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- Isabella
- Female aasimar druid 6 (Pathfinder RPG Bestiary 7)
- NG Small outsider (native)
- Init +6; Senses darkvision 60 ft.; Perception +17
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- Defense
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- AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
- hp 51 (6d8+6)
- Fort +6, Ref +6, Will +9; +4 vs. fey and plant-targeted effects
- Resist fire 20
- Weaknesses vulnerability to cold
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- Offense
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- Speed 50 ft.
- Melee (M) +1 scythe +6 (2d4+4/×4) or
- (M) scimitar +5 (1d6+3/18-20) or
- slam +7 (1d4+3 plus burn)
- Ranged (M) sling +7 (1d4+3)
- Special Attacks burn (1d4 fire, DC 10), wild shape 3/day
- Druid Spells Prepared (CL 6th; concentration +10)
- 3rd—call lightning (DC 17), pup shape[UC] (DC 17), stone shape
- 2nd—bull's strength, flame blade, flaming sphere (DC 16), summon nature's ally II
- 1st—cure light wounds, cure light wounds, entangle (DC 15), ice armor
- 0 (at will)—create water, cure minor wounds (DC 14), detect magic, purify food and drink (DC 14)
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- Statistics
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- Str 15, Dex 18, Con 12, Int 14, Wis 18, Cha 10
- Base Atk +4; CMB +5; CMD 19
- Feats Alertness, Animal Affinity, Natural Spell
- Traits animal whisperer, reactionary
- Skills Acrobatics +4 (+12 to jump), Climb +11, Diplomacy +2, Fly +13, Handle Animal +12 (+17 to push vs. indifferent or better animals), Heal +8, Knowledge (geography) +6, Knowledge (nature) +10, Perception +17, Ride +13, Sense Motive +7, Stealth +9, Survival +15, Swim +6
- Languages Celestial, Common, Draconic, Druidic, Sylvan
- SQ nature bond (tiger named Jynx), nature sense, trackless step, wild empathy +6, woodland stride
- Combat Gear potion of cure light wounds (5), potion of cure moderate wounds (3), potion of magic fang (2), stag's helm, wand of entangle (50 charges), wand of stabilize (50 charges), tanglefoot bag, tanglefoot bundle (4); Other Gear +1 leather armor, +1 scythe, scimitar, sling, druid's vestment, backpack, silk rope (100 ft.), waterskin, mule, mule, stygian hot-blooded horse, bit and bridle, military saddle, 5 pp, 6,393 gp, 6 sp
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- Special Abilities
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- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
- Burn (1d4 fire, Slam, DC 10) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
- Darkvision (60 feet) You can see in the dark (black and white only).
- Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
- Natural Spell You can cast spells while in Wild Shape.
- Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
- Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
- Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
- Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
- Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
- Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
- Woodland Stride (Ex) Move through undergrowth at normal speed.
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- Cascade CR –
- Male stygian hot-blooded horse (Pathfinder Adventure Path #103: The Hellfire Compact 86)
- N Large animal
- Init +2; Senses low-light vision, scent; Perception +5
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- Defense
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- AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)
- hp 22 (3d8+9)
- Fort +6, Ref +5, Will +2
- Defensive Abilities shifting trot
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- Offense
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- Speed 50 ft.
- Melee bite +4 (1d8+3), 2 hooves -1 (1d6+1)
- Space 10 ft.; Reach 5 ft.
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- Statistics
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- Str 17, Dex 14, Con 17, Int 2, Wis 13, Cha 10
- Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
- Feats Intimidating Prowess, Run[B], Skill Focus (Stealth)
- Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
- Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Intimidate +4, Perception +5, Stealth +5
- SQ combat riding, smoke resistance
- Other Gear bit and bridle, military saddle
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- Special Abilities
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- Combat Riding [Trick] The animal has been trained to bear a rider into combat.
- Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
- Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
- Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
- Shifting Trot (Ex) When withdraw, first 2 squares left are not considered threatened.
- Smoke Resistance (Ex) Nonmagical smoke doesn’t impair sight, and +4 to avoid choking on it.
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- Jynx CR –
- Tiger
- N Medium animal
- Init +8; Senses low-light vision, scent; Perception +2
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- Defense
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- AC 24, touch 14, flat-footed 20 (+4 armor, +4 Dex, +6 natural)
- hp 55 (6d8+12)
- Fort +7, Ref +9, Will +4 (+4 morale bonus vs. enchantment effects)
- Defensive Abilities evasion
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- Offense
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- Speed 40 ft.
- Melee bite +6 (1d6+2), 2 claws +6 (1d4+2)
- Special Attacks rake (2 claws +6, 1d4+2)
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- Statistics
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- Str 15, Dex 19, Con 14, Int 3, Wis 15, Cha 10
- Base Atk +4; CMB +6; CMD 20 (24 vs. trip)
- Feats Improved Initiative, Improved Natural Armor, Light Armor Proficiency
- Tricks Air Walk, Attack, Come, Defend, Down, Fetch, Fighting, Heel, Stay
- Skills Acrobatics +6 (+10 to jump), Stealth +10
- SQ air walk, come, defend, devotion, fetch, fighting, heel
- Other Gear chain shirt
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- Special Abilities
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- Air Walk [Trick] The animal can be ridden through the air when affected by spells.
- Come [Trick] The animal will come to you on command.
- Defend [Trick] The animal will defend you.
- Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
- Evasion (Ex) No damage on successful reflex save.
- Fetch [Trick] The animal will get a specific object.
- Fighting [Trick] The animal has been trained to fight.
- Heel [Trick] The animal will follow you.
- Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
- Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
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- Mule CR –
- Mule
- N Medium animal
- Init +1; Senses low-light vision, scent; Perception +5
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- Defense
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- AC 11, touch 11, flat-footed 10 (+1 Dex)
- hp 13 (2d8+4)
- Fort +5, Ref +4, Will +0
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- Offense
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- Speed 40 ft.
- Melee 2 hooves +2 (1d3+1)
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- Statistics
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- Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
- Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
- Feats Endurance, Run[B]
- Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
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- Special Abilities
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- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
- Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
- Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
- Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
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- Pepper CR –
- Mule
- N Medium animal
- Init +1; Senses low-light vision, scent; Perception +5
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- Defense
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- AC 11, touch 11, flat-footed 10 (+1 Dex)
- hp 13 (2d8+4)
- Fort +5, Ref +4, Will +0
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- Offense
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- Speed 40 ft.
- Melee 2 hooves +2 (1d3+1)
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- Statistics
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- Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
- Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
- Feats Endurance, Run[B]
- Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
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- Special Abilities
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- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
- Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
- Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
- Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
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