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Animal Companions

An animal companion’s abilities are determined by the druid’s level and its animal racial traits. The table below determines many of the base statistics of the animal companion. They remain creatures of the animal type for purposes of determining which spells can affect them.

Class Level: This is the character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animalcompanion for the purpose of determining the companion’s statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the animal companion’s base attack bonus. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the animal companion’s base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.

Skills: This lists the animal’s total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.

Feats: This is the total number of feats possessed by an animal companion. Animal companions can select any feat in which they qualify for, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Natural Armor Bonus: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Bonus: Add this modifier to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Nature skill for more details on how to teach an animal tricks). These bonus tricks don’t require any training time or Nature checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.

Animal Companion Statistics

Level HD BAB Fort Ref Will Skills Feats Natural Armor Bonus Str/Dex Bonus Bonus Tricks Special
1st 1 +0 +2 +2 +0 1 1 +0 +0 1 Link, Share Spells
2nd 2 +1 +3 +3 +0 2 1 +0 +0 1
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability Score Increase
5th 5 +3 +4 +4 +1 5 2 +2 +1 2
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 7 +5 +5 +5 +2 7 3 +4 +2 3
8th 7 +5 +5 +5 +2 7 3 +4 +2 3
9th 8 +6/+1 +6 +6 +2 8 3 +6 +3 4 Ability Score Increase, Multiattack
10th 9 +6/+1 +6 +6 +3 9 4 +6 +3 4
11th 10 +7/+2 +7 +7 +3 10 4 +6 +3 4
12th 11 +8/+3 +7 +7 +3 11 4 +8 +4 5
13th 12 +9/+4 +8 +8 +4 12 5 +8 +4 5 Ability Score Increase
14th 13 +9/+4 +8 +8 +4 13 5 +8 +4 5

15th 14 +10/+5 +9 +9 +4 14 5 +10 +5 6 Improved Evasion 16th 14 +10/+5 +9 +9 +4 14 5 +10 +5 6 17th 15 +11/+6/+1 +9 +9 +5 15 6 +10 +5 6 18th 16 +12/+7/+2 +10 +10 +5 16 6 +12 +6 7 Ability Score Increase 19th 17 +12/+7/+2 +10 +10 +5 17 6 +12 +6 7 20th 18 +13/+8/+3 +11 +11 +6 18 7 +12 +6 7

Link (Ex): A druid can handle her animal

companion as a free action, or push it as a move

action, even if she doesn’t have any ranks in the

Nature skill. The druid gains a +4 circumstance

bonus on all wild empathy checks and Nature

checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she

may have any spell (but not any spell-like ability)

she casts upon herself also affect her animal

companion. The animal companion must be within

5 feet of her at the time of casting to receive the

benefit. If the spell or effect has a duration other

than instantaneous, it stops affecting the animal

companion if the companion moves farther than

5 feet away and will not affect the animal again,

even if it returns to the druid before the duration

expires. Additionally, the druid may cast a spell

with a target of “You” on her animal companion

(as a touch range spell) instead of on herself. A druid and her animal companion can share spells

even if the spells normally do not affect creatures

of the companion’s type (animal). Spells cast in this

way must come from a class that grants an animal

companion. This ability does not allow the animal

to share abilities that are not spells, even if they

function like spells.

Evasion (Ex): If an animal companion is

subjected to an attack that normally allows a Reflex

save for half damage, it takes no damage if it

makes a successful saving throw.

Ability Score Increase (Ex): The animal

companion adds +1 to one of its ability scores.

Devotion (Ex): An animal companion gains a +4

morale bonus on Will saves against enchantment

spells and effects.

Multiattack: An animal companion gains

Multiattack as a bonus feat if it has three or more

natural attacks and does not already have that feat. If it does not have the requisite three or more

natural attacks, the animal companion instead gains

a second attack with one of its natural weapons,

albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an

attack that allows a Reflex saving throw for half

damage, an animal companion takes no damage

if it makes a successful saving throw and only half

damage if the saving throw fails.

Animal Skills

Animal companions can have ranks in any of the

following skills: Acrobatics* (Dex), Athletics* (Str),

Intimidate (Cha), Perception* (Wis), Stealth* (Dex),

and Survival (Wis). All of the skills marked with an

(*) are class skills for animal companions. Animal

companions with an Intelligence of 3 or higher can

put ranks into any skill.

Animal Choices

Each animal companion has different starting sizes,

speed, attacks, ability scores, and special qualities.

All animal attacks are made using the creature’s full

base attack bonus unless otherwise noted. Animal

attacks add the animal’s Strength modifier to the

damage roll, unless it is its only attack, in which

case it adds 1-1/2 its Strength modifier. Some have

special abilities, such as scent. See the Monster

Manual for more information on these abilities. As

you gain levels, your animal companion improves

as well, usually at 4th or 7th level, in addition to

the standard bonuses noted on the table above.

Instead of taking the listed benefit at 4th or 7th

level, you can instead choose to increase the

companion’s Dexterity and Constitution by 2.

The available animal companions are listed

below. If your DM allows, you may choose an

animal companion that does not appear on this list.

Ape

Size Medium; Speed 30 ft., climb 30 ft.; AC +1

natural armor; Attack bite (1d4), 2 claws (1d4);

Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12,

Cha 7; Special Qualities low-light vision, scent.

4th-Level Advancement: Size Large; AC +2

natural armor; Attack bite (1d6), 2 claws (1d6);

Ability Scores Str +8, Dex –2, Con +4.

Badger Size Small; Speed 30 ft., burrow 10 ft., climb 10 ft.;

AC +2 natural armor; Attack bite (1d4), 2 claws

(1d3); Ability Scores Str 12, Dex 17, Con 15, Int

2, Wis 12, Cha 10; Special Attacks rage (activates

upon taking damage, lasts for the encounter);

Special Qualities low-light vision, scent.

4th-Level Advancement: Size Medium; Attack

bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex

–2, Con +2.

Bear

Size Medium; Speed 40 ft.; AC +2 natural armor;

Attack bite (1d6), 2 claws (1d4); Ability Scores Str

17, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special

Qualities low-light vision, scent.

7th-Level Advancement: Size Large; Attack bite

(1d8), 2 claws (1d6); Ability Scores Str +8, Dex –

2, Con +4; Special Attacks improved grab (see the

Monster Manual for more details).

Boar

Size Medium; Speed 40 ft.; AC +6 natural armor;

Attack gore (1d8); Ability Scores Str 15, Dex 12,

Con 17, Int 2, Wis 13, Cha 4; Special Qualities lowlight vision, scent.

4th-Level Advancement: Size Large; Attack gore

(2d6); Ability Scores Str +8, Dex –2, Con +4; Special

Attacks ferocity (see the Monster Manual for more

details).

Cheetah

Size Small; Speed 50 ft.; AC +1 natural armor;

Attack bite (1d4), 2 claws (1d2); Ability Scores Str

12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special

Attacks trip; Special Qualities low-light vision, scent.

4th-Level Advancement: Size Medium; Attack

bite (1d6), 2 claws (1d3); Ability Scores Str +4, Dex

–2, Con +2; Special Qualities sprint (see the Monster

Manual).

Crocodile

Size Medium; Speed 20 ft., swim 30 ft.; AC +4

natural armor; Attack bite (1d8); Ability Scores Str

17, Dex 12, Con 17, Int 1, Wis 12, Cha 2; Special

Qualities hold breath (see the Monster Manual), lowlight vision.

4th-Level Advancement: Size Medium; Attack

bite (1d10) or tail slap (2d8); Ability Scores Str +8,

Dex –2, Con +4; Special Attacks improved grab (see the Monster Manual).

Dog

Size Small; Speed 40 ft.; AC +2 natural armor;

Attack bite (1d4); Ability Scores Str 13, Dex 17, Con

15, Int 2, Wis 12, Cha 6; Special Qualities low-light

vision, scent.

4th-Level Advancement: Size Medium; Attack

bite (1d6); Ability Scores Str +4, Dex –2, Con +2.

Eagle

Size Small; Speed 10 ft., fly 80 ft. (average); AC +1

natural armor; Attack bite (1d4), 2 talons (1d4);

Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14,

Cha 8; Special Qualities low-light vision.

4th-Level Advancement: Ability Scores Str +2,

Con +2.

Hawk

Size Small; Speed 10 ft., fly 80 ft. (average); AC +1

natural armor; Attack bite (1d4), 2 talons (1d4);

Ability Scores Str 10, Dex 17, Con 10, Int 2, Wis 14,

Cha 6; Special Qualities low-light vision.

4th-Level Advancement: Ability Scores Str +2,

Con +2.

Horse

Size Large; Speed 50 ft.; AC +4 natural armor;

Attack bite (1d4), 2 hooves* (1d6); Ability Scores

Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6;

Special Qualities low-light vision, scent. *This is a

secondary natural attack, see the Monster Manual

for more information on how secondary attacks

work.

4th-Level Advancement: Ability Scores Str +2,

Con +2; Special Qualities combat trained (as per the

warhorse).

Lion

Size Medium; Speed 40 ft.; AC +1 natural armor;

Attack bite (1d6), 2 claws (1d4); Ability Scores Str

13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special

Attacks rake (1d4); Special Qualities low-light vision,

scent.

7th-Level Advancement: Size Large; AC +2

natural armor; Attack bite (1d8), 2 claws (1d6);

Ability Scores Str +8, Dex –2, Con +4; Special

Attacks improved grab, pounce, rake (1d6) (see the

Monster Manual for more details for these attacks). Pony

Size Medium; Speed 40 ft.; AC +2 natural armor;

Attack 2 hooves (1d3); Ability Scores Str 13, Dex

15, Con 12, Int 2, Wis 11, Cha 4; Special Qualities

low-light vision, scent.

4th-Level Advancement: Ability Scores Str +2,

Con +2; Special Qualities combat trained (as per the

warpony).

Python

Size Medium; Speed 20 ft., climb 20 ft., swim 20

ft.; AC +2 natural armor; Attack bite (1d3); Ability

Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2;

Special Attacks grab; Special Qualities scent.

4th-Level Advancement: Size Large; AC +1

natural armor; Attack bite (1d4); Ability Scores Str

+8, Dex –2, Con +4; Special Attacks constrict 1d4

(see the Monster Manual).

Shark

Size Medium; Speed swim 60 ft.; AC +4 natural

armor; Attack bite (1d6); Ability Scores Str 15, Dex

15, Con 15, Int 1, Wis 12, Cha 2; Special Qualities

scent.

7th-Level Advancement: Size Large; Attack bite

(1d8); Ability Scores Str +4, Dex –2, Con +2; Special

Qualities blindsense.

Tiger

Size Medium; Speed 40 ft.; AC +1 natural armor;

Attack bite (1d6), 2 claws (1d4); Ability Scores Str

15, Dex 15, Con 15, Int 2, Wis 15, Cha 10; Special

Attacks rake (1d4); Special Qualities low-light vision,

scent.

7th-Level Advancement: Size Large; AC +2

natural armor; Attack bite (1d8), 2 claws (1d6);

Ability Scores Str +8, Dex –2, Con +4; Special

Attacks improved grab, pounce, rake (1d6) (see the

Monster Manual for more details for these attacks).

Velociraptor

Size Medium; Speed 60 ft.; AC +1 natural armor;

Attack 2 talons (1d8), bite (1d6); Ability Scores Str

15, Dex 17, Con 15, Int 2, Wis 12, Cha 14; Special

Qualities low-light vision, scent.

7th-Level Advancement: Size Large; AC +2

natural armor; Attack 2 talons (1d10), bite (1d8), 2

claws (1d6) Ability Scores Str +8, Dex –2, Con +4; Special Attacks pounce (see the Monster Manual).

Viper

Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.;

AC +2 natural armor; Attack bite (1d3 plus poison);

Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12,

Cha 2; Special Attacks poison (Injury, Fort DC 10 +

½ HD + Con, Initial 1d6 Con, Secondary 1d6 Con);

Special Qualities scent.

4th-Level Advancement: Size Medium; Attack

bite (1d4 plus poison); Ability Scores Str +4, Dex –2,

Con +2.

Wolf

Size Medium; Speed 50 ft.; AC +2 natural armor;

Attack bite (1d6); Ability Scores Str 13, Dex 15, Con

15, Int 2, Wis 12, Cha 6; Special Attacks trip; Special

Qualities scent.

7th-Level Advancement: Size Large; AC +2

natural armor; Attack bite (1d8); Ability Scores Str

+8, Dex –2, Con +4.

animal_companions.1370690082.txt.gz · Last modified: 2013/06/08 04:14 by kyeenadmin