Mite

Frizell Foulis Farquharson's page

23 posts. Alias of Kydeem de'Morcaine.


About Frizell Foulis Farquharson

Frizell Foulis Farquharson:

NacMacFeegle Ranger (Falconer, Urban Ranger) 2
NG Tiny fey
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 14 (+2 armor, +1 Dex, +2 size)
hp 21 (2d10+6)
Fort +6 (+4 vs. disease and poison), Ref +4, Will +1
Defensive Abilities healthy, stubborn
--------------------
Offense
--------------------
Speed 15 ft.
Melee dagger +8 (1d2+4/19-20) and
. . lucerne hammer +8 (1d8+6) and
. . slam +3 (1d2+2)
Ranged masterwork composite shortbow +6 (1d3+4/×3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks favored enemy (vermin +2)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 14, Wis 12, Cha 5
Base Atk +2; CMB +1; CMD 15
Feats Mounted Combat, Trick Riding
Traits jenivere crew, savannah child
Skills
Acrobatics +4 (-4 jump)
Climb +5
Disable Device +2
Handle Animal +2
Heal +5
Intimidate +1
Knowledge (Criminal) +3 (+5 vs. vermin)
Knowledge (dungeoneering) +6 (+8 vs. vermin)
Knowledge (geography) +6 (+8 vs. vermin)
Knowledge (local) +6 (+8 vs. vermin)
Perception +5 (+7 vs. vermin)
Profession (Messenger) +5
Ride +2 (+4 to stay in the saddle)
Spellcraft +6
Stealth +10
Survival +5 (+7 vs. vermin, +6 to track)
Swim +5
Languages Common, Dwarven, Giant, Sylvan
SQ combat styles (mounted), track
Gear
potion of cure light wounds (2)
acid
lamellar (leather) armor
dagger
lucerne hammer
masterwork composite shortbow
backpack, masterwork
bedroll
belt pouch
cage, small/medium
earplugs
fishhook
flint and steel
military saddle, exotic
sewing needle
signal whistle
thieves' tools
trail rations
waterskin
5 PP, 1 GP, 9 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/1
Dagger - 0/1
Mounted Combat (2/round) - 0/2
Potion of cure light wounds - 0/2
Trail rations - 0/1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Favored Enemy (Vermin +2) (Ex) +2 to rolls vs Favored Enemy (Vermin).
Healthy (Ex) +2 to save vs poison, and disease (including magical diseases).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (2/round) Once per round you can attempt to negate a hit to your mount in combat.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stubborn (Ex) +2 save vs. [Charm] and [Compulsion] spells, gain a 2nd save next round if you fail.
Track +1 Add the listed bonus to survival checks made to track.
Trick Riding No penalty for riding bareback, and in light armor no Ride checks needed for DC 15 or less.

squarelsen:
Squarlsen
Hawk
N Small animal
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 size, +1 natural, +1 dodge)
hp 9 (+3)
Fort +4, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +3 (1d4) and
. . 2 talons +3 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Dodge, Mobility
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Swooping Charge [Trick]
Skills Acrobatics +6 (-2 jump), Fly +8, Perception +6
SQ combat riding, swooping charge
Other Gear bit and bridle
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances.