Fey Friend

Dalvin Arikani's page

178 posts. Alias of Twilik.


Full Name

Dalvin Arikani

Race

Gnome

Classes/Levels

Hunter 3

Gender

HP 26/26 | AC 15 Tch 13 FF 13 | CMD 11 | Fort 5 Ref 5 Will 2 | Init +2 | Perc +10| AF 3/3| GM 1/1| Arrows 13 regular, 4 +1 flaming Drako HP 19/19 AC 20/15/16

Size

Small

Age

49

Alignment

NG

Languages

Common, Gnome, Sylvan, Hallit, Draconic

Occupation

Trapper

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 15
Charisma 14

About Dalvin Arikani

Background and Appearance:

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BACKGROUND:
________________

Dalvin Arikani grew up deep within the Fangwood Forest in a small hut with his parents. The elder gnomes were surprisingly adept at tracking and trapping for their size, and would often help provide food for the small community of outcasts that they had attached themselves to shortly before Dalvin had been born. He lived a relatively peaceful life. Occasionally a large predatory animal would wander into the haphazard village, but it would always be driven off by the larger races. One in particular always fascinated Dalvin. A half-orc by the name of Drako would always be at the front of the line to defend their home. Dalvin formed an odd sort of friendship with him, and could be frequently found trying to learn how to fight from the half-orc.

The young gnome loved going with his parents on hunting trips, even the dangerous animals that lived in the forest intrigued him, but hesitated when it came time to travel into town to sell the fur, hides and extra meat they had gathered. Dalvin felt nervous surrounded by so many people he didn’t know. He preferred the animals of the forest to the people of the town.

Dalvin and his family lived in relative peace until shortly after his 20th birthday. One afternoon, Dalvin was accompanying his father on a hunting trip deep in the forest. His father had been nervous about going to deep into the trees, but Dalvin sprinted ahead of his father, driven by the excitement of the unknown. Laughing giddily, Dalvin dodged the trees as he went deeper, his father running after him yelling for him to stop. By the time he caught up to Dalvin, the young boy was suddenly frozen, transfixed.

The trees were suddenly dead and twisted, despite having passed what seemed like hundreds that were green and full of life. Frightening creatures that resembled fey hung around the bleached trunks, and rotting vegetation that seemed to move surrounded the area. His father reached out to grab him.

“We need to run, now,” he said quietly. All of a sudden, one of the fey turned its head, saw the two gnomes, and shrieked. Without thinking, Dalvin took off in the other direction, his father trailing behind him. Dalvin looked behind as he ran; the fey were chasing him and bringing the Darkblight with them. The trees that were once so alive began to shrivel and die. Dalvin and his father made it back to their hut and began preparing for the fight for their home. Dalvin hid under his bed in terror as his parents gathered their weapons and tools to fight off the fey. Eventually, the horror overtook him and he blacked out.

When he came to, Dalvin was being dragged out from under his bed. He panicked and began kicking and screaming until he heard the harsh voice behind the hand clamped around his legs. It was Drako. “Be quiet or you’re dead,” he said gruffly, though Drako sounded half-dead himself. The color had drained from his face as he began to fall to the infection. Dalvin looked around, everything surrounding him was dead. There was no sign of his parents. When they were out of the hut, Drako lifted Dalvin over his shoulder and ran as fast as he could from the Darkblight.

When he could run no more, Drako carefully set Dalvin down. Dalvin could feel a sharp, burning sensation on his chest, and discovered a bright scar that reminded him of the twisted trees they had seen. Drako crushed up some leaves that had medicinal property and rubbed it across the scar. Drako looked at him with what looked like despair in his eyes.

“I’m not gonna make it,” he said after what felt to Dalvin like hours. “But I think you’ll be alright. That scar’s gonna be nasty though,” Drako added humorously before falling into a violent coughing fit. “You need to run. Get to town, tell them what happened. Go!” Drako pushed Dalvin away before falling over, dead. After crying for what seemed like eternity, Dalvin picked himself up and ran to Phaendar. When he told the story of what happened, many townsfolk pitied him and provided him with food and water they could spare. Dalvin had no desire to stay in Phaendar, though. Despite everything that had just happened, he knew his home was in the forest.

29 years have passed since the Darkblight killed his family. Dalvin still lives in Fangwood, albeit not nearly as deep as he used to. He has become a trapper just like his father. Dalvin spends more time in Phaendar now than he ever thought he would when he was younger. He is always there for the Market Festival, and is known to spend rare leisure time there as well in between seasons. But normally, his time is spent exploring Fangwood Forest, always careful to not travel to deep into the woods. On a recent trip to collect from his traps, he found a dog that had been wounded in one of his devices. Feeling guilty, Dalvin took it with him back to his hut and nursed it back to health. Over the weeks of healing, Dalvin and the dog formed a close bond, and they’ve become inseparable. Dalvin named the dog Drako in honor of his fallen friend.

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APPEARANCE:
_________________

Dalvin Arikani is barely over 3 feet tall, even in shoes. His skin is green like the forest he makes his home in, and a wild mess of bright orange sits on top of his head. His face seems unnaturally wide, with even wider eyes that seem to shine gold and a smile to match that you’d never know the pain he went through when he was younger, or the white scar that rips across his chest. He always seems to be wearing the same outfit: a brown vest on a white shirt pulled tight with drawstrings, wool pants and boots on the bottom, and a dark cloak pulled over everything. He doesn’t wear much in the way of protection, just some leather underneath his clothes, relying more on his size and reflexes to keep him safe.

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PERSONALITY:
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Dalvin hides the trauma of his childhood with a cheery exterior and frequently tries to stay positive in the face of setbacks. He is fiercely protective of his home and his dog, Drako. Dalvin gets along with most people well though he maintains mostly superficial relationships, fearful to form close bonds.

Ability Scores and Stats:

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Ability Scores:
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Str: 10 | +0 12, -2 racial
Dex: 14 | +2 14
Con: 14 | +2 12, +2 racial
Int: 12 | +1 12
Wis: 15 | +2 15
Cha: 14 | +2 12, +2 racial

20 point buy: 12 (2), 14 (5), 12 (2), 12 (2), 15 (7), 12 (2)

______________
OFFENSE:
______________

Longbow: (40 arrows)
Attack Roll: 1d20+5 (+2 BAB, +2 dex mod, +1 size bonus)
Damage Roll: 1d6 Crit 20/x3, 100 ft, P

Sickle: (Trip ability)
Attack Roll: 1d20+3 (+2 BAB, +1 size bonus)
Damage Roll: 1d4 Crit 20/x2, S

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DEFENSE:
______________

HP: 26 (1d8 + (4+1 level 2) + (4+1 level 3) + 2(x3) con + 2 FC bonus)
Initiative: 1d20+2 (+2 dex bonus)
AC: 15 (10 + 2 armor bonus + 2 dex mod + 1 size mod)
Touch: 13 (10 + 2 dex + 1 size)
Flat-Footed: 13 (10 + 2 armor + 1 size)

______________
SAVES: PRD
______________

BAB: 2
Fort: 5 (3 + 2 con) +2 against poison from Blight Burned trait
Ref: 5 (3 + 2 dex)
Will: 3 (1 + 2 wis)

Speed: 20ft (with and w/o current armor)

Skills:

SKILLS:

Tot | Mod | Rank | Misc
_2_= _2_ + ___ + ___ Acrobatics
_1_= _1_ + ___ + ___ Appraise
_2_= _2_ + ___ + ___ Bluff
_4_= _0_ + _1_ + _3_ Climb
_7_= _1_ + _3_ + _3_ Craft (Bows) +3 class skill
_2_= _2_ + ___ + ___ Diplomacy
_2_= _2_ + ___ + ___ Disguise
_2_= _2_ + ___ + ___ Escape Artist
_2_= _2_ + ___ + ___ Fly
_7_= _2_ + _2_ + _3_ Handle Animal +3 class skill
_2_= _2_ + ___ + ___ Heal
_2_= _2_ + ___ + ___ Intimidate
_7_= _1_ + _3_ + _3_ Knowledge (Geography) +3 class skill
_7_= _1_ + _3_ + _3_ Knowledge (Nature) +3 class skill
_10_= _2_ + _3_ + _5_ Perception +3 class skill, +2 racial
_8_= _2_ + _3_ + _3_ Profession (Trapper) +3 class skill
_2_= _2_ + ___ + ___ Ride
_2_= _2_ + ___ + ___ Sense Motive
_7_= _1_ + _3_ + _3_ Spellcraft +3 class skill
_12_= 2__ + _3_ + _7_ Stealth +3 class skill, +4 racial
_8_= _2_ + _3_ + _3_ Survival +3 class skill//+ 1/2 level for checks made to follow tracks
_4_= _0_ + _1_ + _3_ Swim

(6 + 1 int +2 background skills)x3 +1 FC Bonus=28 TOTAL

Class Skills: Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Perception, Profession, Ride, Spellcraft, Stealth, Survival, and Swim

Feats and Traits:

__________
FEATS:
__________

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

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.

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

TEAMWORK FEATS

Precise Strike: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

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TRAITS:

Forest Senses: When in any unsettled, uncivilized terrain, you gain a +2 trait bonus on Perception checks to act during a surprise round, and take no penalty on Perception checks while sleeping.

Blight-Burned: You were raised deep in the Fangwood Forest, but in your childhood the Darkblight overtook your community, and blighted fey attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly fungal disease and still bear a terrible scar from your ordeal. You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat.

Special Abilities:

_____________
Racial
_____________

Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.

Type: Gnomes are Humanoid creatures with the gnome subtype.

Size: Gnomes are Small creatures and thus 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.

Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

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Hunter
___________

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spells: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.

A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score.

Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table: Hunter Spells Known are fixed.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter 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. A hunter may swap 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. She cannot swap any summon nature’s ally spells.

Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons (Sp): Hunters learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Animal Companion (Ex): 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 her 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 her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype 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 her companion from service or her animal companion perishes, she 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 she 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.

Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier 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 hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well. CHOSE PRECISE SHOT

Track (Ex): At 2nd level, a hunter adds 1/2 her level to survival skill checks made to follow tracks.

Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

Animal Companion- Dog:

Name: Drako

Size: Small

Speed= 40 feet

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ABILITY SCORES:
______________
Str: 14 | +2
Dex: 18 | +4
Con: 15 | +2
Int: 2 | -4
Wis: 12 | +1
Cha: 6 | -2

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OFFENSE:
______________
Bite:

Attack Roll: 1d20+4 (+2 BAB, +2 str mod)
Damage Roll: 1d4+2 (+2 str mod)

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DEFENSE:

HP: 19 ([4.5x3] + 2(x3) con)

Initiative: 1d20+4 (+4 dex)

AC: 20 (10 + 4 nat armor + 1 Improved Natural Armor feat + 1 size + 4 dex)

Touch: 15 (10 + 1 size + 4 dex)

Flat-Footed: 16 (10 + 4 nat armor + 1 Improved feat + 1 size)

______________
SAVES:
______________

BAB: 2
Fort: 5 (3 + 2 con)
Ref: 7 (3 + 4 dex)
Will: 2 (1 + 1 wis)

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SKILLS:
______________

Tot | Mod | Rank | Misc
_4_= _4_ + ___ + ___ Acrobatics
_3_= _2_ + ___ + ___ Climb
_4_= _4_ + ___ + ___ Escape Artist
_4_= _4_ + ___ + ___ Fly
_2_= _-2_ + _1_ + _3_ Intimidate
_5_= _1_ + _1_ + _3_ Perception
_8_= _4_ + _1_ + _3_ Stealth
_1_= _1_ + ___ + ___ Survival
_1_= _1_ + ___ + ___ Swim

Class skills: Acrobatics, Climb, Fly, Perception, Stealth, Swim.

3 skill ranks.
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FEATS:
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Improved Natural Armor The creature’s natural armor bonus increases by +1.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
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SPECIAL ABILITIES:
________________________

Link: A druid 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. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid 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.

Low-light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The 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 in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

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.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

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TRICKS:
_______________
May know 6 + 1 bonus trick (doesn’t require training)

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. 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.

Deliver: The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)

Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

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

Sneak: The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

Spells:

Druid PRD Ranger PRD

Orsirons: Spells Known=6. Save DC=12.

Know Direction

Light

Mending

Read Magic

Create Water

Flare

Level 1 Spells: Spells Known=4. Save DC=13. Spells per day: 3/4 (3+1 bonus from wis mod)

Huter's Lore

Nature's Paths

Summon Nature's Ally I

Entangle

Acid Maw

Gear:

Combat Gear: Longbow, Arrows (38), Sickle, Leather Armor

Scrolls: Calm Animals, Cure Light Wounds, Magic Stone

Other Gear: Bedroll, Compass, Torch, Tent (small), Waterskin, Backpack, Traveler's outfit, Spell component pouch, Artisan's tools

Coin: 20 gp, 5 sp, 9 cp

Total Weight: 33

Light Load: 33
Medium Load: 66
Heavy Load: 100
Lift Over Head: 100
Lift Off Ground: 200
Drag or Push: 500