Str 19, Dex 15, Con 14, Int 2, Wis 13, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Combat Reflexes, Improved Natural Armor, Toughness
Skills Acrobatics +6, Acrobatics (When Jumping) +10, Climb +8, Perception +5, Stealth +7, Swim +8
SQ ability score increase, ac bonus, bonus tricks 3, devotion, evasion, link, low-light vision, scent, share spells, stat bonus
Animal Tricks Attack, Defend, Exclusive, Flank, Maneuver (Grapple), Sneak, Subdue, Track
Combat Gear Other Gear bite, claw, mithral/+1 chain shirt barding
Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores.
AC Bonus 4
Bonus Tricks 3
Combat Reflexes You may make 2 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.
Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Improved Natural Armor The creature's natural armor bonus increases by +1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.
Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Mod Bonus Tricks
Quadruped (Claws) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You 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 you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You 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. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master 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 master 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.
Stat Bonus 2
Toughness You gain +6 hit points. 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. Animal will attack all creatures
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.
Exclusive The animal takes directions only from the handler who taught it this trick.
Flank You can instruct an animal to attack a foe you point to and 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. It performs flank only against targets it would normally attack.
Maneuver (Grapple) The animal is trained to use the grapple combat maneuver on command. It performs maneuvers only against targets it would normally attack.
Sneak The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Subdue The companion can attempt to subdue opponents. Once the command is given, the companion makes all its natural attacks as nonlethal attacks (taking the typical -4 penalty on attack rolls when using normally lethal attacks) until ordered to do otherwise.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
-Owlbear Companion: uses stats of bear or grizzly bear, -4 penalty to handle animal, devotion ability increased to +5, creature starting Cha is 10 instead of 6, looks like an owlbear instead of normal bear, considered an animal for all purposes.