Lacedon

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Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Shadow Lodge

Is it possible to ready an action to attack and gain sneak attack after an ally moves into position, attacks and also gains sneak attack?

Shadow Lodge

Tomos wrote:
LazarX wrote:
It's a spell that's cast more out of a sense of desperation or shortsightedness on the part of the caster.

Or...a sense of excitement/insanity!

The spell requires line of effect from the Jar to the targets.
Create cover somehow (you're at least a 9th level Wizard) and the 'enemy life force' will be the only valid target.
It could be as simple as throwing the jar into a room and shutting the door behind it.

The 'sense a difference of 4 or more HD' is for when the targets are all mixed up. You're not blind and there's no reason why you can't simply orient yourself if your party is in a logical group somewhere. If everyone is thrashing around in melee, it would be impossible.

Don't forget to Reduce Person yourself before you get started. You don't want your lifeless body to be too much of an inconvenience to your party.

You do not need line of effect from the jar.

"While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures."

Shadow Lodge

TriOmegaZero wrote:

Can you have FedEx/Kinkos print the FAQ? And then show it to them?

This idea really amuses me actually. But of course it won't matter if what they want is official letterhead and specific permissions spelled out to you and your specific files.

Having them print it would charge me automatically before it even gets approved which they probably wouldn't print it either as the website also has a copyright on the bottom.

Shadow Lodge

TriOmegaZero wrote:
Have you printed the FAQ authorizing printing of PDFs and shown it to them, or do they want specific authorization for the individual person and file?

I can't print the FAQ. I do not have a working printer which is why I was having fedex/kinkos print the character sheet for me (not the original that has the photocopy ok on the bottom)

Shadow Lodge

Yeah my local fedex/kinkos refuses to print them or even to go to the website to look where it says I have permission to print a copy of a pdf by paizo publishing. They just keep repeating they need written permission from the copyright holder (which what company is gonna take time for every small request like this)

Shadow Lodge

It also reads that way to me but the first excerpt on it brings up questions, but no where does it say it uses one of your change shape abililities.

I would also like further clarifications and opinions on it as I am currently playing a Werebat-kin oracle with this feat

Quote:

BAT SHAPE

Your powers of transformation have been honed to the
point where you can wholly become a bat.
Prerequisites: Cha 13 , werebat-kin.
Benefits: You can take the form of a bat whose
appearance is static and cannot be changed each time
you assume this form. You gain a +10 racial bonus on
Disguise checks to appear as a bat. Changing from
werebat-kin to bat shape is a standard action. This ability
otherwise functions as beast shape II, and your ability
scores change accordingly.
If you wear a bat pelt (see page 3 1), you may choose to
adopt a form resembling the bat whose skin you wear
instead of your normal bat form.

Shadow Lodge

ArmouredMonk13 wrote:
You can probably wait until 3rd level for either revalation. For a ranged weapon, I actually (and I am sure some people will disagree with this) is a sling. You get your str. to damage, it is free, and ammo is free. Note that with iron weapon whatever you summon, you are considered proficient with, and don't need skill at arms for. So if you summon an earthbreaker without skill at arms, you can use the summoned one still as if you were proficient.

Yeah I realized that I was just going to use skill at arms for the heavy armor proficiency and ranged martial weapons and free up a couple feats.

lemeres wrote:
I only just realized this myself, but according to this FAQ, the 'retrieve a stored item' action affected by the haunted curse and the 'draw a weapon' action are completely different. The curse would only come up if you had stored your weapon in a backpack or something. So you could go with any weapon you want without any trouble from your curse.

Also I was not referring to the retrieval of my weapon but the fact if I'm disarmed it gets tossed several squares away or I happen to drop it somehow. Which could also be alleviated by having locking gauntlets.

Shadow Lodge

Well thanks for the advice I will take it into consideration when I finalize my character.

Shadow Lodge

Actually Iron Weapon is not 1 a day it is "times per day equal to 3 + your Charisma modifier" which is 7 in my case, Ancestral Weapon is the one your referring to that is 1 min/level. I also have no plans on having a ranged weapon and making up for the lack with spells.

Shadow Lodge

OK a little info time. Character will be level 1 and an Aasimar. I want to focus on melee and support buffs. So I figure going with Iron weapon at first level and Dance of Blades (With Extra Revelation Feat) then at level 3 taking Skill at Arms for the heavy armor proficiency, and then focusing on melee/meta-magic feats, or should I go with skill at arms and ignore iron weapon? I am taking the Haunted curse so i figure being able to conjure my weapon will be a big help.

Shadow Lodge

How do you resolve critical hits? It has been a matter of debate amongst my group. Some say its you roll the damage die the number of times the mulitplier says. While others say its you roll damage once then muliply that by the multiplier. Can I get n official response on this? Thanks for the help.

Shadow Lodge

Hmm I wish they would have done away with preparing spells (words) with this. Other than that its pretty good.

Full Name

Nemireth

Race

Elf (Falathrim)

Classes/Levels

Bounty Hunter 5 [HP: 40/42 | AC: 19 T: 13 FF: 16 | F: +5 R: +7 W: +5/+7| Init: +4, Perc: +13

Gender

F

Size

M (5'11", 145 lbs)

Age

114

Alignment

NG

Languages

Elven (Telerin, speech and literacy), Elven (Quenya, speech only), Westron (speech and literacy), Haradrim (speech only),Elven (Sindarin speech only)

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 12

About Nemireth

Physical Description:

5'11" tall, weighing 145 lbs, she is lithe and toned. Long dark hair, fair skin and light grey eyes.

Pic of Nemireth

Close up of Nemireth's face

***********************************************************************

Nemireth's Backstory:

It was toward the end of the Third Age when her parents, Langon and Calithil, survivours from Eglarest, travelled to and settled temporarily in the Grey Havens as other Elves readied themselves to depart from Middle-earth. Langon and Calithil dedicated their fine crafting skill and sea knowledge to Cirdan the Shipwright, and helped to build the ships which would take the Elves to Valinor of the Blessed Realm.

Even with the diminishing number of Elves, Grey Havens continued to be a functioning port into the Fourth Age, when Nemireth and then her younger brother, Thandon, were born, with Cirdan still overseeing the Elvish port as Master of the Grey Havens. Her family were now a true part of the small Elven community which remained at port while the majority of Elves sailed to the Utter West.

Nemireth and Thandon joined their parents as mariners and ship builders, learning about the Great Sea, the art of building Elven ships, and gaining much experience sailing on the sea. The Elvish siblings would often stand watch from the shoreline and protect the Grey Havens from inbound threat. It was in the Grey Havens that an Elvish swordmaster, Angion, taught Nemireth how to properly and accurately wield an Elven curve blade and she found that she had the temperament for fighting with such a weapon, in close quarters. Nemireth had been taught with a Elven bow from childhood and Thandon kept to his longbow, but would from time to time watch his sister practice with Angion, when neither of them had other duties to attend to. Time passed and Nemireth sought out missions to and from the port as her skill and confidence grew.

Ships of Men would sail into port and Nemireth had some interaction with the sons and daughters of Men. It was on one fateful day when a Man scholar; an ambassador, Pelton the Learned, from Gondor arrived, via ship, in the Grey Havens. Pelton had come to deliver something of import to Cirdan and then sought an Elvish tracker to accompany him back to Gondor and work alongside him in common goal. Nemireth was now 114 years old and had experience as tracker, scout, hunter, guard/protector, shipwright and sailor.

Taking the sea lane south-east through Belegaer (The Great Sea), Nemireth set out with the scholar, destined for Gondor. Her time with Pelton lasted four months (mainly in search of or protection from various outlaws) before she gained word that King Eldarion required ambassadors to travel and meet the southern lords, to learn their dispositions and the strength of their loyalty. She understood the necessity of such knowledge and offered her services to the Half-Elven King, with Pelton’s blessing.

Nemireth boarded the Man ship, The Moonchaser, in Pelargir, headed for Harandor, and, then onto the City Fortress of Barad Harn.

***********************************************************************

Personality:
A steadfast, loyal ally but is formidable and determined when chasing down an enemy or threat. Nemireth takes the initiative and is courageous. She is not one to sit back and let things happen around her. Although she does prefer to observe and learn from situations, events and people - a wisdom of life she has adopted over her long years.

She has a steady disposition generally but her feelings/emotions can run deep like an ocean. It is not hard for her to make friends in each town that she travels through/visits. That is why she is good at gathering information and discovering her quarry. It helps that she has good intuition (and common sense).

Nemireth does not talk needlessly - she will speak when she has something to say or add to a conversation or topic.

She is not easily swayed by general opinion or pressure and is proud of her accomplishments (both on land and sea).

She possesses a natural grace and confidence.

***********************************************************************

It is said by the Eldar that in water there lives yet the echo of the Music of the Ainur more than in any substance that is in this Earth; and many of the Children of Ilúvatar hearken still unsated to the voices of the Sea, and yet know not for what they listen.
(J.R.R. Tolkien)

Song for the Sea

************************************************************************

Nemireth
Female Elf ( Falathrim) Bounty Hunter 5
NG Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision, Sense Motive +10, Perception +13

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Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 Armor, +3 Dex)
hp 42 (1d10+1+7+7+3FC+7+7)
Fort +5, Ref +7, Will +5/+7 vs enchantment spells & effects
Immune Sleep

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Offense
--------------------
Speed 30 ft.
Melee +2 Elven Curve Blade +10 (1d10+2+2/18-20x2) (with power attack: +8 to hit, 1d10+6+2 damage) (Bane Weapon: Against Servants of the Enemy, +10 to hit, with additional +2d6 damage)
Melee +1 Numenorean Dagger +9 (1d4+2/19-20x2) (Bane Weapon: Against Servants of the Enemy, +10 to hit, with additional +2d6 damage)
Melee Masterwork Dagger +9 (1d4+2/19-20x2)
Ranged Bola +8 (1d4+2/x2/10 ft range) (non-lethal, ranged trip attack)
Ranged Composite Shortbow +8(1d6+2/x3/70 ft range)
Ranged Masterwork Dagger +9 (1d4+2/19-20x2/10 ft range)

(Once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll - from Tactician feat)
(Sneak Attack when flanking or target is denied their DEX bonus to AC, deals +3d6 damage. Ranged within 30 ft.)

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 12 (Ability Modifiers +2 Dex, +2 Int, and –2 Con, +1 to STR on level 4)
Base Atk +5; CMB +7; CMD 20

Feats Endurance (bonus feat), Precise Shot (bonus feat), Power Attack, Weapon Finesse, Two-Weapon Fighting

Traits Friend in Every Town (Social), Tactician (Combat)

Skills Acrobatics +5(2 ranks), Appraise +5(1 rank), Bluff +5(1 rank), Climb +6(1 rank), Craft (Ships) +5(1 rank), Diplomacy +7(2 ranks, +1 trait), Disable Device +7(1 rank), Handle Animal +5 (1 rank), Heal +7/+9(2 ranks/+2 for healer’s kit), Intimidate +5(1 rank), Know. Geography +5(1 rank), Know. Local +8(1 rank, +1 trait, +2 people watcher), Linguistics +9(2 ranks), Perception +13(4 ranks, +2 Keen Senses, +2 GM racial bonus), Profession (Bounty Hunter) +6(1 rank), Profession (Sailor) +8(1 rank+2 GM racial bonus), Ride +7(1 rank), Sense Motive +10(1 rank, +2 GM racial bonus, +2 people watcher), Sleight of Hand +7(1 rank), Spellcraft +7/+9(1 rank, +2 GM racial bonus, +2 magical racial trait), Stealth +12(4 ranks, +2 GM racial bonus), Survival +9/+11(4 ranks/+2 Track), Swim +6(1 rank) (Racial Skill Modifiers +2 to the following GM racial bonus on skills: Perception, Profession: Sailor, Sense Motive, Stealth, Spellcraft)

Languages Elven (Telerin - speech & literacy), Elven (Quenya - speech only) Westron (speech and literacy), Haradrim (speech only), Elven (Sindarin - speech only)

SQ Track, Uncanny Dodge, Worth More Alive, Endurance, Sneak Attack +3d6, Bonus Feat, People Watcher

Gear
Starting with Explorer’s Outfit valued at 10gp.

Armour
Masterwork Studded Leather Armour (upgraded) +3, Armor Check Penalty 0, Cost 175gp, Weight 20 lbs
Mithral Breastplate (Númenórean heraldry, serves as parade armour) - valued at 4200gp? - +6 AC, -1 ACP, 15 lbs <---- Using this armour currently

Weapons
* Elven Curve Blade (You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal.) Cost 24gp, Weight 3 lbs
* Composite Shortbow Cost 75gp, Weight 2 lbs
* Bola Cost 5gp, Weight 2 lbs
* Masterwork Dagger (bartered by Ethain in market) Weight 1 lbs
* Arrows, Common (20) Cost 1gp, Weight 3 lbs
* Arrows, Blunt (20) Cost 2gp, Weight 3 lbs
Total Cost & Weight of Weapons & Ammunition: 107gp, 14 lbs

Equipment
* Cold Weather Outfit: This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Cost 8gp, Weight 7 lbs
* Hot Weather Outfit: Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill. (bartered by Ethain) Weight 4lbs
* Climber's Kit: These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks. (Given free by Quartermaster)
* Elven Trail Rations (4 days) (If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day's worth.) Cost 8gp, Weight 4 lbs
* Masterwork Backpack (This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.) Cost 50gp, 4 lbs
* Bedroll Cost 1sp, Weight 5 lbs
* Belt Pouch Cost 1gp, Weight 0.5 lbs
* Soap Cost 5sp, Weight 1 lbs
* 2 Waterskins (Full) Cost 1gp, Weight 8 lbs (1 bartered by Ethain)
* Flint & Steel Cost 1gp, Weight –
* Mess Kit Cost 2sp, Weight 1 lbs
* Thieves’ Tools (Common) Cost 30gp, Weight 1 lbs
* Artisan's Tools (Common) Cost 5gp, Weight 5 lbs
* Healer’s Kit (10 doses) (House rule: With a general lack of healing magic a character who has been wounded may receive help with Lethal Damage from an ally who chooses to use a mundane healing kit. This is done with a dose from a First Aid check to Heal Lethal Damage. The DC for this check is 10. Success allows the wounded person the chance to recover 1d6+1 HP of Lethal Damage. For every 5 above the DC that the Check is made, the Character may add an additional 1d6+1. Thus, 2d6+2 for a roll of a 15; 3d6+3 for 20, and so on. This Healing Check requires 10 minutes of preparation to use on a wounded person. A wounded character can only receive Aid from a Heal check like this once per hour. Using this skill removes one dose from the Healer’s Kit.) Cost 50gp, Weight 1 lbs
* Perfume (rare, Eglantine scent from Ithilien) x1 doses Cost 10gp, Weight -
* Masterwork Manacles (Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.) Cost 50gp, Weight 2 lbs
*Lock, Good (The DC to open a lock with the Disable Device skill depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).) Cost 80gp, Weight 1 lbs
* Rope (Silk, 50 ft) Cost 10gp, Weight 5 lbs
Total Cost & Weight of Equipment: 304gp & 8sp, Weight 42.5 lbs

Grand Total Cost of Gear & Equipment: 436gp & 8sp out of 500gp, 80.5 lbs (medium encumbrance)

* Payment made to secure release of Ethain, son of Errel, of Lossarnach:(approx Half of 53gp & 8sp, cost shared with Melui) 26 gp & 4 sp.

* 1 Bottle of Old Winyards bought from Raj at the Tavern (as gift for Seer): 5gp

Nemireth's remaining coin: 33 gp and 4sp.

* Mule (for carrying heavier gear/equipment) - cost 8gp (given free by Quartermaster)

In her possession (gift from Captain Harluin of The Moonchaser): A bag containing 3 pounds of quality Pipeweed from the Halfling settlement of the Undertowers near the Havens. Gifted to the Hobbit Thane, Halvor - son of Havardr of the House of Falhófnir on the first afternoon in Barad Harn.

From Serpent's Gorge:
* 1 Mithral Breastplate (Númenórean heraldry, serves as parade armour) - valued at 4200gp? - +6 AC, -1 ACP, 15 lbs
* Númenórean dagger (red and gold runes on blade, black sheathe with red gemstones) - +1 standard weapon, +2 with +2d6 damage against Servants of the Enemy (standard bane weapon).

From Númenórean ruins' cave:
* 3 rubies (valued roughly 750gp) and 5gp & 3sp
* From black chest (1/8th share) 250 gold coins (They all bear the stamp of a city-state in Umbar.)
* 1 full Healer's Kit (10 doses)

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Tracked Resources
--------------------

Trail rations - 1/4
Healer’s Kit – 10/10 (exhausted this kit)
2nd Healer's Kit - 0/10
Perfume (rare) - 0/1 dose (10 applications?)

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Racial Attributes
--------------------
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Magical Racial Trait: Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Grey Havens Elves: +2 to the following skills, which are also considered Class Skills – Perception, Profession: Sailor, Sense Motive, Stealth, Spellcraft
+2 to all Willpower Saves
Languages: Elves start with Elven language Teleri and the Mannish Language Westron. Bonus Languages include: Any of the Elvish Languages.

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Special Abilities
--------------------
Track (Ex): A bounty hunter adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks.

Sneak Attack (Ex): If a bounty hunter can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage.

The bounty hunter's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the bounty hunter flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two bounty hunter levels thereafter. Should the bounty hunter score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a bounty hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The bounty hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A bounty hunter cannot sneak attack while striking a creature with concealment. This is the same as the rogue ability.

Worth More Alive (Ex): At 2nd level, a bounty hunter learns how to bring them in alive. If she so chooses, her sneak attack damage counts as nonlethal damage, even if delivered with a lethal weapon.

Uncanny Dodge (Ex): Starting at 2nd level, a bounty hunter can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bounty hunter with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Endurance: At 3rd level, a bounty hunter gains Endurance as a bonus feat.

Bonus Feat: At 4th level, and every four levels thereafter, the bounty hunter may choose a bonus feat from the following list: Alertness, Animal Affinity, Blind-Fight, Catch Off-Guard, Combat Reflexes, Exotic Weapon Proficiency, Fleet, Improved Disarm, Improved Trip, Disruptive, Spellbreaker, Improved Initiative, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Self-Sufficient, Stand Still. The bounty hunter need not meet the usual prerequisites.

People Watcher (Ex): At 5th level, the bounty hunters gains a +2 bonus on Knowledge (local) and Sense Motive checks.

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Hero Points:

4-1=3+1 (for solving the mystery of the morgul blade and her bane blade's illumination=4

Light Riding Horse stats - Dapple-Grey Palfrey named Vórëa:

Light Riding Horse CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 22 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (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
SQ docile

SPECIAL ABILITIES
Docile (Ex)

Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.

Panther Cub, Aravir's Stats:

Panther Cub, Male, named Aravir CR 3
N Medium animal
Init +3; Senses low-light vision, scent; Perception +9

DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 41 (1d8+2+7+7+7+10)
Fort +9, Ref +10, Will +2

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee 2 claw +7 (1d6+4), bite +8 (1d8+4 plus grab)
Special Attacks pounce, rake (2 claws +7, 1d6+4)

STATISTICS
Str 18, Dex 17, Con 15, Int 8, Wis 13, Cha 6
Base Atk +4; CMB +8 (+12 grapple); CMD 21 (25 vs. trip)

Feats Improved Natural Attack (bite), Skill Focus (Perception), Weapon Focus (bite), Improved Natural Attack (claw)

Skills Acrobatics +7 (+15 balancing), Climb +16, Linguistics +1, Perception +9, Stealth +11 (+15 in heavy undergrowth and tall grass), Swim +16; Racial Modifiers +8 Acrobatics when balancing, +4 Stealth (+8 in heavy undergrowth and tall grass), +4 Swim

Languages Understands Haradrim & Elven (Sindarin) but does not speak

Special (per GM’s ruling in lieu of Share Spells):
You can enter his mind and See/Hear/Smell everything he does; much like a “Warg” This power will go up in time; but that is an ability you have for now.

Each time you do this you must remain either sitting or standing and the time lasts for a period of 1 Minute. During this time Nemireth cannot act unless she interrupts the link (you can end the link early if you are in danger).

You can do this for your Wisdom Modifier+3 minutes a day (2+3=5 mins a day), though the minutes do not have to be consecutive.

* Unlike normal Animal Companions (which require Handle Animal to use and perform tricks), the panther cub is more like a Familiar. He understands what you ask of him and if he could talk to you directly, he would answer. But all you have to do is tell him to do something, and he will do it.

Link (Ex) 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.

* Other bonuses to be unlocked over time.

Cub Alias/Profile