Bat

Ayrii's page

14 posts. Alias of Zin Z'arin.


Full Name

Ayrii

Race

Bat | HP: 11/11 | AC: 18 (16 Tch, 16 Fl) | CMB: +0, CMD: 5 (3 Fl) | F: +0, R: +4, W: +6 | Init: +2 | Perc: +15, SM +2

Classes/Levels

| Speed 5 ft, fly 40 ft (good) | Active conditions: Blindsense, Low-Light Vision

Gender

Male NG Familiar

About Ayrii

Ayrii
Male Bat Familiar
NG Diminutive Magical Beast (animal)
Init +2; Senses Blindsense 20 ft., Low-Light vision; Perception +15

Familiar: Robyyn, Witch

Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5

Defense:

AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size); CMD 5, 3 Fl
hp 11
Fort +0, Ref +4, Will +6
Special Defenses
none

Offense:

Base Atk +2; CMB +0
Speed 5 ft., fly 40 ft. (good)
Space 1 ft.; Reach 0 ft.
Melee
. . bite +8 (1d3-5)
. . touch +8
Ranged
. . ranged touch +8
Special Attacks
none

Feats & Tricks:

Feats
Weapon Finesse with a light weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls; natural weapons are considered light weapons

Tricks
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Fetch (DC 15): The animal goes and gets something. If you don't point out a specific item, the animal fetches some random object.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.
Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.


Skills:

Skill Points 1
ACP -0 (-0 Armor, -0 Encumbrance)
* ACP applied to these skills

[ ] *Acrobatics +2 (-10 to jump)
[ ] Appraise -2
[ ] Bluff -3
[ ] *Climb +2
[4] Craft (alchemy) +2
[ ] Diplomacy -3
[ ] Disguise -3
[ ] *Escape Artist +2
[3] *Fly +18
[ ] Heal +2
[ ] Intimidate -3
[2] Knowledge (arcana) +0
[1] Knowledge (dungeoneering) -1
[1] Knowledge (history) -1
[2] Knowledge (local) +0
[1] Knowledge (nature) -1
[1] Knowledge (planes) -1
[1] Knowledge (religion) -1
[4] Perception +15
[ ] *Ride +2
[ ] Sense Motive +2
[4] Spellcraft +2
[4] *Stealth +23
[ ] Survival +2
[ ] *Swim +2
[4] Use Magic Device +1

Skill Modifiers
. . Favored class +2 bonus on familiar Perception and Stealth


Special Abilities:

Racial Abilities
Blindsense 20 feet
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail

Class Abilities
Improved Evasion no damage on successful Reflex save; half on failed save


Gear:

Light up to 0.75 lbs. Medium up to 1.5 lbs. Heavy up to 2.5 lbs.
Current Load Carried 0 lbs. (Light)