Owlbear

Crux Flux's page

7 posts. Alias of Deaths Adorable Apprentice.


About Crux Flux

Crux Flux

Scoops Owl male Aberrant
(Companion Archetype)
Freaking precious!
CN Small animal,
There’s something oddly wrong about aberrant companions. Yet though they’re touched by eldritch magic or mutated by strange influences, they are still loyal, if unnatural, allies.
Not Quite Animal: The DC to use Handle Animal on an aberrant companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or
Init +3; Senses low-light vision. darkvision 60 feet.
-------------------- Defense --------------------
AC 20, touch 15, flat-footed 17 (+5 nat 1 dodge, +1 size, +3 dex)
hp 6HD 48
Fort +7, Ref +8, Will +4 (level bonus 552) immune to mind-affecting effects that specifically target animals, such as charm animal.
-------------------- Offense --------------------
Speed 10 ft., fly 80 ft. (average);
Melee bite (1d4), 2 talons (1d4)
--------------------Statistics--------------------
Str 14, Dex 17, Con 14, Int 3, Wis 14, Cha 6
Base Atk +4; CMB+5; CMD 18
Feats: Dodge, Flyby Attack, Improved Natural Attack talons
Skills: 6 ranks, * is class skill
Acrobatics* (Dex),
Climb* (Str),
Escape Artist* (Dex)+1 rank, +3 mod, +2 archetype , +3 class = 9
Fly* (Dex)+2 rank,+3 mod, +3class = 8
Intimidate*(Cha)+1 rank, -2 mod, +3 class= 4
Perception* (Wis)+1 rank, +2 mod, +3 class = 6
Stealth* (Dex)+1 rank, +3 mod, +4 size, +2 archetype , +3 class = 13
Survival (Wis),
Swim* (Str).
Tricks: know 9 and 3 bonus
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.
Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist’s fire or a similar splash weapon) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and it must be able to fly directly over the target. Source:PZO1140
Break Out (DC 20): On command, the animal attempts to break or gnaw through bars or bindings restricting it, its handler, or a person indicated by the handler. If the animal cannot break the restraints by itself, its attempts grant the restricted creature a +4 circumstance bonus on Escape Artist checks. Furthermore, the animal can take certain basic actions such as 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. Source: PZO1140

Come (DC 15) The animal comes to you, even if it normally would not do so.
Deliver (DC 15): The animal takes an object (one you or an ally gives it, or one that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)
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. Source: PZO1140
Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any accompanying creatures, remaining hidden but within range of its sight or hearing. This trick is particularly useful for adventurers and thieves in that it allows the animal to evade capture, and then return later to help free its friends. Source: PZO1140
Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.
Seek (DC 15) The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Stay (DC 15) The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
-------------------- Special Abilities --------------------
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 Animalskill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Aberrant Sight (Ex)
An aberrant companion gains darkvision 60ft
Alien Mind (Ex)
At 6th level, an aberrant companion is immune to mind-affecting effects that specifically target animals, such as charm animal. Anyone who attempts to use such an effect against it takes 1d4 points of Wisdom damage (Will DC 20 half ).