AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural); CMD 25 (22 Fl; 29 vs. overrun, trip)
hp 68 (8d8, +3 Con, Toughness)
Fort +9, Ref +9, Will +3 (+4 vs enchantment spells/effects)
Special Defenses
. . Devotion gain +4 morale bonus on Will saves vs enchantment spell and effects
. . Evasion if a Reflex save normally allows a save for half damage, take no damage on a successful save
Special Attacks
. . amulet of mighty fists +1 enhancement bonus to natural attacks
. . Power Attack -2/+4 may take penalty on melee attack and combat maneuver checks to gain bonus on melee damage; bonus increased by half when using two-handed weapons, one handed weapons using two hands, or primary natural weapons that add 1-1/2 times Strength modifier on damage; bonus to damage is halved when making attacks with off-hand weapons or secondary natural weapons
. . Step Up when adjacent foe takes 5' step away, may make immediate 5' step to remain adjacent; can't take 5' step next round, and available move action next round is reduced by 5'
Feats & Tricks:
Feats
. . Step Up when adjacent foe takes 5' step away, may make immediate 5' step to remain adjacent; can't take 5' step next round, and available move action next round is reduced by 5'
. . Improved Spell Sharing when adjacent to or sharing square with Oracle, duration of spell cast on self by Oracle can be divided evenly between Oracle and companion; companion must also have feat; can use feat only on spells with duration of at least 2 rounds; once spell is cast, can move farther apart without ending the effect
. . Multiattack secondary natural attacks take -2 penalty instead of -5
. . Power Attack -2/+4 may take penalty on melee attack and combat maneuver checks to gain bonus on melee damage; bonus increased by half when using two-handed weapons, one handed weapons using two hands, or primary natural weapons that add 1-1/2 times Strength modifier on damage; bonus to damage is halved when making attacks with off-hand weapons or secondary natural weapons; when your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to increases by +2; must choose to use this feat before making an attack roll, and effects last until next turn; bonus damage does not apply to touch attacks or effects that do not deal hit point damage
. . Toughness gain +3 hit points; for every Hit Die possessed beyond 3, gain an additional +1 hit point; if more than 3 Hit Dice, gain +1 hit points whenever a Hit Die is gained (such as when gaining a level)
Tricks (12/13, Handle Animal to train new tricks, 1/scenario)
. . 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.
. . Attack Any Target: 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.
. . Come: The animal comes to you, even if it normally would not do so.
. . 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.
. . Demolish: The companion can be commanded to attack and damage objects and structures. A companion must know the attack trick before it can be taught the demolish trick, and the companion must be trained to attack creatures of all types. The companion’s handler can direct it either to make natural attacks against the object in question or to make a Strength check to attempt to break it (if applicable).
. . Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
. . Flank: The animal threatens and attacks the foe you point to, repositioning to flank with you or allies if possible; always takes AoOs.
. . Guard: The animal stays in place and prevents others from approaching.
. . Heel: The animal follows you closely, even to places where it normally wouldn't go.
. . Quiet Watch: The animal watches over an area, attempting to quiet alert master to danger; will make noise if unsuccessful quietly.
. . Receive Spell (air walk): The animal has been trained to be the recipient of a specific spell, allowing it to fully take advantage of the spell's effects.
. . 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.
Skills:
Skill Points 8
ACP -0 (-0 armor, -0 encumbrance)
* ACP applied to these skills
Skill Modifiers
. . Scent can follow tracks by smell, making a Survival check to find or follow a track; can attempt to follow tracks using Survival untrained (typical DC for a fresh trail is 10, increasing or decreasing 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); tracking by scent ignores the effects of surface conditions and poor visibility; water, particularly running water, ruins a trail for air-breathing creatures; false, powerful odors can easily mask other scents; the presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10
Languages none
Special Abilities:
Racial Abilities
. . Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail
. . Scent detect opponents by sense of smell, generally within 30 feet (if the opponent is upwind, 60 feet; if it is downwind, 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 three times these ranges); detects another creature's presence but not its specific location; noting the direction of the scent is a move action; if moving within 5 feet (1 square) of the scent's source, can pinpoint the area that the source occupies, even if it cannot be seen; can follow tracks by smell, making a Survival check to find or follow a track; can attempt to follow tracks using Survival untrained (typical DC for a fresh trail is 10, increasing or decreasing 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); tracking by scent ignores the effects of surface conditions and poor visibility; can identify familiar odors just as humans do familiar sights; water, particularly running water, ruins a trail for air-breathing creatures; false, powerful odors can easily mask other scents; the presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10
Primal Companion Abilities
. . Devotion gain +4 morale bonus on Will saves vs enchantment spell and effects
. . Evasion if a Reflex save normally allows a save for half damage, take no damage on a successful save
. . Multiattack gain Multiattack as a bonus feat
Gear:
Light up to 199.5 lbs. Medium up to 399 lbs. Heavy up to 600 lbs.
Current Load Carried 0 lbs. (Light)