Hawk

PACK GYRLASS'RAKKA's page

No posts. Alias of Anderlorn.


About PACK GYRLASS'RAKKA

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Pack leaders are often almost animalistic in their behavior, applying a subconscious tie to their allies to bind them all into a powerful hunting pack, capable of coordinated attacks that sometimes baffle even tacticians. These rangers make dangerous leaders, unleashing their own transformative power into the bodies of his pack.

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Besides the Family Pack of creatures or humanoids available for Anderlorn at Amalda'ngren Ost or any location they reside. He can add any willing creature(s)/humanoid(s) to his pack collective anywhere he may travel which he has labeled as a Snap Pack.

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FAMILY PACK :

Family Pack willingly joins pack without convincing.
1. Angrist
2. Single or pack of True Raptors (Mount/Pack)
3. Treant Companion Home ... Amalda'ngren Ost

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Angrist (Elven - Iron Cutter)
Male Peregrine Falcon (Advanced) Adult (Pathfinder RPG Bestiary, 131)
N Tiny animal
Init +5; Senses low-light vision; Perception: +31
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Defense
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AC 19, touch 17, flat-footed 14 (+5 Dex, +2 natural, +2 size)
hp 96 (16d8+32)
Fort +12, Ref +15, Will +10 (+7 vs illusions)
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +19 (1d4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 10, Dex 20, Con 14, Int 2, Wis 20, Cha 14
Base Atk +12; CMB +15; CMD 25
Feats Extra Combat Talent, Great Focus, Weapon Finesse, Wingover
Tricks Attack, Come, Down, Heel, Seek, Stay
Skills Acrobatics +20 (+12 to jump), Fly +22, Perception +31, Stealth +32, Survival +9 (+16 to find and follow tracks); Racial Modifiers +8 Perception
SQ attack, bloodied strike (4 bleed), clouding cut, combat training, come, coordinated movement, discern illusions +7, down, great senses, heel, long cuts (15 HP or Heal DC 30), lurker, mobile striker, piercing eye 45%, scout, seek, sense and resist scrying, stay, track the scene +7, true sight
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Special Abilities
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Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Mobile Striker As full-rd action, move up to your speed and make an attack action during your movement (no AoO from target from movement)
Attack [Trick] The animal will attack on command.
Combat Training (DC 21) You have training in one or more combat spheres
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Duelist: Bloodied Strike (4 bleed) Cause bleed damage when you damage or disarm a creature with an attack action
Duelist: Clouding Cut (Bleed) - Target suffers miss chance that increases every turn until they are blinded or the bleed stops
Duelist: Long Cuts (15 HP or Heal DC 30) Your bleed effects require more healing to stop
Fly (60 feet, Average) You can fly!
Great Focus Can maintain a second martial focus
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scout: Discern Illusions +7 While martially focused, gain bonus to Will saves vs illusions; may expend to share with allies for [PM] rounds
Scout: Great Senses Gain Perception as an associated skill with the Scout sphere
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Piercing Eye 45% Spend a move action (or free action and martial focus) to reduce miss chance from concealment
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Scout: Track the Scene +7 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
Scout: True Sight While martially focused, see through magical darkness and illusions as per true seeing
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.

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Single/Pack Mount Companions

Pack: 6 (3 mated pairs)
Names:

1. Hatal (Spear - Male)
2. Anna (Gift - Female)
3. Alaco (Rushing Wind - Male)
4. Elva (Friend - Female)
5. Arod (Swift - Male)
6. Tinuviel (Daughter of Twilight - Female)

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True Raptor (Advanced Giant Deinonychus - Pathfinder RPG Bestiary 288, 295)
N Large animal
Init +11; Senses low-light vision, scent; Perception: +30
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Defense
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AC 36, touch 16, flat-footed 29 (+7 Dex, +20 natural, -1 size)
hp 195 (15d8+135)
Fort +18, Ref +16, Will +9 (+4 morale bonus vs. enchantment effects)
Defensive Abilities improved evasion
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Offense
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Speed 60 ft., fly 60 ft. (average)
Melee bite +20 (1d8+10), 2 claws +20 (1d6+10), 2 talons +20 (2d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
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Statistics
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Str 30, Dex 24, Con 28, Int 6, Wis 18, Cha 22
Base Atk +11; CMB +22; CMD 39
Feats Endurance, Great Focus, Hover, Improved Initiative, Run, Wingover
Tricks Attack, Attack Any Target, Cinderbrave, Come, Defend, Down, Fetch, Guard, Heel, Seek, Stay, Track, Work
Skills Acrobatics +33 (+37 to jump with a running start, +38 to jump with a running start, +45 to jump), Fly +23, Perception +30, Stealth +21, Survival +19 (+26 to find and follow tracks); Racial Modifiers +8 Acrobatics, +8 Perception
SQ attack any target, cinderbrave, combat training, come, coordinated movement, defend, devotion, down, fetch, find gap -4, great senses, guard, heel, lurker, mobile striker, scout, seek, sense and resist scrying, stay, track, track the scene +7, wall stunt, work
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Special Abilities
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Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Mobile Striker As full-rd action, move up to your speed and make an attack action during your movement (no AoO from target from movement)
Athletics: Wall Stunt Run along, jump off from, or cling to walls, depending on what Athletics packages you have
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Training (DC 19) You have training in one or more combat spheres
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fetch [Trick] The animal will get a specific object.
Fly (60 feet, Average) You can fly!
Great Focus Can maintain a second martial focus
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scout: Find Gap -4 While martially focused, gain bonus to Will saves vs illusions; may expend to share with allies for [PM] rounds
Scout: Great Senses Gain Perception as an associated skill with the Scout sphere
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Scout: Track the Scene +7 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
Work [Trick] The animal pulls or pushes a medium or heavy load.
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Size and Type
The creature’s type does not change, unless it is an animal (in which case it becomes a magical beast [augmented animal]). It gains the psionic subtype.

Psi-Like Abilities (Sp)
A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.

HD Abilities
01-02-3/day—1st, 1/day—1st
03-04-3/day—1st, 1st
05-06-1/day—2nd, 1st
07-08-1/day—2nd, 3rd
09-10-1/day—3rd, 3/day—4th
11-12-1/day—4th
13-14-1/day—5th, 5th
15-16-3/day—5th
17-18-1/day—6th

Special Qualities
A phrenic creature has all the special qualities of the base creature, plus the following special qualities.

Naturally Psionic
A phrenic creature gains 1 bonus power point.

Power Resistance (Ex)
A phrenic creature has power resistance equal to its Hit Dice +10.

Abilities
Increase from the base creature as follows: Int +2 (if Int is 3 or greater), Wis +2, Cha +4.

Feats
A phrenic creature can take psionic feats, if it meets the prerequisites for such feats.

Challenge Rating
Up to 5 HD, same as base creature +1; 6-10 HD, same as base creature +2; 11+ HD, same as base creature +3.

Level Adjustment
Same as base creature +2.

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Lerovupel Shishin (Draconic - Beautiful Mind)
Ancient Crystal Dragon CR 15
CG Huge dragon (earth, extraplanar, psionic)
Init: +4; Senses: dragon senses, tremorsense 120 ft.; Perception: +29; Aura: frightful presence (300 ft., DC 28)

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DEFENSE
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AC: 37, Touch: 8, Flat-Footed: 37 (+29 natural, -2 size)
HPs: 283 (21d12+147)
Fort: +21, Ref: +14, Will: +17
Defensive Abilities: Ray Reflection; DR 15/magic; Immune: paralysis, sleep, sonic; SR: 31

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OFFENSE
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Speed: 60', Burrow: 30', Climb: 30', Fly: 200' (Poor)
Melee: Bite: +30 (2d8+15/19-20), 2 claws: +29 (2d6+10), Tail Slap: +27 (2d6+15), (2) Wings: +27 (1d8+5)
Space: 10'; Reach: 5' (10 ft. with bite)
Special Attacks: Breath Weapon (50'cone, DC:27, 20d4 Sonic, DC:27), Crush (DC:27, 2d8+15)

Psi-Like Abilities (CL 21st; concentration +29):

HD Abilities
01-02-3/day—1st, 1/day—1st
03-04-3/day—1st, 1st
05-06-1/day—2nd, 1st
07-08-1/day—2nd, 3rd
09-10-1/day—3rd, 3/day—4th
11-12-1/day—4th
13-14-1/day—5th, 5th
15-16-3/day—5th
17-18-1/day—6th

6th(DC18): (1x)
5th(DC17): (3x), (1x), (1x)
4th(DC16): (3x), (1x)
3rd(DC15): (1x), (1x)
2nd(DC14): (1x), (1x)
1st(DC13): (3x-Defensive Precognition), (3x-Offensive Precognition), (1x), (1x-Vigor), (1x-Inertial Armor)

Spell-Like Abilities (CL 21st; concentration +29):

At will
. . Color Spray (DC 19), Glitterdust (DC 20), Rainbow Pattern (DC 22)
. . 3/day—Prismatic Spray (DC 25), Stone to Flesh (DC 24)

Sorcerer Spells Known (CL 9th; concentration +17):

4th (6/day)—dimension door, phantasmal killer (DC 22)
3rd (8/day)—displacement, lightning bolt (DC 21), major image (DC 21)
2nd (8/day)—blindness/deafness (DC 20), invisibility, minor image (DC 20), mirror image
1st (8/day)—alarm, feather fall, magic aura, silent image (DC 19), unseen servant
0 (at will)—acid splash, detect magic, detect poison, ghost sound, mage hand, message, read magic, touch of fatigue

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STATISTICS
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Str: 31, Dex: 10(+0), Con: 25(+7), Int: 22(+6), Wis: 23(+6), Cha: 30(+10)
Base Atk: +21; CMB +33; CMD 43 (47 vs. trip)
Feats: Deceitful, Great Fortitude, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills: Bluff +36, Climb +42, Disguise +33, Fly +16, Intimidate +32, Knowledge (dungeoneering, geography) +29, Perception +29, Sense Motive +29, Stealth +16, Survival +29; Racial Modifiers +8 Climb
Languages: Common, Draconic, Dwarven, Elven, Terran, Undercommon
SQ: razor sharp

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SPECIAL ABILITIES
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Naturally Psionic: A phrenic creature gains 1 bonus power point.
Power Resistance (Ex): A phrenic creature has power resistance equal to its Hit Dice +10.
Psionic Feats: A phrenic creature can take psionic feats, if it meets the prerequisites for such feats.
Razor Sharp (Sp): All of a crystal dragon’s natural attacks deal slashing damage.
Ray Reflection (Ex): An ancient crystal dragon’s scales reflect ray spells back upon the ray’s source if the ray fails to overcome the dragon’s spell resistance.

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ECOLOGY
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Environment any underground (Plane of Earth)
Organization solitary
Treasure triple

Crystal dragons are generally good-natured, though their incredible vanity sometimes causes them to seem aloof and cocky. Any perceived insult against its appearance is all but assured to send a crystal dragon into a rage—which is a problem, as most crystal dragons are prone to seeing insults even where none are intended. As they become more confident with age, insults no longer affect them like they did when they were younger. However, injuries still sends them into a rage since their magnificence is damaged.

Crystal dragons prefer underground lairs, and often go for decades or even centuries without emerging from their extensive cavern lairs onto the surface world above.

Crystal dragons tend to be exacting and even obsessive-compulsive, their personalities mirroring the precise and ordered nature of the facets of their scales. A crystal dragon’s lair is a well-ordered place—these dragons find the very idea of the classic sprawl of a dragon’s hoard to be shameful.

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Psi-Like Abilities (Sp)
A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.

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Phrenic Template

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SNAP PACK:

Forming a Snap Pack:
1. Using verbal communication and diplomacy.
2. Or establish an empathetic connection.
3. Convince creature/humanoid to willingly join his pack.

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Wish List:

Psionic Creatures and/or Humanoids.

END of PACK