Jin Re Sco, a character of mine that I am currently playing in a campaign has recently come into contact with a flock of Dire Bats. Normally this would be cause for Exp. However thanks to some lucky rolls, Jin has managed to restrain the bat he was fighting with only a point of damage (to the bat!). The rest of the team would usually come over and finish it off but, this time around, I felt like doing something a little different. Jin is a Lv2 Ranger, among the clutter of multi-classing that makes up the rest of him, and I figured that he may as well make use of those two levels for something neat. Specifically; Wild Empathy.
While attached to the bat via grapple rules, I asked my DM if I could make a Wild empathy check to make the bat friendly towards me (bearing in mind this thing is 5ft bigger than me with a 15ft wingspan). He agreed and I took some ten minutes staring at it and nodding or whatever it is that Wild Empathy looks like and rolled. I allowed him to roll for it since it was an unusual situation and guess what came up...
While attached to the bat via grapple rules, I asked my DM if I could make a Wild empathy check to make the bat friendly towards me (bearing in mind this thing is 5ft bigger than me with a 15ft wingspan). He agreed and I took some ten minutes staring at it and nodding or whatever it is that Wild Empathy looks like and rolled. I allowed him to roll for it since it was an unusual situation and guess what came up...
Yeah, you can’t Critical a skill check but since the DM rolled for me it seemed to jump two steps into Friendly. Thank you Messr Fukes! (The DM).
So, the session ended later with the usual resting and bunk-down for the night and I had a fairly jittery new companion to mess about with. Now I have the problems of how to deal with an unusual creature. Since it’s wild I have very little control over it (Jin actually has no ranks in Handle Animal - he’s more of a TWF/Tank) and really it’s not exactly useful as a pack mule - while it is helpful, using it to carry things seems such a waste of a creature.
I started reading the rules about Handle Animal and one thing immediately jumped out at me: Training for a specific purpose. One purpose being Riding. Apparently it will take 3 weeks of game time and halfway through I need to make a (ludicrously easy) DC15 Handle Animal check. I’m due to level soon so I may put some skill points there but with Cookie rules in effect I should be able to do it without bothering. So, the question is, will I have a mount once we return to the Winter Encampment? The flying wall that is Jin Re Sco... That actually has a nice ring to it...
Have some Crunch. This Dire Bat has been retrained hence the modified stats/feats.
Jitter (CR2 Dire Bat) (28pt-buy)
Large Animal
HP: 4D8+20 (38hp, 52 max.)
Initiative: +9
Speed; 20 (4sq), Fly; 40 (8sq) Good
AC: 23 (10 +9 DEX, +5 Natural, -1 Size)
-Touch AC: 18, Flat-Footed AC: 14
Base Attack: +3 (Grapple +11)
Bite: +7 Melee, 1D8+6, 20/x2
Space; 10ft, Reach; 5ft
SQ: Blindsense 40ft, Low-Light Vision
Saves: Fort. +9 / Reflex +13 / Will +7
Abilities: STR 18 / DEX 28 / CON 20 / INT 2 / WIS 17 / CHA 6
[Note: +1 Wisdom at 4HD]
Skills: Hide +10, Listen +9, Move Silently +10, Spot +9
Feats: Hover (MMI), Flyby Attack (MMI)
Tricks Known:
Come; Jitter will move to Jin, even if it normally would not do so.
Heel; Jitter will follow Jin closely, even to places it normally would not go to.
Stay; Jitter waits in her current location. She will not move to attack but will defend herself.
So, the session ended later with the usual resting and bunk-down for the night and I had a fairly jittery new companion to mess about with. Now I have the problems of how to deal with an unusual creature. Since it’s wild I have very little control over it (Jin actually has no ranks in Handle Animal - he’s more of a TWF/Tank) and really it’s not exactly useful as a pack mule - while it is helpful, using it to carry things seems such a waste of a creature.
I started reading the rules about Handle Animal and one thing immediately jumped out at me: Training for a specific purpose. One purpose being Riding. Apparently it will take 3 weeks of game time and halfway through I need to make a (ludicrously easy) DC15 Handle Animal check. I’m due to level soon so I may put some skill points there but with Cookie rules in effect I should be able to do it without bothering. So, the question is, will I have a mount once we return to the Winter Encampment? The flying wall that is Jin Re Sco... That actually has a nice ring to it...
Have some Crunch. This Dire Bat has been retrained hence the modified stats/feats.
Jitter (CR2 Dire Bat) (28pt-buy)
Large Animal
HP: 4D8+20 (38hp, 52 max.)
Initiative: +9
Speed; 20 (4sq), Fly; 40 (8sq) Good
AC: 23 (10 +9 DEX, +5 Natural, -1 Size)
-Touch AC: 18, Flat-Footed AC: 14
Base Attack: +3 (Grapple +11)
Bite: +7 Melee, 1D8+6, 20/x2
Space; 10ft, Reach; 5ft
SQ: Blindsense 40ft, Low-Light Vision
Saves: Fort. +9 / Reflex +13 / Will +7
Abilities: STR 18 / DEX 28 / CON 20 / INT 2 / WIS 17 / CHA 6
[Note: +1 Wisdom at 4HD]
Skills: Hide +10, Listen +9, Move Silently +10, Spot +9
Feats: Hover (MMI), Flyby Attack (MMI)
Tricks Known:
Come; Jitter will move to Jin, even if it normally would not do so.
Heel; Jitter will follow Jin closely, even to places it normally would not go to.
Stay; Jitter waits in her current location. She will not move to attack but will defend herself.