Animal Companions

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.  

Animal Companion Base Statistics Table

Class LevelHDBABFort SaveRef SaveWill SaveSkillsFeatsNatural Armor BonusStr/Dex BonusBonus TricksSpecial
1st
2
+1
+3
+3
+0
2
1
+0
+0
1
Link, Share spells
2nd
3
+2
+3
+3
+1
3
2
+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
3
+2
+1
2
6th
6
+4
+5
+5
+2
6
3
+4
+2
3
Devotion
7th
6
+4
+5
+5
+2
6
3
+4
+2
3
8th
7
+5
+5
+5
+2
7
4
+4
+2
3
9th
8
+6
+6
+6
+2
8
4
+6
+3
4
Ability score increase, Multiattack
10th
9
+6
+6
+6
+3
9
5
+6
+3
4
11th
9
+6
+6
+6
+3
9
5
+6
+3
4
12th
10
+7
+7
+7
+3
10
5
+8
+4
5
13th
11
+8
+7
+7
+3
11
6
+8
+4
5
14th
12
+9
+8
+8
+4
12
6
+8
+4
5
Ability score increase
15th
12
+9
+8
+8
+4
12
6
+10
+5
6
Improved evasion
16th
13
+9
+8
+8
+4
13
7
+10
+5
6
17th
14
+10
+9
+9
+4
14
7
+10
+5
6
18th
15
+11
+9
+9
+5
15
8
+12
+6
7
19th
15
+11
+9
+9
+5
15
8
+12
+6
7
20th
16
+12
+10
+10
+5
16
8
+12
+6
7
Ability score increase

Note on Intelligent Animals

Increasing an animal’s Intelligence to 3 or higher means it is smart enough to understand a language. However, unless an Awaken spell is used, the animal doesn’t automatically and instantly learn a language, any more than a human child does. The animal must be taught a language, usually over the course of months, giving it the understanding of the meaning of words and sentences beyond its trained responses to commands like “attack” and “heel.”   Even if the animal is taught to understand a language, it probably lacks the anatomy to actually speak (unless awaken is used). For example, dogs, elephants, and even gorillas lack the proper physiology to speak humanoid languages, though they can use their limited “vocabulary” of sounds to articulate concepts, especially if working with a person who learns what the sounds mean.   An intelligent animal is smart enough to use tools, but might lack the ability to manipulate them. A crow could be able to use simple lockpicks, but a dog can’t. Even if the animal is physically capable of using a tool, it might still prefer its own natural body to manufactured items, especially when it comes to weapons. An intelligent gorilla could hold or wield a sword, but its inclination is to make slam attacks. No amount of training (including weapon proficiency feats) is going to make it fully comfortable attacking in any other way.   Even if an animal’s Intelligence increases to 3 or higher, you must still use the Handle Animal skill to direct the animal, as it is a smart animal rather than a low-intelligence person (using Awaken is an exception— an awakened animal takes orders like a person). The animal’s Intelligence is taken into account when determining its response to commands or its behavior when it doesn’t have specific instructions. For example, an intelligent wolf companion can pick the weakest-looking target if directed to do so, and that same wolf trapped in a burning building might push open a door or window without being told.  

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. Animal companions use average hit points at each level rather than rolling, rounding down after calculating the companion's total hit points.  

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 is not limited to the above list and 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 (Ex)

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 (Ex)

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 (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.  

Devotion

An animal companion gains a +4 Morale Bonus to its Will Save 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. A creature with three or more natural attacks and no secondary attacks, or already possessing the Multiattack feat, gains no benefit.  

Improved Evasion (Ex)

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.
 

Animal Companions Lists

There are many options available for animal companions, though some may have additional requirements to obtain. Below are all of the base animals available to be companions, as well as some that may be obtained through special cases. If there is an animal you would like as a companion not on this list, talk to the DM to see if it can be added.  
 

Animal Archetypes

Animal archetypes modify animal companions’ standard abilities, similar to how class archetypes modify player characters’ class features. These archetypes function by swapping out certain abilities that are common to standard companions and replacing them with new abilities tailored to a particular theme. Where levels are referenced in archetype descriptions, they refer to the class level of the PC master in whichever class grants the companion as a class feature.  

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