Persistent
. . Owlbear Companion: You recovered a clutch of owlbear eggs and may raise one of the hatchlings as a pet. If you possess a class feature that permits you to take a bear as an animal companion or mount that progresses as an animal companion, you may instead gain the service of an owlbear. The owlbear companion uses the stats of a bear companion with the following modifications: all Handle Animal checks made to train or handle the owlbear suffer a –4 penalty; the bonus granted by the devotion ability increases to +5; the creature’s starting Charisma score is 10; and the animal companion looks like an owlbear instead of a normal bear. This owlbear is considered an animal for all purposes.
Defense:
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); CMD 15 (13 Fl; 19 vs. overrun, trip)
hp 19 (3d8, +1 Con, toughness)
Fort +4, Ref +5, Will +2
Special Defenses
. . Toughness gain +3 hit points; for every HD beyond 3, gain an additional +1 hp
Special Attacks
. . Outflank whenever you and an ally that has this feat are flanking the same creature, flanking bonus on attack rolls increases to +4; critical hits while flanking provoke an attack of opportunity from your ally with this feat
. . Power Attack -1/+2 may take penalty on melee attacks and combat maneuver checks to gain bonus on melee damage rolls; penalty/bonus improves -1/+2 for every +4 BAB
Feats & Tricks:
Feats
. . Outflank (Precise Companion) whenever you and an ally that has this feat are flanking the same creature, flanking bonus on attack rolls increases to +4; critical hits while flanking provoke an attack of opportunity from your ally with this feat
. . Power Attack -1/+2 may take penalty on melee attacks and combat maneuver checks to gain bonus on melee damage rolls; penalty/bonus improves -1/+2 for every +4 BAB
. . Toughness gain +3 hit points; for every HD beyond 3, gain an additional +1 hp
Tricks (7/7, Handle Animal to train new tricks, 1/scenario)
. . 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.
. . Attack Any Target: 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.
. . 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.
. . 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.
. . Guard: The animal stays in place and prevents others from approaching.
. . Heel: The animal follows you closely, even to places where it normally wouldn't go.
. . 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.
Skills:
Skill Points 3
ACP -0 (-0 armor, -0 encumbrance)
* ACP applied to these skills
Skill Modifiers
. . Scent can follow tracks by smell, making a Survival check to find or follow a track; can attempt to follow tracks using Survival untrained (typical DC for a fresh trail is 10, increasing or decreasing 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); tracking by scent ignores the effects of surface conditions and poor visibility; water, particularly running water, ruins a trail for air-breathing creatures; 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
Languages none
Special Abilities:
Racial Abilities
. . Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail
. . Scent detect opponents by sense of smell, generally within 30 feet (if the opponent is upwind, 60 feet; if it is downwind, 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); detects another creature's presence but not its specific location; noting the direction of the scent is a move action; if moving within 5 feet (1 square) of the scent's source, can pinpoint the area that the source occupies, even if it cannot be seen; can follow tracks by smell, making a Survival check to find or follow a track; can attempt to follow tracks using Survival untrained (typical DC for a fresh trail is 10, increasing or decreasing 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); tracking by scent ignores the effects of surface conditions and poor visibility; can identify familiar odors just as humans do familiar sights; water, particularly running water, ruins a trail for air-breathing creatures; 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
Primeval Companion Abilities
. . Precise Companion hunter chooses either Precise Shot or Outflank as a bonus feat; if choosing Outflank, automatically grants this feat to animal companion as well
Gear:
Light up to 66 lbs. Medium up to 133 lbs. Heavy up to 200 lbs.
Current Load Carried 0 lbs. (Light)
Money 0 gp 0 sp 0 cp
Advancement:
Level 1
Small Bear
HD: 2
+1 BAB
+3 Fortitude save, +3 Reflex Save, +0 Will save
Skill points (2): Acrobatics, Stealth
Feat: Toughness
Tricks: Attack, Attack Any, Defend, Guard, Heel, Stay
Bonus Trick: Flank
Animal Companion Link
Share Spells
Level 2
Small Bear
HD: +1
+1 BAB
+0 Fortitude save, +0 Reflex Save, +1 Will save
Skill point (1): Perception
Feat: Power Attack
Hunter: Precise Companion (Outflank)