Mama Beballa

Lady Mae's page

452 posts. Organized Play character for Massee.


Full Name

Lady Mae

Race

Grippli

Classes/Levels

Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Gender

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:

Size

Small

Age

17

Alignment

Neutral

Languages

Common, Grippli, Sylvan, Druidic

Strength 8
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 16
Charisma 14

About Lady Mae

Lady Mae - PFS # 202046-4
XP 9.5 | PP 8 | Fame 15 | Gold 1729.4
Faction: Grand Lodge
Female Grippli Druid (Swamp Druid)
N Small Humanoid (2ft Tall, 27lbs)
Senses: Init +3, Perception +10, 60ft Darkvision
Movement: Speed 30ft, Climb 20ft

LANGUAGES: Common, Grippli, Sylvan, Druidic

DEFENSE:
AC 19: Touch 14, Flat-footed 16 (Includes +2 Darkwood Shield Bonus)
Base Atk +3; CMB +1; CMD 14
hp 31 (4d8+8)
Fort +7, Ref +5, Will +8

Pond Scum (Ex): At 4th level, a swamp druid gains a +4 bonus on saves against disease and the exceptional, supernatural, and spell-like abilities of monstrous humanoids. A swamp druid also gains DR/— equal to half her druid level against attacks by swarms. If this damage resistance prevents damage, the druid is unaffected by distraction or other special attacks of the swarm.

OFFENSE:
[dice=Mithril Dagger]1d20+4;1d3-1[/dice]
[dice=Sling]1d20+7;1d3-1[/dice]
[dice=Produce Flame, Ranged Touch]1d20+7;1d6+4[/dice]
[dice=Flame Blade, Touch;Caster Check]1d20+4;1d20+4;1d8+2[/dice]
[dice=Whip of Spiders, Touch, DC12 Fort vs Poison, Distraction]1d20+3;1d6[/dice]
[dice=Flaming Sphere Caster Check, DC15 Reflex Negates]1d20+4;3d6[/dice]
xxxxx
Melee [dice=Tongue + Acid, Power Attack]1d20+5-1;1d4+3+1+3[/dice]
Ranged [dice=Acid Spit, Ranged Touch]1d20+3;1d6[/dice](30ft Range)
[dice=Mounted Combat]1d20+11[/dice]

SPELLS:
Druid Spells Prepared (CL 4th; concentration +8) (+2 FCB or +4 in Forest/Swamp)
. . 0 (4/day) Detect Magic, Stabilize, Read Magic, Create Water
. . 1st (4/day) Produce Flame, Calm Animals, Longstrider, Thunderstomp
. . 2nd (3/day) Flaming Sphere, Barkskin, Spiderclimb
. . 3rd (0/day)
. . 4th (0/day)
. . 5th (0/day)
*Pearl of Power I*

STATS:
Strength: 8
Dexterity: 16
Constitution: 14 (Includes +1 at 4th level)
Intellect: 12
Wisdom: 16
Charisma: 14

SKILLS:
(1)Climb +11 (Includes: +8 from climb speed)
(4)Handle Animal +14 (Includes: +1 Trait Bonus, and +4 from Link)
(1)Knowledge (Geography) +5
(2)Knowledge (Nature) +8 (Includes: +2 from Nature Sense)
(4)Perception +10
(4)Ride +11 (Includes: +1 Trait Bonus)(Additional +2 to stay in Saddle, 75% to not fall out when KO)
(1)Spellcraft +5
(0)Stealth +7 (Includes: +4 Size)(+4 additional in marshes and forested, racial)
(1)Survival +9 (Includes: +2 from Nature Sense)
(2)Swim +5 (Includes: +1 Trait Bonus, can always take 10)
(x)Wild Empathy +6

TRAITS:
Beast Bond: You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. (Social)

Sea-Souled (Coastline or Island): You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming. (Regional)

FEATS:
Vermin Heart: You have a special bond with things that creep, crawl, skitter, and sting. Prerequisite: Wild empathy class feature. Benefit: You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.

Mounted Combat (Combat): Prerequisites: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Racial:

Grippli Racial Traits

+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.

Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Grippli: Gripplis are humanoids with the grippli subtype.

Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.

Darkvision: Gripplis can see in the dark up to 60 feet.

Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

Weapon Familiarity: Gripplis are proficient with nets.

Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.

Class Abilities:

All of the following are class features of the druid.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Marshwight (Ex): At 2nd level, a swamp druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Swim, and Survival checks equal to 1/2 her druid level in swamp terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.

Swamp Strider (Ex): At 3rd level, a swamp druid suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth. This ability replaces trackless step.

Pond Scum (Ex): At 4th level, a swamp druid gains a +4 bonus on saves against disease and the exceptional, supernatural, and spell-like abilities of monstrous humanoids. A swamp druid also gains DR/— equal to half her druid level against attacks by swarms. If this damage resistance prevents damage, the druid is unaffected by distraction or other special attacks of the swarm. This ability replaces resist nature's lure.

Wild Shape (Su): A swamp druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2. At 6th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

Slippery (Ex): At 13th level, a swamp druid gains continuous freedom of movement. This ability replaces a thousand faces.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.[/s]

Temporary Gear:

Equipment:
(Gold/PP/Weight)
Hot Weather Outfit 0.0 0 1.00
Mithril Dagger -252.0 0 0.25
Backpack -2.0 0 0.50
Bedroll -0.1 0 1.25
Waterskin -1.0 0 1.00
Belt Pouch -1.0 0 0.13
Bandoleer -0.5 0 0.00
Wayfinder 0.0 -1 1.00
Pearl of Power I -1000.0 0 0.00
Heavy Darkwood Shield -200.0 0 2.50
Dark Leaf Leather Armor +1 -1760.0 0 3.75
Cloak of Resistance +1 -1000
Ioun Torch -75g
Bit and Bridle -2.0 0 1.00
Exotic Military Saddle -60.0 0 40.00
Saddle Bags -4.0 0 8.00

Consumables:
(Gold/PP/Weight)
Trail Rations (4) -2.0 0 1.0
Potion of Cure Light Wounds -50.0 0 0.0
Wand of Cure Light Wounds (30) 0.0 -2 0.0
Bufo Jug -1.0 0 2.0
Wand of Speak with Animals (47) 0.0 -2 0.0
Antitoxin x3 -50.0 0 0.0
Antiplague x3 -50.0 0 0.0
Scroll of Endure Elements x1 -25.0 0 0.0
Scroll of Obscuring Mists x1 -25.0 0 0.0
Scroll of Faery Fire x1 -25.0 0 0.0
Wand of Endure Elements 2PP (44)

Purchases:

Wayfinder 1PP
Wand of Cure Light Wounds 2PP
Wand of Speak with Animals 2PP
Pearl of Power I 1000g
+1 Darkleaf Leather Armor 1760g
Mithril Dagger 252g
Cloak of Resistance +1 1000g
Wand of endure elements 2PP

Chronicles:

Master of the Fallen Fortress; 489g 1PP
Confirmation: 430g 2PP
The Wounded Wisp: 430g 2PP
Perils of the Pirate Pact: 468g 2PP
Hells Rebels Book 1: 1856g 2PP
Godsmouth Heresy Module: 1398g 4PP
Bones of Biting Ants 10-02: 1299g 2PP

Boons:

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Rebellion Leader: Your defiance has impressed the rebellious spirits around you, sparking a revolution with you as a rising star. Aiding you is a local leader selected from the list below. Cross all other options off the Chronicle sheet, and check the associated leader's boxes on your Rebellion Leader Chronicle sheet.

Blosodriette: You have recruited the imp Blosodriette as a spy, though her presence unsettles your fellow rebels. Check two Secrecy boxes, but also check one Notoriety box.
Laria Longroad: The halfling Laria and her Bellflower Network friends make it easy to find and keep recruits. Check one loyalty box.
(0/1)Rexus Victocora: Few know better when to lie low and mitigate trouble than Rexus. When you would check a Notoriety box, you can instead check the box that precedes this boon.
Vendalfek: Few are as adept at spreading misinformation than this fairy dragon. Check one Secrecy box.

(0/4)Gremlin’s Token: While Bujune may have inflicted years of torment on poor Stuinvolk, you were able to see the inner nobility of the fungal gremlin. The tiny fey has given you a small charm to commemorate your friendship; you may activate this charm by checking a box next to this boon as an immediate action, granting you a +2 bonus on saving throws against curse effects for 1 hour.

(0/5)Ulfen Ally: Your journey with the Ulfen skald Stuinvolk Hundrakson has earned you a lifelong friend in the Pathfinder Society. At the start of any adventure, you may gain a single scroll of any 3rd-level or lower bard spell without paying its purchase price, though you must check a number of the boxes that precede this boon equal to the spell’s level. These scrolls are custom-made for you and cannot be sold for profit, but you (and only you) gain a +5 circumstance bonus on Use Magic Device checks to activate a scroll acquired from this boon.

(0/2)Whispers of the Amberhollow: Your exposure to the mysterious amberhollow has imparted a tiny fragment of the King of Biting Ants’s power. You may check a box next to this boon as a standard action to gain the benefits of a sanctuary spell (DC 15) against all creatures with the vermin type with a duration of 1 hour.

Purchasable Loot:

Cloak of Resistance +1 (1,000g)
Potion of Cat's Grace (300g)
Potion of Lesser Restoration (300g)
Scroll of Shatter (150g)
Scroll of Shield Other (150g)
Wand of Summon Monster I (CL 3rd, 9 charges) (Limit 1; 135g)
Amulet of natural armor +1 (2,000 gp)
Bracers of armor +1 (1,000 gp)
Cloak of resistance +1 (1,000 gp)
Elixir of swimming (250 gp)
Pearl of power (1st-level spell; 1,000 gp)
Potion of barkskin (300 gp)
Ring of protection +1 (2,000 gp)
Scroll of gust of wind (150 gp)
Scroll of mage armor (CL 6th; 150 gp)
Wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1)
Wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)
Alexandrite gem (750 gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th])
Cloak of resistance +1 (1,000 gp)
Potion of cure moderate wounds (300 gp)
Scroll of shatter (150 gp)
Wand of cause fear (15 charges; 225 gp)
Mithril Chain Shirt (Cost: 1,100gp)
Potion of Lesser Restoration (Cost: 300gp)
Potion of Undetectable Alignment (Cost: 300gp)
Wand of Magic Missile (CL1) - (25 Charges) (Cost: 375gp)
Amulet of natural armor +1 (2,000g)
Bookplate of recall (1,000g; Pathfinder RPG Ultimate Equipment 284)
Cloak of Resistance +1 (1,000g)
Dust of emulation (800g; Ultimate Equipment 293)
Headband of inspired wisdom +2 (4,000g)
Pearl of power (1st level; 1,000g)
Pipes of the sewers (1,150g)
Potion of lesser restoration (300g)
Ring of swimming (2,500g)
Scroll of air bubble (25g; Pathfinder RPG Ulimate Combat 222)
Scroll of cure moderate wounds (150g)
Scroll of daylight (375g)
Scroll of dispel magic (375g)
Scroll of remove blindness/deafness (375g)
Scroll of remove disease (375g)
Wand of acid arrow (9 charges; 810g, limit 1)
Ivory ant construct (acts as a brass spider in the form of an ivory ant; 2,500 gp; Pathfinder RPG Advanced Class Guide 228)
Necklace of fireballs type I (1,650 gp)
Torc of the primal song (6,000 gp; Advanced Class Guide 237)
Wand of endure elements (20 charges; 300 gp, limit 1)

Gear Info:

Small Hot Weather Outfit: Price 8 gp; Weight 1 lbs.
Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.

Military Saddle: This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle.

Saddlebags: Price 4 gp; Weight 8 lbs.
These sturdy, weatherproof bags are draped over a saddle to add extra carrying capacity. Each side of a saddlebag can typically carry 20 pound of items that can fit in the bags. Saddlebags do not increase the amount of weight a mount can carry; they merely give riders a place to stow their equipment.

Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0). An item made from darkleaf cloth weighs half as much as the same item made from leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such, padded armor, leather armor, studded leather armor, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items; the masterwork cost is included in the listed prices. Darkleaf cloth has 20 hit points per inch of thickness and hardness 10.

Future Feat Ideas:

Good question! Mounted Combat?
Ring of Sacred Mistletoe

Price 6,000 gp; Aura faint transmutation; CL 1st; Weight —

This tiny ring of living mistletoe coils about the wearer's finger of its own accord. The wearer gains a +2 competence bonus on Handle Animal, Knowledge (nature), and wild empathy checks, and a wearer with the woodland stride ability can move effortlessly, without harm or impediment, even through magically created or manipulated plants. This does not allow the wearer to move through solid objects or creatures.

Furthermore, the wearer can use shillelagh once per day.

Sunny the Slug:

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.

Slug, Giant

Starting Statistics: Size Medium; Speed 20 ft.; AC +4 natural armor; Attack tongue (1d4 plus 1 acid); Ability Scores Str 13, Dex 8, Con 13, Int —, Wis 10, Cha 1; Special Attacks spit acid (ranged touch attack, 30 foot range, 1d6 acid damage); Special Qualities blindsense 30 ft., DR 5/slashing or piercing, susceptible to salt (Bestiary 254); CMD can't be tripped.

7th-Level Advancement: Size Large; AC +2 natural armor; Attack tongue (1d6 plus 1d2 acid); Ability Scores Str +2, Dex –2, Con +2; Special Attacks spit acid (ranged touch attack, 30-foot range, 1d8 acid damage); Special Qualities blindsight 30 ft.

Class Level HD BAB Fort Ref Will Skills Feats Natural Armor Bonus Str/Dex Bonus Bonus Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link, share spells
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1 —
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase