Omen

Description:

Omen

- animal training information


SR (11 + PC level) = 20
Fast Healing 1


NG Small Animal (Owl)
Init +8; Senses low-light vision, darkvision
D E F E N S E
AC 33, touch 14, flat-footed 29 (+3 Dex, +13 Natural, +1 Size, + 6 armor bonus)
HP 60 (8d8+16)
Fort +7, Ref +10, Will +4
O F F E N S E
Speed 10 ft., fly 60 ft. (average)
Melee 2 claws +11 (1d8+6)
S T A T I S T I C S
Str 14, Dex 22, Con 13, Int 13, Wis 15, Cha 8
Base Atk +7; CMB +6; CMD 20

Feats (9)
      Alertness
      Weapon Finesse
      Toughness
      Diehard
      Deadly Agility
      Flyby Attack
      Improved Natural Attack
      Wingover
      Magical Aptitude
      Sabotage Magic Item

Traits
      Pragmatic Activator
      Sacred Touch: standard action, automatically stabilize dying creature by touching it

Skills (15 Pts / Level)
      Appraise +12
      Acrobatics +17
      Craft (Alchemy) +12
      Disable Device +17
      Escape Artist +17
      Fly +19
      Intimidate +10
      Knowledge (Geography) +12
      Perception +17
      Sense Motive +13
      Sleight of Hand +17
      Spellcraft +14
      Stealth +21
      Survival +13
      Use Magic Device +14
Racial Modifiers +4 Fly, +4 Perception, +4 Stealth
S P E C I A L      A B I L I T I E S
Animal Companion and Familiar
      Link
can handle animal companion as free action, or push as move action, gain +4 circumstance bonus on wild empathy and Handle Animal made on companion
      Share Spells
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid 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
attack that allows Reflex save for half damage, take no damage if make successful saving throw
      Devotion
gain a +4 morale bonus on Will saves against enchantment spells and effects.
      Multi Attack
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.

      Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
      Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
      Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
      Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
      Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

TRICKS (10)
- come
- guard
- flee
- watch
- aid
- break out
- deliver
- fetch
- hunt
- sneak
- track
- stay

Languages: Common (with master only)


Bio:

Omen

Killing Monsters GMJJ