An Echo's Grasp

Game Master Garfrum Helhammer

Sovereign Court

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Alright, I've got a campaign story I want to write out and I'd like to share it with some fun PCs. The setting is not Golarion but for the most part the race origins are the same and the classes are all available. I would appreciate keeping the characters tolkien/brooks-esque for roleplaying but if you're into the eastern thing or something else I'll still give it a shot.

Straight to the point: You are headed away from the Druma, the capital of the region. The road your on pushes south passing roads leading to the lands' villages. Pig farms, logging areas, an iron mine, and a wheat farming community. They provide resources as well as councilman in Druma. The road is cut in half by a river running east to west out of the mountains. A resourceful merchant named Richard Hearth built a bridge and an impressive inn. The Hearthway Inn stands as a halfway point between Druma and the dwarven stronghold Yorlorn, to the south. Currently a trade caravan has stopped to refit and has room for more paying passengers. The train captain is a dwarf by the name of Theldon. Richard is inside the inn serving a dozen patrons and travellers.

Examples of origins:

Gnomes have a magically inclined community inside a mesa far to the southwest. It's a bit like ak'anon without all the whirling gizmos

Orcs roam the steppes to the north of Druma. They are nomadic and proud tribes and stick mainly to themselves.

Elves are rare around Druma. They travel through quickly, seldom standing still.

Dwarves are mainly in Yorlorn but are found anywhere there is industry or fighting.

Humans are all over with their hands in everything like usual.

Halfings reside near the lumber town in a small hamlet on the forest edge. Some venture into the cities but they stay away from the larger races.

You will be joining the caravan south so whatever your class has to offer a caravan, or how it makes use of a traveling caravan is up to you If you have any questions let me know.

I'd like a short intro of your character so I can get the feel for what you're up to.

What are the character creation guidelines (Point-buy allowance, starting level, etc)?

I'm curious about your campaign.
I would love to know more details, character creation guidelines, are firearms allowed, what books are allowed (CRB, APG, ARG, UM, UC..), are all races from ARG allowed, etc..

Sounds interesting. Will make something after character creation guidelines are put out.

Dotting for interest

Yes, can you give a little more details about the campaign and character creation guidelines. Also just to make sure, is it a PbP game?

Interesting, love to hear more about character guidelines.

Same as the rest--interested, will post more when more info on character creation is available.

Me too, I will keep an eye out for the character guidelines and what books are allowed. Sounds well put so far.

Sovereign Court

Wonderful, I'm glad I've got some interest. I will put out more details and hopefully we can get this started next weekend. (I'm finishing finals and a short vacation.)

It will be PbP. I will be looking for some sort of grid/drawing app to share the battle info more clearly.

It's a 20 points buy.

I'd prefer the only books used be Core, APG, UM, and UC for creation.

Firearms would be rare and "the old style."

I'll go ahead and have the levels start at 2.

Liberty's Edge

I am interested as well. I sent you a PM.

I am certainly interested in this. Hmm...give me a bit of time. I have a character that I love and would like to get involved. He's already 2nd level, I'll need to alter his equipment to that of someone starting 2nd level and to 20 point buy.

Came up with this guy:
Karl, human Alchemist

Karl was the heir to an upper middle class merchant family in Druma, trained as a Chirurgeon. Worked as a healer mostly. Married young into arranged marriage with the daughter of another well-to-do family, but was wrongfully accused of infidelity and was divorced and run out of town mostly broke. Set out with very little other than some alchemy tools and his formula book to scrape together some kind of living.

Karl can be a cranky and impatient person, but genuinely wants to help people. His bad attitude often puts people off.

Sovereign Court

murphybrain wrote:

Came up with this guy:

Karl, human Alchemist

** spoiler omitted **

I like it. I'll be able to work his background into the story.

I have an idea for this. but the character I have thought of trying has a backstory centered for either Rise of the Runelords or a Jade Regent adventure path

will have to adjust it to match your game but still keep the motivations / personality of the character.

here is the starting point that needs to be adjusted

I realize this is a long shot - putting up a monk for this - but doesn't hurt to at least try

Einfær Rûnst

Einfær Rûnst has known he was good at fighting since he was a young boy, testing his strength against his eight brothers. The Patriarch, Gìmbùr Rûnst, encouraged the combative spirit in his sons, often pitting them against one another for his limited affection. Einfær's father was a drunk cripple, but according to his stories he had once been a fierce warrior. Growing up in this environment Einfær grew into a man of violence.

Einfær has little love for learning, religion, or music. He views these as pursuits for the old or the feeble. Weapons, conflict, drink and coin have always been his passions. A violent dwarf from Yorlorn, he started out as a soldier, but quickly found the pay too poor and the authority too rigid for his tastes. Serving long enough to pick up the basics and earn the pay for his own armaments, he discharged himself and took on the mantle of a mercenary.

Thus far he has found little to hold his interest, but is constantly on the look out for a chance at wealth and glory.

As far as crunch, I will likely just make a base fighter. Going for something simple.

Done the changes on herolab, will have a better backstory up to match the adventure better.

Sovereign Court

For those who want to spend some time on their back stories I would suggest playing out the first parts of the campaign. You'll learn about the world a bit more and be able to PM me more before completing it.

Dotting for interest.

Half-Orc Inquisitor of (I used Cayden, but I dunno about your campaign's gods)

Raised among the orcs of the northern steppes, she was a wanderer among wanderers. As a child, even after a hard day's journey, she would wander the steppes around the camps. When she was older, she would disappear for days at a time. She was twelve when she first left the tribe and wandered south, to Druma, seeking her father's people. The human city both fascinated and repelled her. So many people living such strange lives so close together was something amazing, but the realization that many of them never strayed more than a few blocks in their whole lives. It was when she was leaving that she met the cleric of the Wandering God who first taught her the lore of her God.
Over the next few years, she returned to the steppes again and again, but stayed away longer each time, travelling farther and farther to stranger and stranger lands. She first felt her purpose when she saw penned slaves for the first time, and she felt the voice of her god calling her to release them and to punish those who kept them caged. This has become her mission.


Half-Orc Inquisitor 2
CN Medium Humanoid (orc)
Init +2; Senses darkvision; Perception +7
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 17 (2d8+4); judgement of sacred healing 1
Fort +5, Ref +1, Will +5
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2cold
Speed 30 ft.
Melee Falchion +4 (2d4+4/18-20/x2)
Ranged Heavy crossbow +1 (1d10/19-20/x2)
Special Attacks agile feet (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 2):
1 (3/day) Divine Favor, Bless, Forbid Action (DC 13)
0 (at will) Virtue, Create Water, Detect Magic, Brand (DC 12), Guidance
Str 17, Dex 10, Con 14, Int 10, Wis 15, Cha 11
Base Atk +1; CMB +4; CMD 14
Feats Intimidating Prowess
Traits Brute (Taldor), Deft Dodger
Skills Acrobatics -4, Climb -1, Escape Artist -4, Fly -4, Intimidate +14, Knowledge (arcana) +4 (+7 to identify the abilities and weaknesses of creatures.), Knowledge (dungeoneering) +4 (+7 to identify the abilities and weaknesses of creatures.), Knowledge (nature) +4 (+7 to identify the abilities and weaknesses of creatures.), Knowledge (religion) +4 (+7 to identify the abilities and weaknesses of creatures.), Perception +7, Ride -4, Sense Motive +8, Spellcraft +5, Stealth -4, Survival +2 (+3 to track), Swim -1 Modifiers monster lore
Languages Common, Orc
SQ domains (travel), judgement (1/day), orc ferocity (1/day), track
Other Gear Breastplate, Falchion, Heavy crossbow, 150 GP
Special Abilities
Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Brute (Taldor) You’re adept at frightening away people and gain a +2 trait bonus on Intimidate checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.

Sovereign Court

Very nice. I'm off to my plane. I will be back on Monday. If you have any more questions ask away or post your character idea/story. Then we'll get this adventure started!

Edit: Oh, and when you post a character also let me know what kind of availability you have to play. I'm most likely going to check in in the morning and then check in in the evening. Once we get rolling we can discuss days where we'll all get together at the same time, maybe skype chat to speed things up every once in a while.

Will work on character later today. Should have it by tonight.

Garfrum Helhammer wrote:
For those who want to spend some time on their back stories I would suggest playing out the first parts of the campaign. You'll learn about the world a bit more and be able to PM me more before completing it.

In that case will Krol's story be able to fit? I'm willing to alter parts, but it should be easy as he's travelling the world for answers to questions and figure out the nature of such a connection and how things work in the planes, mostly elysium (think that's the plane of chaotic good beings where Azata come from).

He knows how rare people "like him". Are so he just poses as a magic user and has Ava hidden under a cloak and under the guise of being his loyal bodyguard. They would've travelled by being caravan guards and Krol would use his crossbow and some minor magic if they ran into any trouble.

Reguarding skype, it might be difficult since I live in the UK and have a different time zone. Will flesh out the backstory a bit better and hope to join Hella again :) though I think that was a different character.

And here's Ava. She'll have her own voice since she is a person and all.

Pathfinder Companion Subscriber

Are the player slots still open?

im interested too i wanted to make a human ragechemist

I'm interest in playing a Human Alchemist as well(seems pretty popular for some odd reason). Going with the Beastmorph archetype. I have a link to the character sheet I whipped up for him, but if you would prefer a stat block in an alias, that can be done as well.

Aro Ternym

Aro grew up in Druma, and his parents put him through hell, or what they called "school." He didn't care much for his schooling, until he was introduced to Alchemy. Aro very much enjoyed the colors and explosions that could be created by combining different chemicals, especially the explosions. He became very skilled when it came to brewing potions and other more unstable chemicals.

Aro was never very good with people, he much rather preferred the company of his families pet cat. It was his only real companion while he was growing up. He really enjoyed reading up on the large cats from the plains and the jungles as well. He likes how they look, how they act, and mostly that they weren't people. As he learned more about the possibilities with alchemy, he actually learned of people changing their bodies with these concoctions. Aro began to experiment to see if it was possible to make himself more like the cats he loved. He has yet to succeed, but he has yet to give up.

He has exhausted all of the resources of alchemical knowledge he is aware of in Druma, and is now heading out to attempt to find the key to acquiring his goal of becoming part of the feline family. He has joined a caravan, and in exchange for being part of them he is willing to deal with people, and perhaps make the occasional potion or other helpful item for them.


This is Fallen_Mage, submitting Marcon the Lesser. Back story in profile. Enjoy.

Here's a backstory that should work better with your homebrew town.


Krol's father and mother were a pair of spellcasters. One blessed by the celestials whilst the other was blessed by fey. His father had much fey blood in him and would often play tricks both for fun and for an important use in combat, whilst his mother would focus on the more useful spells for combating creatures that cannot be harmed by weapons or empowering the group with her abilities the two hated eachotherat first, but that spark developed over time until they decided to settle down in this town south of Durma. They were excited to see their son had developed some spells similar to them, however he was different. His abilities manifested in a similar way, but he did not have the same spell power.

One night he had visions of a feminine creature being tortured. He only saw the head and nearly nude torso. When he awoke he sensed it was not a dream and left his room to follow this calling until he found an abandoned building on the outskirts of town had a light eminating from the basement. He recognise the woman right away, but her lower body was that of a snake and the man causung her pain had her trapped in a magic circle.
"Tell me where the artifact is and you will be freed." he grins, but the woman denies him by spitting in his face. The man continues his torture, but Krol had enough of this and cast grease upon the ground before using acid bolts to melt the legs of a nearby bookcase which buckled under the weight and fell, crushing the wizard.

Krol broke in, using his longspear to kill the wizard, before stepping over to the humanoid who stares at him, raising a eyebrow in curiosity as the gnome used the blade of the spear to scratch out part of the circle, breaking it's hold on the being.
"I heard you calling out for help in my dreams. What are you?” at this the creature gives a understanding nod and then a smile.
"You have a rare gift. Few are tied to the outer realms in such a way. You will need to find a artifact before that man's companions do. You will need help from someone of my bloodline." as she says this she grasps a nearby ceremonial dagger, cutting into her palm and places the wound on Krol's forehead. Suddenly he felt a rush. A strange feeling as if something has been held back all these years and finally released. He wakes up in the morning and when he looks in the mirror he sees that a rune has appeared upon his head in draconic. He then felt he gained a new ability like a spell and as he focused a fiure appeared before him. She had the body of an attractive nude female human. Her arms, neck, hips and legs are all covered in red scales. Her hands end with long, sharp claws and her mouth contains a set of fangs.

She too has a symbol on her forehead and long raven black hair that came down to her hips. He was shocked by the appearance of this nude woman in his room. She appeared unbothered by the fact she was nude and steps over to him.
"My mother told me much about you Krol. My name is Ava and I am your Eidolon. I will protect you on your jurney." she explains about the nature of their connection and how she will assist him in his jurney and Krol tells this all to his parents, covering her up with his bedsheets so that she could be reasonably covered, though she never understands it. He gets cash from his parents, getting the equipment he requires before leaving on his jurney, hopinh to recover this unknown artifact and protect it from falling into the wrong hands.

I left the item in question ambigious for your usage, if you choose to bring it up so it could be anything from a rare and powerful magic weapon to something like the manuel of the planes.

submitting Vachordi. Needs some modifications, language swaps and removal of references to varisia and one more level, but I think he is very solid.

I am using an archetype outside the books you named. Is that alright? I can link you to it if you like.

I'll submit a Sorcerer with the Seeker archetype if that's ok? He'll be the Destined Bloodline.

At the risk of undermining my efforts, I will vouch that Krolmnite is a good player and you will not be disappointed in selecting him.

Okay now to my character.:
I decided to play a druid since I've never played that class and I had an idea for a rough and tumble, no nonsense character. Naturally I picked Bear shaman.

Terri, in my mind, is not some one you want to piss off. She is vicious, territorial, and very fond of using Shellelagh on her quarterstaff. Depending on her mood she may introduce her bear animal companion like this,

"Boys, this is Jimmy. Jimmy, meet lunch."

Generally though, she'll leave you alone if you leave her alone. I'm picturing her having ticked off the work people and needing to get away for a while until the heat dies down as the reason that she joins up with the caravan.


Terri Riverrun wrote:

At the risk of undermining my efforts, I will vouch that Krolmnite is a good player and you will not be disappointed in selecting him.

** spoiler omitted **

Ah, where are my manners? I should've been doing this for others who I've experienced with. Thanks for you support :)

Having a look back, I don't recognise anyone besides Terri who I know as DM Salsa from their game. Can't comment as a player, but as a DM he was very good at bringing the story to life.

just need to alter equipment on herolab and Krol should be ready to go.

My submition is a Hospitaler Paladin with an oath of charity (designed to be a healer/fighter). All info should be in profile. Can adjust backstory to fit world. I'm EST and can post multiple times durring the day.

Krolmnite Underhill wrote:
Terri Riverrun wrote:

At the risk of undermining my efforts, I will vouch that Krolmnite is a good player and you will not be disappointed in selecting him.

** spoiler omitted **

Ah, where are my manners? I should've been doing this for others who I've experienced with. Thanks for you support :)

Having a look back, I don't recognise anyone besides Terri who I know as DM Salsa from their game. Can't comment as a player, but as a DM he was very good at bringing the story to life.

just need to alter equipment on herolab and Krol should be ready to go.

and the numbers are done. As you can see, Ava is my personal pack mule :D


Krolmnite Underhill
Male Gnome Summoner 2
CG Small Humanoid (gnome)
Init +2; Senses bond senses (2 rounds/day), low-light vision; Perception +2
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 18 (2d8+4)
Fort +2, Ref +2, Will +3; +2 vs. illusions
Defensive Abilities defensive training
Speed 15 ft.
Melee Longspear +0 (1d6-2/x3)
Ranged Light crossbow +4 (1d6/19-20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day), Summon Monster I (7/day)
Summoner Spells Known (CL 2):
1 (3/day) Mage Armor, Grease (DC 16), Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Read Magic, Detect Magic, Guidance, Message
Str 6, Dex 15, Con 15, Int 12, Wis 10, Cha 18
Base Atk +1; CMB -2; CMD 10
Feats Spell Focus (Conjuration)
Traits Classically Schooled, Rich Parents
Skills Acrobatics -1 (-9 jump), Climb -5, Escape Artist -1, Fly +1, Knowledge (arcana) +6, Knowledge (planes) +8, Perception +2, Ride -1, Spellcraft +7, Stealth +3, Swim -5, Use Magic Device +9
Languages Common, Draconic, Gnome, Sylvan
SQ eidolon link, hatred, illusion resistance, life link, share spells with eidolon
Combat Gear Acid, Alchemist's fire, Tanglefoot bag (2), Thunderstone; Other Gear Chain shirt, Crossbow bolts (20), Light crossbow, Longspear, Backpack, masterwork (5 @ 11 lbs), 13 PP, 9 GP, 4.8 SP, 9 CP
Acid - 0/1
Alchemist's fire - 0/1
Bond Senses (2 rounds/day) (Ex) - 0/2
Crossbow bolts - 0/20
Dancing Lights (1/day) (Sp) - 1/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Summon Monster I (7/day) (Sp) - 0/7
Tanglefoot bag - 0/2
Thunderstone - 0/1
Special Abilities
Bond Senses (2 rounds/day) (Ex) Share your Eidolon's senses.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

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Female Biped (Claws)
CG Medium Outsider
Init +1; Senses darkvision, scent; Perception +5
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 19 (+2)
Fort +4, Ref +1, Will +3
Defensive Abilities evasion
Speed 30 ft.
Melee Bite +5 (1d6+3) and Claw x2 +3 (1d4+1) or Bite +5 (1d6+3)
Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +5; CMD 16
Feats Multiattack
Skills Acrobatics +2 (+4 to balance), Knowledge (planes) +2, Perception +5, Sense Motive +5, Stealth +6 Modifiers tail
Languages Common
Combat Gear Acid (4), Alchemist's fire (4), Tanglefoot bag (2), Thunderstone (4); Other Gear Backpack, masterwork (29 @ 31.5 lbs), Bedroll, Blanket, winter, Crowbar, Everburning torch, Flask, Flask, Flask, Flask, Sack (empty), Sack (empty), Sack (empty), Sack (empty), Sack (empty), Torch, Trail rations (10), Traveler's outfit, Waterskin.
Acid - 0/4
Alchemist's fire - 0/4
Everburning torch - 0/1
Tanglefoot bag - 0/2
Thunderstone - 0/4
Torch - 0/1
Trail rations - 0/10
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.

Checks the thread for signs of life.

Damn coming into this a little late I guess

Hope this isnt too late

Lasarl Order of the Dragon:

Elf Cavalier (Emissary) 2
LN Medium Humanoid (elf)
Init +5; Senses low-light vision; Perception +7
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 16 (2d10)
Fort +3, Ref +3, Will +0; +2 vs. enchantments, +2 trait bonus vs. fear
Immune sleep; Resist elven immunities
Speed 30 ft.
Melee Heavy Shield Bash +5 (1d4+3/x2) and
. . Lance +5 (1d8+4/x3) and
. . Longsword +5 (1d8+3/19-20/x2)
Ranged Shortbow +5 (1d6/x3)
Special Attacks dragon's challenge +2 (1/day)
Str 16, Dex 16, Con 10, Int 12, Wis 11, Cha 12
Base Atk +2; CMB +5; CMD 18
Feats Mounted Archery, Mounted Combat (1/round)
Traits Courageous, Warrior of Old
Skills Acrobatics -1, Climb +3, Diplomacy +6, Escape Artist -1, Fly -1, Handle Animal +6, Intimidate +5, Perception +7, Ride +4, Sense Motive +4, Stealth -1, Survival +4 (+5 to provide food and water for allies or to protect allies from harsh weather), Swim -1 Modifiers +4 ride while riding your bonded mount., dragon's skills
Languages Common, Elven, Sylvan
SQ aid allies +3, animal companion link, elven magic, orders (order of the dragon)
Other Gear Scale mail, Heavy steel shield, Arrows (20), Lance, Longsword, Shortbow, 4 GP
Special Abilities
+4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount.
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Courageous +2 save vs. fear.
Dragon's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.


Animal Companion
N Large Animal
Init +1; Senses low-light vision, scent; Perception +5
AC 17, touch 11, flat-footed 15 (+2 armor, +1 Dex, -1 size, +4 natural, +1 dodge)
hp 19 (+6)
Fort +5, Ref +4, Will +2
Speed 50 ft.
Melee Bite (Horse) +4 (1d4+3/x2) and
. . Hooves x2 (Horse) +4 x2 (1d6+3/x2)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 18 (22 vs. Trip)
Feats Dodge, Mobility
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Perform [Trick]
Skills Acrobatics +5 (+13 jump), Climb +7, Fly -1, Perception +5, Stealth -3
SQ combat riding [trick], perform [trick]
Other Gear Leather armor, You have no money!
Special Abilities
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Perform [Trick] The animal will perform tricks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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