[OOC] Ethend Game: The Hunt for Cantus [Recruiting]

Ferrix

Explorer
Cougars/Mountain Lions use the Leopard stats from the MM, if you look at the description of the leopard it even describes them using those stats.

No, tigers, they are evergreen animals, and they figure more into the Zoduka region as it is most similar to india/china, where they naturally occur.

And no dinosaurs.
 

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Bront

The man with the probe
K, Brown Bear is fine. I'll adjust the sheet.

Stock HP for animal companions( (Average)? or same rules as PCs for HD (75%, but no max 1st)

Do Animals get a defense bonus by Hit Die (I'd assume +0 base unless you say otherwise)

Pondering the Armor compatibility feat, I'm already too good for my current armor (leather).
 
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Braerthalas Alathatka
Elven Swashbuckler 6 Dulest 1

Age: 153
Gender: Male
Height: 4'8''
Weight: 121
Eyes: Gray
Hair: Waist Length, Dark Brown
Skin: Pale


STR: 13 [+1] (5 points)
DEX: 18 [+4] (8 points +2 Racial +1 Lvl)
CON: 10 [0] (4 points -2 Racial)
INT: 15 [+2] (8 points )
WIS: 10 [0] (2 points)
CHA: 14 [+2] (6 points)

Wound Points: 10
Vitality Dice: 7d10
VP: 55
Armor Class: 19 (10 base + 4 Dex + 4 Class +1 Int)
Class Defense Bonus: +4
Initiative: +4
BAB: +7/+2
- Melee: +8/+3
- Ranged: +11/+6

Speed: 30’

FORT: +5 (5 Base + 0 Con)
REFL: +9 (4 Base + 4 Dex +1 Grace)
WILL: +2 (2 Base + 0 Wis)

Abilities:
[size=-2]- +2 racial bonus against telepathic and mind-affecting powers and effects
- Weapon Proficiency: longbow, shortbow, composite versions, short spear, and kukri
- +2 racial bonus on Spot and Listen
- Fey: not affected by spells or powers that only target humanoids
- +2 racial bonus on Survival; Survival always a class skill
[/size] - Weapon Finesse: May add Dexterity bonus to attack rolls instead of Strength with light weapons or a rapier whip or spiked chain
- Grace: +1 Adds a +1 Competance bonus on reflex saves.
- Insightful Strike: Adds Intelligence to damage in addition to Strength
- Dodge: Gains a +1 Dogee bonus to AC for a single target.(stacks with dodge the feat)
- Acrobatic Chaarge: May Charge over Difficult Terrain.

Feats:
1st Level
- Dodge

3rd Level
- Mobility
6th Level
-Spring Attack

Skills:
Balance +16 (10 ranks, +4 Dex, +2 Synergy)

Bluff +9 (7 ranks, +2 Cha)
Diplomacy +14 (10 ranks, +2 Cha, +2 Synergy)
Jump +13 (10 ranks, +1 Str, +2 Synergy)
Listen +5 (3 ranks +2 Racial)
Perform +5 (3 ranks, +2 Cha)
Sense Motive +7 (7 ranks)
Tumble +16 (10 ranks, +4 Dex, +2 Synergy)


Languages:
- Common

- Elven
- Agorian
- Mythar


Equipment:
Melee weapons
- Masterwork Rapier +12/+7 (1d6+3, 18-20) Description (320gp, 2 lbs)

- 2 Masterwork Daggers +12/+7 (1d4+3, 19-20)Description (602gp, 1lb)each

Ranged weapons
- 2 Masterwork Daggers +12/+7 (1d4+1, 19-20)Description (602gp, 1lb)each

Mundane equipment
- Traveller’s Outfit (1gp, 5 lbs)

- Signet Ring (.5 gp)
- Various Jewelry (100 gp, ?? lbs) at house
- Noble Outfit (75 gp, 10 lbs) at house
- backpack (2 gp, 2 lbs + contents)
- 7 days worth of trail rations (3.5 gp, 7 lbs)
- Small Steel Mirror (10 gp, .5 lbs)

- 3 Traveller’s Outfits (3gp, 15 lbs)

Weight Carried: 33 lbs with pack 9 with out
Remain money: 1884gp - cost of house


Description
Braer is slight compared to the humans he lives with, but posseses hidden strength despite his size. His single braid of dark brown hair stops at his waist. He only reaches the shoulders of most humans.

Personality
Braer is stll getting used to the city even though he has been there longer than some humans live. He compensates for this by trying to keep all conversation and comments directed away from city life so his ignorance will be missed. He enjoys verbal sparring as much as physical and keeps others off balance with sudden changes in attitude, position, and topic. He is much the same in physical combat switching direction, opponent, speed, and whether he is on the offensive or defensive quite frequently.
Background

Growing up with his tribe Braer was never content. He needed something more than the existance of his kin. He did not bellieve that his tribe sould hide from the other people who passed through Laerendhor. Further, he had no aptitude for the Druidic Arts and was uninterested in Spirit Magic. Increasingly bored in tribal life he made up his mind to leave when he came of age. On tha day he partook in a hunt for the wild boar to sacrifice and please the spirits as was custom. He never fouund it, instead he came apon a band of human travellers from White Cliff. The travellers were hopelessly lost in the unfamiliar trees and when they saw Braer they cried out in Joy. Though he knew little of their language Braer managed to reach an agreement with them; he would lead them out of the orest and in return they would show him to their city.

Never having seen anything but the villages of the elves, Braer was speechless. He stood simply gawking at the gates taking it all in for five full minutes. When he was done, he knew in his heart this was where he bellonged. The travellers, whos names he had learned to be Raphael and Elizabeth, gave him a gold coin and bid him farewell. With the single coin, he joined a local Fencing establishment under the care of Maestro Tagen Quickstrike. Under the maestros guidnce he learned how to fight, how to talk, how to fit in, and how to make money off of those things. Eventually, Braer surpased his master in all of these things and is trying to become a member of he noble caste.
 
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Brother Shatterstone

Dark Moderator of PbP
magic_gathering2001 said:
STR: 13 [+1] (5 points)
DEX: 18 [+4] (8 points +2 Racial +1 Lvl)
CON: 10 [0] (4 points -2 Racial)
INT: 16 [+3] (8 points +1 Lvl)
WIS: 10 [0] (2 points)
CHA: 14 [+2] (6 points)

You have one to many level ability bonuses. We're at 7th level not 8th level. :)
 


Brother Shatterstone

Dark Moderator of PbP
magic_gathering2001 said:
Ok I fixed it. Can you help with languages,
Nope sure can't. :)

I'm wondering myself how many human dialects there are and my choices, not to mention the ones I would recommend to you, could possible change based upon the answer I get. :)
 

Brother Shatterstone

Dark Moderator of PbP
Ferrix a few more question for you. :)

1) For a scout from the frozen north would having ranks in the swim skill be rare, unusually or commonplace?

2) What are the common eye, hair, and skin color of the Fyndorn region humans? (I would imagine Nordic, Blonde, Blue eyes, Pale Fair Skin)
 

Dichotomy

Explorer
Delynn Character Sheet

Well, I finally got (almost) everything figured out. Hopefully I did all the formatting correctly. There may be some minor tweaks left to make, though. Oh, and if you decide to be nice when you distribute items, I could sure use a bag of holding or a handy haversack.;)

Sblocked for space.

[sblock][size=+1]Delynn Alendon[/size]
Elven Druid 7

Age: 141
Gender: Female
Height: 4’11”
Weight: 99 lbs
Eyes: Light Blue
Hair: Silver
Skin: Fair

STR: 08 [-1] (0 points)
DEX: 13 [+1] (3 points +2 racial)
CON: 10 [+0] (4 points –2 racial)
INT: 14 [+2] (6 points)
WIS: 19 [+4] (16 points +1 level bonus)
CHA: 12 [+1] (4 points)

Wound Points: 10
Vitality Dice: 7d8 + 0
VP: 44
Armor Class: 17 (10 base + 1 Dex + 3 Class Defense Bonus + 3 Armor + 1 Shield –1 max Dex for armor), touch 13, flat 17; DR 3/-
Initiative: +1
BAB: +5
- Melee: +4
- Ranged: +6

Speed: 20’ (30’ w/ Longstrider)

FORT: +5 (5 Base + 0 Con)
REFL: +3 (2 Base + 1 Dex)
WILL: +9 (5 Base + 4 Wis)

Abilities:
[size=-2]- +2 racial bonus against telepathic and mind-affecting powers and effects
- Weapon Proficiency: longbow, shortbow, composite versions, short spear, and kukri
- +2 racial bonus on Spot and Listen
- Fey: not affected by spells or powers that only target humanoids
- +2 racial bonus on Survival; Survival always a class skill
- Nature Sense (Ex): +2 bonus on Knowledge (nature) and Survival checks
- Wild Empathy (Ex): As Diplomacy check for animals (or magical beasts at –4); +10 (level + Cha + Handle Animal synergy)
- Woodland Stride (Ex): move through any nonmagical undergrowth at normal speed
- Trackless Step (Ex): leaves no trail and cannot be tracked (unless desired)
- Resist Nature’s Lure (Ex): +4 bonus on saves against spell-like abilities of fey
- Wild Shape (Su): 3/day; small and medium animals; 7 hours each use[/size]

Feats:
[size=-2]1st Level
- Spell Focus: Conjuration: +1 to DC for saves
3rd Level
- Augment Summoning: creatures conjured with any summon spell gain +4 enhancement bonus to Str and Con
6th Level
- Natural Spell: can use verbal, somatic, material, and focus components while wild shaped[/size]

Skills:
[size=-2]Concentration +10 (10 ranks, +0 Con)
Handle Animal +11 (10 ranks, +1 Cha)
Knowledge (nature) +16 (10 ranks, +2 Int, +2 Nature Sense, +2 synergy)
Listen +16 (10 ranks, +4 Wis, +2 racial)
Spot +16 (10 ranks, +4 Wis, +2 racial)
Survival +20 (10 ranks, +4 Wis, +2 racial, +2 Nature Sense, +2 synergy)[/size]

Languages:
[size=-2]- Common, Draconic, Druidic, Elven, Sylvan[/size]

Spellcasting:
[size=-2]Caster Level: 7
Save DC: 10 + 4 Wis + Level (+1 for conjuration)
Spells Known or Available:
Oth level(6/day) Guidance, Guidance, Purify Food & Drink, Create water, Detect Poison, Detect Magic
1st level(5/day) Faerie Fire, Goodberry, Longstrider, Obscuring Mist, Produce Flame
2nd level(4/day) Barkskin, Briar Web, Embrace the Wild, Halo of Sand
3rd level(3/day) Greater Magic Fang, Haboob, Protection from Energy
4th level(2/day) Blast of Sand, Freedom of Movement[/size]

Equipment:
[size=-2]Melee weapons
-Club +5 (1d6-1, 20) Masterwork (300 gp, 3 lb)
-Scimitar +5 (1d6-1, 18-20) Masterwork (315 gp, 4 lb)
-Kukri +4 (1d4-1, 18-20) Cold Iron (16 gp, 2 lb)

Ranged weapons
-Longbow +7 (1d8-1, 19-20, 100 ft.) Masterwork (375 gp, 3 lb)

Armor
-Dragonhide Breastplate (+3 Armor, 2/- DR, +3 Max Dex, -3 ACP) (700 gp, 30 lb)
-Heavy Darkwood Shield (+1 Armor, 1/- DR, -0 ACP) (257 gp, 5 lb)

Miscellaneous Magical or Psionic Items
-Name (gp, lb)

Potions or Psionic Tattoos
-Type (gp)

Wands, Staffs or Dorjes
-Type (XX/50chg) (gp, 1oz)

Scrolls or Power Stones
-Type (gp)

Mundane equipment
-Explorer’s Outfit (10 gp, 8 lb)
-Arrows x 20 (1 gp, 3 lb)
-Arrows (silvered) x 10 (20.5 gp, 1.5 lb)
-Arrows (cold iron) x 10 (1 gp, 1.5 lb)
-Backpack (2 gp, 2 lb)
-Bedroll (0.1 gp, 5 lb)
-Blanket (0.5 gp, 3 lb)
-Scroll case (1 gp, 0.5 lb)
-Fishhook (0.1 gp, 0 lb)
-Fishing Net (4 gp, 5 lb)
-Flint and Steel (1 gp, 0 lb)
-Hooded Lantern (7 gp, 2 lb)
-Belt Pouch (1 gp, 0.5 lb)
-Trail Rations, 4 days (2 gp, 4 lb)
-Signal Whistle (0.8 gp, 0 lb)
-Waterskin (1 gp, 4 lb)
-Holly and Mistletoe x 2 (0 gp, 0 lb)
-Spell Component Pouch x 2 (10 gp, 4 lb)
-Cold Weather Outfit (8 gp, 7 lb)
-Leather Barding (40 gp, 30 lb [carried by Sali])

Weight Carried: 98 lb (loads 26/53/80)
Remaining money: 926 gp[/size]

Typical Wild Shape Forms
[size=-2]Jaguar (Leopard stats)
Medium Animal
Hit Dice: 7d6+14 (58 vp; 15 wp)
Initiative: +4
Speed: 40’ (50’ w/ Longstrider), climb 20’
Armor Class: 18 (+4 Dex, +1 natural, +3 Class Defense Bonus), touch 17, flat 14
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d6+3)
Full Attack: Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab (bite), pounce, rake +8 (1d3+1)
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 16, Dex 19, Con 15, Int 14, Wis 19, Cha 12
Skills: Balance +12, Climb +11, Concentration +12, Handle Animal +11, Hide +8, Jump +11, Knowledge (nature) +16, Listen +16, Move Silently +8, Spot +16, Survival +20

Bear, Black
Medium Animal
Hit Dice: 7d6+14 (58 vp; 15 wp)
Initiative: +1
Speed: 40’ (50’ w/ Longstrider)
Armor Class: 16 (+1 Dex, +2 natural, +3 Class Defense Bonus), touch 14, flat 15
Base Attack/Grapple: +5/+9
Attack: Claw +9 melee (1d4+4)
Full Attack: 2 claws +9 melee (1d4+4) and bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Saves: Fort +7, Ref +3, Will +9
Abilities: Str 19, Dex 13, Con 15, Int 14, Wis 19, Cha 12
Skills: Concentration +12, Handle Animal +11, Knowledge (nature) +16, Listen +16, Spot +16, Survival +20, Swim +8

Boar
Medium Animal
Hit Dice: 7d6+21 (65 vp; 17 wp)
Initiative: +0
Speed: 40’ (50’ w/ Longstrider)
Armor Class: 19 (+0 Dex, +6 natural, +3 Class Defense Bonus), touch 13, flat 19
Base Attack/Grapple: +5/+7
Attack: Gore +7 melee (1d8+3)
Full Attack: Gore +7 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity (fight w/o penalty while disabled or dying)
Saves: Fort +8, Ref +2, Will +9
Abilities: Str 15, Dex 10, Con 17, Int 14, Wis 19, Cha 12
Skills: Concentration +13, Handle Animal +11, Knowledge (nature) +16, Listen +16, Spot +16, Survival +20

Dire Hawk
Medium Animal
Hit Dice: 7d6+14 (58 vp; 15 wp)
Initiative: +6
Speed: 10', fly 80' (average)
Armor Class: 22 (+6 Dex, +3 natural, +3 Class Defense Bonus), touch 19, flat 16
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (1d4+1)
Full Attack: 2 claws +6 melee (1d4+1) and bite +1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Saves: Fort +7, Ref +8, Will +9
Abilities: Str 12, Dex 22, Con 15, Int 14, Wis 19, Cha 12
Skills: Concentration +12, Handle Animal +11, Knowledge (nature) +16, Listen +16, Spot +16 (+24 in daylight), Survival +20

Eagle
Small Animal
Hit Dice: 7d6+7 (51 vp; 12 wp)
Initiative: +2
Speed: 10’, fly 80’ (average)
Armor Class: 17 (+1 size, +2 Dex, +1 natural, +3 Class Defense Bonus), touch 16, flat 15
Base Attack/Grapple: +5/+1
Attack: Talon +6 melee (1d4)
Full Attack: 2 talons +6 melee (1d4) and bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Saves: Fort +7, Ref +4, Will +9
Abilities: Str 10, Dex 15, Con 12, Int 14, Wis 19, Cha 12
Skills: Concentration +11, Handle Animal +11, Knowledge (nature) +16, Listen +16, Spot +24, Survival +20[/size]

Animal Companion
[size=-2]Sali, Bear, Brown
Large Animal
Hit Dice: 6d8+24 (62 vp; 19 wp)
Initiative: +1
Speed: 40’
Armor Class: 16 (-1 size, +1 Dex, +1 Leather, +5 natural) touch 10, flat 15; DR 1/-
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab (claw)
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track
Tricks: Attack (humanoids), Attack (all), Defend, Down, Guard, Heel, Stay[/size]

Description
[size=-2]Delynn is slightly short and thin for an elf, but not much so. Her hair is long and unkempt, but it is a stunning silvery color. Her skin is quite fair, but not pale, and her eyes are light blue. Her attire is simple and functional, and while it is well-worn and probably not impeccably clean, it is cared for well. Delynn often has a far away look about her when alone or thinking. When talking with others her only expression is a soft smile. Only rarely now does she still look as she did as a child: content.[/size]

Personality
[size=-2]Delynn is usually very quiet and soft-spoken. While she is very friendly with people that she knows, and also with strangers if they speak with her, many people mistakenly think that she is completely self-absorbed and snobbish. In fact she is actually simply so introverted and so abstract that it merely looks like she is intentionally distant. Delynn is very kind to most people, but when she is angered, she acts very quickly to deal with the problem.[/size]

Background
[size=-2]Delynn was born to rather simple parents. They were not wise or important, but rather simple gardeners. But they enjoy life, and they love the land. All that they lacked were children to love.

Delynn was not the first child born to her parents. The first child was a son, named Aravilar. Delynn’s parents were overjoyed at having a child, but their joy was dashed to pieces. Aravilar died within minutes of his birth. There was no cause determined.

For years Delynn’s parents wept and mourned. They finally decided that only by trying again could they fill the void Aravilar left. Delynn was born, and she was physically healthy. As a baby Delynn was a blessing. Never did she cry or fuss. Rather, anyone that ever looked on her visage thought it was amazing to see a baby always so content. That look of contentment, however, was not what it appeared. As Delynn grew from an infant to a toddler, her expression never changed. She never showed fear, wonder, anxiety, or joy. She also never made noise. She never cooed or babbled. She did not play with toys. She didn’t run or jump. And when she grew older still, she never spoke. She was dumb.

Delynn’s parents didn’t know what to think. Their child was dumb and mute. They did the only thing they could: they loved Delynn and gave her all they had to give. Delynn’s father would bring her out to garden with him. She would stand appearing content at his side, and he would hand her each vegetable as he picked them. He would put each in Delynn’s tiny hands, roll them around, and repeat the name of the vegetable. Delynn appeared to enjoy walking, and her mother would take long walks with her everyday. Delynn’s mother would tell Delynn stories and sing songs. She brought Delynn to see her friends, and they all treated Delynn as simply a silent partner in conversation. No one ignored her, but they never expected her to respond.

As Delynn neared her first century of life, her parents began to give her more freedom. Delynn would walk by herself. She would often walk and sit in places where others would pass by. She silently watched. Only strangers ever gave it much notice. Those that knew her would say hello to her as they passed. Someone on an errand might even sit next to her for a time and talk to her, as people sometimes talk simply to talk. One day one of these visitors sat next to her and looked very grim. He was an older elf near the age of Delynn’s parents.

“Hello, Delynn,” the elf softly said. He began to weep and sob. “I don’t know what to do. The tree limb broke, and now my wife is dead! She is dead!” he softly hissed. “I cannot… I cannot go on without her.” He stopped weeping and with a resigned tone repeated, “I cannot go on without her.”

Very slowly, Delynn tilted her head to the side. Her blank look faded, and she turned to the older elf. “Don’t despair,” Delynn said in a light and clear voice. “Such thoughts should not be had among elvenkind. It hurts me. It hurts you. It hurts the circle. Your pain will not always consume you. It is like a fire in the forest. It leaves behind fresh soil for rebirth and new growth. Give your love to your children now. They will help you bear the fire and plant new seeds in your soul.”

The elf stared at Delynn in wonder, and a small laugh escaped his lips. He smiled. Delynn smiled back. The elf nodded and ran in the direction of his home.

Delynn traveled for a time. She met with Shamans and Druids to learn from them. They found her to have an incredibly keen mind and a vast desire to learn. Delynn remembers nothing of her earlier life. When she “awoke” she knew how to speak, she knew where places were, she knew peoples’ names. Some of the Shamans speculate that her spirit was growing up in the Spirit World, waiting for her body to be ready, but no one really knows.

Delynn learned her craft as a Druid well. She spent some time caring for the wilds of Laerendhor and helping keep it safe from those that should not be in it. But she found that she was not content to remain at home. She spent a couple of years Fyndorn where she learned how to survive in the different climate and learned some from the barbarian shamans. There she met Kolbyr Fjorin, an adventurous young human that had even more affinity to the wild than most of the barbarians. His desire to travel may have even surpassed Delynn's. When he asked to accompany Delynn when she left, she was delighted to have someone else with her. She knew the two of them could share their coming experiences in the outside world.

Delynn and Kolbyr then spent some time in Cihairdun, where Delynn tried to help some of the humans live the old way.

Of course, Delynn had heard about the Mythar before she ever left Laerendhor. However, she always thought that they were simply another part of the natural world. Just as nature has beautiful flowers and sunshine it also has thorns and terrible storms. It was while Delynn was in Cihairdun that she came to understand just how terrible the Mythar truly are.

Delynn and Kolbyr had spent about a month in a small village far from White Cliff. She had been helping the villagers plant fruitful gardens, helped them hunt game, and occasionally used her druidic magic to heal a wound. Life seemed good for these particular humans. They were able to thrive and mostly enjoy a simple life. Delynn thought that she had accomplished a great deal. And the particular Mythar in charge of the village apparently had little concern for the goings on. But apparently there were others that had more...

The attack occurred while Delynn was gone a couple of days with a hunting party. When Delynn returned to the village, she found that someone higher in the Mythar ranks didn't like what she had been doing. The trouble was obvious; nearly half the village buildings had been burnt to the ground, and most of the gardens Delynn meticulously tended were destroyed.

"Mistress Delynn," a young mother ran up to the party as they approached. "Mistress, it was awful! The Mythar thought you were rousing us to revolt. They came to get you. But we wouldn't tell, Mistress! Never would we tell!"

"We sure didn't tell," the woman's husband interjected as he ran up. "And this is the price we paid for it. For you!" he venomously spat as he gestured at the burnt buildings. The wife looked about to defend Delynn, but the words died on her lips, and her eyes moved to a group of men at the edge of the village.

It was then that Delynn noticed the group of villagers filling a large hole with dirt on the edge of the village. She knew what it was. Delynn also thought about Kolbyr. If the Mythar had come to the village looking for her, they certainly would have tried to get Kolbyr to talk. Delynn knew he would never tell. His soul was too noble. But they would have tried to make him talk. They would have done anything to make him talk. Delynn knew that he could not have lived. If he was alive, he would have met her with the husband and wife. A terrible rage began to take Delynn. She would destroy them. They couldn't do this to these peaceful people. The Mythar would pay!

"No," Delynn mumbled to herself. She knew that would only make things worse for these people. Nothing she could do here would help them. She had to leave. She thought about Kolbyr. His tall stance, broken. His pale skin, burned. He was now feed for the maggots. Her rage vanished, and terrible sorrow flew into the emotional void left behind.

"Take these," Delynn told the husband as tears welled up in her eyes. She handed the man a bag of seeds. "They won't harm you when I am gone." The husband and wife saw the sorrow plain on Delynn's face. Without another word, Delynn's form changed into that of a large cat, and she ran fast as the wind from the village.

As she ran, her sorrow subsided. Now she was resolute. She understood. The Mythar are not like a terrible storm that is a part of nature. A storm comes, ravages, and then vanishes. But the Mythar would never vanish. They are abominations. They pervert the way that humanoids are to live in the world. She knew that they must be stopped. She also knew that one druid would not have the ability to do it. Delynn knew that she had to find another way...[/size][/sblock]
 
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Ferrix

Explorer
Bront said:
K, Brown Bear is fine. I'll adjust the sheet.

Stock HP for animal companions( (Average)? or same rules as PCs for HD (75%, but no max 1st)

Do Animals get a defense bonus by Hit Die (I'd assume +0 base unless you say otherwise)

Pondering the Armor compatibility feat, I'm already too good for my current armor (leather).

No defense bonus for animals, only creatures with armor proficiency or a class get a defense bonus.

Same rule as PC's for animal companions.
 

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