Moonflower

Mr Slithers's page

8 posts. Alias of ShieldBug.


Race

Slithering Sundew 1 | HP 14/14

Classes/Levels

| AC 14 T 14 FF 11 | CMD 16 (Cannot be tripped) | F +4 R +6 W +1; plant immunities | Spd 20' | Perc +5; low-light vision | Init +3 | Conditions: Assassin Vine Aspect (+2 to grapple checks)

About Mr Slithers

Sundew
Plant Companion Slithering Sundew 1
None Medium plant
Init +3, Senses low-light vision; Perception +5
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Defence
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 natural)
hp 14 ((2d8)+2+3)
Fort +4, Ref +6, Will +1
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Offence
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Speed 20 ft.
Melee 2 slams +3 (1d4 plus 1d2 acid plus grab)
Special Attacks Grab, Constrict (1d8 acid),
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Statistics
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Str 14, Dex 17, Con 13, Int 1, Wis 12, Cha 6,
Base Atk +1; CMB +3 (+7 grab); CMD 16 (cannot be tripped)
Skills perception +5, escape artist +7
SQ bonus tricks 1, link, low-light vision, share spells
Animal Tricks Attack (I & II), Down, Defend
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Feats / Special Abilities / Tricks
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Feats:
Toughness

Special Abilities:

Bonus Tricks 1

Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Plant Traits Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning. Plants breathe and eat, but do not sleep.

Share Spells (Ex): The hunter 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 hunter 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.

Grab (Ex):If Sundew hits with a slam attack it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the creature with this ability.

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack.

Animal Tricks:

Attack 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. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.