Kraa is a dark grey-black male falcon. He is 10 years old. (The average lifespan of falcons is 17-20 years). He understands the general orders trace, hunt, patrol, guard and attack. Also taught to him by Sheela are the following specific tasks; gather/fetch item, distract person/group, spot movement, find water.
When shawn a specific trace, Kraa is able to follow it flying 30 feet above the ground. Kraa can not trace on rocky ground or in heavy forest; the trace should be visible. If it is a footprint it has to be at least the size of a human footprint. Kraa can not notice smaller marks on the ground. If succesfully tracing Kraa will fly for approximately 300 feet and then wait for Sheela to catch up. He will perch on a tree or rock. Upon losing the trace Kraa will start flying in circles above the area he has last seen the trace.
When ordered Kraa can also hunt for Sheela. He brings a prey in 1d6 turns. The prey dice list is as follows:
01-50 Mice
51-75 Little Birds (like sparrow)
76-85 Snakes
86-90 Squirrel
91-95 Rabbit
96-00 Fish
When ordered, Kraa flies 30 feet above Sheela or any point given to him by Sheela in circles with a radius of approximately 150 feet from the center(which can be both stationary or moving). Upon noticing any intruders into this circular zone he makes a kraa-kraa sound and flies linearly from the sighting towards Sheela.
When ordered, Kraa can perch on or nearby an item/person and warn Sheela by making a kraa-kraa sound when an unknown being closes to it. It never attacks the closing person without being ordered though, but he evades any attempts carried against himself.
When ordered, Kraa can attack a living target having a size equal to or smaller than a normal human’s. His attack only consists of a called shot to the eyes of the target with his claws. If he succeeds the target receives 1d4 points of damage and gets blinded. If he fails, the target only gets distracted thus any wizard preparing a spell must restart the process. Any person wearing a full helmet and mages protected with Shield spell are both immune to damages and distractions from Kraa.
When ordered, Kraa can attempt to fly and grab any item shown to him within a range of 150 feet. The item must be unique in description. He can’t fetch a precise apple from a market zone but instead can fetch a random apple. If he is ordered to grab something from someone then the DM must roll for it, considering the awareness, the dexterity and the strength of the possessor.
When ordered, Kraa can make a very close sortie at a target with maximum speed. He can be directed towards a specific person if the target is distinctly seperatable from others; if not Kraa should be targeted towards the group which of course may distract some members while not having the same effect on others.
Pretty much like the patrol order with the difference that when ordered, Kraa flies towards one direction, not in circles. After flying for a mile he returns to Sheela and informs her with a kraa-kraa for a positive discovery (movement spotted).
When ordered, Kraa will fly in circles, getting farther and farther away from the center. He will continue till he is approximately a mile away from the center(so the biggest circle he flies has one mile radius) upon which he will return to Sheela. If he succesfully finds a water source he will fly linearly from that point towards Sheela and inform her with a kraa-kraa sound of the discovery. The water source must be large enough to be spotted from 30 feet high and should be clearly visible. A lake, a stream even a drinking basin could be spotted whereas a well would not be, since water would not clearly be visible.