Curze
Big Cat (Tiger)
Neutral Medium Animal
Init +4; Senses: Low-Light, Scent Perception +8; Sense Motive +2
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Defense
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AC 20, touch 14, flat-footed 16 (+3 armor, +4 Dex, +3 Natural)
HP 19
Fort +4, Ref +7, Will +3
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Offense
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Speed 40ft.
Melee: Bite +5 ; D6 + 3 ; x2 P+B+S or
Claws(x2) +5 ; D6 + 3 ; x2 ; B+S
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Statistics
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Str 15(17), Dex 17(19), Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +5; CMD 19
Feats: Improved Natural Armour, Improved Natural Weapon (Claws)
Skills: Acrobatics (2) +8, Perception (1) +6,
SQ : Rake (1d4), Link, Share Spells, Animal Totem (Bull) (+2 Strength), Eye for Talent (+2 Strength)
Combat Gear: Training Harness, M/W Parade Armour Barding
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Special Abilities
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Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature 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 a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability 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. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Rake: A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Link (Ex): You 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. You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): You 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. You 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.
Tricks: Attack, Attack Anything, Come, Defend, Exclusive, Flank, Guard
Iron Talons (Ex): Through training and prayer, a feykiller imbues her animal companion with an enhanced ability to fight fey. One of the animal companion’s natural attacks, as selected by the feykiller, is treated as cold iron for the purpose of overcoming damage reduction. At 7th level, all of her animal companion’s natural attacks are treated as cold iron.