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About Pebbles - Maud's Spirit Animaldiffering 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:
This round, dust-colored creature’s snout pokes out of its bony armor shell.
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STAT BLOCK:
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:
Natural AC details:
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).
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.
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 + Intimidate -1 CHA (-1) + 0 ranks 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 (^) -_ (_)
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.
Familiar Basics
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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