Post by streamofthesky on Apr 27, 2014 15:16:01 GMT -5
Flying Squirrel [CR 6]
This oversized bipedal squirrel looks adorable, sporting aviator goggles and a bright red cape. Then, barely even flinching, it leaps up far higher than it...or anything...should be capable of. BOING!
Small Magical Beast
HP: 78 (8d10 +16)
Initiative: +7
Speed: 50 ft [60 ft]
AC: 23 (10 +1 size +7 Dex +4 Natural +1 luck); Touch: 19; FF: 16
BAB +8; Grapple +7
Attack / Full Attack: Slam +16 (1d6 +4 plus Bucket)
Space/Reach: 5 ft / 5 ft
Special Attacks: Bucket, Acrobatic Charge, Maneuvers, Spell-like abilities
Special Qualities: Stance, Defy Gravity, Darkvision 60 ft, Low-light vision
Saves: Fortitude +8, Reflex +13, Will +5
Abilities: Str 16, Dex 25, Con 15, Int 11, Wis 16, Cha 12
Skills: Jump* +62 (11 ranks) [+10 ft], Tumble +18 (9 ranks), Extreme Leap (1/battle +10 ft long jump)
Feats: Weapon Finesse, Power Attack, Leap Attack, Flyby Attack [B; functions on jumping attacks despite not being actual flight]
Environment: ?
Organization: Troupe (4-6 flying squirrels)
Gear: All flying squirrels have a Cape of Ultimate Athleticism (as the belt; swift to take 10 on Balance, Climb, Jump, Swim, Tumble; 1/day take 20) and goggles (the goggles do nothing). Roughly 50% of the capes only function for its chance of losing its magic when not worn by its original squirrel.
*Flying Squirrels get a +30 racial bonus on jump checks and use Dex to modify jump checks instead of Str
Maneuvers: Claw at the Moon, Death From Above, Soaring Raptor Strike, Sudden Leap (IL 8, 1/encounter each)
Stance: Leaping Dragon Stance (+10 ft to jump distance, all jumps are running jumps)
Spell-like abilities: Longstrider (CL 8, at will)
.
Defy Gravity (Ex): Flying Squirrels' vertical jumping height is only ½ their check result instead of ¼. Also, a flying squirrel can travel its full jump distance on its move, even if the distance exceeds its normal land speed, and the squirrel is immune to falling damage and always lands on its feet as long as it is conscious and able to move.
Bucket (Su): Anytime the Flying Squirrel hits with its Slam attack from above a foe, it can instantly create a metal bucket that perfectly fits its target's head from out of nowhere and attempt to jam it on him. The victim must make a Reflex save (DC 21 [10 + ½ HD +Dex mod]) or become blinded due to a bucket over the head. The bucket can be removed as a full round action with a DC 15 Strength check, or it can be destroyed (hardness 10, 15 hp), though attacking it typically also does equal damage (before hardness) to the wearer. Even if it is not removed or destroyed, a bucket vanishes after 1 minute. Bucket does not work on targets without heads and is obviously much less effective on targets with multiple heads.
Acrobatic Charge (Ex): A flying squirrel may charge over difficult terrain that normally slows movement or allies blocking its path. This ability enables it to run down steep stairs, leap down from a balcony, or to tumble over tables to get to its target. Depending on the circumstance, it may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
lparchive.org/Suikoden/Update%2013/8-Image01396.png
This oversized bipedal squirrel looks adorable, sporting aviator goggles and a bright red cape. Then, barely even flinching, it leaps up far higher than it...or anything...should be capable of. BOING!
Small Magical Beast
HP: 78 (8d10 +16)
Initiative: +7
Speed: 50 ft [60 ft]
AC: 23 (10 +1 size +7 Dex +4 Natural +1 luck); Touch: 19; FF: 16
BAB +8; Grapple +7
Attack / Full Attack: Slam +16 (1d6 +4 plus Bucket)
Space/Reach: 5 ft / 5 ft
Special Attacks: Bucket, Acrobatic Charge, Maneuvers, Spell-like abilities
Special Qualities: Stance, Defy Gravity, Darkvision 60 ft, Low-light vision
Saves: Fortitude +8, Reflex +13, Will +5
Abilities: Str 16, Dex 25, Con 15, Int 11, Wis 16, Cha 12
Skills: Jump* +62 (11 ranks) [+10 ft], Tumble +18 (9 ranks), Extreme Leap (1/battle +10 ft long jump)
Feats: Weapon Finesse, Power Attack, Leap Attack, Flyby Attack [B; functions on jumping attacks despite not being actual flight]
Environment: ?
Organization: Troupe (4-6 flying squirrels)
Gear: All flying squirrels have a Cape of Ultimate Athleticism (as the belt; swift to take 10 on Balance, Climb, Jump, Swim, Tumble; 1/day take 20) and goggles (the goggles do nothing). Roughly 50% of the capes only function for its chance of losing its magic when not worn by its original squirrel.
*Flying Squirrels get a +30 racial bonus on jump checks and use Dex to modify jump checks instead of Str
Maneuvers: Claw at the Moon, Death From Above, Soaring Raptor Strike, Sudden Leap (IL 8, 1/encounter each)
Stance: Leaping Dragon Stance (+10 ft to jump distance, all jumps are running jumps)
Spell-like abilities: Longstrider (CL 8, at will)
.
Defy Gravity (Ex): Flying Squirrels' vertical jumping height is only ½ their check result instead of ¼. Also, a flying squirrel can travel its full jump distance on its move, even if the distance exceeds its normal land speed, and the squirrel is immune to falling damage and always lands on its feet as long as it is conscious and able to move.
Bucket (Su): Anytime the Flying Squirrel hits with its Slam attack from above a foe, it can instantly create a metal bucket that perfectly fits its target's head from out of nowhere and attempt to jam it on him. The victim must make a Reflex save (DC 21 [10 + ½ HD +Dex mod]) or become blinded due to a bucket over the head. The bucket can be removed as a full round action with a DC 15 Strength check, or it can be destroyed (hardness 10, 15 hp), though attacking it typically also does equal damage (before hardness) to the wearer. Even if it is not removed or destroyed, a bucket vanishes after 1 minute. Bucket does not work on targets without heads and is obviously much less effective on targets with multiple heads.
Acrobatic Charge (Ex): A flying squirrel may charge over difficult terrain that normally slows movement or allies blocking its path. This ability enables it to run down steep stairs, leap down from a balcony, or to tumble over tables to get to its target. Depending on the circumstance, it may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
lparchive.org/Suikoden/Update%2013/8-Image01396.png