Animal Companion
Initiative +7
AC 18
HP 29/29
Attack: Bite +6, 1d6+4 plus trip
Fort +6, Ref +7, Will +1
Evasion
Tricks Known: Attack, Come, Defend, Fetch, Guard, Heel, Perform, Track
Wearing: Leather Barding
Spoiler:
Size/Type: Medium Animal
Hit Dice: 4d8+12 (29/29)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 21 (+3 Dex, +6 natural, +2 barding), touch 12, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+4) + trip
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +7, Spot +7, Swim +3, Survival +1*
Feats: Alertness, TrackB, Improved Initiative
WARDEN INITIATE [GENERAL]
Spoiler:
You have been trained in the ancient druidic tradition
of the Wardens of the Wood, a sect dedicated to
protecting the eastern plain and the great woods of the
Eldeen Reaches.
Prerequisite: Ability to spontaneously cast summon
nature’s ally.
Benefi t: You gain a +2 defl ection bonus to Armor
Class when fi ghting within a forest.
Add Climb and Jump to your list of druid class skills.
In addition, you can cast the following spells as if they
were on the druid spell list at the indicated level.
1st level: protection from evil
2nd level: detect thoughts
3rd level: displacement
4th level: locate creature
5th level: hold monster
6th level: repulsion
7th level: banishment
8th level: screen
9th level: hold monster, mass