About Didymus the Greatbackground:
Didymus the Great, as he's come to identify himself, is typical in appearance for his race, though he has no idea himself, as he's never met another of his race to his recollection. His stocky frame stands just under 3 and a half feet tall, and just under a hundred pounds. He takes great pride in keeping his clothing and golden furry hide neat and groomed, which can often be a struggle as he spends so much of his time in the pens, working with the animals of the circus that he adores. He's developed a particular attachment to one of the circus's other unique creatures, a small bird-like reptilian creature, he calls Ambrosius.
Didymus can't remember a time before the circus. He remembers performing from a very young age in Mistress Dusklight's Celestial Menagerie. She put him to work amongst the animals, treating him as such. She looked on the fact that Didymus could speak as pure convenience that she used to more effectively give him instruction and leave it to him to convery those orders to the animals. Eventually, Professor took notice of the creature, and told him the rich history of his people. Didymus was fascinated by the tales of his people being created by Aroden himself, and about their calling to be helpers of the people. He hated the cruelty of Mistress Dusklight, and eagerly joined with the Professor and other refugees when they fled to start their own circus. He gathered up as many of the animals he could, aided by Ambrosius, and herded them along with the new troupe. Now he happily delights in the spectacle of a circus he is a part of by choice, rather than force. He ensures that the animals are treated humanely and with dignity, while helping them to learn new death defying tricks to dazzle the crowds. He eagerly accepted the offer to be able to perform himself, rather than just wait in the wings, wrangling animals in and out of cages, and cleaning up afterwards. He's been practicing his acrobatic skills, learning to swing from the high trapeze he helped Noatuk construct. ====Skills====
====Attacks====
* Hunt Prey:
[Concentrate, Ranger] Source Core Rulebook pg. 168 You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Precision Edge: Source Core Rulebook pg. 168
=====FEATS=========
==========GEAR=========
Ambrosius Stats medium male Dromaeosaur Mature Animal Companion
HP 69 (6 + 7x6 + 7x[Con])
* Melee: Jaws (finesse) +13/8T (2d8+3)
* Support: Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks). * Advanced Maneuver: Darting Attack: The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet. Skills: Acrobatics +13T, Athletics +12T, Intimidation +9T, Stealth +15E, Survival +11T Senses: Low-light vision, Scent (30', imprecise)
Pinchy Stats medium female scorpion Mature Animal Companion
HP 62(6 + 7x6 7x[Con])
* Melee: Stinger +13/8T (2d6+4 +1d4 poison)
* Support: Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your scorpion's reach also deal 1d6 persistent poison damage. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6. ** Advanced Maneuver: Grab and Sting: The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn. Skills: Acrobatics +13T, Athletics +13T, Intimidate +9T, Stealth +15E, Survival +11T Senses: Darkvision Circus Trick:
[dice=hunted shot 1]1d20+16[/dice]
[dice=Pinchy stinger]1d20+13[/dice]
[dice=Ambrosius jaws]1d20+13[/dice]
[dice=hunted shot 1+inspire]1d20+16+1[/dice]
[dice=Pinchy stinger+inspire]1d20+13+1[/dice]
[dice=Ambrosius jaws+inspire]1d20+13+1[/dice]
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