Post by Head Moderator on Nov 13, 2014 22:52:27 GMT -5
Animal Companion
Name: Ashsprout, or simply "Sprout".
Type: Sapling Treant
Languages: Arborian, Common, Sylvan, Elvish, Fungin, Terran
[STR 7, QCK 4, END 0, WLP 0, PER 2, INT 2, CHA 0]
Owner's Rank: Sapphire
Companion's Rank: Amber Adept
Dice: 2d50
HP: 30
DDC: 14
Strike: +7
(Power Attack)
Damage: +7
Class: Companion
Bonus: 1 Free Companion Skill
Profession: Combatant
Bonus: A companion trained as a combatant knows the commands Attack, Down, Stay, Subdue.
SKILLS
(companion) Polyglot (c: Elvish, t:Fungin , a:Terran)
(flavor-c) Treefriend | +5 Climb Checks
You are a type of animal that has adapted to a forest environment very well, either because you are naturally from that type of environment or you and your owner spent much time there. This skill gives the animal companion +5 to Climb checks and you can always find your way home in a forest setting.
(flavor-c) Low Light Vision
(flavor-c) Nimble Feet | You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check.
(crystal) Power Attack | Use STR for Strike
(crystal) Diehard | 5 hit points
(crystal) Iron Will | +1 Willpower Checks
You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(crystal) Acrobatic | +5 Acrobatics Checks
(crystal) Self-Healing | 12 Points
(flavor-t) Strong Stomach | Cannot be nauseated
(topaz) Counter Attack | No dmg, counter
If an enemy attempts to attack you and you take damage, you may counter attack them immediately with your full dice and weapon damage, if you make your Strike against them. (No skills, etc.) This can be used once per combat.
(topaz) Sacrifice | Take half dmg from attack on ally.
You are adept at taking the brunt of an attack meant for another. You may choose to take the attack of a fellow combatant upon yourself once per combat and take half the damage. Please use logic when you roleplay taking the damage. It must be something you can logically do.
(topaz) Sidestep | Evade
(flavor amber) Sense Undead
(amber) Blindfight
(amber) Thick-Skinned
(amber) Even Thicker Skin +10 DEF
COMMANDS
Non-Essential Commands Known:
Come, Fetch, Heel, Stay, Stop
Essential Commands Known (INT 2+1)(AT 8) = 11
Free: Attack (1), Down, Subdue
Attack:(Advanced & Basic) 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 commands.
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.
Subdue: Must know Attack Command to learn this, deals non-lethal damage during an attack.
Ambush: The animal uses Hide to the best of its ability. It then stays in one place and attacks the first creature to come near it, unless it has been previously trained to recognize the creature as a friend.
Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Get Help: With this trick, a trainer can designate a number of creatures up to the animal's Intelligence bonus as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
Recover: Pull unconscious/paralyzed/helpless creature to safer area, must know Seek Command.
Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
Carry Message: Teach an animal to deliver messages to a particular location. If the animal also has the Seek command, the message may be delivered to that particular individual.
Courage: When the handler is within 30', this command gives the animal a +3 bonus to any checks against Fear effects.
Distract: The animal does not attack and do damage, but instead jumps/flies around annoying the enemy. If they make their Strike roll, the target is distracted one round (up to DM how this affects them).
Flee: The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This command is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
LOOT SLOTS
Head:
Eyes/Face:
Collar: Fizzwinken's Sidekick Curative Accessory Safeguard
This thickly braided collar heals your companion or familiar up to 20hp a day, which can be done in increments. It also gives a +2 to any and all saves the companion is asked to make. A small bell crafted of belgoi bones is attached to the front, which gives a soft ring when it is jostled, enabling the owner to know their companion is nearby.
Barding: n/a
Body:
Belt/Strap:
Legs:
Feet:
Two Rings:
1)Ring of Scent
This dull brass ring causes the wearer (and rider if applicable) to give off no scent and cannot be tracked or located by scent. In addition, the wearer gains the scent ability within 30 feet; if the wearer already has the scent ability, then it increases the range of it's scent by 30 feet (to a maximum of 60 feet). [Worth: 1,500gp]