Oread

Rocky.'s page

18 posts. Alias of gemmik.


Full Name

Rocky

Race

| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1

Classes/Levels

| Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None

Alignment

NG

Languages

Common, Terran

Strength 18
Dexterity 16
Constitution 17
Intelligence 11
Wisdom 18
Charisma 12

About Rocky.

Statistics:

Rocky
Male Oread Monk (martial artist) 9
NG Medium Outsider (native)
Init +9; Senses Darkvision 60 ft., Perception +9

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DEFENSE
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AC 22, touch 20, flat-footed 14 (+1 monk, +3 Dex, +4 Wis, natural +1, deflection +1, dodge +2)
hp 77 (9d9+27)
Fort +11, Ref +10, Will +11
…improved evasion
Immune fatigue
Resistance Acid 5

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OFFENSE
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Speed 50 ft.
Melee unarmed strike +11/+6 (1d10+3)
…flurry of blows +12/+12/+7/+7 (1d10+3)
+1 flaming (both ends) quarterstaff +11/+6 (1d6+4 + 1d6 fire)
…flurry of blows +12/+12/+7/+7 (1d6+4 +1d6 fire)
Ranged magic stone +10/+5 (1d4+4) (50 ft. range, 3 stones/day)
Spell-like Abilities (CL ?9th Concentration +10)
1/day—magic stone

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STATISTICS
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Str 18, Dex 16, Con 17, Int 11, Wis 18, Cha 12
Base Atk +6/+1; CMB +11 (+2 grapple); CMD 29 (+2 vs. grapple)
Traits reactionary, resilient
Feats craft (construct), dodge, deflect arrows, improved grapple, improved initiative, improved unarmed strike, master craftsman (constructs), prodigy, stunning fist, weapon focus (unarmed strike)
Skills Acrobatics +12 (+6 to jump, 6R), Climb +13 (6R), Craft (construct) +14 (9R), Escape Artist +10 (4R), Handle Animal +5 (4R), Intimidate +8 (4R), Knowledge (engineering) +7 (4R), Knowledge (nature) +1 (1R), Perception +9 (2R), Profession (gardener) +12 (3R), Profession (carpenter) +12 (3R), Stealth +9 (4R), Swim +8 (1R)
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities AC Bonus, evasion, exploit weakness, extreme endurance, fast movement (+20 ft.), flurry of blows, granite skin, high jump, improved evasion, maneuver training, martial arts master, pain points, physical resistance
Languages Common, Terran

Special Abilities:

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SPECIAL ABILITIES
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AC Bonus - When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Deflect Arrows - You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Exploit Weakness - As a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn. This ability replaces ki pool.

Extreme Endurance - A martial artist gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. This ability replaces purity of body, diamond body, and perfect self.

Flurry of Blows (+7/+7/+2/+2),
A monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
…At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
…At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
…A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

High Jump - A monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.

Improved Evasion - A monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Martial Arts Master A martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall.

Pain Points - A martial artist’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.

Physical Resistance - If a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.

Proficiencies - Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Stunning Fist - You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
…A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
…The monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 flaming (both ends) quarterstaff,
Possessions ring of protection +1, headband of wisdom +2, cloak of resistance +1, bathing suit, fancy clothes, pirate boots, feather hat, fancy jewelry, crown, seeds, soil, flower pots, worms, seashells (10), tools, wood, rocks, toys, board games, gourd with gems and stones, wooden wolf toys
Pets frog,
Constructs darkwood cobra, scarecrow
Currently Crafting: ____, 1000 gp/day = ____ days total. Done: 0
Money 10,050 GP 15 SP 10 CP

Animals:

Ribbit (frog)
Male Frog
N Diminutive Animal
Init +1; Senses low-light vision, scent; Perception +5

DEFENSE
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +3, Will +2

OFFENSE
Speed 5 ft., Swim 5 ft.
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 12, Con 6, Int 1, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21, Swim +12

Dotty (horse)
Male Light Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
Abilities Docile (Hooves count as secondary attacks)
Tricks Come, Down, Heel, Stay
Gear Saddle, Saddlebags, Bag of oats, Grooming Kit

Hoofy (hippocampus)
Male Hippocampus
N Large Animal (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception +6

DEFENSE
AC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 size)
hp 15 (2d10+4)
Fort +5, Ref +2, Will +1

OFFENSE
Speed 5 ft., swim 60 ft.
Melee bite +4 (1d4+3), tail slap –1 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Endurance
Skills Perception +6, Swim +11
Tricks Attack+, Come, Down, Heel, Stay
SQ water dependency (can survive out of the water for 1 minute per point of Constitution before it begins to suffocate=15 Minutes)

Dinosaurs:

Ankleek (ankylosaurus)
N Huge animal
Init +0; Senses low-light vision, scent; Perception +14

Defense
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 75 (10d8+30)
Fort +12, Ref +7, Will +4

Offense
Speed 30 ft.
Melee tail +14 (3d6+12 plus stun)
Space 15 ft., Reach 15 ft.

Statistics
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14

Special Abilities
Stun (Ex) The ankylosaurus’s tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.

Duckwind (deinonychus)
N Medium animal
Init +6; Senses low-light vision, scent; Perception +14

Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 34 (4d8+16)
Fort +8, Ref +6, Will +2

Offense
Speed 60 ft.
Melee 2 talons +5 (1d8+2),bite +5 (1d6+2), foreclaws +0 (1d4+1)
Special Attacks pounce

Statistics
Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative, Run
Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15

Wavebreath (mosasaur)
N Gargantuan animal
Init +1; Senses low-light vision, darkvision 60 ft.; Perception +14

Defense
AC 20, touch 8, flat-footed 18 (+1 Dex, +1 dodge, +12 natural, –4 size)
hp 105 (10d8+60)
Fort +15, Ref +8, Will +4

Offense
Speed 20 ft., swim 50 ft.
Melee bite +15 (2d8+18 plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks swallow whole (2d6+12 bludgeoning, AC 16, hp 10)

Statistics
Str 34, Dex 13, Con 22, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +23 (+27 grapple); CMD 35 (39 vs. trip)
Feats Dodge, Cleave, Great Fortitude, Mobility, Power Attack
Skills Perception +14, Swim +20

Butter (pachycephalosaurus)
N Large animal
Init +2; Senses low-light vision, scent; Perception +8

Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +2

Offense
Speed 40 ft.
Melee slam +8 (2d6+9)
Space 10 ft., Reach 10 ft.
Special Attacks clobbering charge

Statistics
Str 22, Dex 15, Con 17, Int 2, Wis 12, Cha 5
Base Atk +3; CMB +10; CMD 22
Feats Improved Bull Rush, Power Attack, Run
Skills Perception +8, Stealth +2

Special Abilities
Clobbering Charge (Ex) When a pachycephalosaurus hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the dinosaur’s charge. The pachycephalosaurus cannot move with the target of the bull rush. If a pachycephalosaurus scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 18 Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the dinosaur’s bull rush attempt. The save DC is Strength-based.

Plup (parasaurolophus)
N Huge animal
Init +2; Senses low-light vision, scent; Perception +13

Defense
AC 17, touch 10, flat-footed 15 (+2 Dex, +7 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3

Offense
Speed 30 ft.
Melee tail slap +8 (2d6+9)
Space 15 ft., Reach 15 ft.

Statistics
Str 23, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +4; CMB +12; CMD 24 (28 vs. trip)
Feats Improved Bull Rush, Power Attack, Skill Focus (Perception)
Skills Perception +13

Flightwing (pterodactyl)
N Large animal
Init +8; Senses low-light vision, scent; Perception +11

Defense
AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 size)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +3

Offense
Speed 10 ft., fly 50 ft. (clumsy)
Melee bite +5 (2d6+4)
Space 10 ft., Reach 10 ft.

Statistics
Str 16, Dex 19, Con 15, Int 2, Wis 15, Cha 12
Base Atk +3; CMB +7; CMD 21
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly –1, Perception +11

Spike (spinosaurus)
N Gargantuan animal
Init +6; Senses low-light vision, scent; Perception +25

Defense
AC 24, touch 8, flat-footed 22 (+2 Dex, +16 natural, –4 size)
hp 170 (20d8+80)
Fort +16, Ref +16, Will +9

Offense
Speed 40 ft., swim 30 ft.
Melee bite +23 (2d8+12/19–20 plus grab), 2 claws +23 (2d6+12)
Space 20 ft., Reach 20 ft.
Special Attacks pounce, swallow whole (2d8+12, AC 18, 17 hp)

Statistics
Str 34, Dex 15, Con 18, Int 2, Wis 13, Cha 13
Base Atk +15; CMB +31 (+35 grapple); CMD 43
Feats Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Run, Skill Focus (Perception), Staggering Critical
Skills Perception +25, Swim +28
SQ hold breath

Spine (stegosaurus)
N Huge animal
Init +6; Senses low-light vision, scent; Perception +16

Defense
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 90 (12d8+36)
Fort +13, Ref +10, Will +5

Offense
Speed 30 ft.
Melee tail +16 (4d6+12 plus trip)
Space 15 ft., Reach 15 ft.

Statistics
Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +9; CMB +19; CMD 31 (35 vs. trip)
Feats Cleave, Great Fortitude, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +16

Bighorn (triceratops)
N Huge animal
Init –1; Senses low-light vision, scent; Perception +21

Defense
AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
hp 119 (14d8+56)
Fort +15, Ref +8, Will +5

Offense
Speed 30 ft.
Melee gore +17 (2d10+12)
Space 15 ft., Reach 15 ft.
Special Attacks powerful charge (gore, 4d10+16), trample (1d8+12, DC 25)

Statistics
Str 26, Dex 9, Con 19, Int 2, Wis 12, Cha 7
Base Atk +10; CMB +20; CMD 29 (33 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Critical, Power Attack, Run, Skill Focus (Perception), Weapon Focus (gore)
Skills Perception +24

Tronto (tyrannosaurus rex)
N Gargantuan animal
Init +5; Senses low-light vision, scent; Perception +37

Defense
AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
hp 153 (18d8+72)
Fort +15, Ref +12, Will +10

Offense
Speed 40 ft.
Melee bite +20 (4d6+22/19–20 plus grab)
Space 20 ft., Reach 20 ft.
Special Attacks swallow whole (2d8+11, AC 17, hp 15)

Statistics
Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +13; CMB +28 (+32 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +37; Racial Modifiers +8 Perception
SQ powerful bite

Special Abilities
Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.

Vlosvickt (velociraptor)
N Small animal
Init +7; Senses low-light vision, scent; Perception +10

Defense
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +3
Defensive Abilities evasion

Offense
Speed 60 ft.
Melee bite +6 (1d4+1), 2 talons +6 (1d6+1/19–20)
Special Attacks leaping charge

Statistics
Str 13, Dex 17, Con 17, Int 2, Wis 14, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +11 (+23 when jumping), Perception +10, Stealth +15; Racial Modifiers +4 Acrobatics (+16 when jumping), +4 Perception, +4 Stealth

Special Abilities
Leaping Charge (Ex) A velociraptor can jump while charging, allowing it to ignore difficult terrain when it charges. When a velociraptor makes a charge in this way, it deals double damage with its talons.

Constructs:

Darkwood Cobra
N Small Construct
Init +2, Senses Darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 20, touch 13, flat-footed 18 (+2 Dex, +7 Natural, +1 Size)
hp 15 (1d10+10)
Fort +0, Ref +2, Will +0
DR 5/—; Immune construct traits; SR 13

OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+1 plus poison)

STATISTICS
Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1
BAB +1, CMB +1, CMD 13 (can’t be tripped)
Skills: Stealth +12
Abilities: Find Target

Find Target
Once per day, Rocky can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.

Poison (Ex)
An iron cobra's bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used.

Black Adder Venom: Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Scarecrow
N Medium Construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 47 (5d10+20)
Fort +1, Ref +1, Will +1
Immune cold, construct traits
Weaknesses vulnerability to fire

OFFENSE
Speed 20 ft.
Melee 2 slams +8 (1d8+3 plus fear)
Ranged Fascinating Gaze

STATISTICS
Str 16, Dex 10, Con —, Int —, Wis 11, Cha 14
Base Atk +5; CMB +8; CMD 18
Abilities Fascinating Gaze, Fear, Freeze

Fascinating Gaze (Su)
Target is fascinated, 30 feet, Will DC 14 negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow’s attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. The save DC is Charisma-based.

Fear (Su)
A scarecrow’s touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save, she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.

Freeze (Su)
When still he looks like a mundane scarecrow.

Background:

Lives in a house of dinosaur bones.

Appearance and Personality:

7’0” tall, rocky gray skin, blue eyes and blue crystals for hair.