AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural); CMD 21 (17 Fl; 25 vs. overrun, trip)
hp 42 (5d8, +4 Con)
Fort +8, Ref +8, Will +2
Special Defenses
. . amulet of natural armor +1
. . Evasion if a Reflex save normally allows a save for half damage, take no damage on a successful save
Special Attacks
. . Combat Reflexes may make additional attacks of opportunity each round equal to Dex bonus; may make attacks of opportunity flat-footed
. . Nimble Moves May move through 5' of difficult terrain each round as if it were normal terrain; may 5' step in difficult terrain
Feats & Tricks:
Feats
. . Combat Reflexes may make additional attacks of opportunity each round equal to Dex bonus; may make attacks of opportunity flat-footed
. . Extra Item Slot (Belt) may wear magic items in the chosen slot
. . Nimble Moves May move through 5' of difficult terrain each round as if it were normal terrain; may 5' step in difficult terrai
Tricks (8/20, Handle Animal to train new tricks, 1/scenario)
. . 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.
. . Attack Any Target: 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.
. . Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
. . 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.
. . Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
. . Track: The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
Skills:
Skill Points 6
ACP -0 (-0 armor, -0 encumbrance)
* ACP applied to these skills
Skill Modifiers
. . Scent can follow tracks by smell, making a Survival check to find or follow a track; can attempt to follow tracks using Survival untrained (typical DC for a fresh trail is 10, increasing or decreasing 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); tracking by scent ignores the effects of surface conditions and poor visibility; water, particularly running water, ruins a trail for air-breathing creatures; 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
Languages Common (Taldane)
Special Abilities:
Racial Abilities
. . Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail
. . Scent detect opponents by sense of smell, generally within 30 feet (if the opponent is upwind, 60 feet; if it is downwind, 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); detects another creature's presence but not its specific location; noting the direction of the scent is a move action; if moving within 5 feet (1 square) of the scent's source, can pinpoint the area that the source occupies, even if it cannot be seen; can follow tracks by smell, making a Survival check to find or follow a track; can attempt to follow tracks using Survival untrained (typical DC for a fresh trail is 10, increasing or decreasing 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); tracking by scent ignores the effects of surface conditions and poor visibility; can identify familiar odors just as humans do familiar sights; water, particularly running water, ruins a trail for air-breathing creatures; 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
Mount Abilities
. . Evasion if a Reflex save normally allows a save for half damage, take no damage on a successful save
Gear:
Light up to 150 lbs. Medium up to 300 lbs. Heavy up to 450 lbs.
Current Load Carried 121.9 lbs. (Light)