Animal Companion in Astora | World Anvil

Animal Companion

An animal companion’s abilities are determined by the master’s level and its animal racial traits. The animal companion base statistics table 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

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, 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, 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, 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. GMs might expand this list to include feats from other sources.  

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.  

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 “You” on her animal companion (as a touch range spell) 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.  

Devotion

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

Ability Score Increase Ex

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.  

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.  

Magic Items

Animal Companions only have specific magic item slots avalable to them. Their magic item slots are based on their general body form. The table can be found here.    
 

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