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Perrin La'Athvanna's page

40 posts. Alias of Malum.

Full Name

Perrin La'Athvanna




Wolf 3







Special Abilities

Trip Attack, Trained for Attack, Attack 2, Defend, Down, Seek, Stay, and Track


Lawful Neutral


Animal Companion

Strength 13
Dexterity 15
Constitution 15
Intelligence 2
Wisdom 12
Charisma 6

About Perrin La'Athvanna

Perrin was found as a pup in a Poacher's trap by Nox L'Athvanna. Nox freed him and nursed him back to health.

Due to his extremely young age at the time, Perrin imprinted on Nox as his parent and Alpha.

Saving Throws:

Initiative: 5
Fortitude: +5
Reflex: +5
Will: +2


Melee: +3
Ranged: +4
CMB: +3
Bite(plus trip) Bonus: +3 Damage: 1d6+1 Crit: 20x2


AC : 19 (dodge available to add +1)
Touch: 16
Flat: 14
Stat: 5
Natural: 4
Dodge: 1

HP :36


Acrobatics = 5
Appraise = -4
Bluff = -3
Climb = 3
Craft(Untrained) = -4
Diplomacy = -3
Disguise = -3
Escape Artist = 5
Fly = 5
Heal = 2
Intimidate = -3
Perception = 2
Perform (Untrained) = -3
Ride = 5
Sense Motive = 3
Stealth = 9
Survival = 6
Swim = 3

Animal Tricks :

Trained for Fighting: An animal trained to engage in combat knows the tricks attack, down, and stay.
Training an animal for fighting takes 3 weeks.

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.

Attack II:

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.

Seek: The animal moves into an area and looks around for anything that is obviously alive
or animate.

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.)

Special Qualities:

Low Light Vision: 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 him 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.

Bonus Tricks

Link: 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.

Scent: 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: 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.


Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex
bonus to AC also makes you lose the benefits of this feat.[

Improved Natural Armor: Your hide is tougher than most.

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