Neutre plant companion - sapling treant
N Medium plant
Init +0; Senses low-light vision, Perception +5
AC 11, touch 10, flat-footed 11 (+1 natural)hp 19 (3d8+6)
Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
Space 5 ft.; Reach 5 ft.
Feats Power Attack, Toughness
Skills Acrobatics +4 , Climb +10 , Perception +5 , Swim +6
SQ bonus tricks 1, link, share spellsAnimal Tricks Attack, Defend, Down, Exclusive, Heel, Work
Gear slam, slam
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. Animal will attack all creatures
Bonus Tricks 1
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.
Exclusive The animal takes directions only from the handler who taught it this trick.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Polymorph (Ex) You are never subject to polymorph effects.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
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.
Mod Bonus Tricks
Mod Share Spells
Power Attack You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Share Spells (Ex) The master 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 master 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.
Toughness You gain +3 hit points. You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Work The animal pulls or pushes a medium or heavy load.