Droogami

Plague Hunter's page

27 posts. Alias of ‘Eκάτη.


Race

m N medium Digmaul Animal Companion [Daredevil] |

Classes/Levels

HP 37/37 | AC 25 T 16 FF 19 | CMD 19 | F+7 R+9 W+2 | Evasion | Perc +1 | LLV, Scent | Longstrider & Barkskin

About Plague Hunter

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N M medium Digmaul Animal Companion [Daredevil] | Init +5; Perc +1; LLV, Scent
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Str 15 (+2) | Deх 20 (+5) | Con 16 (+3) | Int 2 | Wis 12 (+1) | Cha 6
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DEFENSE
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AC 23, touch 16, flat-footed 17 (+6 dex +3 natural +4 armor)
hp 37 ((5x4,5) +15 con)
Fort +7, Ref +9, Will +2
Special Evasion
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OFFENSE
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Base Atk +3 CMB +5, CMD 19 [+4 vs trip]
Speed 50 ft.
Melee Bite +8 (1d6+2; B,P,S), Claws +8 (1d3+2; B,S), Tail +3 (1d3+1; B,S) or Trip +7
[PA] Bite +7 (1d6+4; B,P,S), Claws +7 (1d3+4; B,S), Tail +2 (1d3+2; B,S) or Trip +6
Special Ball Tail (+7 trip, +5 bull rush), Vengeance Strike (immediate; 4/day)
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Skills Acrobatics +12/+20 [2], Climb +6, Stealth +9, Swim +6
Feats Armor Prof (Light), Outflank, Power Attack, Tandem Trip, Weapon Finesse
Evolutions Reach (Tale), Skilled (Acrobatics)
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SPECIAL
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Artful Acrobat (Ex): A daredevil gains a competence bonus on Acrobatics checks equal to half its Hit Dice.

Ball Tail (Ex): A digmaul has a spiked ball at the end of its tail, which it can use as a secondary natural attack that deals 1d4 points of bludgeoning and piercing damage. The digmaul can substitute a trip or bull rush combat maneuver check for its normal tail attack. Such a combat maneuver check doesn’t provoke attacks of opportunity and receives a +4 racial bonus; a digmaul that fails its trip attempt by 10 or more in this way is not tripped.

Improved Empathic Link (Su): At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar (can communicate empathically; only general emotions can be shared), except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

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.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Woodland Stride (Ex): At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

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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.

+ Attack (x2): 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.

+ 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.

+ Come: The animal comes to you, even if it normally would not do so.

+ 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.

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Vengeance Strike (Ex): The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

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Next Tricks:

Flank: You can instruct an animal to attack a foe you point to and to 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. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.