Squealy Nord

Angry Nord's page

6 posts. Alias of Hawthwile.


Race

| HP 42/42 | AC 18 T 10 FF 18 | CMB +5, CMD 18 | F: +7, R: +4, W: +2 | Init: +0 | Perc: +5, SM: +1, Low-light Vision, Scent

Classes/Levels

| Speed 40ft (+10 ft with rider) | Active conditions: None

Gender

N M Boar Wrecker Animal Companion 5

About Angry Nord

Animal Companion for Reckum

Male Boar Wrecker Animal Companion 5
N Medium animal
Init +0; Senses Perception +5, Sense Motive +1
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DEFENCE
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AC 18, touch 10, flat-footed 18 (+0 armor, +0 dex, +8 natural)
hp 42
Fort +7, Ref +4, Will +2
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OFFENSE
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Speed 40 ft. (+10 ft with Reckum mounted)

Melee Gore +7 (1d8+6 piercing)
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STATISTICS
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Str 18, Dex 11, Con 17, Int 3, Wis 13, Cha 4
Base Atk +3; CMB +7; CMD 17
Feats Power Attack, Step Up, Toughness
Skills (5 points; 5 class)
ACP -0
(1) *Acrobatics +4
(1) *Climb +8
(1) Perception +5 (+8 vs scents)
(1) *Stealth +4
(1) *Swim +8
*ACP applies to these skills

Non-Standard Skill Bonuses
+8 Perception vs scents (racial)

Languages: Gnome (understand only)

Special Abilities:
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SPECIAL ABILITIES
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Ferocity: The creature remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Scent: 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 scentability, 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.

Link: 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.

Destructive Wrecker: A wrecker’s natural attacks ignore an inanimate object’s first 5 points of hardness. At 9th level, a wrecker’s natural attacks count as if they were adamantine for the purpose of overcoming a construct’s damage reduction.

This replaces share spells and Multiattack.

Evasion: If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Feats:
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FEATS
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Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Tricks:
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TRICKS
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Attack (2): 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.

Break Out: On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal’s ability.

Come: The animal comes to you, even if it normally would not do so.

Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.

Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Exclusive: The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer’s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.

Guard: The animal stays in place and prevents others from approaching.

Speak: The companion is able to communicate very simple concepts through barks, gestures, whistles, or similar actions. The companion’s vocabulary is extremely limited, generally restricted to “yes,” “no,” and counting up to three. The companion is also able to recognize and respond to up to two specific questions per point of Intelligence. The companion does not so much understand the words as recognize the sound of them, and it responds accordingly. This trick does not actually increase the companion’s capacity to understand concepts and ideas; it can be taught a way to communicate the concept of “food,” for example, but it won’t distinguish cooked food from raw food, and it might not even recognize as food anything that is not part of its own diet. A companion must have an Intelligence score of 2 or higher to learn this trick.

Throw Rider: The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-150 lb. Medium 151-300 lb. Heavy 301-450 lb.
Current Load Carried 48 lb.
Exotic Military Saddle (60 gp) (40 lb)
Saddlebags (4 gp) (8 lb)

*Stored in Saddlebags

Bot Me!:
In battle, Angry Nord is a barely-restrained bundle of fury and rage chomping at the bit to gore anyone he can. And he’s not wearing a bit…

Outside of combat, he’s always on the hunt for interesting smells - because those could mean either food or someone to fight.

Background:
Reckum “rescued” Angry Nord from a goblin tribe near Sandpoint, though the locals will tell you that it certainly looked like less of a “rescue” and more of a “the pig ran off with the gnome whooping and hollering on its back”-kind of situation.

Appearance and Personality:
This little piggy snorts angrily, digging in the dirt (or anything available).