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Animal Companion




An animal companion's abilities are determined by the druid's level and its animal racial traits. Table: Animal Companion Base Statistics 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.

Alignment: Same as Master

Hit Die: d8

Class Skills
The Animal Companion’s class skills are Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Intelligence Modifier (If Positive)

Table: Animal Companion Base Statistics
Class Level
BAB
Fort
Ref
Will
Natural Armor Bonus
Str/Dex Bonus
Bonus Tricks
Special
1st
+0
+2
+2
+0
+0
+0
3
Link, share spells
2nd
+1
+3
+3
+0
+0
+0
3
3rd
+2
+3
+3
+1
+2
+1
3
Evasion
4th
+3
+4
+4
+1
+2
+1
3
Magic Fang, Mind Link
5th
+3
+4
+4
+1
+2
+1
3
6th
+4
+5
+5
+2
+4
+2
4
Devotion
7th
+5
+5
+5
+2
+4
+2
4
Carry Companion
8th
+6
+6
+6
+2
+4
+2
4
9th
+6
+6
+6
+3
+6
+3
5
Multiattack
10th
+7
+7
+7
+3
+6
+3
5
11th
+8
+7
+7
+3
+6
+3
5
Improved Critical
12th
+9
+8
+8
+4
+8
+4
6
Improved Evasion
13th
+9
+8
+8
+4
+8
+4
6
14th
+10
+9
+9
+4
+8
+4
6
15th
+11
+9
+9
+5
+10
+5
7
Improved Natural Attack
16th
+12
+10
+10
+5
+10
+5
7
17th
+12
+10
+10
+5
+10
+5
7
18th
+13
+11
+11
+6
+12
+6
8
Bleeding Critical
19th
+14
+11
+11
+6
+12
+6
8
20th
+15
+12
+12
+6
+12
+6
8



Class Level
The character's druid level. The druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's statistics.

As with normal player classes the animal companion gains an additional feat every odd level. an additional ability score every 4 levels and 1 new hit dice every level.

Feats
Animal companions can select from the following feats:

Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack/Flyby Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.

Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using.

Natural Armor Bonus
The animal companion gains an additional natural armor bonus as outlined in Table: Animal Companion Base Statistics. This bonus is an increase to the animal companion's base natural armor and allows for additional natural armor to be added from abilities like Barkskin (Spell).

Str/Dex Bonus
Add this value 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 Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal 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.

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 Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid may cast a spell with a target of Personal or range of touch on her animal companion (as a touch range spell, medium range [100+10 ft/level]) instead of on herself. A druid may cast spells on her animal companion 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 saving throw for half damage, it takes no damage if it makes a successful saving throw.

Magic Fang
When the druid casts Magic Fang on her animal companion treat the duration as 24 hours or until the druid regains her allotment of spells from rest.

Mind Link
The druid and her companion are so in tune with each other that they have developed a telepathic bond. Treat both the druid and her companion as if they were permanently enchanted with companion mind link, as the spell.

If an animal companion is replaced the druid must wait 1 month before being able to develop mind link with the new animal companion.

Devotion
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Carry Companion
The druid may choose to bind her animal to a custom crafted figurine (cost of 20g). This ritual costs materials amounting to 200g and allows the companion to magically reside in the statue until called. While inside the statue the animal experiences it's natural habitat which provides all the nourishment it requires. Activating this statue, to retrieve or store the companion, is a standard action; the companion must be within 15 ft. of the statue in order to be stored. If the statue is destroyed then the animal automatically returns to it's original form wherever the statue may be at the time. If an animal companion is killed or replaced the druid must perform this ritual again with a new figurine.

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 its primary natural weapon, albeit at a –5 penalty.

Improved Critical
The animal companion gains the improved critical feat for all natural attacks it possesses.

Improved Evasion (Ex)
When subjected to an attack that normally 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.

Improved Natural Attack
The animal companion gains the improved natural attack feat for all of it's natural weapons, if the animal companion already has improved natural attack then that natural weapon is increased an additional size. Note: Improved Natural Attack normally does not normally stack but can be taken for each natural weapon the animal has.

Bleeding Critical
The animal companion gains the Bleeding Critical feat as a bonus feat.