Str: 12, Dex: 21, Con: 13, Int: 2, Wis: 12, Cha: 6
Talente:Fertigkeiten:Name | Ability | Skill Mod | Ability Mod | Ranks | Class Skill | Misc Mod |
---|
Acrobatics | Dex | +6 | +2 | 1 | +3 | - |
Perception | Wis | +5 | +1 | 1 | +3 | - |
Survival | Wis | +5 | +1 | 1 | +3 | +4 (Following Tracks with Scent) |
(Skillpoints: 3)
Armor Check Penalty: -1
Link: A druid 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid 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 druid 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.
Sprachen: Cannot speak
Animal Tricks: 2X Attack (DC 20) 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 (DC 15) The animal comes to you, even if it normally would not do so.
Defend (DC 20) 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 (DC 15) 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 (DC 20): 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.
Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.