Pipefox

Animism's page

126 posts. Alias of Psiphyre.


Full Name

Fluffy

Race

(HP 46/46 | AC:24 | T:14 | FF:20 | CMB: 6 | CMD:20 | Fort:+7 | Ref:+8 | Will:+3 | Init:+3 | Perc: +7 | Speed: 35 ft.,)

Gender

M Wolf Animal Companion/6

Size

Medium

Age

2

Alignment

Neutral

Location

At Jof's side

Strength 15
Dexterity 17
Constitution 15
Intelligence 3
Wisdom 12
Charisma 6

About Fluffy the Wolf

Animal companion - Wolf (Fluffy)
Owner: Jof Keenens

Size: Medium
Speed: 35 ft. (50 ft. -15 for wearing medium armor)
HP 46 (6x4.5 +6 Toughness +6x2 Con +1x1HP Jof's Fav Class)
AC 24 (10 +4 Armor +6 Natural Armor +1 Dodge +3 Dex)
Base Atk +4; Fort Save +7 (5 Base +2 Con); Ref Save +8 (5 Base +3 Dex); Will Save +3 (2 Base +1 Wis)

Ability Scores: Str 15 (13 +2 S/D bonus), Dex 17 (15 +2 S/D bonus), Con 15, Int 3 (2 +1 Lv.4), Wis 12, Cha 6
Companion Abilities: Devotion; Evasion; Link; Share Spells
Special Qualities: Low-light vision; Scent
Feats: Dodge; Light Armor Proficiency; Toughness

Attack: Bite +7 (1d6 +3 plus trip)

Skills (6):
Climb +5 (1 +3 Class -1 Armor +2 Str)
Perception +7 (3 +3 Class +1 Wis)
Stealth +6 (1 +3 Class -1 Armor +3 Dex)
Swim +5 (1 +3 Class -1 Armor +2 Str)

Equipment
Wearing
Masterwork Chain Shirt Barding (350gp, 30lbs.)

Encumbrance: 30lbs.; Light Load, (Light Load up to 99lbs., Medium up to 199.5lbs., Heavy up to 300lbs.)

Tricks (6 + 3 Bonus Tricks)

Attack [All]: 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.

Break Out: On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal's ability.

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 a specific other character.

Exclusive: The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.

Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Flee: The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.

Guard: The animal stays in place and prevents others from approaching.