Full Name |
Melon |
Race |
(HP 60/60 | AC:35 | T:16 | FF:29 | CMB:12 | CMD:26 | Fort:+7 | Ref:+10 | Will:+3 [+4 vs. Enchant] | Init:+4 | Perc: +5 | Speed: 20 ft., fly 80 ft.) |
Gender |
F Roc Animal Companion/8 |
Size |
Large |
Age |
5 |
Alignment |
Neutral |
Location |
At Dylara's side |
Strength |
24 |
Dexterity |
20 |
Constitution |
14 |
Intelligence |
2 |
Wisdom |
13 |
Charisma |
11 |
About Melon the Roc
Animal companion - Roc (Melon)
Owner: Dylara Yssal [Effective druid level is treated as one higher when determining the animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonuses, bonus tricks, and special abilities. (Ancestral Ally)]
Size: Medium
Speed: 20 ft., Fly 80 ft.
HP 60 (8x4.5 +8 Toughness +8x2 Con)
AC 35 (10 +5 Armor +14 Natural Armor +1 Dodge +5 Dex)
Base Atk +5; Fort Save +7 (5 Base +2 Con); Ref Save +10 (5 Base +5 Dex); Will Save +3 [+4 vs. Enchant] (2 Base +1 Wis)
Ability Scores: Str 24 (20 +3 S/D bonus +1 Lv8), Dex 20 (17 +3 S/D bonus), Con 14 (13 +1 Lv4), Int 2, Wis 13, Cha 11
Companion Abilities:
Devotion
Evasion
Link
Multiattack
Share Spells
Special Qualities:
Low-light vision
Feats:
Dodge
Narrow Frame
Skill Focus [Fly]
Toughness
Melee: +1 Bite
Damage: 1d8 +8
Attack roll: +13 (+5 Base Atk +7 Str +1 Enhancement)
Crit: x2
Melee: +1 Talon [x2]
Damage: 1d6 +8 plus Grab
Attack roll: +13 (+5 Base Atk +7 Str +1 Enhancement)
Crit: x2
Grab: +15 [+4 or +2 Fav Enemy] (CMB +1 Enhancement +4 Grab Ability)
Skills (7 +0x1 Fav Class Dylara):
Fly +15 (5 +3 Class +3 Skill Focus +4 Dex)
Perception +5 (1 +3 Class +1 Wis)
Stealth +8 (1 +3 Class +4 Dex)
Equipment
Wearing
+1 Amulet of Mighty Fists (4000gp, -)
+1 Mithral Chainshirt Barding, Large (1400gp, 25lbs.)
Saddle, Exotic Military (60gp, 40lbs.)
Encumbrance: 65lbs.; Light Load, (Light Load up to 173lbs., Medium up to 346lbs., Heavy up to 520lbs.)
Tricks (6 + 4 Bonus Tricks)
Melon is Combat Trained. The tricks with an * are part of her combat training.
*Attack [All]: 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.
Bombard: A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist’s fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.
*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 a specific other 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.
Exclusive: 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.
Flee: 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 creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
*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.