Riding Dog

Erstehund's page

10 posts. Alias of B S 207.


Full Name

Erstehund

Classes/Levels

Status Effects:
None

Gender

HP: 37/45 | AC/T/FF: 19/13/16 | F/R/W: +8/+8/+3 | CMB: +9, CMD: 22 (26 trip) | Evasion | Init: +6, Perception: +5

About Erstehund

Erstehund
Dog
TN Medium animal
Init +6; Senses low-light vision, scent; Perception +5
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Defense
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AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 45 (6d8+18)
Fort +8, Ref +8, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +9 (1d8+7 plus takedown)
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Statistics
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Str 20, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Ability Share, Combat Reflexes (4/round), Improved Natural Attack (bite), Run, Step Up
Tricks Attack, Attack Any Target, Combat Riding, Come, Defend, Detect, Down, Flank, Guard, Heel
Skills Acrobatics +8 (+12 to jump with a running start, +16 to jump), Climb +9, Perception +5, Stealth +7, Survival +1 (+4 to track, +5 when tracking by scent), Swim +9; Racial Modifiers +4 Survival when tracking by scent
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Special Abilities
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Amazing Initiative At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Animal Companion Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Attack Any Target [Trick] The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Combat Riding [Trick] The animal has been trained to bear a rider into combat.

Detect [Trick] The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal‘s attention, and it cannot attempt the same Perception check more than once in this way.

Devotion +4 (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Flank [Trick] You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Scent (Ex) This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
. . A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
. . The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
. . A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
. . Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
. . Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
. . False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Step Up Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Takedown (Ex) The cavalier’s animal companions gain special combat bonuses. A canine, dog, or wolf can make a free trip or dirty trick (entangled) combat maneuver after a successful melee attack. A bird can make a free dirty trick (dazzled or deafened) combat maneuver after a successful melee attack; if the target is already dazzled, the bird can choose dirty trick (blinded) instead. These combat maneuvers do not provoke attacks of opportunity.