Tyrannosaurus

Burzum the Velociraptor's page

4 posts. Organized Play character for Mantic0re.


Full Name

Burzum the Raptor

Race

Male (Small) Velociraptor | HP 17/22 | Speed 60ft | AC 16 : F +3 : R +3 : W +0 | Init +3 | CMB +1 : CMD 14 | Active Conditions: None

About Burzum the Velociraptor

Animal Companion Data:

Burzum
Velociraptor
Size: Small, Speed: 60ft
HP 22
AC 16, Flat-footed 11, Touch 14
BAB +1, CMB +1, CMD +14
Fort +3, Ref +3, Will +0
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
--------------------
Offense
Two Talons (+1/1d6/x2)
Bite (+1/1d4/x2)
--------------------
Attacks: 2 talons (1d6), bite (1d4)
Special Attacks: N/A
Special Abilities: low-light vision, scent
Skills: Acrobatics +7, Stealth +7
Feats: Light Armor Proficiency [1]; Improved Natural Attack [2]

Animal Companion Equipment
Leather Armor (+2AC/MaxDex+6/15lbs)
Training Harness (+2 Handle Animal/10lbs)

Handle Animal Companion: free action; Push Animal Companion: move action.
Link: +4 to Handle Animal skill checks with companion.
Share Spells: hunter may cast spells on animal companion instead of himself.

7th-Level Advancement
Size: Medium;
AC: +2 natural armor;
Attack: 2 talons (1d8), bite (1d6), 2 claws (1d4)
Ability Scores: Str +4, Dex –2, Con +2; Special Attacks: pounce.

Tricks:

Attack (x2): The animal will attack any humanoid, animal, monster or other creatures.

Come: The animal comes to you, even if it normally wouldn't do so.

Defend: The animal defends you (or is ready to defend you), even without any command being given. Alternatively, you can command the animal to defend another specific character.

Heel: The animal follows you closely, even to places where it normally wouldn't go.

Rattling Strike: The animal can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. (Use 3/day).
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Tangling Attack: The animal can use this trick as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round. (Use 3/day).
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.