Friday, January 23, 2015

Table Top World Design

Let us talk world design a bit.


A lot of people who design worlds forget the very organic way populations spread throughout the environment. They forget how towns start small and grow around the old parts.


So here is how I do it: I pick a starting settlement this is what will eventually be the "seat of power" it is small, maybe 15 people, maybe it has a strategic vantage or a dock etc. Then I work from there, remember you will find a town almost every 30 miles or so (even in the real world in civilized lands) because that was roughly a days travel. So I go out 1 hex (28 miles) and there is the next settlement etc. Once I have the basics in, I expand the initial little settlement to its "finished size" by adding populace to it, in growing rings around the original settlement. The original spot becomes "old town" and you move out in expansion rings. With farmers being moved outside walls etc as the city progresses. Most of this is in my head but the thought process is there.


Cart paths and roads between settlements are next and follow the lay of the land. Until you get high civilization there usually is no tunneling or bridges unless its the only way and that requires a seat of power to create it.
Next develop all the settlements around the seat of power, figure out what their income source is, livestock, wool, lumber, fish etc.


Now this is for all races that have cities, the big difference is how far can one travel per day. There will always be some form of safe haven at a days travel between large cities.


Next I like to think what kind of government was there to begin with, how did it evolve and what is it state now. This lets me decide the "current" state of repairs and upkeep on infrastructure. Do they have paved or packed roads, wells, sewers, septic etc. This is note down as well.


If you work say in a 10 x 10 grid of hexes, it becomes very easy to work. Remember if you look at Europe, most countries were small, usually 1-3 days march to a border. You should do the same with yours unless the country will have a strong LARGE military force.

Tuesday, January 31, 2012

Kitty Lamoure CR7 Catfolk

KITTY LAMOURE                CR 7
Female Catfolk Fighter (Two-Weapon Fighter) 8
CG Medium Humanoid (Catfolk)
Init +8; Senses Low-Light Vision; Perception +3
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DEFENSE
--------------------
AC 25, touch 15, flat-footed 20   (+6 armor, +1 shield, +5 Dex, +3 natural)
hp 104 (8d10+24)
Fort +9, Ref +10, Will +3
Defensive Abilities Bravery +2, Defensive Flurry
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OFFENSE
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Spd 30 ft.
Melee +3 Corrosive Burst, Transformative Mithral Scimitar +10 (1d6+4/18-20/x2) and +3 Flaming Burst, Transformative Mithral Scimitar +10/+5 (1d6+6/18-20/x2) and Unarmed Strike +11/+6 (1d3+3/20/x2)
Ranged Longbow, Comp. (Str +10) +14/+9 (1d8+3/20/x3)
Special Attacks Twin Blades +1
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STATISTICS
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Str 16,  Dex 22/26,  Con 16,  Int 16,  Wis 12,  Cha 18
Base Atk +8; CMB +16; CMD 26
Feats Agile Maneuvers, Cleave, Cleaving Finish, Combat Reflexes (9 AoO/round), Great Cleave, Power Attack -3/+6, Two-weapon Defense, Two-weapon Fighting, Vital Strike
Traits Armor Expert, Iron Liver
Skills Acrobatics +16, Climb +14, Diplomacy +6, Knowledge (Dungeoneering) +11, Knowledge (Engineering) +11, Linguistics +7, Perception +3, Profession (Engineer) +12, Stealth +10, Survival +10, Swim +10
Languages Catfolk, Common, Dwarven, Elven, Ettin, Gnome, Goblin, Halfling, Orc
SQ Campfire Bead, Cat's Luck (1/day) (Ex), Sprinter (Ex)
Combat Gear +3 Corrosive Burst, Transformative Mithral Scimitar, +3 Flaming Burst, Transformative Mithral Scimitar, Abrogalian Corset, Arrows (40), Longbow, Comp. (Str +10); Other Gear Amulet of Natural Armor +3, Belt of Incredible Dexterity, +4, Campfire Bead, Chime of Interruption, Handy Haversack (empty)
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SPECIAL ABILITIES
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Agile Maneuvers Use DEX instead of STR for CMB
Armor Expert -1 Armor check penalty.
Bravery +2 (Ex) +2 Will save vs. Fear
Campfire Bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Reflexes (9 AoO/round) You may make up to 9 attacks of opportunity per round, and may make them while flat-footed.
Defensive Flurry +2 (Ex) +2 AC vs. melee when making a full-attack with both weapons.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Twin Blades +1 (Ex) +1 to hit and damage when making a full attack with both weapons.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Vital Strike Standard action: x2 weapon damage dice.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Wednesday, January 11, 2012

Puss N Boots

PUSS IN BOOTS CR 2

Male Cat Rogue (Swashbuckler) 5

CG Small Animal

Init +4; Senses Low-Light Vision, Scent; Perception +8

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DEFENSE

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AC 20, touch 16, flat-footed 15   (+4 armor, +4 Dex, +1 size, +1 dodge)

hp 54 (6d8+6)

Fort +4, Ref +12, Will +2

Defensive Abilities Evasion, Uncanny Dodge; Resist Daring +1

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OFFENSE

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Spd 30 ft.

Melee +2 Rapier +11 (1d4+1/18-20/x2) and

   Bite (Cat) +3 (1d4-1/20/x2) and

   Claw x2 (Cat) +3 x2 (1d3-1/20/x2) and

   Unarmed Strike +8 (1d2-1/20/x2)

Space 2 ft.; Reach 0 ft.

Special Attacks Sneak Attack +3d6

Spell-Like Abilities Feather Fall

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STATISTICS

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Str 8,  Dex 19,  Con 12,  Int 12,  Wis 12,  Cha 18

Base Atk +3; CMB +1; CMD 16 (20 vs. Trip)

Feats Dodge, Lightning Reflexes, Rogue Weapon Proficiencies, Weapon Finesse, Weapon Focus: Rapier

Skills Acrobatics +13, Bluff +12, Climb +17, Diplomacy +13, Disable Device +11, Escape Artist +13, Fly +6, Intimidate +12, Perception +8, Sense Motive +8, Stealth +21, Swim +4

Languages Common

Combat Gear +2 Rapier, Pussy Cat Boots; Other Gear Pussy Cat Hat

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SPECIAL ABILITIES

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Daring +1 (Ex) +1 save vs. fear.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Feather Fall (Su) As an immediate action, the ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Each use of this ability uses up 1 ki point.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.



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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sunday, January 1, 2012

Frack Snaggletooth - Kobold from Hell

FRACK SNAGGLETOOTH                CR 1/2
Male Kobold Warrior 3
CE Small Humanoid (Reptilian)

Init +1; Senses Darkvision (60 feet); Perception +3
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DEFENSE
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AC 17, touch 12, flat-footed 16   (+4 armor, +1 Dex, +1 size, +1 natural)
hp 30 (3d10-3)
Fort +4, Ref +2, Will +1
Weakness Light Sensitivity

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OFFENSE
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Spd 20 ft.
Melee Earth Breaker +2 (1d10-2/20/x3) and
Unarmed Strike +2 (1d2-2/20/x2)

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STATISTICS
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Str 6,  Dex 12,  Con 8,  Int 10,  Wis 10,  Cha 10
Base At +3; CMB +0; CMD 11
Feats Blind-Fight, Great Fortitude

Skills Acrobatics -2, Bluff +1, Climb -5, Escape Artist -2, Fly +0, Intimidate +5, Perception +3, Ride -2, Sense Motive +1, Stealth +6, Swim -5

Languages Draconic
Combat Gear Earth Breaker, Hide;
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SPECIAL ABILITIES
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Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Frick Snaggletooth aka Kobold from Hell

FRICK SNAGLETOOTH     CR 1/2

Male Kobold Warrior 3

CE Small Humanoid (Reptilian)

Init +1; Senses Darkvision (60 feet); Perception +3

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DEFENSE

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AC 17, touch 12, flat-footed 16   (+4 armor, +1 Dex, +1 size, +1 natural)

hp 30 (3d10-3)

Fort +2, Ref +2, Will +1

Weakness Light Sensitivity

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OFFENSE

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Spd 20 ft.

Melee Bill +2 (1d6-2/20/x3) and

   Unarmed Strike +2 (1d2-2/20/x2)

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STATISTICS

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Str 6,  Dex 12,  Con 8,  Int 10,  Wis 10,  Cha 10

Base Atk +3; CMB +0; CMD 11

Feats Blind-Fight, Enforcer

Skills Acrobatics -2, Bluff +1, Climb -5, Escape Artist -2, Fly +0, Intimidate +4, Perception +3, Ride -2, Stealth +7, Survival +1, Swim -5

Languages Draconic

Combat Gear Bill, Hide;

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SPECIAL ABILITIES

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Blind-Fight Re-roll misses because of concealment, other benefits.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.

Light Sensitivity (Ex) Dazzled as long as they remain in bright light.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Friday, December 23, 2011

WereVamp CR22

WERE VAMP      CR 22

Male Human (Kellid) Fighter 20

CE Medium Undead (Augmented Humanoid, Human, Shapechanger)

Init +10; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +25

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DEFENSE

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AC 30, touch 17, flat-footed 23   (+7 armor, +6 Dex, +6 natural, +1 dodge)

hp 280 (20d10+80); Fast Healing 5

Fort +15, Ref +14, Will +8

Defensive Abilities Bravery +5, Channel Resistance +4; DR 10/magic, 10/silver, 5/—; Immune Undead Traits; Resist cold 10, electricity 10

Weakness Vampire Weaknesses

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OFFENSE

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Spd 30 ft.

Melee Claw x2 (Aspect of the Beast (Claws of the Beast)) +35 x2 (1d4+12/19-20/x3) and

   Death Dealer +32/+27/+22/+17 (2d6+15/17-20/x2) and

   Slam (Vampire) +35 (1d6+12/20/x2) and

   Unarmed Strike +35/+30/+25/+20 (1d3+15/20/x2)

Special Attacks Blood Drain, Children of the Night (1/day), Create Spawn, Curse of Lycanthropy (DC 15), Dominate (DC 23), Energy Drain (2 levels) (DC 23), Weapon Training: Blades, Heavy, Weapon Training: Blades, Light, Weapon Training: Natural, Weapon Training: Thrown

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STATISTICS

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Str 23,  Dex 23,  Con -,  Int 12,  Wis 14,  Cha 17

Base Atk +20; CMB +26 (+28 Grappling); CMD 43 (45 vs. Grapple)

Feats Alertness, Aspect of the Beast (Claws of the Beast), Blind-Fight, Combat Reflexes (7 AoO/round), Critical Focus, Defensive Combat Training, Dodge, Eldritch Claws, Feral Combat Training: Slam (Vampire), Greater Weapon Focus: Claw, Greater Weapon Focus: Slam, Improved Critical: Claw, Improved Critical: Greatsword, Improved Grapple, Improved Initiative, Improved Natural Attack: Slam (Vampire), Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Lunge, Martial Weapon Proficiency: Greatsword, Multiattack, Rending Claws, Toughness +20, Uncanny Alertness, Vital Strike, Weapon Focus: Claw, Weapon Focus: Slam

Traits Stout, Suspicious

Skills Acrobatics +26, Bluff +26, Diplomacy +23, Escape Artist +5, Intimidate +21, Linguistics +11, Perception +25, Sense Motive +14, Stealth +24

Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Hallit, Ignan, Necril, Shadowtongue

SQ Armor Mastery (Ex), Armor Training 4 (Ex), Change Forms (Su), Change Shape (dire bat or wolf, beast shape II) (Su), Gaseous Form (Su), Lycanthropic Empathy +27 (Ex), Shadowless (Ex), Spider Climb (Ex), Weapon Mastery: Claw (Ex)

Combat Gear +3 Undead Controlling, Wild Mithral Chain Shirt, Death Dealer; Other Gear Amulet of Mighty Fists +5, Bag of Holding IV (empty)

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SPECIAL ABILITIES

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Armor Mastery (Ex) DR 5/- while wearing armor

Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.

Blind-Fight Re-roll misses because of concealment, other benefits.

Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.

Bravery +5 (Ex) +5 Will save vs. Fear

Change Forms (Su) Change into Hybrid or Animal forms.

Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.

Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.

Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.

Critical Focus +4 to confirm critical hits.

Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy.

Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.

Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.

Damage Reduction (5/-) You have Damage Reduction against all attacks.

Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.

Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dominate (DC 23) (Ex) As Dominate Person spell, takes standard action.

Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Energy Drain (2 levels) (DC 23) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.

Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.

Feral Combat Training: Slam (Vampire) Use Improved Unarmed Strike feats with natural weapons

Gaseous Form (Su) Assume Gaseous Form at will (as the spell).

Improved Grapple You grapple at +2, with no attacks of opportunity allowed.

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Lunge -2 to AC for +5' reach

Lycanthropic Empathy +27 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.

Rending Claws If you hit an opponent with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Stout You get a +2 bonus on STR checks to avoid being bull rushed or overrun, but take a -1 penalty to Escape Artist checks.

Uncanny Alertness +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects

Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Vital Strike Standard action: x2 weapon damage dice.

Weapon Mastery: Claw (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.

Weapon Training: Blades, Heavy +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades

Weapon Training: Blades, Light +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades

Weapon Training: Natural +4 (Ex) +4 Attack, Damage, CMB, CMD with Natural weapons

Weapon Training: Thrown +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

 Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Friday, December 16, 2011

WereVamp Stat Block CR12

WERE VAMP      CR 12

Male Human (Kellid) Fighter 10

CE Medium Undead (Augmented Humanoid, Human, Shapechanger)

Init +10; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +18

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DEFENSE

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

AC 23, touch 17, flat-footed 16   (+6 Dex, +6 natural, +1 dodge)

hp 130 (10d10+30); Fast Healing 5

Fort +9, Ref +11, Will +5

Defensive Abilities Bravery +3, Channel Resistance +4; DR 10/magic, 10/silver; Immune Undead Traits; Resist cold 10, electricity 10

Weakness Vampire Weaknesses

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OFFENSE

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

Spd 30 ft.

Melee Claw x2 (Aspect of the Beast (Claws of the Beast)) +20 x2 (1d4+8/20/x2) and

   Slam (Vampire) +19 (1d6+8/20/x2) and

   Unarmed Strike +18/+13 (1d3+8/20/x2)

Special Attacks Blood Drain, Children of the Night (1/day), Create Spawn, Curse of Lycanthropy (DC 15), Dominate (DC 17), Energy Drain (2 levels) (DC 17), Weapon Training: Blades, Heavy, Weapon Training: Natural

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

STATISTICS

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

Str 23,  Dex 23,  Con -,  Int 12,  Wis 14,  Cha 14

Base Atk +10; CMB +16; CMD 33

Feats Alertness, Aspect of the Beast (Claws of the Beast), Blind-Fight, Combat Reflexes (7 AoO/round), Dodge, Eldritch Claws, Feral Combat Training: Slam (Vampire), Greater Weapon Focus: Claw, Improved Initiative, Improved Natural Attack: Slam (Vampire), Improved Unarmed Strike, Lightning Reflexes, Martial Weapon Proficiency: Greatsword, Multiattack, Toughness +10, Uncanny Alertness, Weapon Focus: Claw, Weapon Focus: Slam

Traits Stout, Suspicious

Skills Acrobatics +16, Bluff +20, Diplomacy +12, Escape Artist +5, Intimidate +15, Linguistics +6, Perception +18, Sense Motive +14, Stealth +14

Languages Celestial, Common, Daemonic, Draconic, Hallit, Ignan, Necril, Shadowtongue

SQ Armor Training 2 (Ex), Change Forms (Su), Change Shape (dire bat or wolf, beast shape II) (Su), Gaseous Form (Su), Lycanthropic Empathy +16 (Ex), Shadowless (Ex), Spider Climb (Ex)



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SPECIAL ABILITIES

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

Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.

Blind-Fight Re-roll misses because of concealment, other benefits.

Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.

Bravery +3 (Ex) +3 Will save vs. Fear

Change Forms (Su) Change into Hybrid or Animal forms.

Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.

Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.

Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.

Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy.

Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.

Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.

Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.

Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dominate (DC 17) (Ex) As Dominate Person spell, takes standard action.

Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Energy Drain (2 levels) (DC 17) (Ex) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includ

Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.

Feral Combat Training: Slam (Vampire) Use Improved Unarmed Strike feats with natural weapons

Gaseous Form (Su) Assume Gaseous Form at will (as the spell).

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Lycanthropic Empathy +16 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Stout You get a +2 bonus on STR checks to avoid being bull rushed or overrun, but take a -1 penalty to Escape Artist checks.

Uncanny Alertness +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects

Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Weapon Training: Natural +2 (Ex) +2 Attack, Damage, CMB, CMD with Natural weapons



Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.