Tyrannosaurus Rex

Glen the Clawfoot's page

2 posts. Alias of pdprong.


Race

Hp:14/21 | AC:17 T: 13 FF: 14 | CMD:18 | Fort:+3 ,Ref:+6 ,Will:+2 | Init:+3 | Perc:+2

Classes/Levels

Animal companion of Gerrytt Plainsman

About Glen the Clawfoot

Male Clawtooth Animal Companion
Neutral medium Animal(Dinosaur)
Init: +3; Senses: Low-light, Scent, Perception:+2

Defense
AC: 17; Touch 13; Flat-Footed 14; (+3 Dexterity, +4 Natural armor)
HP:13 (2d8)
Fort: +3; Ref: +6; Will: +2

Offense
Speed:40 ft. (30 ft. w/ rider)
Melee:bite +3(1d6+2), 2 claws -1(1d4+2)*;

Statistics
Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Base Atk 1; CMB 3; CMD 18
Feats: Skill Focus (Stealth)
Skills: +6 Climb, +9 Stealth
Tricks: Attack(x2), Come, Defend, Down Exclusive, Flank
Special Qualities: Link, Lowlight Vision, Scent, Share spells

Combat Gear – Leather Barding, Saddle riding
Other Gear- Saddlebags, waterskin, Blanket, Javelins x2

Light Load 58 Medium Load 116 Heavy Load 175
Total Carried: 55.5 lbs. (115 lbs. w/ rider

Reference
-----------------------------------------------------------

Special Qualities:

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 (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.

Skills:

Trained
+6 :Climb [1]Rank, +3 Trained, +2 Strength
+9 :Stealth [1]Rank, +3 Trained, +2 Strength,+3 Skill Focus

Untrained
+3 :Acrobatics,Escape Artist, Fly
+2 :Perception, Survival, Swim
+0 :Intimidate


Feats:

Skill Focus(Stealth): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Tricks:

2x Attack (DC 20):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.

Come (DC 15): The animal comes to you, even if it normally would not do so.

Defend (DC 20): 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 a specific other character.

Down (DC 15): 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.

Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.

Flank (DC 20): 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.

Combat Gear:

appearance:

Base Statistics:

Allosaurus
Size Medium, Speed 40 ft.; AC +4 natural armor; Attack bite (1d6), 2 claws (1d4)*; Ability Scores Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10; Special Qualities low-light vision, scent.

Velociraptor (7th level Advancement)
Size Medium; Speed 60 ft.; AC +3 natural armor;Attack 2 talons (1d8), bite (1d6), 2 claws (1d4); Ability Scores Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14; Special Qualities low-light vision, scent.
Special Attacks pounce.

* This is a secondary natural Attack