This is an old revision of the document!
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.
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.