Attack (x2): The animal will attack any humanoid, animal, monster or other creatures.
Come: The animal comes to you, even if it normally wouldn't do so.
Defend: The animal defends you (or is ready to defend you), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Heel: The animal follows you closely, even to places where it normally wouldn't go.
Rattling Strike: The animal can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. (Use 3/day).
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Tangling Attack: The animal can use this trick as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round. (Use 3/day).
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.