Male Companion Horse animal 5
None large companion
Init +1; Senses Low-Light Vision, Perception +5, Scent,
AC 14, touch 10, flat-footed 13
hp 34 (5HD)
Fort +6, Ref +5, Will +2
Speed 50 ft. (10 squares)
Melee bite +5 (1d8+3)
Melee hoof +0/+0 (1d6+2)
Face 10 ft. by 10 ft. Reach 5 ft.
Base Atk +3; CMB +7; CMD 18 (22 vs trip) Abilities Str 16, Dex 13, Con 15, Int 3, Wis 12, Cha 6
Special Qualities Trained for Combat Riding, Low-Light Vision, Scent, War Trained,
Feats Additional Traits, Intimidating Prowess, Skill Focus (Intimidate)
Skills Acrobatics +5, Appraise -4, Bluff -2, Climb +3, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +1, Fly -1, Heal +1, Intimidate +10, Perception +5, Perform (Untrained) -2, Ride +1, Sense Motive +1, Stealth -3, Survival +1, Swim +7,
Possessions Add Normal Feat For Companions with Intelligence of 3+, you may select any regular feat (Will open the Normal Feats).
Trained for Combat Riding An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Air Walk The animal is trained to move with the aid of the air walk spell.
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero.
Attack The animal attacks apparent enemies.
Come The animal comes to you, even if it normally would not do so.
Intelligence
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.
Deformed Your monstrous deformities grant you a +1 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.
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.
Intimidating Prowess
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.
Perform The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Skill Focus (Intimidate)
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.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
War Trained
Work The animal pulls or pushes a medium or heavy load.