About Zadderk Crowe
Zadderk Crowe
Human Ranger (Falconer) 7
LN Medium humanoid (human)
Init +5; Senses Perception +17
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 deflection)
hp 58 (7d10)
Fort +6, Ref +11, Will +5
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Offense
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Speed 20 ft.
Melee masterwork scimitar +7/+2 (1d6-1/18-20) and
. . unarmed strike +6/+1 (1d3-1 nonlethal)
Ranged +1 seeking heavy crossbow +12/+7 (1d10+6/19-20)
Special Attacks favored enemies (giants +4, humans +2)
Ranger (Falconer) Spells Prepared (CL 4th; concentration +6):
2nd—summon nature's ally ii
1st—call animal, speak with animals
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Statistics
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Str 8, Dex 20, Con 10, Int 16, Wis 14, Cha 10
Base Atk +7; CMB +6; CMD 22
Feats Crossbow Mastery, Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike
Traits giant slayer, patient optimist
Skills Acrobatics +10 (+6 jump), Climb +5, Diplomacy +7 (+9 to influence hostile or unfriendly creatures), Handle Animal +10, Heal +12, Knowledge (dungeoneering) +13, Knowledge (geography) +10 (+11 to navigate underground in Magnimar Outskirts), Knowledge (nature) +13, Perception +17 (only -1/20' while using a spyglass, instead of -1/10'), Stealth +13, Survival +12 (+14 to get along in the wild, +15 to track, +13 to navigate in the wilderness in Magnimar Outskirts), Swim +5
Languages Common, Elven, Giant, Sylvan
SQ combat styles (archery), favored terrain (forest +2), swoop for the kill, track, woodland stride
Other Gear +1 defiant hide armor, +1 seeking heavy crossbow, masterwork scimitar, belt of incredible dexterity +2, cloak of resistance +1, eyes of the eagle, ring of protection +1, area map, grappling bolt, grappling bolt, grappling bolt, grappling bolt, grappling bolt, ranger's kit, scope, silent whistle, spyglass, survival kit, masterwork, 30 gp, 1 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Area map (Magnimar Outskirts) A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs Favored Enemy (Giants).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Patient Optimist You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scope Reduce penalty for firearm ranged attacks by 1 for each range increment.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swoop for the Kill (Ex) At 6th level, when outdoors, a falconer can direct his feathered companion to strike an enemy from high above. His feathered companion gains the following trick as a bonus trick.
Swooping Charge (DC 20; bird): The falconer's bird compan
Track +3 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Dasher
Eagle
N Small animal
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 20, touch 15, flat-footed 16 (+4 Dex, +1 size, +5 natural)
hp 38 (+12)
Fort +7, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 10 ft., fly 80 ft. (average)
Melee bite +9 (1d4+1) and
. . 2 talons +9 (1d4+1) and
. . unarmed strike +9 (1d2+1 nonlethal)
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Statistics
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Str 12, Dex 19, Con 14, Int 3, Wis 14, Cha 6
Base Atk +4; CMB +4; CMD 18
Feats Death from Above, Skill Focus (Fly), Weapon Finesse
Tricks Attack, Come, Distract, Down, Heel, Roam, Seek, Stay, Swooping Charge
Skills Acrobatics +8 (+0 jump), Fly +13, Perception +7, Stealth +13
SQ attack, come, devotion, distract, down, heel, roam, seek, stay, swooping charge
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Special Abilities
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Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Roam [Trick] The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Swooping Charge [Trick] 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. (For this attack, the creature is treated as charging, and does 2d4 damage instead of 1d4)