Full Name |
Grawlic |
Race |
| HP 15/19, -4NL | AC 18, T 16, FF 13 | CMD 17 | F +4 R +8 W +1 | Init +5 | Perc +5; low-light vision, scent |
Classes/Levels |
| Speed 50ft | Active Conditions: Fatigued |
Gender |
”Grawlic” | Male N Small Animal Companion (2) |
About Grawlic
Grawlic
Male Companion Cat, Small (Leopard) animal 2
None Small animal
Init +5, Senses low-light vision; scent, Perception +6
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DEFENSE
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AC 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size )
hp 19 ((2d8)+6)
Fort +4, Ref +8, Will +2
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OFFENSE
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Speed 50 ft.
Melee bite +4 (1d4+1)
Melee claw +4/+4 (1d3+1)
Special Attacks Trip
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STATISTICS
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Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +1; CMD 16
Feats Improved Natural Armour, Toughness
Skills Perception +6, Swim +5
SQ hunting, ac bonus, bonus tricks 1, link, low-light vision, scent, share spells, stat bonus,
Animal Tricks Hunting, Attack II, Down, Fetch, Heel, Seek, Track
Combat Gear
Other Gear bite, claw
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SPECIAL ABILITIES
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AC Bonus 0
Animal Companion
Bonus Tricks 1
Link (Ex) 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) 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.
Mod Bonus Tricks
Scent (Ex) 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) 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.
Stat Bonus 0
Toughness You gain +3 hit points.
Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.
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ANIMAL TRICKS
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Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 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. Animal will attack all creatures
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.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)