Mrs Sure Foot

A large female tiger.

Description:

Mrs Sure Foot

Female Tiger (animal) @Lvl-5

Str 15 +2
Dex 19 +4
Con 14 +2
Int 2
Wis 15 +2
Chr 10

AC- 21 FF- 14 Touch- 18
(Dex+4, Natural+3, Armour+4)
*Masterwork Chain Shirt Barding

HD 6d8+12
HP 13-19-27-32-39

Speed 40ft

Saves
Fort- +7 (Base +5, Con +2)
Ref- +9 (Base +5, Dex +4) *Evasion
Will- +4 (Base +2, Wis +2) *Devotion +4 morale bonus on Will saves against enchantment spells and effects.

Combat
CMB: +6 (Size 0, Str +2, BAB +4)
CMD: 20 (Size 0, Str +2, BAB +4, Dex +4)
Base Attack: +4

Bite + 6 1d8+2*2
2 Claws + 6 1d4+2*2
*Rake (2 Claw + 6 1d4+2)

OR Power Attack
Bite + 4 1d8+6*2
2 Claws + 4 1d4+6*2
*Rake (2 Claw + 4 1d4+6)

Skills (6 ranks)
#Denotes Class Skill

#Acrobatics (dex) (4 rank, +4 Dex, +3 cs) = +11
#Perception (wis) (2 rank, +2 wis +3 cs) = +7

Feats by Level:
1st: Armor Proficiency (light)
2nd: Power Attack
4HD: +1 Constitution
5th: Improved Natural Attack

Racial:
Low-Light Vision 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 him 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 This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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 three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The 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 in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Rake (Ex) A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Animal Companion Specials:

Link (Ex) 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 (Ex) The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) 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).

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.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Animal Tricks Known:

Combat Training (DC 20)

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. (An animal trained in this way counts as trained for war, and becomes proficient with all forms or armor.

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.

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.

Bonus Tricks:
Track
The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Bio:

Mrs Sure Foot

Serpent's Skull AllDMsareEVIL