[CENTER][color=f26522][h1]Foxfire[/h1][/color][/CENTER] Foxfire was somewhat surprised that someone actually approached her, but that surprise faded in favor for a grin as he spoke. She greeted Domic in return, once he finished speaking, "[color=f26522]Yo! Name's Foxfire. Nah, I'm not from here. As for the treasure...[/color]" She then shrugs and she comments, "[color=f26522]Yeah, I'd probably go for it if it was real. The monastery could use that gold, and I could use that, for supplies. I would probably try to fish out though. It's not worth freezing my tail off,[/color]" She side eyes the halfling, Rinaldo, and she comments to Domic, "[color=f26522]Though, if you ask me: I think the seance is the worst idea I've heard. Spirits can get violent, and unless you know magic, you can't exactly fight it off,[/color]" [hider=Stat Block and CS Link][b][url=http://www.myth-weavers.com/sheet.html#id=2581455]Foxfire[/url][/b] [i]Wildhunt Shifter Monk 2 CG[/i] [b]AC[/b] 17 [b]HP[/b] 13/13 [b]Speed[/b] 40ft [b]Str[/b] 10 (0) [b]Dex[/b] 18 (4) [b]Con[/b] 11 (0) [b]Wis[/b] 16 (3) [b]Int[/b] 10 (0) [b]Cha[/b] 5 (-3) [b]Attacks[/b] [b]Unarmed Strike[/b] +6 1d4+4 [b]Quarterstaff[/b] +6 1d6/1d8+4 [b]Darts (10)[/b] +6 1d4+4 [b][/b] [b][/b] +2 WIS, +1 DEX Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest. Shifting Feature: While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated. Natural Tracker: You have proficiency in the Survival skill. Unarmed Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial Arts: Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Ki: Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Unarmed Movement: Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.[/hider]