About Hero Heron
Heron, Yolubilis
None Medium animal
Init +3; Senses low-light vision, Perception +3
DEFENSE
AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
hp 30 (4d8+12)
Fort +6, Ref +7, Will +4
OFFENSE
Speed 30 ft. Fly Average 60ft
Melee bite +5 (1d6+3)
STATISTICS
Str 14, Dex 16, Con 14, Int 3, Wis 12, Cha 9
Base Atk +3; CMB +5; CMD 18
Feats Extra Item Slot, Iron Will
Skills Fly +14
SQ combat training, ability score increase (INT), ac bonus, animal feats, bonus tricks 2, link, low-light vision, scent, shared vigilance, stat bonus
Animal Tricks Combat Training, Attack I/II, Come, Defend, Down, Guard, Heel, Bolster Companion, Surprise Shift.
Gear barding (chain shirt/mithral), muleback cords, Griffon Mane, Masterwork Wingetts.
SPECIAL ABILITIES
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.
Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores. (INT)
AC Bonus 2
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
Bonus Tricks 2
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.
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.
Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells.
Tenacious Guardian (Ex) At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level. This ability replaces evasion.
Iron will +2 to will saving throws
Extra item slot shoulders