Mr Go
Vermin Companion 1
N Medium Vermin
Init +1;
Perception +4 Darkvision; Tremorsense 30 ft
DR 5/Adamantine
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Defense
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AC 14,
touch 11,
flat-footed 13 (+2 armor, +1 Dex, Nat Armor)
HP 14 (2d8+5)
Fort +4,
Ref +4,
Will +0
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Offense
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Speed 40 ft.
Melee +1 2 Claws (1d4+Grab/x2)
Melee +1 Sting (1d4+Poison/x2)
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Statistics
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Str 11,
Dex 12,
Con 12,
Int -,
Wis 10,
Cha 2
Base Atk +1;
CMB +1 (+5 to grab);
CMD 12 (+12 vs Trip)
Languages Scorpion
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Feats
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Toughness
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Skills
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Acrobatics +1[1]
Climb +0[0]
Intimidate -4
Perception +4
Stealth +5[5]
Survival +0
Swim +2[0]
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Gear
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Leather Barding
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Special Abilities
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Darkvision Scorpions can see in the dark
Tremorsense 30ft; A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.
Poison ( frequency 1 round (6), effect 1 Str damage, cure 1 save, DC 12);
Link A druid 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid 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.
Bolster Companion (Ex) 1/day : The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.