Hialin

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17 posts. Organized Play character for ccastan.


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Fable Streams just launched a kickstarter project to create a virtual tabletop application for iPhones and iPads. The app is actually a suite of apps that includes everything you need to play RPGs. It comes standard with a Pathfinder character maker with context based help for skills, feats, spells and more, a 3D map maker, campaign maker and 300+ digital minis and environment templates. Check out our video and read about everything the apps bring and ask me any questions here in the forum.

The kickstarter link is: http://kck.st/N9rZpU

Enjoy it! and we look forward to your feedback and support.

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Are PCs restricted to purchasing mounts from p159 of the Core Book for use in PFS though camels and axe beaks are more common in Absalom?

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I bought the GM license + 6 guests last year at GenCon. I figured that if I paid the costs my players would be more apt to play. I have GMed PF using this software and I can tell you that everyone that plays on it likes it a lot. There is some work to get a PFS scenario set up and the GM will have to set up the PCs in the software, but once you set the scenario up once you can GM it over an over again without any more set up.

Lord Elderon wrote:

Hail and Well Met Fellow Gamers,

The eve of our first game approaches. The Ventrillo server is ready to go. The maps, NPCs, items, are uploaded and ready to go. GMs Joe, Alex, and Mark are ready to go. Are you?

Unfortunately, the cut off time to get your Pathfinder into the first game has passed. However there is still time to get your characters entered for the remaining January games. If you do not have a character finished yet or just want to give the Pathfinder Society and d20Pro a run down without having to create a character, pre-generated characters will be available (4th level). If you need any assistance in creating a character or uploading it into d20Pro please let us know (character creation / upload help here - http://help.mindgene.com/tutorials/creating-characters or email joe@mindgene.com).

Next week we will be announcing our February games available. Look for more tables, more GMs, more selection... more gaming!

Have a great day,

The d20Pro Team
www.d20pro.com

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Congratulations!!! Can't think of a more dedicated and deserving fan.

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taig wrote:

Hello. Bear in mind that these suggestions come from someone who hasn't had an accepted scenario.

I like the plot of this scenario and you have a lot of intrigue, which is a departure from the norm. I'm not sure if getting involved in a shadow war between Andorran and Cheliax fits the Pathfinder Society. Also, the dodgy nature of the "artifact" could raise some flags for some of players, who will spend a lot of time focusing on why a list is an artifact.

In the encounters, you could remove the somewhat dry lists of opponents and replace them with a more descriptive and evocative sentence for the encounter.

I hope that helps, and I wish you luck in future scenario submissions!

Taig,

Good feedback.

<<In the encounters, you could remove the somewhat dry lists of opponents and replace them with a more descriptive and evocative sentence for the encounter.>>

I debated about this over and over. I ended up trying to cover the descriptions in the Summary. The 750 limit is tough, so I had to cut conners. Good advise. Will try to work with it next time.

<<I'm not sure if getting involved in a shadow war between Andorran and Cheliax fits the Pathfinder Society. Also, the dodgy nature of the "artifact" could raise some flags for some of players, who will spend a lot of time focusing on why a list is an artifact.>>

All good points. I took the risk by trying to take it out of the norm. But understand the point.

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yoda8myhead wrote:
The few comments that come to mind when reading your submission are that I don't see the connection to the Pathfinder Society here. Why are they helping the Andoren government? Also, I believe Paizo has abandoned the idea of the Darklight Sisterhood as rivals of the Pathfinder Society, using the Aspis Consortium in that role instead. These details could be worked out in development, I think, but you make a fatal error when you include werewolves in a PFS scenario. Sure, they're native to the Darkmoon Vale region and can be awesome encounters and villains. But they can be complicated to run (3 statblocks?) in a limited amount of time and have the possibility of granting extremely unbalanced abilities (and detriments) to PCs in a system designed to keep everyone balanced. While it's assumed a PC would remove their lycanthropy with magic at the end of the scenario, what if they don't? Do future GMs have to take time to follow up on lycanthropy rules for those PCs in future scenarios? How does one handle a major power boost like becoming a were-creature in organized play? These are huge issues that would require a lot of extra work for Josh to balance and are surely a contributing factor in the scenario's rejection. I hope you continue submitting to open calls because this seems like a fun scenario to play through, I just don't think it fits fully within the framework of PFS.

Yoda8myhead,

Thanks for the feedback! Good comments as well.

The idea (I tried to allude to it in the first paragraph of the summary) was that the PCs are to accompany the Sinumme and a Pathfinder artifact to Almas. This artifact is actually where the list of the spies are hidden. I deleted a lot of the detail when I ran out of space. In short, the PCs are being 'tricked' into helping the Sinnume under the guise of going on a Pathfinder mission. Both, Gregore and Dominisious (the venture captain) are in on the charade for their own reasons (also, couldn't get into it due to the 750 word cap). The were not helping the Andoran government to begin with, though toward the end, the sheriff does ask for their help. The motivation here would have been connected to their venture captain being in emminent dnager.

Now, I did not know about the plan to abandon the sisterhood as a Pathfinder antagonist. Obviously, I liked the idea of hot-looking-leather-wearing-devil-worshipping-females running around trying to vex the society. But if that was Paizo's ruling, I can see where this story may not have fit into their plans.

Great point on werewolves. Makes perfect sense about DMing in a living campaign.

I will continue submitting. I answered you in another thread, that what I was looking forward the most in this first submition was the feedback. I'll work on perfecting the craft :)

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Elizabeth Leib wrote:

Conflicts with spies, clandestine proxy wars, battles aboard burning ships - this catches my attention right off the bat. Well done!

I'm not sure how some of the ambushes happen though. How does the sorceress get aboard the ship? I could see her teleporting at high tiers, but what about in lower tiers? How do the Taldan agents ambush a ship in the middle of the water from the trees?

What happens if the PCs don't cooperate with the Eagle Knights? Players typically don't like being told what to do and they might not want to hand Sinnume over.

The murders throughout the second half of the scenario should keep the game moving at a quick and exciting pace. I like this.

I'd like to see more information about Gregore, such as how he became a werewolf and why he keeps a pack of dire wolves in his house.

Keep writing and good luck on future submissions!

Thanks for taking the time to review.

I had to omit a number of details because of the word limit and if you have questions, then its probably a good indication of some of the reasons for the rejection.

I planned the sorcerers to board the ship at night through row boats. They would have been waiting, hidden on the shore. Board the ship and cast the summoning spells.

The Taldan agents ambush the PCs after the ship burns and sinks. The PCs are forced to continue on foot. The agents had been too late to intercept them in town, so they shadowed the ship.

Now the issue with cooperating with the Eagle Knights is a tough one. I figured that if confronted with the truth about their companion and surrounded by overwhelming numbers, would be a good insentive, but I can see now where that could have been a problem.

Gregore...He is a power nehind the scenes. I included him in the first paragraph as meeting with the PCs and the venture captian. Not enough room in the 750 word limit to explain the connection. But again, the fact I couldn't fill more of his background in the description and you are asking, may be another reason for the rejection.

You gave me some things to think about for the next time. I think I will complete it though and play it in my home game.

Again, thank you for the feedback.

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I too got my first submition rejection last night. I wasn't expecting to get picked, but thought this more like a recon mission on what's good and what's not. But, like so many others I did not get any feedback, so I am posting my submition here hoping for yours.

I am not a writer and don't play one on TV. This is my first submition anywhere so I am very interested in what the public has to say. I really appreciate your feedback.

INTRODUCTION

When Sinnume betrayed the Darklight Sisterhood by stealing a list of Chelaxian spies embedded in the Andoran government, she never thought that it would trigger a clandestine proxy war. Fleeing to Falcon’s Hollow, she uses her underworld contacts to arrange passage to Almas where she plans to sell the list for a sizeable fortune.

SUMMARY

At the Sitting Duck, the PCs meet with Sinnume, Gregore Matkriax, a Lumber Consortium businessman, and Dominisious Salpados, the local Pathfinder Venture-Captain. Salpados asks the PCs to escort Sinnume and a Pathfinder artifact to Almas. On the way to the docks, the PCs are ambushed by Andoran operatives attempting to capture the stolen list. The PCs then leave the town aboard the Trout.

Later that night, the ship is boarded by Darklight Sorceresses and their summoned Fire Elementals seeking to kill Sinnume and capture the list. The PCs fight to escape the burning Trout and must swim to shore to continue on foot.

Taldan operatives shadowing the Trout ambush the PCs from hidden treetop-positions. The PCs find Taldan orders to secure the “artifact”. Shortly thereafter, the PCs are intercepted by Andoran Eagle Knights who execute a warrant to arrest Sinnume for High Treason. The knights ask the PCs to accompany them back to town to sort out the Pathfinders’ involvement.

Back in Falcon’s Hollow, Sinnume is handed over to the local Sheriff, Deldrin Baleson. Sinnume, realizing that she is unlikely to reach Almas alive begs for protection, confesses her crime and absolves the PCs of being complicit in the plot.

The order of the subsequent events depends on the PCs’ decision to either protect Sinnume or return to the Pathfinder Lodge. Based on their choice, one of two encounters is optional. If the PCs choose to protect Sinnume, they are confronted at the town’s jail by a Darklight Necromancer and her Skeleton minions. Otherwise, if the attack on the jail is optional, the PCs arrive too late and find Sinnume’s murdered body. Regardless, Sheriff Baleson deputizes the PCs and asks them to protect the other targets.

At the lodge, if this encounter is optional, the PCs find Dominisious’ body in the lodge’s Great-room. Otherwise, they find Dominisious’ strangled and confront a Darklight Druid and her Assassin Vine.

In either encounter, the PCs find orders to kill Sinnume, Gregore, Dominisious and the PCs in orchestrated attacks during the night.

At Gregore’s, the PCs find him covered in blood and three dismembered Darklight Sisters. The local businessman transforms into his Werewolf form and fights the PCs. After the battle, the PCs find evidence of Gregore’s involvement in the conspiracy.

ENCOUNTER SUMMARY
ACT 1

T1-2(CR2)
TWILIGHT TALON ROGUE(2) CR1/2

T3-4(CR4)
TWILIGHT TALON ROGUE(4) CR1/2

T6-7(CR7)
TWILIGHT TALON FIGHTER(3) CR2

TWILIGHT TALON ROGUE(2) CR2

TWILIGHT TALON WIZARD(1) CR2

ACT 2

Special: Ship in on fire and sinking.
T1-2(CR3)
FIRE ELEMENTAL, SMALL CR1

DARKLIGHT TIEFLING SORCERESS(2) CR1/2
T3-4(CR5)
As T1-2 + FIRE ELEMENTAL, SMALL(2) CR1

T6-7(CR8)
DARKLIGHT TIEFLING SORCERESS(2) CR3

FIRE ELEMENTAL, MEDIUM(2) CR3

ACT 3

Special: Attack from hidden treetop-positions.
T1-2(CR3)
TALDAN ELVEN RANGER CR1/2

TENGU(2) CR1/2

T3-4(CR5)
TALDAN ELVEN RANGER CR1

TENGU(4) CR1/2

T6-7(CR8)
TALDAN ELVEN RANGER CR4

TENGU(2) CR4

TENGU, EVOCER WIZARD CR4

ACT 4 (OPTIONAL)

Notes: Only one Act from Act 4 or 5 is optional.
Special: Sleeping PCs may start the encounter unarmored and weaponless.
T1-2(CR3)
DARKLIGHT TIEFLING NECROMANCER CR1/2

DWARVEN FIGHTER SKELETON(3) CR1/3

T3-4(CR5)
DARKLIGHT TIEFLING NECROMANCER CR1

DWARVEN FIGHTER SKELETON(3) CR1

T6-7(CR8)
DARKLIGHT TIEFLING NECROMANCER CR4

DWARVEN FIGHTER SKELETON(3) CR4

ACT 5 (OPTIONAL)

Notes: Only one Act from Act 4 or 5 is optional.
T1-2(CR1)
DARKLIGHT ELVEN DRUID CR1

T3-4(CR3)
ASSASIN VINE, SMALL CR1

DARKLIGHT ELVEN DRUID CR1

T6-7(CR6)
ASSASIN VINE CR3

DARKLIGHT ELVEN DRUID(2) CR3

ACT 6

T1-2(CR3)
WEREWOLF(Gregore Matkriax) CR3

T3-4(CR5)
WEREWOLF(Gregore Matkriax) CR3

WOLF, DIRE CR3

T6-7(CR8)
WEREWOLF(Gregore Matkriax) CR5

WOLF, DIRE(4) CR3

CONCLUSION

In Gregore’s home, the PCs discover evidence that the list is a Taldan fabrication aimed at instigating conflict between Cheliax and Andoran. Gregore, unhappy with the Lumber Consortium’s weakened position in Andoran, worked covertly to undermine the fledgling democracy. He agreed to help the Taldans and used his Pathfinders’ connection to help Sinnume reach Almas but was compromised when the Chelaxians traced her to him. With the evidence of the Taldan conspiracy, the PCs may inform the Andoran authorities and possibly prevent a war. Otherwise, the Andoran’s proceed to cleanse the alleged spies and are left in a tenuous position the Taldans will undoubtedly seek to exploit.

Dark Archive

I too got my first submition rejection last night. I wasn't expecting to get picked, but thought this more like a recon mission on what's good and what's not. But, like so many others I did not get any feedback, so I am posting my submition here hoping for yours.

I am not a writer and don't play one on TV. This is my first submition anywhere so I am very interested in what the public has to say. I really appreciate your feedback.

Spoiler:
INTRODUCTION

When Sinnume betrayed the Darklight Sisterhood by stealing a list of Chelaxian spies embedded in the Andoran government, she never thought that it would trigger a clandestine proxy war. Fleeing to Falcon’s Hollow, she uses her underworld contacts to arrange passage to Almas where she plans to sell the list for a sizeable fortune.

SUMMARY

At the Sitting Duck, the PCs meet with Sinnume, Gregore Matkriax, a Lumber Consortium businessman, and Dominisious Salpados, the local Pathfinder Venture-Captain. Salpados asks the PCs to escort Sinnume and a Pathfinder artifact to Almas. On the way to the docks, the PCs are ambushed by Andoran operatives attempting to capture the stolen list. The PCs then leave the town aboard the Trout.

Later that night, the ship is boarded by Darklight Sorceresses and their summoned Fire Elementals seeking to kill Sinnume and capture the list. The PCs fight to escape the burning Trout and must swim to shore to continue on foot.

Taldan operatives shadowing the Trout ambush the PCs from hidden treetop-positions. The PCs find Taldan orders to secure the “artifact”. Shortly thereafter, the PCs are intercepted by Andoran Eagle Knights who execute a warrant to arrest Sinnume for High Treason. The knights ask the PCs to accompany them back to town to sort out the Pathfinders’ involvement.

Back in Falcon’s Hollow, Sinnume is handed over to the local Sheriff, Deldrin Baleson. Sinnume, realizing that she is unlikely to reach Almas alive begs for protection, confesses her crime and absolves the PCs of being complicit in the plot.

The order of the subsequent events depends on the PCs’ decision to either protect Sinnume or return to the Pathfinder Lodge. Based on their choice, one of two encounters is optional. If the PCs choose to protect Sinnume, they are confronted at the town’s jail by a Darklight Necromancer and her Skeleton minions. Otherwise, if the attack on the jail is optional, the PCs arrive too late and find Sinnume’s murdered body. Regardless, Sheriff Baleson deputizes the PCs and asks them to protect the other targets.

At the lodge, if this encounter is optional, the PCs find Dominisious’ body in the lodge’s Great-room. Otherwise, they find Dominisious’ strangled and confront a Darklight Druid and her Assassin Vine.

In either encounter, the PCs find orders to kill Sinnume, Gregore, Dominisious and the PCs in orchestrated attacks during the night.

At Gregore’s, the PCs find him covered in blood and three dismembered Darklight Sisters. The local businessman transforms into his Werewolf form and fights the PCs. After the battle, the PCs find evidence of Gregore’s involvement in the conspiracy.

ENCOUNTER SUMMARY
ACT 1

T1-2(CR2)
TWILIGHT TALON ROGUE(2) CR1/2

T3-4(CR4)
TWILIGHT TALON ROGUE(4) CR1/2

T6-7(CR7)
TWILIGHT TALON FIGHTER(3) CR2

TWILIGHT TALON ROGUE(2) CR2

TWILIGHT TALON WIZARD(1) CR2

ACT 2

Special: Ship in on fire and sinking.
T1-2(CR3)
FIRE ELEMENTAL, SMALL CR1

DARKLIGHT TIEFLING SORCERESS(2) CR1/2
T3-4(CR5)
As T1-2 + FIRE ELEMENTAL, SMALL(2) CR1

T6-7(CR8)
DARKLIGHT TIEFLING SORCERESS(2) CR3

FIRE ELEMENTAL, MEDIUM(2) CR3

ACT 3

Special: Attack from hidden treetop-positions.
T1-2(CR3)
TALDAN ELVEN RANGER CR1/2

TENGU(2) CR1/2

T3-4(CR5)
TALDAN ELVEN RANGER CR1

TENGU(4) CR1/2

T6-7(CR8)
TALDAN ELVEN RANGER CR4

TENGU(2) CR4

TENGU, EVOCER WIZARD CR4

ACT 4 (OPTIONAL)

Notes: Only one Act from Act 4 or 5 is optional.
Special: Sleeping PCs may start the encounter unarmored and weaponless.
T1-2(CR3)
DARKLIGHT TIEFLING NECROMANCER CR1/2

DWARVEN FIGHTER SKELETON(3) CR1/3

T3-4(CR5)
DARKLIGHT TIEFLING NECROMANCER CR1

DWARVEN FIGHTER SKELETON(3) CR1

T6-7(CR8)
DARKLIGHT TIEFLING NECROMANCER CR4

DWARVEN FIGHTER SKELETON(3) CR4

ACT 5 (OPTIONAL)

Notes: Only one Act from Act 4 or 5 is optional.
T1-2(CR1)
DARKLIGHT ELVEN DRUID CR1

T3-4(CR3)
ASSASIN VINE, SMALL CR1

DARKLIGHT ELVEN DRUID CR1

T6-7(CR6)
ASSASIN VINE CR3

DARKLIGHT ELVEN DRUID(2) CR3

ACT 6

T1-2(CR3)
WEREWOLF(Gregore Matkriax) CR3

T3-4(CR5)
WEREWOLF(Gregore Matkriax) CR3

WOLF, DIRE CR3

T6-7(CR8)
WEREWOLF(Gregore Matkriax) CR5

WOLF, DIRE(4) CR3

CONCLUSION

In Gregore’s home, the PCs discover evidence that the list is a Taldan fabrication aimed at instigating conflict between Cheliax and Andoran. Gregore, unhappy with the Lumber Consortium’s weakened position in Andoran, worked covertly to undermine the fledgling democracy. He agreed to help the Taldans and used his Pathfinders’ connection to help Sinnume reach Almas but was compromised when the Chelaxians traced her to him. With the evidence of the Taldan conspiracy, the PCs may inform the Andoran authorities and possibly prevent a war. Otherwise, the Andoran’s proceed to cleanse the alleged spies and are left in a tenuous position the Taldans will undoubtedly seek to exploit.

Dark Archive

yoda8myhead wrote:
Elessar1971 wrote:
Good luck to all! Can't wait to play or Gm it!
Or write it?

DON'T JINX IT! :)

As a first time submitter, I don't want to get my hopes up...looking forward to the criticism for the next time!

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Findas wrote:

In the Scenario “Our Lady of Silver,” one of the possible rewards is a +1 flaming composite longbow (+5 Str). The question came up in our session as to whether the +5 Strength component could be adjusted to allow someone with less strength to use the bow.

As it stands, I would think there are only a handful of characters running around Pathfinder with a 20 or better Strength, so as a treasure it would be virtually useless to the vast majority of players. And as it’s most likely to be of interest to a ranger with bow specialization, it’s even more unlikely that such a character will have the required Strength. Even if the full 8,900 gp cost had to be paid, it would be nice if the pull on the bow could be adjusted to allow use by those with less Strength.

Can we get some official clarification about this?

The Core Rule book description for composite longbows(p147) is as follows:

All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it.

Anyone whose ever tried to draw a longbow in real life can attest to the realism behind this rule. If you don't have the minimum strength to pull a bow with a certain pound rating you won't be able to draw it and hurt someone with it.

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I checked my e-mail every fifteen minutes until I got confirmation it was received! I slept better last night :)

Good luck to all! Can't wait to play or Gm it!

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Cpt_kirstov wrote:
Elessar1971 wrote:

I have been patiently waiting for my account to be updated with my Gen Con 2009 sessions. I read am earlier thread that said there was a backlog on this, but seeing that a couple of weeks have passed since that thread, I am starting to think there is something wrong.

I played my first three scenarios of PFS at Gen Con. I was given a card with my number which I used to create my account (1429-1). Can you help, please.

Elessar, I think that Josh said that they were getting entered this week, I havn't seen either of my events hit yet either, but remember, they had something like 25 tables a spot for 3-4 spots a day for 4 days... thats a lot of tables they have to enter by hand, and Josh still has to jump on here to answer questions a few times a day..

Thanks for the response. I don't mind waiting. Just wanted to check that they hadn't gotten lost somewhere.

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I have been patiently waiting for my account to be updated with my Gen Con 2009 sessions. I read am earlier thread that said there was a backlog on this, but seeing that a couple of weeks have passed since that thread, I am starting to think there is something wrong.

I played my first three scenarios of PFS at Gen Con. I was given a card with my number which I used to create my account (1429-1). Can you help, please.

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yoda8myhead wrote:
Have you checked out the Pathfinder Society online collective? I know that several games are organized through here every week. You might have some good luck getting players through the google group.

Thanks. I'll check it out.

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I am looking for 2-3, Tier 1-2 players for an online game of Pathfinder Society Scenario #23, Tide of Morning. I already have two players and I am looking to fill the 'table'.

I will be using the D20Pro Virtual Table Top software. I have enough guest licenses for the group, so you will not need to purchase a license (unless you want to). The software can be downloaded for free at http://www.d20pro.com.

The game is scheduled for Friday, October 9, 2009 from 7PM to 11PM EST. We may run longer as there may be some time used before the game to get familiar with the software.

If you are interested, please contact me at ccastan1971@gmail.com with the SUBJECT LINE: "PFS #23 Tide of Morning Player" as soon as possible. I will then send you the login instructions as well as the information for sending me your characters and chronicle sheets (PDFs preferrable, but I can accept faxes as well).

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Answer A! They won't understand either D&D or Pathfinder and they still shake their heads in confusion because they don't understand how RPGs create a chemical dependency in your brain. But if you are playing Pathfinder then stand up proudly and call it by its name and perhaps some day we can change the world!

Full Name

Colwyn

Race

| HP 118/118 | AC 35(15T,30F) [-2 when Lunging] | CMB +16, CMD 31 | F+13 R+14 W+5 | Init: +5 | Perc: +7, SM: +1

Classes/Levels

| Speed 50ft | Active Conditions: Frdm of Mvmt, Fthr Step, Fly, Life Bubble

Gender

Male N Dog Companion (Mount/Racer) 17

About Colwyn, Rinaldo's Mount

Colwyn CR –
Male dog (racer)
N Medium animal
Init +5; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 35, touch 15, flat-footed 30 (+8 armor, +5 Dex, +12 natural; +2 deflection vs. evil)
hp 118 (14d8+56)
Fort +13, Ref +14, Will +5 (+4 morale bonus vs. Enchantment spells and effects); +2 resistance vs. evil
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 50 ft.; sprint
Melee bite +16/+11 (1d6+9)
--------------------
Statistics
--------------------
Str 22, Dex 20, Con 18, Int 6, Wis 12, Cha 6
Base Atk +10; CMB +16 (+18 overrun); CMD 31 (37 vs. overrun, 35 vs. trip)
Feats Charge Through[APG], Combat Reflexes, Extra Item Slot, Improved Overrun, Lunge, Power Attack, Vital Strike
Tricks Aid, Air Walk, Attack, Attack, Attack Any Target, Break Out, Combat Riding, Come, Defend, Deliver, Detect, Down, Entertain, Fetch, Flank, Get Help, Guard, Heel, Seek, Serve, Sneak, Stay, Track, Watch, Work
Skills Acrobatics +14 (+26 to jump), Climb +10, Fly +9, Linguistics -1, Perception +7, Perform (Trick riding) +12, Stealth +9, Survival +1 (+5 when tracking by scent), Swim +10; Racial Modifiers +4 Survival when tracking by scent
Languages Common, Halfling
SQ aid, air walk, attack any target, break out, combat riding, deliver, detect, devotion, entertain, fetch, flank, get help, multiattack / extra attack, seek, serve, sneak, stay, track, watch, work
Other Gear +4 mithral chain shirt, headband of vast intelligence +2, swarmbane clasp[UE], courtier's outfit, military saddle
--------------------
Special Abilities
--------------------
Aid [Trick] Aids specified creature on command.
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Charge Through You can make a free overrun as part of a charge.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deliver [Trick] Delivers item to indicated point or person.
Detect [Trick] Indicates unusual smells, noises, etc.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Entertain [Trick] Performs tricks and entertains.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Get Help [Trick] Attempts to bring back people it considers "help"
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Multiattack / Extra Attack (Ex) Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Serve [Trick, Messa] Takes orders from designated creature.
Sneak [Trick] Creature stays hidden.
Sprint (×10, 1/hour) (Ex) Once an hour, increase speed x10 on a charge or while running.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Vital Strike Standard action: x2 weapon damage dice.
Watch [Trick] Stands watch over designated area.
Work [Trick] The animal pulls or pushes a medium or heavy load.