle still gives the +4 on all Grapple Checks. He could also get around that problem just by taking Hamatula Strike.

3 levels in Unchained Rogue still isn't bad. Snake Fang, Dirty Tricks, Sneak Attack, and Dex to Damage together with Mouser is a powerful Combination.

I'd say work in the Grappling, too, but there isn't enough time to do all that in just 12 levels (for PFS)


Scott Wilhelm wrote:
shroudb wrote:

grab ability can only grab up to your size.

so in his case of a tiny gripply, he could only grapple tiny enemies with grab

unchained rogue needs lvl 3 for dex to damage, not 1

Gripplis are actually Small, not Tiny, but that's a fair point. It would hardly be worth taking Feral Combat Training. But the Grapple Build is still quite viable, and the Tentacle still gives the +4 on all Grapple Checks. He could also get around that problem just by taking Hamatula Strike.

3 levels in Unchained Rogue still isn't bad. Snake Fang, Dirty Tricks, Sneak Attack, and Dex to Damage together with Mouser is a powerful Combination.

I'd say work in the Grappling, too, but there isn't enough time to do all that in just 12 levels (for PFS)

considering he actually said a "tiny frog" in his post, and that the whole thread is about getting to tiny and wrecking stuff (at least the few first pages i bothered to read) i assumed he used reduce person extracts or something to actually become a tiny gripply.

soz if the op was derailed at some point and those things don't stand anymore

(edit: to wreck a few more things up, unless he takes specific archetypes/multiclasses that grant dirty trick as an attack action and not a standard action, he would have a hell of a time blinding someone in round 1 and doing sneak attack shenanigans on round 2, grabbing quick dirty trick could help, but for a 3/4 bab class that comes a bit late, and the true gem of dirty trick master only comes at bab 11 which for an alchemist is quite away)


Lab_Rat wrote:
+1. In my opinion stand still is a waste of a feat as it only works for adjacent squares and as a tiny creature you don't threaten adjacent squares.

Your own square is considered to be an adjacent square.

Rules text: (Under Attacks) Melee Attacks: With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.)


Tsutsuku wrote:
Lab_Rat wrote:
+1. In my opinion stand still is a waste of a feat as it only works for adjacent squares and as a tiny creature you don't threaten adjacent squares.

Your own square is considered to be an adjacent square.

Rules text: (Under Attacks) Melee Attacks: With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.)

Within 5' is completely different than in your square though. The general rules are written assuming you are taking up at least a 5'x5' area. Going tiny changes things.


So your argument is that if it is within 2 inches of you it is not within 5 feet of you?...


From pack flanking:

Quote:
When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are considered to be flanking that opponent, regardless of your actual positioning.

Seems to indicate that adjastent =/= sharing in pathfinder


Stand still wouldn't work because it is only triggered when an enemy provokes an aoo by moving through a threatened square. The aoo triggered by the mouser ability would not trigger stand still.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm pretty certain your own square counts. It's definitely within 5 feet of you.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Ravingdork wrote:
I'm pretty certain your own square counts. It's definitely within 5 feet of you.

there are soooo many abilities/feats/stuff that could be clarified by such a simple faq "does your own square counts as adjustent?" but alas none has been made.

some feats (especially teamwork ones) imply that it is.
others, like the one i posted above, imply that it isn't.
so far it is purely dm's territory if it works or not

Silver Crusade

Hi all,

First, props to Breq for starting the thread. With Pumelling Charge in PFS play, I'd thought I would throw this one in the ring.

This plan helps overcome DR and makes great use of the moms extra feats to get pumelling style on a non-brawler.

One other problem I've encountered is that until you attack, you look like a harmless bird, so enemies don't swing at you (starting snake chains of doom). Thus the value of the pumelling charge.

1 - wpn finesse
2 -
3 moms - snake style, [snake fang]
4 unarmed fighter - Combat Reflexes
5 moms - TWF, pummeling style, evasion
6 unarmed fighter - snake sidewind, bravery
7 unarmed fighter - Impr TWF, close training +1 Atk, +3dmg with close weapons)
8
9 unarmed fighter - [pumelling charge], snake fang
10
11

Personally I like urban barbarian with this, but switch out claws with scent for the rage power then give the party kaava musk for a +2 Atk and +2 dmg while raging with scent (take that invisible spell casters!).

Last, depending on the GM, the magic effect from brawling armor would also apply to the UAS.

Have fun storming the castle!
Oli

Silver Crusade

Edit: pheremone arrow for +2 Atk and Dmg with scent, kaava musk for finding and full attacking.

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