| Name | Abelgos | Class | Unchained Rogue/Fighter | Level | 13 | Experience | |
|---|---|---|---|---|---|---|---|
| Alignment | LN | Race | Half-Elf (Drow) | Faith | To next level | ||
| Sex | Male | Height | Weight | Hair | White | ||
| Age | Eyes | Skin | Native city |
| Score | Mod | Temp | Temp. mod | |
|---|---|---|---|---|
| STR | 14 | 2 | ||
| DEX | 30 | 10 | ||
| CON | 12 | 1 | ||
| INT | 18 | 4 | ||
| WIS | 12 | 1 | ||
| CHA | 12 | 1 |
| Hit Points | 105 | HD | 10d10(68)+37 | Speed | 30' | |
|---|---|---|---|---|---|---|
| AC | = | Base | Armor | Shield | Dex | Size | Natural | Enhancement | Dodge | Deflection | Other | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 40 | = | 10 | 14 | 0 | 10 | 0 | 2 | 2 | 2 | |||
| Touch | Flat Footed | AB | Initiative | RD/ | RC | RE | ||||||
| 22 | 40 | 13 | 15 | 6/- | ||||||||
| Light Load | 58 lb | Medium Load | 59-116 lb | Heavy Load | 117-175 lb | |||||||
| Lift over head | 175 lb | Lift from ground | 350 lb | Push/Drag | 875 lb | |||||||
| Inmunities | sleep |
|---|---|
| Languages | Taldane, elven, undercommon, infernal, orc, dwarven, sylvan, abyssal, draconic, halfling, drow sign language, aklo |
| Total | Base | Score | Resistance | Other | Temp. | Conditionals | |
|---|---|---|---|---|---|---|---|
| Fort. | 9 | 8 | 1 | ||||
| Ref. | 18 | 8 | 10 | +4 vs traps | |||
| Will. | 8 | 4 | 1 | 3(bravery) | +2(racial) vs enchantment +2(trait) vs compulsion & charm +8(resistance) vs mind-affecting effects |
| Total | Base | AB | STR | DEX | Size | Magic | Other | Conditionals | |
|---|---|---|---|---|---|---|---|---|---|
| CMB | 15 | = | 13 | 2 | NO | 0 | - | ||
| CMD | 37 | 10 | 13 | 2 | 10 | 0 | 2 | +5 vs sunder & disarm when wielding a bow |
| Armor | AC Bonus | Max. Dex | ACP | Spell Failure | Speed | Special | |
|---|---|---|---|---|---|---|---|
| Adamantine Fullplate +2 | 14 | - | - | 0% | 30' | RD 3/- | |
| Habilidad | Atributo | TOTAL | Base | Rangos | Clase | Otros |
|---|---|---|---|---|---|---|
| Acrobatics | DEX | 26 | 10 | 13 | 3 | |
| Appraise | INT | 9 | 4 | 2 | 3 | 2(circumstance) vs evaluate by weight |
| Bluff | CHA | 17 | 1 | 13 | 3 | |
| Climb | STR | 10 | 2 | 3 | 3 | 2(circumstance) |
| Craft() | INT | 6 | 4 | 2(circumstance) | ||
| Diplomacy | CHA | 17 | 1 | 13 | 3 | |
| Disable Device | DEX | 38 | 10 | 13 | 3 | 6(rogue)+2(circumstance)+4(competence) |
| Disguise | CHA | 17 | 1 | 3 | 3 | 10(disguise self) |
| Escape Artist | DEX | 32 | 10 | 13 | 3 | 6(competence) |
| Fly | DEX | 10 | 10 | |||
| Handle Animal | CHA | 15 | 1 | 13 | 3 | |
| Heal | WIS | 1 | 1 | |||
| Intimidate | CHA | 17 | 1 | 13 | 3 | |
| Knowledge(dungeoneering) | INT | 9 | 4 | 2 | 3 | |
| Knowledge(engineering) | INT | 9 | 4 | 2 | 3 | |
| Knowledge(local) | INT | 20 | 4 | 13 | 3 | |
| Linguistics | INT | 20 | 4 | 13 | 3 | |
| Perception | WIS | 24 | 1 | 13 | 3 | 2(racial)+5(competence)+4(rogue) vs avoid ambush+6t |
| Perform() | CHA | 1 | 1 | |||
| Ride | DEX | 16 | 10 | 3 | 3 | |
| Sense Motive | WIS | 17 | 1 | 13 | 3 | |
| Sleight of Hand | DEX | 26 | 10 | 13 | 3 | |
| Stealth | DEX | 26 | 10 | 13 | 3 | |
| Survival | WIS | 17 | 1 | 13 | 3 | 2(circumstance) vs avoid getting lost |
| Swim | STR | 8 | 2 | 3 | 3 | |
| Use Magic Device | CHA | 17 | 1 | 13 | 3 | |
| t: vs traps | ||||||
| Racial traits | |
|---|---|
| Drow Heritage | Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. |
| Drow Immunities | Drows are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. |
| Keen Senses | Half-elves receive a +2 racial bonus on Perception checks. |
| Blended-View | Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. |
| Low-Light Vision | Half-elves can see twice as far as humans in conditions of dim light. |
| Ancestral Arms | Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. |
| Feats | |
| Exotic Weapon Competence(Hornbow, Orc) |
You make attack rolls with the weapon normally. |
| Weapon Finesse | With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. |
| Point-Blank Shot | You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. |
| Rapid Shot | When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. |
| Quick Draw |
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. |
| Combat Reflexes | You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. |
| Weapon Focus(Orc, Hornbow) | +1 to attacks with selected weapon |
| Extra Rogue Talent | Minor Magic: acid splash |
| Advanced Armor Training | Adaptable Training(Acrobatics) |
| Weapon Specialization(Orc, Hornbow) | You gain a +2 bonus on all damage rolls you make using the selected weapon. |
| Point-Blank Master(Orc, Hornbow) | Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. |
| Manyshot | When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow. |
| Snap Shot | While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity. |
| Extra Rogue Talent | Major Magic: vanish |
| Advanced Weapon Training | Warrior Spirit |
| Signature Companion | Gain an Animal Companion with equivalent druid level as your HD. |
| Advanced Weapon Training | Trained Initiative |
| Improved Snap Shot | You threaten an additional 5 feet with Snap Shot. |
| Greater Weapon Focus(Orc, Hornbow) | +1 to attacks with selected weapon |
| Greater Weapon Specialization(Orc, Hornbow) | You gain a +2 bonus on all damage rolls you make using the selected weapon. |
| Deadly Aim | You can choose to take a –4 penalty on all ranged attack rolls to gain a +8 bonus on all ranged damage rolls. 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. |
| Advanced Weapon Training | Armed Bravery(Ex) |
| Class Features | |
Bravery(Ex) |
A fighter gains a +3 bonus on Will saves against fear |
Armor Training(Ex) |
A fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a fighter can also move at his normal speed while wearing medium armor or heavy armor.
|
Weapon Training(Ex) [Bows] |
Whenever a fighter attacks with a weapon from his selected group, he gains a +3 bonus on attack and damage rolls.
|
| Sneak Attack |
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 7d6. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. |
Trapfinding |
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. |
| Finesse Training(Ex) |
A rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
|
| Evasion(Ex) | A rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. |
| Rogue Talents |
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
|
| Danger Sense(Ex) | A rogue gains a +4 bonus on Reflex saves to avoid traps and a +4 dodge bonus to AC against attacks made by traps. In addition, she gains a +4 bonus on Perception checks to avoid being surprised by a foe. |
| Debilitating Injury(Ex) |
Whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –4 penalty to AC against all attacks made by the rogue. Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –4 penalty on all attack rolls it makes against the rogue. Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. |
| Improved Uncanny Dodge(Ex) | A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. A rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. |
| Rogue's Edge(Ex) |
A rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill.
|
| Traits | |
| Wiscrani Ear[Social] | You have a keen ear for the movements of thieves and monsters. You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so. |
| Find Parents[Campaign] | Choose a class. This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. |
| Birthmark[Faith] | You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects. |
| Mythic Power | |
| Mythic Path | Champion 3 |
| Mythic Abilities |
|
| Mythic Path Abilities |
|
| Mythic Feats |
|
| Equipment | Location | Weight | Value | Special | |
|---|---|---|---|---|---|
| Hat of Disguise | Head | 0 | 1800 | This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear. | |
| Headband of Mental Superiority +2 | Headband | 1 | 16000 | The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence. | |
| Eyes of the Eagle | Eyes | 0 | 2500 |
These lenses are made of special crystal and fit over the eyes of the wearer. They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round. |
|
| Cloak of the Hunt | Shoulders | 1 | 12000 | This rough-spun green cloak is trimmed in wolf fur and fastened with a silver clasp. With the cloak drawn over his shoulders and the hood pulled up, the wearer becomes one with his surroundings, gaining a +5 bonus on Stealth checks and on Survival skill checks made to follow tracks. The cloak also renders the wearer immune to the scent ability.
If the wearer expends one use of mythic power, the cloak turns him invisible for 1 hour, as greater invisibility. If the wearer makes an attack, the effects last for 1 minute after the attack, then end. A character made invisible by this cloak can’t be detected with detect magic or other spells or effects that detect magical auras. The greater invisibility can’t be penetrated, revealed, or dispelled by spells of 2nd level or lower (such as see invisibility or glitterdust), though true seeing and dust of appearance can reveal the wearer’s presence. |
|
| Amulet of Natural Armor | Neck | 0 | 8000 | This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor of +2. | |
| Vest of Escape | Chest | 0 | 5200 |
This simple silk vest looks nondescript, but is actually studded with numerous secret pockets sewn into its lining. Hidden inside these are magic lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks. |
|
| Body | |||||
| Adamantine Fullplate +2 | Armor | 20550 | Heavy armor made from adamantine grants its wearer damage reduction of 3/— | ||
| Belt of Incredible Dexterity +4 | Belt | 16000 | The belt grants the wearer an enhancement bonus to Dexterity of +4. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. | ||
| Bracers, Burglar's | Wrists | 1 | 1100 | On command, these plain leather bracers can transform into a set of masterwork thieves’ tools. They can transform back to their bracer form with another such command. Once per day, while using these thieves’ tools or wearing these bracers, the user can take 10 on a single Disable Device check, even when in immediate danger or distracted. | |
| Gloves of Dueling | Hands | 0 | 12000 | These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2. | |
| Ring of Sustenance | Ring 1 | 0 | 2500 | This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself. | |
| Ring of Protection +2 | Ring 2 | 0 | 8000 | This ring offers continual magical protection in the form of a deflection bonus of +2 to AC. | |
| Feet | |||||
| Adaptative Orc, Hornbow +2 | Weapon 1 | 7 | 9430 | ||
| MWK Scimitar | Weapon 2 | 315 | |||
| Weapon 3 | |||||
| Weapon 4 | |||||
| Handy Haversack | Slotless | 5 | 2000 | ||
| Efficient Quiver | Slotless | 2 | 1800 | ||
| Traveler's Any-Tool | Slotless | 2 | 250 | ||
| Spring-loaded wrist sheath | Wrists - Mundane | 2 | 2 | ||
| Consumable | Type | Weight | Value | Special | Uses |
| Abbundant Ammunition | Wand | 0 | 750 | 1 minute, infinite non-magical ammunition | 50 |
| Gravity Bow | Wand | 0 | 750 | 1 minute, damage from bow increases from 2d6 to 3d6 | 50 |
| Miscellaneous Items | Location | Weight | Value | Special | |
| Alantha: Belt of Incredible Dexterity +4 | Alantha: Belt | 0 | |||
| Total | |||||
| Name | Alantha | Class | Animal Companion(Bully) | Level | 13 | |
|---|---|---|---|---|---|---|
| Alignment | N | Race | Wolf (Animal) | Sex | Female |
| Score | Mod | Temp | Temp. mod | |
|---|---|---|---|---|
| STR | 25 | 7 | ||
| DEX | 21 | 5 | ||
| CON | 20 | 5 | ||
| INT | 3 | -4 | ||
| WIS | 12 | 1 | ||
| CHA | 6 | -3 |
| Hit Points | 104 | HD | 11d8(49)+55 | Speed | 50' | |
|---|---|---|---|---|---|---|
| AC | = | Base | Armor | Shield | Dex | Size | Natural | Enhancement | Dodge | Deflection | Other | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 29 | = | 10 | 3 | 0 | 5 | -1 | 12 | 0 | 0 | 0 | ||
| Touch | Flat Footed | AB | Initiative | RD/ | RC | RE | ||||||
| 14 | 24 | 8 | 5 | |||||||||
| Light Load | 58 lb | Medium Load | 59-116 lb | Heavy Load | 117-175 lb | |||||||
| Lift over head | 175 lb | Lift from ground | 350 lb | Push/Drag | 875 lb | |||||||
| Inmunities | xx |
|---|---|
| Tricks | xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx,xxx |
| Total | Base | Score | Resistance | Other | Temp. | Conditionals | |
|---|---|---|---|---|---|---|---|
| Fort. | 12 | 7 | 5 | ||||
| Ref. | 12 | 7 | 5 | ||||
| Will. | 4 | 3 | 1 | +4(morale) vs enchantment |
| Total | Base | AB | STR | DEX | Size | Magic | Other | Conditionals | |
|---|---|---|---|---|---|---|---|---|---|
| CMB | 16 | = | 8 | 7 | NO | 1 | - | +7 trip | |
| CMD | 31 | 10 | 8 | 7 | 5 | 1 | +2 vs trip |
| Armor | AC Bonus | Max. Dex | ACP | Spell Failure | Speed | Special | |
|---|---|---|---|---|---|---|---|
| MWK Studded Leather bard | 3 | 5 | 0 | 50' | |||
| Habilidad | Atributo | TOTAL | Base | Rangos | Clase | Otros |
|---|---|---|---|---|---|---|
| Acrobatics | DEX | 11 | 5 | 3 | 3 | |
| Climb | STR | 7 | 7 | |||
| Escape Artist | DEX | 5 | 5 | |||
| Intimidate | CHA | 1 | -3 | 3 | 4(size) | |
| Perception | WIS | 10 | 1 | 6 | 3 | |
| Stealth | DEX | 6 | 5 | 2 | 3 | -4(size) |
| Survival | WIS | 1 | 1 | |||
| Swim | STR | 7 | 7 | |||
| Racial traits | |
|---|---|
| Scent (Ex) |
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. |
| Low-Light Vision (Ex) | Half-elves can see twice as far as humans in conditions of dim light. |
| Feats | |
| 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. |
| Improved Trip | You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. |
| Fury's Fall | When making a trip attack, add your Dexterity bonus to your CMB. |
| Improved Natural Attack | Choose one of the creature’s natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. |
| Greater Trip |
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. |
| Combat Reflexes | You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. |
| Animal Companion Features | |
Link |
A druid 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. |
Bully Feat |
In addition to the standard feats available to animal companions, a bully can select Greater Bull Rush, Greater Overrun, Greater Reposition, Greater Trip, Improved Reposition, and Improved Trip. It can use Power Attack instead of Combat Expertise as a prerequisite to qualify for feats on this list. |
Evasion |
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. |
Bullying Thrill(Ex) |
Whenever a bully succeeds at a bull rush, overrun, reposition, or trip combat maneuver check, after fully resolving the combat maneuver, it gains a +2 morale bonus on attack and damage rolls until the end of its next turn. |
| Equipment | Location | Weight | Value | Special | |
|---|---|---|---|---|---|
| Head | |||||
| Headband | |||||
| Shoulders | |||||
| Neck | |||||
| Studded Leather Bard | Armor | ||||
| Belt of Incredible Dexterity +4 | Belt | ||||
| Feet | |||||
| Total | |||||