Summon Nature's Ally I

Valmiiksi statitettu augment summonilla.

Dire Rat

(Flanker, Climber, Swimmer, Detector)

Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Bite +4 melee (1d4+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 17, Con 16, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon Finesse (B)
Alignment: Always Neutral

Disease (Ex): Filth fever - bite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
Dire rats use their Dexterity modifier for Climb and Swim checks.

Eagle

(Aerieal, Scout)

Size/Type: Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 10 ft. (8 squares), Fly 80 ft (average, 16 squares)
Armor Class: 14 (+1 Size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Talon +3 melee (1d4+2)
Full Attack: 2 Talons +3 melee (1d4+2) and bite -2 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 15, Con 16, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse (B)
Alignment: Always Neutral

Skills

Eagles have a +8 racial bonus on Spot checks.


Monkey

(Trapspringer, Useless in Battle)

Tiny Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Climb 30ft. (6 squares)
Armor Class: 14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +4 melee (1d3-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 7, Dex 15, Con 14, Int 2, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3
Feats: Agile, Weapon Finesse (B)
Alignment: Always Neutral

Skills

Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Octopus

(Aquatic, Tank)

Small Animal (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3
Speed: 20 ft. (4 squares), Swim 30ft. (6 squares)
Armor Class: 16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Arms +5 melee (0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Ink cloud, jet, low-light vision
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +11
Feats: Weapon Finesse (B)
Alignment: Always Neutral

Improved Grab (Ex)

To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. Ink Cloud (Ex)

An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex)

An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills

An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Porpoise

(Aquatic, Tank, Detector)

Medium Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Slam +4 melee (2d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Blindsight 120 ft., hold breath, low-light vision
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 15, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Skills: Listen +8*, Spot +7*, Swim +10
Feats: -
Alignment: Always Neutral

Blindsight (Ex)

Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
Hold Breath (Ex)

A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
Skills

A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Snake, Small viper

(Poisoner, Detector)

Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +7
Speed: 20 ft. (4 squares), Climb 20ft. (4 squares), Swim 20ft. (4 squares)
Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-4
Attack: Talons +4 melee (1d2 plus poison Fort DC 12 1d6 Con / 1d6 Con)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 17, Con 15, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +13, Hide +11, Listen +7, Spot +7, Swim +8
Feats: Improved Initiative, Weapon Finesse (B)
Alignment: Always Neutral

Skills

Hawks have a +8 racial bonus on Spot checks.


Wolf

(Tripper, detector)

Size/Type: Medium Animal
Hit Dice: 2d8+8 (17 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+4
Attack: Bite +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip +3
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +1
Abilities: Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track(B), Weapon Focus (bite)

*Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Owl

(Scout, Aerial, Useless in battle)

Tiny Animal(Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average, 8 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Talons +5 melee (1d4-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, Scent
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Alertness, Weapon Finesse (B)
Alignment: Always Neutral

Skills

Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.


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