Wealth
Gold: 15 gp
Silver: 9 sp
Copper: 0 cp
Weapons
Cost Type Dmg Die Crit Bns Weight Type
Dagger 2 gp Lt P/S 1d3 19-20 x2 1 lbs Smpl
Shortsword 10 gp Lt P 1d4 19-20 x2 2 lbs Mrtl
Rapier 20 gp 1H P 1d4 18-20 x2 2 lbs Mrtl
Shortbow 30 gp 2H P 1d4 20 x3 2 lbs Mrtl
Armor
Cost AC Bns Max Dex AC CP Weight Type
Leather Armor 10 gp +2 +6 0 7 lbs Light
Equipment
Drum: Qty 1, 5 gp, 3.00 lbs
Arrows: Qty 20, 1 gp, 3.00 lbs
Bedroll: Qty 1, 1 sp, 1.25 lbs
Backpack: Qty 1, 2 gp, 0.25 lbs
Blanket: Qty 1, 5 sp, 0.75 lbs
Small Tent: Qty 1, 10 gp, 5.00 lbs
Rations, Trail: Qty 7, 35 sp, 1.75 lbs
Tatters the Rat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)Fort +2, Ref +4, Will +2
Offense
Speed 15 ft, climb 15 ft
Melee bite +4 (1d3-4)
Space 2.5 ft; Reach 0 ft
Statistics
Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10;
Racial Modifiers +4 on Stealth
Abilities
1. Action (Come): The animal comes to you, even if it normally would not do so.
2. Action (Stay): The animal stays in place, waiting for you to return. It will hide if possible and does not challenge other creatures that come by, though it still defends itself if it needs to.
3. Perform (Menacing): The animal performs a routine or trick in which it acts ferocious or menacing.
4. Perform (Frightened): The animal performs a routine or trick in which it acts frightened or cowardly.
5. Perform (Surprised): The animal performs a routine or trick in which it acts shocked or surprised.
6. Perform (Play Dead): The animal performs a routine or trick in which it acts as if its dying or plays dead.
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