Wolf

Zasha - Animal Companion's page

No posts. Alias of MaybeNever.


Full Name

Zasha

Race

Wolf

Classes/Levels

Animal Companion 2

Vitals:
Init +2 // HP 20/20 // AC:14/T:12/FF:12 // Percep: +9 // F +8/R +8/W +2 // CMB +4 - CMD 16 (20 vs. trip) // Speed 50

Gender

Female

Size

Medium

Age

4

Alignment

Neutral

Strength 13
Dexterity 15
Constitution 15
Intelligence 2
Wisdom 12
Charisma 6

About Zasha - Animal Companion

Zasha
Female Neutral Wolf 2
Init +2; Senses Perception +9

Defense
AC 14, touch 12, flat-footed 12 (+2 dex, +2 natural)
HP 20
Fort +8, Ref +8, Will +2

Offense
Speed 50 ft
Melee Bite +3 (1d6+1 plus trip)

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Statistics
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STR 13 DEX 15 CON 15 INT 2 WIS 12 CHA 6
Base Atk +3 CMB +5 CMD 16 (20 vs. trip)

Description
Zasha is a dark-furred wolf the size of a large dog, with a dusty brown undercoat. She has golden eyes that tend to flit back and forth, and a long scar trailing from the right side of her muzzle, which bares the side of one sharp tooth, up to her ear, which is raggedly torn. Unlike most wolves, she appears cautiously patient around strangers, allowing them to approach her, if not to touch her. Typically she keeps beside her master, Damen.

Skills (3 points)
Escape Artist +2
Perception +9
Stealth +7
Survival +2 (+6 scent tracking)

Feats (3)
Skill Focus (Perception)
Agile Maneuvers
Toughness

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Known Tricks
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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.
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 a specific other character.
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.
Flee The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
Hunt This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.
Watch The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.