Full Name |
Ringo the Deer |
Race |
| HP 114/114 | AC 36, T 16, FF 31 (Ranged Has 20% Miss Chance) | CMD 32 (+4 Overrun/Trip,+2 Bull Rush)| F +14 R +14 W +7 | Init +5 | Perc +6 |
Classes/Levels |
| Speed 50 ft, 20 ft Fly | Hunters Tricks: 0/8 | Active Conditions: Turtle/Goat (Default Focus - Turtle/Goat), Reduce Animal, shield companion |
Gender |
”Ringo” | Male NG Medium Celestial Megaloceros Companion |
Size |
M |
Age |
4 |
Special Abilities |
Damage Reduction: 4/Magic 10/Evil |
Alignment |
NG |
Deity |
Shelyn |
Location |
Nirmathas |
Languages |
Gnome, Celestial (Understood, not spoken) |
Strength |
24 |
Dexterity |
21 |
Constitution |
20 |
Intelligence |
3 |
Wisdom |
15 |
Charisma |
5 |
About Ringo the Deer
Ringo CR –
Male celestial megaloceros (elemental) (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2 187)
LG Medium animal (air)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +6
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Defense
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AC 36, touch 16, flat-footed 31 (+3 armor, +1 deflection, +5 Dex, +17 natural)
hp 114 (12d8+60)
Fort +14 (+2 trait bonus vs. fey, plant, and forest-related diseases and poisons), Ref +14, Will +7 (+4 morale bonus vs. enchantment effects); +4 morale bonus vs. fear and emotion effects., +4 competence bonus vs. enchantment
DR 10/evil, 4/magic; Resist acid 15, cold 15, electricity 15; SR 16
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Offense
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Speed 50 ft., fly 20 ft. (good)
Melee gore +16 (1d8+7/19-20), 2 hooves +11 (1d3+3)
Special Attacks hunter tricks (8/day; hobbling attack, tangling attack), powerful charge (gore, 2d6+7), smite evil
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Statistics
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Str 24, Dex 21, Con 20, Int 3, Wis 15, Cha 5
Base Atk +9; CMB +16 (+18 bull rush); CMD 32 (34 vs. bull rush, 36 vs. trip)
Feats Additional Traits, Bodyguard[APG], Combat Reflexes, Improved Bull Rush, Outflank[APG], Pack Flanking[ACG], Power Attack, Valiant Steed
Traits darkblight survivior, world-weary
Tricks Aid, Attack, Attack Any Target, Come, Down, Flank, Heel, Sneak, Stay, Track
Skills Acrobatics +16 (+24 to jump), Fly +14, Linguistics -2, Perception +6, Stealth +9, Survival +8
Languages Celestial, Gnome
SQ aid, animal focus, attack any target, come, devotion, down, flank, heel, lesser elemental manifestation, sneak, stay, track, woodland stride
Other Gear mwk studded leather, belt of mighty constitution +2, horsemaster's saddle[UE], military saddle, training harness[ARG], tusk blades
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Special Abilities
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Aid [Trick] Aids specified creature on command.
Air (Su) When assuming this aspect, gain feather fall effect, or levitate at higher levels.
Attack Any Target [Trick] The animal will attack any creature on command.
Bat (90 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Cold (7d4 cold) (Su) Creatures that attack you with nat. atks. or melee weaps take cold damage.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Crow +6 (Su) When assuming this aspect, gain listed competence bonus to Knowledge checks.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Reduction (4/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Earth (Su) Gain burrow speed and +2 enhancement bonus to natural armor.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Fire (3d6 fire) (Su) Your natural attacks and melee weapons deal fire damage.
Flank [Trick] Attempts to attack and flank indicated enemy.
Fly (20 feet, Good) You can fly!
Goat +4 (Su) When assuming this aspect, gain listed competence bonus saves vs. enchantment effects.
Good (Su) Gain Sacred bonus to AC and saves vs. good outsiders.
Heel [Trick] The animal will follow you.
Hunter Tricks
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Lawful (Su) Automatically succeed at saves vs. polymorph spells or effects.
Lesser Elemental Manifestation (Ex) Ranged attacks vs. you suffer a 20% miss chance.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mongoose +4 (Su) When assuming this aspect, gain listed competence bonus on grapple and saves vs. poison.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Owl +6 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 2d6+7) (Ex) Your charge attacks deal additional damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Second Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Shadow (Su) +5 bonus on Stealth and Sleight of Hand checks.
Shark +6 (Su) When assuming this aspect, gain listed competence bonus on Survival checks to track creatures you or your companion have damaged.
Smite Evil (1/day) (Su) +0 to hit, +12 to damage when used.
Sneak [Trick] Creature stays hidden.
Spell Resistance (16) You have Spell Resistance.
Stag +10 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Stay [Trick] The animal will stay where it is.
Tiger +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track [Trick] The animal will track a scent.
Turtle +4 (Su) When assuming this aspect, gain listed enhancement bonus to natural armor.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Water (Su) You gain a 30-foot swim speed and can breathe water as well as air.
Wolf (20 feet) (Su) When assuming this aspect, gain scent with listed range.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Skirmisher Tricks: 8/day Tangling Attack, Upending Strike
Relevant Text: At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
Link to Skirmisher Archetype