Demogorgon

Fang-of-the-Frozen-Knot's page

39 posts. Alias of MordredofFairy.


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

Dire Collar:
This leather collar resizes to fit almost any size of creature. Once per day on command, the creature that fastened the dire collar to the animal can cause that animal to grow larger and more bestial. The collar's fastener must be within 30 feet of the animal to do so. The animal gains the benefits of an enlarge person spell (despite the normal targeting restrictions of that spell) for 1 minute.
Bite => 3d6, Str+2, Dex-2, -1 to hit/AC.

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

Starting Statistics:

Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d6);
Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10;
Special Qualities low-light vision, scent.

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.