Drinking & Dragons

Difference between revisions of "Wild:PC/Bo/Companion"

From Drinking and Dragons
>Arz
>Arz
(HB for Hallow)
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*Leather Barding
*Leather Barding
*Tricks: Attack, Come, Defend, Down, Fetch, Guard, Heel
*Tricks: Attack, Come, Defend, Down, Fetch, Guard, Heel
==Horrid Bat==
:Size/Type: Large Animal
:'''Hit Dice''': 4d8+20 (38 hp)
:Initiative: +6
:'''Speed''': 20 ft. (4 squares), fly 40 ft. (good)
:'''Armor Class''': 25 (-1 size, +6 Dex, +10 natural), touch 15, flat-footed 19
:'''Base Attack/Grapple''': +3/+10
:'''Attack''': Bite +5 melee (2d6+4) +1d6 acid
:Full Attack: Bite +5 melee (2d6+4) +1d6 acid
:Space/Reach: 10 ft./5 ft.
:Special Attacks''': Acidic Attack
:'''Special Qualities''': Blindsense 40 ft, Ill-tempered, Immuntiy to acid, Link, Share spells
:'''Saves''': Fort +9, Ref +10, Will +6
:'''Abilities''': Str 17, Dex 22, Con 21, Int 2, Wis 14, Cha 6
:'''Skills''': Hide +11, Listen +8*, Move Silently +15, Spot +8*
:'''Feats''': Alertness, Stealthy, Improved Natural Attack (all)*
:Alignment: Always neutral
*Tricks: Attack, Come, Defend, Down, Fetch, Guard, Heel
Blindsense (Ex)
A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills
Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Revision as of 08:23, 28 October 2009


Chow.jpg
Quick links
Logsheet


Ko Beng

Riding (Foo) Dog

Medium Animal

  • Hit Dice 4d8+8 (26hp)
  • Initiative: +3
  • Speed: 40'
  • Armor Class: 21 (armor+2, dex+3, nat+6)
  • BAB/Grapple: +3/+6
  • Attack: Bite+6 (1d6+4)
  • Special Attack: Trip+3
  • Special Quality: Evasion, Link, Lowlight, Scent, Share Spell
  • Saves: F+6 R+7 W+4
  • Abilities: Str 16, Dex 16, Con 15, Int 2 Wis 12, Cha 6
  • Skills: Athletics +7, Notice +3, Survival +14
  • Feats: Alertness, Iron Will, Track
  • Tricks: Attack, Defend, Down, Fetch, Guard, Seek, Track, Work

Killer Croc

Do not name the croc. It might think you edible.

Crocodile
  • Leather Barding
  • Tricks: Attack, Come, Defend, Down, Fetch, Guard, Heel

Horrid Bat

Size/Type: Large Animal
Hit Dice: 4d8+20 (38 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 25 (-1 size, +6 Dex, +10 natural), touch 15, flat-footed 19
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (2d6+4) +1d6 acid
Full Attack: Bite +5 melee (2d6+4) +1d6 acid
Space/Reach: 10 ft./5 ft.
Special Attacks: Acidic Attack
Special Qualities: Blindsense 40 ft, Ill-tempered, Immuntiy to acid, Link, Share spells
Saves: Fort +9, Ref +10, Will +6
Abilities: Str 17, Dex 22, Con 21, Int 2, Wis 14, Cha 6
Skills: Hide +11, Listen +8*, Move Silently +15, Spot +8*
Feats: Alertness, Stealthy, Improved Natural Attack (all)*
Alignment: Always neutral
  • Tricks: Attack, Come, Defend, Down, Fetch, Guard, Heel


Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Skills Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.