Kaerishiel Neirenar

Sedelion Deighstalach's page

149 posts. Alias of The Emerald Duke.


Full Name

Sedelion Fiortuath Deighstalach

Race

Elf

Classes/Levels

Ranger (Urban) 8 | AC 21 T 14 FF 17 | HP 80/80 | F +6 R +10 W +4 | Init +4 | Perc +14

Gender

Male

Size

Medium

Age

126

Special Abilities

1/day roll twice on skill or ability check, take better result

Alignment

NG

Deity

Desna

Location

Apparently, some stable...

Languages

Common, Elven, Celestial, Draconic, Sylvan

Occupation

Locksmith / Swallowtail Railroad Guide

Strength 14
Dexterity 19
Constitution 10
Intelligence 16
Wisdom 14
Charisma 13

About Sedelion Deighstalach

Physical Description:

Height: 6'3"
Weight: 192 lbs
Eyes: Glacier Blue (ranges from aquamarine to paisley, depending on surroundings)
Hair Color & Length: Off white (looks like snow that has some dirt mixed in) straight hair that reaches the end of his shoulder blades. Typically pulled back in a style most would associate with revolutionary war era styles.
Facial Hair: None, apart from the eyebrows being a bit longer than normal by human standards.
Skin Color: Pale, almost ice-like, resultant from his clan's multi-generational exposure to the frozen northern environments.
Other Features: In addition to the freshly branded scar in the shape of a runic F on his left buttock, he has a tattoo of a swallowtail butterfly on his left forearm.

Skills:

    Climb (Bonus = 13)
  • Craft: Locks (Bonus = 14)
  • Disable Device (Bonus = 16)
  • Heal (Bonus = 14)
  • Intimidate (Bonus = 12)
  • Knowledge: Geography (Bonus = 14)
  • Knowledge: Local (Bonus = 14)
  • Perception (Bonus = 14)
  • Spellcraft (Bonus = 14 normal / 16 on attempts to identify magic item properties)
  • Stealth (Bonus = 14)
  • Survival (Bonus = 14 normal / 15 on checks to follow tracks / 18 on checks to avoid becoming lost)


Feats:

Weapon and Armor Proficiencies: All simple and martial weapons (including all weapons with racial "Elven" in their name), the wakizashi, light armor, medium armor, and shields (not including tower shields).
Exotic Weapon Proficiency: Wakizashi: Choose one type of exotic weapon, such as the wakizashi. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. (Level 1 feat.)
Deft Hands: You have exceptional manual dexterity. You gain a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 ranks or more in either of these skills, that skill's bonus becomes +4. (Level 2 feat.)
Two-Weapon Fighting: You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. (Granted by Level 2 Ranger Combat Feat.)
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons. (Level 3 feat.)
Self-Sufficient: You know how to get along in the wild and how to effectively treat wounds.
Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. (Level 4 feat.)
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus. (Level 5 feat.)
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day. (Level 6 feat.)
Two-Weapon Defense:You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2. (Granted by Level 6 Ranger Combat Feat.)
Improved Two-Weapon Fighting: You are skilled at fighting with two weapons.
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon. (Level 7 feat.)
Diehard: You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying. (Level 8 feat.)

Traits:

Inspired: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Starchild: Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
Convict - Slave-"Taking": While the occasional stealing of a slave is by no means a capital crime, being involved in one of the increasingly fewer underground abolitionist movements is. After having been caught red-handed attempting to lead escaped slaves across the border to the north, you have been found guilty of the crime of Slave Taking. Normally this would entail becoming a slave yourself, but the marks of the abolitionist movement on your person have instead upgraded your sentence to torture and torment at Branderscar Prison (followed by as painful an execution as possible once all information has been wracked from your tongue, mind, and soul). (Benefit: +1 Trait Bonus to both Disarm and Grapple attempts.)

Class Specific:

Urban Ranger: At 1st level (and thereafter) an urban ranger gains Disable Device and Knowledge: Local as class skills. These replace Animal Handling and Knowledge: Nature.
Favored Enemy (Ex): At 1st level, the ranger selects a creature type from the favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of this type. Likewise, he gains a +2 bonus on weapon attack and damage rolls against them. Furthermore, the ranger may make Knowledge Skill checks untrained when attempting to identify these creatures (normally would require training in field of knowledge).
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
Track (Ex): A ranger adds half his level (minimum 1) to Survival checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. (Two-Weapon Combat Style selected.)
Favored Community (EX): At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2.
For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.
Trapfinding (EX): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.
Hunter's Bond (EX): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3. (Animal Companion chosen.)
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
Push Through (EX): At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him. This replaces woodland stride.
Swift Tracker (EX): Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Favored Enemies:

  • Humanoid: Human (Chosen level 1, current Bonuses = 2)
  • Outsider: Evil (Chosen level 5, current Bonuses = 4)

Favored Communities:

  • Starting Community (Chosen level 3, current Bonuses = 4)
  • TBD Community (Chosen level 8, current Bonuses = 2)


Race Specific:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Spells Prepared:

Tentative Godbound Stuff:

Word of Journeying: From his old days as an abolitionist, as well as his belief in Desna, Sedelion manifests the nature that all beings have the natural right to explore and journey unmolested by locks, chains, or boundaries.
Master of the Key (Minor)
Dust at Your Heels (Minor)
Opening the Way (Minor)
Word of the Sword: Sometimes the path to freedom requires obstacles in its path to be removed by force, and Sedelion is more than prepared to exercise whatever force needed to remove such impediments.
Contempt of Distance (Minor)
Shattering Hand (Major)

Random Crunch:

Favored Class: Ranger
Hit Points: 80 / 80
Hit Dice: 8d10
Armor Class: 21
Touch Armor Class: 14
Flat-Footed Armor Class: 17
Saving Throws:
Fortitude: 6
Reflex: 10
Will: 4
Initiative Bonus: 4
Base Attack Bonus: 8/3
Melee Attack Bonus: 10/5 / 12/7 vs Humanoid: Humans / 14/9 vs Outsider: Evil
Ranged/Finesse Attack Bonus: 12/7 / 14/9 vs Humanoid: Humans / 16/11 vs Outsider: Evil
CMB: 12/7 Normal / 14/9 in Grapple or Disarm attempts (Add two to either vs Humanoid: Humans, add four to either vs Outsider: Evil)
CMD: 18
Spell Resistance: Immune to magical sleep effects, +2 saving throw bonus vs enchantment spells/effects
Spells Per Day Allotments:
Level 1: 2
Level 2: 2
Level 3: 0
Level 4: 0
Speed:
Base Speed: 30
Encumbered Speed: 20
Lift/Push:
Light Load: 58 lbs or less
Medium Load: 59 lb - 116 lb
Heavy Load: 117 lb - 175 lb
Lift Over Head: 175 lb or less
Lift Off Ground: 350 lb or less
Drag or Push: 875 lb or less
Experience Points: 0
Hero Points: 0

Items Equiped:

Armor
Eleven Chain: AC: +6; Max DEX: +4; AC Penalty: -2; Arcane Spell Failure: 20%; Speed: 30 FT; Special: made of lightweight mithril links.
Weapon
Keen Mithril Wakizashi +1 (2): DMG: 1d6+1; Crit: 15-20/x2; Type: P or S; Special: Deadly, Silver (Mithril), Keen
Adaptive Seeking Composite Longbow +1: DMG: 1d8+1; Crit: x3; Type: P; Range: 110 FT; Special: Adaptive, Seeking
Other
Explorer's Outfit: Composed of greens, browns, and silvers, these clothes are versatile enough to blend in most woodland or snowy areas.

Items Owned:

Name*****Weight*****Value
Elven Chain*****20 LBs*****5150 GP
Keen Mithril Wakizashi +1*****1 LB*****8535 GP
Keen Mithril Wakizashi +1*****1 LB*****8535 GP
Adaptive Seeking Composite Longbow +1*****3 LBs*****9400 GP
Artisan's Tools, masterwork (Lock Crafting)*****5 LBs*****55 GP
Arrows (20)*****3 LBs*****1 GP
Explorer's Outfit*****8 LBs*****10 GP
Thieves Tools, masterwork*****2 LBs*****100 GP
Masterwork Backpack*****4 LBs*****50 GP
Ring of Arcane Signets*****N/A*****1000 GP
Small Tent*****20 LBs*****10 GP
Silk Rope*****5 LBs*****10 GP
Belt Pouch*****1/2 LB*****1 GP
Chronicler's Kit*****4 1/2 LBs*****40 GP
Compass*****1/2 LB***** 10 GP
Cooking Kit*****16 LBs*****3 GP
Canteen*****1 LB*****2 GP
Flint and Steel*****N/A*****1 GP
Bedroll*****5 LBs*****1 SP
Blanket*****3 LBs*****5 SP
Mess Kit*****1 LB*****2 SP
Weapon's Cord*****N/A*****1 SP
Weapon's Cord*****N/A*****1 SP
Total Weight & Value: 103 1/2 LB / 32914 GP

Wealth:
0 PP 96 GP 0 SP 0 CP

Backstory:
Early Childhood:

The lands of Talingarde were once peaceful. Though humans controlled most of the island and ran the kingdoms on it, life for elves of the region was not unbearable when Sedelion was born. The occasional rumor would be brought to by travelers that trouble might be stirring from the contention of houses Darius and Barca, but for much of his childhood and early adolescence the human kingdoms were a place of troubled peace.

Adolescence:

Everything changed when the war between the two houses broke out. House Darius, backing the Mitrian faith and lead by Lord Markadian, began a holy crusade against the Asmodian supported Lord Jaraad of House Barca. The war, on paper, should have been won by House Darius easily, but war is like any other contest in that statistics only go so far in predicting the outcome. When it seemed that he would lose, Jaraad employed unconventional tactics and managed to slay Lord Markadian and drive his house and those of the Mitrian faith into the frozen north.
The survivors brought what little the could take with them (including the then infant heir to the house throne), and made alliances with Sedilion's cousins, the arctic elves. House Barca, meanwhile, constructed a great wall to keep the Mitrian remnants and their allies trapped in the region and out of the better lands.
Sedilion was appalled by the gradual worsening of conditions in the regions he called home. The poor and the pious were sold into slavery, and those that wanted to advance in the new society spreading from Ghastonhall were obligated to make pacts with the Asmodian church and its infernal masters. Sedelion swore that he would find a way to help these poor souls escape their captivity when he was old enough to do so.

Adulthood Until First Death:

Sedelion kept his vow by answering the call to action from his cousin Maddela Deighstalach, a half-elf cleric of Mitra. Maddela's human mother had connections with the underground resistance movement that remained behind in Talingarde, which in turn needed people to help escaping slaves and "criminals" flee to the north safely. It was through these contacts that Sedelion was introduced to the Swallowtails.
The Swallowtails, as they call themselves, were not merely content to free the slaves from their masters (and any demonic contracts forced upon them) in order to help them head to the relative safety of the north. The Swallowtails would always leave a blessed paper butterfly behind in the quarters of the former slaves to ensure that the high and mighty knew they were not beyond Desna's reach. While any slaver, or slave owner, was a valid target for the Swallowtails attention, they often would prefer taking the time to liberate the slaves from the most cruel or most powerful members of society.
Though Sedelion knew the risks of helping slaves leave Talingarde, he still joined the Swallowtails in order to keep his vow and help free those in chains. Under the guise of a locksmith, Sedilion had access to many of the houses and knew much about the dismantling physical bindings. He would help the resistance to free and guide slaves out of the cities, where he could move almost unseen.
For several years all went well, until one batch had an Asmodean inquisitor in it disguised as a normal slave. This infiltrator waited until the group had been freed by Sedelion and almost guided out of the city to call in the demonic guard to capture them all. The other slaves were returned to their masters (some in more pieces than others). Sedelion was branded and sent to Branderscar, where he awaits further torture and torment in order to rip the identities of the rest of the Swallowtails from his mind (or soul, whichever is more effective and painful) and then painful, public execution.

The Death of Sedelion and After:

It was improbable... nay, impossible... that Sedelion made it out of Branderscar Prison alive. Somehow, against all odds, he managed it. Armed with tools granted by the Mitrian resistance movement, he and a small group of fellow branded seized control over the warden's portal and fled with what items they could snatch from guards along the way.
The portal was supposed to lead to someplace outside the watchful eyes of the nation's magicians and inquisitors. Perhaps it even did for his companions. Sedelion certainly prayed as much, finding himself instead on the doorstep of the palace, alone. Perhaps the magic only worked for the true believers in Mitra... perhaps the sorcerors managed to wrest control of the portal at the last moment as he walked through it. It didn't matter, Sedelion was not about to be sent back.
Rapier in one hand, short sword in the other, Sedelion took down three of the guards before the archers above him finally turned him into an impromptu pin cushion. The last thought to cross his mind was a brief prayer to Desna to guide his soul out of the clutches of Asmodeus.
Things are never quite that simple. Upon reaching the court of Pharasma, Sedelion found himself in a sort of limbo. As a lifelong worshiper of Desna, she was advocating for his release into her domain as was his just reward. The untreated brand of Asmodeus, however, marked his soul as belonging to the dark prince, and his advocates were in attendance demanding their "just" due from the Lady of Graves. After some deliberation, Pharasma came to a conclusion: extra time was needed to settle the matter once and for all. To that end, the compulsive brand's magic was removed from Sedelion's soul, at the cost of having to return to the world and seek to bring aid to those in need of it. No small task, the goddess warned him... much evil had happened since his death, as time passes differently beyond the pale.

Worldview & Alignment:

For the most part, Sedelion is not concerned with law or order as such (though he prefers good laws and benevolent rulers) or what is within the personal code of those around him. Sedelion is concerned with leaving the world better than he found it, especially toward those that need help.
There are two evils that Sedelion finds most abhorrent. The first is slavery, as no one can truly "own" another sentient being (and to pretend otherwise is to force evil upon that person). The second is demonic contracts, as they almost always leave the participants poorer in the long term.

Starsoul:

Small Cat (Leopard)
Medium
Speed: 50 Ft.
HD: 5d8
BAB: +3
MAB: +7
CMB: +7
CMD: 23
Fort: +6
Refl: +10
Will: +2
Skill Points: 5
Acrobatics: 11
Perception: 6
Feats: 3
Dodge
Endurance
Diehard
AC: 20
FF: 13
TC: 17
Natural Armor: 3
STR/DEX Bonus: +1
STR 16 (Bonus 4)
DEX 20 (Bonus 6)
CON 15 (Bonus 2)
INT 2
WIS 12 (Bonus 1)
CHA 6
Bonus Trick: 2
Track
Defend
Attacks:
Bite: 1d6 + Trip
2 Claws: 1d3
Special Qualities:
Link
Share Spells
Low-Light Vision
Scent
Evasion
Sprint