Shambling Mound

Suzy plant companion's page

19 posts. Alias of Kinau Nixzul.


Full Name

Suzy

Race

Crawling vine

Classes/Levels

(AC: 16 [T: 13 /F: 13]; HP: 16/16; F+4, R+6, W+1 (Immune to mind-affecting effects, paralysis, poison, polymorph, sleep, stunning); Init: +3; Perc: +1, [Low-light Vision, Scent])

Size

Med.

Special Abilities

Low light vision; Scent; Immunity: Mind-affecting, paralysis, poison, polymorph, sleep, stunning

Strength 13
Dexterity 17
Constitution 13
Intelligence 1
Wisdom 12
Charisma 2

About Suzy plant companion

Basics:
AC: 16
Touch: 13 Flat: 13
CMD: 15

HP: 16/16 (dead at -13)

BAB: +1
CMB: +2 (+6 grapple)
Fort: +4 (Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning)
Ref: +6 (Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning)
Will: +1 (Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning)

Init: +3
Speed: 20' (climb 20')

Racial traits:
Weapon and Armor Proficiency: Plants are proficient with its natural attacks only, and are not proficient with armor.
Necessities: Plants breathe and eat, but do not sleep.
Immunities: Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Feats:
Weapon Finesse (Free): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.
Improved Natural Armor: The creature's natural armor bonus increases by +1.

Tricks:
Attack: 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.
Attack Any Target: Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
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 another specific character.
Stay: 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.

Basic Attacks:
Slam: +4, 1d4+1 damage (plus grab), crit x2, blunt
Grab (free grapple, no provoke): +6, opponent grappled

Skills (*Plant Skill):
+3 Acrobatics* (-1 to Jump)
-5 Appraise
-4 Bluff
+13 Climb* [1r]
-5 Craft
-4 Diplomacy
+0 Disable Device
-4 Disguise
+3 Escape Artist*
+3 Fly*
+0 Handle Animal
+1 Heal
-4 Intimidate*
-5 Knowledge (Arcana) (Untrained max DC of 10)
-5 Knowledge (Dungeoneering) (Untrained max DC of 10)
-5 Knowledge (Engineering) (Untrained max DC of 10)
-5 Knowledge (Geography) (Untrained max DC of 10)
-5 Knowledge (History) (Untrained max DC of 10)
-5 Knowledge (Local) (Untrained max DC of 10)
-5 Knowledge (Nature) (Untrained max DC of 10)
-5 Knowledge (Nobility) (Untrained max DC of 10)
-5 Knowledge (Planes) (Untrained max DC of 10)
-5 Knowledge (Religion) (Untrained max DC of 10)
+0 Linguistics
+1 Perception*
-4 Perform
+0 Profession
+3 Ride
+1 Sense Motive
+0 Sleight of Hand
+0 Spellcraft
+7 Stealth* [1r]
+1 Survival*
+1 Swim*
+0 Use Magic Device

Equipment:
Encumbrance: 0 lbs out of 50/100/150 lbs
Gear:
None

Money:
PP:
GP:
SP:
CP:

Background:
She is comfortable in wooded areas, loves her daily bath and is naturally a curios little plant. She is a very young little sprout. She sometimes gets scared easily through town, and gets a bit insecure around people she doesn’t know. She is curious and seems to want to play with her surroundings.

While in the local towns, she tries to be as close as possible to Aavelixia. She tries to avoid going in buildings, but if she must go inside, she tries to be next to Aavelixia. Buildings and enclosed areas feels so unnatural to Suzy, it’s almost like she is afraid of going inside, but will go inside if Aavelixia goes first.

HeroLab format:
Suzy
Crawling vine (Pathfinder RPG Advanced Race Guide)
N Medium plant
Init +3; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 16 (2d8+2)
Fort +4, Ref +6, Will +1
Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee slam +4 (1d4+1 plus grab)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Base Atk +1; CMB +2 (+6 grapple); CMD 15
Feats Improved Natural Armor, Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Defend, Stay
Skills Acrobatics +3 (-1 to jump), Climb +13, Stealth +7
SQ attack, attack any target, defend, stay
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Climb (20 feet) You have a Climb speed.
Defend [Trick] The animal will defend you.
Grab: Slam (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.