Animal Companions
The Druid's Animal Companion
The Druid's Animal Companion
A druid's animal companion is different from a normal animal of its kind in many ways. A druid's animal companion is superior to a normal animal of its kind and has special powers, as described below.| Class Level | Bonus HD | Natural Armor Adj. | Str/Dex Adj. | Bonus Tricks | Special |
|---|---|---|---|---|---|
| 1st-2nd | +0 | +0 | +0 | 1 | Link, share spells |
| 3rd-5th | +2 | +2 | +1 | 2 | Evasion |
| 6th-8th | +4 | +4 | +2 | 3 | Devotion |
| 9th-11th | +6 | +6 | +3 | 4 | Multiattack |
| 12th-14th | +8 | +8 | +4 | 5 | |
| 15th-17th | +10 | +10 | +5 | 6 | Improved evasion |
| 18th-20th | +12 | +12 | +6 | 7 |
Animal Companion Basics
Use the base statistics for a creature of the companion's kind, but make the following changes.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 abilities and the alternative lists available to the character.Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion's base attack and base save bonuses. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice.Natural Armor Adj.
The number noted here is an improvement to the animal companion's existing natural armor bonus.Str/Dex Adj.
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)
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).
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.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 its primary natural weapon, albeit at a -5 penalty.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.Alternative Animal Companions
A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid's level (in parentheses) for purposes of determining the companion's characteristics and special abilities.4th Level or Higher (Level -3)
- Ape (animal)
- Bear, black (animal)
- Bison (animal)
- Boar (animal)
- Cheetah (animal)
- Crocodile (animal) 1
- Dire badger
- Dire bat
- Dire weasel
- Leopard (animal)
- Lizard, monitor (animal)
- Shark, Large 1 (animal)
- Snake, constrictor (animal)
- Snake, Large viper (animal)
- Wolverine (animal)
7th Level or Higher (Level -6)
- Bear, brown (animal)
- Dire wolverine
- Crocodile, giant (animal)
- Deinonychus (dinosaur)
- Dire ape
- Dire boar
- Dire wolf
- Elasmosaurus 1 (dinosaur)
- Lion (animal)
- Rhinoceros (animal)
- Snake, Huge viper (animal)
- Tiger (animal)
10th Level or Higher (Level -9)
- Bear, polar (animal)
- Dire lion
- Megaraptor (dinosaur)
- Shark, Huge 1 (animal)
- Snake, giant constrictor (animal)
- Whale, orca 1 (animal)
13th Level or Higher (Level -12)
- Dire bear
- Elephant (animal)
- Octopus, giant 1 (animal)
16th Level or Higher (Level -15)
- Dire shark 1
- Dire tiger
- Squid, giant 1 (animal)
- Triceratops (dinosaur)
- Tyrannosaurus (dinosaur)
1 Available only in an aquatic environment.
Ranger Animal Companion
A ranger who gains an animal companion uses the druid animal companion rules, with the modifications below.Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Improved Combat Style (Ex)
At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.Evasion (Ex)
At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.Combat Style Mastery (Ex)
At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex)
A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.Hide in Plain Sight (Ex)
While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.Open Game Content from the d20 SRD (OGL). Formatted for Bastion / Lore Forge.