Mite

Quuroog's page

170 posts. Alias of Pixie Rogue.


Full Name

Quuroog

Race

Mite

Classes/Levels

Cleric of The One Below 2; 25/25 hp

About Quuroog

Quuroog
Female mite cleric of The One Below 2 (Pathfinder RPG Bestiary 207)
CN Small fey
Init +7; Senses darkvision 120 ft., low-light vision, scent; Perception +8
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Daily Abilities
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5/day, 0 used - channel positive energy (DC 13, 1d6 or average +1 or +2 )
At will—prestidigitation
1/day, 1 used—doom (DC 13)
6/day, 0 used—copycat (2 rounds)
6/day, 0 used—venomous stare (1d6+1 nonlethal damage)
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 25 (3 HD; 1d6+2d8+3)
Fort +4, Ref +5, Will +8 +1 trait bonus against death and negative energy effects.
DR 2/cold iron
Weaknesses light sensitivity
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Offense
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Speed 20 ft., climb 20 ft.
Special Attacks channel positive energy 5/day (DC 13, 1d6), hatred
Spell-Like Abilities (CL 1st; concentration +3)
. . At will—prestidigitation
. . 1/day—doom (DC 13)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—copycat (2 rounds), venomous stare (1d6+1 nonlethal damage)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bane (DC 14), magic fang[D], summon monster I, summon monster I
. . 0 (at will)—detect magic, guidance, read magic, vigor
. . D Domain spell; Domains Scalykind, Trickery
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Statistics
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Str 8, Dex 16, Con 13, Int 8, Wis 17, Cha 14
Base Atk +1; CMB -1; CMD 12
Feats Extra Channel, Point-Blank Shot
Traits nature worshiper, savannah child
Skills Acrobatics +3 (-1 to jump), Climb +11, Handle Animal +7, Heal +8, Linguistics +3, Perception +8, Stealth +16; Racial Modifiers +4 Stealth
Languages Common, Undercommon
SQ vermin empathy
Other Gear greensting scorpion, riding rat (combat-trained), 14 gp, 9 sp, 5 cp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Scalykind) Granted Powers: You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Climbing (20 feet) You have a Climb speed.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Hatred +1 (Ex) Gain a bonus to attack vs. dwarves and gnomes.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature Worshiper +1 trait bonus on saves vs. death and negative energy effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Venomous Stare (1d6+1 nonlethal damage, 6/day, DC 14) (Sp) 30' Gaze attack deals 1d6+1 nonlethal damage and fascinates targets.
Vermin Empathy +9 (Ex) Improve the attitude of vermin, as if using Diplomacy.

Scratch, greensting scorpion:

Greensting Scorpion CR 1/4

XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE

AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 12 (3 HD)
Fort +3, Ref +4, Will +1
Improved evasion
OFFENSE

Speed 30 ft.
Melee sting +7 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS

Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon FinesseB
Skills Climb +8, Perception +5, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Familiar

A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.
Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

ECOLOGY

Environment warm or temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none

Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere.