Daisy
Female Halfling Ranger (beast master, skirmisher, warden) 9
NG Small Humanoid (halfling)
Init +3* (+4 higher in plains, water; +2 higher in forest); Senses Perception +10* (+4 in plains, water, +2 in forest)
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DEFENSE
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AC 21, touch 15, flat-footed 15 (+5 armour, +3 Dex, +1 size, +2 natural)
hp 77 (9d10+9)
Fort +9, Ref +11, Will +8
…endurance, evasion
…+2 vs. fear
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OFFENSE
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Speed 20 ft.
Melee Magic Wand (+1 club) +11/+6 (1d4+1)
Ranged wand of ray of frost +13 touch (1d3 cold)
…wand of magic missile (1d4+1 force)
Fairy Queen’s Crown +13 ranged touch, 100 ft. range
…2/day—2d8 positive energy damage, 1d8 positive energy damage
…1/day—3d8 positive energy damage
…At Will—glows like light, read magic
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STATISTICS
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Str 11, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Base Atk +9/+4; CMB +8; CMD 20
Traits dangerously curious, armour expert
Feats endurance, leadership, mounted combat, skill focus (handle animal, use magic device), trick riding
Skills Acrobatics +14^ (6R), Climb +8^ (3R), Craft (maps) +13 (6R), Diplomacy +10 (6R), Escape Artist +8 (2R), Handle Animal +19 (9R), Knowledge (arcana) +4 (1R), Knowledge (geography)* +13 (9R), Knowledge (nature) +13 (9R), Perception +10* (2R), Ride +15^ (9R), Spellcraft +4 (1R), Stealth +13* (3R), Survival +15* (+4 higher to track) (can always take 10, can take 20 as long as safe) (9R), Swim +12^ (9R), Use Magic Device +17 (9R)
Able Explorer^ - When in favoured roll twice and keep better on Acrobatics, Climb, Fly, Ride, Swim
Master of Terrain*: Plains +4, Water +4, Forest +2
(10 points; 6 class, 3 INT, 0 race, 1 favoured class)
Abilities able explorer, evasion, hunter tricks (bolster companions, heel, sic ‘em), improved empathic link, live in comfort, master of terrain (plains +4, water +4, forest +2), swift tracker, terrain bond, track +4, wild empathy +13, woodland stride
Proficiencies simple, martial, light, medium
Languages Common, Halfling, Terran, Sylvan
Special Abilities:
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SPECIAL ABILITIES
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Able Explorer - When making an Acrobatics, Climb, Fly, Ride, or Swim check in any of his favored terrains, a warden can make two skill checks and take the higher. This ability replaces the ranger’s second, third, and fourth favored enemies.
Animal Companion (Ex): A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger’s effective druid level is equal to his ranger level – 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.
…The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a beast master’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the ranger’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the ranger the ability to cast a single spell so that it affects all of his animal companions. This ability replaces hunter’s bond.
Endurance - You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Evasion - A ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Hunter Tricks - 7/day, swift or immediate
A skirmisher ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
…Bolster Companions Immediate - The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.
…Heel - Immediate - The ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the ranger. The animal companion must be able to see and hear the ranger to take this movement.
…Sic ‘Em - Swift - His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the ranger to make this attack.
Improved Empathic Link - The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the ranger can also see through a companion’s eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection. This replaces the 6th-level combat style feat.
Live in Comfort - A warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure. This ability replaces all combat style feats.
Master of Terrain - A warden selects his first favoured terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger’s first favored enemy ability.
Mounted Combat - Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Swift Tracker - A ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Terrain Bond - A warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favoured terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the warden’s allies leave no trail and can’t be tracked. The warden can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires. This ability replaces hunter’s bond.
Track - A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Trick Riding - While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a –5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.
Wild Empathy - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Woodland Stride - A ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Gear/Possessions:
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GEAR/POSSESSIONS
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Combat Gear +1 club (magic wand), wand of ray of frost (40 charges), wand of magic missile (25 charges), Fairy Queen’s Crown, potion of cure light wounds (4), potion of cure moderate wounds (3)
Possessions +1 chain shirt, necklace of flowers (amulet of natural armour +2), cloak of resistance +1, sunglasses, collars and bows (for rabbit), fancy jewelry, pet toys, toys (wolf, almiraj), board games, seashells, rabbit hats, rabbit boots, rabbit housecoat
Money 15 PP 10,010 GP 10 SP 10 CP
Animal Companions:
Dora Female Riding Rabbit
N Medium Animal
Animal Companion 4 Init +5; Senses low-light vision; Perception +8
DEFENSE
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 Natural) hp 34 (4d8+12) Fort +7, Ref +9, Will +5
Evasion
OFFENSE
Speed 60 ft. Melee bite +4 (1d6+1)
STATISTICS
Str 12, Dex 20, Con 17, Int 2, Wis 16, Cha 9 Base Atk +3; CMB +4; CMD 18 (22 vs. trip) Feats: Run, Skill Focus (Perception)
Abilities: Link, Share Spells, Evasion Skills: Acrobatics (1R) +5 (+16 to Jump), Perception (2R) +8, Stealth (1R) +13
Racial/Feat Modifiers: +4 Jump, +8 Jump, +8 Stealth, +3 Perception
Tricks: Attack+, Come, Down, Heel, Sneak, Stay, Throw Rider (Exclusive Rider: Mischa)
Gear: Pretty Bow Collar, Saddle, Saddlebags, Rabbit Toys, Rabbit Treats (Greenery and Carrots)
Bigfoot
Male Brown Bear
N Large animal
Animal Companion 5 Init +2; Senses low-light vision, scent ; Perception +6
DEFENSE
AC 18, touch 10, flat-footed 18 (+1 Dex, +8 natural, –1 size) hp 47 (5d8+25) Fort +9, Ref +5, Will +2
Evasion
OFFENSE
Speed 40 ft. Melee 2 claws +8 (1d6+5 plus grab), bite +8 (1d6+5) Space 10 ft.; Reach 5 ft.
STATISTICS
Str 22, Dex 14, Con 20, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +10 (+14 grapple); CMD 22 (26 vs. trip) Feats Endurance, Run, Skill Focus (Survival) Skills Perception +6, Survival +5, Swim +14
Abilities Link, Share Spells, Evasion
Tricks Attack+, Come, Defend, Down, Guard, Menace, Work
Gear Jewelled Collar, Training Harness, Saddle, Saddlebags, Chew Toys, Honey, Fish
Happy
Male Wolf
N Medium Animal
Animal Companion 1
Init +2, Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 Natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
BAB +1, CMB +2, CMD 14 (18 vs. trip)
Feats: Skill Focus (Perception)
Skills: Perception +8, Stealth +6, Survival +1 (+5 scent tracking)
Abilities: Link, Share Spells
Tricks: Attack+, Deliver, Down, Heel, Hunt, Track
Gear: Jewelled Collar, Ball
Peanut Butter
Female Horse
N Large Animal
Animal Companion 1
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves +3 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
Abilities Link, Share Spells
Tricks Attack+, Come, Down, Get Help (Rhesa, Rocky, Gilderoy), Heel, Stay
Gear Saddle, Saddlebags, Bag of oats, Grooming Kit
Other Animals:
Purple
Female Hippocampus
N Large Animal (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 size) hp 15 (2d10+4) Fort +5, Ref +2, Will +1
OFFENSE
Speed 5 ft., swim 60 ft. Melee bite +4 (1d4+3), tail slap –1 (1d4+1) Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11 Base Atk +2; CMB +6; CMD 15 Feats Endurance Skills Perception +6, Swim +11
Tricks Attack+, Come, Down, Heel, Stay
SQ water dependency (can survive out of the water for 1 minute per point of Constitution before it begins to suffocate=15 Minutes)
Tricksy & Wave
Male/Female Dolphins
N Medium Animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) hp 11 (2d8+2) Fort +4, Ref +5, Will +1
OFFENSE
Speed swim 80 ft. Melee slam +3 (1d4+1)
STATISTICS
Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6 Base Atk +1; CMB +2; CMD 14 Feats Weapon Finesse Skills Perception +9, Swim +13 SQ hold breath (Min=6xCon Score before begins drowning=78 Minutes)
Tawly
Male Sea Turtle
N Medium Animal
Init 0; Senses low-light vision, scent; Perception +5
DEFENSE
AC 20, touch 10, flat-footed 20 (+10 natural) hp 5 (1d8+1) Fort +3, Ref +1, Will +1
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +2, Ref +4, Will +2
OFFENSE
Speed 10 ft., fly 40 ft (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
Sound Mimicry (Ex)
Parrots are excellent at learning and copying sounds they hear often, from creaking boards to even specific voices. The parrot makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t keenly familiar with the person or type of sounds mimicked, it takes a –8 penalty on its Sense Motive check. The parrot has a +8 racial bonus on its Bluff check to mimic sounds it has listened to for at least 1 week. This ability does not allow the parrot to speak or understand languages, it simply imitates them.
Monkeys (Eeky, Ee Ee, Cuddly, Clinger)
N Tiny animal Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 4 (1d8) Fort +2, Ref +4, Will +1
OFFENSE
Speed 30 ft., climb 30 ft. Melee bite +4 melee (1d3–4) Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 Base Atk +0; CMB +0; CMD 6 Feats Weapon Finesse Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics
Defense
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 75 (10d8+30)
Fort +12, Ref +7, Will +4
Offense
Speed 30 ft.
Melee tail +14 (3d6+12 plus stun)
Space 15 ft., Reach 15 ft.
Statistics
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
Special Abilities
Stun (Ex) The ankylosaurus’s tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
Defense
AC 18, touch 6, flat-footed 18 (+12 natural, –4 size)
hp 171 (18d8+90)
Fort +18, Ref +11, Will +9
Offense
Speed 30 ft.
Melee tail +23 (4d6+19)
Space 20 ft., Reach 20 ft.
Statistics
Str 37, Dex 10, Con 21, Int 2, Wis 13, Cha 10
Base Atk +13; CMB +30; CMD 40 (44 vs. trip)
Feats Cleave, Great Cleave, Great Fortitude, Greater Overrun, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (tail)
Skills Perception +28
Donny (deinonychus)
N Medium animal
Init +6; Senses low-light vision, scent; Perception +14
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 34 (4d8+16)
Fort +8, Ref +6, Will +2
Offense
Speed 60 ft.
Melee 2 talons +5 (1d8+2),bite +5 (1d6+2), foreclaws +0 (1d4+1)
Special Attacks pounce
Statistics
Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative, Run
Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15
Pachy (pachycephalosaurus)
N Large animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +2
Offense
Speed 40 ft.
Melee slam +8 (2d6+9)
Space 10 ft., Reach 10 ft.
Special Attacks clobbering charge
Statistics
Str 22, Dex 15, Con 17, Int 2, Wis 12, Cha 5
Base Atk +3; CMB +10; CMD 22
Feats Improved Bull Rush, Power Attack, Run
Skills Perception +8, Stealth +2
Special Abilities
Clobbering Charge (Ex) When a pachycephalosaurus hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the dinosaur’s charge. The pachycephalosaurus cannot move with the target of the bull rush. If a pachycephalosaurus scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 18 Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the dinosaur’s bull rush attempt. The save DC is Strength-based.
Perry (parasaurolophus)
N Huge animal
Init +2; Senses low-light vision, scent; Perception +13
Defense
AC 17, touch 10, flat-footed 15 (+2 Dex, +7 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3
Offense
Speed 30 ft.
Melee tail slap +8 (2d6+9)
Space 15 ft., Reach 15 ft.
Statistics
Str 23, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +4; CMB +12; CMD 24 (28 vs. trip)
Feats Improved Bull Rush, Power Attack, Skill Focus (Perception)
Skills Perception +13
Terry (pterodactyl)
N Large animal
Init +8; Senses low-light vision, scent; Perception +11
Defense
AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 size)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +3
Offense
Speed 10 ft., fly 50 ft. (clumsy)
Melee bite +5 (2d6+4)
Space 10 ft., Reach 10 ft.
Statistics
Str 16, Dex 19, Con 15, Int 2, Wis 15, Cha 12
Base Atk +3; CMB +7; CMD 21
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly –1, Perception +11
Defense
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 90 (12d8+36)
Fort +13, Ref +10, Will +5
Offense
Speed 30 ft.
Melee tail +16 (4d6+12 plus trip)
Space 15 ft., Reach 15 ft.
Statistics
Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +9; CMB +19; CMD 31 (35 vs. trip)
Feats Cleave, Great Fortitude, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +16
Tri (triceratops)
N Huge animal
Init –1; Senses low-light vision, scent; Perception +21
Defense
AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
hp 119 (14d8+56)
Fort +15, Ref +8, Will +5
Offense
Speed 30 ft.
Melee gore +17 (2d10+12)
Space 15 ft., Reach 15 ft.
Special Attacks powerful charge (gore, 4d10+16), trample (1d8+12, DC 25)
Statistics
Str 26, Dex 9, Con 19, Int 2, Wis 12, Cha 7
Base Atk +10; CMB +20; CMD 29 (33 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Critical, Power Attack, Run, Skill Focus (Perception), Weapon Focus (gore)
Skills Perception +24
Defense
AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
hp 153 (18d8+72)
Fort +15, Ref +12, Will +10
Offense
Speed 40 ft.
Melee bite +20 (4d6+22/19–20 plus grab)
Space 20 ft., Reach 20 ft.
Special Attacks swallow whole (2d8+11, AC 17, hp 15)
Statistics
Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +13; CMB +28 (+32 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +37; Racial Modifiers +8 Perception
SQ powerful bite
Special Abilities
Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.
Vossy (velociraptor)
N Small animal
Init +7; Senses low-light vision, scent; Perception +10
Defense
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +3
Defensive Abilities evasion
Offense
Speed 60 ft.
Melee bite +6 (1d4+1), 2 talons +6 (1d6+1/19–20)
Special Attacks leaping charge
Statistics
Str 13, Dex 17, Con 17, Int 2, Wis 14, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +11 (+23 when jumping), Perception +10, Stealth +15; Racial Modifiers +4 Acrobatics (+16 when jumping), +4 Perception, +4 Stealth
Special Abilities
Leaping Charge (Ex) A velociraptor can jump while charging, allowing it to ignore difficult terrain when it charges. When a velociraptor makes a charge in this way, it deals double damage with its talons.