Chum-Waters

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School conjuration (summoning); Level witch 5

CASTING

Casting Time 1 minutes + 1 round per level

Components V, S, F/DF (a strip of rune-inscribed parchment, and a trident made with 1500 gp aquamarines, and a bucket of at least 3 pounds of chum per level)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect : three summoned petitioners /caster level

Duration 8 hours (D)

Saving Throw none; Spell Resistance no

each round (after the first minute) 3 summoned beings appears in the water near the caster.

The Sharks Guards the Caster's boat.

swim-by attacks.

The Octopi wrestle the enemy's sailors into the water.

- - - - grappling

The Sea Serpents or Starfish attack the enemy's hull, and will sink it eventually. D6 dmg, each, 6 piercing hardness, each per round,

- - - -- A ship can make a Fortitude save to negate the effects of this chewing. A ship affected by this spell gains the broken condition and the sinking condition,

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STARFISH / OCTOPI / SHARK Animated Object, small Advanced/Augment Summoned CR 5 XP 1600

Neutral Small Construct (Animal) Construct traits Hunter level 3 (skill points 15) Hunter

Init +2; Senses Darkvision 60, Low-light Vision; Perception +7

DEFENSE

AC 22, Touch 13, flat footed 20 ( Hide, Shield, buckler)

(+2 Dex, +4 Natural, +1 size, +4 armour, +1 shield)

hp 35 (1d10+3d8+3+10);

Fort +3, Ref +5, Will +3

Damage reduction Has a Hardness of the object animated

OFFENSE

Speed 10, Improved speed norm 30ft, legs 40ft, mult legs 50ft, wheels 70ft

Melee

Single Attack Slam +5 (1d4+2) or Spit +5 (0)

Full Attack

Slam +5 (1d4+2) Scales/Bristles +3 (1d4+1)

or Spit +5 (0) range 60

Space 5ft.; Reach 5

Special Attacks

STARFISH : Blindness; sheet like can wrap around head on a successful grapple,

OCTOPUS: Constrict Deals slam damage +1.5 times str on a successful grapple,

SHARK: SWIMBY ATTACK

Spells Known: see below

STATISTICS

Str 14, Dex 14, Con 0, Int 8, Wis 14, Cha 5

Base Attack 2 CMB 3 ;(grapple 5) ;CMD 17

Feats

Brutal Grappler (Team): Benefit: When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so). You and the ally are treated as aiding each other in the grapple (+2 bonus on your grapple combat maneuver) as long as you both decide to maintain the grapple.

Normal: When multiple creatures grapple one target, the creature that first initiates the grapple is the only one that makes a check to damage a grappled opponent, with a +2 bonus for each creature that assists the grapple using the Aid Another action.,

Armour Prof Light,

Improved Grapple: +2 bonus on grapple checks,

Improved Unarmed Strike: Considered armed even when unarmed,

Multiattack: Secondary Attacks are at -2 instead of -5,

Simple Weapon Proficiency

Skills Climb 14, Handle Animal 1, Heal 6, Intimidate 11, Know Dungeon 3, Know Geography 3, Know Nature -1, Perception 11, Ride 0, Spellcraft -1, Stealth 12, Survival 2, Swim 9

Languages None

ECOLOGY

Environment Any Organization Trio Treasure

SPECIAL ABILITIES

Animal Focus (Su) : Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump.

Precise Companion (Ex) At 2nd level, Outflank as a bonus feat.

Teamwork Feat At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.

Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks. even in water

Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Constrict:A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creatures entry and is typically equal to the amount of damage caused by the creatures melee attack.

Construct traits:Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

MAGIC ITEMS (max value 2400)

Hunter Spells

CL 3 Concentration 5

Level 0 () DC 12

Guidance(Divination)[ ] X 1

V,S rng: Touch CT: Dur: 1 minute or until discharged

SV Will negates (harmless) Area: Creature touched Book: CRB

Description: +1 on one attack roll, saving throw, or skill check.

Know Direction(Divination)[ ] X 1

V,S (Me) rng: Personal CT: Dur: Instantaneous

SV N/A Area: You Book:

Resistance(Abjuration)[ ] X 1

V,S,M/DF rng: Touch CT: Dur: 1 minute

SV Will negates (harmless) Area: Creature touched, or up to eight willing creatures joining hands Book: CRB

Description: Subject gains +1 bonus on saving throws.

Spark(Evocation)[Fire ] X 1

V or S rng: Close 25ft + 5ft/2 levels CT: Dur: instantaneous

SV Fortitude negates (object) Area: one Fine object Book:

Description: Ignites flammable objects.

Stabilize(Conjuration)[Healing ] X 1

V,S rng: Close 25ft + 5ft/2 levels CT: Dur: instantaneous

SV None Area: One living creature Book:

Description: Cause a dying creature to stabilize.

Virtue(Transmutation)[ ] X 1

V,S,DF rng: Touch CT: Dur: 1 min.

SV Fortitude negates (harmless) Area: Creature touched Book:

Description: Subject gains 1 temporary hp.

Level 1 (4) DC 13

Damp Powder(Transmutation)[Charm Mind-affecting lawful mind-affecting] X 1

V, S, M/DF (a damp piece of cotton) rng: Close 25ft + 5ft/2 levels CT: Dur: instantaneous

SV Will negates (object) Area: 1 loaded firearm Book: Ultimate Combat

Description: This spell causes ammunition already loaded into the target firearm is ruined with moisture. Any attempt to fire that ammunition fails, with no chance for misfire, and the user must then take a full-round action to clear the weapon before reloading and firing it. If aware of this spells effect prior to firing the altered ammunition (a DC 16 Spellcraft check to identify the spell being cast or similar effect), the firearms user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.

Jump(Transmutation)[ ] X 1

V,S,M rng: Touch CT: Dur: 1 min./level (D)

SV Will negates (harmless) Area: Creature touched Book: CRB

Description: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster le

Summon Natures Ally I(Conjuration)[Summoning ] X 1

V,S,DF rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round/level (D)

SV None Area: One summoned creature Book: CRB

Touch of the Sea(Transmutation)[ ] X 1

V, S, M (a fish scale) rng: Touch CT: Dur: 1 minute/level

SV Fortitude negates (harmless) Area: creature touched Book: APG

Description: Swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered.

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