Occultist

Balbo Beethair's page

85 posts. Organized Play character for Stiehle.


Full Name

Balbo Beethair

Race

Male Halfling | Sacred Huntsmaster of Erastil 1/ Zen Archer 4 | Per: +10 | Init: +3 | HP: 2/33 | AC: 21, Touch: 20, FF: 17, CMD: 20 | Fort: +7, Reflex: +7, Will: +10 | 1st Level Spells Cast - 1 (of 2) | Notes: None

Classes/Levels

| 'Chompy' | HP: 33/33 | AC: 20, Touch: 13, FF: 17, CMD: 20 | Fort: +4, Reflex: +8 (Evasion), Will: +1 |

Abilities Used:
Luck - 3 (of 3); Zeal Surge - 1 (of 1); Perfct Strike - 4 (of 4); Ki Pool - 6 (of 6); Vengnce Strike - 1 (of 2)

Size

Standing at 3'2" tall, this savage-looking halfling weighs only about 34 lb. Balbo is 32 years old and fights against those that would harm the natural world.

Deity

Balbo's surname is fitting, though teasing him about his hair color could be fatal. Balbo plies his longbow with deadly efficiency while 'Chompy', his dinosaur mount, attacks the enemy up close and personal.

About Balbo Beethair

Lawful Good | Male | Halfling
Inquisitor (Sacred Huntsmaster) 1 of Erastil / Monk (Zen Archer) 4
Pathfinder Society #260381-009
XP: 12 | Prestige: 12 | Fame: 19
The Concordance Faction [Farmstead several miles outside of Abasalom]

Strength 10 [+0] Constitution 12 [+1] Dexterity 16 [+3]
Wisdom 18 [+4] Intelligence 8 [-1] Charisma 12 [+1]

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Defense

Hit Points 33

Armor Class 21, Touch AC 20, Flat-Footed AC 17
(+1 Armor +3 DEX +4 WIS +1 Monk +1 Dodge +1 Size)

Combat Maneuver Defense 20
(10 +3 BAB +0 STR +3 DEX +4 WIS +1 Dodge -1 Size)

AC Notes May use a ki point to gain a +4 dodge bonus to AC for one round (Ki Pool ability).

Fort Save +7
(+6 Base +1 CON)
Reflex Save +7
(+4 Base +3 DEX)
Will Save +10
(+6 Base +4 WIS)

Save Notes Gain a +2 bonus on saves against fear (Racial).

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Offense

Initiative +3
(+3 DEX)

Senses Perception +10

Normal Speed 30 ft.
Modified Speed 30 ft.

Base Attack Bonus +3, Melee Attack +4 (+3 BAB +0 STR +1 Size), Ranged Attack +7 (+3 BAB +3 DEX +1 Size)

Combat Maneuver Bonus +2 (+3 BAB +0 STR -1 Size)

Ranged Weapons:
Magical +1 Composite Longbow +9 (1d6+1, x3, 110', P)
20 standard arrows, 10 blunt arrows, 10 cold iron durable arrows

Magical +1 Composite Longbow +8/+8 (1d6+1, x3, 110', P)
Flurry of Arrows; 20 standard arrows, 10 blunt arrows, 10 cold iron durable arrows

Dagger +7 (1d3, 19-20 x2, 10', S or P)

Melee Weapons:
Spear +4 (1d6, x3, P)
Two-handed, brace to deal double damage against a charging target

Unarmed Strike +4 (1d6, 19-20 x2, B)
May deal lethal or nonlethal damage

Dagger +4 (1d3, 19-20 x2, S or P)

Combat Notes Gain a +1 to attack and damage rolls on ranged attacks against targets within 30' (Point Blank Shot feat); no penalty for firing into a melee (Precise Shot feat); unarmed attacks do not provoke AoOs and may deal lethal or non-lethal damage (Unarmed Strike ability); may roll an attack twice and take higher result 4x/day (Perfect Strike feat); may use WIS modifier for ranged attacks with longbow (Zen Archery ability) may take a -1 penalty to attack roll and gain a +2 bonus to damage (Deadly Aim feat); does not provoke an AoO when using a longbow while in a threatened square (Point Blank Shot Master feat); may use a ki point to take an extra attack with Flurry of Arrows OR to increase range of attack by 50' (Ki Pool ability).

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Skills
(23 Skill Points)

Acrobatics +7 [ Rank, Trained, DEX]
Appraise -1 [INT]
Bluff +1 [CHA]
Climb +0 [STR]
Diplomacy +1 [CHA]
Disguise +1 [CHA]
Escape Artist +3 [DEX]
Fly +5 [DEX, Size]
Handle Animal (Day Job) +12 [5 Ranks, Trained, CHA, Trait, Racial]
Heal +4 [WIS]
Intimidate +6 [1 Rank, CHA, Trained, Class]
Knowledge (Arcana) +3 (+7 to identify monsters) [1 Rank, Trained, INT (+WIS to identify monsters)]
Knowledge (Dungeoneering) +3 (+7 to identify monsters) [1 Rank, Trained, INT (+WIS to identify monsters)]
Knowledge (Nature) +3 (+7 to identify monsters) [1 Rank, Trained, INT (+WIS to identify monsters)]
Knowledge (Religion) +3 (+7 to identify monsters) [1 Rank, Trained, INT (+WIS to identify monsters)]
Knowledge (The Planes) +3 (+7 to identify monsters) [1 Rank, Trained, INT (+WIS to identify monsters)]
Linguistics +0 [1 Rank, INT]
Perception +10 [1 Rank, Trained, WIS, Racial]
Ride +12 [3 Ranks, Trained, DEX, Trait, Racial]
Sense Motive +9 [1 Rank, WIS, Trained, Class]
Stealth +7 [DEX, Size]
Survival +4 [WIS]
Swim +0 [STR]

Languages Common, Halfling, Polyglot

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Abilities

Small Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. [Racial]

Slow Speed Halflings have a base speed of 20 feet. [Racial]

Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. [Racial]

Adaptable Luck Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +3 luck bonus on an ability check, attack roll, saving throw, or skill check (amplified by Fate's Favored trait). If halflings choose to use the ability before they make the roll or check, they gain the full +3 bonus; if they choose to do so afterward, they only gain a +2 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Keen Senses Halflings receive a +2 racial bonus on Perception skill checks. [Racial]

Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed. [Racial]

Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. [Racial]

Favored Class [Inquisitor] Whenever a character gains a level in his favored class, he receives either +1 hit point or +1 skill rank. 1st Level - 1 Skill Point. [Class]

Proficiencies An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (longbow) as well as proficient with light armor, medium armor, and shields (except tower shields). A monk is proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.[Class]

Spells An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level. To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier. An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook). An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.) Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. [Class]

Orisons Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. [Class]

Inquisition (Zeal) While inquisitors often take on the domains permitted to the clerics of the faith, they are privy to special lore not open to priests and other agents of their religion. These divine pursuits, called inquisitions, grant inquisitors the tools necessary for the fight against enemies of the faith. An inquisitor may select an inquisition in place of a domain. If an inquisition's granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's inquisitor level + her Wisdom modifier. Unless otherwise stated, the caster level for granted power spell-like abilities is equal to the inquisitor's class level. Inquisitions are intended for inquisitors, not for other classes that give access to domains. While a cleric or other domain-using class can select an inquisition in place of a domain (if appropriate to the character's deity), inquisitions do not grant domain spell slots or domain spells, and therefore are much weaker choices for those classes. These other classes use the appropriate class level as their inquisitor level for the purpose of inquisition granted powers (clerics use their cleric level as their inquisitor level, and so on). [Class]
Zealous Surge (Sp) [+4 HP] Once per day, when you are reduced to 0 or fewer hit points, you heal a number of hit points equal to your inquisitor level + your Wisdom modifier.
Scourge of the Enemy (Ex) At 8th level, select one religion that is a rival or opponent of your religion. You treat members of this religion as if they were your favored enemy (as the ranger class ability), gaining a +2 bonus on the appropriate rolls. At 13th level, these bonuses increase to +4, and at 18th level, the bonuses increase to +6. These bonuses do not stack with other favored enemy bonuses (use the highest bonus that applies).

Animal Companion (Ex) At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability functions as the hunter class feature of the same name, using his inquisitor level as his hunter level. This ability replaces judgment 1/day. At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on his adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to his hunter level. If a character receives an animal companion from more than one source, his effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach his companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier. If a hunter releases his companion from service or his animal companion perishes, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal he summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends. [Class]

Monster Lore (Ex) The inquisitor adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. [Class]

Stern Gaze (Ex) [+1] Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 his inquisitor level (minimum +1). [Class]

AC Bonus (Ex) [+5] When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex) [+2/+2] Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level. A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Unarmed Strike [1d6] At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would.

Bonus Feats At 1st level, 2nd level, and every 4 levels thereafter, a zen archer may select a bonus feat. A zen archer’s bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot, Improved Precise Shot, Manyshot, Mobility, and Parting Shot. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk’s normal bonus feats.

Perfect Strike (Ex) [4x/day] At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.

Way of the Bow (Ex) At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.

Fast Movement (Ex) [+10'] At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.

Zen Archery (Ex) At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.

Point Blank Master (Ex) At 3rd level, a zen archer gains Point Blank Master as a bonus feat, even if he does not meet the prerequisites. This ability replaces still mind.

Ki Pool (Su) [6 points] At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool, a zen archer monk can make one additional attack at his highest attack bonus when making a flurry of arrows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. In addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex) [20'] At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

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Feats

Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. [1st Level Feat]

Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. [Level 1 Monk Bonus Feat]

Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. [Level 1 Monk Bonus Feat]

Perfect Strike [4x/day] You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). When using any kind of bow, a zen archer monk can roll the attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). A zen archer monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. [Level 1 Monk Bonus Feat]

Deadly Aim [-1/+2] You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. [3rd Level Feat]

Weapon Focus [Longbow] You gain a +1 bonus on all attack rolls you make using the selected weapon. [Level 2 Monk Bonus Feat]

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. [Level 2 Monk Bonus Feat]

Point Blank Master [Longbow] Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. [Level 3 Monk Bonus Feat]

Boon Companion The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature. [5th Level Feat]

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Traits

Beast Bond You share a close bond with animals.
Benefit: You gain a +1 bonus on Handle Animal checks and Ride checks. Handle Animal is always a class skill for you. [Social]

Fate's Favored The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. [Faith]

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Known Spells

Concentration +4
(WIS, Caster Level)

0 Level Spells Known [DC 13]:
Detect Magic - Detect spells and magic items, must focus for 3 full rounds to gain maximum information on the aura - requires concentration to maintain; Standard action casting time; 60' Range [cone]; 1 minute [C]; No save; SR-No; V,S

Guidance (Gain a +1 bonus to an attack roll, save or skill check; Standard Action; Touch; 1 minute; V,S

Light - Cause an object to glow, shedding light in a 20-foot radius; Standard action casting time; Touch; 10 minutes; No save; SR-No; V,S,M

Sift - Examine an 10' square area at range, make a Perception check with a –5 penalty, modified as normal for conditions with no penalty for distance to find hidden features such as secret doors, traps, or hidden treasure (but not creatures); Standard action casting time; 60' Range [10' square]; Instant; No save; SR-No; V,S

1st Level Spells Known [2x/day, DC 14]:
Wrath (+1) - Gain a +1 morale bonus on attack/damage rolls against that designated creature for every three caster levels you have (at least +1, maximum +3), and gain this bonus on caster level checks made to overcome the creature's SR, if any - at 12th level, gain the benefits of the Improved Critical feat on attack rolls made against the designated creature (doesn't stack with any other effect that expands the threat range of a weapon); Standard action casting time; Personal; 1 minute; V,S, M [a thorny vine]

Divine Favor (+2) - Calling upon the strength and wisdom of a deity, you gain a +1 [+2 for trait bonus] luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage; Standard action casting time; Personal; 1 minute; V,S, DF

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Gear

Explorer's Outfit [0.0 lb.]

Wooden Holy Symbol of Erastil [0.0 lb.]

Backpack [0.5 lb.]
~Bedroll [1.25 lb.]
~2 Days of Trail Rations [0.5 lb.]
~Waterskin [1.0 lb.]
~Torch [1.0 lb.]
~2 Flasks of Oil [2.0 lb.]
~Sunrod [1.0 lb.]
~Bundle of 10 Blunt Arrows & 10 Standard Arrows [1.5 lb.]
~Wand of Cure Light Wounds (50 charges) [0.0 lb.]
~Coins [0.5 lb.]

Belt Pouch [0.25 lb.]
~Flint & Steel [0.0 lb.]
~Whetstone [1.0 lb.]

Bracers of Armor +1 [Wrists Slot] (These arm guards are etched with decorations of fierce reptilian creatures and surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1, just as though he were wearing armor - both bracers must be worn for the magic to be effective) [1.0 lb.]

Magical Headband of Inspired Wisdom +2 [Headband Slot] (This simple bronze headband is decorated with an intricate pattern of small green gemstones and grants the wearer an enhancement bonus to Wisdom of +2) [1.0 lb.]

Currency 17gp, 2sp, 7cp

Armor/Weapons Weight 9.0 lb.
Equipment/Coins Weight 11.5 lb.

Total Encumbrance 20.5 lb. (Light Load)
Light Load (24.75 lb maximum); Medium Load (49.5 lb maximum); Heavy Load (75 lb maximum); Lift Above Head (75 lb maximum); Lift Off Ground (150 lb maximum); Drag & Push (375 lb maximum)

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Balbo's Animal Companion

Ceratosaurus "Chompy"
Medium Animal (Dinosaur)
Hit Dice 5d8
Hit Points 33
Initiative +4
Speed 40' (30' when Balbo is mounted)
Armor Class 20 (+4 Dex, +6 natural), touch 13, flat-footed 17
Base Atk +3
CMB +6
CMD 20
Attack Bite +7 melee (1d8+4 B,P,S)
Full Attack Bite +7 melee (1d8+4 B,P,S)
Space/Reach 5 ft. / 5 ft.
Special Qualities Low-light vision, scent, trip
Saves Fort +4, Ref +8, Will +1
Abilities Str 16, Dex 18, Con 11, Int 2, Wis 11, Cha 10
Skills Perception +7, Stealth +8
Feats Toughness, Weapon Focus [Bite], Power Attack [-1/+2]

Animal Companion Bonuses and Base Statistics [as 5th Level Hunter Hit Dice (5); BAB (+3); Fort (+4); Ref (+4); Will (+1); Skills (5 - Perception x4, Stealth); Feats (3 - Toughness, Weapon Focus [Bite], Power Attack [-1/+2]) Natural Armor Bonus (+2); STR/DEX Bonus (+1); Bonus Tricks (2 - Attack [All], Vengeance Strike); Ability Score Increase (+1 STR)

Tricks Known (Combat Trained) Attack, Attack [All], Come, Defend, Down, Guard, Heel, Vengeance Strike)
Vengeance Strike (Ex) [2x/day] The animal companion can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The animal companion can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
Link (Ex) A hunter can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. The hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The hunter may cast a spell with a target of “You” on his animal companion (as a spell with a range of touch) instead of on himself. A hunter may cast spells on his 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.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores.

Gear
Exotic Riding Saddle [30.0 lb.]
Bit & Bridle [1.0 lb.]

Equipment Weight 31.0 lb.

Total Encumbrance (when Balbo is mounted) 85.5 lb. (Medium Load)
Light Load (58.0 lb maximum); Medium Load (116.0 lb maximum); Heavy Load (175 lb maximum); Lift Above Head (175 lb maximum); Lift Off Ground (350 lb maximum); Drag & Push (875 lb maximum)

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Background

Born in the Mwangi Jungles, the halfling tribe from which Balbo hailed was wiped out almost to a man when he was quite young. His only companion was a young dinosaur he had raised since it was but an egg, its Polyglot name roughly translating to 'Chompy'. Balbo eventually discovered the edge of the jungle during his explorations, finding himself in the dangerous coastal lands known as the Shackles. The young halfling savage spent some time among the pirates that infest the entire area, avoiding the more evil and nasty types. Eventually, he made friends with a group of Freebooters that called themselves 'The Short Crew'. The group of halflings, gnomes, grippli and even a couple of dwarves were unlike the other buccaneers that plied the other ships of the sea with murder and rapine. The Short Crew often took jobs that sometimes paid very little, but often helped those in need. They called themselves Pathfinders, and during his years spent with them, Balbo learned to speak Common and even 'civilized' Halfling tongue.

More importantly, Balbo learned of the god named Erastil, and found that his own beliefs closely matched those held by the devoted of that elder god. The gnome priestess took Balbo under her wing and taught him much of the wilds, how to identify dangerous foes, and how to fight in defense of the lands and those that lived there. Her teachings struck a cord with the Halfling, who had lost his entire tribe to a group of predatory mercenaries that held no such values. Eventually, Balbo grew restless and left the Short Crew, who advised him to seek other Pathfinders on the island of Absalom. This he did, and now he and his dinosaur companion fight to defend the natural world against those that would do it harm. Like those that laid waste to his peaceful village. And if Balbo ever learns of who was responsible for that travesty, there will certainly be a very bloody reckoning indeed.

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Boons