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  1. Isabella
  2. Female aasimar druid 6 (Pathfinder RPG Bestiary 7)
  3. NG Small outsider (native)
  4. Init +6; Senses darkvision 60 ft.; Perception +17
  5. --------------------
  6. Defense
  7. --------------------
  8. AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
  9. hp 51 (6d8+6)
  10. Fort +6, Ref +6, Will +9; +4 vs. fey and plant-targeted effects
  11. Resist fire 20
  12. Weaknesses vulnerability to cold
  13. --------------------
  14. Offense
  15. --------------------
  16. Speed 50 ft.
  17. Melee (M) +1 scythe +6 (2d4+4/×4) or
  18. (M) scimitar +5 (1d6+3/18-20) or
  19. slam +7 (1d4+3 plus burn)
  20. Ranged (M) sling +7 (1d4+3)
  21. Special Attacks burn (1d4 fire, DC 10), wild shape 3/day
  22. Druid Spells Prepared (CL 6th; concentration +10)
  23. 3rd—call lightning (DC 17), pup shape[UC] (DC 17), stone shape
  24. 2nd—bull's strength, flame blade, flaming sphere (DC 16), summon nature's ally II
  25. 1st—cure light wounds, cure light wounds, entangle (DC 15), ice armor
  26. 0 (at will)—create water, cure minor wounds (DC 14), detect magic, purify food and drink (DC 14)
  27. --------------------
  28. Statistics
  29. --------------------
  30. Str 15, Dex 18, Con 12, Int 14, Wis 18, Cha 10
  31. Base Atk +4; CMB +5; CMD 19
  32. Feats Alertness, Animal Affinity, Natural Spell
  33. Traits animal whisperer, reactionary
  34. 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
  35. Languages Celestial, Common, Draconic, Druidic, Sylvan
  36. SQ nature bond (tiger named Jynx), nature sense, trackless step, wild empathy +6, woodland stride
  37. 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
  38. --------------------
  39. Special Abilities
  40. --------------------
  41. Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
  42. Burn (1d4 fire, Slam, DC 10) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
  43. Darkvision (60 feet) You can see in the dark (black and white only).
  44. Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
  45. Natural Spell You can cast spells while in Wild Shape.
  46. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
  47. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
  48. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
  49. Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
  50. Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
  51. Wild Shape (6 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
  52. Woodland Stride (Ex) Move through undergrowth at normal speed.
  53.  
  54.  
  55. --------------------
  56.  
  57. Cascade CR –
  58. Male stygian hot-blooded horse (Pathfinder Adventure Path #103: The Hellfire Compact 86)
  59. N Large animal
  60. Init +2; Senses low-light vision, scent; Perception +5
  61. --------------------
  62. Defense
  63. --------------------
  64. AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)
  65. hp 22 (3d8+9)
  66. Fort +6, Ref +5, Will +2
  67. Defensive Abilities shifting trot
  68. --------------------
  69. Offense
  70. --------------------
  71. Speed 50 ft.
  72. Melee bite +4 (1d8+3), 2 hooves -1 (1d6+1)
  73. Space 10 ft.; Reach 5 ft.
  74. --------------------
  75. Statistics
  76. --------------------
  77. Str 17, Dex 14, Con 17, Int 2, Wis 13, Cha 10
  78. Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
  79. Feats Intimidating Prowess, Run[B], Skill Focus (Stealth)
  80. Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
  81. Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Intimidate +4, Perception +5, Stealth +5
  82. SQ combat riding, smoke resistance
  83. Other Gear bit and bridle, military saddle
  84. --------------------
  85. Special Abilities
  86. --------------------
  87. Combat Riding [Trick] The animal has been trained to bear a rider into combat.
  88. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
  89. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
  90. Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
  91. Shifting Trot (Ex) When withdraw, first 2 squares left are not considered threatened.
  92. Smoke Resistance (Ex) Nonmagical smoke doesn’t impair sight, and +4 to avoid choking on it.
  93.  
  94.  
  95. --------------------
  96.  
  97. Jynx CR –
  98. Tiger
  99. N Medium animal
  100. Init +8; Senses low-light vision, scent; Perception +2
  101. --------------------
  102. Defense
  103. --------------------
  104. AC 24, touch 14, flat-footed 20 (+4 armor, +4 Dex, +6 natural)
  105. hp 55 (6d8+12)
  106. Fort +7, Ref +9, Will +4 (+4 morale bonus vs. enchantment effects)
  107. Defensive Abilities evasion
  108. --------------------
  109. Offense
  110. --------------------
  111. Speed 40 ft.
  112. Melee bite +6 (1d6+2), 2 claws +6 (1d4+2)
  113. Special Attacks rake (2 claws +6, 1d4+2)
  114. --------------------
  115. Statistics
  116. --------------------
  117. Str 15, Dex 19, Con 14, Int 3, Wis 15, Cha 10
  118. Base Atk +4; CMB +6; CMD 20 (24 vs. trip)
  119. Feats Improved Initiative, Improved Natural Armor, Light Armor Proficiency
  120. Tricks Air Walk, Attack, Come, Defend, Down, Fetch, Fighting, Heel, Stay
  121. Skills Acrobatics +6 (+10 to jump), Stealth +10
  122. SQ air walk, come, defend, devotion, fetch, fighting, heel
  123. Other Gear chain shirt
  124. --------------------
  125. Special Abilities
  126. --------------------
  127. Air Walk [Trick] The animal can be ridden through the air when affected by spells.
  128. Come [Trick] The animal will come to you on command.
  129. Defend [Trick] The animal will defend you.
  130. Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
  131. Evasion (Ex) No damage on successful reflex save.
  132. Fetch [Trick] The animal will get a specific object.
  133. Fighting [Trick] The animal has been trained to fight.
  134. Heel [Trick] The animal will follow you.
  135. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
  136. Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
  137.  
  138.  
  139. --------------------
  140.  
  141. Mule CR –
  142. Mule
  143. N Medium animal
  144. Init +1; Senses low-light vision, scent; Perception +5
  145. --------------------
  146. Defense
  147. --------------------
  148. AC 11, touch 11, flat-footed 10 (+1 Dex)
  149. hp 13 (2d8+4)
  150. Fort +5, Ref +4, Will +0
  151. --------------------
  152. Offense
  153. --------------------
  154. Speed 40 ft.
  155. Melee 2 hooves +2 (1d3+1)
  156. --------------------
  157. Statistics
  158. --------------------
  159. Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
  160. Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
  161. Feats Endurance, Run[B]
  162. Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
  163. --------------------
  164. Special Abilities
  165. --------------------
  166. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
  167. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
  168. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
  169. Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
  170.  
  171.  
  172. --------------------
  173.  
  174. Pepper CR –
  175. Mule
  176. N Medium animal
  177. Init +1; Senses low-light vision, scent; Perception +5
  178. --------------------
  179. Defense
  180. --------------------
  181. AC 11, touch 11, flat-footed 10 (+1 Dex)
  182. hp 13 (2d8+4)
  183. Fort +5, Ref +4, Will +0
  184. --------------------
  185. Offense
  186. --------------------
  187. Speed 40 ft.
  188. Melee 2 hooves +2 (1d3+1)
  189. --------------------
  190. Statistics
  191. --------------------
  192. Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
  193. Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
  194. Feats Endurance, Run[B]
  195. Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
  196. --------------------
  197. Special Abilities
  198. --------------------
  199. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
  200. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
  201. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
  202. Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
  203.  
  204. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
  205. Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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