Dog (CR 1/3)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, scent, Listen +5, and Spot +5
AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +5, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -3
Attack: Bite +2 melee
Full Attack: Bite +2 melee
Damage: Bite 1d4+1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Feats: Alertness; Track
Skills: Listen +5, Spot +5, Survival +1*, and Swim +5
Climate/Terrain: Temperate plains
The statistics presented here describe fairly small dogs such as terriers. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.
Skills: Dogs receive a +8 racial bonus to Survival checks when tracking by scent.
Man's best friend can also be an arcanist's best familiar. Dogs have the advantage of being common companions for all kinds of people, so they tend to draw less attention than exotic familiars. They're typically friendly, and they're easy to feed and take care of. Dogs can use their superb senses of smell and hearing to see past simple deceptions. Dog familiars grant their owners a +2 bonus to Sense Motive checks.