Hawk

Shaylin's page

26 posts. Alias of Foxy Quickpaw.


Race

Red-tailed hawk

Classes/Levels

Red Hawk - Animal Companion (6)

Size

Small

Special Abilities

Low light vision

Alignment

N

Strength 12
Dexterity 20
Constitution 14
Intelligence 2
Wisdom 14
Charisma 6

About Shaylin

Shaylin
Male Companion Bird (Hawk) animal 6
None Small animal (featheredcompanion)
Init +9, Senses low-light vision; Perception +6
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DEFENSE
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AC 21, touch 16, flat-footed 16 (+5 Dex, +5 natural, +1 size )
hp 51 ((6d8)+12)
Fort +7, Ref +10, Will +4

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OFFENSE
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Speed 10 ft. Fly 80 ft. (Average)
Melee bite +10 (1d4+1)
Melee talons +10/+10 (1d6+1)

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TACTICS
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STATISTICS
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Str 12, Dex 20, Con 14, Int 2, Wis 14, Cha 6,
Base Atk +4; CMB +4; CMD 19
Feats Improved Initiative, Improved Natural Attack (Talons), Weapon Finesse
Skills Fly +14, Perception +6, Stealth +13,
SQ hunting, ability score increase, ac bonus, bonus tricks 3, devotion, evasion, link, low-light vision, share spells, stat bonus,
Animal Tricks Hunting, Attack, Come, Down, Fetch, Guard, Heel, Seek, Swooping Charge, Track
Combat Gear
Other Gear bite, talons, 0.0 gp
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SPECIAL ABILITIES
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Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores.

AC Bonus 4

Animal Companion

Bonus Tricks 3

Dexterity

Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

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

Improved Initiative You get a +4 bonus on initiative checks.

Improved Natural Attack (Talons) Choose one of the creature's natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

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

Stat Bonus 2

Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

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ANIMAL TRICKS
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Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks.
Attack 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 The animal comes to you, even if it normally would not do so.
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.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
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.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Swooping Charge The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may have enough room, but dungeons usually do not). It spends a full-round action flying to a high vantage point, and on the next round makes a charge attack upon an enemy the falconer designates. If that charge attack hits, the bird deals 2d4 points of damage instead of 1d4 with its bite and gains a x4 critical modifier when making the attack. If the bird hits, the target is staggered for 1 round.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)