Sparkwing's page

No posts. Alias of GM_Drake.


Full Name

Sparkwing

Race

Terwa Uplands hawk (Earth's Harris hawk) (uses falcon animal companion stats)

Classes/Levels

Primal Animal Companion 3

Gender

male

Size

small

Alignment

Neutral

Deity

n/a

Location

Mwangi Expanse (Rechiend's Plains from Bloodcove to Whitebridge Station; Nantambu)

Languages

Beastkin (with Jack)

Occupation

co-guide

Strength 11
Dexterity 16
Constitution 11
Intelligence 2
Wisdom 15
Charisma 6

About Sparkwing

Pictures of Sparkwing:

Sparkwing's tricks:

Sparkwing base tricks (6) are for the hunting general purpose, with Hunt substituted in for Track (as Sparkwing does not have the prerequisite of scent for the Track trick): Attack, Down, Fetch, Heel, Hunt, Seek

Sparkwing's bonus tricks (from being an animal companion) are:

Defend, Stay

At 3rd level, while Sparkwing is uninjured, Jack has a 25% chance of successfully getting Sparkwing to do a trick he does not know (and is physically capable of doing). While Sparkwing is injured, Jack has a 15% chance of successfully getting Sparkwing to do a trick he does not know.

At 3rd level, while Sparkwing is uninjured, Jack automatically succeeds at getting Sparkwing to do a trick he knows. While Sparkwing is injured, Jack has a 10% chance of unsuccessfully getting Sparkwing to do a trick he knows.

Falcon Animal Companion starting stats:

This swift raptor has amazing eyesight and sharp talons.
Starting Statistics: Size Small; Speed 10 ft., fly 90 ft. (good); AC +1 natural armor; Attack bite (1d4), 2 talons (1d3); Ability Scores Str 10, Dex 15, Con 11, Int 2, Wis 15, Cha 6; Special Qualities low-light vision.

4th-Level Advancement: Ability Scores Dex +2, Con +2.

Sparkwing's level 3 stats:

WIP

Size Small; Speed 10 ft., fly 90 ft. (good); AC +1 natural armor; Attack bite (1d4), 2 talons (1d3); Ability Scores Str 11, Dex 16, Con 11, Int 2, Wis 15, Cha 6; Special Qualities low-light vision.
Special Abilities: Artful Acrobat; Evasion; Evolutions; Link, Primal Transformation

3 Hit Dice; +3 Natural Armor; 3 skill points; 2 feats; BAB +2; BFS +1; 2 bonus tricks,

Artful Acrobat (Ex): A daredevil gains a competence bonus on Acrobatics checks equal to half its Hit Dice.

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.

Evolutions (see Primal Transformation): While under the effects of Primal Transformation, Sparkwing has the Magic Attacks and Resistance (electricity) evolutions. During 3rd level, his electricity resistance evolution grants him resist 5 electricity.

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.

Primal Transformation (Su): At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points (Advanced Player’s Guide 60) that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use.

Primal Transformation:

When Jack causes Sparkwing's primal evolutions to manifest, Sparkwing gains the Magic Attacks and Resistance (electricity) evolutions for 1 minute or longer.

Sparkwing's current resistance evolution grants him Resist 5 electricity.

Sparkwing's animal companion archetype - Daredevil:

Sparkwing's languages and skills:

Languages: Beastkin speech with Jack

Acrobatics +4 (0 ranks, +3 Dex, +1 competence)
Fly + 14 (2 ranks, +3 class skill, +3 Dex, +2 size, +4 good maneuverabilty)
Perception + 6 (1 rank, +3 class skill, +2 Wis)
Survival +2 (0 ranks, +2 Wis)

Sparkwing's feats:

1st HD feat: weapon finesse
2nd HD feat: dodge
Bonus Teamwork feats: Escape Route, Outflank

Sparkwing's gear:

Sparkwing has a falconry tether on his right anklet. Jack does not attach the tether to his falconry gauntlet, but rather uses the tether around Sparkwing's anklet to cast the light spell on.

Sparkwing's encumbrance thresholds:

Light Load: 28 lbs (can fly with this weight)
Medium Load: 57 lbs*
Heavy Load: 86 lbs*
Lift off ground: 172 lbs (loses Dex bonus, can move 5 feet as full-round action; can not fly with this weight)
Push/Drag: 430 lbs

* Using 3.5 rules PF1E is based on, a winged flying creature cannot fly while it has a medium or heavy** encumbrance load**.

** In 3.5 there is a feat that allows a winged flying creature to fly while carrying a medium load (and that feat is a prerequisite for a another feat that allows the flying creature to fly with a heavy encumrance load).

Sparkwing's Combat Summary:

Sparkwing; AC: 18 (T: 15/FF: 14) CMD: 14; HP 24/24; SAVES: FO +3 RE +6* WL +3
Level 3 primal hunter animal companion male Terwa Uplands hawk (falcon stats)
Int +3 (acts on Jack's turn) Perception +?? Senses: Low-Light Vision
Specials: Artful Acrobat; Evolutions** (magic attacks, resistance [resist 5 electricity]), Outflank teamwork feat (with Jack); Primal Transformation**; Tricks (Attack, Defend, Down, Fetch, Heel, Hunt, Seek, Stay)
Defenses: Escape Route teamwork feat (with Jack); *Evasion
Speed 10'; Fly 90' (good);
Skills: Acrobatics +4; Fly +14; Perception +6; Survival +2
Feats: Dodge, Escape Route, Outflank, Weapon Finesse
BAB +2; CMB +1; Bite +6 (+10 flanking with Jack) (1d4 B/P/S); 2 Talons +6 (+10 flanking with Jack) (1d3 S)
** Sparkwing has these evolutions for 1 minute or longer when Jack uses a swift action to make Sparkwing manifest them.