Jolmo, just as a point ice para genasi don't get the extra human feat and extra skill points. Please put your bonus from your Heal kit in your skill break-down. You have one too many languages. You should only have four, Common, Druidic, and two others (because you have a +2 Int bonus). You can
learn Slyvan without having to speak skill points for Speak Language, but you don't get it automatically. But, I shall find you an animal companion if you desire.
Ok, those out of the way, here is your magic item for Kani:
Icewyrm's Hide - Your studded leather armor's studs are not made from metal, but from bone, and the fragments of white dragon hide. This armor provides cold resistance 5 to the wearer or someone the wearer is touching. In addition, it is +1 armor.
Kani's mount
Rockhoof
Warhorse, Light
Large Animal
Hit Dice: 3d8+12 (28 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+8
Attack: Hoof +3 melee (1d4+3)
Full Attack: 2 hooves +3 melee (1d4+3) and bite +0 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 20, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Rockhoof can drag 3,450lbs.
Rockhoof is a gray gelding with with a bone-white mane and tail. He is from northern stock and is particularly hardy, able to trek through cold temperatures with ease that would leave other horses exhausted or even dead. He is rather protective of those that earn his trust. Rockhoof is outfitted with a bone white leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Rockhoof knows the following tricks: Attack, Defend, Guard, Come, Down, and Stay.
And here's Heliad's mount:
Juniper
Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite +1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 15, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Juniper can drag 3,450lbs.
Juniper is what is known as a "blue" horse, because his black and gray coloration looks blue from a distance. He is quite calm under pressure, and has an uncanny knack about trails. Juniper is outfitted with a dark blue leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Juniper knows the following tricks: Attack, Defend, Guard, Assist Track, Come, and Stay.