Size/Type Small Animal
Hit Dice 3d8+6 (22 hps) (Rage: 28 hps)
Initiative +4
Speed 40’
AC 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14 (Rage: 16/13/12)
Base Attack/Grapple +2/-3 (Rage: +2/-3)
Attack Claw 8 melee (1d2-1) (Rage: +8 melee 1d21 damage)
Full Attack 2 claws 8 melee (1d2-1) and bite +6 melee (1d3-1) (Rage: +8 melee (1d21 damage and bite 6 melee (1d31 damage)
Space/Reach 5 ft./5 ft.
Special Attack Rage
Special Qualities Low-light vision, scent
Saves Fort +5, Ref +7, Will +2
Abilities Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills Balance +5, Escape Artist +9, Listen +5, Spot +5
Feats Agile, Track, Weapon Finesse

Hoppy attacks with his sharp claws and teeth.

Rage (Ex) – If Hoppy takes damage in combat, he flies into a berserk rage on his next turn, clawing and biting madly until either he or his opponent is dead. Hoppy gains +4 to Strength, +4 to Constitution, and -2 to Armor Class when raging. He cannot end his rage voluntarily.

Low-light vision – Hoppy has 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. Hoppy can see outdoors on a moonlit night as well as he can during the day.

Scent – This extraordinary ability lets Hoppy detect approaching enemies, sniff out hidden foes, and track by sense of smell. He 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. Hoppy detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, he can pinpoint that source. He can follow tracks by smell, making a Wisdom check to find or follow a track. 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 Track feat. He cab ignore the effects of surface conditions and poor visibility while tracking. He can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail 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.

Share Spells – At Listens To Wind’s option, he may have any spell (but not any spell-like ability) he casts upon himself also to affect Hoppy. Hoppy must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Hoppy if he moves farther than 5 feet away and will not affect the him again, even if he returns to the LTW before the duration expires. Additionally, Listens may cast a spell with a target of “You” on Hoppy (as a touch range spell) instead of on himself. LTW and Hoppy can share spells even if the spells normally do not affect creatures of Hoppy’s type (animal).

Link – Listen’s To Wind can handle Hoppy as a free action, or push him as a move action, even if he doesn’t have any ranks in the Handle Animal skill. LTW gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding Hoppy.

Tricks: Hoppy has the Attack trick package: Attack: (DC 20): Hoppy attacks apparent enemies. Listens To Wind may point to a particular creature that he wishes Hoppy to attack, and he will comply if able. Normally, Hoppy will attack only humanoids, monstrous humanoids, giants, or other animals. Down: (DC 15): Hoppy 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. Stay (DC 15): Hoppy stays in place, and will wait for LTW to return. He does not challenge other creatures that come by, though he still defends itself if he needs to.

Skills – Hoppy has a +4 racial bonus on Escape Artist checks.


Hoppy has settled into life in Cauldron quite well. He plays a lot of fetch stick, stuffs himself with bugs, and generally keeps the rat population in Pelor’s temple at a minimum.


Thrice The Brinded Cat Thom