CURRENT STATS Status: Normal HP: 92/92 AC: 23 Initiative: +2 Rage Rounds Remaining: 7
Fangz HP: 66/66 Fangz AC: 25
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TARK BASHFLAT:
TARK BASHFLAT CR 7
Male Goblin Barbarian 1 Cavalier (Gendarme) 7
NE Small Humanoid (Goblinoid)
Init +3; Senses Darkvision (60 feet); Perception +12
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DEFENSE
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AC 23, touch 15, flat-footed 20. . (+7 armor, +3 Dex, +1 size, +1 natural, +1 deflection)
hp 92 (1d12+7d10+32)
Fort +11, Ref +7, Will +4
Resist Cockatrice's Skills
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OFFENSE
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Spd 30 ft.
Melee +1 Flaming Earth Breaker +16/+11 (1d10+8/20/x3) and
. . Hammer, Light +14/+9 (1d3+5/20/x2) and
. . Masterwork Licktoad Dogslicer +15/+10 (1d4+5/19-20/x2) and
. . Unarmed Strike +14/+9 (1d2+5/20/x2)
Ranged Masterwork Shortbow, Composite (Str +3) +13/+8 (1d4/20/x3)
Special Attacks Braggart, Cavalier's Charge, Cockatrice's Challenge +7/+2 (3/day)
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STATISTICS
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Str 18/20, Dex 16, Con 16, Int 8, Wis 12, Cha 6
Base Atk +8; CMB +12; CMD 26
Feats Dazzling Display (Braggart), Mounted Combat, Power Attack -3/+6, Ride-by Attack, Spirited Charge, Toughness +8, Weapon Focus: Earth Breaker
Traits Deft Dodger, Goblin Bravery
Skills Acrobatics +5, Climb +2, Escape Artist +0, Fly +2, Handle Animal +3, Perception +12, Ride +15, Stealth +15, Survival +6, Swim +6 Modifiers +3 Ride while riding your bonded mount.
Languages Goblin
SQ Animal Companion Link (Ex), Banner +2/+1 (Ex), Expert Trainer +3 (Ex), Fast Movement +10 (Ex), Rage (7 rounds/day) (Ex)
Combat Gear +1 Breastplate, +1 Flaming Earth Breaker, Arrows (20), Hammer, Light (2), Masterwork Licktoad Dogslicer, Masterwork Shortbow, Composite (Str +3); Other Gear Amulet of Natural Armor +1, Bag of Holding I (3 @ 0 lbs), Belt of Giant Strength, +2, Boggard Champion Head, Cloak of Resistance, +1, Hydra Head, Masterwork Belt Pouch, Ring of Protection, +1, Sack (empty), Wand of Cure Light Wounds (12 ch), 2 Potions Cure Moderate Wounds (1 in saddlebag), 1 Potion Lesser Restoration
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SPECIAL ABILITIES
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+3 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -3 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Braggart (Ex) Demoralize as a standard action, +2 to hit demoralized targets.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Cockatrice's Challenge +7/+2 (3/day) (Ex) +7 to damage target, -2 AC vs. others when used, +2 damage when you are the only one threatening the target.
Cockatrice's Skills -2 (Ex) -2 to DC vs. demoralization.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Braggart) Your skill with your favored weapon can frighten enemies.
Expert Trainer +3 (Ex) +3 to train mounts, reduced training time option.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Goblin Bravery +1 attacks with non-ranged melee weapons when attacking larger target with no allies in adjacent squares
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ride-by Attack You can move - attack - move when charging mounted.
Spirited Charge Double damge when making a mounted charge (triple with a lance).
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Tark is a very simple minded goblin. He is quite friendly and very trusting of his chums. (And hence easily manipulated). His true desite though is to hammer things flat. Whether its rocks, frogs or feces, it matters not to him. The flatter the better no matter how many hours it may take.
Oddly enough when Tark drinks alcohol he tends to have a better ability to think for himself. His chums usually try to prevent Tark from drinking for this very reason. (Tark also finds a lot of the alcohol they give him tastes a lot like water -- but he know's they wouldn't give him water and say its alcohol, since they are his chums.)
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FANGZ:
FANGZ CR 6
Male Wolf
NN Large Animal
Init +2; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +5
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DEFENSE
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AC 25, touch 12, flat-footed 22. . (+5 armor, +2 Dex, -1 size, +8 natural, +1 dodge)
hp 66 (+36)
Fort +10, Ref +7, Will +3
Defensive Abilities Evasion
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OFFENSE
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Spd 50 ft.
Melee Bite (Wolf) +10 (1d8+9/20/x2) and
. . Unarmed Strike +9 (1d4+6/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Trip
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STATISTICS
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Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11; CMD 24 (28 vs. Trip)
Feats Dodge, Toughness +6, Weapon Focus: Bite
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Work [Trick]
Skills Acrobatics +1, Climb +5, Escape Artist +1, Fly -1, Perception +5, Ride +1, Stealth +4, Swim +9 Modifiers +4 to Survival when tracking by Scent
Languages SQ Attack Any Target [Trick], Combat Riding [Trick], Devotion +4 (Ex), Fetch [Trick], Work [Trick]
Combat Gear +1 Chain Shirt;
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SPECIAL ABILITIES
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.
Work [Trick] The animal pulls or pushes a medium or heavy load.
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Gidgit Godcaller:
ARCANE FAMILIAR CR 1/8
Male Hedgehog
NE Diminutive Magical Beast ((Animal))
Init +3; Senses Low-Light Vision; Perception +1
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DEFENSE
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AC 21, touch 17, flat-footed 18. . (+3 Dex, +4 size, +4 natural)
hp 17 (1d8-2)
Fort +0, Ref +5, Will +5
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OFFENSE
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Spd 20 ft.
Melee Unarmed Strike +1 (--5/20/x2)
Space 1 ft.; Reach 0 ft.
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STATISTICS
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Str 1, Dex 16, Con 6, Int 8, Wis 12, Cha 7
Base Atk +2; CMB +1; CMD 6 (10 vs. Trip)
Feats Athletic
Skills Climb +5, Fly +9, Handle Animal -1, Heal +2, Ride +8, Spellcraft +1, Stealth +21, Survival +2, Swim +5
Languages SQ Improved Evasion (Ex), Spiny Defense
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SPECIAL ABILITIES
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While r