Droogami

Suri the Leopard's page

51 posts. Alias of StephNyan.


Full Name

Suri

Race

(HP 68/68 | AC:29 | T:17 | FF:23 | CMB:11 | CMD:27 | Fort:+9 | Ref:+12 | Will:+5 [+4 vs. Enchant] | Init:+6 [+4 Urban; +2 Underground] | Perc:+7 [+4 vs. Humans; +2 vs. Evil outsiders; +4 Urban; +2 Underground] | Speed:50 ft.)

Gender

F Leopard Animal Companion/9

Size

Medium

Age

3

Alignment

Neutral

Location

At Shayla's side

Strength 20
Dexterity 22
Constitution 16
Intelligence 2
Wisdom 12
Charisma 6

About Suri the Leopard

Animal companion - Leopard (Suri)
Owner: Shayla Amye

Size: Medium
Speed: 50 ft.
HP 68 (8x4.5 +8 Toughness +8x3 Con)
AC 29 (10 +4 Armor +8 Natural Armor +1 Dodge +6 Dex)
Base Atk +6; Fort Save +9 (+6 Base +3 Con); Ref Save +12 (+6 Base +6 Dex); Will Save +5 [+4 vs. Enchant] (+2 Base +2 Feat +1 Wis)

Ability Scores: Str 20 (16 +3 S/D bonus +1 Lv.9), Dex 22 (19 +3 S/D bonus), Con 16 (15 +1 Lv.4), Int 2, Wis 12, Cha 6

Companion Abilities:
Devotion
Evasion
Link
Multiattack
Share Spells

Special Qualities:
Low-light vision
Scent
Sprint*

* Sprint: Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

Feats:
Dodge
Improved Natural Armor
Iron Will
Toughness

Melee: +1 Bite
Damage: 1d6 +6 [+4 or +2 Fav Enemy] plus Trip
Attack roll: +12 [+4 or +2 Fav Enemy] (+6 Base Atk +5 Str +1 Enhancement)
Crit: x2
Trip roll: +12 [+4 or +2 Fav Enemy] (CMB +1 Enhancement)

Melee: +1 Claw [x2]
Damage: 1d3 +6 [+4 or +2 Fav Enemy]
Attack roll: +12 [+4 or +2 Fav Enemy] (+6 Base Atk +5 Str +1 Enhancement)
Crit: x2

Skills (7):
Acrobatics +11 (2 +3 Class +6 Dex)
Climb +9 (1 +3 Class +5 Str)
Perception +7 (3 +3 Class +1 Wis)
Stealth +10 (1 +3 Class +6 Dex)
Swim +9 (1 +3 Class +5 Str)

Equipment
Wearing
+1 Amulet of Mighty Fists (4000gp, -)
Mithral Chain Shirt Barding (1400gp, 12.5lb.)

Encumbrance: 12.5lbs.; Light Load, (Light Load up to 199.5lbs., Medium up to 399lbs., Heavy up to 600lbs.)

Tricks (6 + 4 Bonus Tricks)

Attack [All]: 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.

Come: The animal comes to you, even if it normally would not do so.

Defend: 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 a specific other character.

Deliver: The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)

Down: 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.

Exclusive: The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.

Flank: You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Flee: The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.