Wolf

Skorl's page

5 posts. Organized Play character for Snickering Imp.


Classes/Levels

Male Wolf 2 HD | HP: 10/10 | AC: 14 (12 Tch, 12 Fl) | CMD: 14 (18 trip) | F: 5, R: 5, W: 1 | Init: +2 | Perc: +5, SM: +1 | Active conditions: None

About Skorl

.
.
.
.
.
.
Skorl (often affectionately called "Skori" by Nibb)
M Wolf 2 HD
N Medium Wolf
Init +2 (+2 Dex); Perception +5

--------------------
DEFENSE
--------------------

AC 14, touch 12, flat-footed 12
HP 10
Fort +5, Ref +5, Will +1

--------------------
OFFENSE
--------------------

Speed 50 ft.

Melee
Bite +2 1d6+1 (20/x2), trip

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------

Trip:
You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

Link:
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:
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.

Scent:
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells:
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.

--------------------
STATISTICS
--------------------
Str 13 +1
Dex 15 +2
Con 15 +2
Int 6 -2
Wis 12 +1
Cha 6 -2

--------------------
Feats
--------------------

Agile Maneuvers:
You learned to use your quickness in place of brute force when performing combat maneuvers.

--------------------
Skills
--------------------
Acrobatics +6 (1 Rank + 3 Class + 2 Ability)
Acrobatics (Jump) +14 (1 Rank + 3 Class + 2 Ability + 8 ?)
Perception +5 (1 Rank + 3 Class + 1 Ability)

--------------------
GEAR/POSSESSIONS
--------------------
==Carried==
Mace (S)
3 Javelin (S)

==Worn/Equipped==
Riding Mount

Carrying Capacity Light: X lbs. Medium: X lbs. Heavy: X lbs.

Money:

Total carried:

--------------------
BACKGROUND
--------------------

Background::
Skorl is Nibb's faithful wolf companion. On a night of a terrible storm, the lone pup in the woods found his way to Nibb, perhaps led by Gozreh himself, and Nibb took Skorl in as her own, raising him over the past few years. Nibb easily detected the unusual sense of being in this special wolf and over time, their bond became one much greater than simple companionship and a magical link between them formed.

Skorl grew quickly over the years, allowing Nibb to craft a saddle of hide. The townfolk of Falcon's Hollow have often seen Nibb ride in on her strange wolf. Some of the folk still fear the wolf but none have ever seen Skorl hold any stance of aggression towards them. He only looks on them with eyes far too understanding to allow the townfolk to feel at ease in his presence.

Of late, Skorl has sensed the increasing dangers from bandit raids. He loyally protects Nibb from harm.

Description::
Skorl's white fur is marbled with greys, tans, and black. His snout is wide and noble, his ears pointed and attentive. Skorl's yellow eyes appear to match Nibbs and he looks on those around him with an unnatural intelligence not known of wolves.

Much like herself, Nibb has decorated Skorl's fur with trinkets. His head is adorned with a wreath of feathers which hang down as proudly as a Dwarf's beard. Other various trinkets and amulets of bone and wood hang from his fur in no perceivable pattern.

Skorl has a light riding saddle of hand-stitched hides, wrapped about his waist, allowing him to carry Nibb upon his back. Some of Nibb's weaponry hang from the saddle's sides.