About Piendy SlurbN Small outsider (water) (infected)
AC 17(18), touch 14, flat-footed 14(15) (+2 Dex, +1 dodge, +3(+4) natural, +1 size)
Speed 30 ft., swim 30 ft.
Str 13(15), Dex 15, Con 12, Int 6, Wis 11, Cha 14(18)
Breath Weapon (Su)
Possess Drained Victim: As a full-round action, Piendy can attempt to take control of a charisma-drained living creature's body, as the spell magic jar (caster level 10th), except that it does not require a receptacle. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same attack for 24 hours. If a creature fails its save, its consciousness and control of its body are subsumed as Piendy takes command of its body. He can remain in control for a number of hours equal to its Charisma modifier or until it decides to end the possession. Whenever the possession ends or the host body is killed, Piendy's consciousness instantly returns to its body, regardless of distance, so long as it remains on the same plane. If Piendy's body has been destroyed or moved to another plane, his consciousness is destroyed when the possession ends. While possessing another creature, Piendy's body is empty and vulnerable - usually clamped to the host shoulder, though he is instantly aware if his body is disturbed or takes damage.
TD:
Skald 1/ Hunter(packmaster)6
Str 14, Dex 13, Con 12, Int 8, Wis 14, Cha 14 AC 19, tch 12, ff 17; HP 55 Fort+8, Ref+6, Will+6
Toughness, Dodge, Intimidating Prowess,
Wild Empathy (+8)
Performance 8rds/day +1 Hide Armor
0-Create Water, Purify Food and Drink, Guidance, Stabilize, Detect Poison, Detect Magic.
Arr ruff and Ruff ruff
Fort+5 Ref+5 Will+2
Low-light Vision, Powerful Jaws
Pumacat
Speed 30 ft., climb 20 ft.
Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Feats Skill Focus (Stealth), Weapon Finesse Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);
NG Medium Humanoid Fighter Init +2; Senses Perception +1 -------------------- AC 17, touch 12, flat-footed 14 (+2 Dex, +4 armor, +1 shield) hp 40 Fort +5, Ref +3, Will +2; -------------------- Str 15, Dex 15, Con 12, Int 10, Wis 12, Cha 9 Base Atk +5; CMB +7; CMD 19 Speed 30 ft. -------------------- Melee Klar +9 (1d6+2) -or (two weapon fighting) Net (10'reach) +6 vs touch (entangled) + Klar +7(1d6+2) -or (if foe is entangled)- Klar +9(1d10+4) Skills + languages: 1Fey Foundling: Whenever you receive magical healing, you heal an
+8 Climb 3(+3,+2) +6 Heal 2(+3,+1) +6 Survival 2(+3,+1) +8 Swim 3(+3,+2) Languages: Common. additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Improved Shield Bash (bonus 1) 1Exotic Weapon Proficiency (net) Two Weapon Fighting (bonus 2) Weapon Focus - Klar (bonus 4) 3Net Adept: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net. 5Net and Trident (bonus): You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. When you use your light or one-handed melee weapon to attack an entangled opponent, you gain a +2 bonus on damage rolls and on attack rolls to confirm a critical hit. Gear: Mwk Ironwood Klar, +1 Manticore Mane Net, +1 Studded Leather,
Net Rules : When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so. Mother's Mask:
The mask grants the wearer the scent ability, but she can use it only to sense creatures "in heat". Each type and species of creature has its own scent, granting the wearer a +4 competence bonus on checks made to identify the creature. [spoiler=Bovis and Moegan]
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
Speed 30 ft.
Str 11, Dex 15, Con 12, Int 10, Wis 10, Cha 8
Moegan
DEFENSE AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
OFFENSE Speed 30 ft.
STATISTICS Str 13, Dex 12, Con 14, Int 15, Wis 11, Cha 8
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