About PatriciePatricie of the Cave:
Female aasimar druid (cave druid) 4 (Pathfinder RPG Advanced Player's Guide 99, Pathfinder RPG Advanced Race Guide 84) NG Medium outsider (native) Init +1; Senses darkvision 60 ft.; Perception +13 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 38 (4d8+6) Fort +5, Ref +2, Will +8; +0 bonus vs. exceptional, supernatural, and spell-like abilities of oozes and aberrations Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee quarterstaff +3 (1d6) Ranged darkwood heavy crossbow +5 (1d10/19-20) Spell-Like Abilities (CL 4th; concentration +7) . . 1/day—daylight Druid (Cave Druid) Spells Prepared (CL 4th; concentration +8) . . 2nd binding earth, summon nature's ally II, summon swarm . . 1st liberating command, magic fang, stone shield x2 . . 0 (at will)detect magic, detect poison, purify food and drink, stabilize -------------------- Statistics -------------------- Str 10, Dex 13, Con 12, Int 10, Wis 18, Cha 17 Base Atk +3; CMB +3; CMD 14 Feats Simple Weapon Proficiency - All, Rapid Reload Traits child of nature, Magical Talent (Prestidigitation) Skills Acrobatics -2 (-6 to jump), Craft (pottery) +3, Diplomacy +5, Handle Animal +10, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Perception +13, Survival +12 (+14 to find food and water); Racial Modifiers +2 Diplomacy, +2 Perception Languages Celestial, Common, Druidic SQ lightfoot, nature bond (bear named trilby), resist subterranean corruption, tunnelrunner, wild empathy +7 Combat Gear oil of touch of fatigue, scroll of gallant inspiration, scroll of ill omen, scroll of reinforce armaments; Other Gear ironwood kikko armor, darkwood heavy crossbow with 50 bolts, quarterstaff, belt pouch, holly and mistletoe, spell component pouch, light horse, artisan's tools, blanket, feed (per day), mess kit, pack saddle, pot, soap, trail rations, waterskin, 21 gp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Child of Nature (Survival) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill. Darkvision (60 feet) You can see in the dark (black and white vision only). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Lightfoot (Ex) Cannot be detected with Tremorsense Magical Talent (Prestidigitation, 1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you. Oil of touch of fatigue Add this item to create an oil of a chosen spell. Resist Subterranean Corruption (Ex) +2 save vs. abilities of oozes or aberrations. Scroll of gallant inspiration Add this item to create a scroll with spells on it. Scroll of ill omen Add this item to create a scroll with spells on it. Scroll of reinforce armaments Add this item to create a scroll with spells on it. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Still Spell You can cast a spell with no somatic components. +1 Level. Tunnelrunner (Ex) Move through rubble and squeeze through narrow passages at normal speed. Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- Milley:
Horse (Pathfinder RPG Bestiary 177) N Large animal Init +2; Senses low-light vision, scent; Perception +6 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size) hp 22 (2d8+6) Fort +6, Ref +5, Will +1 -------------------- Offense -------------------- Speed 50 ft. Melee 2 hooves -2 (1d4+1) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, Run [b]Tricks Come, Heel, Riding, Stay Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6 SQ riding Other Gear artisan's tools, blanket, feed (per day) (5), mess kit, pack saddle, pot, soap, trail rations (5), waterskin -------------------- Special Abilities -------------------- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Riding [Trick] The animal has been trained to bear a rider. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ feet by sense of smell. -------------------- Trilby:
Bear N Medium animal Init +2; Senses low-light vision, scent; Perception +6 -------------------- Defense -------------------- AC 19, touch 12, flat-footed 17 (+3 armor, +2 Dex, +4 natural) hp 40 (+8) Fort +6, Ref +6, Will +2 Defensive Abilities evasion -------------------- Offense -------------------- Speed 40 ft. Melee (S) heavy shield bash +2 (1d3+5) or . . cold iron sickle +4 (1d6+5) or . . bite +8 (1d6+5), 2 claws +8 (1d4+5) -------------------- Statistics -------------------- Str 20, Dex 14, Con 15, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +8; CMD 20 (24 vs. trip) Feats Combat Reflexes, Light Armor Proficiency Tricks Attack, Attack, Attack Any Target, Come, Down, Fighting, Guard, Seek, Stay, Work Skills Acrobatics +1 (+5 to jump), Climb +8, Perception +6 SQ attack any target, come, fighting, guard, seek, work Combat Gear oil of magic weapon; Other Gear wooden armor, heavy wooden shield, cold iron sickle, backpack, flint and steel, torch (10) -------------------- Special Abilities -------------------- Attack Any Target [Trick] The animal will attack any creature on command. Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Come [Trick] The animal will come to you on command. Evasion (Ex) No damage on successful reflex save. Fighting [Trick] The animal has been trained to fight. Guard [Trick] The animal stays in place and prevents others from approaching. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Oil of magic weapon Add this item to create an oil of a chosen spell. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate. Work [Trick] The animal pulls or pushes a medium or heavy load. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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