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Narrative |
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Familiar Standard Attack |
Attack with either your teeth or your claws:
- Teeth: +5 Atk, 1 dmg, crit on 20, x2
- Claws: +11 Atk, 1 dmg, crit on 20, x2
- You may make up to 4 AoO's per round
- You may designate any opponent in each round and receive an additional +1 dodge bonus to AC from that opponent
- While flying, you may make your attack action in the middle of your move action without interrupting the movement
- You have three tactical manoeuvres that may be used whilst in flight:
- Wing Buffet
- Wing Defence
- Wing Fan
Feats included: Combat Reflexes, Dodge, Flyby Attack, Wing Expert
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- Teeth: 1d20cs=20cf=1+5 ,
1 dmg
- Claws: 1d20cs=20cf=1+11 ,
1 dmg
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Deliver Touch Spell |
If Cavat is beside, on, or otherwise touching Whitefyr, Whitefyr can use Cavat as the delivery method of a touch spell. The advantage being that Cavat can "touch" an opponent with a +11 bonus, whereas Whitefyr's bonuses are +3. Familiars cannot be used to deliver ranged touch spells. |
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Wing Buffet |
To use this manoeuvre, you must charge an opponent. On the round after the charge, you can flutter your wings in a distracting manner while you make a melee attack or attacks against the same opponent you charged. If that opponent fails a DC 20 Reflex save, you gain a +2 bonus for your turn on your melee attack rolls against the distracted opponent. You cannot make a wing buffet again until after you make another charge. |
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Wing Defence |
To use this manoeuvre, you must have taken the total defence action. On the round after doing so, if you do not use your wings to fly, you can flutter your wings in such a way as to gain concealment for the round. |
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Wing Fan |
To use this manoeuvre, you must have used at least one move action in the previous round to fly or glide at least 30 feet. As a full-round action in the next round, you can use your wings to produce an effect identical to a gust of wind spell with a range of 30 feet. Using this manoeuvre makes you fatigued. You cannot use this manoeuvre if you are exhausted.
Gust of Wind:
- A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of non-lethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of non-lethal damage due to battering and buffeting.
- Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.
- Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.
- Large or larger creatures may move normally within a gust of wind effect.
- A gust of wind can't move a creature beyond the limit of its range.
- Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.
- The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
- In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapours to the edge of its range.
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- Tiny on foot: knocked prone and blown back 1d4*10 feet, and 1d4 /10' dmg
- Tiny airborne: blown back 2d6*10 feet, and 2d6 dmg
- Small on foot: knocked prone
- Small airborne: blown back 1d6*10 feet
- Medium on foot: cannot move against wind
- Medium airborne: blown back 1d6*5 feet
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