Harsk

Harrim dwarf's page

91 posts. Alias of Qstor.


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Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim mumbles in his ale.

"Whatever..."

at least there's no more damn gnomes


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Damm spiders"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim tries to ward off the poison.

Fort with bonus: 1d20 + 7 ⇒ (11) + 7 = 18

He swings again.

attack with bard bonus: 1d20 + 4 ⇒ (3) + 4 = 7

damage: 1d10 + 4 ⇒ (6) + 4 = 10


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim swings at the spider near him.

"Damn bug!"

attack: 1d20 + 3 ⇒ (11) + 3 = 14

damage: 1d10 + 3 ⇒ (3) + 3 = 6


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim peers down the passage way with his darkvision

"Yeah let's move on"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim swings at the spider near him.

attack: 1d20 + 4 ⇒ (18) + 4 = 22

damage: 1d10 + 3 ⇒ (7) + 3 = 10

Hero lab made the +7 for some reason :)


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim swings at the spider near him.

attack: 1d20 + 4 ⇒ (12) + 4 = 16

damage: 1d10 + 4 ⇒ (7) + 4 = 11


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Sounds like more spiders"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2
Linzi of the Velvet Voice wrote:

I'm thinking we move forward.


"Ok fine...Gnome..halfling...whatever!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim mumbles and stares at the ground. He kicks at a stump.

"Damm spiders...who put that gnome in charge!"

@Linzi let me know if it gets to be too much!


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Fort with bonus: 1d20 + 7 ⇒ (15) + 7 = 22

Harrim attacks the nearest spider.

attack: 1d20 + 3 ⇒ (17) + 3 = 20

damage: 1d10 + 3 ⇒ (1) + 3 = 4


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim goes up and smashes the nearest one. But swings into the air.

Damm gnome's singing

attack: 1d20 + 3 ⇒ (8) + 3 = 11

damage: 1d10 + 3 ⇒ (4) + 3 = 7


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Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Faerin thats fine!"

- - -

Hearing the noise, the dwarf grips his flail.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim puts the anti-toxin in his backpack.

"Thanks..."


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Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim scratches his ears then exclaims. "Ear wax!" He looks at his index finger. He turns to the bard. "What are you talking about you poor excuse for a gnome?" He goes to look at the dead body.

Ear wax indeed...there wasn't anything on my finger...


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Gimme some of that web. I need it to cover my ears from that damn singing!"

Harrim kicks the dirt underneath him.

Harrim worships a mad god. Just using the bug thing for role playing, since he probably should be mad. I've never read the adventure path so I don't know if he is


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Pony! Is his name!" damm prattling...

He gently kicks it's side. "Come on animal! By the Harbinger of Last Days move!"

Harrim waves his hand in front of his face as to swat a fly. But no one in the party sees a fly.

"Damm bugs they're everywhere!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim swings his flail. "Good to knock some troll heads around!"

Now only if that halfling will spot prattling. Worse than a gnome


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Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"We shouldn't have let those two go. They'll cause problems later."


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2
Pyros Aldori wrote:
"The rulers in Restov are the proper authorities. Send them with a patrol."

Harrim stares off to the side.

"Authorities, Smaritties! My mace works just fine!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim holds his mace and stares at the bandits.

"Smash 'em Smash 'em! the Harbinger of Last Days is coming!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Healing? Does he have money!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Good ridens.."

Harrim jerks and quickly turns his head back and forth. He waves his hand.

Darn buzzing again in my ears

"Damm flies..."

There doesn't appear to be any insects around.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim kicks at the dirt.

"Kill her I don't care!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

@GM are you here?


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

I'm here.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim tries to break out of the entangle.

STR: 1d20 + 2 ⇒ (1) + 2 = 3

"Damm vines!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

posting ahead

Harrim reloads and shoots his crossbow at the closest bad buy.

attack: 1d20 + 1 ⇒ (11) + 1 = 12

damage: 1d8 ⇒ 1


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim casts bless on the party.

"Sufferin, this should help" He mumbles staring at the ground.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim aims and fires his crossbow.

attack: 1d20 + 1 ⇒ (15) + 1 = 16

damage: 1d8 ⇒ 8


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim stays back and looks over the camp.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim will channel twice to heal the party.

1d6 ⇒ 6

1d6 ⇒ 3


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim looks around the area and helps the others.

Survival: 1d20 + 4 ⇒ (16) + 4 = 20


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim swings again.

"Thanks Pyros"

attack with flank: 1d20 + 5 ⇒ (1) + 5 = 6

damage: 1d10 + 3 ⇒ (7) + 3 = 10


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

As an aside, I actually picked up the Harrim Pathfinder Battles mini from Ebay the other day.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim stands and attacks the wolf near him.

attack: 1d20 + 3 ⇒ (3) + 3 = 6

damage: 1d10 + 3 ⇒ (3) + 3 = 6

"Bad dog!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim moves to heal Signy.

clw: 1d8 + 2 ⇒ (7) + 2 = 9


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Sorry yeah I was. Thanks.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

sorry was swamped at work. Yes I'd heal Faerin


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

posting ahead

Harrim casts bless to aid the party.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim turns to the group. "Poison, Moison, I don't care. If he wants to hurt us. Fine"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2
Jhod Kavken 02 wrote:

Jhod gives Harrim a curious look.

"A dwarven priest of Groetus? Now that's something quite unique. I'm sure there's quite a story behind that."

"Aye...My clan thinks I'm crazy but the End of Times guides me!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"I'm Harrim a cleric of the God of the End of times"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim checks his flail.

"I'm ready"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"You sure you aren't a gnome?"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"I'm coming"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

I have a high AC too


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Should we get that damm GNOME!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Damm gnome!"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"I'm not quiet" Harrim looks at his armor.

Race

TN Male Companion Wolf animal 6

Classes/Levels

(HP 60 AC:21 T:14 F:17 Saves F:+7 R:+9 W:+3 CMB:+6 CMD:20 Init:+4 Perc: +10)

Strength 15
Dexterity 18
Constitution 15
Intelligence 2
Wisdom 12
Charisma 6

About Okbo

Male Companion Wolf animal 6
None Medium animal
Init +4, Senses low-light vision; scent, Perception +10

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DEFENSE
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AC 21, touch 14, flat-footed 17 (+4 Dex, +7 natural, )
hp 60 ((6d8)+12)
Fort +7, Ref +9, Will +3

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OFFENSE
=================================================
Speed 50 ft.
Melee bite +8 (1d8+3)
Special Attacks Trip,

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STATISTICS
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Str 15, Dex 18, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +4; CMB +6; CMD 20 (24 vs trip)
Feats Improved Natural Armor, Improved Natural Attack (Bite), Weapon Finesse
Skills Perception +10,
SQ combat training, ability score increase, ac bonus, animal traits, bonus tricks 3, devotion, evasion, link, low-light vision, scent, share spells, stat bonus,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel, Seek, Track
Combat Gear
Other Gear bite, 0.0 gp

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SPECIAL ABILITIES
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Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores.
AC Bonus 4
Animal Companion
Animal Traits (Ex) Animals breathe, eat, and sleep.
Bonus Tricks 3
Dexterity
Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Improved Natural Armor The creature's natural armor bonus increases by +1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.
Improved Natural Attack (Bite) Choose one of the creature's natural attack forms. The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Mod Bonus Tricks
Quadruped (Claws) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases 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. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Stat Bonus 2
Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

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ANIMAL TRICKS
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Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
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. 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. Animal will attack all creatures
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.
Heel The animal follows you closely, even to places where it normally wouldn't go.
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.)

Other Information:

PbP stats
Race Line in Profile:
None Male Companion Wolf
animal
6
Class Line in Profile
(HP 60 AC:21 T:14 F:17 Saves F:+7 R:+9 W:+3 CMB:+6 CMD:20 Init:+4 Perc: +10)

Created using PCGen 6.08.00 RC8 on Aug 18, 2022