| Full Name |
Paka (Riken's Animal Companion) |
| Race |
Leapord |
About Paka Leapord
Paka
Male Leapord
N Medium Animal
Init +5; Senses low-light vision, scent; Perception +6
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Defense
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AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 32 (+10)
Fort +6, Ref +9, Will +2
Defensive Abilities evasion
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Offense
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Speed 50 ft., sprint (1/hour)
Melee Bite (Cheetah) +9 (1d6+3/x2) and
Claw x2 (Cheetah) +8 x2 (1d3+3/x2)
Special Attacks trip
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Statistics
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Str 17, Dex 20, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 21 (25 vs. Trip)
Feats Agile Maneuvers, Weapon Finesse, Weapon Focus (Bite)
Tricks Attack, Defend, Detect, Down, Heel, Hunt, Seek, Sneak, Stay, Track, Watch
Skills Acrobatics +9 (+17 jump), Linguistics -3, Perception +6, Stealth +9 (+13 in Tall Grass)
Languages Varisian
SQ +4 stealth in tall grass, trick (attack, defend, detect, down, heel, hunt, seek, sneak, stay, track, watch)
Other Gear Training Harness, You have no money!
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Special Abilities
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+4 Stealth in Tall Grass (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Agile Maneuvers Use DEX instead of STR for CMB
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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 a specific other character.
Detect: The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way.
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.
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. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.
Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak: The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track: The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Watch: The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.