Grab
Tricks You can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks.
Attack(2) 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, 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 f lee (due to injury, a fear effect, or the like) or its opponent is defeated.
Link (Ex): A cavalier 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 cavalier gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Mounted Challenge (Ex): When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier’s challenge class feature. This ability replaces share spells.