Droogami

Sharav's page

No posts. Alias of heliopolix.


About Sharav

This powerful feline predator moves with a deadly grace, its amber fur streaked through with beams of rose and ivory, like a resplendant summer dawn. Piercing blue eyes sparkle with intelligence as it hunts with deadly patience. Its name means "desert wind" in Kelish.

Divine Mount (Big Cat [Mountain Lion])
NG Large animal
Init +3, Perception +11, low-light vision

====DEFENSE====
HP 52 (6d8[4.5*6]+18 con+6toughness)
AC 18 T 12 FF 15 (+6 natural armor, +3 dex, -1 size)
BAB +4 CMB +12 CMD 25 (+4 grapple)
For +6 Ref +8 Will +4 (+4 vs enchantments)
Str 24 Dex 17 Con 17 Int 6 Wis 15 Cha 10
Speed 40ft.
Space 5 ft. Reach 5 ft.

====OFFENSE====
Melee
Bite +10 (1d8+7) & 2 Claws +10 (1d6+7) [& 2 rake +10 (1d6+7)]
*Power Attack -2 atk, +4 dmg

Special Attacks:

Grab (Ex)
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line.

The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability.

Pounce (Ex)
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Rake (Ex)
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Feats:

1)Toughness
3)Power Attack
5)Combat Reflexes

Skills:

Perception +11 = 6+2+3

Special Qualities:

Low-Light Vision
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Share Spells (Ex)
The paladin may cast a spell with a target of “You” on her divine mount (as a touch range spell) instead of on herself. A paladin may cast spells on her mount even if the spells normally do not affect creatures of the companion's type (animal).

Evasion (Ex)
If a divine mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion
A divine mount gains a +4 morale bonus on Will saves against enchantment spells and effects.