About Clarissa and TinyFemale Gnome Druid 2
DEFENSE
OFFENSE
STATISTICS
Skills:
Acrobatics -4
Acrobatics (Jump) -12 Bluff +2 Climb -6 Diplomacy +2 Disguise +2 Escape Artist -3 Fly -2 Handle Animal +7 Heal +9 Intimidate +2 Knowledge (Geography) +4 Knowledge (Nature) +6 Perception +9 Ride -4 Sense Motive +3 Survival +9 Survival (Follow or identify tracks/Underground) +3 Swim -6 SQ Animal Companion, Defensive Training, Gnome Magic, Hatred, Illusion Resistance, Keen Senses, Low-Light Vision, Nature Sense, Obsessive, Orisons, Weapon Familiarity, Wild Empathy +4, Woodland Stride,
SPECIAL ABILITIES
Tiny the Tyrannosaur:
Male Tyrannosaurus Animal 3
TN Medium animal Init +3; Senses Low-Light Vision, Scent, Perception+6 DEFENSE AC 20, touch 13, flat-footed 17 (+3 armor, +3 Dex, +4 natural) hp 14 (3d8) Fort +3, Ref +6, Will +3 OFFENSE Speed 30 ft. Melee bite +4 (1d8+2) STATISTICS Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10 Base Atk +2; CMB +4; CMD 17 Feats Armor Proficiency, Light, Power Attack Skills Acrobatics +2, Acrobatics (Jump/Underground) +3, Appraise -4, Climb +1, Craft (Untrained) -4, Escape Artist +2, Fly +2, Heal +2, Intimidate +4, Perception +6, Ride +2, Sense Motive +2, Stealth +2, Survival +6, Survival (Follow or identify tracks/Underground) +2, Swim +1, SQ Combat Training, Bonus Tricks 1, Link, Low-Light Vision, Scent, Share Spells, Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel Gear barding (studded leather); saddle (exotic/riding); SPECIAL ABILITIES Bonus Tricks 1 Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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. When tracking by scent you ignore the effects of surface conditions and poor visibility. Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. ANIMAL TRICKS Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way. Attack 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 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. Guard The animal stays in place and prevents others from approaching. Heel The animal follows you closely, even to places where it normally wouldn't go. |