Light Warhorse:
Alignment: Neutral
Size: Large
Languages: None
Tricks: Any 6
Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 17 (+3)
Intelligence: 2 (-4)
Wisdom: 13 (+1)
Charisma: 6 (-2)
Fortitude Save: +6 (+3 Base, +3 Con)
Reflex Save: +4 (+3 Base, +1 Dex)
Will Save: +2 (+1 Base, +1 Wis)
Hit Points: 22 (3d8+9)
Armor Class: 13 (-1 Size, +1 Dex, +3 Natural)
Initiative: +1 (+1 Dex)
Attacks: Hooves +4, Hooves +4, Bite -1
Damage: Hooves 1d4+3, Hooves 1d4+3, Bite 1d3+1
Max Weight: 230 (Light), 460 (Medium), 690 (Heavy), 3450 (Push or drag)
Movement Speed: 60
Skills:
Listen +7 (+6 Ranks, +1 Wis)
Spot +7 (+6 Ranks, +1 Wis)
Abilities:
Scent
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
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Riding Dog:
Alignment: Neutral
Size: Medium
Languages: None
Tricks: Any 6
Strength: 15 (+2)
Dexterity: 15 (+2)
Constitution: 15 (+2)
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 6 (-2)
Fortitude Save: +5 (+3 Base, +2 Con)
Reflex Save: +5 (+3 Base, +2 Dex)
Will Save: +1 (+0 Base, +1 Wis)
Hit Points: 13 (2d8+4)
Armor Class: 16 (+2 Dex, +4 Natural)
Initiative: +2 (+2 Dex)
Attacks: Bite +3
Damage: Byte 1d6+3
Max Weight: 100 (Light), 200 (Medium), 300 (Heavy), 1500 (Push or drag)
Movement Speed: 40
Skills:
Listen +5 (+3 Ranks, +1 Wis, +1 Racial)
Spot +5 (+3 Ranks, +1 Wis, +1 Racial)
Swim +5 (+3 Ranks, +2 Str)
Wilderniss Lore +1 (+1 Wis), +4 when tracking by Scent
Abilities:
Trip
Scent
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
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These are possible tricks:
Attack - It attacks a creature appointed by you. You cannot order it to attack unnatural creatures.
Come - It comes to you, even if it would normally not, such as onto a boat.
Defend - It defends you.
Down - It backs off combat or otherwise.
Fetch - It retrieves an item you point out.
Guard - It stays put and prevents others from coming close.
Heel - It follows you, even if it would normally not, such as onto a boat.
Perform - It does simple tricks, like roll over.
Protect - It defends another character you point out.
Seek - It moves somewhere and looks around for anything unusual.
Stay - It stays put until you come back.
Track - It tracks a scent.
Also, the following options are not tricks, but count towards tricks:
Attack Unnatural - If you order it to attack, it will also attack unnatural creatures.
Housebroken - You can take it indoors without it causing any troubles.
For each rank (and only rank, not synergy bonuses, feat bonuses, charisma bonuses, etc...) you get to pick an animal type. You can only train animals selected in this way.
Note, the Riding Dog posted here is assumed to have thorough training in combat, which appears so, reading your history.
If you're riding an animal, and the animal attacks someone, you can also attack yourself if you make a Ride check (DC 10). You can only ride creatures that are at least 1 step larger than you, so you cannot ride on your riding dogs.