Unicorn

Pilgrim the Steed's page

No posts. Alias of PaleDim.


Race

| F+4 R+3 W+1 | Init +1 | Perc +5, SM +1, low-light vision | Speed 50ft

Classes/Levels

| Active conditions: none

Gender

Male N Companion Horse 1 | HP 10/10 | AC 14, t10, ff13 | CMB +4, CMD 15

About Pilgrim the Steed

Male Companion Horse animal 1
Neutral Large animal
Init +1, Senses low-light vision; scent, Perception +5

Master Sergil Dalcanu
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DEFENSE
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AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size )
hp 10 ((1d8)+2)
Fort +4, Ref +3, Will +1

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OFFENSE
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Speed 50 ft.
Melee bite +2 (1d8+3)
Melee hoof -3/-3 (1d6+1)
Space 10 ft. by 10 ft. Reach 5 ft.

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TACTICS
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STATISTICS
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +0; CMB +4; CMD 15 (19 vs trip)
Feats Armor Proficiency, Light, Disruptive Companion
Skills Perception +5,
SQ combat training, bonus tricks 1, link, low-light vision, scent,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Flank, Guard, Heel
Combat Gear
Other Gear bite, hoof, 0.0 gp
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SPECIAL ABILITIES
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Bonus Tricks 1

Disruptive Companion The animal companion is trained to interfere with its opponent's concentration, making even rote tasks difficult. Increase the concentration check DC of spells and spell-like abilities that opponents cast while within the animal companion's reach by +2. Additionally, opponents can't take 10 on d20 rolls or checks while within the animal companion's reach. If an opponent has an ability that allows it to always take 10 on certain skill checks while distracted (such as the skill mastery advanced talent), it gains the benefit of such abilities only if its number of skill ranks is at least 4 higher than the animal companion's Hit Dice. In addition, the animal companion counts as a fighter with a number of class levels equal to its Hit Dice for the purposes of qualifying for the Disruptive feat, as well as for any feat that lists the Disruptive feat as a prerequisite. The animal companion also adds those feats to the list of animal feats that it can choose from when gaining a new feat.

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.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Mod Link

Quadruped (Hooves) Available Magic Item Slots; armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

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ANIMAL TRICKS
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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 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.
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.
Flank 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 performs flank only against targets it would normally attack.
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.