Full Name |
Boris |
Race |
Roc 22/22 hp AC 27, touch 16, flat-footed 21 |
Classes/Levels |
Fort +4, Ref +9, Will +2 (Animal Focus-Bull) |
Strength |
15 |
Dexterity |
20 |
Constitution |
10 |
Intelligence |
2 |
Wisdom |
13 |
Charisma |
11 |
About Boris the Roc
BORIS
CR —
Male Roc Animal 5
TN Medium animal
Init +5; Senses Perception +1,
Temporary Bonuses Applied Ant Haul,
DEFENSE
AC 27, touch 16, flat-footed 21
(+4 armor, +5 Dex, +1 dodge, +7 natural, )
hp 22 (5d8)
Fort +4, Ref +9, Will +2
OFFENSE
Speed 20 ft. Fly 80 ft. (Average)
Melee talons +8/+8 (1d4+2)
Melee bite +8 (1d6+2) STATISTICS
Str 15, Dex 20, Con 10, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +5; CMD 21
Feats Armor Proficiency, Light, Dodge, Weapon Finesse
Skills Acrobatics +5, Acrobatics (When Jumping) +1, Climb +2, Escape Artist +5, Fly +13, Perception +1, Stealth +5, Survival +1, Swim +2,
SQ Combat Training, Ability Score Increase, AC Bonus, Bonus Tricks 2, Evasion, Link, Share Spells, Stat Bonus,
Animal Tricks Combat Training, Attack, Bolster Companion, Come, Defend, Down, Guard, Heel
Possessions mithral chain shirt barding; military saddle; Saddlebags ;
SPECIAL ABILITIES
Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores. (Con)
AC Bonus 2
Animal Companion
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Avian Available Magic Item Slots; armor, belt, chest (saddle), eyes, head, headband, neck, ring, wrist; can grasp objects (including rods, staves, wands, and weapons)
Bonus Tricks 2
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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.
Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master 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.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
ANIMAL TRICKS
Combat Training 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.
Attack (x2) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Bolster Companion The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion's AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.