Full Name |
Karvili |
Race |
Wolf |
Classes/Levels |
Companion Wolf Animal 2 | HP 16/16 | AC 14 T 12 FF 12 CMD 14 (+4 vs trip) | F +5 R +5 W +1 | Init +2 | Perc +5 (Scent, Low Light Vision) | Status: Normal |
Gender |
Female |
Size |
Medium |
Age |
7 |
Special Abilities |
Trip, Scent, Low Light vision |
Alignment |
Neutral |
Location |
Sandpoint |
Strength |
13 |
Dexterity |
15 |
Constitution |
15 |
Intelligence |
2 |
Wisdom |
12 |
Charisma |
6 |
About Karvili
Gurcich Morbet's Animal Companion
When they reclaimed Gurcich from the forest he didn't came alone. As in his young years he was adopted by a lonely she-wolf, and now she will follow her "pup" to the ends of the earth.
Karvili, as Gurcich calls her, is regarded as a peril for the town, and forced to stay confined or under close watch. Not her or Gurcich like it, but it will need some time before the town can trust her. And for the wolf to trust the town people too.
Karvili
Female Companion Wolf Animal 2
TN Medium Animal
Init +2, Senses Low-Light vision; Scent, Perception +5
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DEFENSE
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AC 14, Touch 12, Flat-Footed 12 (+2 Dex, +2 Natural)
HP 16 (2d8+4+3)
Fort +5, Ref +5, Will +1
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OFFENSE
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Speed 50 ft.
Melee bite +2 (1d6+1)
Special Attacks Trip
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STATISTICS
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs trip)
Feats Toughness
Skills Acrobatics +6, Acrobatics (Jump) +14, Climb +1, Escape Artist +2, Intimidate -2, Perception +5, Stealth +2, Survival +1, Swim +1
SQ Animal Traits, Bonus Tricks 1, Link, Low-Light Vision, Scent, Share Spells
Animal Tricks Attack, Defend, Down, Fetch, Heel, Hunt, Track
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SPECIAL ABILITIES
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Animal Traits (Ex) Animals breathe, eat, and sleep.
Bonus Tricks 1
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.
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.
Toughness You gain +3 hit points.
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.
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ANIMAL TRICKS
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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.
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.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Hunt This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)