Aegis

Kahless' trusty steed!

Description:

Aegis
Male Companion Horse animal (Level 2)
Large animal
Init +1, Senses low-light vision; scent, Perception +5

DEFENSE

AC 18, touch 10, flat-footed 14 (+2 Dex, +7 natural, -1 size )
hp 26 ((3d8) + 6)
Fort +5, Ref +4, Will +2

OFFENSE

Speed 50 ft.
Melee bite +5 (1d8+3) or 2 hooves +0 (1d6+2)
Space 10 ft. Reach 5 ft.

STATISTICS

Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +2; CMB +5; CMD 16 (20 vs trip)
Feats Armor Proficiency, Light, Improved Natural Armor
Skills Perception +5, Survival +2,
SQ combat training, bonus tricks 1, link, low-light vision, scent, evasion
Animal Tricks Combat Training (Attack, Come, Defend, Down, Guard, and Heel), Attack II, Stay
Combat Gear

SPECIAL ABILITIES

Bonus Tricks 1

Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex save 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.

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

Attack x 2 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.
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.

Aegis

Carrion Crown (GGG) mikecantwell77 mikecantwell77