Hawk

Daya's page

56 posts. Alias of Ariarh Kane.


Full Name

Daya

Race

Roc

Classes/Levels

Animal Companion 4

Gender

hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5

Size

M

Age

2

Strength 13
Dexterity 20
Constitution 9
Intelligence 3
Wisdom 13
Charisma 11

About Daya

Pronounced "day-uh". I am Taissa Sloane's animal companion.

Roc – female, named Daya.
This immense raptor unleashes a shrill cry as it bares its talons, each large enough to carry off a horse.

Roc
N Medium animal
Init +5; Senses low-light vision; Perception +5

DEFENSE
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural armour)
hp 19 (4d8-1)
Fort +3, Ref +9, Will +2

OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee 2 talons +8 (1d4+5), bite +8 (1d6+5)
Space 5 ft Reach 5 ft

STATISTICS
Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11
Base Atk +3; CMB 8; CMD 19
Feats Agile Maneuvers, Weapon Finesse
Special Link, Share Spells, Evasion, Can speak in simple Common
Skills Acrobatics +9, Fly +9, Perception +5, Stealth +9
Tricks Attack, Defend, Deliver, Detect, Flee, Flank, Hunt, Watch

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 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.

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Special
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.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid 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.
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.

Known 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.
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 a specific other character.
Deliver (DC 15): The animal takes an object (one you or an ally gives it, or 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.)
Detect (DC 25): 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: 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.
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 creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
Flank (DC 20): 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.
Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.
Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.[/spoiler]

Daya's personality/character:

She is still young, only 2 years old, so she is very curious, playful with a childlike arrogance. Daya is very loyal to Taissa and will defend her to the death. She views Taissa as a sister. Daya will only listen to commands given by Taissa. She is awkwardly fierce at this stage but is showing signs of just how strong and fierce she will become when fully grown. Daya enjoys playing games with Taissa and getting to see different lands, people and creatures.

What a young Daya looks like.