Let's see.
DIRE ANIMAL
Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.
DIRE WOLF
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats: Alertness, Run, TrackB, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary or pack (5–8)
Advancement: 7–18 HD (Large)
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
This is a copy/paste from the above mentioned opensource files, though Ive edited it a bit (took out unnecessary parts).
So this would be the base. These are the stats for a monster, so not a player character, but we could easily make it a player character by using the general rules for it.
Lets say you are a level 1 dire wolf. You could buy stuff for lets say 20 points.
You could take 2 feats, which would be:
-AGILE [GENERAL] 10 point
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.
-IMPROVED INITIATIVE [GENERAL] 5 point
Benefit: You get a +4 bonus on initiative checks.
And you could probably take 2 spells too:
-Mage Armor 2,5 point
Conjuration (Creation) [Force]
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus: A piece of cured leather.
-Magic Missile 2,5 point
Evocation [Force]
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
DISCLAIMER: I know this is the massacre of the d20 system here, but thats not the point.