Friday, February 15, 2019

Sable Company Elite Marine

Sable Company Elite Marine
CR 6                                                                                                                    XP: 2,400
Male human ranger 6
LG Medium humanoid (human)
Init +3; Senses Perception +10
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 39 (6d10+6)
Fort +6, Ref +8, Will +3
Speed 30 ft.
Melee mwk longsword +9/+4 (1d8+2/19-20)
Ranged +1 composite shortbow +10/+5 (1d6+3/x3)
Special Attacks favored enemy (humanoid [goblinoid]) +4, favored enemy (humanoid [human]) +2
Spells Prepared (CL 3rd)
  1st-—Magic Fang, Speak With Animals
Before Combat If able, a hippogriff-mounted marine casts magic fang on his mount before engaging in combat.
During Combat A Sable Company elite marine fights from atop his mount when possible, combining his hippogriff attacks with his own shortbow attacks. He focuses on favored enemies first, unless an obviously greater threat presents itself.
Morale When protecting innocents or defending a fallen comrade, a Sable Company marine fights to the death. Otherwise, he withdraws if reduced to less than half his hit points. If a fellow marine goes down, he attempts to pull that marine to safety as soon as possible, as long as other comrades are still up.
Str 14, Dex 16, Con 12, Int 8, Wis 13, Cha 10
Base Atk +6; CMB +8; CMD 21
Feats Endurance, Legendary Tracker, Manyshot, Mounted Archery, Mounted Combat, Rapid Shot, Sable Company Marine, Weapon Focus (shortbow)
Skills Climb +11, Handle Animal +9, Perception +10, Profession (sailor) +10, Ride +14, Swim +11
Languages Common
SQ animal companion (hippogriff), wild empathy +8
Gear potion of cure light wounds (4)
Other Gear +1 composite shortbow (Str +2), 40 arrows, mwk longsword, +1 studded leather armor
Sable Company Riding Hippogriff
CR 3                                                                                                               XP: 800
N Large magical beast (augmented)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9
AC 19, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +6 natural, -1 size)
HP 42 (5d10+15)
Fort +8, Ref +8, Will +2
Speed 50 ft., fly 100 ft. (average)
Melee bite +8 (1d8+4), 2 claws +8 (1d4+4)
Space 10 ft., Reach 5 ft.
During Combat The riding hippogriff makes swooping attacks, always trying to stay out of reach of groundbased targets.
Tricks A riding hippogriff knows the tricks attack, come, defend, down, guard, heel, seek, and stay.
Morale A riding hippogriff flees if its rider is incapacitated or killed while mounted. If the riding hippogriff has no rider, it fights to defend itself but flees back to Korvosa’s aerie on the Great Tower as soon as possible.
Str 19, Dex 16, Con 16, Int 2, Wis 13, Cha 8
Base Atk +5; CMB +10; CMD 24
Feats Dodge, Wingover
Skills Fly +6, Perception +9
  Racial Modifiers +4 Perception
Environment  temperate hills or plains
Organization solitary, pair, or flight (7-12)
Treasure none
This large, brown, horse-like creature has a hawk's wings, talons, and hooked beak.
The hippogriff bears the wings, forelegs, and head of a great raptor bird and the tail and body of a magnificent horse. As horses are a preferred meal for griffons, sages claim some flesh-warping wizard with an ironic sense of humor long ago created this unfortunate fusion of horse and hawk as a joke.  A hippogriff 's feathers bear coloration similar to those of a hawk or an eagle; however, some breeders have managed to produce specimens with stark white or coal black feathers. A hippogriff 's torso and hind end are most often bay, chestnut, or gray, with some coats bearing pinto or even palomino coloration. Hippogriffs measure 11 feet long and weigh upward of 1,500 pounds.  Territorial, hippogriffs fiercely protect the lands under their domain. Hippogriffs must also watch the skies for other predators, as they are a preferred meal of griffons, wyverns, and young dragons. Hippogriffs nest in sweeping grasslands, rugged hills, and flowing prairies. Exceptionally hardy hippogriffs make their home nestled into niches on canyon walls, from which they comb the rocky deserts for coyotes, deer, and the occasional humanoid. Hippogriffs prefer mammalian prey, yet they graze after every meal of flesh to aid their digestion. Their dietary habits can be dangerous to both ranchers and their livestock, so ranching communities often set bounties on them. Victims of these hunts are often taxidermied, and preserved hippogriffs frequently decorate frontier taverns and remote outposts.  Far easier to train than griffons, yet easily as intelligent as horses, hippogriffs are trained as mounts by some elite companies of mounted soldiers, patrolling the skies and swooping down on unsuspecting enemies. Although they are magical beasts, if captured young, hippogriffs can be trained using Handle Animal as if they were animals. An adult hippogriff is more difficult to train, and attempts to do so follow the normal rules for training magical beasts using the skill. A hippogriff saddle must be specially crafted so as to not impact the movement of the creature's wings-these saddles are always exotic saddles.  Hippogriffs lay eggs rather than birthing live young- as a general rule, a hippogriff nest only contains one egg at a time. A hippogriff 's egg is worth 200 gp, but a healthy young hippogriff is worth 500 gp. A fully trained hippogriff mount can command prices of up to 5,000 gp or more. A hippogriff can carry 198 pounds as a light load, 399 pounds as a medium load, and 600 pounds as a heavy load.
Sable Company Marine
You graduated from the elite hippogriff-riding school of the Endrin Military Academy. Not only can you ride a hippogriff with great skill, but you may also bond with one.
Prerequisite: Ride 6 ranks, ranger level 4th.
Benefit: You gain a hippogriff as your animal companion. You gain a +2 bonus on Ride checks made while riding your hippogriff animal companion. Whenever you are within 20 feet of your hippogriff,
it gains a +2 bonus on saving throws made against fear effects.

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