Vinroot the Drunken Treant

Gulian's page

Organized Play Member. 312 posts (355 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 8 aliases.


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HWalsh wrote:


There are a lot of minefields in that regard...

First, we have to be honest with ourselves.

What tactical options do Fighters have?

Lots. Depending on the build and focus Fights can be very tactical. Positioning, combat maneuvers, reach weapons, etc. They have options.

They also have access to non-attack feats like call out and antagonize which other classes often don't have the feats to get.

So when we ask for "tactical options" what exactly do we want?

Do you want non-magical spells? Do you want to punch the ground and mimic pit trap? Do you want to twirl your polearm so fast it acts like a propeller and grants you fly? Do you want more skill points? Do you want the ability to call out combat orders to your party and grant them a combat competency bonus similar to a bard.

So, specifically, what is being sought?

It sounds like some people want a spell list. Maybe a limited arcane spell list similar to a Paladin? Using Con as the caster stat?

Personally, I think Fighters are in good shape but I'd love some extra skills per level and some way to...

Lets be honest, when you decide to play a fighter,you have to be aware what you are going to play. The fighter is not a cavalier, or a barbarian or whatever. Those things could be incorporated through archetypes if you really want to. When choosing to play a fighter, you choose to play a man that has a weapon, and has trained how to use it. He's more about skill in combat than anything else. I honestly don't feel very skillful in combat when I pretty much just say "I power attack and five-foot-step every turn." - sure, you can take a reach weapon and trip people and make positioning matter, but I can do the exact same thing with any other martial class, which means that by picking the fighter, I do not gain any new options, and I don't feel inherently different from a barbarian or paladin, except that I can't do any of the cool stuff that is UNIQUE to their class.

You do have "tactical" options which are mostly less effective than simply causing damage to an enemy so that it dies faster. When speaking about tactical approach, I don't mean spells or any such supernatural abilities, because those are simply not what the fighter is initially about. At the very least, allowing the fighter to attack in special ways would be a good start and fit into the flavor of a man at arms relying upon the skill of his sword arm.

Maybe the fighter should have the option of being able to actively defend itself, have an active choice of causing status effects, or some simple mobility options. You know, just about anything that would grant me more decisions to make without being just plain worse than doing damage.


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I don't get why the discussion about "fixing fighters" is headed towards comparing the bonuses a fighter gets with other classes. I mean, technically speaking, combat efficiency really isn't why the fighter is considered bad, isn't it? It's because fighters are mechanically uninteresting to play.

Why not, instead of trying to figure out where the fighter should be getting his +1s and -1s from, instead discuss more ways for the fighter to utilize his turn?

No matter how many bonuses you give this class, it will always just boil down to:

GM: "So, Bob, it's your turn. What do you do?"

Bob the Fighter: "I attack the goblin closest to me!"

... And that's all it ever will be. There's not enough decision making in the fighter's tactical approach to a given problem, which is the entire problem of the class. Why not try and fix that, instead of just tacking on more bonuses so the fighter can attack better?


Honestly, I too have thought and discussed upon the subject of "Fixing the Fighter" for a long time, and I'd like to share the conclusions I've arrived at with my group.

1) Generally speaking, as a non-magical class the fighter is unjustified in having so few skill points or class skills. An easy and rather common fix, just 4+int skill points and 2 extra class skills of his choice.

2) Generally speaking, the issue of narrative power is rather null, because when picking a certain class, the player should understand exactly what he will be playing with it. The fighter is an expert warrior, using mostly his expertise and training to survive. He shouldn't be as good at being a leader as a cavalier or a paladin, simply because that's just not the focus of the class. That said, if he wants to, he can simply pick up the leadership feat without issue.

3) The main reason the fighter "sucks" is because not only is his specialty hitting things or shooting things with sticks, but he also has very little actual control over HOW he hits people with those sticks, or even if options are available, they require an unjustified immense investment of resources in order to obtain them, and even then, the options presented are usually sub-par or very unreliable, making doing damage to things pretty much the most effective action one can take.

In conclusion: The class is uninteresting to play because the system it specialises in is uninteresting (Mundane combat). Compared to something like GURPS where when you build a "fighter", you're locked into a wide array of tactical choices and maneuvers, as well as many different ways to actively defend yourself, and every blow you potentially land being lethal to the enemy.

When Swashbuckler first came out, I pretty much started taking at least one level on every single fighter I ever played, because being able to actively defend and riposte seemed like an absolute blessing to me and made my first few levels of gameplay rather interesting and even tactical. I think we need more of this kind of stuff. Giving the fighter things to do with his swift action, standard action, immediate action, move action and free action and choices to make in that regard is, to my mind, the ideal way to "fix" the fighter. Tome of Battle tried it long ago, as well as Path of War in pathfinder, but the system itself seems to be too similar to spellcasting, and thus betrays the image of a fighter. Grit-based systems are probably the way to go about this, or well, make stamina feats and abilities a little more interesting than providing odd situational bonuses and options.


As the subject states, I'm playing a druid with access to the healing domain. (Via Ancient Watcher archetype)

My question is related to the way domains interact with druids. Lets say we have a cleric with the Fire domain, who has access to the Fireball spell as a domain spell, however it isn't on his spell list. This means he can prepare it only in his domain slot, period.

So how does this interact with a healing domain druid? Lets say at level 3, I can prepare Cure Moderate Wounds in my domain slot, however Cure Moderate Wounds is on my druid spell list in general too. Does this mean I can treat it as a 2nd level spell thanks to the domain, or does the spell prepared outside the domain slot have to use a 3rd level spell slot?


So, I'm playing a warrior-type with Cornugon Smash, who gets to intimidate stuff when he wants to. The thing is, my DM keeps telling me that undead, animals, constructs, aberrations and almost anything is immune to being intimidating.

Am I missing something? Maybe he's thinking of the social usage of intimidate instead of the the fear effect? His argument is the Unnatural Presence trait, which says you can intimidate vermin and animals.

So, what exactly is immune to being demoralized and what isn't? This is frankly insanely confusing.


Lets imagine for a moment that you have an arcanist or wizard with access to any spells of up to level 6-7. Assuming you have as much time to prepare as you need and it doesn't see you coming, or know you even exist.

How can you, alone, deal with this menace using the spells you have available to you, gold and various handy items?


I made a fighter/swashbuckler build based around wonky tactical decisions like intentionally provoking enemy AoO's so I can parry them and retaliate and so on. The high (relatively) charisma requiered for such a build is good synergy with the various combat intimidation feats. So I thought I'd take Cornugon Smash and Hurtful at level 6.

The problem is that the Riposte from the deed and the hurtful feat have mutually exclusive action economy. (Immediate and swift actions)

I was wondering if there was any way to set the action economy straight or somehow get two swift actions a round? If not, would there be any other decent alternatives for a charismatic two-handed build?


I get the feeling they are competent enough to rub their own backs without our help.

What if we send in an army of level 1 rogues wearing divination-immunity magical items? We could give each of them an alchemical fire!


Sadly glassteel is susceptable to the aforementioned rust monster turrets and would quickly fall to ruin. Good try, however.

Perhaps we could invoke the Primal Chaos upon them, so that it consumes all matter around it?


This archetype is specifically tailored to work with Pathfinder's Hero Point system. Alternatively, if your DM allows it, it could just be a way for the fighter to gain something fun to use in a non-heroic campaign.

If used in a non-heroic campaign, here are my recommendations:

Heroic Fortune (As a feat) grants the fighter the ability to store 2 hero points and gives him 1.

Grant Improved Heroism at level 2, since this will be treated as a special resource pool for a fighter.

Effects like asking the DM a question is probably not going to work out, so instead talk to your DM about being allowed to use some swashbuckler deeds and/or make up some unique effects upon which you can spend those points. Just keep in mind, that unlike regular panache or grit, you can spend them to reroll any d20 and so on, making them a little more valuable at baseline.

Cheers.

Hero (Ex)

At level 1, the heroic fighter gains the Strong Comeback and Hero's Fortune feats.

This ability replaces the 1st level bonus feat.

Heroism (Ex)

At 2nd level, the fighter gains a bonus Hero Point as well as increasing the maximum amount of hero points the fighter can store by 1. These bonuses increase by 1 every 4 levels thereafter.

This ability replaces bravery.

Heroic Weapon Training (Ex)

This ability functions exactly like the classic weapon training, except the fighter picks only one weapon group. Each time a weapon training bonus is gained, the fighter's weapon is considered to have a +1 enhancement for the purpose of penetrating various forms of DR, but only if the weapon is of the designated weapon group.

Whenever the fighter scores a critical strike or reduces an enemy below 0 with a weapon from his chosen weapon group, the fighter gains a hero point.

This ability alters weapon training.

Improved Heroism (Ex)

At 6th level, the fighter regains half his hero points after resting for at least 2 hours.

Notes:

Strong Comeback: Gain a +2 bonus whenever you reroll any sort of d20 roll.

Hero's Fortune: Increase the maximum number of hero points you can store to 5 and gain a hero point.


My PFS character so far looks like this:

Fighter 1/ Swashbuckler 1/ Fighter 4

16 STR
16 DEX
12 CON
10 WIS/INT
14 CHA

Traits:
Second Chance
Indomitable Faith

Feats:
H1 Strong Comeback
G1 Iron Will
F1 Power Attack

G3 Improved Iron Will
F3 Combat Reflexes

G5 Weapon Focus (Longsword)
F5 Battle Cry

If you're wondering about the odd feats taken at odd levels, he was retrained to fit him into his concept, which isn't directly defined behind being a person that refuses to fail even a single save, and so far, he has literally not failed a single save within a very save-heavy campaign. And the only one he did fail, he rerolled successfully. (The DM's expression was priceless.)

I have the option of choosing Martial Master or sticking with the regular Fighter and while the later is a solid choice that will offer me a very reliable and virtually fail-proof character, the Martial Master could offer some very fun roleplaying opportunities, as well as looking like it has potential for some powerful use.

I was wondering if I should use Martial Master and, if yes, what sort of feats and strategies should I take note of.

Feats I will work towards getting in the future:

Quick-Draw
Extra Panache (Just literally stack this to high heaven)
Weapon Versatility
Defiant Luck, Inexplicable Luck, Bestow Luck
Cornugon Smash
Intimidating Prowess
Combat Expertise
Improved Disarm (So I can parry and disarm a full attacking enemy, to completely ruin his offensive capability.)

And some of these may or may not end up being taken.


Avoron wrote:

It explicitly does not let you make extra attacks.

It also explicitly lets you exchange certain attacks for others.
SKR said here that you can use it to freely exchange between manufactured attacks and natural attacks, so long as you do not exceed your maximum number of attacks.

In this case you are exchanging a primary and off-hand unarmed strike, which all characters are capable of making in addition to their natural attacks, for your two Feral Mutagen claws on your Vestigial Arms. You are definitely allowed to do this.

If you want to discuss this more, feel free to make a thread about it in the rules forum. Or just post on one of the dozens that are out there. But I wouldn't recommend it, as it isn't a very pleasant topic to discuss.

Unlike, say, how to make powerful level 5 characters. That is a very enjoyable topic to discuss.

Speaking of which, Magda, how are you getting the Focused Spell metamagic on your Color Spray? Magical Lineage isn't an option because you don't get traits, and it doesn't seem like that build has access to second level spells.

Also, someone mentioning academe graduate reminded me that the build I posted needs a full-round action to summon, which they can't get. Any suggestions on the best ways to make it a standard action?

Occultist Arcanist


Charon's Little Helper wrote:
Gulian wrote:
What if instead I take a monk dip and use light armor to take advantage of my wisdom to AC?
You don't get wisdom to AC if you're wearing any armor including light.

You're absolutely right. I thought the Sohei might have allowed that effect with light armor.


I think I get the point now, yes. The Knife Master dip was more a way to tie my character into using daggers above all else, but I suppose that could be neglected.

What if instead I take a monk dip and use light armor to take advantage of my wisdom to AC? I suppose the BaB lost might not be worth it, though.

If things get sour with hitting my enemies, Outflank, Dirty Trick or Improved Feint should actually help me and make it a pretty trivial task, especially because you really don't need to use power attack to make things work.

Perhaps I could change it up with a longsword and go for the Slashing Grace feat instead, to get Dex to damage along with to-hit.


Yes, that's precisely how it works actually, which is the purpose of the dip.

From a 1-level dip, all sneak attack dice you ever role while attacking with a knife weapon is now a d8, which is why I went for it.

The brawler dip looks pretty damn good.


@Chess
To be more specific, this is kind of like a Gray Warden-like character, supposedly. But hopefully with more rogue things in there.

@Cap
If the focus was either of those things, then that's precisely what I'd do. But it's more of a combination. I'm trying to try and get more sneak attack dice to poke enemies with while retaining enough spellcasting to do some thematic "holy" stuff along with invisibility later on.

@Trogdar
Yes, they do, but those classes don't actually grant 1d8 (The thing is, Sanctified Slayer gives you really damn slow sneak attack progression, and I'm trying to spice it up a little more.) dice. Slayer will help me with BaB a little bit, but it will also require an extra level of dipping into it, while I can easily just keep the Knife Master dip at 1 level until I can afford a second. I'm just trying to make the Sanctified Slayer a little more... sneaky.

@Secret Wizard
Cool stuff! I'm starting to feel discouraged from two-weapon fighting. Might be a good thing.


That's character-concept specific. Sanctified Slayer doesn't give me a sneak attack die until level 4, while knife master gives me a 1d8 die at level 1 assuming I'm using daggers or other such weapons, which I will be.

A second level gives me more reflex saves and Evasion, which seems thematically pretty cool to me, and opens a rogue talent at level 2 as opposed to the super late slayer talents you get from Sanctified Slayer, giving me more of an edge with the playstyle I've chosen.

Witch Hunter isn't what I'm going for. I'm going for what Altair would have been if he was with the Templars, instead of against them sort of deal.

P.S. I'm sad no one got the reference in the first post.


Suffer not the witch to live. Amen.

How do I optimize this to be effective (not necessarily outstanding) in a variety of combat and social situations?

Requirements: Human race, level 5 build, two-weapon fighting(Not sure on this. BaB is kind of low with this build, but it would be absolutely cool if I could make it work), 20 point buy.

I'd like to completely avoid vivisectionist and all the mutagenic 40 str cheese, if possible, please.


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The Fallen Druid's silence spoke volumes. His mighty jaw strained and relaxed repeatedly as the gears of thought began to turn once more in his head, blotting out the pure instinct that ruled his mind. His fists clenched as he remembered the hatred-fueled insanity and lust for vengeance which had fueled his will to live initially.

Rage and hatred filled the Archdruid, he saw visions of the past within his head, cycling over and over and over until the elf eventually roared with a bestial voice.

"Yes! Yes, give me power! Restore me once more to what I had been so that I may strike that filthy old human down and the rest of those Archdruid scum! ... And the whole world! They will all suffer as I have!"


Fire up the bass cannon.

*cough*

A fun build for fighters could be a reroll focused build. It takes about level 3-5 to get it to really cause headaches for your DM when he tries to take you down through saves.

A level of swashbuckler really gives you a lot for its buck, considering your available tooltip.

Swashbuckler 1(Take at level 2) / Fighter 4 Human

Traits:
Second Chance (Free reroll 1/day on failed save)
Indomitable Faith (+1 to will saves)

20 point buy

16 Str
16 Dex
12 Con
10 Int/Wisdom
14 Cha

H1 Strong Comeback
G1 Iron Will
F1 Power Attack
G3 Improved Iron Will
F3 Weapon Focus/Combat Reflexes
G5 Battle Cry
F5 Weapon Focus/Combat Reflexes

With Battle Cry you essentially have 3 rerolls to any failed save per day and one reroll for your will save. Any time you reroll, you also gain a +2 to that roll.

Use a heavy one handed weapon so you can effectively two-hand the weapon when needed, preferably a piercing weapon though not required. Focus on stacking up on Extra Panache to increase the amount of parries per day you can do and/or combat expertise + various combat maneuver feats to really hinder an enemy's actions. Trip or disarm could be absolutely brutal against some enemies when used with the riposte of the parry deed.

Have a shield with you at all times and eventually work towards getting QuickDraw so that you can easily take it out or put it away to alternate between two-handing your weapon or going more defensive as the situation calls for.

An example of how you can shut down enemies:

Lets say we have an enemy who has a weapon and pounce. He pounces you, you parry his attack and then disarm him right after - this immediately ending his full-attack round or forcing him to attack you with empty hands - usually without improved unarmed attack, triggering AoO's into his face.

Because you now have a great deal of more class skills, you have so many more options open to you build-wise. For instance, bluff is now a class skill for you and you may easily make use of feinting tactics to really lower your enemy's AC if required.

Later on, you could take two paladin levels as well to shore up even more holes, getting yourself +3 to fort and will saves as well as your charisma bonus to all saves.

Combined with magic items, you can seriously turn yourself into a very tough and durable threat for both casters and martial enemies. You may not be a damage machine quite like the barbarian or a skill monkey like the rogue, but by high levels, you could get a 10 in a lot of different skills, giving you a solid foundation and making you flexible towards a variety of situations, likewise your feats allow you to use your general feats on many different things including: more panache (more parries per day or extra d6 to physical skills) or more rerolls taken from various human-specific feats (the Luck feat train. This can be used for ally support in the form of immediate-action bonuses to their saves before or after the roll, or the same for your own person.)

You could sum this build up as a character that is very well equipped to deal with a lot of different situations, but he doesn't have an option that allows him to simply dominate a situation like(Using another martial class for fair comparison) the Barbarian does in terms of damage in combat or the Ranger/Rogue in terms of skill-based checks. He's definitely very reliable and sturdy, though.


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Stagbrow has become considerably more frail in his form, yet the once mighty muscles of the elf's frame where not completely gone. He wore no more than old tatters for clothes, walking among the frozen tundra alone; surviving on raw meat and hunting with his bare hands.

As the Avatar appeared, the man seemed only to growl at him much as an animal would, but soon enough he seemed to become somewhat pacified. He spoke as you would expect from a man who has not spoken a word to anyone in a little over 20 years, awkwardly and slowly. "I... Am... Listening..."


Gilan'dar Sha'lore.

Previously: Sorcerer/Oracle -> Mystic Theurge. Elven.

Homerules used to achieve character concept: Allowed Oracle to cast and calculate all oracle spells based upon Intelligence rather than charisma at the cost of a single revelation. This was combined with Sage bloodline sorcerer.

Alignment: LN

Brief description of character:

A socially phobic individual who keeps depression and self-esteem/worth issues at bay by immersing himself in new knowledge. He viewed magic as nothing more than a way of studying the universe around him and refused to learn or cast any battle-related spells besides control-based spells, abjuration, transmutation and divination. Later in his story he gained the ability to see the universe as Neo from Matrix would see the Matrix - a sequence of complicated programs and mathematical interactions. His mortal eyes could not handle such a sight and turned into charred coals, however Gilan'dar was born with a third eye upon his forhead as an arcane mutation coming from his family being very immersed in magic throughout the ages; this eye however could withstand the sight of the literal stuff of Creation. The character eventually grew into having god-like power which could neither be described as arcane or divine.

He would eventually overcome his social ineptness thanks to his party members and various extreme situations throughout his adventuring career. He started an organization dedicated to policing magic and keeping it from being used in wars and other such unseemly activities, instead propagating the notion that magic should be used as nothing more than a tool for earning. Many had rallied to his cause and the story still continues from this point on.

Domains: Magic, Knowledge, Law, Rune.

Portfolio: Reality/Time manipulation, Arcane/Divine hybrid magic (Called True Magic throughout the campaign he was in), True Sight, Knowledge.

Race:

Librarians - In the halls of Gilandar's cube shaped structure peacefully, if imposingly, floating in the skies, these magical constructs labour to enforce discipline and order upon those who choose to study the virtually inexhaustible variety of tomes and scrolls on all sorts of subjects, spread throughout the endless bookshelves occupying every room and facility of the city. Librarians also organize and return books to their rightful place. They consist of various metallic parts floating around shining cores to roughly resemble humanoid shape. For food, this race consumes various weak magical items to keep themselves powered. While they have emotions and various other mortal drives, their nature is such that they are completely in control of themselves and do not allow such things to interfere in their individual tasks.


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However, Josephine had not come there blindly, for it seemed as though the warioress had surprisingly won the game of chess against the Archdruid, to which the old elf stroked his chin with a rather comic frown, before exclaiming that he needed more practice and handing Josephine a leaf-shaped crystal.

Perhaps, although not certain, that would help her earn recognition from the paladins of Lighton and reach Merlyn more easily. Alas, a relatively long time has passed since Merlyn was allowed into the forest, so it was not a very reliable aid.


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(( I completely forgot that Netura turned into a Demi-god. And here Ae is offering to teach and stuff. Ugh, I'm sorry. That was a pretty bad mistake.


The Tree gazed upon the Druidess with consideration, its massive wooden hands stroking its beard of twigs and leaves, causing all manner of green writes to rain down in a heavy downpour.

"Being an Archdruid is a great responsibility, Netura. Are you prepared to face immortality and infinite responsibility? Is your heart incorruptible and indomitable before the temptations of destruction?" - it whispered to her in response. Somewhere, unseen to Netura, the remaining six Archdruids watched over this ceremony.

However, the Tree would not make her an Archdruid just yet. If truly she was prepared, then it would seem her old teacher would once again have to instruct her.


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"Nuaaaaaah..." - echoed throughout the forest as a previously slumbering god had woken. Something changed. The rules of the game have shifted. The young god stretched out towards the sky and began to sing a mournful lament as he began to disperse, particles of a green, oil-like liquid floating towards the heavens in tiny bubbles.

Something aking to tears surged down the nature god's form, and all things created from his work paused. Birds ceased their singing to listen. Predator paused in their hunt for prey, and the prey did too stop to properly hear this sylvan requiem echoing throughout the skies.

Mother is calling. I have done well, she says. It is time to return to her, for the age of Gods is over, and I am no longer needed. The Ley Lines no longer need my sleep and dreams to tend to them. The World Tree is strong enough to handle its own tasks, without borrowing my energy. The forests, the grass and the animals will no longer die without my care for them.

I have slept for so long... I wish I would have had a chance to walk atop my Mother's skin some more...

And so, eventually, Nuah vanished, dispersed into tiny particles which soon vanished as well. Mighty clouds covered the skies and water poured down upon Beriya for the first time, as if the clouds themselves were crying. This would come to be known as [i]rain[/].

Nuah was not quite gone. He is now the very ecosystem of the planet, yet no more a god, merely nature itself, spread throughout the earth and the skies, dropping from the skies in the form of water, sweetening the air and filling it with oxygen.

Beriya was now self-sustainable.


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Despite the occurrences, Esil'dar still visited the Giant Chess Board daily to see of the Black Desert Avatar at least remained there. And of he did, he would continue to play games of the mind with the Avatar, as well as attempt to teach him more of Ba'gua'las, the Elven game, in hopes that he would perhaps learn his own place within the world and realize both the importance of balance and that to keep it, one must have not only deserts, but all kinds of terrain.

Perhaps, the avatar's evil nature would be redeemable.

----------------

The Six all disagreed. Each would explain that every one of them knew the risk and they each agreed to allow Merlin the use of the black sand. Wherever Stagbrow may be, they could only hope that he finds peace.

Ae, however would add: "Merlyn knew full well also that the consequences would be his disallowance to visit this forest unless the circumstances are truly dire. He is still our dear friend and once a favorite student, however. Everyone paid a price to keep the balance this time."

Esil'dar nodded. "We have lost one of our own and expended the power of Lae'adar (The Druid Stones). Everyone has paid."


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The Fall of the World Tree? The Audacity.

The Avatar of the Sand would be quite surprised that the Tree refused its advances and stood proud and strong. Where its rot would spread, the tree would simply sever it as if shedding off old skin and grow new roots, pulsating with overwhelming natural energies in green veins.

Forces of nature there are indeed, but the one who created the World Tree is Nuah, The World's Child. He is a god born of the planets own will, and is the epitome of all natural forces, including life. He needs not any prayers to his name, for the source of his power is always beneath his own feet. His creation, the Tree, was not so easy to destroy, although the birth and death of the sapling Merlin planted caused the sylvan giant no end of pain and suffering as its mournful whispers echoed throughout the land.

Sand, Clay and Foliage. It would be ignorant to assume that an avatar created by the God of Nature could not reconstruct a batch of soil if it was needed.

--------------------------

Archdruid Stagbrow found himself somewhere, in an unknown corner of the world. It was all over. He felt nothing and wanted nothing, for his purpose and blessing were both gone. The leaves surrounding him as if they were closed dropped to the ground, leaving the Druid pitifully naked. The grassy locks of hair all fell out of his scalp and jaw, leaving Stagbrow patheticly bald.

He sunk to his knees, despair gripping him. Tears flowed down his usually stern face, now twisted with an Immeasurable loss. Would he ever come to know the end of this? Is he still destined to live for eternity, albeit without henceforth knowing the love of nature?

"MMMMMMERRRLLYYYYYYYYYYNNNN!" - he roared with hatred, despite knowing full well that the wizard most likely used it as a last resort. Reason slowly drifted out of the former archdruid's mind as he simply wished for vengeance and blood. And if Merlyn was to die before he reached him, then this vengeance would spread upon all.

After days of despair, the Druid felt hunger for the first time in several millennia. Driven by an animalistic lust for life. He would stand... And hunt for food.


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The dark forboding feeling of the inevitable demise of one of the Seven. Beings immortal,and indestructible, yet somehow they would die without possibility for return, this much was obvious.

However, now was not the time to falter. Finally, a situation dire enough has occurred that the Druids may justify their interference on it. The giant tidal wave must be dealt with.

Not knowing which would be chosen, all seven would take a single step and be carried across hundreds of miles to an unknown mountain, hidden from the sights of gods and men by arts so ancient and mystical, that no mortal or divine mind I associated with Druidism could grasp them. Before the Druids, high in the sky where clouds were so abundant, they would be as mist; stood seven stones, each with a runic symbol. They were covered in moss and somewhat crumbled, but the ancient magic within them was still preserved.

Silently, each Druid approached the stones and layed their hands upon one. They began to chant in a tongue unknown and the world did react, as waves of force and danger surged through the Ley Lines. Birds and animals alike ran in whatever direction they could see, panicked out of their mind at what was about to occur.

A mighty storm rose with winds shifting furiously, slowly forming into a might earths battering whirlwind, with lightning, giant stones ripped out of the mountain upon which they stood all whirling within in. The Druid Stones flew into the air, circulating around this tornado faster and faster, causing more and more destruction as the ancient magic was cast.

BOOM.

A massive World Wave began, a massive shockwave traveling from the Druid Stones, causing earth and mountains alike to rise and fall, yet somehow causing no damage or change upon the land itself. Eventually, this massive planetarian wave would meet with the tidal one and their collision shook the foundation of the world.

When all settled in, the Ley Lines's fury calmed, the tidal wave would be no more, although that which it had managed travelled over would forevermore become sea.

6 Archdruid emerged from what was left of the hidden mountain, one chosen by Merlin. The Druid Stones' power was no expended. It would take thousands of years for it to charge once more.

They would stay there to heal the mountain back to what it once was. Now, both gods and men were aware of this mystical artifact.

Sorry, my writing is complete crap right now. Somewhat busy with all the festivities these last few days.


Darn. Oh well. Would have made the archetype more flexible in build choice.


Deflective Shield (Ex)

At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying.

This ability replaces bravery.

This is the 2nd level ability of an Armor Master fighter. The interesting part is that this ability doesn't say that the armor master needs to be holding the shield, just carrying. He can just sling it over his back or keep it generally on his person, and he could be specified as carrying the shield.

Is this correct, in terms of RAW?


"You yourself have said, that you never intended to use it." - Sha'lorei looked at him with narrow eyes. "However, young Merlyn, worry not. We are well aware that you have your own duties to fulfill and we do not ask you stay and observe." - she loosened up, smirking.

Ae nodded grimly at that, lost in thought. "What Jormungand speaks is truth."

Esil'dar looked at one, then the other, before moving up to Merlyn and placing a hand on his shoulder. "Use it, if you feel that it is right to do so, Merlyn. But know, that whatever happens will be a guilt that you alone shall bear, and you alone shall be blamed for. I can assure you that the Desert will not go back on its words, but what about after it has completed its promise?" - he paused, moving his mouth sideways to exhale some of the smoke, before locking gazes with Merlyn once more. "Be cautious. Each and every one of us here is prepared to give our lives to save this world from destruction."

All the Archdruids nodded.


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"Ah, you needn't play it without rest or distraction. It is like writing a good tale. Every evening, you would return to it and dedicate a few hours." - the Archdruid nodded and seemed to accept everything the Sandman said, however he still remained on the other end of the barrier and still took measures of safety. He was much more shrewd than he looked.

With that, he bid the avatar goodbye and retreated to the forest, disappearing among the thick growth.


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The Archdruid smiled as he smoked his pipe and nodded. It seemed he caught on to the game rather easily and understood the rules straight away.

"An interesting game, I should say. It has many possibilities for choice and strategy, but, perhaps, limited ways to develope towards the end of the game." - nevertheless, the Druid seemed to genuinely enjoy the class and soon took out a game of wooden carved leaf shapes, with various shapes and forms upon the wooden board itself, and many things to look upon, each somehow interacting into a grand picture. The Druid proceeded to teach the Sandman this game. And the first thing he said was: "Perhaps the shortest game I have had lasted for no more than a thousand years, but Ae made the silliest of mistakes and seemed rather distracted!" - laughed the Archdruid. And so, he began to teach.

This game was about the moon and the stars, the seas and the oceans, the winds and clouds and various such forces of nature. It contained a million little details, and each one was important in forming the grand picture and the finale of the game. Within it, mountains raised and lowered, seas came to be and dried out, all eventually forming something which awarded some complicated system of points to each player. The goal was to receive the lowest amount of points.

Every little detail held a deep philosophical meaning behind it, and the length of the game clearly hinted at how the Elven mind worked; long term. One could theorize that the ancient Elven Druids devised this game upon watching the world take shape and form in the most ancient of times, their vision stretching back into the roots of creation.

Esil'dar would explain to the avatar that some games have lasted into other generations, where son would take over where his father left off.

All in all, he would teach the avatar well into the evening, when the sun began to set, leaving the river of light as the only source of brightness. And it seemed, that many an evening would be needed.

Letting out a puff of smoke, the Archdruid gazed out at the night sky and grunted as he stood up, taking the offered present with him carefully, but not before offering his own game to the desert. "I hope I did not bore you, Avatar of the Desert! If you are still willing to learn, then I shall see you here tomorrow, an hour after the sun rises." - he laughed easily and amiably.


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The Druids seemed to edge away from the magical light targeting each of them, however none could avoid it, be it by physically dodging or weaving some intricate design of Ley lines to defend themselves. Each seemed to grow silent, worried, but none of the, felt any changes within. Deciding that this was, ultimately, trivial as what happened can not unhappen, they each would pause to regard the board game with surprise and curiosity.

After some conversing, each would go on to do what they were supposed to, with Ae following Merlin.

One stayed. He seemed a rather thin man, somewhat shorter than the average elf, but not by much. His face was that of a rough, unshaven man. Lacking the glorious beard of mighty Archdruid Stagbrow, nor the delicate and refined charm of Ae, he seemed more like a happy-go-lucky kind of individual. He wore a rather amusing and simple hat upon his head and smoked a pipe with a herbal smell to it.

Squating down, the elf let forth a relaxed cloud of herbal smoke. With a rugged smile, he said: "Hello, Avatar of the Sand. I am called Archdruid Esil'dar. Among my fellow Druids, I am chief in playing such games. Let us exchange knowledge, shall we? Teach me this chess, and I shall teach you Ba'gua'las. Our ancestral game." - he stroked his beard as he looked upon the board, awaiting the reply. He sat just at the edge of the river of light.


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Damnit, before I could post! Ah well. Shall I delete?))


The Tower Shield penalties are kind of putting me off of that one. I think I'll stick with classic fighter, yeah.


mplindustries wrote:
Dread Knight wrote:
mplindustries wrote:
Swashbuckler Finesse doesn't let you use a shield in your offhand other than a buckler.
This isn't anywhere in the Swashbuckler Finesse class feature you can use any type of shield that you want.
D'oh! I was thinking of Precise Strike. Oops.

I feel victorious.

Besides, two-handed may do more damage, but this current build is more reliable in its ability to stay alive while doing so, and if you're running a legitimate two-handed build without reach weapons and AoO's in mind, you're probably going for that 18 STR sweet spot, meaning your AC is most likely not 2 less than this build, but a whole lot less than it. Possibly by at least 3 AC if we're looking at full plate two-hander vs breastplate sword'n'board. And that gap's only going to increase as the build starts getting armor training.

Would the Shielded Fighter be an archetype you'd want to take with this, or nah? Or just stay with classic fighter?


A, darn. I thought I found a panacea to all my problems. Although I still believe that the ability to parry and the extra precious class skills is still worth any charisma-built fighter's one level dip.

Although you could simply take the Amature Swashbuckler feat, the difference of gaining back your full pool over just 1 point at a time is pretty darn huge, I personally find.


In that case, you could drop off a point off of Dex and place into strength. It'll be just enough to get you up to 13, qualifying you for power atrack and thus placing us in the damage zone for being somewhat threatening.

Alternatively, one could take a light slashing weapon and use Piranha Strike, solving the damage problem that way, since the Slashing Grace feat requires it to be a one-handed slashing weapon, which should theoretically encompass light one-handed slashing weapons as well.

With either of those options we go up to 1d6-8+6 damage. Alternatively Combat Reflexes can be taken at level 2 and make way for Weapon Specialization at level 3, bringing us up to 1d6-8 + 8, which is roughly two-handed weapon damage material with similar to-hit bonuses provided we don't use our shield to bash just yet.

As for Panache. Killing an enemy allows you to regain some or a Keen Scimitar might help some.


Slashing Grace (Combat)

You can stab your enemies with your sword or another slashing weapon.

Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.

Benefit: Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

--------------------------------------

So, this is potentially the absolute best setup for a sword-and-board fighter with a longsword. You can completely dump strength unless you absolutely crave for Power Attack, all the while filling up your armor training dex to the brim.

Unless I'm missing something, is this build worth it?

Swashbuckler 1/Fighter 2

Strength: 10 0
Dexterity: 19 (+2; +1) 4
Constitution: 14 2
Intelligence: 10 0
Wisdom: 10 0
Charisma: 14 2

H1 - Weapon Focus (Longsword)
G1 - Slashing Grace
F2 - Dodge or Shield Focus or Improved Shield Bash
F3 - Extra Panache
G3 - Combat Reflexes

What we have:

Dex to attack, AC, damage and CMB.

Extra +2 to our Ref saves at earlier levels, no loss of overall feat amount.

The ability to parry up to 5 attacks per round at level 3, coupled with massive AC from a heavy wooden shield in case you fail.

The ability to get an exploding dice bonus on several of your physical skill checks when needed.

You can be a marginally decent party face with a respectable +6 to your social skills.

Later on, you can take Pommel Strike Deed, allowing you to basically trip someone as a standard action on your turn, or alternatively you could go for the longer Trip Chain and use Fury's Fall to very very good effect.

Because of Swashbuckler's Finesse, you could take Amateur Investigator and gain an inspiration pool to help you with various intelligence based checks.

Due to your decent charisma, you can take Eldritch Heritage if you so wish to. Perhaps for flavour, or perhaps for natural armor bonuses and whatnot.

You can later also take Battle Cry, granting your allies a very solid support twice or thrice per day with rerolls to failed saves. (You are an ally of yourself, also, remember.)

Later, if you feel like it, you could easily take some of the Two-Weapon Fighting feats and get into Shield Master at level 11-13. If you also take a few other feats, you could be doing your Dextirity modifier as damage to each attack without penalty to attack.

------------------------------

Is it me, or did this thing basically just become a solution for nearly every problem the fighter used to have with the sword-and-board build?

You can actually wear a Mithral Full plate under your Armor Training and max out your allowed dex bonus while losing nothing in terms of offense.


Are you interested in balance specifically, or how to balance the Spell Fumble system in regards to the current state of Pathfinder?

Because if you're out for pure balance, consider this:

A spellcaster may only have one ongoing effect happening at any one point in time, be it a buff, a control spell or debuff unless the caster wishes to make a concentration check (DC 15 + the total amount of spell levels your caster is keeping up on himself or another person.) whenever he is casting a spell. In case of failure, all the caster's ongoing effects disappear.

Exceptions:

Bear's Endurance and co.
Protection from (energy)
Infernal Healing
Ray of Frost or whatnot.

and other such stuff.

What this does:

The spellcaster is unable to cast fly and invisibility at the same time without triggering annoying checks for himself every round and every spell he casts while having both of them up.

Basically, it's balance.


Wylliam Harrison has no face.


But what you don't have is true Hands of Jazz!

Who are you calling a tree?! I am an ent!


Can I join at some point?


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Ae's Promise

However, before all these dark events occur, Ae returns to the glowing city of Lighton to continue his apprentice's training as promised. Within several decades, the Netura who was once young would be married an a woman in age, with kids already. And above all else, a true druid, if not the most powerful one. Her knowledge would be passed down from generation to generation, tending to Lighton's many gardens.

And yet Ae has not changed in appearance at all, returning to his people and forest when the time was right.


In the end, Treants outlive all. Struggle, fleshies, for when you grow old and count your teeth, I shall claim the win


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The Settlement of the Bright Ones

Finnegan was chief among those who chose to walk the path of good and tradition, for he was once a general among the elven armies, a natural born leader with words able to shake elf and non-elf alike into inspiration. When the World Tree punished him for his foolish blasphemies, he realised just how much he had lost, however his pride disallowed him to return and beg for forgiveness as the Low Elves had. Instead, he sought the guidance of Leafar, for his teachings felt closer to him and he had occasionally offered the foreign god a prayer or two.

The elves which followed him instead of Gu'lain wished for stability and peace, not chaos and war. They may have been manipulated by Gu'lains sweetened words of superiority in the past, but when the pain of slaying their own kin over something so foolish and insignificant left a deep scar in the Light Elven people. When Finnegan spoke of Leafar and his ideals, the Bright Ones all agreed that this was to be their new path and that perhaps fate itself had been leading them to this path.

However, despite their path of redemption, none wished to settle in Lighton, where different races mixed and mashed endlessly, creating an odd and impure society with loose traditions and culture. They kept to their isolationist ways and travelled far to the south for many many years, in search of a land by which they would be inspired and could call it their own with pride.

Eventually, the nomadic Light Elves found a mighty chain of mountains ridden with waterfalls and trees aplenty beneath. Although they had steeled themselves never to pick a forest as their home, they could not resist having at least some of it around. And so, they settled upon these mountains calling them the Quor'Adal, which meant the Sun Towers. Upon these peaks, they would be closer than anyone to the greatest source of light of all - The Sun.

Finnegan sat atop a great stone, looking down at the valley beneath.

"Leafar, we have sinned greatly and have been banished by our kin, yet we seek to find redemption and purity in your Light. Give blessing to our cause, and we shall be your faithful until the end of time." - and it was naught but the truth which came from his mouth, for Gods know, the elves possessed a potent passion and potential for inspiration and devotion which dwarfs that of the other races.

Finnegan stood and turned to the great mountains as his people ascended them, searching for the right spot.

This land would soon be their home.


That sounds like a sorcerer thing to me, honestly.


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The Settlement of the Dark Ones

Gu'lain was chief among those who chose to walk the path of power and hatred, for he was once a druid of great prowess who misused his knowledge and power into taking from nature for his own goals and giving nothing back. When the Tree had taken what was rightfully his, a deep and dark hole opened in his chest, driving him to crave for something to fill it. It needed only two things. Vengeance, to heal his wounded pride and Power to fuel his scalding arrogance.

He was respected among the elven masses. His words carried great weight and many believed his opinion to be wisdom. However some did not follow or agree with his plans of travelling to the no-man's land and making it their own. The masses split into two and travelled in two opposite directions. One to the south, towards the Quori Peaks, as they would be known once the Light Elven kingdom would be established, one to the north, towards the Glass Desert in a desperate lust for something to replace their stolen birthright, driven by their thirst for the destruction of their progenitors on some sub-conscious level.

Gu'lain led the Dark Elves north, where they would find the dogarr lands. However, they did not approach them too closely. First, they scouted the land as they made camp upon a small black mountain, no doubt once a part of the Obsidian mountain. There, Gu'lain sat facing what was once the great Obsidian Mountain, cradle to Dogon's son.

This would soon be their land.

Race

Sh 4(6) hp 20 | F +11 R +11 W +11 | Perc +9 (darkvision) | Stealth +13 |

Classes/Levels

25 ft (40 ft) | Hero 1/3 | focus 2/2 | ◆ | ◇ | ↺ | Active Conditions: catfall, land on your feet, aura of courage, (wild shape, scent)

Gender

LG (he/him) Amurrun (Shemtej) Champion (paladin) 5 | HP 68(+10)/68 | AC <22> 22 (24) |

Languages

Amurrun, Taldane, Aklo, Sylvan

About Onye Dinta

BOT ME:

Weapon Attacks are located in the Offense section of the sheet.

Retributive Strike

Shield Block

Lay on Hands
◆ Cast (S): lay on hands (healing) +18 HP @ NAME +2 status AC for 1 round
[dice=◆ Cast (S): lay on hands (offensive) Positive Basic Fortitude vs. DC 19]3d6[/dice] & -2 AC for 1 round

[dice=◆◆ Cast (V/S): electric arc Electricity Basic Reflex vs. DC 19]3d4+2[/dice]

”Ghairm mi fuachd stùc na beinne!”
[dice=◆◆ Cast (V/S): ray of frost]1d20+9[/dice]
[dice=Cold]3d4+2[/dice] Critical Hit: Double damage & -10 ft speed x 1 round

PFS Information:

PFS Number: 230524

Onye Dinta:

Ethnicity: Shemtej
Nationality: Murraseth
Birthplace: Murraseth
Age: 20
Gender & Pronouns: he/him
Stature: short
Build: lean

Catfolk (Suli)
Lost Loved One
Champion (paladin); Level: 5
Medium Humanoid, Catfolk, Suli
Lawful Good, Tanagaar
Associations: Doctor’s Illuminated Consortium of Epopts, Stormborn Order, Wild Order
Languages: Amurrun, Taldane, Aklo, Sylvan
____________________
ABILITY SCORES

STR 14 (+2), DEX 19 (+4), CON 14 (+2)
INT 10 (+0), WIS 14 (+2), CHA 14 (+2)
____________________
SENSES
[dice=Perception (T)]1d20+9[/dice]
Special Senses: Low-light vision, Darkvision
____________________
DEFENSES

HIT POINTS: 68/68

ARMOR CLASS
AC: 22 (10 + (4 dex) + (7 prof) + (1 item))
Hide Shield: +2 Hardness 4 (6 vs. bludgeoning) Max HP 20 / BT 10 Current HP 20

Unarmored: (T), Light: (T), Medium: (T), Heavy: (T)

SAVING THROWS
[dice=Fortitude (E)]1d20+11[/dice]
[dice=Reflex (T)]1d20+11[/dice]
[dice=Will (E)]1d20+11[/dice]
Notes: land on your feet
____________________
OFFENSE

Class DC: 21 (10 + (4 dex) + (7 prof) + (item)) [T]

Speed: 25 ft (40 ft)

Melee Strikes

{Flyssa} (agile, finesse, versatile P)
[dice=◆ Strike: flyssa (T)]1d20+13[/dice]
[dice=Piercing]1d6+2[/dice]

{Kukri} (agile, finesse, trip)
[dice=◆ Strike: kukri (T)]1d20+13[/dice]
[dice=Slashing]1d6+2[/dice]

{Probing Cane} (finesse, sweep)
[dice=◆ Strike: probing cane (T)]1d20+13[/dice]
[dice=Bludgeoning]1d6+2[/dice]

{Fist} (agile, finesse, non-lethal, unarmed)
[dice=◆ Strike: +1 handwraps of might blows, fist (T)]1d20+14[/dice]
[dice=Bludgeoning]1d4+2[/dice]

{Cat Jaws}
[dice=◆ Strike: +1 handwraps of might blows, wild shape, jaws (T)]1d20+14[/dice]
[dice=Magic, Piercing]2d6+5[/dice]

{Cat Claws} (agile)
[dice=◆ Strike: +1 handwraps of might blows, wild shape, claws (T)]1d20+14[/dice]
[dice=Magic, Slashing]1d10+5[/dice]

Ranged Strikes

{Javelin} (thrown 30 ft)
[dice=◆ Strike: javelin (T)]1d20+13[/dice]
[dice=Piercing]1d6+2[/dice]

Weapon Proficiencies
Simple: (E), Martial: (E), Other (unarmed): (E)
____________________
MAGIC

Magic Traditions
Arcane: #
Divine: 5
Occult: #
Primal: 5

Spell Attack Roll (divine): +9 = ((2 cha) + (T))
Spell DC (divine): 19 = (10 + (2 cha) + (T))

Spell Attack Roll (primal): +9 = ((2 wis) + (T))
Spell DC (primal): 19 = (10 + (2 wis) + (T))

Focus Points: 2/2

Focus Spells: lay on hands, wild shape

Spell Slots per Day
Cantrips: 2
1st: # 2nd: # … 10th: #

Memorized
Cantrips (3rd): electric arc, ray of frost
____________________
SKILLS

[dice=Acrobatics (E)]1d20+13[/dice]
[dice=Arcana (U)]1d20+1[/dice]
[dice=Athletics (T)]1d20+9[/dice]
[dice=Athletics (T), Wild Shape]1d20+14[/dice]
[dice=Crafting (U)]1d20+0[/dice]
[dice=Deception (U)]1d20+2[/dice]
[dice=Diplomacy (U)]1d20+2[/dice]
[dice=Intimidation (T)]1d20+9[/dice]
[dice=Lore (genealogy) (T)]1d20+7[/dice]
[dice=Medicine (U)]1d20+2[/dice]
[dice=Nature (T)]1d20+9[/dice]
[dice=Occultism (T)]1d20+7[/dice]
[dice=Performance (U)]1d20+1[/dice]
[dice=Religion (T)]1d20+9[/dice]
[dice=Society (T)]1d20+7[/dice]
[dice=Stealth (E)]1d20+13[/dice]
[dice=Survival (U)]1d20+2[/dice]
[dice=Thievery (U)]1d20+4[/dice]
____________________

FEATS:

Ancestry Feats and Abilities
Special 1st: low-light vision, land on your feet
Heritage 1st: darkvision
1st: Elemental Embellishment
5th: Light Paws

Skill Feats
Background: Multilingual (Aklo, Sylvan)
2nd: Steady Balance
4th: Cat Fall

General Feats
3rd: Ancestral Paragon (catfolk dance)

Class Feats and Abilities
Feature 1st: Tenet of Good
Feature 1st: Paladin Cause
Feature 1st: Retributive Strike
Feature 1st: Lay on Hands
1st: Ranged Reprisal
2nd: Desperate Prayer
3rd: Divine Ally (animal companion: bird)
4th: Aura of Courage

Bonus Feats
Shield Block (Class)
Druid Multiclass Archetype (free archetype variant) (stormborn)
Catfolk Dance (ancestral paragon)
Order Explorer (free archetype variant) (wild order)
____________________
EQUIPMENT

Held Items: hide shield
Worn Items: wooden great cat masks, leather armor, +1 handwraps of mighty blows, explorer’s clothing/winter clothing, kukri, flyssa, probing cane, (10) javelins, backpack, compass, waterskin
Stowed Items: bedroll, (10) chalk, flint and steel, grappling hook, hammer, manacle (poor), mug, (10) pitons, rope (50 ft), rubbing set, soap, tent (pup), (3) wooden great cat masks, writing set

Invested Items:

1. magic item
2. magic item
3. magic item
4. magic item
5. magic item
6. magic item
7. magic item
8. magic item
9. magic item
10. magic item

Bulk: 3.5 (Encumbered at: 6 = 5 + (1 str); Maximum at: 11 = 10 + (1 str))
Backpack: 1.7 (subsumes 2 bulk, holds 4 bulk maximum)

Coins: 12.32 gp
____________________

Animal Companion - Bird (Uhu)

[Gender:] N (he/him) Animal (Owl) 5 | HP 37/37 | AC 20 |

[Race:] F +8 R +10 W +9 | Perc +9 (darkvision) | Stealth +10 |

[Classes/Levels:] 10 ft, fly 60 ft | ◆ | ◇ | ↺ | Active Conditions: - -

STR +2, DEX +3, CON +1, INT -4, WIS +2, CHA +0
Athletics (T) +9, Acrobatics (T) +10, Stealth (T) +10