Equipment

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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