Classes/Levels |
HP: 25/34 | AC:21 / T:14 / FF:17 (+4 vs AoO/moving) | Fort: 7, Ref: 7, Will: 2 | CMD: 18 | Init: 3 , Perception: 6 |
About Fang-of-the-Frozen-Knot
Senses: Perception 6, Lowlight-Vision, Scent
Size Medium; Speed 30 ft., climb 10 ft.; AC +4 natural armor; Attack bite (1d6);
Ability Scores Str 15, Dex 16, Con 17, Int 3, Wis 12, Cha 10;
Special Qualities low-light vision, scent.
AC 21/25 =10+4(Natural)+3(Dex)+3(Armor)+1(Dodge) //+4 vs AoO
HP 34 =(4.5(d8)+3(Con)+1(FCB))*4(Level)
Fort 7, Refl 7(Evasion), Will 2,
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Do not require sleep.
Melee: Bite +5 2d6+3(20/x2)
Barding: Masterwork Wood Armor, ACP=>0, Max Dex=3
Rage (Ex)
6 rounds/day. Can enter rage as a free action.
While in rage, a barbarian gains a +4 bonus to her Strength and Constitution, as well as a +2 bonus on Will saves.
In addition, she takes a –2 penalty to Armor Class.
The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
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Regular Tricks / Bonus Tricks
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Regular Tricks: Attack, Attack(all), Defend, Down, Heel, Exclusive
Bonus Tricks
Level 1: Flank
Level 3: Sneak
Level 6: Track
Level 9: Hunt
Level 12: Seek
Level 15: Stay
Level 18: Come
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Skills
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Acrobatics 3(Dex)+3(class)
Climb 2(Str)+3(class)
Escape Artist 3(Dex)
Intimidate 0(Cha)
Perception 6=2+1(Wis)+3(class)
Stealth 7=1+3(Dex)+3(class)
Survival 5=1+1(Wis)+3(class)
Swim 2(Str)+3(class)
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Feats
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Level 1: Dodge
Level 2: Mobility
Level 5: Power Attack
Level 8: Furious Focus OR Improved Natural Attack(Bite)
Level 10: Vital Strike
Level 13: Improved Critical(Bite) OR Furious Focus
Level 16: Improved Critical(Bite) OR Furious Focus OR Improved Natural Attack(Bite)
Level 18: Improved Vital Strike
Animal Companion Progression: Druid Level 4
HD 4 - BAB 3 - Natural Armor Bonus: +2 - STR/DEX Bonus: +1
Fortitude: 4 - Reflex: 4 - Will: 1
Skills: 4 - Feats: 2 Bonus Tricks: 2
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Specials:
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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 (plant). 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.