Headless Horseman's Horse

Fury, the Stallion of Perun's page

1 post. Alias of thegreenteagamer.


Classes/Levels

Animal Companion 7 (6HD) | HP: 54 | AC: 24, T: 11, FF: 21 | Fort: 9, Reflex: 7, Will: 3 | CMB: +10, CMD: 22 (26 vs. trip) | Init: +2 | Perception: +7 (low-light; scent)

About Fury, the Stallion of Perun

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Fury's Master
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Background:
FILL IN LATER

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Fury
Horse
Animal Companion 7 (6HD)

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Stats
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Size / Type: Large Animal
Alignment: N
Deity: None
Age: 7
Speed: 50 Ft.
Initiative: +2
Senses: Perception +7, Low-light vision, Scent
Passive Perception: 17
Languages: None (understands Common)

Attributes
STR 20
(+5)
DEX 15 (+2)
CON 18 (+4)
INT 02 (-4)
WIS 12 (+1)
CHA 06 (-2)

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Offense
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BAB: +4

Bite
Attack: 1d20 + 9 (4 BAB +5 Str)
Damage: 1d4 + 5 (+5 Str)
Crit: 20/x2

Hooves
Attack: 1d20 + 4 (4 BAB +5 Str -5 Secondary)
Damage: 1d6 + 5 (+5 Str)
Crit: 20/x2

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Defense
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HP: 54 (6d8 + 4 Con per Level)
AC: 24 (10 Base +4 Armor -1 size + 2 Dex + 8 Natural Armor +1 Dodge)
Touch: 11 / Flat-Footed: 21

CMB: +10 (4 BAB +1 size +5 Str)
CMD: 22 (26 vs Trip) (10 Base +4 BAB +1 size +5 Str +2 Dex)

Fort: +9 (+5 Base +4 Con)
Refl: +7 (+5 Base +2 Dex)
Will: +3 (+2 Base +1 Wis)

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Skills
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Per Level: 1 (Animal Companion Standard)

Skills List:

Acrobatics: +6 (+1 Ranks +2 Dex +3 Class Skill)
Appraise: -4 (+0 Ranks -4 Int)
Bluff: -2 (+0 Ranks -2 Cha)
Climb: +5 (+0 Ranks +5 Str)
Craft (any): -4 (+0 Ranks -4 Int)
Diplomacy: -2 (+0 Ranks -2 Cha)
Disable Device: +2 (+0 Ranks +2 Dex)
Disguise: -2 (+0 Ranks -2 Cha)
Escape Artist: +2 (+0 Ranks +2 Dex)
Fly: +2 (+0 Ranks +2 Dex)
Handle Animal: -2 (+0 Ranks -2 Cha)
Heal: +1 (+0 Ranks +1 Wis)
Knowledge (any): -4 (+0 Ranks -4 Int)
Linguistics: -4 (+0 Ranks -4 Int)
Perception: +7 (+3 Ranks +3 Class Skill +1 Wis)
Perform (any): -2 (+0 Rank -2 Cha)
Profession (any): +1 (+0 Rank +1 Wis)
Ride: +2 (+0 Ranks +2 Dex)
Sense Motive: +1 (+0 Ranks +1 Wis)
Sleight of Hand: +2 (+0 Ranks +2 Dex)
Spellcraft: -4 (+0 Ranks -4 Int)
Stealth: -2 (+0 Ranks +2 Dex -4 Size)
Survival: +1 (+1 Ranks +1 Wis)
Swim: +9 (+1 Ranks +3 Class Skill +5 Str)
Use Magic Device: -2 (+0 Rank -2 Cha)

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Tricks
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Combat Training:
Combat Training (Free Racial): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

Detect:
Detect (Bonus Animal Companion 1): 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 that 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.

Flank:
Flank (Bonus Animal Companion 3): 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:
Hunt (Bonus Animal Companion 6): 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.

Maneuver:
Maneuver - Overrun (Intelligence 1): The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

Track:
Track (Intelligence 1): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Work:
Work (Intelligence 1): The animal pulls or pushes a medium or heavy load.

Get Help:
Get Help (Intelligence 2): With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.

Watch:
Watch (Intelligence 2): 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.

Aid:
Aid (Intelligence 2): The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.

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Feats
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Dodge:
Dodge: INSERT FLAVOR TEXT. Benefit: INSERT CRUNCH TEXT. (1 HD Feat)

Power Attack:
Power Attack[/b]: INSERT FLAVOR TEXT. Benefit: INSERT CRUNCH TEXT. (3 HD Feat)

Improved Overrun:
Improved Overrun[/b]: INSERT FLAVOR TEXT. Benefit: INSERT CRUNCH TEXT. (5 HD Feat)

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Special Abilities
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Proficiencies - Natural Weapons

Scent:
Scent (Ex) - This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Low-Light Vision:
Low-Light Vision - Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Link:
Link (Ex) - A druid oracle 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 oracle gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

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

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Equipment
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Gold: 0

Items:

Muleback Cords
+8 Strength for carrying capacity

Mithral Chain Shirt Barding
Armor
+4 AC, +7 Max Dex, 0 Armor Check Penalty