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Pebbles - Maud's Spirit Animal's page

4 posts. Alias of Khouri P..


Full Name

Pebbles (Maud's Spirit Animal)

Classes/Levels

| Active Conditions: Protective Ball

Gender

female N Tiny Outsider (Native, Earth) | HP:14/14 | AC:20*, T14, FF18* | CMD:9 (add +4 vs trip) | Saves:F3/R5*/W3 | Init:2 | Perc:9 (only 1 sight-based) | SM:3 | Speed 0*ft

Size

10lbs; 1-2ft

Strength 4
Dexterity 15
Constitution 11
Intelligence 6
Wisdom 12
Charisma 9

About Pebbles - Maud's Spirit Animal

differing info blurbs for easy copy/paste:
NORMAL:
female N Tiny Outsider (Native, Earth) | HP:14/14 | AC:19, T14, FF17 | CMD:9 (add +4 vs trip) | Saves:F3/R5*/W3 | Init:2 | Perc:9 (only 1 sight-based) | SM:3 | Speed 30ft, 5ft burrow | Active Conditions: None

PROT BALL:
female N Tiny Outsider (Native, Earth) | HP:14/14 | AC:20*, T14, FF18* | CMD:9 (add +4 vs trip) | Saves:F3/R5*/W3 | Init:2 | Perc:9 (only 1 sight-based) | SM:3 | Speed 0*ft | Active Conditions: Protective Ball

This round, dust-colored creature’s snout pokes out of its bony armor shell.
The stone shaman’s spirit animal looks as though it’s made out of earth and stone, with tiny gemstones embedded in its flesh. Teh Crystal Tender's spirit animal always appears to be composed of a crystalline substance.

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Weapon and Armor Proficiency - Light Armor proficiency

STAT BLOCK:
female N Tiny animal (Magical Beast, Outsider, Native, Earth; treated as Crystalline Creature for Spells & Abilities)
Initiative +2
Senses: scent; Perception +9 (only +1 on sight-based checks)

Defensive stats & abilities:
AC 19, touch 14, flat-footed 17 (+5 natural armor, +2 DEX, +2 size modifier)
hp 14 (1/2 Maud's HP; HD: Maus's Char.Lvl)
Fort +3, Ref +5, Will +3
CMD 9 (13 vs. trip), FF 7 (11 vs trip)

Defensive Abilities:
Protective ball (Ex): swift action to roll up into a ball, increasing its natural armor (Base?) bonus to +3 (from +2) but decreasing its speed to 0 feet. Unrolling is a move action.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Quadraped: +4 to CMD vs. trip attempts

Natural AC details:
Base creature: +2 natural armor
Familiar rules for level 1 Master: +1 in addition to the familiar’s existing natural armor bonus
Scion of the Stones (Archetype): gains a +2 untyped bonus to its natural armor

Offensive stats & abilities:
Speed 30 ft., Burrow 5 ft.
Base Atk +2; CMB +2
Melee (Reach 0 ft.): Claw, +4 on attack rolls (1d2-3) [Bl&Sl]

Feats:
Feats:
Skill Focus: Perception (Level 1) - You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
(*=teamwork feat)

Other Abilities:
Racial Abilities:

Scent (Ex): A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet, depending on wind (Upw=60'; Downw=15') and odor strength (Strong=2x; Overpowering=3x).
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained.
Natural Diver (Ex): An armadillo can hold its breath underwater for up to 6 minutes.
Protective Ball (Ex): An armadillo can roll up into a ball as a swift action, increasing its natural armor (Base?) bonus to +3 (from +2) but decreasing its speed to 0 feet. Unrolling is a move action.

Familiar Abilities:

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Skills:
Acrobatics^ +6
DEX (2) + (Maud 1 rank) + 3 class bonus
Climb^ +2
DEX* (2) + 0 ranks + 3 class bonus
Escape Artist^ +3
DEX (2) + (Maud 1 rank)
Fly^ +6
DEX (2) + 0 ranks + 3 class bonus + 4 size modifier (Tiny)
Intimidate -1
CHA (-1) + 0 ranks
Knowledge (Dungeoneering) +_
INT (_) + _ rank
Knowledge (Geography) +_
INT (_) + _ rank
Knowledge (Nature) +_
INT (_) + _ rank
Knowledge (Planes) +_
INT (_) + _ rank

Perception +1 for sight-based checks / +9 for all others
WIS (1) + 2 ranks + 3 class bonus + 3 Skill Focus (Feat) - (8 on sight-based checks only: Racial)
Perform (_) untrained -1
CHA (-1) + 0 ranks

Sense Motive +3
CHA (1) + 2 ranks
Stealth^ +10
DEX (2) + 0 ranks + 8 Size modifier (Tiny)
Survival +2
WIS (1) + 1 ranks
Swim^ +6
DEX* (2) + 0 ranks + 4 Racial

Armor check penalty (^) -_ (_)
*=Tiny creatures use DEX for Swim/Str

Details/Explanations

Equipment:

Familiar Stuff:
Rules for Wizard's Familiars listed here.
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Natural Armor Adj.: +1 in addition to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score is 6.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Familiar Basics
Use the basic statistics for a creature of the familiar’s kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

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Special Situations:

future ideas & leveling info: