Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14
Ripclaw HP 57/57
"Especially with possible anti-magic from their mages I vote against the airwalk! There is magic that conjures a wall of wind, so archers would not be a problem. And their is another spell Fuller or I can pray for, that allows one to lower water. If the monsters are not amphibious, it will give us a big advantage!" Girgal explains further weighting the ideas so far.
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Suggesting Wind Wall (level 3) and Control Water (level 4).
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Ripclaw: Hide+15, Move Silently+10
Spot +17, Listen +18
not final:
Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, vigor (lesser) x2 - faery fire,
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), Stone Shape, blindsight – greater magic fang
4 (2) – (freedom of movement), Dispel Magic, enhance wildshape – SNA 4
5 (2) - (SNA 5), baleful polymorph - animal growth
Ripclaw has:
HP 57 (-)
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+15, Move Silently+10
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