Full Name |
Ravi |
Race |
Animal (Dinosaur, Ankylosaurus) |
Classes/Levels |
Animal Companion 1 [HP: 8/8 | AC: 23 T: 12 FF: 21 | F: +2 R: +5 W: +1 Init: +2, Perc: +5] |
Gender |
M |
Size |
Medium |
Alignment |
N |
Strength |
10 |
Dexterity |
14 |
Constitution |
9 |
Intelligence |
2 |
Wisdom |
12 |
Charisma |
8 |
About Ravi the Ankylosaurus
Ravi the Ankylosaurus
Ravi's Pic
N Male Animal Companion (Dinosaur) 1
Init +2; Senses low-light vision, scent; Perception +5
==DEFENSE==
AC 23, touch 12, flat-footed 21 (+9 natural armor, +2 leather armour, +2 dex)
HP 8 (2d8, -1 Con)
Fort +2, Ref +5, Will +1
Armor: Natural Armor
==OFFENSE==
Speed 30 ft
Melee Tail: +2 (1d6) x2 (with Magic Fang add +1 to attack/+1 to damage)
==STATISTICS==
Str 10, Dex 14, Con 9, Int 2, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 13
Feats: Weapon Focus (Tail)
Skills: Perception +5, Survival +2
Tricks: Hunt, Attack(2 tricks), Come, Defend, Down, Guard (trained in combat riding)
==FEATURES==
Link (Ex): A hunter 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 hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The hunter may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A hunter may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Low-Light Vision: Ankylosaurus have eyes that are so sensitive to light that they can see twice as far as normal in dim light.
Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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 three times these ranges.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The 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 in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
==TRICKS (6+1=7)==
Bolster Companion (Ex) (Skirmisher Trick, can be used 2/day): The Hunter can use this trick as an immediate action when her animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Hunter to benefit from this trick.
Attack (DC 20) (2 tricks): 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 (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): 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 (DC 15): 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.
Guard (DC 20): The animal stays in place and prevents others from approaching.
==ECOLOGY==
Environment warm forests and plains
Organization solitary, pair, or herd (3–12)
Treasure none
The ankylosaurus is a powerful, squat dinosaur more than capable of defending itself against enemies. Its back is heavily armored with thick bony plates and spikes. A solid blow from an ankylosaurus's tail can leave most creatures stunned long enough for the armored dinosaur to make good an escape, although once confronted, most ankylosauruses are too ill-tempered and stubborn to flee. Instead, they stand their ground and use their tails to great effect in battle. An ankylosaurus is 30 feet long and weighs 6,000 pounds.