Panther

Spots's page

17 posts. Alias of gossamar4.


Full Name

Spots

Race

Black Leopard

Classes/Levels

Animal Companion/3: HP (21/21): AC (18/touch=18/flat=13): Saves (Fort=4/Ref=9/Will=2): Initiative +10: Perception +9: Sense Motive +1

Gender

male

Size

small

Strength 13
Dexterity 22
Constitution 13
Intelligence 2
Wisdom 12
Charisma 6

About Spots

Background:

Offense:
Initiative = +10

BAB = 2

Melee
Bite = +8 (1d4/20x2)
== Trip = +8

Claws = +8 (1d2/20x2)

Defense:
HP = 21

AC(Touch) = 18(18)

Fortitude = 4
Reflex = 9
Will = 2

CMD = 17

Skills:
Acrobatics = 9 (5+1+3)
Climb = (1+0+3)
Perception = 5 (1+1+3) +4(Animal Focus: Falcon)
Stealth = 8 (5+1+3)
Swim = (1+0+3)

Feats:
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.

Special: Natural weapons are considered light weapons.

Improved Initiative: You get a +4 bonus on initiative checks.

Teamwork Feats

Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Animal Companion Abilities:
Trip (Ex): A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This 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. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

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: The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) 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.

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.

Tricks:
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.

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.

Heel: The animal follows you closely, even to places where it normally wouldn't go.

Perform: The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.

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.