Bulette

Re'!k'th the Pachycephalosaurus's page

32 posts. Alias of pdprong.


Race

Hp:14/21 | AC:19 T: 13 FF: 16 | CMD:17 | Fort:+4 ,Ref:+6 ,Will:+2 | Init:+3 | Perc:+5

Classes/Levels

Animal Companion of Sau're'!K

About Re'!k'th the Pachycephalosaurus

Male Pachycephalosaurus Animal Companion
Neutral medium Animal(Dinosaur)
Init: +3; Perception: +5

Defense
AC: 21; Touch 13; Flat-Footed 18; (+3 Dexterity, +5 Natural armor, +3 armor)
HP:21 (3d8+3)
Fort: +4; Ref: +6; Will: +2

Offense
Speed: 30 ft.
Melee :Power Attack Gore +5 (1d8+9)

Statistics
Str 18, Dex 17, Con 13, Int 2, Wis 12, Cha 5
Base Atk 2; CMB 5; CMD 18

Special Qualities:

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.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid 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.

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.

Skills:

Trained
+6 :Climb [1]Rank, +3 Trained, +3 Strength, -1 armor
+6 :Perception [1]Rank, +3 trained, +1 Wisdom
+6 :Swim [1]Rank, +3 Trained, +3 Strength, -1 armor

Untrained
+2 :Acrobatics, Disable Device,Escape Artist, Fly, Ride, Sleight of Hand, Stealth
-5 :Appraise, Craft, Knowledge, Linguistics, Spellcraft
+1 :Heal, Profession, Sense Motive, Survival
-3 :Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform ,Use Magic Device


Feats:

Armor Proficiency, Light (Combat): When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Power Attack (combat): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

Tricks:

2x Attack (DC 20):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.

Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.

Flank (DC 20): 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 always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

Maneuver(Bull Rush) (DC 20): The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

Work (DC 15): The animal pulls or pushes a medium or heavy load.

Combat Gear:

Hide Shirt Barding

appearance:

Basic Pachycephalosaurus:

Pachycephalosaurus

Starting Statistics

Size Medium; Speed 30 ft.; AC +3 natural armor; Attack gore (1d8); Ability Scores Str 15, Dex 16, Con 13, Int 2, Wis 12, Cha 5.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack gore (1d10); Ability Scores Str +8, Dex –2, Con +4; Special Attacks clobbering charge.

Clobbering Charge (Ex)

When a pachycephalosaurus hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the dinosaur's charge. The pachycephalosaurus cannot move with the target of the bull rush. If a pachycephalosaurus scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 18 Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the dinosaur's bull rush attempt. The save DC is Strength-based.