Hawk

Bacchus the Hawk's page

33 posts. Organized Play character for G'Boar Hulighan.


Full Name

Bacchus - Companion to 'Quinn' Elhedril

Race

Ferruginous Rough-Legged Hawk

Classes/Levels

Hawk NPC/ Lv 1 | AC=14 T=13 FF=12 | HP 17/17 | F+4 R+5 W+2 | CMB=0 CMD=12 | Init+2 | Perc +2 | Move 80' flying, 10' grounded

Gender

Male

Size

Small

Age

2 yrs

Special Abilities

Low-Light Vision, Link, Share Spells, Animal Focus: Tiger (+2 Dex)

Alignment

Chaotic Neutral

Deity

n/a

Occupation

PFS # 174784-3

Homepage URL

Bacchus

Strength 12
Dexterity 17
Constitution 12
Intelligence 2
Wisdom 14
Charisma 6

About Bacchus the Hawk

Bacchus was rescued as a hatchling and raised by his hunting companion and trusted human, Quinn.

Special Abilities:

Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day:
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Attacks:
Weapons
Bite- 1d4
Left Talon- 1d4
Right Talon- 1d4

[dice=Bite]1d20+3+1+1[/dice]
[dice=Damage?]1d4+3+1+1[/dice]
[dice=Lf Talon]1d20+3+1+1[/dice]
[dice=Damage?]1d4+3+1+1[/dice]
[dice=Rt Talon]1d20+3+1+1[/dice]
[dice=Damage?]1d4+3+1+1[/dice]


Feats:
Agile Maneuvers (Combat)
You've learned to use your quickness in place of brute force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.

* Add Dex Bonus (+2) to Base Atk Bonus & Size Bonus vs Str Bonus (+1)


Tricks:

Attack (DC 20): 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.

Come (DC 15): The animal comes to you, even if it normally would not do so.

Defend (DC 20): 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 (DC 15): 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.

Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.

Guard (DC 20): The animal stays in place and prevents others from approaching.

Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.


Skills:

*Fly +7 2+*3+2
*Stealth +10 2+*3+4