Drinking & Dragons

ROR:PC/Tokki/Mount

From Drinking and Dragons

Dividends (Shadowmist)
Divine Bond Mount
Race: Pony, Advanced [Magical Beast]

Nightmare bloodline
Resolute Template (as opposed to Celestial)

Alignment: N | Size: M
Abilities Str 26 +8 | Dex 23 +6| Con 18 +4 | Int 6 -2 | Wis 15 +2 | Cha 8 -1 |

Defense

AC: 37 / Touch: 16, Flatfooted: 27
(+6 Dex; +5 +3 Mithril Chain Barding; +14 Natural)
HP: 107 / HD: 8+12d8+48
Initiative: +6 / Speed: 70' (+30 ench)
Fort: 14 / Reflex: 16 / Will: 8
CMD: 33 (37 vs trip, 39 vs overrun)

Evasion
+4 morale bonus on Will saves against enchantment spells and effects

DR/10 Chaotic
Resist Elements 15 Acid, Cold, and Fire
SR 26

Attacks

  • Natural Attack Routine
    • Bite +18 / 1d3+9
    • Hooves x2 +15/+15 / 1d4+5
  • Power Attack Routine
    • Bite +15 / 1d3+18
    • Hooves x2 +12/+12 / 1d4+9
  • Touch +17 Ranged Touch +16

Space/Reach: 5 ft./5 ft.
Base Attack: +9
CMB: +17

  • Smite Chaos
    • +0 Hit Bonus
    • +24/12 damage bonus

Tricks

  • Attack
  • Come
  • Defend
  • Deliver
  • Down
  • Fetch
  • Flee
  • Guard
  • Heel
  • Maneuver (Overrun)
  • Sneak
  • Throw Rider

Feats

  • Natural: Enduance

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

  • Natural: Run

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

  • Bonus: Skill Focus: Acrobatics

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

  • Bonus: Skill Focus: Stealth

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

  • AC1: Armor Proficiency: Light

When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

You always count as having a running start when making jump checks using Acrobatics. Acrobatics becomes a class skill for you.

Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration checks caused by your motion.

You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.

  • AC10: Power Attack

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

  • AC13: Improved Overrun

You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.


Skills

ACP = -0

Languages: Nay

Special Abilities

Racial

  • Low-light Vision: Ponies can see twice as far as humans in conditions of dim light.
  • Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.


The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
  • Favored Enemy (Goblin) +2: He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
  • Nightmare Bloodline (Su): She can use Obscuring Smoke as a free action on her turn covering only her own space. It lasts for 1 minute. She can do it a number of times per day equal to her hit dice. This gives attack into her space a 20% miss chance no matter the distance. It blows away/dispels/etc as Obscuring Mist. This ability can only be activated by the GM.

Companion

  • Link (Ex): A paladin 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 paladin gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
  • Share Spells (Ex): The paladin may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A paladin may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
  • Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
  • Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
  • Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
  • Darkvision 60ft (Ex): Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
  • Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Divine Bond

  • Summoning (Sp): May be summoned to Tokki's side 3 times per day.

Equipment

  • Magic+3 Mithril Chain Shirt Barding 11,250 Gold Piece
  • Magic Horseshoes of Speed 3,000 Gold Piece
  • Magic Amulet of Might Fists +1 4,000 Gold Piece
  • {{Magic|| } Cloak (Saddle Blanket) of Resistance +2 4,000 Gold Piece
  • Military Saddle 20 Gold Piece
  • Saddlebags 4 Gold Piece