Adventure Date: September 10, 2010
Last Updated: July 4, 2009
NOTE: "Handling" an animal to do a trick it knows is a move action and DC 10, while "pushing" an animal to do a "trick" it doesn't know is a full-round action and DC 25. In practical terms, Ska'arr would have to spend a move action and succeed on a "handle animal" roll for each animal he commands to do a trick, such as "Fetch the ******* cell key!!!!" Ferret: tiny animal AL = neutral HD = 1/2 d8 hp = 2 Init = +2 Spd = 20 ft, climb 20 ft AC = 14 = 10 + 0 + 0 + 2 + 2 + 0 + 0 + 0 base + armor + shield + dex + size + nat + deflect + misc touch AC = 14 flat-foot AC = 12 space/reach = 2.5 ft/0 ft, base attack/grapple = +0/-12 Atk = bite: +4 melee (1d3-4) full attack = bite: +4 melee (1d3-4) STR = 3 -4 INT = 2 -4 DEX = 15 +2 WIS = 12 +1 CON = 10 +0 CHA = 5 -3 Total = base +Mod +magic +misc Fortitude: +2 = 2 +0 Reflex: +4 = 2 +2 Will: +1 = 0 +1 SQ: low-light vision scent attach (MM p282, bite damage/turn, ferret gets no dex to AC) Feats = Agile: +2 on Balance and Escape Artist checks weapon finesse Tricks (6/6): General Purpose = performance - come - fetch - heel - perform - stay = other tricks - guard Class Skills = balance +10 (includes +8 racial bonus) climb +10 (includes +8 racial bonus, always take 10, use DEX not STR) hide +11 (includes +8 tiny bonus) move silently +8 (includes +4 racial bonus) spot +3 ==================================================================================== SKILLS: Total = 5 max = 4/2 Ability Mod Ranks Misc -4 appraise INT -4 +12 balance DEX +2 -0 armor/+8 racial/+2 agile -3 bluff CHA -3 +10 climb (always take 10) DEX +2 -0 armor/+8 racial +0 concentration CON +0 -4 craft INT -4 no decipher script INT -4 -3 diplomacy CHA -3 no disable device INT -4 -3 disguise CHA -3 +4 escape artist DEX +2 -0 armor/+2 agile -4 forgery INT -4 -3 gather information CHA -3 -3 handle animal CHA -3 +1 heal WIS +1 +11 hide DEX +2 1 -0 armor/+8 tiny -3 intimidate CHA -3 -4 jump STR -4 -0 armor no knowledge, arcana INT -4 no knowledge, architect/engineer INT -4 no knowledge, dungeoneering INT -4 no knowledge, geography INT -4 no knowledge, history INT -4 no knowledge, local INT -4 no knowledge, nature INT -4 no knowledge, nobility/royalty INT -4 no knowledge, religion INT -4 no knowledge, the planes INT -4 +1 listen WIS +1 +8 move silently DEX +2 2 -0 armor/+4 racial no open lock DEX +2 -3 perform CHA -3 no profession WIS +1 +2 ride DEX +2 -4 search INT -4 +1 sense motive WIS +1 no sleight of hand DEX +2 -0 armor no spellcraft INT -4 +3 spot WIS +1 2 +1 survival WIS +1 -4 swim STR -4 -0 armor x2 no tumble DEX +2 -0 armor no use magic device CHA -3 +2 use rope DEX +2 - speak languages n/a ============================================================================== Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ ============================================================================== Carrying Capacity: drag = 112.5 lbs - light load = 7.5 lbs (20 ft; run x4) - medium load = 15 lbs (15 ft; run x4) - heavy load = 22.5 lbs (15 ft; run x3) GEAR Total WT= 0 + 0 = 0 WT Item --- --------------------- 0 none =============================================================================== Notes: - buy tiny explorer's outfit (cost x1, wt x1/10) = 10 gp, wt = 0.8 lbs - buy tiny noble's outfit (cost x1, wt x1/10) = 75 gp, wt = 1.0 lbs - buy tiny leather (cost x1, wt x1/10) = 10 gp armor AC = +1, max DEX = +6, AC Check = 0, speed = normal, wt = 1.5 lbs - buy tiny chainshirt (cost x1, wt x1/10) = 100 gp armor AC = +2, max DEX = +4, AC Check = -2, speed = normal, wt = 2.5 lbs - buy tiny mw chainshirt (cost x1, wt x1/10) = 250 gp armor AC = +2, max DEX = +4, AC Check = -1, speed = normal, wt = 2.5 lbs - buy tiny backpack (cost x1, wt x1/10) = 2 gp, wt = 0.2 lbs - DM Eyes Only