About GM Justaworm - RID
Occy Kelp
Undine shaman 6 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 2 275)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 36 (6d8+3)
Fort +3, Ref +5, Will +10
Resist cold 5, electricity 2
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee +1 spear +6 (1d8+2/×3) or
. . mwk cold iron sickle +6 (1d6+1)
Special Attacks hexes (crashing waves, evil eye), wandering hex (friend to the animals [30 ft.])
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—hydraulic push[APG]
Shaman Spells Prepared (CL 6th; concentration +10)
. . 3rd—bestow curse (DC 17), call lightning (DC 17), inflict serious wounds (DC 17); speak with plants[S] or water breathing[S]
. . 2nd—burning gaze[APG] (DC 16), resist energy, spiritual weapon, summon nature's ally II; barkskin[S] or slipstream[S,APG] (DC 16)
. . 1st—frostbite[UM], protection from evil, summon nature's ally I, wave shield[ACG]; charm animal[S] (DC 15) or hydraulic push[S,APG]
. . 0 (at will)—dancing lights, detect magic, guidance, stabilize
. . S spirit magic spell; Spirit Waves Wandering Spirit Nature
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Statistics
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Str 12, Dex 14, Con 10, Int 10, Wis 18, Cha 14
Base Atk +4; CMB +5; CMD 18
Feats Hydraulic Maneuver[ARG], Proxy Summoning, Steam Caster[ARG]
Traits pearl diver, slippery step
Skills Acrobatics -1 (+1 on checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship., -5 to jump), Climb -2 (+0 on checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.), Diplomacy +6, Handle Animal +7, Heal +8, Knowledge (nature) +9, Knowledge (religion) +5, Perception +6, Spellcraft +9, Survival +11, Swim +12, Use Magic Device +3
Languages Aquan, Common
SQ hydrated vitality, spirit animal (platypus named Sperry), storm burst, wave strike
Combat Gear pearl of power (1st level), potion of cure light wounds (2), potion of cure moderate wounds, potion of jump, potion of levitate, scroll of endure elements, scroll of frostbite, scroll of monkey fish, scroll of obscuring mist, scroll of remove fear (x2), wand of cure light wounds (50 charges), wand of summon nature's ally i (50 charges), acid (2), antiplague[APG], antitoxin (2), bladeguard[APG], bloodblock[APG]; Other Gear +2 eel hide studded leather, +1 spear, mwk cold iron sickle, bag of holding i, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, belt pouch, belt pouch, blanket[APG], fishhook (5), scroll box[UE], spell component pouch, trail rations, twine (50')[APG], waterskin, 10 gp, 4 sp, 9 cp
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Special Abilities
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Crashing Waves (DC 17) (Su) Water spells that deal dam knock foe prone (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Evil Eye -2 (7 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 bonus on Swim checks You gain the Alertness feat while your familiar is within arm's reach.
Friend to the Animals +2 (Su) Animals in 30 ft gain +2 to saves.
Hydrated Vitality (12 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Hydraulic Maneuver Use your hydraulic push ability to perform a bull rush, disarm, dirty trick, or trip.
Proxy Summoning Your summoned creatures can carry touch spells. All summoned creatures gain the share spells ability.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (platypus named Sperry)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Steam Caster Your fire spells become steam, granting them the water descriptor.
Storm Burst (5/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 2 rd.
Swimming (30 feet) You have a Swim speed.
Wave Strike (5/day) (Su) As a standard action, melee touch drenches and pushes 5 ft.
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Sperry
Platypus (Pathfinder RPG Bestiary 4 96)
N Tiny magical beast (animal)
Init +2; Senses electrolocation 30 ft. (while underwater), low-light vision; Perception +6
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Defense
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AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 18 (1d8-1)
Fort +1, Ref +4, Will +6
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Offense
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Speed 10 ft., swim 40 ft.
Melee spur +8 (1d3-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 2, Dex 14, Con 8, Int 8, Wis 13, Cha 11
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Mobility, Weapon Finesse
[b]Skills Acrobatics +2 (-6 to jump), Diplomacy +1, Handle Animal +2, Heal +2, Perception +6 (+10 while underwater), Spellcraft +5, Survival +5, Swim +15, Use Magic Device +1; Racial Modifiers +4 Perception while underwater
SQ improved evasion, semiaquatic, spirit animal (waves)
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Special Abilities
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Electrolocation (30 feet) (Ex) Sense living creatures while underwater, as lifesense.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison: Spur-injury (DC 9) (Ex) Talon—Injury; save Fort DC 9; freq 1/rd for 4 rds; effect 1 hp; cure 1 save.
Semiaquatic (Ex) Hold breath for up to 5 min before risk drowning.
Spirit Animal (Waves) The spirit animal can breathe underwater.
Swimming (40 feet) You have a Swim speed.
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