Longdreamer

Ramita's page

4 posts. Alias of Gummy Bear.


Race

HP: 20/20 | AC: 18 T: 14 FF: 17 CMD: 5 (13 vs trip) | F-1 R+3 W+5 Improved Evasion | 5' 30' flying (average) | Init +1 | Perception +9 (Darkvision), SensM +1, Nature/Planes/Spellcraft +4

Classes/Levels

Immunities: mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning

About Ramita

Actual Stats:

N Diminutive Plant
Init +1; Senses darkvision 60 ft., scent; Perception +9

Defense
AC 18, touch 15, flat-footed 17 (+1 Dex, +4 size, +3 nat)
hp 20 (5HD)
Fort –1, Ref +3, Will +5
Immune mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning
Breaths/Eats, but does not sleep
Freeze: The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, a patch of fungus, or the like). The creature can take 20 on Stealth checks to hide in plain sight as this kind of inanimate object. Ramita can freeze to appear as a pair of leaves hanging off of a twig.
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.

Offense
Speed 5 ft., fly 30 ft. (average)
Space 1 ft., Reach 0 ft.

Statistics
Str 1, Dex 13, Con 4, Int 8, Wis 12, Cha 7
Base Atk +3; CMB +0; CMD 5 (13 vs. trip)
Skills
Handle Animal +3 (5 ranks, -2 cha)
Lore +4 (The First World) (5 ranks, -1 int)
Fly +10 (+6 size, +1 dex, 3 class skill)
Perception +9 (5 ranks, 1 wis, 3 class skill)
Stealth +22 (5 ranks, 12 size, 2 dex, 3 class skill)
Survival +6 (5 ranks, 1 wis)
Diplomacy +3 (5 ranks, -2 cha)
Spellcraft +4 (5 ranks, -1 int)
Nature +4 (5 ranks, -1 int)
Planes +4 (5 ranks, -1 int)
Ride +2 (1 rank, 1 dex)
Heal +2 (1 rank, 1 wis)

Special Abilities
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.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spirit Animal Basics:

By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specif ic servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar (see pages 78 and 82 of the Core Rulebook), except as noted below.

A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.

If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.

Spirit Animal (Ex): At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.

Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.

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.

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.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Wood Spirit/Grasping Vine Abilities:

Spirit Animal: The shaman’s spirit animal looks like a wooden figurine or a vaguely animal-shaped tree branch when it is motionless. The animal gains freeze as per the universal monster rule.

Plant Spirit (Ex): A shaman’s spirit animal is made of leaves and thorny vines. This plant spirit has the statistics and abilities as a shaman’s spirit animal, but it is treated as a creature of the plant type rather than a native outsider.

This ability alters the shaman’s spirit animal.

Moth Basics:

N Diminutive vermin
Init +1; Senses darkvision 60 ft., scent; Perception +1
Defense
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 1 (1d8–3)
Fort –1, Ref +1, Will +1
Immune mind-affecting effects
Offense
Speed 5 ft., fly 30 ft. (average)
Space 1 ft., Reach 0 ft.
Statistics
Str 1, Dex 13, Con 4, Int —, Wis 12, Cha 7
Base Atk +0; CMB –3; CMD 2 (10 vs. trip)
Skills Fly +7
Ecology
Environment any temperate or warm
Organization solitary, pair, or kaleidoscope (3–100)
Treasure none
Description
Butterflies are delicate, brightly colored insects that feed on nectar and other sources of sugar. Moths have the same statistics as butterflies, though they tend to be active at night. The butterfly (or moth) presented here is a particularly large specimen with a wingspan of just over 6 inches, yet it is still completely harmless and awards no XP if slain.