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Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Hound heads back as well, once the body has been covered and taken away, giving a prayer to the departed as the body is carried away from the scene. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "The lad, fell as best that I can tell. Neck broken, the cause of the slip is a bit unsure." Hound says with a sorrowed tone. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Joining Ford next to the body Hound starts his own examination of the body, focusing on the neck to see if his next was truly broken from a fall. Heal: 1d20 + 1 ⇒ (12) + 1 = 13 ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Having slept fitfully from dreams of rushing water and creepy shadows dropping from ruined roofs. Hound is happy to be awoken from the growing nightmare. At the sound of the noise. Hound hops out of bed. Grabbing his sheathed blade as he follows Ford and Alleran out the door. Forgetting his cloak, wearing nothing but his pants and some bandages from his recent wounds. His cursed faced exposed to the crowed, but Hound is too worried to care about that, this moment. "Out of da way, I can heal if thats needed!" Hounds words have a slight lisp, but he's to distracted to notice. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Hound once breakfast is finished, decides to help out Ford with the dishes, keeping to himself mostly. But Hound can't help but laugh himself out of breath at Fords first attempt to open the door. Once a he can breath again, he takes a moment to take one of the soapy butter knives. In a fashion of story book knighting he faces Ford, "Sir Ford I dub thy "Sir Ford the Door Slayer", may the doors of this plane shiver in fear of your prowess." As the men chuckle over the continual bad luck Ford has with doors. Ford finishes up the dishes as Ford works at repairing the door. Once done, Hound heads to a shady tree to nap and meditate, he doesn't know which until he there. In truth its more to review what has happened these last few days. Making up his mind on his new companions. Their good people, they Hunter's would approve of them I think. As the Lady Zova races back into the courtyard Hound is happy to see her, he starts to move towards the growing group of companions and is happy to hear that they were successful in aiding the town. "Well done Lady Zova, well done." Hound bows his hooded head, but Hound holds back a bit as Ford seems to sense something. Hound after a moment realizes it himself. "Ford speaks the truth lady Zova, we did well. Look to the positive in this matter and not into the darkness of the matter." Sense Motive: 1d20 + 6 ⇒ (6) + 6 = 12 ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Hound has stayed quiet about this whole ideal about helping the kids here by helping them enlist or giving them a reason to enlist in a couple years when their old enough. "Lady Elara," Hound studers out as he approaches. "From what I'm hearing Alleran is trying to help but I can understand why your worried. I'll help the best I can while I'm in the area with time and some funds if that would help?" ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Hound waits till the children have rushed in to get there's before picking up a bowl and cup to head to the food table. Grabbing some bread, cheese and oat porridge before grabbing a cup of the tea. Heading back to the table, he keeps to himself with his hood down to hide. With careful bites, Hound digs in to the simple meal. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Hound has a terrible time crossing the river, with all his gear and weapons its more like he was sluggishly walking along the bottom with the aid of his friends pulling on the rope. And here i plan on getting heavier armor later on. The rest of the rush back to town, helps to dry him out. As they return, Hound puts the hood of his cloak back up to hide his face. As they come across the halfway house, Hound barely has time to register whats going on. When both Ford and Alleran race towards a single child. Just as the light hits Alleran's blade, Hound notices the snake for the first time. Once the fight is over and the child is safe Hound whistles at the skill displayed by Alleran. During the introductions, Hound just nods and gives a "Hound" Letting his companions talk so as to not deal with his lisp. With the talking of horses Hound shivers just a bid from his last experience where he fell off the horse. "No horses for me, but I'd suggest Alleran or the Lady Zova mostly since they seem to have strong personalities and can hold there own in an argument. Should one arise." ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "So maybe I'll wait before till your all across before crossing myself." Hound chuckles as he see his friends struggles, "Well i know that I'm gonna have trouble, till then I've got a good hand on the rope." Hound takes the rope and secures it around his waist before reaffirming his grip on the rope. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() With a dash to its side, Hound brings his weapon around to try to finish off the creature that Alleran started to dismantle. Attack: 1d20 + 5 ⇒ (16) + 5 = 21
The blade sinks in, but doesn't do much. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "And here I thought it was some sort of lizard man?" With a wery eye towards the creature, Hound makes sure his weapon is clear to draw when needed. "Hail creature, do you speak the common tongue or are we at a loss for words?" ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "Sounds like a plan friend Ford, lead the way and I'll keep an eye out for those werekin Greypelt mentioned." Hound draws a bit of silvered steel, turning back to Greypelt. "Don't worry, I believe most of us are prepared for werekin." ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() The look gives the worg is a bit dark, but except for keeping a hand clos to his weapon Hound makes no threatening gestures and speaks no ill of the foul creature. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "I thought he required all the creatures dealt with, but I'm going to assume I miss heard what the creature said." With a shrug, he turns in the direction of where greypelt is located. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Sorry about the delay, got a new job and their keeping me busy. Will do my best till I get into the new schedule. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "So lets get the bats and get then get to rescuing the town." Hound take the lead heading in the direction of where greypelt said the bats were to be residing. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "Oh I intend to come back and help that is a promise." Hound smiles with a feral grin, a bit unnerving for the party. "So are we just going to get the mushrooms and go or finish exploring the place, who knows we might find mushrooms in other parts of the temple?" ![]()
![]() Here's my submission. Crunch:
Axe Firebane
Male dwarf rogue (vexing dodger) 1 CN Medium humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 12 (1d8+4) Fort +1, Ref +5, Will +1; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee battleaxe +1 (1d8+1/×3) Ranged dart +3 (1d4+1) Special Attacks sneak attack +1d6 -------------------- Statistics -------------------- Str 12, Dex 17, Con 12, Int 16, Wis 12, Cha 8 Base Atk +0; CMB +1; CMD 14 (18 vs. bull rush, 18 vs. trip) Feats Toughness Traits giant dodger, orphaned by giants Skills Acrobatics +4 (+0 to jump, +7 to avoid attacks of opportunity when leaving threated squares), Appraise +7 (+9 to assess nonmagical metals or gemstones), Climb +2, Disable Device +4, Escape Artist +4, Knowledge (nature) +4, Perception +5 (+7 to notice unusual stonework), Sense Motive +5, Sleight of Hand +4, Stealth +4, Survival +1 (+3 to track vs. humanoids of the Giant subtype), Swim +2, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven, Giant, Goblin, Orc SQ giant hunter, limb climber Combat Gear caltrops; Other Gear lamellar (leather) armor, battleaxe, dart (10), backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mirror, pot, thieves' tools, trail rations (5), waterskin, 16 gp, 1 sp, 1 cp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Giant Dodger +3 to Acrobatics to avoid AoO moving out of threatened squares. Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Limb Climber (Ex) You can climb up creatures at least 1 size category larger than you. Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Background:
Axe, for he doesn't remember his birth name takes the name of the weapon he used to get away from the fire giants that held him for most of his life.
Born in a clan lost to him, all he remember was that in the early years of his life. His parents fought to the bitter end until they were killed by one of the fire giants in the raid. Axe is unsure why he's still alive, but knows that except for a few years he's been a slave for most of it. In the hands of he fire giants, Axe was made to be a man servant to many of the warriors. Cleaning blades, under heavy guard, forced to carry everything when the giants moved from one place to another. Hell, he was target practice for the many casters practicing their fire spells. So now most of his body is covered in burn scars. His life was hell for years until some giant hunters, got lucky and freed him during a raid on the camp. Unfortunatly the hunters only killed a couple and not the one Axe had focused his hate on for years the chief of the band. With help from the hunters, Axe got his hands on a battleaxe, a relic from one of the many raids the giants had done run over the years. Once free he found himself in the hunter's debt. So with their help he learned to fight, like them focusing on the hunting of creatures like giants. Hoping one day to come across the giant that lead the raid on his home or to get the funds to track down the creature.. Now after years of hunting with no luck, his former team mates having retired or killed. He finds himself in Trunau, seeking work to move on from the region. Discription: Axe stands at a whooping 4'3" above average for his kind. Dressed in forrest garb and armed only with a battle axe and a bandoleer of darts. People tend to under estimate him. His dark hair shaved off, showes several weeks of stubble, patches reaveal scars across a good portion of his head. His arms, tanned from the elements are also covered in in a mixture of battle scars and burn scars, a road map telling much of his life. He keeps his dark haired bear also trimmed short. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Yeah sorry, job hunting is not going well so I'm somewhat distracted. Hopefully things will pick up soon both in game and in life ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "If not now, I would like to return some day and deal with the creature if that's ok with you?" He shakes his head, "So were are these deadly bats again?" ![]()
![]() Been awhile since I've looked over your stuff and I'm always surprised to find something new and awesome in there. Just a question about Enyo Quache, I'm looking over the feats since I plan on building him for a home game I'm currently in. The question is, with Martial Versatility: Slashing Grace, I see you've applied it to the heavy pick. Now I realize that you can finesse it thanks to it being a 1 hand piercing weapon, but wouldn't the Slashing grace not add dex damage since its already a piercing weapon and the feat while says will work with anything in the axe group, is it not referring to slashing weapons of that group? ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() As the room is searched Hound takes the time to keep an eye out. Talking big wolves aside this monastery has been very creepy of late. At the discovery of the coins Hound pours a couple out into his palm, something seems familiar about them... Knowledge History: 1d20 + 6 ⇒ (1) + 6 = 7 But for the life of them he cannot remember, "I think the coins are old, their stamp is unfamiliar to me." Flipping the coin over to so what might be a dwarven face on them. "Plus, finding them here means they might be dwarven, could look into it later for some fun if don't mind?" Once the search is done, "So where to now? Plus are we just going to leave that talking beast alone?" ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() With the new knowledge, Hound slowly proceeds into the room. "I hate to say this Ford, but if they attack I will defend my self." Hoping that they don't Hound makes his way past Ford and into the room leaving enough room for the rest to follow as they see fit. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "So whats happening in there Ford?" Hound edges back to the corner of the door as he hears the sound of the wolves fade back. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() So in regards to when I pray I'm going with sunset, I like the feel of its relevance as a setting of a day in my mind is the end of a battle and when one needs to be most wary. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Lowing his voice, "Wolves tend to be loyal creatures from what I've seen." Backing away to give Ford as much room as possible to do his thing. That would be cool, so are we gonna start adding animal companion after animal companion to this group. I could retrain I think there's an option to allow an oracle an animal companion. ![]()
![]() So I'm playing an Oracle and we've been magically rested. Thanks to that I got to apply levelling bonuses and such. But I was curious as to whether my spells reset. What magically gave us rest gave us the equivalent of 8 hours rest, but in the books divine characters need to pray for their spells at certain times of the day. Well as an Oracle I have no specific deity granting my spells. I figured I was like a sorcerer of the divine world. I rest get spells back. So my question is did I get to recover my spells with that magic or am I running around with my remaining spells per day till that time of pray pops up again? ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Hound readies his weapon as he hears the growl, approaching the door he gazes inside to try and find its source. Perception: 1d20 + 6 ⇒ (6) + 6 = 12 Wasn't too bad. Had family got to cook up some turkey and work on the house. Dang I hate moving. ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Thats the crux of it, I'm not like most divine spell casters. I don't need to pray for my spells like Ford. I just need to rest, at least thats how I've read it. Since I'm a sorcerer of the divine calibre. But I leave it up to you Hokina ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() "My apologize at the mistake," Hound bows his head in both Ford's and Alleran's direction. As the various magic weaves it's way throughout the room Hound jumps at the first ringing of the hammer blow. With a nervous reaction brings his blade around scanning the room. Seeing the rag take sudden flight. Hound begins to cross the room as the second blow rings out. "By the battle spirits, what in 9 hells is going on?" Barely pausing he's just upon the rag when he realizes it's working its way across the floor, cleaning as it goes. Thats when he feels the magic radiating a warmth of safety. At the last hammer blow, Hound makes his way back to the Anvil. Just in time to hear Ford's explanation of whats going on. "Well now, I have a feeling what didn't know we're here just found out," Hound starts keeping his eyes on the entrances to the room. "Shall we wait here for a time to see if anyone come to investigate. On another note, Alleran you wouldn't be able to rig the doors quickly with traps?" ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Hound observing whats going on with the group in this monastery. With the discovery of the gem, Hound shows real interest in it. Having no knowledge on the gem itself. As Ford walks into the anvil room, Hound rushes into the room reaching out to place his hand over the gem. "Ford, may I suggest waiting on returning the gem to its most likely home till we have the time to properly prepare for any eventual outcome." Hound looks around the room. "Not that I wouldn't mind some additional help if it could provide such, but you yourself said that this temple was to a rival god if I'm not mistaken?" ![]()
Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7
![]() Hey sorry guys, work got busy on me and I was totally exhausted. I will do my best to get some posting done tonight. If need be bot me till I do post later. ![]()
![]() Here's the crunch just need to finish up the background. Crunch: Damon Lezwis
Dwarf fighter (tower shield specialist) 1/monk (wildcat) 1 (Pathfinder RPG Advanced Class Guide 105, Pathfinder RPG Ultimate Combat 48) LN Medium humanoid (dwarf) Init +2; Senses darkvision 60 ft.; Perception +7 -------------------- Defense -------------------- AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 shield) hp 23 (2 HD; 1d8+1d10+5) Fort +6, Ref +4, Will +4; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Melee gandasa +2 (2d4+3/×3) or . . gauntlet (from armor) +2 (1d3+3) or . . hurlbat +1 (1d6+3/×3) or . . manople +2 (1d8+3) or . . unarmed strike +2 (1d6+3) or . . unarmed strike flurry of blows +1/+1 (1d6+3) Ranged light crossbow +1 (1d8/19-20) Special Attacks flurry of blows, hatred, stunning fist (1/day, DC 13) -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 13, Wis 14, Cha 8 Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip) Feats Catch Off-guard, Endurance, Improved Unarmed Strike, Saving Shield[APG], Stunning Fist Skills Acrobatics -5 (-9 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Intimidate +4, Perception +7 (+9 to notice unusual stonework), Survival +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven, Terran SQ living steel Other Gear mwk mountain pattern armor, mwk living steel tower shield, gandasa, hurlbat (3), light crossbow (2), manople, adventurer's sash, bedroll, belt pouch, climber's kit, crowbar, flint and steel, grappling bolt, grappling hook, hip flask, masterwork backpack, mess kit, mug/tankard, silk rope (100 ft.), trail rations (5), waterskin, 13 gp, 8 sp, 9 cp -------------------- Special Abilities -------------------- Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
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