Wolf in Sheep's Clothing

The Squirrel Mob's page

4 posts. Alias of Sir Longears.


About The Squirrel Mob

Brutus, the Mastermind:
Brutus, The Mastermind
Male squirrel animal companion (martial beast)//familiar (protector [free])// Agile MR1
N Diminutive magical beast
Init +34/+14; Senses low-light vision; Perception +35
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DEFENSE
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AC 60, touch 33, flat-footed 46 (+5 circumstance, +5 deflection, +12 Dex, +2 dodge, +27 natural, +4 size; +2 armor if moves 10ft. or more)
hp 400 (20HD)
Fort +24, Ref +33, Will +21
Defensive Abilities improved evasion; SR 25
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OFFENSE
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Speed 40 ft., climb 40 ft.
Melee [attack action] Usually: Fatal Thrust, flanking (Pack Attack and menacing weapon), risky strike bite +46 (1d2+17 plus 5d6)
Space 1 ft., Reach 0 ft.
Special Attacks fatal thrust +5d6, tactics (aggressive flanking, coordinated reflexes, fortifying phalanx, militant will), shout (fierce shout, harangue, protective warning), skirmisher tricks 14/day
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STATISTICS
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Str 10 (+0), Dex 34 (+12), Con 16 (+3), Int 18 (+4), Wis 18 (+4), Cha 14 (+2)
Base Atk +20; CMB +28; CMD 50
Feats Bodyguard, Combat Reflexes, Greater Tenacious Hunter, Healer's Hands, In Harm's Way, Iron Will, Signature Skill (Handle Animal), Signature Skill (Heal), Signature Skill (Perception), Skill Focus (Perception), Tenacious Hunter
Shared Teamwork Feats Coordinated Capture, Shake it Off, Spirit of the Corps, Swarm Scatter
Spheres Fencing, Warleader
Talents Coordinated Reflexes, Fortifying Phalanx, Harangue, Militant Will, Protective Warning, Roaring Reservoir
Skills 96/96 ranks
Acrobatics +35 (20 master ranks, 3 class, 12 Dex)
<> +4 to jump
Appraise +20 (16 ranks, 4 Int)
Bluff +22 (20 master ranks, 2 Cha)
Climb +43 (20 master ranks, 3 class, 12 Dex, 8 racial)
Diplomacy +22 (20 master ranks, 2 Cha)
Fly +41 (20 master ranks, 3 class, 12 Dex, 6 size)
Handle Animal +22 (20 master ranks, 2 Cha)
Heal +22 (16 ranks, 6 Wis)
Intimidate +22 (20 master ranks, 2 Cha)
<> -4 vs. Tiny or larger creatures
Knowledge (geography) +24 (20 master ranks, 4 Int)
Knowledge (local) +24 (20 master ranks, 4 Int)
Knowledge (nature) +24 (20 master ranks, 4 Int)
Knowledge (planes) +20 (16 ranks, 4 Int)
Linguistics +8 (4 ranks, 4 Int)
Perception +33 (20 master ranks, 3 class, 4 Wis, 6 feat)
<> +2 (+18 if creature is invisible) vs. creature using stealth
<> +10 to notice invisible creatures or objects
Perform (comedy) +22 (20 master ranks, 2 Cha)
Profession (cook) +20 (16 ranks, 4 Wis)
Profession (sailor) +9 (5 master ranks, 4 Wis)
Ride +22 (10 master ranks, 12 Dex)
Sense Motive +24 (20 master ranks, 4 Wis)
Sleight of Hand +28 (16 ranks, 12 Dex)
Stealth +52 (20 master ranks, 3 class, 12 Dex, 12 size, 5 competence)
Survival +20 (16 master ranks, 4 Wis)
Swim +25 (10 master ranks, 3 class, 12 Dex)
Use Magic Device +18 (16 ranks, 2 Cha)
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc; (cannot speak)
SQ able defender, dual initiative, empathic link, link, loyal bodyguard, scry on familiar, shield master, speak with animals of its kind, speak with master
ABP armor attunement (barding +5), deflection +5, mental prowess (+6 Wis, +4 Cha, +2 Int), physical prowess (+6 Dex, +4 Con, +2 Str), resistance +5, toughening +5, weapon attunement (bite +5)
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EQUIPMENT
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Weapons
Worn benevolent rallying shadow varisian dancing scarf, specialized healer's satchel
Slotted
-Belt: saddle of stubborn resolve
-Neck: menacing amulet of mighty fists
Wands, Rods, Etc
Backpack
-Consumables:
Belt Pouch
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SPECIAL ABILITIES
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Spoiler:
Strength 2 (base familiar) +6 (companion increase) +1 (level up) +2 (ABP) = 10
Dexterity 19 (base familiar) +1 (level up) +2 (advancement) +6 (companion increase) +6 (ABP) = 34
Constitution 9 (base familiar) +2 (advancement) +1 (level up) +4 (ABP) = 16
Intelligence 15 (base familiar) +1 (level up) +2 (ABP) = 18
Wisdom 12 (base familiar) +6 (ABP) = 18
Charisma 9 (base familiar) +4 (ABP) = 14

Spoiler:
ATTACK ACTIONS
Fatal Thrust (Ex) Whenever Brutus makes an attack action against a target that is within 30 ft. and that he is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, he deals an additional +5d6 precision damage to the target.

ATTACK OF OPPORTUNITY
Combat Reflexes (feat, combat) Brutus may make a number of additional attacks of opportunity per round equal to his Dexterity bonus. He may also make attacks of opportunity while flat-footed.
Fatal Thrust (Ex) Whenever Brutus makes an attack of opportunity against a target that is within 30 ft. and that he is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, he deals an additional +5d6 precision damage to the target.

TACTICS AND SHOUTS
Shouts (Ex) As a standard action, Brutus may shout, affecting creatures in a 60 ft. radius with an effect that lasts for 6 rounds. Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Brutus cannot use shouts if in the area of a silence spell or otherwise unable to make a sound.
<>Fierce Shout [shout] (Ex) When Brutus uses this shout, he and all affected allies gain a +11 morale bonus on damage rolls on their first attack each turn. This is a mind-affecting emotion effect.
<>Harangue [shout] (Ex) Brutus may expend his martial focus, allowing all affected allies to make a new saving throw against any ongoing effect they are currently suffering from. A creature can only benefit from this shout once in regard to any individual effect.
<>Roaring Reservoir (Ex) Brutus may use a shout that normally requires him to expend his martial focus without expending it, but doing so makes him fatigued for 1 minute. If he is already fatigued, he becomes exhausted for this duration instead. Brutus cannot use this talent while exhausted.
<>Protective Warning [shout] (Ex) When Brutus uses this shout, he chooses one specific ability he knows an enemy possesses. All affected allies gain a +6 competence bonus to saving throws against that specific ability. He may expend martial focus to use this shout as an immediate action, but the bonuses from this shout end after one round. Brutus must know about the ability to warn against it.
Tactics (Ex) As a move action, Brutus can initiate a tactic, and then can maintain it as a move or swift action on each round. A creature must be within 110 ft., have line of sight to, and be able to see Brutus to benefit from a tactic. He may center the tactic on any square he has both line of sight and line of effect to and may recenter it as part of the action used to maintain it. The benefits of his tactic end immediately if he is helpless, killed, paralyzed, rendered unconscious, or stunned.
<>Aggressive Flanking (Ex) While within this tactic, allies are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.
<>Coordinated Reflexes (Ex) While within this tactic, allies are granted a +6 morale bonus on Reflex saves to avoid damage from attacks and effects that target an area. Once per round when an ally fails a Reflex save against such an effect, Brutus may spend an immediate action to allow him to reroll the save.
<>Fortifying Phalanx (Ex) While within this tactic, allies are granted a +6 morale bonus on Fortitude saving throws, as long as they are within the natural reach of at least one other ally affected. Once per round when an ally fails a Fortitude save, Brutus may spend an immediate action to allow him to reroll the save.
<>Militant Will (Ex) While within this tactic, allies are granted a +6 morale bonus on Will saves against charm, compulsion, and fear effects. Once per round when an ally fails a Will save against such an effect, Brutus may spend an immediate action to allow him to reroll the save.

SKIRMISHER TRICKS
Aiding Attack (Ex) As a free action when he hits a creature with an attack, Brutus may grant the next ally who makes an attack against the target creature before the start of his next turn a +2 circumstance bonus on that attack roll.
Catfall (Ex) As an immediate action when he falls 20 or more feet, Brutus can use this trick to ignore the first 20 feet of the fall when calculating the falling damage. If he takes no damage from the fall, he does not fall prone.
Chameleon Step (Ex) As a move action, Brutus can move up to twice his speed, no taking any penalty on Stealth checks for movement during this move.
Cunning Pantomime (Ex) As a standard action, Brutus can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, he suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.
Distracting Attack (Ex) As a free action before he makes an attack, Brutus can use this trick. If attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Hobbling Attack (Ex) As a free action when he hits with an attack, Brutus can use this trick to reduce the target of the attack’s land speed by 1/2 for 1d4 rounds.
Quick Healing (Ex) As a swift action, Brutus can make a Heal check to administer first aid on an adjacent dying character. As a move action, he can administer a potion to an unconscious character.
Rattling Strike (Ex) As a free action before he makes an attack, Brutus can use this trick. If the attack hits, the target is shaken for 1d4 rounds.
Skill Sage (Ex) As a free action, Brutus can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Stag’s Leap (Ex) As a free action, Brutus can attempt a running jump without moving 10 feet before the jump.
Tangling Attack (Ex) As a free action before he makes an attack, Brutus can use this trick. If the attack hits, the target is entangled for 1 round.
Uncanny Senses (Ex) As an immediate action, Brutus gains a +10 insight bonus on Perception checks for 1 round.
Vengeance Strike (Ex) As an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack, Brutus can use this trick to make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

OFFENSIVE ABILITIES
Tenacious Hunter (feat) Whenever Brutus successfully notices a creature using Stealth or pinpoints an invisible creature’s location, that foe is denied its Dexterity bonus to AC against the next attack Brutus makes on or before the his next turn.
<>Greater Tenacious Hunter (feat) As a swift action, Brutus can attempt a Perception check to search for a stimulus. Whenever he successfully uses Perception to oppose a Stealth check or to pinpoint an invisible creature’s location, that foe is denied its Dexterity bonus to AC against all attacks that Brutus makes before the start of his next turn.

DEFENSIVE ABILITIES
Bodyguard (feat, combat) When an adjacent ally is attacked, Brutus may use an attack of opportunity to attempt the aid another action to improve his ally’s AC.
<>In Harm's Way (feat, combat) As an immediate action while using the aid another action to improve an adjacent ally’s AC, Brutus can intercept a successful attack against that ally, taking full damage from that attack and any associated effects. A creature cannot benefit from this feat more than once per attack.
Loyal Bodyguard (Ex) If Brutus is sharing Erasmo’s square, he can use Bodyguard to aid another to improve Erasmo’s AC even if he doesn’t threaten the attacking foe, though it still needs line of effect to Erasmo and the attacker.
Shield Master (Su) Whenever Brutus or Erasmo takes hit point damage, as long as they are touching, Erasmo can split the damage evenly between them as if under the effects of shield other.
Signature Skill [Heal] (feat) When Brutus treats deadly wounds, the creature recovers 6 hit points per HD and 6 ability damage.
<>Healer's Hands (feat, conduit) As a full-round action, Brutus can use the Heal skill to treat deadly wounds. He does not take a penalty for not using a healer’s kit when treating deadly wounds this way, and can do so on a given creature more than once per day. When treating deadly wounds this way, if his result exceeds the DC by 10 or more, he heals 16 additional damage. Brutus can use this feat’s benefit 16 times per day.

PASSIVE ABILITIES
Able Defender (Ex) Brutus gains In Harm’s Way as a bonus feat. In addition, his hit points are now equal to Erasmo’s total hit points, regardless of his actual Hit Dice.
Empathic Link (Su) Erasmo has an empathic link with Brutus to a 1 mile distance. He can communicate empathically with Brutus, but cannot see through his eyes. Because of the link's limited nature, only general emotions can be shared.
Iron Will (feat) Brutus gains a +2 bonus on all Will saving throws.
Loyal Bodyguard (Ex) Brutus gains Bodyguard and Combat Reflexes as bonus feats.
Scry on Familiar (Sp) Erasmo may scry on Brutus, as if casting the scrying spell, once per day.
Signature Skill [Handle Animal] All creatures Brutus has trained within 30 ft. gain a +2 bonus on Will saves. He can train an animal to understand his speech (as speak with animals) with 1 week of effort and a successful DC 30 Handle Animal check. He can also make his speech understandable to any animal for 24 hours with a successful DC 30 Handle Animal check.
Signature Skill (Perception) Brutus remains alert to sounds even in his sleep, and the normal DC increase to Perception checks when he is sleeping doesn’t apply to him. He gains a +10 bonus on Perception checks to notice invisible creatures or objects, and the the distance modifier on the DC of Perception checks he attempts is reduced to +1 per 60 feet.
Skill Focus (Perception) Brutus gains a +6 bonus on all Perception checks.
Speak with Animals of Its Kind (Ex) Brutus can communicate with rodents. Such communication is limited by the Intelligence of the conversing creatures.
Speak with Master (Ex) Brutus and Erasmo can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Tenacious Hunter (feat) Brutus gains a +2 bonus on Perception checks to oppose Stealth checks. When using Perception to pinpoint an invisible creature’s location, this bonus increases to +10.
<>Greater Tenacious Hunter (feat) When using Perception to attempt to pinpoint an invisible foe, Brutus’s bonus from the Tenacious Hunter feat increases to +20.

Cheeky, The Queen:
Cheeky, The Queen
Female squirrel animal ally
N Diminutive animal
Init +6; Senses low-light vision; Perception +11
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DEFENSE
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AC 38, touch 33, flat-footed 32 (8 armor, 5 circumstance, 6 Dex, 5 shield, 4 size)
hp 200 (20d8+40)
Fort +17, Ref +22, Will +13; +4 morale vs. fear
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OFFENSE
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Speed 20 ft., climb 20 ft.
Melee bite +28 (1d2-4)
Space 1 ft., Reach 0 ft.
Special Attacks fatal thrust +4d6 (to the hilt, wide open)
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STATISTICS
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Str 2 (-4), Dex 22 (+6), Con 12 (+1), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Base Atk +15; CMB +20 (+2 to dirty trick, disarm, reposition, steal and trip); CMD 28 (+6 vs. trip; +2 vs. dirty trick, disarm, reposition and steal)
Feats Deft Maneuvers, Extra Combat Talent (x5), Passing Grace, Skill Focus (Bluff), Toughness, Tribe Mentality
Shared Teamwork Feats Coordinated Capture, Shake it Off, Spirit of the Corps, Swarm Scatter
Spheres Equipment, Fencing
Talents Expert Feint, To the Hilt, Unarmored Training, Wide Open
Skills 20/20 ranks
Acrobatics +19 (10 ranks, 3 class, 6 Dex)
Bluff +32 (20 free ranks, 6 feat, 3 competence, 3 circumstance)
Climb +18 (1 rank, 3 class, 6 Dex, 8 racial)
Perception +11 (7 ranks, 3 class, 1 Wis)
Stealth +22 (1 rank, 3 class, 6 Dex, 12 size)
Swim +10 (1 rank, 3 class, 6 Dex)
Tricks Attack (x2), Bury, Come, Defend, Deliver, Down, Exclusive, Feint, Fetch, Flank, Flee, Get Help, Guard, Heel, Serve, Sneak
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EQUIPMENT
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Weapons
Worn
Slotted
-Belt: plague rat saddle
-Head: circlet of persuasion
Backpack
-Consumables:
Belt Pouch
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SPECIAL ABILITIES
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Spoiler:
Strength 2 (base) = 2
Dexterity 19 (base) +3 (level up) = 22
Constitution 9 (base) +1 (level up) +2 (magic item) = 12
Intelligence 2 (base) = 2
Wisdom 12 (base) = 12
Charisma 9 (base) +1 (level up) = 10

Spoiler:
ATTACK ACTIONS and ATTACK OF OPPORTUNITY
Fatal Thrust (Ex) Whenever Cheeky makes an attack action against a target that is within 30 ft. and that she is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, she deals an additional +4d6 precision damage to the target.
<>To the Hilt [exploit] (Ex) For 4 rounds, the target’s damage resistance is reduced by 7.
<>Wide Open [exploit] (Ex) The target suffers a -5 penalty to its armor class until the end of Cheeky's next turn.

OFFENSIVE ABILITIES
Deft Maneuvers (feat, combat) Cheeky does not provoke an attack of opportunity when performing a dirty trick, disarm, reposition, steal or trip combat maneuver. She receives a +2 bonus on checks with these combat maneuvers and to his CMD against these maneuvers. As a move action, Cheeky can make a Bluff check to feint in combat.
<>Expert Feint (Ex) When Cheeky succeeds at a feint check against a target, that target also loses its Dexterity bonus to its armor class against all attacks until the beginning of her next turn, in addition to her next attack.

PASSIVE ABILITIES
Toughness (feat) Cheeky gains +20 hit points.
Unarmored Training (Ex) When unarmored and unencumbered, Cheeky gains a +8 armor bonus to her AC. This bonus to AC applies even against touch attacks or when she is flat-footed, but she loses it when immobilized, helpless or polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Phillip, The Maniac:
Phillip, The Maniac
Male squirrel animal ally
N Diminutive animal
Init +6; Senses low-light vision; Perception +11
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DEFENSE
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AC 38, touch 33, flat-footed 32 (8 armor, 5 circumstance, 6 Dex, 5 shield, 4 size)
hp 200 (20d8+40)
Fort +17, Ref +22, Will +13; +4 morale vs. fear
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OFFENSE
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Speed 20 ft., climb 20 ft.
Melee bite +28 (1d2-4)
Space 1 ft., Reach 0 ft.
Special Attacks blooded strike 6 (finger cutter), fatal thrust +4d6 (arm strike, hand slash)
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STATISTICS
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Str 2 (-4), Dex 22 (+6), Con 12 (+1), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Base Atk +15; CMB +20 (+2 to dirty trick, disarm, reposition and steal); CMD 28 (+6 vs. trip; +2 vs. dirty trick, disarm, reposition and steal)
Feats Deft Maneuvers, Extra Combat Talent (x6), Passing Grace, Toughness, Tribe Mentality
Shared Teamwork Feats Coordinated Capture, Shake it Off, Spirit of the Corps, Swarm Scatter
Spheres Duelist, Equipment, Fencing
Talents Arm Strike, Finger Cutter, Hand Slash, Unarmored Training
Skills 20/20 ranks
Acrobatics +19 (10 ranks, 3 class, 6 Dex)
Bluff +15 (15 free ranks)
Climb +18 (1 rank, 3 class, 6 Dex, 8 racial)
Perception +11 (7 ranks, 3 class, 1 Wis)
Stealth +22 (1 rank, 3 class, 6 Dex, 12 size)
Swim +10 (1 rank, 3 class, 6 Dex)
Tricks Attack (x2), Bury, Come, Defend, Deliver, Down, Exclusive, Fetch, Flank, Flee, Get Help, Guard, Heel, Maneuver (disarm), Serve, Sneak
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EQUIPMENT
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Weapons
Worn
Slotted
-Belt: plague rat saddle
Backpack
-Consumables:
Belt Pouch
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SPECIAL ABILITIES
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Spoiler:
Strength 2 (base) = 2
Dexterity 19 (base) +3 (level up) = 22
Constitution 9 (base) +1 (level up) +2 (magic item) = 10
Intelligence 2 (base) = 2
Wisdom 12 (base) = 12
Charisma 9 (base) +1 (level up) = 10

Spoiler:
ATTACK ACTIONS and ATTACK OF OPPORTUNITY
Blooded Strike (Ex) Whenever Phillip uses the attack action or an attack of opportunity to attack or disarm a creature, he deals an additional 6 points of bleed damage to the target on a successful attempt. He never provokes attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.
<>Finger Cutter (Ex) Whenever Phillip succeeds at a disarm attempt against a creature, it takes 6 additional points of bleed damage. This stacks with other bleed damage granted by the Duelist sphere. In addition, you no longer provoke
Fatal Thrust (Ex) Whenever Phillip makes an attack action against a target that is within 30 ft. and that he is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, he deals an additional +4d6 precision damage to the target.
<>Arm Strike [exploit] (Ex) Phillip's attack strikes its arm in a critical spot. The target suffers a -2 penalty to all attack rolls, ability checks, or skill checks made with that arm for 1d4+3 rounds.
<>Hand Slash [exploit] (Ex) Phillip makes a disarm combat maneuver against the target as a free action. This disarm does not provoke an attack of opportunity.

OFFENSIVE ABILITIES
Deft Maneuvers (feat, combat) Phillip does not provoke an attack of opportunity when performing a dirty trick, disarm, reposition, steal or trip combat maneuver. He receives a +2 bonus on checks with these combat maneuvers and to his CMD against these maneuvers. As a move action, Phillip can make a Bluff check to feint in combat.

PASSIVE ABILITIES
Toughness (feat) Phillip gains +20 hit points.
Unarmored Training (Ex) When unarmored and unencumbered, Phillip gains a +8 armor bonus to his AC. This bonus to AC applies even against touch attacks or when he is flat-footed, but she loses it when immobilized, helpless or polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Red, The Politician:
Red, The Politician
Male squirrel animal ally
N Diminutive animal
Init +6; Senses low-light vision; Perception +11
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DEFENSE
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AC 38, touch 33, flat-footed 32 (8 armor, 5 circumstance, 6 Dex, 5 shield, 4 size)
hp 200 (20d8+40)
Fort +17, Ref +22, Will +13; +4 morale vs. fear
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OFFENSE
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Speed 20 ft., climb 20 ft.
Melee bite +28 (1d2-4)
Space 1 ft., Reach 0 ft.
Special Attacks fatal thrust +4d6 (belt cutter, distracting blades), marked target
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STATISTICS
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Str 2 (-4), Dex 22 (+6), Con 12 (+1), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Base Atk +15; CMB +20 (+2 to dirty trick, disarm, reposition, steal and trip); CMD 28 (+6 vs. trip; +2 vs. dirty trick, disarm, reposition and steal)
Feats Deft Maneuvers, Extra Combat Talent (x6), Passing Grace, Toughness, Tribe Mentality
Shared Teamwork Feats Coordinated Capture, Shake it Off, Spirit of the Corps, Swarm Scatter
Spheres Equipment, Fencing, Scoundrel (natural rogue drawback)
Talents Belt Cutter, Cleaned Out, Distracting Blades, Master Thief, Unarmored Training
Skills 20/20 ranks
Acrobatics +19 (10 ranks, 3 class, 6 Dex)
Bluff +15 (15 free ranks)
Climb +18 (1 rank, 3 class, 6 Dex, 8 racial)
Perception +11 (7 ranks, 3 class, 1 Wis)
Sleight of Hand +16 (10 free ranks, 6 Dex)
Stealth +22 (1 rank, 3 class, 6 Dex, 12 size)
Swim +10 (1 rank, 3 class, 6 Dex)
Tricks Attack (x2), Bury, Come, Defend, Deliver, Down, Exclusive, Fetch, Flank, Flee, Get Help, Guard, Heel, Maneuver (steal), Serve, Sneak
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EQUIPMENT
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Weapons
Worn
Slotted
-Belt: plague rat saddle
Backpack
-Consumables:
Belt Pouch
------------------------------------------------------------------------
SPECIAL ABILITIES
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Spoiler:
Strength 2 (base) = 2
Dexterity 19 (base) +3 (level up) = 22
Constitution 9 (base) +1 (level up) +2 (magic item) = 12
Intelligence 2 (base) = 2
Wisdom 12 (base) = 12
Charisma 9 (base) +1 (level up) = 10

Spoiler:
ATTACK ACTIONS and ATTACKS OF OPPORTUNITY
Fatal Thrust (Ex) Whenever Red makes an attack action against a target that is within 30 ft. and that he is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, he deals an additional +4d6 precision damage to the target.
<>Belt Cutter [exploit] (Ex) Red may attempt a steal combat maneuver against the target as a free action which does not provoke an attack of opportunity.
<>Distracting Blades [exploit] (Ex) The target loses the ability to make attacks of opportunity for 4 rounds.

OFFENSIVE ABILITIES
Deft Maneuvers (feat, combat) Red does not provoke an attack of opportunity when performing a dirty trick, disarm, reposition, steal or trip combat maneuver. He receives a +2 bonus on checks with these combat maneuvers and to his CMD against these maneuvers. As a move action, Cheeky can make a Bluff check to feint in combat.
<>Master Thief (Ex) Creatures no longer gain a +5 (or higher) bonus to their CMD when Red attempts to steal secured items and he may use a steal combat maneuver in place of a disarm combat maneuver. Red can attempt steal checks against closely worn items (except for armor) with a -10 penalty on his combat maneuver check.
<>Cleaned Out [trick] (Ex) Whenever Red successfully performs a steal combat maneuver, he may steal up to three items from the target of his maneuver instead of one.
Marked Target (Ex) As a swift action, Red may make a melee touch attack against a creature; if this attack is successful, the creature is battered and takes a -3 penalty on Perception checks for 1 round.

PASSIVE ABILITIES
Toughness (feat) Red gains +20 hit points.
Unarmored Training (Ex) When unarmored and unencumbered, Red gains a +8 armor bonus to his AC. This bonus to AC applies even against touch attacks or when he is flat-footed, but he loses it when immobilized, helpless or polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Sir Reginald, The Fourth:
Sir Reginald, The Fourth
Male squirrel animal ally
N Diminutive animal
Init +6; Senses low-light vision; Perception +16
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DEFENSE
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AC 38, touch 33, flat-footed 32 (8 armor, 5 circumstance, 6 Dex, 5 shield, 4 size; +7 dodge vs. AOO while jumping)
hp 200 (20d8+40)
Fort +17, Ref +22, Will +13; +4 morale vs. fear
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OFFENSE
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Speed 20 ft., climb 20 ft.
Melee bite +28 (1d2-4)
Space 1 ft., Reach 0 ft.
Special Attacks fatal thrust +4d6 (face strike, leg slash)
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STATISTICS
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Str 2 (-4), Dex 22 (+6), Con 12 (+1), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Base Atk +15; CMB +20; CMD 28 (+4 vs. trip; +7 dodge vs. AOO while jumping)
Feats Extra Combat Talent (x6), Passing Grace, Toughness, Tribe Mentality
Shared Teamwork Feats Coordinated Capture, Shake it Off, Spirit of the Corps, Swarm Scatter
Spheres Athletics (leap), Equipment, Fencing
Talents Face Strike, Leg Slash, Locust Pounce, Mobility, Unarmored Training
Skills 20/20 ranks
Acrobatics +29 (20 ranks [15 free ranks], 3 class, 6 Dex)
Bluff +15 (15 free ranks)
Climb +18 (1 rank, 3 class, 6 Dex, 8 racial)
Perception +16 (12 ranks, 3 class, 1 Wis)
Stealth +22 (1 rank, 3 class, 6 Dex, 12 size)
Swim +10 (1 rank, 3 class, 6 Dex)
Tricks Attack (x2), Break Out, Bury, Come, Defend, Deliver, Down, Exclusive, Fetch, Flank, Flee, Get Help, Guard, Heel, Serve, Sneak
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EQUIPMENT
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Weapons
Worn
Slotted
-Belt: plague rat saddle
-Head: cap of light
Backpack
-Consumables:
Belt Pouch
------------------------------------------------------------------------
SPECIAL ABILITIES
------------------------------------------------------------------------
Spoiler:
Strength 2 (base) = 2
Dexterity 19 (base) +3 (level up) = 22
Constitution 9 (base) +1 (level up) +2 (magic item) = 12
Intelligence 2 (base) = 2
Wisdom 12 (base) = 12
Charisma 9 (base) +1 (level up) = 10

Spoiler:
ATTACK ACTIONS and ATTACKS OF OPPORTUNITY
Fatal Thrust (Ex) Whenever Sir Reginald makes an attack action against a target that is within 30 ft. and that he is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, he deals an additional +4d6 precision damage to the target.
<>Face Strike [exploit] (Ex) Sir Reginald's attack cuts into the target’s face, impeding its ability to see and hear. The target treats all targets as if they had partial concealment (a 20% miss chance) for 4 rounds, and suffers a -2 Penalty to all Perception checks.
<>Leg Slash [exploit] (Ex) The target’s movement types are halved for 1d4+3 rounds.
Locust Pounce [motion] (Ex) Sir Reginald may roll an Acrobatics check to jump as part of a melee attack action, moving no more than half his land speed before performing the attack action.

DEFENSIVE ABILITIES
Leap (Ex) Sir Reginald may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC.
Mobility (Ex) When jumping, Sir Reginald gains a +7 dodge bonus to AC and CMD against any attacks of opportunity generated by his movement.

PASSIVE ABILITIES
Toughness (feat) Sir Reginald gains +20 hit points.
Unarmored Training (Ex) When unarmored and unencumbered, Sir Reginald gains a +8 armor bonus to his AC. This bonus to AC applies even against touch attacks or when he is flat-footed, but he loses it when immobilized, helpless or polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

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TEAMWORK ABILITIES
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FLANKING
Aggressive Flanking (Ex) While within the affected area of Brutus's tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.
Pack Attack (Ex) Whenever one or more animal allies within 75 ft. flanks an enemy with Erasmo or another of his animal allies, the bonus on attack rolls granted while flanking increases by +2. This increases by +1 for each additional animal ally which threatens that enemy (maximum +5). [Usually +6]

DEFENSIVE ABILITIES
Passing Grace [squirrel troop only] (feat, teamwork) Whenever a healing spell or an effect would restore a tamed squirrel to above its maximum hit points, it can redirect excess hit points to an adjacent ally who has this feat. This ability functions only for effects that require an action to activate.
Shake it Off (feat, teamwork) When an animal ally is adjacent to one or more allies who also have this feat, it gains a +1 bonus on saving throws per such ally (maximum +4). [Usually +4]
Spirit of the Corps (feat, teamwork) Whenever an animal ally is within 10 feet of an ally benefiting from a spell or effect that grants a morale bonus on a particular type of roll, once during that effect’s duration, it can apply that morale bonus on a roll is makes of that type. The animal ally can use this feat only once per round, and only once per spell or effect.
Swarm Scatter (feat, teamwork) For each ally who has this feat and is adjacent to an animal ally, it gains a +1 circumstance bonus to AC. As long as it has this bonus, it is immune to the swarm attack and distraction ability of rat swarms. [Usually +6]
Tribe Mentality [squirrel troop only] (feat, teamwork) When a tamed squirrel is simultaneously subject to the same enchantment (compulsion) or [emotion] effect as another squirrel, they both roll saves but can use either result.