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 (DC 15)
Description:
The animal comes to you, even if it normally would not do so.
Defend (DC 20)
Description:
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.
Down (DC 15)
Description:
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 (DC 15)
Description:
The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Guard (DC 20)
Description:
The animal stays in place and prevents others from approaching.
Heel (DC 15)
Description:
The animal follows you closely, even to places where it normally wouldn't go.
Perform (DC 15)
Description:
The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
Seek (DC 15)
Description:
The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay (DC 15)
Description:
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.
Work (DC 15)
Description:
The animal pulls or pushes a medium or heavy load.
Swooping Charge
Swooping Charge:
The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may have enough room, but dungeons usually do not). It spends a full-round action flying to a high vantage point, and on the next round makes a charge attack upon an enemy the falconer designates. If that charge attack hits, the bird deals 2d4 points of damage instead of 1d4 with its bite and gains a x4 critical
FEATS
Acrobatic:
You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Agile Maneuvers:
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus. You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Weapon Finesse:
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. 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.
Weapon Focus (Bite, Talons):
You gain a +1 bonus on all attack rolls you make using the selected weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.