Pathfinder Module: Plunder & Peril (PFRPG)

Noke Tiiz's page

704 posts. Organized Play character for noral.


Race

| Temp HP 19/19 | HP: 115/115 | AC 19 Tch 15, Fl 16 | CMB: +2, CMD: 15| F: +18 , R:+14, W:+14 & +1 vs. spells/spell-like ab./poison | Init: +3 | Perc: +17, SM: +3, Dipl. (Influence): +22, Bluff (Deceive): +22 |

Classes/Levels

Invoke Patron: 9/12 min. | Flight 10/12 min. | Reroll 1/1 | Chaldira reroll 0/1 | Happu (riding dog) HP: 13/13 | Divune (familiar) HP: 115/115 | Act. Cond: See invisibility, Heroism

Gender

Female N Wayang Witch (Invoker archetype, Time patron) 12 | Darkvision 60 ft | Speed 20 ft (40 ft riding Happu) |

About Noke Tiiz

–– WITCH 12 (Time Patron, Invoker Archetype) ––

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

• TYPE: Humanoid (Wayang)
• SIZE: Small
• DARKVISION 60 ft

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-- STATS --
Str: 7, Dex: 16, Con: 18*, Int: 26**, Wis: 8, Cha: 7

* +2 enhancement from Belt
** 4th/8th/12th level: +1; +4 enhancement from Headband

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–– SAVES ––
• Fortitude: +18* (Con +4, Witch +4, Familiar +2, Cloak of resistance +5, Luckstone +2 incl. fate’s favored trait, trait ‘resilient’ +1)
• Reflex: +14* (Dex +3, Witch +4, Cloak of resistance +5, Luckstone +2 incl. fate’s favored trait)
• Will: +14* (Wis -1, Witch +8, Cloak of resistance +5, Luckstone +2 incl. fate’s favored trait)

* +1 trait bonus vs. spells, spell-like abilities and poison
** Dark Archive Faction Card Season 8: ENDURING SCHOLAR (8 goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 plus half the number of goals you have completed (1+4=5).


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–– COMBAT ––
• Ranged to hit: +10 (BAB +6, Dex +3, Small +1)
• Melee to hit: +5 (BAB +6, Str -2, Small +1)

• Initiative: +5 (Dex +3, Luckstone +2 incl. fate’s favored trait)
• CMB: +3 (BAB +6, Str -2, Small -1)
• CMD: 16 (BAB +6, Str -2, Dex +3, Small -1)
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–– AC ––

AC 19, T 15, FF 16 (Armor +2, Shield +2, Dex +3, Size +1, Deflection +1)

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–– SKILLS ––

• Acrobatics +17 (Rank 0 but 12 from Headband, Dex +3, luckstone/fate’s favored +2)
• Bluff – Deceive or Lie +22 (Rank 12, Int +8 'Student of philosophy' trait, luckstone/fate’s favored +2) OR Bluff - Feint +8
• Diplomacy – Influence attitude, make request, convince +22 (Rank 12, Int +8 'Student of philosophy' trait, luckstone/fate’s favored +2) OR Diplomacy – Gather Information +8
• Craft (Alchemy) +14 (Rank 1, Class +3, Int +8, luckstone/fate’s favored +2)
• Fly +12 / +18 (Rank 1, Class +3, Dex +3, Small +2, ½ level ‘Fly’ spell +5, luckstone/fate’s favored +2)
• Knowledge: Arcana +25 (Rank 12, Class +3, Int +8, luckstone/fate’s favored +2)
• Knowledge: Dungeoneering +11 (Rank 1, Int +8, luckstone/fate’s favored +2)
• Knowledge: Engineering +11 (Rank 1, Int +8, luckstone/fate’s favored +2)
• Knowledge: Geography +11 (Rank 1, Int +8, luckstone/fate’s favored +2)
• Knowledge: History +14 (Rank 1, Class +3, Int +8, luckstone/fate’s favored +2)
• Knowledge: Local +11 (Rank 1, Int +8, luckstone/fate’s favored +2)
• Knowledge: Nature +25 (Rank 12, Class +3, Int +8, luckstone/fate’s favored +2)
• Knowledge: Nobility +11 (Rank 1, Int +8, luckstone/fate’s favored +2)
• Knowledge: Planes +25 (Rank 12, Class +3, Int +8, luckstone/fate’s favored +2)
• Knowledge: Religion +22 (Rank 0 but 12 from Headband, Int +8, luckstone/fate’s favored +2)
• Linguistics +22 (Rank 12, Int +8, luckstone/fate’s favored +2)
• Perception +17 (Rank 12, Wis -1, Familiar Alertness +2, Wayang ‚Lurker‘ +2, luckstone/fate’s favored +2)
• Sense Motive +3 (Rank 0, Wis -1, Familiar Alertness +2, luckstone/fate’s favored +2)
• Spellcraft +17 (Rank 4, Class +3, Int +8, luckstone/fate’s favored +2)
• Stealth +11 (Rank 0, Dex +3, Size +4, Wayang ‚Lurker‘ +2, luckstone/fate’s favored +2)

UMD -2* (Rank 0, Cha -2) *one per adventure +15:
[smaller]Dark Archive Faction Card Season 12 (magical tinkerer, 5 goals): You have a knack for analyzing and activating magic items. Use Magic Device is a class skill for you. Once per adventure, you can use a bonus equal to 5 + twice the number of goals you have completed to a Use Magic
Device check. If your own skill bonus is higher, you instead gain a +2 bonus on that check.

96 skill points => 12 levels with 8 Skill Points per level: 2 Witch + 6 Int

Dark Archive Faction Card Season 8 (archivist, 8 goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language.

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Languages
Racial: Common, Wayang, Tien
Int: Abyssal, Aklo, Draconic, Polyglot/Mwangi, Infernal, Kelish
Linguistics: Ancient Osiriani, Ancient Azlanti, Jistka, Thassilonian, Undercommon, Ignan, Auran, Sylvan, Celestial, Vudrani, Hallit, Skald
Headband: Aquan, Terran
Dark Archive Faction Card Season 8 (archivist): Lip Reading

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–– FAMILIAR SPELLS ––:
-

Spell Familiar, 0-lvl:
• Arcane Mark
• Bleed
• Dancing Lights
• Daze
• Detect Magic
• Detect Poison
• Guidance
• Light
• Mending
• Message
• Purify Food and Drink
• Read Magic
• Resistance
• Spark
• Stabilize
• Touch of Fatigue

Spell Familiar, 1st-lvl:
• Air bubble
• Burning hands
• Command
• Comprehend languages
• Charm Person
• Cure Light Wounds
• Ear piercing scream
• Enlarge Person
• Mage Armor
• Mount
• Mud Ball
• Obscuring Mist
• Ray of enfeeblement
• Sleep
• Snowball
• Summon Monster I
• Ventriloquism (Patron: Time)

Spell Familiar, 2nd-lvl:
• Aggressive Thundercloud
• Alter Self
• Blindness/Deafness
• Cure Moderate Wounds
• Glitterdust
• Hold Person
• Summon Swarm
• False Life
• See invisibility
• Vomit Swarm
• Web
• Zone of truth
• Silence (Patron: Time)

Spell Familiar, 3rd-lvl:

• Dispel Magic
• Fly
• Lightning bolt
• Haste (Patron: Time)
• Heroism
• Ray of Exhaustion
• Remove Blindness/Deafness
• Remove Curse
• Remove Disease
• Seek Thoughts
• Sleet Storm
• Stinking Cloud
• Summon Monster III
• Tongues
• Haste (Patron: Time)

Spell Familiar, 4th-lvl:
• Aggressive Thundercloud, Greater
• Black Tentacles
• Confusion
• Crushing Despair
• Dimension Door
• Summon Monster IV
• Threefold Aspect (Patron: Time)
• Shadow Conjuration (Wayang Witch Favored Class bonus 9th level)
• Shadowform (Wayang Witch Favored Class bonus 10th level)

Spell Familiar, 5th-lvl:
• Summon Monster V
• Brake Enchantment
• Dominate person
• Teleport (Patron: Time)
• Imbue hex
• Telepathic bond
• Overland flight
• Scrying
• Shadow Endurance (Wayang Witch Favored Class bonus 11th level)
• Shadow Evocation (Wayang Witch Favored Class bonus 12th level)

Spell Familiar, 6th-lvl:
• Summon monster VI
• True seeing
• Dispel magic, greater
• Raise dead
• Invoke deity
• Disintegrate (Patron: Time)

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–– SPELLS PER DAY ––
• 0 level: 4
• 1st level: 4 + 2 Int = 6
• 2nd level: 4 + 2 Int = 6
• 3rd level: 4 + 2 Int = 6
• 4th level: 3 + 2 Int = 5
• 5th level: 3 + 1 Int = 4
• 6th level: 2 + 1 Int = 3

–– MEMORIZED SPELLS ––
• 0 level: Daze, Detect magic, Light, Stabilize
• 1st level: Burning hands, Snowball, Snowball, Protection from Evil, Enlarge Person, Air bubble
• 2nd level: See invisibility, Euphoric Cloud, Glitterdust, Aggressive Thundercloud, False Life, Silence
• 3rd level: Haste, Haste, dispel magic, Lightning bolt, Heroism, Stinking Cloud
• 4th level: Greater Aggressive Thundercloud, Shadowform, Confusion, Shadow Conjuration
• 5th level: Summon Monster V, Shadow Evocation, Teleport, Imbue Hex
• 6th level: Disintegrate, Disintegrate, Greater Dispel magic

–– CAST SPELLS ––

• 1st level:
• 2nd level: See invisibility, False Life
• 3rd level: Heroism, Stinking Cloud, Lightning bolt, Haste
• 4th level: Confusion, Greater Aggressive Thundercloud
• 5th level:
• 6th level: Disintegrate
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–– XP / PRESTIGE POINTS / FAME ––:

TOTAL OVERVIEW:
* Currently: 33 XP / 31 PP / 58 Fame
* Spent: 27 PP

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–– RETRAINING ––:

• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 1 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 1 Hit Points: 3 PP and 90 gp.
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.
• On 6th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 180 gp (=3 days * 6th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 360 gp.

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–– HIT POINTS ––:

Lvl 1 - 11 Hit Points: 6 Witch + Con +4 + + 1 Favored Class
Lvl 2 - 11 Hit Points: 4 Witch + Con +4 + + 1 Favored Class + 2 Retraining
Lvl 3 - 10 Hit Points: 4 Witch + Con +4 + + 1 Favored Class + 1 Retraining
Lvl 4 - 11 Hit Points: 4 Witch + Con +4 + + 1 Favored Class + 2 Retraining
Lvl 5 - 11 Hit Points: 4 Witch + Con +4 + + 1 Favored Class + 2 Retraining
Lvl 6 - 11 Hit Points: 4 Witch + Con +4 + + 1 Favored Class + 2 Retraining
Lvl 7 - 9 Hit Points: 4 Witch + Con +4 + + 1 Favored Class
Lvl 8 - 9 Hit Points: 4 Witch + Con +4 + + 1 Favored Class
Lvl 9 - 8 Hit Points: 4 Witch + Con +4 +
Lvl 10 - 8 Hit Points: 4 Witch + Con +4 +
Lvl 11 - 8 Hit Points: 4 Witch + Con +4
Lvl 12 - 8 Hit Points: 4 Witch + Con +4

TOTAL - 115 Hit Points

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–– GOLD –– :

TOTAL OVERVIEW:
* Currently: 5107 gp

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–– GEAR –– --
Haramaki armor +1
Cloak of resistance +5
Ring of protection +1
Lesser Talisman of Life’s breath
Stone of Good Luck (Luckstone)
Headband of Intelligence +4 (Acrobatics, kn religion)
Belt of Constitution +2

Lesser extend metamagic rod

Mithral Buckler +1
Light Crossbow (13 bolts)
Dagger
3 x oil of grease
2 x alchemical grease
Wand of CLW 39 charges
Backpack, Masterwork
Alchemy lab
Compass
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Whistle signal
Vermin repellent
Skeleton key
Spell component pouch
Holy symbol Chaldira
Smelling Salts
Potion of Touch of Sea with sponge
Air Crystals
Antiplague
2 x Acid
‘Happu’ Riding dog
Military saddle
3 x Alchemical grease
3 x Oil of Grease

–– TRAITS ––
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
• RESILIENT (free trait from scenario ‚9-00 Assault on Absalom‘) (Combat): You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• GLORY OF THE OLD (Region: Five Kings Mountains): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

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–– FEATS ––
• Lvl 1: SPELL PENETRATION: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
• Lvl 3: EXTRA HEX
• Lvl 5: ACCURSED HEX: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Normal: You can only target a creature with these hexes once per day.
• Lvl 7: EXTRA HEX
• Lvl 9: ADDITIONAL TRAITS
• Lvl 11: SPLIT HEX. Prerequisites: Witch level 10th. Benefit: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.
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–– CLASS ABILITIES ––

• HEX (2nd) - SLUMBER (Su): Cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
• EXTRA HEX feat (3rd) - MISFORTUNE (Su): Cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
• HEX (4th) - FORTUNE (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
• HEX (6th) - FLIGHT (Su): At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spend in 1-minute increments. This hex only affects the witch.
• EXTRA HEX feat (7th) - CACKLE (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
• HEX (10th) - ICE TOMB (Su) Effect: A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day. FAQ: “A storm of ice and freezing wind envelops the creature…,” so it only affects creatures, not objects. The target doesn’t need to eat, breathe, or drink. The general assumption for effects is if the creature negates the damage from the effect, the creature isn’t subject to additional effects from that attack (such as DR negating the damage from a poisoned weapon, which means the creature isn’t subject to the poison). Therefore, a cold-immune creature takes no damage from the hex and can’t be imprisoned by it. A target that succeeds at its save takes half damage and is not imprisoned. Under temperate conditions, the ice lasts 1 minute per witch level. In tropical environments it might only last half as long. In cold environments where ice and snow persist without melting, it might last indefinitely.
• HEX (12th) - HAG’s EYE: A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

• INVOKE PATRON (Su): At 1st level, an invoker can invite spirits associated with her patron’s themes into her body and mind as a swift action. This functions like a hunter’s animal focus, except she emulates facets of her patron, chosen from the list below. The invoker can use this ability for a number of minutes per day equal to her level; this duration need not be consecutive, but it must be spent in 1-minute increments. This replaces the witch’s 1st-, 8th-, and 16th-level hexes.
- Bondage: The invoker gains a +2 enhancement bonus to her Strength. This bonus increases to +4 at 8th level and +6 at 16th level.
- Bridge: The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.
- Crisis: The invoker gains a +2 enhancement bonus to her Constitution. This bonus increases to +4 at 8th level and +6 at 16th level.
- Curiosity: The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.
- Decisions: The invoker gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 16th level.
- Fortune: The invoker gains a +1 resistance bonus on saving throws. This bonus increases to +3 at 8th level and +5 at 16th level.
- Paradise: The invoker gains a +3 competence bonus on Acrobatics checks and concentration checks. This bonus increases to +6 at 8th level and +9 at 16th level.
- Rapture: The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level.
- Reckoning: The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.
- Revelation: The invoker gains a +1 insight bonus on attack rolls made with weapons. This bonus increases to +2 at 8th level and +3 at 16th level.

• Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

• PATRON SPELLS (Time): 2nd — ventriloquism, 4th — silence, 6th — haste, 8th — threefold aspect, 10th — teleport, 12th — disintegrate, 14th — expend, 16th — temporal stasis, 18th — time stop.

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-- WAYANG RACIAL TRAITS --
• Wis: -2, Dex: +2, Int: +2
• TYPE: Humanoid (Wayang)
• SIZE: Small
• Speed: 20 ft.
• DARK-VISION
• LIGHT & DARK: Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
• LURKER: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
• SHADOW RESISTANCE: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
• DISSOLUTION‘S CHILD (Su): Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.
• Automatic Languages: Common, Tien, Wayang

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–– FAMILIAR ––
'Diwune', the female horned lizard Familiar (Protector Archetype), N Diminutive animal; Init +1; Senses low-light vision, scent; Perception +7

• Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. This replaces alertness and improved evasion.

• Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. This replaces deliver touch spells and speak with animals of its kind.

• Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. This replaces spell resistance.

--Further Familiar Stats --:

• Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
• Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

DEFENSE
AC 18, touch 15, flat-footed 16 (+1 Dex, +3 natural, +4 size)
HP 23
Fort +1, Ref +3, Will +4

OFFENSE
Speed 20 ft.
Melee bite +3 (1d2–5)
Ranged blood squirt +6 touch (special)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 12, Con 8, Int 10, Wis 10, Cha 3
Base Atk +5; CMB +3; CMD 9 (13 vs. trip)
Feats Extra Item Slot (Neck)
Skills Stealth +17
SQ camouflage, puff up
Gear Cloak of resistance +1, Bloodstone Collar

SPECIAL ABILITIES
• Blood Squirt: Once per day as a standard action that doesn’t provoke attacks of opportunity, a horned lizard can squirt a 5-foot-long stream of blood from the corners of its eyes. The animal’s blood contains noxious chemicals, and a creature hit by the blood must succeed at a DC 9 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based.
• Camouflage: While in desert terrain, a horned lizard can use the Stealth skill to hide even if the terrain doesn’t grant cover or concealment.
• Puff Up: When taking the total defense action, a horned lizard puffs up its body, appearing larger and more horned and gaining an additional +4 bonus to CMD against grapple attempts.

Despite their sluggish, toad-like appearance, these creatures are reptiles with dry, spiny skin adapted to prevent water loss in their native desert environment. They are typically found sunning themselves on rocks during all but the hottest parts of the day, retreating beneath the shade of ridges or rocks when the sun is directly overhead. Their main method of defense is to avoid detection, but when their desert coloration fails to fool predators, they attempt to flee or use their other defensive methods, such as their unique ability to rupture blood vessels in their eyes so they can spray noxious blood at approaching predators. Due to their fierce defensive displays, horned lizards are often thought to be overly aggressive, though people who keep them as pets or familiars know that they can be affectionate creatures.