Shocker Lizard

Sunny the Slug's page

26 posts. Alias of Massee.


Full Name

Sunny

Race

Giant Slug

Classes/Levels

Mae's Companion 4HD

Gender

Female

Size

Medium

Strength 14
Dexterity 9
Constitution 13
Intelligence 1
Wisdom 10
Charisma 1

About Sunny the Slug

Female Giant Slug Companion!
N Medium Vermin
Senses: Init -1, Perception +0, Blindsense 30ft
Movement: Speed 20 ft

LANGUAGES: Slug

DEFENSE:
AC 15, touch 9, flat-footed 15 (+6 Natural Armor)
Base Atk +3; CMB +4; CMD 13 (Can't be tripped)
hp 22 (4d8+4) DR 5/slashing or piercing, susceptible to salt
Fort +5, Ref +3, Will +3 (Evasion)(Iron Will)

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OFFENSE:
Melee [dice=Tongue + Acid, Power Attack]1d20+5-1;1d4+3+1+3[/dice]
Ranged [dice=Acid Spit, Ranged Touch]1d20+3;1d6[/dice](30ft Range)

FEATS:
Iron Will: You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws.

Power Attack (Combat): Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Improved Overrun (Combat): Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.

STATS:
Strength: 14
Dexterity: 9
Constitution: 13
Intellect: 1 (Includes +1 from 4th Level)
Wisdom: 10
Charisma: 1

SKILLS:
(1)Acrobatics +3
(2)Climb +7
(1)Swim +6

TRICKS: (Riding Purpose)
(1)Come (DC 15): The animal comes to you, even if it normally would not do so.

(1)Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.

(1)Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

(1)Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

(1)Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.

(1)Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Gear:

Animal Harness for Medium Slug
Saddlebags
Exotic Riding Saddle 30lbs
Hammock
Backpack
Bedroll
Waterskin

Granted Class Abilities:

Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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

Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores. (+1 INT)