AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size); CMD 17 (12 Fl; +4 vs. overrun/trip)
hp 19 (3d8, +1 Con, Toughness)
Fort +4, Ref +8, Will +2
Special Defenses
. . Toughness gain +3 hit points; for every Hit Die possessed beyond 3, gain an additional +1 hit point; if more than 3 Hit Dice, gain +1 hit points whenever a Hit Die is gained (such as when gaining a level)
Special Attacks
. . Weapon Finesse use Dexterity bonus instead of Strength on attacks rolls with light weapons
Feats & Tricks:
Feats
. . Toughness gain +3 hit points; for every Hit Die possessed beyond 3, gain an additional +1 hit point; if more than 3 Hit Dice, gain +1 hit points whenever a Hit Die is gained (such as when gaining a level)
. . Weapon Finesse use Dexterity bonus instead of Strength on attacks rolls with light weapons
Tricks
. . 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.
. . 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.
. . Track: The animal tracks the scent presented to it.
Skills:
Skill Points 3
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
. . Situational Stealth Bonus +4 racial bonus to Stealth in tall grass
Languages none
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
. . Situational Stealth Bonus +4 racial bonus to Stealth in tall grass
Animal Companion Abilities
Gear:
Light up to 43 lbs. Medium up to 86 lbs. Heavy up to 130 lbs.
Current Load Carried 0 lbs. (Light)
Money 0 gp 0 sp 0 cp
Advancement:
Level 1
Small Cheetah
HD: 2
+1 BAB
+3 Fortitude save, +3 Reflex Save, +0 Will save
Skill points (2): Perception, Stealth
Feat: Toughness
Tricks: Attack, Attack Any, Come, Defend, Heel, Track
Bonus Trick: Guard
Animal Companion Link
Share Spells
Level 2
+1 HD
+1 BAB
+0 Fortitude save, +0 Reflex Save, +1 Will save
Skill points (+1): Acrobatics
Feat: Weapon Finesse