Class Level
The character's class level that provides access to an animal companion. If a character has multiple classes that are entitled to an animal companions, those class levels are added 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 Saves
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 below. 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.
Animal companions can have ranks in any of the following skills:
Acrobatics* (Dex),
Climb* (Str),
Escape Artist (Dex),
Intimidate (Cha),
Perception* (Wis),
Stealth (Dex),
Survival (Wis), and
Swim* (Str).
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.
Feats
This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats (with DM discretion), 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.
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,
Powerful Maneuvers,
Improved Initiative,
Improved Natural Armor,
Improved Natural Attack,
Intimidating Prowess,
Iron Will,
Lightning Reflexes,
Improved Run,
Skill Focus,
Spring 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 number noted here is an improvement to the animal companion’s existing
Natural Armor Bonus.
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.
Special Abilities
Link ()
A
Druid can handle their animal companion as a
Free Action, or push it as a
Move Action, even if they don’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 ()
The
Druid may cast a spell with a target of “You” on their animal companion (as a touch range spell) instead of on themself. A
Druid may cast spells on their 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 ()
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.
Devotion
An animal companion gains a +4
Morale Bonus to its
Will Save against
Enchantment spells and effects.
Ability Score Increase ()
The animal companion adds +1 to any one of its
Ability Scores.
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. A creature with three or more natural attacks and no secondary attacks, or already possessing the
Multiattack feat, gains no benefit.
Improved Evasion ()
When subjected to an attack that normally allows a
Reflex Save 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.
Magic Items
Animal Companions only have specific
Magic Item Slots avalable to them. Their slots are based on their general body form, and can be found in
Magic Item Slots for Animals article.
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