Droogami

Whitestripe's page

97 posts. Alias of Ilmakis.


Race

Small Animal | SR19 | DR10/evil |

Classes/Levels

AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

About Whitestripe

Whitestripe
Male celestial cheetah (Pathfinder RPG Bestiary)
N Small animal
Init +15; Senses darkvision 60 ft., low-light vision, scent; Perception +10
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Defense
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AC 47, touch 27, flat-footed 31 (+4 armor, +15 Dex, +1 dodge, +16 natural, +1 size)
hp 138 (12d8+84)
Fort +14, Ref +23, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 10/evil, 5/adamantine; Resist acid 15, cold 15, electricity 15; SR 18
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Offense
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Speed 50 ft.
Melee bite +23 (1d4+22), 2 claws +23 (1d2+22)
Special Attacks smite evil
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Statistics
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Str 17, Dex 40, Con 22, Int 2, Wis 12, Cha 6
Base Atk +9; CMB +8; CMD 37 (41 vs. trip)
Feats Blind-fight, Dodge, Iron Will, Power Attack, Toughness, Weapon Finesse
Tricks Aid, Air Walk, Attack, Attack Any Target, Break Out, Come, Defend, Detect, Fetch, Flank, Get Help, Guard, Sneak
Skills Acrobatics +21 (+29 to jump), Perception +10, Stealth +24 (+28 in Tall Grass), Swim +7; Racial Modifiers +4 Stealth in Tall Grass
SQ aid, air walk, animal focus, attack any target, break out, come, defend, detect, devotion, fetch, flank, get help, guard, improved evasion, multiattack / extra attack, sneak, woodland stride
Other Gear agile amulet of mighty fists
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Special Abilities
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Aid [Trick] Aids specified creature on command.
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Bear +6 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Blind-Fight Re-roll misses because of concealment, other benefits.
Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Come [Trick] The animal will come to you on command.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Detect [Trick] Indicates unusual smells, noises, etc.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Get Help [Trick] Attempts to bring back people it considers "help"
Guard [Trick] The animal stays in place and prevents others from approaching.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Second Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Smite Evil (1/day) (Su) +0 to hit, +12 to damage when used.
Sneak [Trick] Creature stays hidden.
Spell Resistance (18) You have Spell Resistance.
Tiger +6 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Trip (Ex) You can make a trip attempt on a successful attack.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Abilities:
Link, share spells, Evasion, Animal Focus (Tiger), Animal Focus (Bear), Devotion

Feats:
Weapon Finesse, Power Attack, Dodge, Iron Will, Toughness, Blind-fight.

Skills:
Acrobatics (3) +19, Perception (6) +10, Stealth (2) +22, Swim +7

Equipment:
Amulet of Mighty fist (Agile)

Tricks:
Aid, Air Walk, Attack, Attack any target, Break out, Come, Defend, Detect, Fetch, Flank, Get Help, Guard, Sneak

Animal Spirit:

  • Spirit Animal(Battle): The shaman's spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead.
  • Spirit Animal (Bone): The shaman's spirit animal gives off a ghostly glow and seems nearly transparent. The animal is under the constant effects of blur, with a caster level equal to the shaman's level.

  • Spirit Animal (Flame): The shaman's spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage.
  • Spirit Animal (Heaven): The flesh of the shaman's spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
  • Spirit Animal (Life): The shaman's spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.
  • Spirit Animal (Lore): The shaman's spirit animal appears to be quiet and unassuming. It gains a +2 bonus on Initiative checks and a +4 bonus on Stealth checks.

  • Spirit Animal (Nature): The shaman's spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the penalty on Fly skill checks for winds up to windstorm strength (see page 439 of the Core Rulebook).
  • Spirit Animal (Stone): The shaman's spirit animal looks as though it's made out of earth and stone, with tiny gemstones embedded in its flesh. The animal gains DR 5/adamantine.

  • Spirit Animal (Water): The skin of the shaman's spirit animal constantly distorts, much as a pond's surface ripples when drops of water fall gently into it. The animal gains Mobility as a bonus feat. The animal doesn't need to meet the prerequisites for this feat. In addition, the animal can breathe underwater.
  • Spirit Animal (Wind): The shaman's spirit animal crackles with electrical energy when it moves, giving off light like a candle. This electricity deals no damage to the animal or any creature that touches the animal. The animal gains electricity resistance 10.