Sesserak

Skrelznit Stinklaw's page

503 posts. Alias of Caro Cogitatus.


Race

Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch

Classes/Levels

Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Gender

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3

About Skrelznit Stinklaw

Small Male Kobold:

A black-scaled kobold with weather-dried skin, he has the look about him of a kobold used to life on the pitching deck of a ship. He is often accompanied by a brown sea falcon who stands almost as tall as he. He is known for his vocal tic, appending "k-k-k" to random words. He has never explained why he has this.

Backstory:

Skrelznit Stinklaw considers himself the finest hunter of sea beasts in the entire world. This belief is largely untested outside of his own mind.

HP/Init/Move/Vision/BAB:

Max HP 53 (1d8+2+1)x4+(1d8+2)x3 Initiative +5 Vision Darkvision 60ft Move 30ft BAB +5 (Hunter4 +3, Rogue3 +2)
Init=(Dex +5)

Classes/Alignment/Deity/XP/Prestige/Point Buy:

Classes Hunter/4, Rogue/2 Favored Class Hunter Alignment Neutral Evil Deity Besmara XP 0 Custom Rolled

AC 21 (Touch 16, Flat Footed 16):

(Base +10, Armor +4, Shield +0, Dex +5, Size +1, Natural Armor +1, Dodge +0, Deflection +0)
Spell Failure 0% Armor Check -1 Max Dex +5 SR 0%

Fort +6 Refl +12 Will +5:

Fortitude Base +5 Con +2 Magic +0
Reflex Base +7 Dex +5 Magic +0
Will Base +2 Wis +4 Magic +0

Skills/Languages:

* Acrobatics +13 (DEX +5, Ranks +5, Class +3, Armor -1, Encumbrance +0)
+ Appraise +1 (INT +1, Ranks +0)
* Bluff +0 (CHA +0)
* Climb +12 (STR +4, Ranks +5, Class +3, Armor -1, Encumbrance +0)
* Craft (Untrained) +1 (INT +1, Ranks +0)
* Diplomacy +0 (CHA +0)
* Disable Device +12 (DEX +5, Ranks 3, Class +3, Rogue +1)
* Disguise +0 (CHA +0)
* Escape Artist +9 (DEX +5, Ranks +1, Class +3, Armor -1, Encumbrance +0)
+ Fly +6 (DEX +5, Ranks +0, Armor -1, Encumbrance +0)
* Handle Animal +5 (CHA +0, Ranks +2, Class +3)
* Heal +8 (WIS +4, Ranks +1, Class +3)
* Intimidate +4 (CHA +0, Ranks +1, Class +3)
Knowledge (Arcana) +2 (INT +1, Ranks +1)
* Knowledge (Dungeoneering) +5 (INT +1, Ranks +1, Class +3)
* Knowledge (Geography) +5 (INT +1, Ranks +1, Class +3)
* Knowledge (Local) +6 (INT +1, Ranks +2, Class +3)
* Knowledge (Nature) +5 (INT +1, Ranks +1, Class +3)
* Linguistics +1 (INT +1)
* Perception +17 (WIS +4, Ranks +7, Class +3, Racial +2, Trait +1) +1 vs Traps
* Perform +0 (CHA +0)
* Profession (Butcher) +8 (WIS +4, Ranks +1, Class +3)
* Profession (Sailor) +10 (WIS +4, Ranks +2, Class +3, Trait +1)
* Ride +9 (DEX +5, Ranks +2, Class +3, Armor -1, Encumbrance +0)
* Sense Motive +8 (WIS +4, Ranks +1, Class +3)
* Sleight Of Hand +9 (DEX +5, Ranks +1, Class +3)
* Spellcraft +6 (INT +1, Ranks +2, Class +3)
* Stealth +18 (DEX +5, Ranks +7, Class +3, Racial +4, Armor -1, Encumbrance +0)
* Survival +13 (WIS +4, Ranks +6, Class +3) +2 Track
* Swim +10 (STR +4, Ranks +3, Class +3, Trait +1, Armor -1, Encumbrance +0)
* Use Magic Device +6 (CHA +0, Ranks +3, Class +3)
(* = Class Skill, + = Useable Untrained)

Languages: Common, Draconic

=== Special Attacks ===
Outflank (Teamwork) +4 Flanking bonus; Crit provokes AoO from flanking teammate; +2d6+1 damage +1 Bleed
Sneak Attack +2d6 Precision damage if Flanking or opponent denied DEX
Precise Strike (Teamwork) +1d6 Precision damage while flanking
Dirty Fighter +1 damage if Flanking; multiplied on Critical Hit
Animal Focus Swift action, 3 min/day: +2 (Str or Dex or Con) or +4 (Perc or Swim/Jump or Climb or Stealth) or Darkvision 60ft or Evasion or +5ft Walk or Scent.
Combat Expertise -2 Attack, +2 AC
Ring of Animal Friendship Charm Animal on command

=== Weapons === BAB +5, Size +1, STR +4, DEX +5
+1 Human Bane Trident, small (both hands) +11 (1d6+7/20x2) P brace
+1 Human Bane Trident, small (one hands) +11 (1d6+4/20x2) P brace
+1 Human Bane Trident, small (thrown) +12 (1d6+4/20x2) P 10ft
+1 Short Sword, small (both hands) +11 (1d4+7/19-20x2) P
+1 Short Sword, small (one hand) +11 (1d4+5/19-20x2) P
Cutlass, small (both hands) +10 (1d4+6/19-20x2) S
Cutlass, small (one hand) +10 (1d4+4/18-20x2) S
Composite Shortbow, small +11 (1d4+3/20x3) P 70ft
Sling, small +11 (d3+4/20x2) B 50ft
Punching Dagger, small +10 (d3+4/20x3) P
Switchblade, small +8 (d3+4/19-20x2) P 10ft
Unarmed Strike: +10 (1d2+4/20x2) B nonlethal

CMB/CMD Grapple +8/23 Trip +8/23 Disarm +8/23 Sunder +8/23 BullRush +8/23 Overrun +8/23
CMB = BAB (+5) + STR (+4) + Size (-1), CMD = 10 + BAB (+5) + STR (+4) + DEX (+5) + Size (-1)

Ability Scores: STR 18 (+4) Raw 16 (+3) DEX 20 (+5) CON 15 (+2) INT 12 (+1) WIS 18 (+4) CHA 11 (+0)

Equipment:

Explorer's Outfit, small
+1 Studded Leather Armor, small
+1 Human Bane Trident (+3 vs. Humans, +2d6 damage)
Belt of Giant Strength +2
Ring of Animal Friendship
Cutlass, small
Punching Dagger, small
Switchblade Knife, small
Composite Shortbow (Str +3), small
x20 Arrows
Sharpstones, small 10
x2 Potion CLW
spyglass
Gloves of Reconnaissance
Coins (11gp)
Weight Allowance: Light 76 Medium 153 Heavy 230

=== Hunter Spells (CL 4th) ===
(2) 2nd DC16 (2/day) - Glide, Aggressive Thundercloud, Euphoric Cloud, Summon Nature's Ally II
(4) 1st DC15 (4/day) - Cure Light Wounds, Expeditious Excavation, Firebelly, Hydraulic Push, Monkey Fish, Summon Nature's Ally I
(6) 0th DC14 (at will) - Create Water, Guidance, Know Direction, Purify Food & Drink, Spark, Stabilize

=== Feats ===
Amateur Swashbuckler You gain 1 Panache and the ability to perform a single 1st-level swashbuckler deed.
Outflank (Teamwork) Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Precise Strike (Teamwork) Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Scaled Disciple (Kobold) Your draconic heritage manifests as divine power. You gain a +1 bonus to your caster level when casting spells included in the Scalykind domain or subdomains. Your spontaneous divine spellcasting qualifies in place of arcane casting for the Dragon Disciple prestige class. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells: 1st—magic fang; 2nd—animal trance, pernicious poison; 3rd—greater magic fang, draconic reservoir; 4th—poison, dragon’s breath, summon nature’s ally IV (deinonychus or pteranodon only); 5th—animal growth*, beast shape III; 6th—eyebite, form of the dragon I, cloudkill; 7th—creeping doom (takes the form of Diminutive-sized snakes), summon nature’s ally VII (brachiosaurus or tyrannosaurus only); 8th—animal shapes (viper, constrictor only); 9th—shapechange

=== Skull&Shackles Bonus Teamwork ===
Stealth Synergy (Teamwork) Take the highest roll made by you and your allies on Stealth checks.
Escape Route (Teamwork) An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Ambush Squad (Combat, Teamwork) When you’re adjacent to an ally who also has this feat at the beginning of a surprise round, and both you and that ally can act during that surprise round, you can take both a standard action and a move action during that surprise round.
Bonded Mind (Teamwork) You and your partner are so close that you can almost read each other’s minds. As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.

=== Hunter Class ===
Weapon and Armor Proficiency A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spell Casting A hunter casts divine spells drawn from the druid and ranger spell lists. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. The hunter can cast any spell she knows without preparing it ahead of time. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier.
Orisons Hunters learn a number of orisons. These spells are cast like any other spell, but they do not consume any slots and may be used again. A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one).
Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion.
Animal Focus (Su) At 1st level, a hunter can take on the aspect of an animal as a swift action. The hunter can use this ability for a number of minutes per day equal to his level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 1 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Precise Companion (Ex) At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to his animal companion as well.
Track (Ex) At 2nd level, a hunter adds 1/2 his level to Survival skill checks made to follow tracks.
Hunter Tactics (Ex) At 3rd level, the hunter automatically grants his teamwork feats to his animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.
Teamwork Feat As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change his most recent teamwork feat a number of times per day equal to his Wisdom modifier (minimum 1).
Improved Empathic Link (Su) At 4th level, the hunter gains an empathic link with his animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

=== Rogue Class ===
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for (lvl+1/2)d6 extra damage.
Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

=== Rogue Talents ===
Bleeding Attack (Ex) A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

=== Amateur Swashbuckler Deed ===
Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1).

=== Racial Qualities ===
Type Kobolds are humanoids with the reptilian subtype.
Size Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Armor Kobolds naturally scaly skin grants them a +1 natural armor bonus.
Crafty Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Darkvision Kobolds can see perfectly in the dark up to 60 feet.
Light Sensitivity Kobolds lives in darkness have caused them to suffer from light sensitivity.

=== Traits ===
Besmara's Blessing (Regional) You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Dirty Fighter (Combat) When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Stream Nomad (Kobold) You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you. You increase the speed of any raft, barge, keelboat, or rowboat you pilot by 4 miles per day (1/2 mile per hour).

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me.

Levelup History:

1 Hunter HP d8+2=10 (4d5+3 drop lowest, +1d4 one stat, +1d2 one stat) ST 16 DX 19 CN 15 IN 12 WS 18 CH 11
Skills 7+1: Acrobatics, Climb, Heal, Knowledge Nature, Perception, Stealth, Survival, *Swim
Background Skills 2: Profession Butcher, Profession Sailor
Feat: Amateur Swashbucker
Bonus Teamwork: Stealth Synergy
2 Hunter HP d8+2=7
Skills 7+1: Climb, Handle Animal, Knowledge Dungeoneering, Perception, Stealth, Survival, Swim, *Knowledge Geography
3 Hunter HP d8+2+1=8
Skills 7: Acrobatics, Climb, Intimidate, Perception, Stealth, Survival, Swim
Feat: Combat Expertise
Hunter Teamwork: Precise Strike
Bonus Teamwork: Escape Route
4 Hunter HP d8+2+1=8
Attribute: DEX+1
Skills 7: Knowledge Local, Perception, Profession Sailor, Ride, Spellcraft, Stealth, Survival
5 Rogue HP d8+2=7
Skills 9: Acrobatics, Disable Device, Escape Artist, Knowledge History, Perception, Sleight Of Hand, Stealth, Survival, UMD
Feat: Boon Companion
Bonus Teamwork: Pack Flanking
6 Rogue HP d8+2=7
Skills 9: Acrobatics, Disable Device, Knowledge Arcana, Knowledge History x2, Knowledge Nature, Perception, Stealth, UMD
Rogue Talent: Bleeding Attack
7 Rogue HP d8+2=7
Skills 9: Acrobatics, Disable Device, Handle Animal, Perception, Ride, Spellcraft, Stealth, Survival, Use Magic Device
Feat: Scaled Disciple
Bonus Teamwork: Bonded Mind
(8) Dragon Disciple
Attribute:
(9)
Feat:
Bonus Teamwork:


*** Looseal ***
Small Female Animal Companion (Bird)
HP/Init/Move/Vision/BAB:

Max HP 39 (6x(4.5+2)) Initiative +4 Vision Low-light vision Move 10ft, Fly 80ft Average BAB +4
Init=(Dex +3, AF Tiger +1)

Classes/Alignment:

Classes Animal (Bird) 5 Alignment TN

AC 21 (Touch 14, Flat Footed 17):

(Base +10, Dex +2, Size +1, Natural Armor +2, Natural Armor Bonus +4, Improved Natural Armor +1, Dodge +0, Deflection +0, AF Tiger +1) SR 0%

Fort +6 Refl +8 (+12 vs. Ench) Will +4:

Fortitude Base +5 Con +1 Magic +0
Reflex Base +5 Dex +2 Magic +0 AF Tiger +1
Will Base +2 Wis +2 Magic +0

Skills:

* Acrobatics +8 (DEX +3, Ranks +1, Class +3, AF Tiger +1)
+ Bluff +2 (CHA +2, Ranks +0)
* Climb +2 (STR +2, Ranks +0)
* Escape Artist +4 (DEX +3, Ranks +0, AF Tiger +1)
* Fly +11 (DEX +3, Ranks +4, Class +3, AF Tiger +1)
+ Intimidate -2 (CHA -2, Ranks +0)
* Perception +6 (WIS +2, Ranks +1, Class +3)
+ Perform (Dance) -2 (CHA -2, Ranks +0)
+ Sense Motive +2 (WIS +2, Ranks +0)
* Stealth +4 (DEX +3, Ranks +0, AF Tiger +1)
* Survival +2 (WIS +2, Ranks +0)
* Swim +2 (STR +2, Ranks +0)
(* = Class Skill, + = Useable Untrained)

=== Special Qualities ===
Bombard: +8 (1d4/20x2) B
Outflank +4 Flanking bonus (Teamwork)
Animal Focus +2 (Str or Dex or Con) or +4 (Perc or Swim/Jump or Climb or Stealth) or Darkvision 60ft or Evasion or +5ft Walk or Scent. Constant use. Tiger (+2 Dex) unless stated otherwise.
Evasion

=== Weapons === BAB +4 Size +1 Str +2 Dex +3 WF +1 AF Tiger +1
Bite: +11 (1d4+2/20x2) P
2 Talons: +10 (1d4+2/20x2) P

CMB/CMD Grapple +5/19 Trip +5/19 Disarm +5/19 Sunder +5/19 BullRush +5/19 Overrun +5/19
CMB = BAB (+4) + STR (+2) + Size (-1), CMD = 10 + BAB (+4) + STR (+2) + DEX (+3) + Size (-1) + AF Tiger (+1)

Ability Scores: STR 10+2+2 (+2) DEX 15+2 (+3) CON 12+2 (+2) INT 2 (-4) WIS 14 (+2) CHA 6 (-2)

=== Feats ===
Weapon Finesse
Outflank (Teamwork) Shared
Precise Strike (Teamwork) Shared
Ambush Squad (Combat, Teamwork) Shared
Stealth Synergy (Teamwork) Shared
Escape Route (Teamwork) Shared
Weapon Focus, Natural Attack You gain a +1 bonus on all attack rolls you make using a natural attack.
Improved Natural Armor +1

=== Class Features ===
Share Spells (Ex) The master may cast a spell with a target of "You" on his animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on his animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Link (Ex) A master can handle his animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Animal Focus (Su) The hunter can also apply one of these aspects to his animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to his animal companion.
Evasion If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

=== Racial Qualities ===
Low-Light Vision (Ex)

=== Tricks ===
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Attack II Animal will attack all creatures (including such unnatural creatures as undead and aberrations).
Bombard A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry on a designated point or opponent, using its base attack bonus to determine its attack roll.
Come The animal comes to you, even if it normally would not do so.
Deliver The animal takes an object to a place or person you indicate.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Flank If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Watch: The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.

=== Meta ===

Levelup History:

1 Animal (Bird) HP d8+1+d8+1=11 ST 10 (0 pts) DX 15 (0 pts) CN 12 (0 pts) IN 2 (0 pts) WS 14 (0 pts) CH 14 (0 pts)
Skills: Fly, Perception
Feats: Weapon Finesse
Tricks: Attack, Attack II, Bombard, Come, Deliver, Down, Seek
2 Animal (Bird)
Skills: Fly
Feats: Weapon Focus Bite
3 Animal (Bird)
Tricks: Flank
4 Animal (Bird)
Skills: Acrobatics
5 Animal (Bird)
Skills: Fly
6 Animal (Bird)
Skills: Fly
7 Animal (Bird)