Hoary Muntjac

Knick Knack's page

44 posts. Alias of Deaths Adorable Apprentice.


About Knick Knack

A big black, white, and grey wolf. Pale blue eyes seem a little out of place on the wolfs face.
Unnamed Hero
Make Wolf Draconic Archetype 4 N medium animal
Init +; Senses low-light vision, scent. darkvision 60 feet.
-------------------- Defense --------------------
AC 17, touch 14, flat-footed 13 (+3 dex, +4 nat)
hp 4HD 44 (5 cold resistance)
Fort +6, Ref +7, Will +2 ( class 441) +2 racial bonus on saves against paralysis and sleep.
-------------------- Offense --------------------
Speed 50 ft.
Melee bite +5(1d6+2 plus trip)
Special Attacks
--------------------Statistics--------------------
Str 15, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; CMB+5 (trip is +7); CMD 18 (trip is 24)
Feats: Combat Expertise, Improved Trip (next feats light armor proficiency then Intimidating Prowess)
Skills: 5
Acrobatics* (Dex)+1 rank, +3 mod, +3 class = 7
Climb* (Str),
Escape Artist (Dex),
Fly* (Dex),
Intimidate*(Cha)+1 rank, -2 mod, +3 class = 1
Perception* (Wis)+1 rank, +1 mod, +3 class = 5
Stealth* (Dex)+1 rank, +3 mod, +3 class = 7
Survival (Wis),
Swim* (Str)+1 rank, +2 mod, +3 class = 6
Tricks: know 9 and 3 bonus
Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and to raise an alarm if it notices any dangerous or sizable creature entering the area.
Track (DC 20) The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Stay (DC 15) The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
. Come (DC 15) The animal comes to you, even if it normally would not do so.
Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Seek (DC 15) The animal moves into an area and looks around for anything that is obviously alive or animate.
Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.
Hunt (DC 20): 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 can 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 can use the aid another action to grant a bonus on its handlers Survival checks for these purposes. Source: PZO1140
Guard (DC 20) The animal stays in place and prevents others from approaching.
Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object. Source: PZO1140
Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any accompanying creatures, remaining hidden but within range of its sight or hearing. This trick is particularly useful for adventurers and thieves in that it allows the animal to evade capture, and then return later to help free its friends. Source: PZO1140
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 Animalskill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Wolf
7TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con +4.

Draconic Skills: Draconic companions treat Intimidate as a class skill.
Not Quite Animal: The DC to use Handle Animal on a draconic companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or 2.
Draconic Sight (Ex)
A draconic companion gains low-light vision and darkvision to a range of 60 feet.
This replaces share spells.
Draconic Resistance (Ex)
At 3rd level, choose acid, cold, electricity, or fire, based on the draconic companion’s draconic ancestor. The draconic companion gains resistance 5 against the chosen energy type, as well as a +2 racial bonus on saves against paralysis and sleep.
This replaces evasion.
Improved Draconic Resistance (Ex)
At 6th level, a draconic companion becomes immune to paralysis and sleep, and its energy resistance increases to 10. At 15th level, its energy resistance increases to 20.
This replaces devotion.
Breath Weapon (Ex)
At 9th level, a draconic companion gains a breath weapon, usable once per day, that deals 1d6 points of damage per Hit Dice of the energy type matching its draconic resistance in either a 30-foot cone or a 60-foot line (chosen when the draconic companion gains this ability). At 15th level, it can use the breath weapon three times per day, but it must wait 1d4 rounds between uses. Targets of this breath weapon can attempt a Reflex save (DC = 10 + half the draconic companion’s Hit Dice + the draconic companion’s Constitution modifier) for half damage.
This replaces Multiattack and improved evasion.