About Sir Wilk
Male Wolf Tracker Companion 9
N Large animal
Init +3; Senses Perception +11, Sense Motive +1, scent
AC 27, touch 12, flat-footed 24 (+5 armor, +3 dex, +10 natural, -1 size)
Fort +11, Ref +9, Will +4
Speed 50 ft.
Melee Bite +13/+8 (1d8+11, trip (+21))
Non-Standard Skill Bonuses
Languages: Sign Language - understand only
Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases 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. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
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.
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.
Expert Tracker: A tracker gains a competence bonus on Survival checks to track via scent equal to half its total Hit Dice. At 6th level, it can move at its normal speed while using Survival to follow tracks without taking the normal –5 penalty. It takes only a –10 penalty (instead of the normal –20 penalty) when moving at up to twice its normal speed while tracking.
Evasion: If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Dirty Fighting: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
Fury’s Fall: When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
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.
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.
Detect: The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of 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 out of the ordinary about a room or location. Note that because the animal is not intelligent, any number of doors, scents, strange mechanisms, or unfamiliar objects might 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.
Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Flank: You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.
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 can 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 can use the aid another action to grant a bonus on its handlers Survival checks for these purposes.
Rescue: The companion has been trained to drag its handler or another creature that the handler designates out of danger and to a safe place in the event that the handler or creature is incapacitated. If a creature that the companion is defending is rendered helpless or is slain, the companion will carry, drag, or otherwise move that creature out of danger. If the companion knows the get help trick, it will attempt to bring the creature it is rescuing to one of the creatures designated as “help.” Otherwise, you can designate a single location in advance as a safe place, and the companion will attempt to bring the creature it is rescuing to that place. If it is unable to do either of these, the companion simply moves the creature to the nearest location of relative safety. A companion must have the deliver and guard tricks in order to learn this trick.
Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
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 to raise an alarm if it notices any dangerous or sizable creature entering the area.
Light 0-699 lb. Medium 700-1,398 lb. Heavy 1,399-2,100 lb.
Current Load Carried 67 lb.
+1 Spell-Storing Mithral Chain Barding (5,400 gp) (25 lb)
Amulet of Mighty Fists +1 (4,000 gp) (0 lb)
Exotic Military Saddle (60 gp) (40 lb)
Training Harness (10 gp) (2 lb)
During combat, Wilk’s first instinct is to protect Rudzik.
Outside of combat, Wilk is happy to sniff around, looking for interesting smells.
Rudzik found Wilk as a pup in the woods, trapped in a hunter’s snare. The two bonded quickly, and as Wilk grew into an adult he found himself towering over his rescuer. Wilk still has the energy of a pup though, and his antics sometimes leave Rudzik hollering exasperatedly at his runaway companion.
If not given any commands, Wilk is happy to bound around looking for interesting smells. Thankfully, he has learned that while people certainly have interesting smells, they do not appreciate a wolf bigger than them trying to smell their backsides.
Appearance and Personality:
Imagine a puppy. Now imagine that puppy is as large as a draft horse. Now imagine that giant puppy is actually a wolf, but still acts like a puppy. That’s Wilk.