Count Borof

"Oink, oink oink. OINK!


CR —
Male Companion Boar Animal 6
LN Medium animal
Init +1; Senses Low-Light Vision, Perception +5, Scent,

AC 22, touch 11, flat-footed 21 (1 Dex, 11 natural, )
hp 61 (6d8)30
9, Ref +6, Will +3
Defensive Abilities Evasion, Ferocity,

Speed 40 ft.
Melee gore +8 (1d8+4) STATISTICS

Str 19, Dex 12, Con 18, Int 2, Wis 13, Cha 4
Base Atk +4; CMB +8; CMD 19 (23 vs. trip)
Feats Armor Proficiency, Light, Improved Natural Armor, Skill Focus (Survival), Toughness
Skills Acrobatics +5, Acrobatics (Jump) +9, Appraise -4, Bluff -3, Climb +8, Craft (Untrained) -4, Diplomacy -3, Disguise -3, Escape Artist +1, Fly +1, Heal +1, Intimidate -3, Perception +5, Perform (Untrained) -3, Ride +1, Sense Motive +1, Stealth +5, Survival +8, Swim +8,
SQ Trained for Combat Riding, Bonus Tricks 3, Devotion, Link, Low-Light Vision, Scent,
Animal Tricks Trained for Combat Riding, Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Work

Bonus Tricks 3 Constitution Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Ferocity (Ex) You remain conscious and can continue fighting even if your hit point total is below 0. You are still staggered and loose 1 hit point each round. You still die when your hit point total reach -18. 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. 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. ANIMAL TRICKS Trained for Combat Riding An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way. 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 another specific 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. Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object. 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. Perform The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on. Work The animal pulls or pushes a medium or heavy load.

Count Borof

The Chronicles of Duman Aysaf