Magaambyan Arcanist

Rabbit Jack's page

34 posts. Alias of GM_Drake.


Full Name

Rabbit Jack

Race

Escape Route teamwork feat [spoiler=**Constructed (Ex)]count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.

Classes/Levels

[/spoiler]**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.

skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Gender

androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick &

Size

medium

Age

Apparent age is early twenties. It has been a few years since his renewal .

Special Abilities

Beastkin (Terwa Uplands hawks); Darkvision 60 feet; Low-Light Vision; Primal Transformation (Sparkwing gains magic attacks & resist 5 electricity for 1 minute or longer); Spells

Alignment

Neutral

Deity

none

Location

Mwangi Expanse (Rechiend's Plains from Bloodcove to Whitebridge Station; Nantambu)

Languages

Common (Taldane), Int Bonus (Androffan), Linguistics (Polyglot)

Occupation

Guide (from Bloodcove to/from Nantambu, making a straight-shot from/to Bloodcove to/from Whitebridge Station across the Recheind's Plains

Strength 13
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 12
Charisma 8

About Rabbit Jack

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HeroForge mini of Jack with Sparkwing:

HeroForge mini of Jack with Sparkwing.  The 'kneepads' are the faces of Sparkwing's parents, Moonwing (mother; left 'kneepad') and Sunwing (father, right 'kneepad'). A lifelong friend of the prievious soul (Raindrops-From-Leaves) of Jack's android body, who lives in Nantambu, did the preservation and crafting of them. The idea to 'keep them with us' was a beastkin conversation Jack had with Sparkwing about not wanting to leave his parents behind. Now, his parents (in a way) will always be with him (and can 'see' their son fly). The same friend made Jack's falconry gauntlet, which includes feathers from Sunwing and Moonwing.

The falconry gauntlet and 'kneepads' can each function as a divine focus for Jack's divine spells that require one.

The appearance of Sparkwing in the HeroForge mini is a not an accurate depiction of him. See pictures of Sparkwing section.

HerForge mini of Jack with his nanites activated

Pictures of Sparkwing:

Sparkwing's profile

Prologue Part 1: The creation of Jack's android body:

The schematics for Jack's android body was androgynous with flesh the colour of the Zenj people of the Mwangi Expanse.  The choice of making it an androgynous body was deliberate due to the matriarchal semi-nomadic Zenje of the savannah and the patriarchal Zenju jungle dwellers.  The android body stands 5'4" tall and weighs 145 lb

Jack's soul is asexual.

Prologue Part 2: The Passing of the previous soul that resided in the android body and the awakening of the Jack's soul in the android body:

Raindrops-From-Leaves, an android ranger that lived in Nantambu, had reached the rank of Attendant at the Magaambya when she was young.

 After years of helping to protect Nantambu as a scout with her (harris hawk) [falcon stats] animal companions (she was a beastmaster ranger) she retired in Nantambu.  Sensing the time of her renewal was approaching, she said her goodbyes to her friends in Nantambu and at the Magaambya before traveling south along the Vanji River (with her three hawk companions...a mated pair and one of their offspring) to the Terwa Uplands (where she befriended her older two hawk companions).

 Raindrops-From-Leaves spent a few days of her life watching the hawks enjoying the open sky before her soul moved on.  During the next few weeks while the nanites rejuvenated the android, the eagles defended their helpless android friend from various scavengers.  The two older hawks, Sunwing and Moonwing, died from the wounds they got from defending their dead friend's body. They had been dead for a few days when the rejuvenated android awoke for the first time to see the remaining live hawk, looking at the android as it keed repeatedly.  The android quickly discovered the young hawk was mourning the two dead hawks.  Upon further scouting the android found the corpse of a vulture with several talon wounds.  The android stayed in the Terwa Uplands for a few days to get his bearings.  He dreamed of Sunwing, Moonwing and Winglet.  "You want a better name, Winglet?" to the android's surprise, Winglet's wings sparked with electricity, "Sparkwing works well for your new name.  What about me?  Any ideas, Sparkwing?"  Sparkwing flew off in response.  A few minutes later Sparkwing returned with the half-eaten carcass of a jackrabbit (the last meal he and his parents had hunted together).  "Jackrabbit?  Jack Rabbit?  My name will be...Rabbit Jack, or Jack for short. Thank you, Sparkwing."

Over the course of the next few weeks, Jack hunted with Sparkwing. During this time Jack discovered he could cast a few spells (a couple of them require him to be holding one of the plucked feathers he took from the corpses of Sunwing and Moonwing to remember them by) and that Sparkwing's wings only sparked with electricity a few times a day, with the small sparks lasting about a minute each time.  "I think it is time we begin journeying farther.  Which direction, Sparkwing?"  Sparkwing sprang into the air and started flying east (towards Nantambu)  After making their way to Nantambu and making some 'new' acquaintances (some who were friends of Raindrops-from-Leaves) Jack decided to become a guide, assisting people traveling by foot from Nantambu to the coast.

Prologue Part 3: A typical way Jack has his guide services requested while camped out near the outskirts of Bloodcove:

A new group of arrivals at the docks in Bloodcove inquire about a guide to Nantambu.

"Depends on how you want to travel. By foot, hoof or boat.  Boats tend to be the safest. By hoof or foot you just need to travel along the Vanji."

"How much is it for boat passage to Nantambu?"

"The keelboats charge a flat rate of 40 gold per passenger and typically takes 17 days before docking in Nantambu."

"Thanks, mister.  I think we might walk the along the river"

"If you're tight on coin, there's a guide that still might be on the outskirts of town who makes a straight shot to Whitebridge across Rechiend's Plains instead of along the Vanji."

"How long does his route take?"

"He claims to have done it in thirteen days.  From what I hear, for a slow-moving walking group it takes 22 days to reach Nantambu with him, with 3 days shaved off that if they are willing to hustle for the last hour of the eight hours of walking each day of the journey."

"How much does he charge?"

"I reckon he still charges a flat group rate of 25 gold plus expenses."

"Expenses?"

"Aye.  For any antitoxins he gives you if you get bit.  You wouldn't be the first or last group of city slickers who treat walking in the Mwangi like it's a green park in Absalom.  My advice, do as your guide tells you to avoid getting bit.  

"What's the guide's name?"

"Rabbit Jack.  He travels with a Terwa Uplands hawk by the name of Sparkwing."

"Thanks, mister."

"Hold on now, laddies.  That'll be 5 silver for the info.  I don't need to call the guard on the lot of ya now, do I?"

"Um, no, mister.  Here you go."

Note: I used the Inner Sea Poster Map Folio maps to determine the distances, (which makes Whitebridge Station closer to 285 miles from Bloodcove, and not about 200 miles like Pathwiki states. Free Station is about 170 miles (as the crow flies) from Bloodcove on the Inner Sea Map Folio with Free Station about 115 miles from Whitebridge Station (as the crow flies) with Nantambu about 57 miles from Whitebridge Station.  I also used the flat keelboat speed rate of 1 mile per hour, for nonstop travel and not adjusting it for going against the current of the river.

Jack's android racial traits:

Android racial traits

Jack has the alternate racial trait, Repairing Nanites, instead of Nanite Surge.

+2 Dexterity, +2 Intelligence, –2 Charisma: Androids have swift reflexes and are very intelligent, but often have difficulty relating to others.
Exceptional Senses (Ex): Androids have darkvision to a range of 60 feet and lowlight vision. They also gain a +2 racial bonus on Perception checks.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Emotionless: Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Nanite Surge (Ex): An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting her a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch for 1 round.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any language as a bonus language (except secret languages, such as Druidic).

Repairing Nanites:Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.

Jack's traits:

Beastkin

Nanite Revival

Basic (social): Beastkin: Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.Jack's beastkin trait applies to Terwa Uplands hawks (in-game version of Earth's Harris hawks).

Race trait: Nanite Revival: You can instinctively activate your nanites to save your life. Once per day as an immediate action, you can command your nanites to stabilize you while you are dying, even while unconscious or helpless. This does not count as a use of your nanite surge ability.

Jack's ability scores:

20 Point-Buy

Str 13 (3) --> 13 (+1) (Jack's strength is treated as 21 for the purposes of encumbrance, including pushing/dragging objects and willing or unconscious/helpless/dead creatures (muleback cords)
Dex 16 (10) --> 18 (+4)
Con 14 (5) --> 14 (+2)
Int 10 (0) --> 12 (+1)
Wis 12 (2) --> 12 (+1)
Cha 10 (0) --> 8 (-1)

All ability score increases going to Wisdom (up to 16th level), so Jack is always capable of casting the highest level spell a hunter of his level is capable of casting.

Jack's class and archetype:

Hunter

Primal Companion Hunter

Alignment: Any neutral.
Hit Die: d8.
Parent Class(es): Druid and ranger.

Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points at each Level: 6 + Int modifier.

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spells: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.

Level 3 numerics: BAB +2; BFS +3; BRS +3; BWS +1
Base Spell Slots per day: Lv 1 spells (3)
Bonus Spell Slots per day: Lv 1 spells (1)
Class Features: Animal Companion, Animal Focus, Nature Training, Orisons, Wild Empathy, Precise Companion, Track, Hunter Tactics, Teamwork Feat
Archetype Features: Primal Transformation

Animal Companion: Sparkwing (Terwa Uplands hawk) (falcon companion stats)

Wild Empathy:  To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Precise Companion: Outflank Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats. As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Bonus Teamwork Feats: Escape Route Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Primal Transformation evolutions: Magic Attacks (Su); Resistance (ex) [resist 5 electricity]

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use.

Jack's spell repertoire:

Orisons (6): Create Water, Detect Poison, Light, Mending, Purify Food and Drink, Stabilize
1st-level spells (4+SNA I): Cure Light Wounds, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Summon Nature's Ally I (can summon Moonwing for 1 round/level)

Jack's languages & skills:

Languages: Common (Taldane), Int bonus (Androffan), Linguistics rank (Polyglot)

Skill ranks (3 x [6+Int bonus (+1)]) = 21 plus favored class bonus (x3)

Climb +7 [3 ranks, +3 class skill, +1 Str]
Heal +7 (3 ranks, +3 class skill, +1 Wis]
Knowledge (nature) +7 [3 ranks, +3 class skill, +1 Int]
Perception +9 [3 ranks, +3 class skill, +1 Wis, +2 racial]
Sense Motive +0 [3 ranks, +1 Wis, -4 racial penalty]
Stealth +10 [3 ranks, +3 class skill, +4 Dex]
Survival + 9 (+10 track) [3 ranks, +3 class skill, +1 Wis, +1 trait, +1 circumstance (machete)] (+1 tracking bonus)
Swim +7 [3 ranks, +3 class skill, + 1 Str]

Background Skills (3x 2/level = 6)

Handle Animal +5 (+9 for Sparkwing) [3 ranks, +3 class skill, -1 Cha) (+4 circumstance bonus with animal companion)
Knowledge (geography) +5 [1 rank, +3 class skill, +1 Int]
Linguistics + 2 [1 rank, +1 Int]
Profession (guide) +5 [1 rank, +3 class skill, +1 Wis]

Jack's feats:

1st level: Dodge
2nd level: [Precise Companion]: Outflank
3rd level: Weapon Finesse
3rd level: [bonus teamwork feat]: Escape Route

https://www.aonprd.com/FeatDisplay.aspx?ItemName=Siphon%20Poison

Jack's gear:

Masterwork & Magic Items:

darkleaf cloth lamellar leather armor (810 gold; 12.5 lbs)
muleback cords (1000 gold; 0.25 lbs)
masterwork cold iron machete (320 gold; 2 lbs)
wand of delay poison (CL 1st; 50 charges) (750 gold, 0.0625 lb)

Total cost (encumbrance) of masterwork & magic items: 2,880 gold (14.3125 lbs)

Adventuring Gear:

explorer's outfit (free, 8 lbs)
shortbow (30 gold, 2 lbs)
quiver with 20 arrows (1 gold, 3 lbs)
adventurer's sash (20 gold, 3 lbs)
waterproof bag (5 silver, 0.5 lbs) (in satchel of sash)
waterproof bag (5 silver, 0.5 lbs) (in satchel of sash)
belt pouch (1 gold, 0.5 lbs) (in a pouch of sash)
belt pouch (1 gold, 0.5 lbs) (in a pouch of sash)
mess kit (2 silver, 1 pound) (in satchel of sash)
beast whistle (avians) (5 gold, -) (in pouch of sash)
healer's kit (50 gold, 1 lb) (kept in waterproof bag)
falconry gauntlet (feathers from Sunwing & Moonwing are part of the gauntlet) (10 gold, 1 lb) (on right hand)
poncho (5 silver, 2 lbs) (in satchel of sash)
hammock (1 silver, 3 lbs) (in sathcel of sash)
7 days of wandermeal (7 copper, 3.5 lbs) (kept in waterproof bag)

Total cost (encumbrance) of adventuring gear: 119 gold, 8 silver, 7 copper (29.5 lbs)

Total cost: 2,999 gold, 8 silver, 7 copper
Total encumbrance: 43.8125 lbs (light load threshold is 153 lbs)
Currency: 1 silver, 3 copper

Jack's encumbrance thresholds:

Light Load: 153 lbs or less
Medium Load: 154 to 306 lbs
Heavy Load: 307 to 460 lbs.
Maximum Load (lift over head): 460 lbs
Lift off Ground: 920 lbs (loses Dexterity bonus, can move 5 feet as a full-round action)
Push/Drag: 2,300 lbs (favorable conditions can double this number and bad circumstances can reduce this number by half or more)

Jack's guide services:

Taking 10 on his survival checks, Jack's guide services include the following:

Can provide sustenance for himself and up to 4 clients. (The group travels 12 miles per day before an hour of forced march for an additional 3 to 6 miles travelled that day)

Does not get lost and avoids natural hazards, such as quicksand.

Predict the weather for 1 day (done so when making camp for the evening so he knows how to adjust travel plans for the following day if needed).

On days that the temperature becomes severe, he slows daily travel to 6 miles per day before an hour of forced march for an additional 3 to 6 miles traveled that day, to provide a +2 bonus to Fortitude saves to resist the effects of severe weather to himself and up to 4 clients.

As Sparkwing is trained for the hunting general purpose, he has no difficulty catching his own sustenance for the day.

Jack's Combat summary numerical breakdown:

AC 19 (+4 armor, +4 Dex, +1 Dodge) (+2 AC bonus if Sparkwing successfully defends Jack)
CMD 18 (10 base, +2 BAB, +1 Str, +4 Dex, +1 Dodge)
Fort +5 (BFS +3, +2 Con) (+4 racial bonus against paralysis, poison & stun) (not subject to fatigue or exhaustion) (immune to disease & sleep effects)
Ref +7 (BRS +3, +4 Dex)
Will +2 (BWS +1, +1 Wis) (+4 racial bonus against stun)

Jack's Combat Summary:

Jack, AC: 19* (T: 15*/FF: 14*) CMD: 18* HP: 30/30** SAVES: FO +5*** RE +7 WL +2***
Level 3 Hunter (Primal Companion Hunter) androgynous (male spirit) android
Init: +4 Perception +9 Senses: Darkvision 60 feet, Low-Light Vision, Beastkin (Terwa Uplands hawks)
Specials: Animal Companion: Sparkwing; Hunter Tactics; Outflank teamwork feat; Primal Transformation; Spells; Track; Wild Empathy +2 (-2 with magical beasts)
Defenses: Escape Route teamwork feat; Sparkwing's *Defend Trick (+2 AC/CMD); **Nanite Revival (Jack can instinctively activate his nanites to save his life. Once per day as an immediate action, he can command his nanites to stabilize himself while he is dying, even while unconscious or helpless.); ** Repairing Nanites (Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice.); ***Constructed (For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.) ***Emotionless (Androids can never gain morale bonuses and are immune to fear effects and emotion effects.)

Jack's attacks:

Masterwork cold iron machete +7 (+11 flanking with Sparkwing) (crit 19-20/x2) (damage 1d6+1 slashing)
Shortbow +6 (range increment 60 feet) (crit x3) (damage 1d6) (20 arrows)
(right arm) Falconry gauntlet +6 (+10 flanking with Sparkwing) (provokes AoO) (damage 1d3+1 lethal bludgeoning)
(left arm) Unarmed Strike +6 (+10 flanking with Sparkwing) (provokes AoO) (damage 1d3+1 nonlethal bludgeoning)

Combat Tactics of Jack & Sparkwing:

Jack and Sparkwing make use of their Escape Route teamwork feats to prevent triggering AoO for moving. Jack and Sparkwing flank a foe. Sparkwing is quick (reaction) to boost Jack's AC or CMD against the first melee attack or combat maneuver attempted against Jack in the round from a foe within Sparkwing's reach. Due to flanking the same foe, their flanking bonus to attack rolls increase to +4 (instead of +2).

Jack's leveling up plan for reaching 4th level:

Jack's Wisdom score increases to 13.

Adventuring Skills: Jack increases each of his trained adventuring skills by 1 rank.

Background Skills: Jack gains 1 rank in Bloodcove Lore and 1 rank in Nantambu Lore (as these two lores fit his background story, so now has crunch to support it).

Jack gains 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, 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.

Jack gains a 2nd-level spell slot.

Jack adds the following 2nd-level hunter spells to his spell repertoire:

Delay Disease, Lesser Restoration, Summon Nature's Ally II (can summon Moonwing for 1 minute/level or summon both Moonwing & Sunwing for 1 round/level)

Sparkwing gains his 4th-level advancement ability increases (+2 Dex, +2 Con)

Sparkwing free ability score increase will be applied to his Intelligence score (increasing it from 2 to 3).

Sparkwing's Fly ranks increase by 1.

Moonwing (Sparkwing's mother):

Moonwing's rolled ability scores (sans Int) before racial ability score adjustments: 12, 14, 16, 13, 9 ==> Str 16, Dex 14, Con 13, Int 2, Wis 12, Cha 9 ==> Str 16 (+3), Dex 18 (+4), Con 15 (+2), Int 2 (-4), Wis 16 (+3), Cha 5 (-3)

Terwa Uplands hawk (use eagle stats as per Summon Nature's Ally spell)
N Small animal
Init +4 (acts on Jack's turn), Senses: Low-Light Vision; Perception +11
AC 16; Touch 15, Flat-Footed 12 (+4 Dex, +1 natural, +1 size)
HP: 6 (1d8+2)
Fort +4, Ref +6, Will +3
Speed 10', Fly 80; (average)
2 talons +5 (1d4+3 slashing), bite +5 (1d4+3 B/P/S)
Str 16 (+3), Dex 18 (+4), Con 15 (+2), Int 2 (-4), Wis 16 (+3), Cha 5 (-3)
BAB +0; CMB +2; CMD 16
Feat: Weapon Finesse
Skills: Fly +10, Perception +11; Racial modifiers +8 Perception

Moonwing's Combat Summary:

Moonwing; AC: 16 (T: 15/FF: 12) CMD: 16; HP: 6/6 SAVES: FO +4 RE +6 WL +3
(summoned) female Terwa Uplands hawk
Init: +4 (acts on Jack's turn) Perception +11 Senses: Low-Light Vision
Feats: Weapon Finesse
Skills: Fly +10; Perception +11
BAB+0, CMB +2; Bite +5 (1d4+3 B/P/S); 2 Talons +5 (1d4+3 S)

Sunwing (Sparkwing's father):

Sunwing's rolled ability scores (sans Int) before racial ability score adjustments: 13, 15, 10, 14, 12 -==> Str 15, Dex 14, Con 13, Int 2, Wis 12, Cha 10 ==> Str 15 (+2), Dex 18 (+4), Con 15 (+2), Int 2 (-4), Wis 16 (+3), Cha 6 (-2)

Terwa Uplands hawk (use eagle stats as per Summon Nature's Ally spell)
N Small animal
Init +4 (acts on Jack's turn), Senses: Low-Light Vision; Perception +11
AC 16; Touch 15, Flat-Footed 12 (+4 Dex, +1 natural, +1 size)
HP: 6 (1d8+2)
Fort +4, Ref +6, Will +3
Speed 10', Fly 80; (average)
2 talons +5 (1d4+2 slashing), bite +5 (1d4+2 B/P/S)
Str 15 (+2), Dex 18 (+4), Con 15 (+2), Int 2 (-4), Wis 16 (+3), Cha 6 (-2)
BAB +0; CMB +1; CMD 15
Feat: Weapon Finesse
Skills: Fly +10, Perception +11; Racial modifiers +8 Perception

Sunwing's Combat Summary:

Moonwing; AC: 16 (T: 15/FF: 12) CMD: 15; HP: 6/6 SAVES: FO +4 RE +6 WL +3
(summoned) male Terwa Uplands hawk
Init: +4 (acts on Jack's turn) Perception +11 Senses: Low-Light Vision
Feats: Weapon Finesse
Skills: Fly +10; Perception +11
BAB+0, CMB +1; Bite +5 (1d4+2 B/P/S); 2 Talons +5 (1d4+2 S)