Kings of The Rift
Kings of The Rift
Kings of The Rift
Defense
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
HP 113/140 (10d8+60)
Fort +3, Ref +6, Will +4
Defensive Abilities channel resistance +2; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
Offense
Speed 30 ft.
Melee bite +8 (1d6+1 plus ghoul fever and paralysis), 2 claws +8 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 20, elves are immune to this effect), Channel Negative Energy (5d6, DC 20, 8/Day)
Statistics
Str 12, Dex 16, Con , Int 15, Wis 4, Cha 21
Base Attack +7; CMB +8; CMD 21
Feats Alertness, Combat Casting, Craft Wondrous Item, Multiattack, Scribe Scroll, Skill Focus (Knowledge [History])
Skills Heal +10, Knowledge (history) +18, Knowledge (Religion) +15, Perception +11, Spellcraft +15
Special Abilities
Disease (Su): Ghoul Fever: Biteinjury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2
consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who
becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the
flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Madness (Ex): Rhorsk uses his Charisma score instead of his Wisdom for all of his Clerical abilities.
Touch of Chaos (Sp): Rhorsk can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must
roll twice and take the less favorable result. He can use this ability 8 times per day.
Chaos Blade (Su): Rhorsk can give a weapon touched the anarchic special weapon quality 5 rounds once per day.
Touch of Evil (Sp): Rhorsk can cause a creature to become sickened as a melee touch attack. Creatures sickened by his touch count as good for
the purposes of spells with the evil descriptor. This ability lasts for 5 rounds and he can use this ability 8 times per day.
Scythe of Evil (Su): Rhorsk can give a weapon touched the unholy special weapon quality for 5 rounds once per day.
Skills Acrobatics +18 (+28 to jump without armor), Handle Animal +19, Ride +28
Languages Common
Combat Gear +3 mithril breastplate, +2 heavy steel shield, +2 spell storing bastard sword (vampiric touch CL 10), Belt of Strength +2, ring of
protection +2, boots of striding and springing, potions of cure moderate wounds (2)
Special Abilities
Steadfast Mount (Ex): After BKruss has spent 1 hour practicing with a mount, the mount gains a +4 dodge bonus to AC and a +4 morale
bonus on saves, but only while BKruss is mounted on it or adjacent to it.
Armored Charger (Ex): BKruss no longer suffers armor check penalties on Ride skill checks.
Mounted Mettle (Ex): BKruss and his mount gain a +3 bonus on attack and damage rolls when he is mounted or adjacent to his mount.
Leap from the Saddle (Ex): After BKrusss mount takes a single move, he may attempt a fast dismount (DC 20 Ride check). If he succeeds,
he can take a full attack action.
Relentless Steed (Ex): BKrusss mount does not reduce its speed when wearing heavy barding or carrying a heavy load. BKruss may also
reroll a Ride skill check or a saving throw made by the mount twice per day, but must use the second roll even if it is worse.
Ride Them Down (Ex): BKruss can spur his mount on while readying an attack. If his mount takes a single move, BKruss can make a full
attack, taking his attacks at any point during his mount's movement. If he has the Trample feat, he may substitute an overrun combat maneuver
for each of his attacks. This movement provokes attacks of opportunity against the roughrider but not his mount.
Unavoidable Onslaught (Ex): BKrusss mounted charge is not blocked by friendly creatures or difficult terrain.
Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
HP 79/99 (11d6+33)
Fort +6, Ref +5, Will +7; +4 to poison saves
Defensive Abilities resist fire 10
Offense
Speed 30 ft.
Melee mw dagger +5 (1d4-1/19-20)
Ranged mw light crossbow +8 (1d8/19-20)
Special Attacks corrupting touch, hellfire
Statistics
Str 8, Dex 15, Con 16, Int 12, Wis 10, Cha 17
Base Attack +5; CMB +4; CMD 22
Feats Combat Casting, Defensive Combat Training, Enlarge Spell, Eschew Materials, Greater Spell Penetration, Improved Counterspell, Spell
Penetration
Skills Bluff +17, Diplomacy +11, Intimidate +12, Stealth +6, Spellcraft +15
Gear Staff of Fire 24 charges, mw light crossbow with 20 bolts, mw dagger, amulet of natural armor +1, dark velvet robes worth 250gp
Special Abilities
Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Corrupting Touch (Sp): Vjuss can cause a creature to become shaken as a melee touch attack. This effect persists for 5 rounds and can be
used 6 times per day. Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches
do not stack, but they do add to the duration.
Infernal Resistances (Ex): Vjuss gains resist fire 10 and a +4 bonus on saving throws made against poison.
Hellfire (Sp): Vjuss can call down a column of hellfire once per day. This 10-foot-radius burst does 11d6 points of fire damage. Those caught
in the area of your blast receive a Reflex 18 save for half damage. Good creatures that fail their saves are shaken for 11 rounds.
Statistics
Str 36, Dex 16, Con 26, Int 2, Wis 13, Cha 6
Base Attack +27; CMB +44; CMD 57 (61 vs. trip)
Feats Improved Initiative, Improved Natural Armor (5), Improved Natural Attack (bite, claw), Iron Will, Power Attack, Skill Focus
(Acrobatics, Perception), Weapon Focus (bite, claw)
Skills Acrobatics +9 (+17 jumping), Perception +11; Racial Modifiers +4 on Acrobatics checks made to jump
Special Abilities
Leap (Ex) A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 20
Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks
against foes in reach, but cannot make a bite attack.
Savage Bite (Ex) A bulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack,
and threatens a critical hit on a 1920.
If the victim of a night twist dies and is interred, a new night twist springs from where the corpse was laid one month later. While the creature is
developing, a night twist sapling appears at the gravesite; the creature seems to be a normal (nonintelligent) plant until it reaches maturity.
Despair Song (Su): Every evening, a night twist emits a sorrowful sound that inspires melancholy and despair in all creatures with an
Intelligence score of 6 or higher within a radius of fifty feet per Hit Die of the night twist. Those who fail a DC 28 Will save are affected as if
by a crushing despair spell and must seek out the source of their sorrow (the night twist) to the neglect of all other tasks or needs, including
eating or sleeping. If physically restrained and not allowed to seek out the night twist, a victim of this despair song loses 1d10 hit points every
evening until it dies or the enchantment is removed. Relocating a victim outside the area affected by the night twists song does not end the
enchantment.
The despair song ceases to affect a subject in the round after the night twist makes a slam attack against it. To remove the effects of the night
twists despair song before it attacks, a limited wish or more powerful magic must be employed. Dispel magic or dispel evil spells cannot
remove the enchantment. However, a bard of 12th level or higher using the song of freedom class feature can provide the subject a second Will
save. The death of the night twist always ends the enchantment. A night twists caster level is equal to its Hit Dice for the purpose of its despair
song ability.
Unholy Grace (Su): A night twist adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.
Wind Blast (Su): A night twists wind blast ability is similar to the gust of wind spell. The creature can use its wind blast as a free action, but
does so only when it feels threatened. A powerful, gale-force wind (50 mph) emanates from the tree in all directions out to 120 feet. All other
effects of the wind blast are the same as those of the gust of wind spell. Any creature in the affected area can avoid the effect with a DC 28
Fortitude save. If a night twist is attacked with fire, it uses its wind blast to extinguish the flames.
Nightmares (Su) Every intelligent creature that falls asleep within 10miles of a nightmare beast must succeed at a Will save (DC 26) or suffer
from horrid, vivid nightmares of being stalked and killed by monsters, demons, cruel enemies, or whatever else it fears. The effect is otherwise
the same as that of a nightmare spell (caster level 15th; Will save DC 17), except that a dispel evil spell cast on a victim does not stun the
nightmare beast. A remove curse or a successful dispel magic negates the effect. Once a creature has either been affected by this ability or made
a successful save, it cannot be affected by that nightmare beasts nightmare power again for 24 hours.
Trample (Ex) As a standard action during its turn each round, a nightmare beast can trample opponents at least one size category smaller than
itself by making a running jump from up to 35 feet away. This attack deals 4d6+16 points of bludgeoning damage. A trampled opponent can
attempt either an attack of opportunity at a 4 penalty or a Reflex save (DC 33) for half damage.
Defense
AC 30, touch 16, flat-footed 30 (+8 armor, +6 shield, +4 deflection, +2 insight)
HP 190/247 (19d8+95) +33 Temporary
Fort +19, Ref +14, Will +25; +4 vs poison and fear
Defensive Abilities SR 31; DR 10 Adamantite (70 points); Immune to range weapons
Offense
Speed 30 ft.; Fly 60 (Perfect)
Melee +4 short sword +27/+22/+17/+27 (1d6+10/17-20) and Hand of the Lich King touch +18 (1d10 cold plus ability damage) or
Hand of the Lich King touch +23/+18/+13/+23 (1d10 cold plus ability damage)
Special Abilities Channel Negative Energy (10d6, 11 times per day Will DC 27)
9th [DC 27]foresight (D), implosion, quickened plane shift, mass heal, winds of vengeance
8th [DC 26]quickened cure critical wounds (2), discern location (D), greater spell immunity, mass cure critical wounds,
7th [DC 25]quickened cure serious wounds, reach harm, destruction (D), extended heros feast, repulsion, spell turning
6th [DC 24]quickened cure moderate wounds, find the path (D), greater dispel magic, harm, heal, wind walk
5th [DC 23]quickened cure light wounds, flame strike (2), extended divine power, scrying, spell resistance, true seeing (D)
4th [DC 22]blessings of fervor, cure critical wounds (2), death ward (D), freedom of movement, greater magic weapon, sending
3rd [DC 21]cure serious wounds, invisibility purge, keen edge (D), magic vestment (2), protection from energy (2)
2nd [DC 20]bears endurance, cure moderate wounds (3), detect thoughts (D), silence (2)
1st [DC 19]comprehend languages (D), cure light wounds (4), entropic shield, sanctuary
0 [DC 18]detect magic, light, purify food and water, read magic
Domains Knowledge, Murder
Statistics
Str 11, Dex 11, Con 15 (19), Int 16, Wis 28, Cha 17
Base Attack +14; CMB +14; CMD 35
Feats Combat Casting, Defensive Combat Training, Craft Wondrous Items, Extend Spell, Greater Spell Penetration, Improved Initiative,
Quicken Channel, Quicken Spell, Reach Spell, Selective Channel, Spell Penetration
Skills Diplomacy +14, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (Religion) +25, Perception +20 (+30 Robe of Eyes),
Spellcraft +20, Use Magic Device +19
Gear Hand of the Lich King (1d10 cold + 3/day drain 1 ability score point and keep, blasphemy and unholy aura 1/day, CL20, DC 20), mithril
chain shirt, +1 short sword, +1 animated heavy steel shield, +6 circlet of Wisdom, robe of eyes, ring of protection +2, ring of mind shielding,
wand of cure serious wounds (25 charges), wand of stoneskin (9 charges), wand of restoration (18 charges), wand of charm monster (22
charges)
Special Abilities
Lore Keeper (Sp): Darl can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, he gains information as
if he made the appropriate Knowledge skill check that can pass a DC 42 check.
Remote Viewing (Sp): Darl can use clairvoyance/clairaudience at will as a spell-like ability (CL 19). He can use this ability 19 rounds per day
and do not need to be consecutive.
Bleeding Touch (Sp): As a melee touch attack 11 times per day, Darl can cause a living creature to take 1d6 points of damage per round. This
effect persists for 9 rounds or until stopped with a DC 15 Heal check or any spell or effect that heals damage.
Killing Blow (Su): Weapons Darl use become infused with the power of death. Whenever he confirms a critical hit with a melee or ranged
weapon, his attack deals an additional 9 bleed damage. Darl can use this ability 3 times per day.
Spell Effects: Never Surprised or flatfooted, +2 insight bonus to AC and reflex; fly 60 (Perfect), ranged weapons deflected, If hit attacking
creature makes Fort Save DC 27 or 5d8 bludgeoning and prone/blown away; immune to 4 8 th level or lowers spells; 1d8+9 temp hps, +1 morale
on attacks and Will saves, +4 vs poison and fear; +6 luck on attacks, damage, and 19 temp hps, plus 1 additional full round attack; SR 31; +2 to
attacks rolls and reflex; +4 to save on death spells; cant be grappled or held, DR10/Adamantite (70 points); protection from 120 points of fire;
+4 resistance save to all spells, SR 25 to good spells, 1d6 Str damage to good melee attackers (Fort Negates DC 26)
Malhazar, the Exiled Flame Male Efreeti Fighter (Roughrider) 10 CR 17 XP 102,400 LE Large outsider (extraplanar, fire)
Init +8; Senses darkvision 60 ft., detect magic; Perception +17
Active Spells heroes feast, unholy aura (if within 30 of Darl)
Defense
AC 32, touch 14, flat-footed 27 (+7 armor, +4 Dex, +1 dodge, +11 natural, 1 size); +4 Deflection with unholy aura
HP 220/300 (10d10+10d10+100) +33 Temp
Fort +15, Ref +14, Will +11; +4 vs poison and fear; +4 with unholy aura
Defensive Abilities Immune fire; SR 25 vs good spells (with unholy aura)
Vulnerabilities cold
Offense
Speed 20 ft., fly 40 ft. (perfect)
Melee 2 slams +27 (1d8+8 plus 1d6 fire) or mw falchion +31/+26/+21/+16 (2d6+18/1620) +2 to hit/damage when mounted
Space 10 ft.; Reach 10 ft.
Special Attacks change size, heat
Spell-Like Abilities (CL 11th, +23 ranged touch)
Constantdetect magic
Willplane shift (willing targets to elemental planes, Astral Plane, or Material Plane), produce flame, pyrotechnics (DC 16), scorching ray
3/dayinvisibility, quickened scorching ray, wall of fire (DC 18)
1/daygrant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 20)
Statistics
Str 27, Dex 18, Con 21, Int 12, Wis 12, Cha 18
Base Attack +20; CMB +29; CMD 44
Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, Greater Weapon Focus (Falchion), Greater Weapon Focus (Falchion), Improved
Critical (Falchion), Improved Initiative, Iron Will, Mounted Combat, Mounted Skirmisher, Quicken Spell-Like Ability (scorching ray), Ride-by
Attack, Spirited Charge, Trick Riding, Weapon Focus (Falchion), Weapon Specialization (Falchion)
Skills Bluff +21, Diplomacy +20, Fly +14, Intimidate +30, Perception +17, Ride +20, Sense Motive +17, Spellcraft +14, Stealth +16
Languages Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.
SQ change shape (humanoid or giant, alter self or giant form I)
Gear +3 chain shirt, +2 flaming burst falchion, amulet of natural armor +3, ornate brass bracelets and anklets studded with fire opals (6 total,
each worth 2,000gp), brilliant white and red cloak made from enameled dragon scales (4,000 gp), potions of cure serious wounds (3)
Special Abilities
Change Size (Sp) Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person
spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 15 Fortitude save negates the effect.
Heat (Ex) An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.
Steadfast Mount (Ex) Malhazar has spent 1 hour practicing with Black Fire, so it gains a +3 dodge bonus to AC and a +3 morale bonus on
saves, but only while Malhazar is mounted on it or adjacent to it.
Armored Charger (Ex) Malhazar no longer suffers armor check penalties on Ride skill checks. Black Fires speed is not reduced when
carrying a medium load or wearing medium barding.
Mounted Mettle (Ex) Malhazar and Black Fire gain a +2 bonus on attack and damage rolls when he is mounted or adjacent to Black Fire.
Leap from the Saddle (Ex) After Black Fire takes a single move, Malhazar may attempt a fast dismount (DC 20 Ride check). If he succeeds,
he can take a full-attack action.
Horned Devil (Cornugon) CR 16 XP 76,800 LE Large outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +24
Active Spells heroes feast, unholy aura (if within 30 of Darl)
Aura fear aura (5 ft., DC 23)
Defense
AC 35, touch 17, flat-footed 27 (+8 Dex, +18 natural, 1 size); +4 Deflection with unholy aura
HP 225/285 (15d10+135); regeneration 5 (good weapons, good spells) +33 temp
Fort +18, Ref +17, Will +13; +4 vs poison and fear; +4 with unholy aura
Defensive Abilities DR 10/good and silver; Immune fire, poison; Resist 10 (acid, cold); SR 27
Offense
Speed 30 ft., fly 50 ft. (average)
Melee +1 unholy spiked chain +26/+21/+16 (2d6+11 plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus infernal wound) or 2 claws +24
(2d6+10), bite +24 (2d8+10), tail +22 (2d6+5 plus infernal wound)
PA +1 unholy spiked chain +22/+17/+12 (2d6+19 plus stun), bite +18 (2d8+9), tail +18 (2d6+9 plus infernal wound) or 2 claws +20
(2d6+18), bite +20 (2d8+18), tail +18 (2d6+9 plus infernal wound)
PA+VS +1 unholy spiked chain +22 (6d6+19 plus stun) or tail +20 (6d6+18 plus infernal wound) or bite +20 (6d8+18)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th)
At willdispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 lbs. of objects only), persistent
image (DC 21)
3/dayfireball (DC 19), lightning bolt (DC 19)
1/daysummon (level 6, 3 barbed devils, 35%)
Statistics
Str 31, Dex 27, Con 28, Int 14, Wis 22, Cha 23
Base Attack +15; CMB +26; CMD 44
Feats Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon Focus (spiked
chain)
Skills Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth
+22
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Special Abilities
Infernal Wound (Su) The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding
caused in this way is difficult to stauncha DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal
wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all
bleed effects.
Stun (Su) Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4
rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength-based.
Jalagar and Sabir Sinfire CR 15 XP 51,200 Male Tiefling Monk 16 NE Medium Outsider (Native)
Init +10; Senses darkvision 60 ft.; Perception +20
Active Spells unholy aura (if within 30 of Darl), heroes feast, barkskin (+4)
Defense
AC 28, touch 24, flat-footed 20 (+2 deflection, +4 Nat, +6 Dex, +1 Wis, +4 Monk, +1 dodge); 4 Deflection with unholy aura
HP 131/176 (16d8+48); +33 Temp HPs
Fort +12, Ref +16, Will +11; +4 vs poison and fear; +4 with unholy aura
Defensive Abilities Resist 5 (cold, electricity, fire); Immune disease, poison; SR 26
Offense
Speed 70 ft.
Melee Unarmed Strike +21/+16/+11 (2d8+4)
FoB Unarmed Strike +23/+23/+18/+18/+13/+13/+8 (2d8+4)
Statistics
Str 15, Dex 22, Con 14, Int 12, Wis 12, Cha 6
Base Attack +12; CMB +18 CMD 40
Feats Acrobatic, Alertness, Dodge, Greater Disarm, Improved Disarm, Improved Initiative, Mobility, Snatch Arrows, Stunning Fist, Weapon
Finesse, Weapon Focus (Unarmed Strike)
Skills Acrobatics +25 (+41 to Jump), Intimidate +17, Perception +20, Sense Motive +20, Stealth +25
Languages Common, Draconic, Infernal, Tengu
Combat Gear amulet of mighty fists +2, ring of protection +2, boots of speed, Belt of Dex +4
SQ Flurry of Blows, Improved Evasion, Slow Fall 80, Ki Pool 9 points
Special Abilities
Ki Pool (Su) As long as they have 1 point in their Ki Pool their unarmed strikes count as magic, cold iron, lawful, and admanatine for
overcoming DR or hardness.
As a swift action, they can spend 1 Ki point to do the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack (1 Point)
Increase his speed by 20 feet for 1 round
Give himself a +4 dodge bonus to AC for 1 round
Gain a +20 bonus on Acrobatics checks made to jump for 1 round
They can also do the following:
As a Standard action that costs 2 Ki Points, they can heal 16 HPs.
As a Move action that costs 2 Ki Points, they can slip magically between spaces, as if using the spell dimension door (CL 16)
Quivering Palm (Su) Jalagar and Sabir can use this quivering palm attack once per day, and they must announce their intent before making the
attack roll. Creatures immune to critical hits cannot be affected. Otherwise, they strike successfully and the target takes damage from the blow,
the quivering palm attack succeeds. Thereafter, they can try to slay the victim at any later time, as long as the attempt is made within 16 days.
To make such an attempt, they merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 27), it
dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by
another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another
is still in effect, the previous effect is negated.
Summon Spear (Su): A watcher may summon a +5 shocking burst spear into its hands as an immediate action (a free action it can take once
per round even when its not its turn). This spear is real as long as it remains in contact with the wild watcher; the instant he releases it, it
vanishes. A wild watcher's spear can be used to make disarm or trip attacks, but grants no additional bonus on these checks.
Swarm Aura (Su): A wild watcher is constantly surrounded by a swarm of flying vermin. Anyone within 10 feet of a wild watcher must make
a DC 32 Fortitude save to avoid becoming nauseated for 1 round. All creatures who begin their turn within 10 feet of a wild watcher take 3d6
points of damage from being exposed to the biting and stinging insects. A wild watcher is immune to swarm damage, and can move through
swarms without fear of being harmed or distracted. The save DC is Constitution-based.
Thorny Cloak (Ex): The cloak of woven thorns, briars, and nettles that surrounds a wild watcher possesses a life of its own and serves the
watcher diligently at all times. Any creature making a melee attack against the watcher is automatically subjected to a disarm attempt by the
wild watcher. In addition, the thorny cloak snatches arrows and other small projectiles and thrown weapons out of the air, launching them back
at the attacker. The cloak makes disarm attempts and ranged attacks using the wild watcher's melee and ranged attack bonuses. It can attempt a
disarm or return fire a captured ranged weapon attack only once per character per round, always attempting to do so on that characters first
attack.