Benus's Character Sheet (Pathfinder)

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Benus the badger

Benus - Animal Companion of Torekk Deeperdown Bartley neutral
Character Name PLAYER ALIGNMENT
Animal6 0 Companion Badger (Wolverine) Medium / 5 ft. 5' nose to tail 200 lbs. Low-Light Vision
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
6 35000 5 Male Black ,Black with some brown and grey patches
LEVEL NEXT LEVEL AGE GENDER EYES HAIR

ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
WHEN ENRAGED
SCORE
WHEN ENRAGED
MODIFIER
STR
Strength
16 +3 20 +5
DEX
Dexterity
17 +3 17 +3
CON
Constitution
18 +4 22 +6
INT
Intelligence
2 -4 2 -4
WIS
Wisdom
12 +1 12 +1
CHA
Charisma
10 +0 10 +0

Rage CON bonus HP

SPEED
HP
Hit Points
54

+12 (new total 66)

Walk 30 ft. (Run 150 ft.) Burrow 10 ft. Climb 10 ft.

AC
Armour Class
22 : 13 : 19 = 10 + 0 + 0 + 3 + 0 + 6 + 0 + 0 : -2
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
Raging
Penalty
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+4


0 +0 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude

Constitution

+9 = +5 + +4 + +0
+ +0
+ +0
+
Reflex

Dexterity

+8 = +5 + +3 + +0
+ +0
+ +0
+
Will

Wisdom

+3 = +2 + +1 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:+2 Will when raging, +4 Will saves against enchantment spells and effects,Evasion
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+7 = +4
+ +3 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+7 = +4
+ +3 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+7 = +4
+ +3 + +0
+ +0
+ +1
+
CMB +7 +7 +7 +7 +7 +7
CMD 20

24

20 20 20 20
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
  
CONDITIONAL MODIFIERS:
*Masterwork Barding (Studded Leather)
TYPEARMOR BONUSMAX DEX BONUS
Light
+3
+5
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
15

*Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+7
1d6+3
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Primary
0 ft.
BPS
S
 
*Bite [Power Attack (One-Handed)]
TOTAL ATTACK BONUS DAMAGE CRITICAL
+5
1d6+7
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Primary
0 ft.
BPS
S
 
*Claw
TOTAL ATTACK BONUS DAMAGE CRITICAL
+7/+7
1d4+3
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Primary
0 ft.
BS
S
 
*Claw [Power Attack (One-Handed)]
TOTAL ATTACK BONUS DAMAGE CRITICAL
+5/+5
1d4+7
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Primary
0 ft.
BS
S
 
  
SKILLS MAX
RANKS
6/6
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 7 = 3
+ 1
+ 3
  Climb STR 11 = 3
+ 0
+ 8
  Escape Artist DEX 6 = 3
+ 1
+ 2
  Fly DEX 3 = 3
+ 0
+ 0
  Intimidate CHA 0 = 0
+ 0
+ 0
  Perception WIS 6 = 1
+ 2
+ 3
  Stealth DEX 9 = 3
+ 1
+ 5
  Survival WIS 2 = 1
+ 1
+ 0
  Swim STR 3 = 3
+ 0
+ 0
◆ = Useable Untrained


WEIGHT ALLOWANCE (20lbs of Barding)
Light 115 Medium 230 Heavy 345
ANIMAL TRICKS
Attack 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 tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
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 another specific character.
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.
Guard The animal stays in place and prevents others from approaching.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
Watch The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.
SPECIAL QUALITIES

Animal Traits

(Ex)

[Paizo Inc. - Core Rulebook, p.307]
     Animals breathe, eat, and sleep.

Bonus Tricks

[Paizo Inc. - Core Rulebook, p.52]
     3

Devotion

(Ex)

[Paizo Inc. - Core Rulebook, p.53]
     An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion

(Ex)

[Paizo Inc. - Core Rulebook, p.53]
     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.

Link

(Ex)

[Paizo Inc. - Core Rulebook, p.52]
     A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision

(Ex)

[Paizo Inc. - Bestiary]
     You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Rage

(Ex)

[Paizo Inc. - Core Rulebook, p.32]
     You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 7 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Scent

(Ex)

[Paizo Inc. - Bestiary, p.304]
     You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You 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 you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You 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. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells

(Ex)

[Paizo Inc. - Core Rulebook, p.52]
     The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master 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.
FEATS
Power Attack [Paizo Inc. - Core Rulebook, p.131]
    You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
    You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 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. 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.
Run [Paizo Inc. - Core Rulebook, p.132]
    You are swift of foot.
    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 the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Stealthy [Paizo Inc. - Core Rulebook, p.135]
    You are good at avoiding attention and slipping out of bonds.
    You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.