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  The vast diversity among species of familiars and animal companions often makes it difficult to determine what kinds of magic items are 
  suitable for certain creatures to wear. While wearable wondrous items typically resize themselves to fit a creature trying to wear them, the 
  situation becomes a little more complicated if the creature simply lacks the requisite appendage or body part.
  The following table presents all of the animal companions and familiars available to characters, divided into general categories that 
  loosely define their body type as well as which magic item slots are available to them. Available slots followed by either “(saddle)” or 
  “(horseshoes)” denote that creatures of that body type can only wear magic items in the appropriate slots as long as they are either saddles or 
  horseshoes, respectively (for instance, a hoofed quadruped can wear a saddle of the sky-river, but not a belt of dwarvenkind).
  Creature body types marked with an asterisk (*) are able to grasp and carry one object at a time in their paws, claws, or hands, including 
  weapons, rods, wands, and staves, though they may not be able to use such items effectively (GM’s discretion) and take penalties for 
  nonproficiency as usual.
  Specific animals may be able to wear different types of items as specified in their original monster entry. A complete list of familiars 
  and their sources can be found on page 10, while details on animal companions can be found in the books indicated by their superscript 
  citations below (animal companions without citations can be found in the Pathfinder RPG Core Rulebook and those marked with two asterisks 
  [**] can be found in this book).
  If you are using animal companions or familiars from another source, you can use the information in this table as a guideline for 
  those creatures. Additionally, GMs may use this table as a guide to determine what kinds of magical gear non-humanoid monsters 
  can wear and use. Note that the rules in this section are merely suggestions, and ultimately it is up to the GM to decide what kinds of 
  animals can use particular types of magic items.
  Body Type
  Available Slots
  Animal Companions
  Familiars
  Avian*
  Armor, belt, chest, eyes, 
  headband, neck, ring, 
  wrist
  Axe beakB3, dimorphodonAP37, dinosaur (pteranodon)B1, dire 
  batB1, eagle, giant vultureB3, hawk, owl, quetzalcoatlusAP37, rocB1
  Bat, dodo, hawk, osprey, owl, parrot, 
  raven, rhamphorhynchus, snail kite, 
  thrush, toucan
  Biped  
  (claws/paws)*
  Armor, belt, chest, eyes, 
  headband, neck, ring, 
  shoulders, wrist
  Dinosaur (allosaurusB2, deinonychus, iguanodonB3, 
  pachycephalosaurusB3, parasaurolophusB2, spinosaurusB3, 
  tyrannosaurusB1, velociraptor), kangarooB3
  Dinosaur (compsognathus)
  Biped (hands)*
  All item slots
  Ape, baboonB2
  Monkey
  Piscine
  Belt, chest (saddle), eyes
  Dinosaur (tylosaurusB2), dolphinB1, manta rayB2, orcaB1, shark, 
  stingrayB2, walrus**
  Seal
  Quadruped 
  (claws/paws)
  Armor, belt (saddle), 
  chest, eyes, headband, 
  neck, shoulders, wrist
  Badger, bear, cheetah, dire ratB1, dog, giant weaselAP67, goblin 
  dogB1, hyenaB1, leopard, lion, panda**, thylacineB3, tiger, wolf, 
  wolverine
  Cat, donkey rat, flying squirrel, fox, 
  hedgehog, mongoose, otter, platypus, 
  raccoon, rat, skunk, squirrel, weasel
  Quadruped/
  Hexapod (feet)
  Armor, belt (saddle), 
  chest, eyes, headband, 
  neck, shoulders, wrist
  Camel, dinosaur (triceratopsB1), elephantB1, giant antUM, 
  giant mantisUM, giant waspUM, hippopotamusB2, mammothB1, 
  mastodonB1, megafauna (arsinoitheriumB2, baluchitheriumB3, 
  megatheriumB2), rhinocerosB1
  Quadruped 
  (hooves)
  Armor, belt (saddle), chest, 
  eyes, feet (horseshoes), 
  head, headband, neck, 
  shoulders, wrist
  AntelopeB3, aurochsB1, bisonB1, boar, buffaloB1, elkB3, horse, 
  llama**, megafauna (megalocerosB2), moose**, pony, ramB2
  Goat, pig
  Quadruped 
  (squat-body)
  Armor, eyes, headband, 
  neck, shoulders, wrist
  Dinosaur (elasmosaurusB1), giant frogB1, giant snapping 
  turtleB2, megafauna (archelonB3, glyptodonB2)
  Snapping turtle, toad, turtle
  Saurian
  Armor, belt (saddle), chest, 
  eyes, headband, neck
  Alligator, crocodile, dinosaur (ankylosaurusB1, brachiosaurusB1, 
  dimetrodonB3, stegosaurusB1), giant chameleonB3, giant 
  geckoB3, megafauna (megalaniaB3), monitor lizardB1
  Dwarf caiman, lizard, marine iguana
  Serpentine
  Belt, eyes, headband
  Constrictor snake, electric eelB1, garB2, giant leechUM, giant 
  moray eelB1, giant slugUM, megafauna (basilosaurusB3)
  Sea krait, viper
  Verminous
  Belt, eyes
  Giant beetleUM, giant centipedeUM, giant crabUM, giant 
  scorpionUM, giant spiderUM, octopusB1, squidB1
  Blue-ringed octopus, giant isopod, 
  greensting scorpion, house 
  centipede, king crab
  Animal Magic Item Slots
  
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game 
  or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Player Companion: Animal Archive © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, 
  LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, 
  LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, 
  Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are 
  trademarks of Paizo Publishing, LLC.
  Printed in China.
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
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   Authors • Amanda Hamon, Philip Minchin, Jason Nelson, 
  Patrick Renie, Owen K.C. Stephens, and Christina Stiles
  Cover Artist • Emily Fiegenschuh
  Interior Artists • Ralph Horsley, Tim Kings-Lynne, 
  Sara Otterstätter, Roberto Pitturru, and Ben Wootten
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  Development Leads • Patrick Renie and James L. Sutter
  Editing • Judy Bauer, Logan Bonner, and Christopher Carey
  Editorial Assistance • Jason Bulmahn, Adam Daigle,  
  Ryan Macklin, Mark Moreland,  
  Stephen Radney-MacFarland, and Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Graphic Designers • Sonja Morris and Andrew Vallas 
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  Website Team • Ross Byers, Liz Courts, Lissa Guillet,  
  and Chris Lambertz
  TABLE OF CONTENTS
  For Your CharaCter 
  2
  animal arChive overview 
  4
  raCial animals 
  5
  PC arChetYPes 
  6
  animal triCks 
  8
  Familiars 
  10
  animal equiPment 
  12
  PurChasing animals 
  14
  animals oF the inner sea 
  16
  animal Feats 
  18
  animal arChetYPes 
  20
  intelligent animals 
  22
  sPells 
  24
  magiC items 
  26
  new animal ComPanions 
  28
  new Familiars 
  30
  next month! 
  32
  animal magiC item slots 
  inside Front Cover
  gods and animals 
  inside BaCk Cover
  REFERENCES
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use 
  of this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can 
  find the complete rules from these books available for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Bestiary 
  B1
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
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  Lini and her faithful snow leopard 
  Droogami must call upon the forest’s 
  beasts to aid them in the fight against 
  Emily Fiegenschuh’s monstrous troll.
  ON THE COVER
  
  ?
  1
  2
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  FOR YOUR CHARACTER
  In every Pathfinder Player Companion you’ll find something for your character. This book includes the following.
  QUESTIONS TO 
  ASK YOUR GM
  Asking your GM the following 
  questions can help you get the most 
  out of Pathfinder Player Companion: 
  Animal Archive.
  Does my choice of familiar, 
  mount, or animal companion make 
  sense for our campaign? Would one 
  particular type of animal be more 
  useful than another?
  How does the general public view 
  my animal? Is it welcome in cities or 
  inns? How familiar are people with it?
  Do I control my animal directly in 
  combat the same way I control my PC, 
  or is it treated as an NPC under the 
  GM’s control?
  DID YOU KNOW? 
  The only animal companion from a Pathfinder product to have his own 
  official account and personalized avatar on the paizo.com messageboards is 
  Mordimor Jones, Action Badger, from Bill Ward’s Pathfinder Tales stories.
  FOCUS 
  CHARACTERS
  This Pathfinder Player Companion 
  highlights options that are specific 
  to characters of the following classes, 
  as well as elements that can apply to 
  other characters. 
  Cavaliers
  A cavalier is rarely seen without his 
  mount, and this book allows a bold 
  knight to make his steed even more 
  formidable with new tricks (page 8), 
  equipment (page 12), magic items 
  (page 26), and more.
  druids
  In addition to new spells focusing 
  on animals (page 24), new animal 
  companions to choose from (page 
  28), new magic items (page 26), and 
  new equipment (page 12) for their 
  companions, druids also get an array 
  of new animal tricks (page 8) to make 
  their animals even more useful in a 
  variety of situations.
  rangers
  Rangers get all the same benefits 
  from this book as druids, though 
  since they’re less focused on casting 
  spells, the new tricks and archetypes 
  are even more important for them.
  sorCerers
  Like wizards, sorcerers with the 
  arcane bloodline have the option of 
  taking a familiar, which means that 
  everything in this book that caters to 
  wizards applies to sorcerers as well.
  wizards
  The complete list of available 
  familiars (page 10) that’s provided 
  here, which includes several brand-
  new ones, makes choosing your 
  familiar a snap. In addition, spells 
  (page 24), archetypes (page 20), and 
  magic items (page 26) to make those 
  familiars even more robust and 
  useful mean wizards will find a lot to 
  love in these pages.
  FOR EVERY 
  CHARACTER
  While classes such as druids, cavaliers, 
  and wizards receive their own animal 
  companions, mounts, or familiars 
  as class features, most classes are 
  designed to be solo adventurers. This 
  book contains numerous options for 
  characters that typically don’t benefit 
  from bestial allies, no matter their 
  background or class.
  New PC archetypes for barbarians 
  and 
  rogues 
  (pages 
  6–7) 
  grant 
  these characters the aid of special 
  animal partners that can make 
  such characters into dastardly con 
  artists or brutal war hounds.
  PCs need not always acquire 
  their savage companions through 
  alternate class abilities, however. 
  Pages 14–15 sport extensive lists of 
  animals available for purchase from 
  both mundane sellers and black 
  markets, and members of any class 
  can benefit from the purchase of an 
  animal, whether it be as discreet as a 
  humble porcupine or as ostentatious 
  as a dire bear.
  Characters who wish to obtain 
  the aid of animals but don’t want to 
  invest in certain classes or skills may 
  benefit from spells (pages 24–25) and 
  magic items (pages 26–27), including 
  the collar of obedience and the rod of 
  animal training.
  To aid in choosing just what 
  animals to purchase or magically 
  acquire, details on the preferred 
  animals of different races can be 
  found on page 5 of this volume. Just 
  as every race has certain animals that 
  it puts on a pedestal, so too does every 
  god have animals associated with his 
  or her faith (back inside cover). Make 
  sure you know which animal choices 
  best fit your character’s background!
  RULES INDEX
  This Player Companion presents 
  numerous new rules that can be found 
  in their respective sections (outlined 
  in the Table of Contents on page 1). 
  In addition, the following short index 
  summarizes the various archetypes 
  spread throughout this volume. 
  Archetypes marked with an asterisk (*) 
  are intended for animal companions 
  and familiars rather than PCs.
  Archetype 
  Page
  Bodyguard* 
  20
  Carnivalist 
  6
  Charger* 
  20
  Huntmaster 
  6
  Infiltrator* 
  20
  Mad Dog 
  7
  Pilferer* 
  20
  Racer* 
  21
  Totem Guide* 
  21
  Valet* 
  21
  2
  
  TAMER’S TOOLBOX
  In addition to the abundance of rules presented in 
  this Pathfinder Player Companion, numerous other 
  Pathfinder products contain spells, equipment, and 
  magic items useful for characters who use animals 
  during their adventures. The following index catalogs 
  some of the magic items from other Pathfinder books 
  that can bolster the powers of animals, familiars, or 
  mounts as well as the PCs who partner with such beasts.
  Pathfinder RPG Core Rulebook 
  Page
  Bag of tricks 
  501
  Cloak of the bat 
  506
  Cloak of the manta ray 
  507
  Figurines of wondrous power 
  513
  Horseshoes of a zephyr 
  520
  Horseshoes of speed 
  520
  Pipes of the sewers 
  526
  Ring of animal friendship 
  478
  Rod of the python 
  488
  Staff of the woodlands 
  496
  Trident of fish command 
  477
  Pathfinder RPG Ultimate Equipment 
  Page
  Beast-bond brand 
  282
  Beaststrike club 
  150
  Cautionary creance 
  287
  Cloak of the scuttling rat 
  265
  Collar of the true companion 
  257
  Helm of the mammoth lord 
  244
  Horseshoes of crushing blows 
  231
  Horseshoes of glory 
  231
  Horseshoes of mist 
  232
  Hosteling (armor special ability) 
  119
  Howling helm 
  244
  Hunter’s cloak 
  266
  Nightmare horseshoes 
  232
  Ring of sacred mistletoe 
  173
  Serpent belt 
  213
  Serpent’s band 
  252
  Stone horse 
  320
  Stone of alliance 
  321
  Suzerain scepter 
  186
  Pathfinder Campaign Setting: Seekers of Secrets 
  Page
  Horseshoes of great burden 
  55
  Turquoise sphere ioun stone 
  45
  Pathfinder Player Companion: People of the North 
  Page
  Mammoth lance 
  29
  Pelt of primal power 
  29
  Pathfinder Player Companion:
  Knights of the Inner Sea 
  Page
  Bridle of tricks 
  30
  War saddle 
  31
  “iF a dog Barks For no reason, 
  ignore him. iF he stoPs Barking For 
  no reason, draw Your sword.” 
  —kellid ProverB
  
  ANIMAL ARCHIVE OVERVIEW
  Animals are central to any civilization. Without beasts 
  of burden to till the fields, agriculture becomes far more 
  difficult. Without swift mounts to carry people from 
  place to place, the average person has little idea of what 
  lies beyond the horizon. Dogs guard and herd, cats keep 
  vermin out of food stores, and swift-winged birds carry 
  messages between towns. 
  Yet animals are more than just useful tools—they 
  can also be valued friends and steadfast companions. 
  Many cultures keep animals like cats, dogs, ferrets, or 
  pigs as pets, or even revere them as sacred to the gods. 
  The connections people make with animals transcend 
  their utility, and many “masters” see their creatures not 
  as slaves or servants, but as friends—friends that, with 
  proper character class abilities or training from Handle 
  Animal checks, can be helpful companions to individuals 
  of any adventuring class. 
  Player characters can acquire animal friends to assist 
  them in their adventures in numerous ways. The simplest 
  way is to choose to play a character class that revolves 
  around the kind of animal that inspires you. Looking for 
  a powerful animal companion that follows you through 
  thick and thin, performs tricks, and guards your back in 
  a fight? Then you’ll want to choose the druid or ranger 
  class, as both have the nature bond class feature, which 
  allows them to select animal companions. Or you might 
  choose to be a cavalier, automatically acquiring a mount 
  to carry you into battle, or a paladin whose divine bond 
  with your god takes the form of an intelligent steed that 
  aids your fight against evil.
  Animals aren’t just for warriors, either. Want a magical 
  animal to assist you with your study of magic and deliver 
  touch spells? Then play a wizard character or a sorcerer of 
  the arcane bloodline and use your arcane bond ability to 
  acquire a familiar. Interested in gaining magic directly 
  from your familiar? Then play a witch, whose familiar 
  is a conduit to your spells and patron. Though not as 
  physically powerful as animal companions, familiars are 
  easier to take with you into urban areas and often more 
  useful as servants or spies.
  Yet class abilities aren’t the only way to acquire animal 
  friends to aid you during an adventure. No matter your 
  character’s class, you still have options. For instance, 
  though an animal purchased in a market or rescued from 
  a trap in a forest may not be as useful as an intelligent 
  familiar or a druid’s companion, you can still use the 
  Handle Animal skill to train it to be a valuable assistant 
  or the Ride skill to convince it to carry you fearlessly into 
  battle. With Handle Animal, you can teach such an ally 
  to attack, defend, fetch, seek, track, or perform a whole 
  laundry list of other tricks. With a trained animal, your 
  party gains the skills of a fighter, guard, hunter, laborer, 
  performer, tracker, or another specialist, all depending 
  on which tricks you teach it. And best of all, it works for 
  love and food—so there are never any squabbles about 
  how to split the treasure!
  4
  
  RACIAL ANIMALS 
  Every race has certain animals it prefers above others. 
  Though not intended to be comprehensive, each of the 
  following sections has some suggestions for favored beasts. 
  dwarves
  Dwarves value strong, tireless, independent animals 
  helpful to their work. The animals do not have to be 
  aesthetically pleasing, as dwarves care less about physical 
  beauty than performance and results. They favor animals 
  with a strong sense of loyalty, as well as those having 
  strong backs or fierce protective instincts. Few dwarves 
  ever bond with birds, as their race has inherent distrust for 
  the sky and its creatures. Most favor “sensible” burrowing 
  creatures, with a preference for furred creatures, and 
  often keep badgers, rats, and weasels as pets. 
  Animal Companions: Armadillos, badgers, bears, boars, 
  cats (lions), dogs, giant beetles, giant centipedes, wolves
  Battle Animals: Bears, boars, lions, wolves, and their 
  dire variants
  Familiars: Bats, cats, donkey rats, goats, hedgehogs, rats, 
  toads, weasels
  Mounts: Camels, donkeys, giant frilled lizards, giant 
  geckos, horses, mules
  elves
  Elves value both beauty and utility. They believe stealthy, 
  perceptive creatures like sleek cats and predatory birds 
  make the best companions. Elven spellcasters favor elegant 
  birds, cats, and occasionally snakes for their familiars. 
  Aquatic elves befriend sharks, dolphins, and octopuses.
  Animal Companions: Cats (cheetahs, leopards, lions, 
  tigers), octopuses, orcas, raptors (eagles, hawks, owls), 
  snakes (vipers), wolves
  Battle Animals: Cats (cheetahs, leopards, lions, tigers), 
  dogs, elk, giant eagles, rams, wolves 
  Familiars: Cats, monkeys, octopuses, owls, parrots, 
  raptors (hawks, ospreys, owls), ravens, snakes (constrictors, 
  vipers), spiders, squirrels
  Mounts: Dolphins, giant bats, giant eagles, horses
  gnomes
  Gnomes value creatures for their individuality, finding 
  each one interesting in its own right. They know how to 
  bring out the fun-loving nature of even the most stoic 
  creatures, and are always on the lookout for strange and 
  unusual animals. Gnomes are more likely than the other 
  races to treat their pets like people, and might insist on 
  soliciting their opinions (to the consternation of their 
  party members). They may keep virtually any type of 
  animal as a “pet”—even those they can barely control. It’s 
  not uncommon to find a gnome with a donkey rat, drain 
  spider, firefoot fennec, monkey, or even stranger pet. 
  Animal Companions: Apes, badgers, crocodiles, bears, 
  cats (lions, tigers), dinosaurs (deinonychuses, velociraptors), 
  dogs, sharks, snakes (constrictors, vipers), wolves
  Battle Animals: Dire badgers, dire boars, dire crocodiles, 
  dire wolverines, dogs, wolves
  Familiars: Armadillos, bats, cats, centipedes, crabs, 
  donkey rats, firefoot fennecs, foxes, giant isopods, goats, 
  hedgehogs, lizards, monkeys, pigs, platypuses, ravens, 
  skunks, squirrels, toads, toucans, vipers, weasels
  Mounts: Boars, dire badgers, dire weasels, dogs (riding), 
  giant eagles, giant geckos, monitor lizards, war ponies, wolves
  halFlings
  City-based halflings value small, stealthy animal 
  companions and familiars that can easily sneak through a 
  city, gather information, or fend for themselves. Wildlands 
  halflings often befriend creatures of a much larger size, 
  letting the animals double as mounts and protectors. 
  Halfling pets tend to be small, clever creatures like cats, 
  mongooses, rats, ravens, and weasels.
  Animal Companions: Badgers, cats (cheetahs, leopards), 
  dogs, giant frogs, ponies, wolves
  Battle Animals: Dogs, cats (lions, tigers), monitor 
  lizards, wolves
  Familiars: Bats, cats, centipedes, goats, hedgehogs, 
  lizards, mongooses, pigs, rats, ravens, scarlet spiders, 
  scorpions, snakes (vipers), squirrels, toads, turtles, weasels
  Mounts: Boars, monitor lizards, riding dogs, war ponies
  humans
  Humans are eclectic in what they value in animal 
  companions and familiars, but dogs, cats, and rats rank 
  high on their list of preferred pets. Seafaring humans favor 
  animals that are capable of living on a ship or keeping 
  pace with one in the water.
  Animal Companions: Apes, bears, birds (eagles, hawks, 
  owls), cats (cheetahs, leopards, lions, tigers), crocodiles, 
  dogs, horses, ponies, snakes (constrictors, vipers), wolves
  Battle Animals: Apes, bears, dogs, elephants, lions, 
  mammoths, wolves, and their dire variants
  Familiars: Bats, birds (hawks, owls, parrots, ravens), cats, 
  foxes, monkeys, rats, snakes (constrictors), toads, turtles
  Mounts: Camels, donkeys, horses, mules
  orCs and halF-orCs
  Orcs prefer tough, powerful animal companions—fierce 
  creatures capable of ripping apart opponents with teeth, 
  claws, or tusks—and often use megafauna as living siege 
  engines, sometimes permanently affixing crude armor to 
  their skins. Their familiars tend to be crafty, dangerous, 
  or not worth killing, such as scorpions, vipers, or carrion 
  crows. Half-orcs are much broader in their choices, and 
  often befriend those unloved creatures that live on the 
  edges of society, such as rats, bats, vermin, feral dogs and 
  cats, and ravens. 
  Animal Companions: Bears, crocodiles, snakes, wolves
  Battle Animals: Dinosaurs, dire animals, megafauna 
  (elephants, mammoths, rhinoceroses, smilodons)
  Familiars: Bats, rats, ravens, scorpions, snakes
  Mounts: Boars, camels, horses, monitor lizards, wolves
  5
  
  Some classes gain familiars or animal companions within the standard rules, and any class can purchase an animal that 
  is already trained or use the Handle Animal skill to train it for use in adventuring. This section introduces several new 
  archetypes whose class abilities are focused on the acquisition, training, and cooperative use of familiars and animal 
  companions in the context of classes that do not normally use animal allies in such a robust way.
  PC ARCHETYPES
  Carnivalist (rogue arChetYPe)
  Carnivalists train their miniature minions to perform 
  acts of larceny and often hide their true talents behind 
  theatrical sideshows.
  Class Skills: A carnivalist gains Handle Animal as a 
  class skill.
  Familiar: At 1st level, a carnivalist gains a familiar 
  as a wizard of equal level. Levels in a class that grants a 
  familiar stack with carnivalist levels for determining the 
  familiar’s abilities.
  Pet Performance (Ex): A carnivalist gains use of several 
  bardic performances, making Handle Animal checks in 
  place of any Perform checks. At 2nd level, she gains the 
  distraction bardic performance. At 4th level, she gains 
  the fascinate bardic performance. At 6th level, she also 
  gains use of the following performance.
  Trained Legerdemain (Ex): At 6th level, a carnivalist 
  can command a familiar or pet within 30 feet to make 
  a Disable Device or Sleight of Hand check as if trained 
  in the skill, using its own skill ranks (if any), Dexterity 
  modifier, and equipment, with a competence bonus equal 
  to 1/2 her rogue level. The check requires the normal 
  amount of time to complete and the DC increases by 5. 
  The carnivalist must maintain this pet performance each 
  round her familiar or pet attempts a Disable Device or 
  Sleight of Hand check.
  The pet performance ability otherwise functions 
  identically to bardic performance. Levels in a class with 
  the distraction or fascinate bardic performances stack with 
  carnivalist levels for the purpose of determining bonuses 
  granted by these performances. This ability replaces the 
  rogue talents gained at 2nd, 4th, and 6th level.
  Sneak Attack (Ex): A carnivalist gains this ability 
  starting at 2nd level. The sneak attack damage dealt is 
  1d6 points at 2nd level, and increases by 1d6 points every 
  4 carnivalist levels thereafter. A carnivalist’s familiar can 
  also deal sneak attack damage as appropriate to foes as 
  long as it is within 30 feet of her (though only Small and 
  larger creatures may flank enemies, as usual).
  Animal Trainer (Ex): Starting at 3rd level, a carnivalist 
  receives a bonus equal to 1/2 her rogue level whenever 
  she uses Handle Animal on a Tiny or Small animal. In 
  addition, she can increase the DC by 5 to reduce the time 
  needed to teach an animal a new trick or train an animal 
  for a general purpose to 1 day for every week normally 
  required. She can also train more than one animal at 
  once, although each animal after the first adds 2 to the 
  DC. This ability replaces trap sense.
  huntmaster (Cavalier arChetYPe)
  Huntmasters train the beasts favored by lordly castes 
  into swift and deadly trackers.
  Class Skills: A huntmaster gains Knowledge (nature), 
  Stealth, and Survival as class skills. 
  Weapon and Armor Proficiency: A huntmaster is not 
  proficient with heavy armor. Huntmasters are proficient 
  with all simple and martial weapons, plus the net and whip.
  Bestial Challenge (Ex): Whenever a huntmaster issues 
  a challenge, both he and his hunting pack gain the 
  bonuses and penalties associated with his challenge. 
  This modifies the challenge ability.
  Hunting Pack (Ex): At 1st level, a huntmaster forms 
  a close bond with an animal companion. This animal 
  companion functions as a druid’s animal companion, using 
  the cavalier’s level as his effective druid level. He can choose 
  either a bird or a dog when selecting his animal companion.
  The huntmaster can have more than one animal 
  companion, but he must divide up his effective druid 
  level between his companions to determine the abilities 
  of each companion. Each time a huntmaster’s effective 
  druid level increases, he must decide how to allocate the 
  increase among his animal companions (including the 
  option of adding a new 1st-level companion). Once an 
  effective druid level is allocated to a particular companion, 
  it cannot be redistributed while that companion is in the 
  huntmaster’s service (he must release a companion or wait 
  until a companion dies to allocate its levels to another 
  companion). The share spells animal companion ability 
  does not give the huntmaster the ability to cast a single 
  spell so that it affects all of his animal companions.
  A huntmaster’s animal companions gain a bonus on 
  Survival checks to follow tracks equal to 1/2 the cavalier’s 
  class level (minimum 1). This ability replaces mount.
  Tactician (Ex): A huntmaster’s tactician ability affects 
  only his hunting pack, not other allies. This modifies the 
  tactician, greater tactician, and master tactician abilities.
  Takedown (Ex): At 3rd level, a huntmaster’s dog can 
  make a free trip or dirty trick (entangled) combat maneuver 
  after a successful melee attack. A huntmaster’s bird can 
  make a free dirty trick (dazzled or deafened) combat 
  maneuver after a successful melee attack; if the target is 
  already dazzled, the bird can choose dirty trick (blinded) 
  instead. These combat maneuvers do not provoke attacks 
  of opportunity. This ability replaces cavalier’s charge.
  Animal Trainer (Ex): At 4th level, a huntmaster’s 
  expert trainer ability applies to birds and dogs rather 
  than mounts. This modifies the expert trainer ability.
  6
  
  Swift Tracker (Ex): At 5th level, a huntmaster gains 
  the swift tracker ability, as the ranger ability of the same 
  name. This ability replaces banner.
  Bonus Feats: At 6th level, a huntmaster and all members 
  of his hunting pack gain Step Up as a bonus feat. At 12th 
  level, they gain Following StepAPG and at 18th level, they 
  gain Step Up and StrikeAPG. This ability replaces a cavalier’s 
  standard bonus feats.
  Pack Attack (Ex): At 11th level, whenever a huntmaster 
  and any of his hunting pack or multiple animals in his 
  hunting pack are adjacent and attack the same target in 
  melee, they are treated as flanking. In addition, they can 
  flank a creature with improved uncanny dodge if the 
  huntmaster has at least 4 more levels than the target. 
  This ability replaces mighty charge.
  Quarry (Ex): At 14th level, a huntmaster gains quarry, 
  as the ranger ability of the same name. The benefits of 
  this ability also apply to his hunting pack. This ability 
  replaces greater banner.
  Improved Quarry (Ex): At 20th level, a huntmaster 
  gains improved quarry, as the ranger ability of the 
  same name. The benefits of this ability also apply to his 
  hunting pack. This ability replaces supreme charge.
  mad dog (BarBarian arChetYPe)
  Though named for the wild savages who fight alongside 
  rabid dogs, mad dogs employ all manner of beasts as 
  their battle brethren.
  War Beast (Ex): At 1st level, a mad dog gains the service 
  of an animal companion, using the barbarian’s level as 
  her effective druid level. This ability replaces the rage 
  powers gained at 2nd, 6th, 10th, 14th, and 18th level.
  Pack Tactics (Ex): At 2nd level, a mad dog and her war 
  beast gain a +4 bonus on attack rolls while flanking the 
  same opponent (instead of the normal +2 bonus). This 
  ability replaces uncanny dodge.
  Rage (Ex): A mad dog gains this ability at 4th level, 
  except that her effective barbarian level for the ability is 
  equal to her barbarian level – 3.
  Ferocious Fetch (Ex): At 5th level, a mad dog’s 
  war beast gains Improved DragAPG as a 
  bonus feat. As a swift action, a mad 
  dog can command her war beast to 
  move toward an opponent within 30 feet 
  and attempt a drag combat maneuver 
  to pull the target back toward the mad 
  dog. The war beast can move before and 
  after performing the maneuver, but this 
  movement counts toward the war beast’s 
  total movement during its turn. This ability 
  replaces improved uncanny dodge.
  Damage Reduction (Ex): At 10th level, 
  a mad dog gains damage reduction. At 
  13th level and every 3 barbarian levels 
  thereafter, this damage reduction rises 
  by 1, to a maximum of DR 4/— at 19th 
  level. A mad dog’s war beast gains the same damage 
  reduction as the mad dog.
  Throat Cutter (Ex): At 14th level, whenever her war beast 
  succeeds at a bull rush, drag, grapple, overrun, or trip combat 
  maneuver against an opponent threatened by the mad 
  dog, a mad dog can take an attack of opportunity against  
  that opponent. This ability replaces indomitable will.
  Rage Powers: The following rage powers complement 
  the mad dog archetype: animal fury, beast totemAPG, bestial 
  leaperUC, primal scentUC, raging leaper, reckless abandonAPG, 
  scent, sprintUC, swift foot, and terrifying howl. The following 
  new rage powers also complement this archetype:
  Ferocious Beast (Ex): While the barbarian is raging, 
  her animal companion also gains the benefits of rage 
  (including greater rage, mighty rage, and tireless rage), 
  though the barbarian must spend 1 additional round of 
  rage per round if her companion begins or ends its turn 
  adjacent to her, and 2 additional rounds of rage per round 
  if not.
  Ferocious Beast, Greater (Ex): While the barbarian is 
  raging, her animal companion shares the benefits of 
  the barbarian’s rage powers that are constant in effect. 
  It gains no benefit from rage powers that require actions 
  to activate, even if they are free actions. A barbarian must 
  have the ferocious beast rage power and be at least 8th 
  level to select this rage power.
  7
  
  Animal tricks are specific tasks you can teach an animal using the Handle Animal skill. The training process requires a 
  week of work and a successful Handle Animal check against a listed DC. Successfully teaching an animal a trick includes 
  teaching it some command that indicates it should perform the trick.
  An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence 
  score of 2 can learn a maximum of six tricks. The Pathfinder RPG Core Rulebook defines 12 tricks in the Handle Animal 
  skill description (attack, come, defend, down, fetch, guard, heel, perform, seek, stay, track, and work) and seven general 
  purposes (combat training, fighting, guarding, heavy labor, hunting, performance, and riding) that include various 
  combinations of the existing tricks, yet these are not the only tasks animals can be trained to perform.
  ANIMAL TRICKS
  new animal triCks
  The following new tricks can be taught to animals by 
  training the animal for a week and making a successful 
  Handle Animal skill check against the listed DC.
  Aid (DC 20): The animal can use the aid another action 
  to aid a specific ally in combat by attacking a specific foe 
  the ally is fighting. You may point to a particular creature 
  that you wish the animal to aid, and another that you 
  want it make an attack roll against, and it will comply if 
  able. The normal creature type restrictions governing the 
  attack trick still apply.
  Bombard (DC 20): A flying animal can deliver 
  projectiles on command, attempting to drop a specified 
  item that it can carry (often alchemist’s fire or some other 
  incendiary) on a designated point or opponent, using 
  its base attack bonus to determine its attack roll. The 
  animal cannot throw the object, and must be able to fly 
  directly over the target.
  Break Out (DC 20): On command, the animal attempts 
  to break or gnaw through any bars or bindings restricting 
  itself, its handler, or a person indicated by the handler. 
  If not effective on its own, this trick can grant the target 
  character a +4 circumstance bonus on Escape Artist 
  checks. The animal can also take certain basic actions 
  like lifting a latch or bringing its master an unattended 
  key. Weight and Strength restrictions still apply, and 
  pickpocketing a key or picking any sort of lock is still far 
  beyond the animal’s ability.
  Bury (DC 15): An animal with this trick can be 
  instructed to bury an object in its possession. The 
  animal normally seeks a secluded place to bury its 
  object. An animal with both bury and fetch can be 
  instructed to fetch an item it has buried.
  Deliver (DC 15): The animal takes an object 
  (one you or an ally gives it, or that it recovers with 
  the fetch trick) to a place or person you indicate. 
  If you indicate a place, the animal drops the item 
  and returns to you. If you indicate a person, the animal 
  stays adjacent to the person until the item is taken. 
  (Retrieving an item from an animal using the deliver 
  trick is a move action.)
  Detect (DC 25): The animal is trained to seek out 
  the smells of explosives and poisons, unusual noises 
  or echoes, air currents, and other common elements 
  signifying potential dangers or secret passages. When 
  commanded, the animal uses its Perception skill to 
  try to pinpoint the source of anything that strikes it as 
  unusual about a room or location. Note that because 
  the animal is not intelligent, any number of strange 
  mechanisms, doors, scents, or unfamiliar objects may 
  catch the animal’s attention, and it cannot attempt the 
  same Perception check more than once in this way.
  Entertain (DC 25): The animal can dance, sing, or 
  perform some other impressive and enjoyable trick to 
  entertain those around it. At the command of its owner, the 
  animal can make a Perform check (or a Charisma check if 
  8
  
  it has no ranks in Perform) to show off its talent. Willing 
  onlookers or those who fail an opposed Sense Motive check 
  take a –2 penalty on Perception checks to notice anything 
  but the animal entertaining them. Tricksters and con 
  artists often teach their animals to perform this trick 
  while they pickpocket viewers or sneak about unnoticed.
  Exclusive (DC 20): The animal takes directions only 
  from the handler who taught it this trick. If an animal 
  has both the exclusive and serve tricks, it takes directions 
  only from the handler that taught it the exclusive trick 
  and those creatures indicated by the trainer’s serve 
  command. An animal with the exclusive trick does not 
  take trick commands from others even if it is friendly 
  or helpful toward them (such as through the result of a 
  charm animal spell), though this does not prevent it from 
  being controlled by other enchantment spells (such as 
  dominate animal), and the animal still otherwise acts as a 
  friendly or helpful creature when applicable.
  Flank (DC 20): You can instruct an animal to attack a 
  foe you point to and always attempt to be adjacent to (and 
  threatening) that foe. If you or an ally is also threatening 
  the foe, the animal attempts to flank the foe, if possible. It 
  always takes attacks of opportunity. The animal must know 
  the attack trick before it can learn this trick.
  Flee (DC 20): The animal attempts to run away or hide 
  as best it can, returning only when its handler commands 
  it to do so. Until such a command is received, the animal 
  does its best to track its handler and any creatures with 
  him or her, remaining hidden but within range of its 
  sight or hearing. This trick is particularly useful for 
  thieves and adventurers in that it allows the animal to 
  evade capture, then return later to help free its friends.
  Get Help (DC 20): With this trick, a trainer can designate  
  a number of creatures up to the animal’s Intelligence 
  score as “help.” When the command is given, the animal 
  attempts to find one of those people and bring her back to 
  the handler, even if that means journeying a long distance 
  to the last place it encountered the target creature.
  Hunt (DC 20): This trick allows an animal to use its 
  natural stalking or foraging instincts to find food and 
  return it to the animal’s handler. An animal with this 
  trick may attempt Survival checks (or Wisdom checks if 
  the animal has no ranks in Survival) to provide food for 
  others or lead them to water and shelter (as the “get along 
  in the wild” use of the Survival skill). An animal with this 
  trick may use the aid another action to assist Survival 
  checks made by its handler for these purposes.
  Maneuver (DC 20): The animal is trained to use a 
  specific combat maneuver on command. An animal must 
  know the attack trick before it can be taught the maneuver 
  trick, and it only performs maneuvers against targets it 
  would normally attack. This trick can be taught to an 
  animal multiple times. Each time it is taught, the animal 
  can be commanded to use a different combat maneuver.
  Menace (DC 20): A menacing animal attempts to keep 
  a creature you indicate from moving. It does its best 
  to intimidate the target, but only attacks if the target 
  attempts to move from its present location or take any 
  significant action (particularly a hostile-seeming one). 
  As soon as the target stops moving, the animal ceases 
  attacking, but continues to menace.
  Serve (DC 15): An animal with this trick willingly takes 
  orders from a creature you designate. If the creature you 
  tell the animal to serve knows what tricks the animal has, 
  it can instruct the animal to perform these tricks using 
  your Handle Animal bonus on the check instead of its 
  own. The animal treats the designated ally as friendly. 
  An animal can unlearn this trick with 1 week of training. 
  This trick can be taught to an animal multiple times. 
  Each time it is taught, the animal can serve an additional 
  creature you designate.
  Sneak (DC 15): The animal can be ordered to make 
  Stealth checks in order to stay hidden and to continue 
  using Stealth even when circumstances or its natural 
  instincts would normally cause it to abandon secrecy.
  Throw Rider (DC 15): The animal can attempt to fling a 
  creature riding it to the ground. Treat this as a trip combat 
  maneuver that applies to all creatures riding the animal, 
  and that does not provoke attacks of opportunity. An 
  animal that knows the throw rider and exclusive tricks can 
  be instructed to attempt to automatically throw anyone 
  other than its trainer who attempts to ride it.
  Watch (DC 15): The animal can be commanded to 
  keep watch over a particular area, such as a campsite, 
  and raise an alarm if it notices any sizable or dangerous 
  creature entering the area. This trick is often included 
  in the Guarding purpose.
  new general PurPoses
  Rather than teaching an animal individual tricks, you 
  can simply train it for a general purpose (Core Rulebook 97). 
  Essentially, an animal’s purpose represents a preselected 
  set of known tricks that fit into a common scheme, such 
  as guarding or heavy labor. The animal must meet all 
  the normal prerequisites for all tricks included in the 
  general purpose package. If the package includes more 
  than three tricks, the animal must have an Intelligence 
  score of 2.
  An animal can be trained for only one general purpose, 
  though if the creature is capable of learning additional 
  tricks above and beyond those included in its general 
  purpose, it may do so with the proper training. Training 
  an animal for a general purpose requires only one Handle 
  Animal check, but takes a number of weeks equal to the 
  number of tricks in the general purpose package.
  Air Support (DC 20): An animal trained in air support 
  knows the attack, bombard, and deliver tricks.
  Burglar (DC 25): An animal trained as a burglar knows 
  the come, fetch, maneuver (steal), seek, and sneak tricks. 
  You can order it to steal a specific item you point out.
  Liberator (DC 25): An animal trained in liberating 
  knows the break out, flee, and get help tricks.
  Servant (DC 20): An animal trained as a servant knows 
  the deliver, exclusive, and serve tricks.
  9
  
  Choosing a familiar is an important part of any PC’s career, and the sort of animal a spellcaster consorts with can say 
  a lot about his or her personality. Below is a complete list of all the familiars currently in the Pathfinder Roleplaying 
  Game, as well as some important notes regarding modifying familiars.
  FAMILIARS
  Familiars and sPeCial aBilities
  Familiar 
  Special Ability  
  Statistics
  Armadillo 
  Master gains a +1 natural armor bonus to AC 
  See page 30
  Bat  
  Master gains a +3 bonus on Fly checks 
  Bestiary 131
  Cat  
  Master gains a +3 bonus on Stealth checks 
  Bestiary 131
  Centipede, house 
  Master gains a +3 bonus on Stealth checks 
  Ultimate Magic 119
  Compsognathus 
  Master gains a +4 bonus on initiative checks 
  Bestiary 2 90
  Crab, king 
  Master gains a +2 bonus on combat maneuver checks 
  Ultimate Magic 119
   
   
  to start and maintain a grapple
  Dodo 
  Master gains a +4 bonus on initiative checks 
  Pathfinder Adventure Path #55 88
  Donkey rat 
  Master gains a +2 bonus on Fortitude saves 
  Ultimate Magic 117
  Dwarf caiman 
  Master gains a +3 bonus on Stealth checks 
  Pathfinder Adventure Path #55 88
  Fox 
  Master gains a +2 bonus on Reflex saves 
  Bestiary 3 112
  Giant isopod  
  Master gains a +1 natural armor bonus to AC 
  Pathfinder Adventure Path #55 89
  Goat 
  Master gains a +3 bonus on Survival checks 
  Bestiary 3 112
  Hawk 
  Master gains a +3 bonus on sight-based and 
  Bestiary 131 
   
   
  opposed Perception checks in bright light
  Hedgehog  
  Master gains a +2 bonus on Will saves 
  Ultimate Magic 119
  Lizard 
  Master gains a +3 bonus on Climb checks 
  Bestiary 131
  Marine iguana 
  Master gains a +3 bonus on Swim checks 
  Use dwarf caiman stats
  Monkey 
  Master gains a +3 bonus on Acrobatics checks 
  Bestiary 132
  Mongoose 
  Master gains a +2 bonus on Fortitude saves 
  Use weasel stats
  Octopus, blue-ringed 
  Master gains a +3 bonus on Swim checks 
  Ultimate Magic 117
  Osprey 
  Master gains a +3 bonus on Survival checks 
  Use hawk stats
  Otter 
  Master gains a +3 bonus on Swim checks 
  Bestiary 3 113
  Owl 
  Master gains a +3 bonus on sight-based and 
  Bestiary 132
   
   
  opposed Perception checks in shadows or darkness
  Parrot 
  Master gains a +3 bonus on Linguistics checks  
  Use raven stats
  Pig 
  Master gains a +3 bonus on Diplomacy checks 
  Bestiary 3 113
  Platypus 
  Master gains a +3 bonus on Swim checks 
  See page 30
  Raccoon 
  Master gains a +3 bonus on Sleight of Hand checks 
  Bestiary 3 113
  Rat 
  Master gains a +2 bonus on Fortitude saves 
  Bestiary 132
  Raven* 
  Master gains a +3 bonus on Appraise checks 
  Bestiary 133
  Rhamphorhynchus  
  Master gains a +2 bonus on initiative checks 
  Pathfinder Adventure Path #37 82
  Scorpion, greensting 
  Master gains a +4 bonus on initiative checks 
  Ultimate Magic 118
  Sea krait 
  Master gains a +2 bonus on Fortitude saves 
  Use viper stats
  Seal 
  Master gains a +3 bonus on Swim checks 
  Pathfinder Adventure Path #55 89
  Skunk 
  Master gains a +2 bonus on Fortitude saves 
  See page 31
  Snail kite 
  Master gains a +3 bonus on Fly checks 
  Use hawk stats
  Spider, scarlet 
  Master gains a +3 bonus on Climb checks 
  Ultimate Magic 120
  Squirrel 
  Master gains a +3 bonus on Sleight of Hand checks 
  See page 31
  Squirrel, flying 
  Master gains a +3 bonus on Fly checks 
  Bestiary 3 112
  Thrush* 
  Master gains a +3 bonus on Diplomacy checks 
  Ultimate Magic 120
  Toad 
  Master gains 3 hit points 
  Bestiary 133
  Toucan 
  Master gains a +3 bonus on Diplomacy checks 
  Use raven stats (cannot speak)
  Turtle 
  Master gains a +1 natural armor bonus to AC 
  Ultimate Magic 120
  Turtle, snapping 
  Master gains a +2 bonus on Fortitude saves 
  Bestiary 2 273
  Viper 
  Master gains a +3 bonus on Bluff checks 
  Bestiary 133
  Weasel 
  Master gains a +2 bonus on Reflex saves 
  Bestiary 133
  * Speaks one language of its master’s choice as a supernatural ability.
  10
  
  aPProximating Familiars
  Though the list presented on the previous page is long, 
  as a player, you may desire a special familiar—either real, 
  unique to Golarion, or wholly imagined—that hasn’t yet 
  been presented with specific Pathfinder stats. With your 
  Game Master’s approval, however, it’s easy to “re-skin” an 
  existing familiar stat block to create the exact familiar 
  you want. 
  The easiest way is to examine the Familiars and 
  Special Abilities table on page 10 and try to find the 
  animal most similar to the one in your imagination, 
  then use the source listed in the Statistics column to 
  find its full stat block. For many animals, you’ll be able 
  to simply use that stat block for your familiar, in the 
  same way that a parrot uses the same stats as a raven, 
  and change only the flavor and descriptions. This way, 
  you don’t have to worry about tweaking the creature’s 
  mechanics, and your GM can rest easy knowing that the 
  familiar is still balanced.
  Sometimes, however, you may want an animal 
  radically different from any on this list. In these cases, 
  your best bet is to flip through the various Pathfinder 
  RPG bestiaries until you find something similar to what 
  you’re looking for—preferably of a low Challenge Rating. 
  From there, you can change the skills and feats, add or 
  subtract attacks, and otherwise sculpt the creature until 
  it matches the picture in your imagination. Bear in mind 
  that monster design is a complicated process. You’ll 
  need to be familiar with the rules in the appendices of 
  the Pathfinder RPG Bestiary if you want your creature 
  to be balanced, and even if you do the math perfectly, 
  your GM may still decide the creature is too powerful. 
  After all, familiars are intended to be relatively weak, 
  and even a baby mastodon is going to be hard to reduce 
  to an appropriate CR without designing a totally new 
  monster, at which point you might as well just grab the 
  pig familiar stats and add fur. The young template is 
  also extremely useful in reducing creatures’ CRs. Once 
  you’ve got the stats worked out, use the examples above 
  to decide what ability your familiar grants its new 
  master. And don’t forget to get your GM’s approval!
  For example, let’s say you want to create a cardinal, 
  because you think he’d go well with your fire wizard who 
  only wears red. Since they’re both small birds, it’s easy 
  enough to take the raven stat block above and simply 
  remove the ability to talk. If you want a lobster, you can 
  use the king crab, perhaps reversing its land and swim 
  speeds to represent its quick movement underwater. A 
  rat makes a fine guinea pig, and a weasel makes a great 
  stoat or ermine. If you want to tinker further, remember 
  that the further you range from an existing stat block—
  especially if it’s to add extra attacks or otherwise improve 
  a creature—the more likely your GM is to reject it as 
  being unbalanced. The Pathfinder Roleplaying Game 
  tries to balance familiars so that none are obviously 
  better than the others; if yours is clearly better, it’s 
  probably too powerful, and perhaps better suited for the 
  animal companion class feature.
  SMALL AND VERMIN FAMILIARS
  Some of these familiars break some of the rules and assumptions of the familiars presented in the Pathfinder RPG Core Rulebook. Small 
  familiars threaten the areas around them just like other Small creatures do, and can be used to flank enemies, though both familiars and 
  their masters are often loath to use such tactics, as the result tends to be a dead familiar.
  Small familiars are also harder to keep on a master’s person than Tiny or smaller familiars. Often they require some form of magic item, 
  like a bag of holding, for such a feat to work.
  The process of making a vermin into a familiar grants it an Intelligence score and removes the mindless trait. Vermin familiars 
  communicate with their masters and other vermin of their kind (greensting scorpions with other scorpions, house centipedes with other 
  centipedes, and scarlet spiders with other spiders) by way of a strange combination of behaviors, slight changes in coloration, and even the 
  excretion of scents, subtle and otherwise. As with other types of familiars, other creatures cannot understand this communication without 
  magical aid.
  11
  
  In addition to the items found starting on page 81 of Pathfinder RPG Ultimate Equipment, the following pieces of equipment 
  are useful to characters that frequently deal with animals.
  ANIMAL EQUIPMENT
  animal gear
  The following gear is commonly used by animal trainers, 
  breeders, and adventurers who frequently find themselves 
  in the company of animals.
  Item 
  Price 
  Weight
  Aquatic pinger 
  6 gp 
  1/2 lb.
  Barding stitches 
  50 gp 
  1 lb.
  Beast-training kit 
  15 gp 
  26 lbs.
  Bird feed (per day) 
  5 cp 
  1/2 lb.
  Bird-training kit 
  17 gp 
  8 lbs.
  Carnivore feed (per day) 
  5 cp 
  5 lbs.
  Dandy brush 
  2 sp 
  2 lbs.
  Mastodon brush 
  20 gp 
  5 lbs.
  Poison caps 
  25 gp 
  1/2 lb.
  Training sleeve 
  100 gp 
  5 lbs.
  Whet bone 
  1 sp 
  2 lbs.
  This small chime is designed to be used in aquatic environs. After 
  submerging the pinger in water, the user can lower a miniature 
  mallet into the dry hollow of the chime from above and ring the 
  instrument with a successful DC 5 Perform (percussion) check. 
  An aquatic pinger can be heard clearly from up to a half-mile 
  away by underwater creatures (Perception DC 0). For each half-
  mile beyond, Perception checks to hear an aquatic pinger take 
  a −2 penalty.
  This thin, specially treated wire can be used to attach barding 
  to creatures whose body types cannot normally accommodate 
  armor, such as piscine, serpentine, and verminous animals 
  (see the inside front cover), by delicately and thoroughly  
  sewing the equipment directly to the creature’s flesh. Equipping 
  a creature with barding using barding stitches takes 10 times as 
  long as the figures shown on page 153 of the Pathfinder RPG 
  Core Rulebook, and a successful DC 25 Heal check is required 
  to attach or remove the stitches. The creature must be helpless 
  or willing to be equipped with barding stitches, and must have 
  at least a +1 natural armor bonus to AC. An armored creature 
  with barding stitches takes a −2 penalty on Strength- and 
  Dexterity-based skill checks (in addition to any penalties from 
  the barding itself), Fortitude and Reflex saves, and saves against 
  effects with the pain descriptor (these penalties stack). These 
  penalties persist for as long as the creature is equipped with 
  barding stitches.
  This kit includes a dandy brush, training harnessARG, training 
  whipARG, whet bone, and 2 days’ worth of carnivore feed. The 
  weight of this kit can be reduced by 10 pounds by forgoing the 
  carnivore feed.
  This mixture of seed and dead insects is suitable food for small 
  birds such as ravens, crows, and chickens. Birds of prey such as 
  falcons, hawks, and owls can also sustain themselves on bird feed, 
  though they typically require at least two servings per day. Larger 
  avian creatures such as axe beaks and griffons require larger 
  portions of meat, and cannot survive on bird feed alone.
  This kit includes a falconry gauntletUE, Tiny cageUE, training whipARG, 
  and 2 days’ worth of bird feed.
  Consisting of various kinds of raw meat that have been jerked, 
  smoked, or salted for preservation, a day’s worth of carnivore feed 
  is adequate food for any Small or Medium meat-eating animal 
  such as a tiger, bear, or dog. Larger carnivores might require up to 
  2 to 4 days’ worth of carnivore feed per day.
  This hard-bristled tool has a handle that slips over the wearer’s 
  hand, and is used by animal breeders, owners, and grooms to 
  brush the animals in their care, loosening dirt and detritus from 
  the creatures’ coats and stimulating the skin so it produces the 
  natural oils that keep them healthy and clean.
  Tribespeople in lands where megafauna and other large mammals 
  are an important source of food and transportation craft these 
  large, two-handed grooming tools to keep their enormous mounts 
  and pack animals healthy and clean.
  These small rubber cones attach to a creature’s fangs and allow it to 
  potentially poison those it bites. Poison caps must be filled with an 
  injury poison (see pages 557–560 of the Core Rulebook), and must 
  be attached to a creature’s teeth prior to use. A creature equipped 
  with poison caps deals bite damage as a creature one size smaller 
  than usual, but the next time the creature makes a successful bite 
  AQUATIC PINGER
  PRICE 6 GP
  WEIGHT 1/2 lb.
  BARDING STITCHES
  PRICE 50 GP
  WEIGHT 1 lb.
  BEAST-TRAINING KIT
  PRICE 15 GP
  WEIGHT 26 lbs.
  BIRD FEED (PER DAY)
  PRICE 5 CP
  WEIGHT 1/2 lb.
  BIRD-TRAINING KIT
  PRICE 17 GP
  WEIGHT 8 lbs.
  CARNIVORE FEED (PER DAY)
  PRICE 5 CP
  WEIGHT 5 lbs.
  DANDY BRUSH
  PRICE 2 SP
  WEIGHT 2 lbs.
  MASTODON BRUSH
  PRICE 20 GP
  WEIGHT 5 lbs.
  POISON CAPS
  PRICE 25 GP
  WEIGHT 1/2 lb.
  12
  
  attack, it also injects the poison from the caps into its target. The 
  price and weight listed above are for a pair of poison caps; both must 
  be used simultaneously in order to be effective. A pair of poison 
  caps can only be used once; they are effectively destroyed after a 
  successful bite attack. The cost of the poison is not included in the 
  cost of the poison caps.
  This thick, heavily padded sleeve fits over the wearer’s arm and 
  serves as a target for animals being trained to attack. When used 
  in conjunction with the Handle Animal skill to train an animal for 
  a general purpose, this item grants the user a +5 competence 
  bonus on her Handle Animal check to successfully combat train 
  an animal.
  This hardened mixture of animal marrow and minerals is shaped 
  into a long bone. When chewed upon by a creature for no fewer 
  than 15 minutes, a whet bone grants the creature a +1 bonus on 
  its next damage roll the first time it hits with a bite attack. This 
  only works on nonmagical bite attacks.
  sPeCial suBstanCes and items
  Any of these substances can be made by a character with 
  the Craft (alchemy) skill.
  Item 
  Price 
  Weight 
  Craft DC
  Deodorizing agent (vial) 
  30 gp 
  — 
  25
  Fury drops 
  50 gp 
  — 
  25
  Noxious aromatic (flask) 
  15 gp 
  1 lb. 
  20
  Coating a creature in a vial of this milky, odorless substance takes 
  1 minute and renders it scentless for 1d3 hours. Creatures that 
  rely on scent for locating creatures do not gain the benefit of this 
  ability against a creature affected by a dose of deodorizing agent.
  Anointing a creature’s eyes with a dose of fury drops causes it 
  to immediately fly into a rage for 1d6 rounds, granting it a +2 
  alchemical bonus to Strength and Constitution, a +1 alchemical 
  bonus on Will saves, and a −2 penalty to AC. The effect is otherwise 
  identical to a barbarian’s rage, and creatures are fatigued at the 
  end of the rage. Only creatures with an Intelligence score of 1 or 
  2 can be affected by fury drops.
  This glass container of foul-smelling oil shatters easily upon 
  impact. You can throw a vial of noxious aromatic as a splash 
  weapon with a range increment of 10 feet. If a creature with the 
  scent sense is standing in the square of impact, it must succeed 
  at a DC 14 Fortitude save or be nauseated for 1d4+1 rounds. Any 
  creature with scent in an adjacent square must succeed at a DC 12 
  Fortitude save or be sickened for 1 round. Creatures without the 
  scent ability are not affected by noxious aromatic.
  DEODORIZING AGENT
  PRICE 30 GP
  WEIGHT —
  FURY DROPS
  PRICE 50 GP
  WEIGHT —
  NOXIOUS AROMATIC
  PRICE 15 GP
  WEIGHT 1 lb.
  TRAINING SLEEVE
  PRICE 100 GP
  WEIGHT 5 lbs.
  WHET BONE
  PRICE 1 SP
  WEIGHT 2 lbs.
  13
  
  A number of classes can gain animal companions or familiars, but what about characters who don’t have access to these 
  boons or simply want to purchase an animal as a pet, steed, or cohort? The following tables present prices for characters 
  who want to purchase various kinds of animals not tied to a class feature or special ability. These entries complement 
  those found on pages 80–86 of Pathfinder RPG Ultimate Equipment. The prices given assume that the animal is being 
  bought in or near its native habitat, and prices (especially for rarer creatures such as dinosaurs or dire animals) and 
  availability might change significantly at the GM’s discretion.
  PURCHASING ANIMALS
  The entries on the following tables represent the prices for 
  animals as they are presented in their full stat blocks, not 
  in the animal companion stat blocks for those animals 
  that have animal companion options.
  riding animals
  When reared from birth, the following animals can easily 
  be ridden by Small or Medium humanoids, depending 
  on the riding animal’s size. In addition, most of these 
  animals can be purchased already trained for combat.
   
   
  Price 
   
  Animal 
  Price 
  (Combat-Trained) Source
  Aurochs 
  300 gp 
  450 gp 
  Bestiary 174
  Bison 
  50 gp 
  75 gp 
  Bestiary 174
  Boar 
  100 gp 
  150 gp 
  Bestiary 36
  Elk 
  100 gp 
  150 gp 
  Bestiary 3 147
  Giant chameleon 
  225 gp 
  350 gp 
  Bestiary 3 186
  Giant frilled lizard 
  375 gp 
  550 gp 
  Bestiary 194
  Giant gecko 
  100 gp 
  150 gp 
  Bestiary 3 186
  Giant owl 
  6,000 gp 
  9,000 gp 
  Bestiary 3 213
  Giant vulture 
  750 gp 
  1,125 gp 
  Bestiary 3 284
  Goblin dog 
  35 gp 
  50 gp 
  Bestiary 157
  Lion 
  200 gp 
  300 gp 
  Bestiary 193
  Ram 
  25 gp 
  50 gp 
  Bestiary 2 154
  Rhinoceros 
  1,000 gp 
  1,500 gp 
  Bestiary 235
  Roc 
  7,200 gp 
  10,800 gp 
  Bestiary 236
  Tiger 
  325 gp 
  500 gp 
  Bestiary 265
  Woolly rhinoceros 
  2,000 gp 
  3,000 gp 
  Bestiary 235
  dinosaurs and megaFauna
  The following animals are classified as either dinosaurs 
  or megafauna, and garner a significantly higher price than 
  most animals on the open market. The prices listed are 
  for dinosaurs and megafauna that have been reared from 
  birth in order to serve as pets or mounts. Combat-trained 
  dinosaurs and megafauna are incredibly rare and have 
  similarly extravagant costs (if one can even find a seller). 
  Though not normally readily available, combat-trained 
  dinosaurs and megafauna typically cost an amount equal 
  to 1-1/2 × the price of the standard animal.
  Animal 
  Price 
  Source
  Allosaurus 
  3,850 gp 
  Bestiary 2 90
  Ankylosaurus 
  3,000 gp 
  Bestiary 83
  Archelon 
  1,750 gp 
  Bestiary 3 192
  Arsinoitherium 
  3,150 gp 
  Bestiary 2 186
  Baluchitherium 
  4,800 gp 
  Bestiary 3 192
  Basilosaurus 
  10,200 gp 
  Bestiary 3 193
  Brachiosaurus 
  9,000 gp 
  Bestiary 83
  Compsognathus 
  25 gp 
  Bestiary 2 90
  Deinonychus 
  600 gp 
  Bestiary 84
  Dimetrodon 
  600 gp 
  Bestiary 3 78
  Elasmosaurus 
  3,500 gp 
  Bestiary 84
  Glyptodon 
  2,700 gp 
  Bestiary 2 186
  Iguanodon 
  2,700 gp 
  Bestiary 3 78
  Megalania 
  3,500 gp 
  Bestiary 3 193
  Megaloceros 
  800 gp 
  Bestiary 2 187
  Megatherium 
  1,750 gp 
  Bestiary 2 187
  Pachycephalosaurus 
  1,000 gp 
  Bestiary 3 79
  Parasaurolophus 
  1,200 gp 
  Bestiary 2 91
  Pteranodon 
  750 gp 
  Bestiary 85
  Spinosaurus 
  11,000 gp 
  Bestiary 3 79
  Stegosaurus 
  4,200 gp 
  Bestiary 85
  Triceratops 
  5,600 gp 
  Bestiary 86
  Tylosaurus 
  4,000 gp 
  Bestiary 2 91
  Tyrannosaurus 
  8,100 gp 
  Bestiary 86
  aquatiC animals
  Many of the following aquatic animals can be bought at 
  seaside markets or from fisherfolk merchants out at sea. 
  Pirates often make use of sharks, eels, and other nasty 
  sea denizens when interrogating captured prisoners, 
  searching for underwater traps, or retrieving sunken 
  treasure. Some of the larger or rarer creatures, such 
  as whales, are obviously much more difficult to find 
  on the open market, and may only be available in seedy 
  underground bazaars. Most aquatic animals can be trained 
  as normal, though they are rarely sold already trained.
  Animal 
  Price 
  Source
  Blue whale 
  12,500 gp 
  Pathfinder #59 86
  Crimson whale 
  8,000 gp 
  Pathfinder #59 87
  Crocodile 
  55 gp 
  Bestiary 51
  Dolphin 
  105 gp 
  Bestiary 88
  Dwarf caiman 
  7 gp 
  Pathfinder #55 88
  Electric eel 
  125 gp 
  Bestiary 119
  Gar 
  90 gp 
  Bestiary 2 128
  Giant frog 
  75 gp 
  Bestiary 135
  Giant gar 
  1,200 gp 
  Bestiary 2 128
  Giant moray eel 
  1,000 gp 
  Bestiary 119
  Giant octopus 
  1,800 gp 
  Bestiary 219
  14
  
  Giant squid 
  2,500 gp 
  Bestiary 259
  Giant toad 
  150 gp 
  Bestiary 2 268
  Great white whale 
  12,600 gp 
  Bestiary 2 282
  Manta ray 
  25 gp 
  Bestiary 2 232
  Marine iguana 
  6 gp 
  Paizo blog
  Narwhal 
  350 gp 
  Pathfinder #59 87
  Orca 
  1,350 gp 
  Bestiary 88
  Sea krait 
  5 gp 
  Paizo blog
  Seal 
  45 gp 
  Pathfinder #55 89
  Shark 
  325 gp 
  Bestiary 247
  Squid 
  25 gp 
  Bestiary 259
  Stingray 
  18 gp 
  Bestiary 2 232
  Whale 
  10,000 gp 
  Bestiary 2 282
  dire animals
  These feral beasts are all but untamable, and are typically 
  only sought out by violent brawlers or cruel lords, either for 
  brutish protection or to pit against equally vicious creatures 
  in violent animal fights. At the GM’s discretion, PCs who 
  acquire dire animals may be required to attempt wild 
  empathy or Handle Animal checks every day to keep their 
  pets from running away or attacking them and their allies. 
  Dire animals are not generally suitable as mounts, though 
  the GM may make exceptions at her discretion.
  Animal 
  Price 
  Source
  Dire ape 
  450 gp 
  Bestiary 17
  Dire badger 
  125 gp 
  Bestiary 2 40
  Dire bat 
  220 gp 
  Bestiary 30
  Dire bear 
  1,750 gp 
  Bestiary 31
  Dire boar 
  370 gp 
  Bestiary 36
  Dire crocodile 
  2,700 gp 
  Bestiary 51
  Dire hyena 
  250 gp 
  Bestiary 179
  Dire lion 
  1,000 gp 
  Bestiary 193
  Dire shark 
  3,375 gp 
  Bestiary 247
  Dire tiger 
  1,055 gp 
  Bestiary 265
  Dire wolf 
  380 gp 
  Bestiary 278
  Dire wolverine 
  500 gp 
  Bestiary 279
  other animals
  The following reared animals don’t fit into one of the 
  aforementioned categories, but can still be purchased by 
  sellers who have access to them. Some may be purchased 
  already combat-trained at the GM’s discretion, and 
  typically cost an amount equal to 1-1/2 × the price of the 
  standard animal.
  Animal 
  Price 
  Source
  Antelope 
  45 gp 
  Bestiary 3 147
  Baboon 
  15 gp 
  Bestiary 2 212
  Behemoth hippopotamus 
  7,900 gp 
  Bestiary 2 157
  Cheetah 
  160 gp 
  Bestiary 70
  Constrictor snake 
  90 gp 
  Bestiary 255
  Dodo 
  5 gp 
  Pathfinder #55 88
  Eagle 
  40 gp 
  Bestiary 118
  Emperor cobra 
  1,600 gp 
  Bestiary 2 252
  Giant anaconda 
  6,300 gp 
  Bestiary 2 252
  Giant porcupine 
  135 gp 
  Bestiary 3 222
  Giant skunk 
  190 gp 
  Bestiary 3 247
  Giant snapping turtle 
  5,200 gp 
  Bestiary 2 273
  Gorilla 
  175 gp 
  Bestiary 17
  Great horned owl 
  22 gp 
  Bestiary 3 213
  Grizzly bear 
  740 gp 
  Bestiary 31
  Hippopotamus 
  1,050 gp 
  Bestiary 2 157
  Hyena 
  80 gp 
  Bestiary 179
  Kangaroo 
  30 gp 
  Bestiary 3 191
  Leopard 
  100 gp 
  Bestiary 40
  Mongoose 
  4 gp 
  Paizo blog
  Monitor lizard 
  150 gp 
  Bestiary 194
  Osprey 
  45 gp 
  Paizo blog
  Poison frog 
  60 gp 
  Bestiary 135
  Porcupine 
  5 gp 
  Bestiary 3 222
  Snail kite 
  18 gp 
  Paizo blog
  Snapping turtle 
  5 gp 
  Bestiary 2 273
  Thylacine 
  18 gp 
  Bestiary 3 191
  Toucan 
  40 gp 
  Paizo blog
  Vulture 
  30 gp 
  Bestiary 3 284
  Wolf 
  100 gp 
  Bestiary 278
  Wolverine 
  125 gp 
  Bestiary 279
  PURCHASING ANIMALS 
  ON GOLARION
  While slavery is frowned upon in many civilized areas of the 
  world, few nations of the Inner Sea have qualms with the 
  purchase, acquisition, and marketing of nonintelligent beasts 
  such as animals. Most common people use animals as work-
  beasts to pull their plows and draft animals to perform menial 
  labor that requires heavy lifting. More privileged peoples 
  appreciate animals as status symbols, and members of royalty 
  in Cheliax, Taldor, and beyond can often be seen sporting lap 
  dogs or rare avian specimens as signs of their high station.
  Despite animals’ common mundane applications, creative 
  thinkers can devise any number of uses for their purchased 
  pets, and adventurers are infamous for this sort of ingenuity. 
  A pack of lions makes for a fierce set of guardians, while a 
  disciplined squirrel might be able to cause all sorts of mischief 
  on behalf of a rogue who spends time training the rodent. In 
  Irrisen, where ravens are popular familiars among the ruling 
  White Witches, a clever adventurer might use one of these birds 
  to pose as a servant and thereby intimidate locals. Several 
  tribes in the Mwangi Expanse have been known to befriend 
  native gorillas and monkeys, which can prove to be invaluable 
  aid in the fight to survive the dire elements of the rainforest.
  Some groups on Golarion, however, hold the buying, 
  selling, and ownership of animals in less esteem. Druidic 
  circles often aim to protect local animal populations from 
  exploitation, especially if captured animals are being 
  mistreated or used for such nefarious acts as dog fighting. 
  Many Andoren freedom fighters and members of the 
  abolitionist Bellflower Network view awakened animals as 
  equally deserving of liberty, and go to great lengths to free 
  imprisoned or captured intelligent animals.
  15
  
  ANIMALS OF THE INNER SEA
  The following are but a few of the unique animals endemic to the 
  Inner Sea region. In addition to a short description of the animal, 
  each entry details suitable statistics for the creature, as well as exactly 
  where in the Inner Sea it resides.
  Razorcrow
  Axe Beak
  Ether Frog
  The unusually large razorcrow earns its 
  name from its curved beak, which sports 
  numerous jagged edges that make it easy 
  for the bird to rip into carrion and animal 
  hides its smaller cousins could only peck at. Many 
  peoples consider a murder of razorcrows a dire omen, and 
  herders take the appearance of these birds as a sign that 
  famine or disease is imminent among their cattle.
  A razorcrow uses the same statistics as a raven (Pathfinder 
  RPG Bestiary 133), except its bite attack deals 1d4 points of 
  damage and its Strength score is 6.
  SOUTHERN AVISTAN, INCLUDING 
  CHELIAX, THE MENADOR 
  MOUNTAINS, AND ISGER
  The enigmatic ether frog is a strange amphibian 
  native to the Vaults of Orv in the Darklands. Its 
  bulbous body and alien physiology are perfectly 
  suited for these inky depths; it even possesses 
  a unique set of sensory organs designed for 
  exactly this environment. Each ether frog 
  has a singular oculus inside its translucent 
  back that allows it to see through the darkness that 
  permeates its subterranean habitat.
  An ether frog uses the same statistics as a toad 
  (Bestiary 133), but has darkvision to a range of 60 feet 
  rather than low-light vision, and is poisonous when 
  eaten (Fortitude DC 14, initial and secondary 
  damage 1d4 Dexterity).
  DARKLANDS, INCLUDING 
  ORV, SEKAMINA, AND 
  SOMETIMES NAR-VOTH
  Enormous birds that vaguely resemble a cross between a parrot and 
  an ostrich, axe beaks are known for their aggressive and territorial 
  demeanor. Though wild axe beaks rarely brook intruders into their 
  hunting grounds, domesticated varieties are relatively common, 
  and many wealthy nobles and ostentatious 
  warriors ride these birds as mounts. Axe 
  beak eggs command a high price in the 
  markets that sell them.
  Statistics for the axe beak appear on 
  page 29 of Pathfinder RPG Bestiary 3.
  GRASSLANDS AND HILLS OF 
  GARUND, AS WELL AS ABSALOM 
  AND TIAN XIA
  16
  
  Dimorphodon
  Firefoot Fennec
  Jigsaw Shark
  This species of pterosaur lives in tropical 
  environs, and is commonly found alongside 
  dinosaurs. Despite this, dimorphodons, like the 
  rest of their kind, are not true dinosaurs—though 
  this distinction is meaningless to most since the 
  enormous flying reptiles are just as ravenous and 
  dangerous as their terrestrial cousins, and inject 
  a unique poison deadly to other creatures. 
  Dimorphodons are often called fangbirds 
  or vampire lizards by superstitious locals, 
  and they are sometimes trained to serve 
  as bestial companions by those who have 
  a way with animals.
  Statistics for the dimorphodon appear on 
  pages 82 and 83 of Pathfinder Adventure Path #37.
  WESTERN GARUND, INCLUDING 
  MEDIOGALTI ISLAND, SARGAVA, THE 
  SHACKLES, AND THE SODDEN LANDS
  The firefoot fennec is a colorful vulpine related to the common 
  fox, but is distinct both for its miniature stature and unique 
  coloration, namely the crimson patterns that decorate its paws. 
  Relatively little is known about these elusive creatures, though 
  many Andoren and Isgeri researchers speculate that the 
  creatures may not be native to Avistan, and are more likely to 
  hail from northern Garund, judging by their sandy fur and 
  adaptive physiology. Because of firefoot fennecs’ ability to 
  survive in numerous types of environments—as well as their 
  cultural status as symbols of good luck—many people from all over the 
  Inner Sea seek to obtain them as pets or companions. The foxes’ flighty 
  demeanor and scarcity mean that most would-be owners must make do 
  with more traditional breeds of vulpine friends.
  A firefoot fennec uses the same statistics as a dog (Bestiary 87) with 
  the young simple template.
  NORTHERN ANDORAN, 
  SOUTHERN ISGER, AND 
  NORTHEASTERN CHELIAX
  The fierce predator 
  known as the jigsaw 
  shark is a common fish 
  found throughout the Arcadian 
  Ocean and along the coast of western 
  Avistan and northwestern Garund. While 
  most varieties of sharks found in Golarion’s’ 
  oceans are predatory but not particularly aggressive, 
  jigsaw sharks have an unusually ravenous demeanor 
  and violent temperament. These sharks have even been 
  known to leap from the water to attack creatures on docks 
  or on land after driving local fish 
  populations away from a location.
  A jigsaw shark uses the same statistics as a shark 
  (Bestiary 247) with the young simple template.
  ARCADIAN OCEAN  
  AND COASTLINES OF  
  WESTERN AVISTAN
  17
  
  This section presents new feats for animal companions and familiars, as well as for PCs that make use of these animals. 
  Some feats might be available to other creatures that meet the prerequisites. Feats that are meant for familiars can be 
  switched out for a familiar’s default feats (as listed in the familiar’s statistics) if the familiar meets the prerequisites. Such 
  feat replacements must be made when the PC first acquires a new familiar, and—like all new feats from supplemental 
  sources—the new feats should be approved by the GM before being integrated into play.
  ANIMAL FEATS
  Boon ComPanion
  Your bond with your animal companion or familiar is 
  unusually close.
  Prerequisite: Animal companion or familiar class feature.
  Benefit: The abilities of your animal companion or 
  familiar are calculated as though your class were 4 levels 
  higher, to a maximum effective druid level equal to 
  your character level. If you have more than one animal 
  companion or familiar, choose one to receive this benefit. 
  If you lose or dismiss an animal companion or familiar 
  that has received this benefit, you may apply this feat to 
  the replacement creature.
  Special: You may select this feat more than once. The 
  effects do not stack. Each time you take the feat, it applies 
  to a different animal companion or familiar.
  CritiCal Conduit
  You are deadly when delivering your master’s magic.
  Prerequisites: Deliver touch spells ability, familiar.
  Benefit: When delivering a touch spell for your master, 
  the critical threat range of your touch attack is doubled. 
  This feat does not stack with Improved Critical or other 
  effects that increase critical threat range.
  extra item slot
  You are able to wear magic items more easily than other 
  creatures of your kind.
  Prerequisite: Non-humanoid body shape.
  Benefit: Choose one magic item slot not normally 
  available to creatures with your shape. You can now use 
  magic items in that slot.
  Familiar FoCus
  You are closely connected to your master’s powers. 
  Prerequisite: Familiar.
  Benefit: Whenever your master targets you with a 
  harmless spell or spell-like ability, your master’s effective 
  caster level for the effect is increased by 1.
  Familiar sPell (metamagiC)
  You can imbue your familiar with a spell.
  Prerequisite: Spellcaster with familiar class feature.
  Benefit: You can transfer a prepared spell to your 
  familiar, allowing the familiar to cast that spell at a 
  later time. Variables that rely on caster level function 
  according to your caster level, not your familiar’s Hit 
  Dice, though your familiar’s Intelligence may influence 
  how precisely it can follow your instructions on how to 
  use these spells.
  Your familiar must be able to speak to cast spells with 
  a verbal component (the ability to speak with its master 
  or creatures of its kind is insufficient). Your familiar 
  must be carrying any material or focus components 
  necessary, unless the materials cost less than 1 gp and 
  the spell is prepared with Eschew Materials. Attack rolls 
  use your familiar’s ability scores. A familiar spell counts 
  against the number of spells you may prepare for as long 
  as your familiar retains the spell. Once your familiar 
  casts a retained spell, you can prepare a new spell in that 
  slot the next time you prepare spells.
  A familiar spell uses up a spell slot 3 levels higher than 
  the spell’s actual level. Your familiar can store a number 
  of spell levels (including this modifier) equal to your 
  caster level, but no spell’s adjusted level can exceed half 
  your caster level.
  Special: If you are a spontaneous caster, you must 
  select a specific spell with which to imbue your familiar; 
  you cannot imbue your familiar with an open spell slot.
  JumPer
  You are a natural leaper. 
  Prerequisites: Acrobatics 1 rank, creature type other 
  than humanoid or outsider.
  Benefit: You always count as having a running start 
  when making jump checks using Acrobatics. Acrobatics 
  becomes a class skill for you.
  lithe attaCker
  Your unmatched grace allows you to strike even from the 
  tightest crevices.
  Prerequisites: Narrow Frame, Escape Artist 5 ranks, 
  animal or magical beast.
  Benefit: You can attack from nooks and crannies, even 
  while using Escape Artist to squeeze through or into a 
  narrow space less than half as wide as your normal space, 
  and you do not lose your Dexterity bonus to AC while 
  using Escape Artist to squeeze through or into a narrow 
  space. You still take a –4 penalty to AC while using Escape 
  Artist in this way.
  master oF Your kind
  When you speak to other animals of your kind, you can 
  influence them to act according to your wishes and those 
  of your master.
  18
  
  Prerequisites: Familiar, speak with animals of its 
  kind ability.
  Benefit: Your master gains a +2 bonus on Handle Animal 
  checks with animals of your kind. In addition, once per 
  day you can use animal messenger, animal trance, or charm 
  animal as a spell-like ability, using your master’s caster 
  level but your own Charisma modifier. These abilities 
  affect only animals of your kind, and you gain only one 
  use of this ability per day (not one of each ability); however, 
  you can gain one additional use of any one of these three 
  abilities by having your master sacrifice a prepared spell or  
  spell slot of the same level or higher as a standard action.
  narrow Frame
  Your excellent coordination allows you to maneuver 
  better in close quarters.
  Prerequisites: Escape Artist 1 rank, animal or magical beast.
  Benefit: You do not take penalties on your attack rolls 
  or to your AC for squeezing through a narrow space that 
  is at least half as wide as your normal space, though each 
  move into or through a narrow space still counts as if it 
  were 2 squares.
  Normal: You take a –4 penalty on attack rolls and a  
  –4 penalty to AC while squeezing.
  sPell sPonge
  Your mystical connection with your spellcasting master 
  attunes you to helpful magical effects. 
  Prerequisites: Animal companion or 
  familiar, share spells ability.
  Benefit: Whenever your master targets 
  you with a harmless spell with a 
  target of “you,” the spell’s duration is 
  doubled as if modified by the Extend 
  Spell metamagic feat. This does not 
  affect spells with a duration of 
  concentration, 
  instantaneous, 
  or permanent, or spells already 
  modified by Extend Spell.
  staBle galloP
  You run with a smooth and 
  steady gait.
  Prerequisite: Animal or magical beast.
  Benefit: Your AC penalty when charging 
  is halved. The penalties on ranged attacks 
  made by your rider are reduced by 1 when you take 
  a double move and by 2 when you run (minimum 
  penalty of 0). Your rider gains a +4 bonus on 
  concentration checks caused by your motion.
  sure-Footed
  Your footing is secure in unstable terrain.
  Prerequisite: Quadruped animal or magical beast.
  Benefit: You gain a +2 bonus on Acrobatics checks 
  to keep your balance and Reflex saves to avoid falling. 
  You can move at a normal speed on steep slopes and 
  stairs and do not risk falling when running or charging 
  downhill.
  Normal: Moving uphill costs 2 squares of movement 
  to enter each square of steep slope. Running or charging 
  downhill requires a successful DC 10 Acrobatics check 
  (or DC 10 Ride check for mounted characters) or you risk 
  falling (Pathfinder RPG Core Rulebook 428).
  valiant steed
  Your courage is unnaturally strong.
  Prerequisite: Animal or magical beast.
  Benefit: You gain a +4 morale bonus on saves against 
  fear and emotion effects. If you can serve as a mount, your 
  rider gains a +4 morale bonus on Handle Animal, Ride, 
  and wild empathy checks to force you within range of a 
  creature with the unnatural aura universal monster rule. 
  In addition, the DC to push you with the Handle Animal 
  skill does not increase if you are wounded or have taken 
  any nonlethal damage or ability score damage.
  Normal: The DC to push an animal increases by 2 if the 
  animal is wounded or has taken any nonlethal damage or 
  ability score damage.
  19
  
  This section introduces animal archetypes, which modify animal companions’ and familiars’ 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 or familiars 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 or familiar as a class feature.
  ANIMAL ARCHETYPES
  BodYguard (ComPanion arChetYPe)
  Some companions live lives of faithful devotion and 
  steady vigilance, standing watch through long hours and 
  always ready to leap into action to protect their master.
  Animal Feats: In addition to the standard animal 
  companion feats, a bodyguard may select BodyguardAPG, 
  Combat PatrolAPG, Heroic DefianceAPG, Heroic RecoveryAPG, 
  and In Harm’s WayAPG.
  Shared Vigilance (Ex): A bodyguard and its master both 
  gain Alertness as a bonus feat whenever they are adjacent. 
  This ability replaces share spells.
  Tenacious Guardian (Ex): At 3rd level, a bodyguard 
  can always act in a surprise round (though it remains 
  flat-footed until it acts). As long as its master is adjacent, 
  a bodyguard remains conscious (though it becomes 
  staggered) when its hit points fall below 0. While below 0 
  hit points, the bodyguard loses 1 hit point per round but 
  gains a +2 morale bonus on attack rolls, saving throws, and 
  skill checks, dying only if its hit points reach a negative 
  total equal to its Constitution score plus its master’s class 
  level. This ability replaces evasion.
  Uncanny Dodge (Ex): At 9th level, a bodyguard gains 
  uncanny dodge, as the rogue class feature of the same 
  name. This ability replaces Multiattack.
  Greater Tenacity (Ex): At 15th level, a bodyguard with 
  fewer than 0 hit points gains a +4 morale bonus on attack 
  rolls, saving throws, and skill checks; immunity to fear 
  effects; and temporary hit points equal to its master’s class 
  level (maximum 20). It dies only if its hit points reach a 
  negative total equal to twice its Constitution score + its 
  master’s class level. This ability replaces improved evasion.
  Charger (ComPanion arChetYPe)
  The mighty charger is a boon to heavily armored and 
  armed champions, bearing them and their ironmongery 
  into battle without hesitation.
  Animal Feats: In addition to the standard animal 
  companion feats, a charger may select Charge ThroughAPG, 
  Greater Overrun, Improved Great Fortitude, and Improved 
  Iron Will.
  Animal Skills: Chargers treat Intimidate as a class skill.
  Mounted Challenge (Ex): When ridden by a cavalier, 
  chargers gain half of the bonuses and penalties granted 
  by the cavalier’s challenge class feature. This ability 
  replaces share spells.
  Barding Training (Ex): At 3rd level, a charger’s armor 
  check penalty for wearing barding or for carrying a 
  medium load is reduced by 1 and the maximum Dexterity 
  bonus for its armor and load increases by 1. Reduce the 
  armor check and medium load penalties by an additional 
  1 for every 6 levels after 3rd; increase the maximum 
  Dexterity bonus for the charger’s armor by an additional 
  1 for every 6 levels after 3rd. In addition, the charger’s 
  speed does not decrease when wearing medium armor or 
  carrying a medium load. At 9th level, a charger can move 
  at normal speed in heavy armor or while carrying a heavy 
  load. This ability replaces evasion and Multiattack.
  Indefatigable (Ex): At 6th level, a charger becomes 
  immune to fatigue. This ability replaces devotion.
  Stalwart Steed (Ex): At 15th level, the charger gains the 
  ability to withstand great punishment and stress. Whenever 
  the charger succeeds at a Fortitude or Will save that would 
  normally result in a reduced or partial effect, the charger 
  is unaffected. This ability replaces improved evasion.
  inFiltrator (Familiar arChetYPe)
  Familiars can serve as excellent spies, and infiltrators are 
  the very best of their kind at this subtle art. 
  Class Skills: Bluff and Disguise become class skills for 
  an infiltrator.
  Alertness: An infiltrator gains Alertness as a bonus 
  feat, rather than providing it to its master. 
  Share Spells: An infiltrator may only share divination 
  spells that have a target of “You” with this ability.
  Uncanny Stealth (Ex): An infiltrator gains uncanny 
  dodge and improved uncanny dodge, treating its master’s 
  level as its effective rogue level. This ability replaces 
  improved evasion.
  Scry on Familiar (Sp): An infiltrator gains this ability at 
  7th level, and its master may divide the duration of scrying 
  into 1-minute increments, up to 1 minute per level per day. 
  This ability replaces speak with animals of its kind.
  Telepathic Bond (Sp): At 9th level, an infiltrator gains a 
  permanent telepathic bond with its master.
  Spell Resistance (Su): An infiltrator’s spell resistance 
  applies only against divinations and mind-affecting effects.
  PilFerer (Familiar arChetYPe)
  Some familiars are stealthy pilferers who perform tricks 
  of thievery or simple spying on their master’s behalf. 
  Class Skills: A pilferer treats Disable Device, Escape 
  Artist, and Sleight of Hand as class skills.
  Improved Steal: A pilferer gains Improved StealAPG as a 
  bonus feat. This ability replaces Alertness.
  20
  
  Nondetection (Sp): A pilferer is under the constant 
  effect of nondetection with a caster level equal to its master’s 
  class level. The DC of the caster level check to penetrate 
  the nondetection effect is equal to 15 + the master’s caster 
  level. This ability replaces improved evasion.
  Sneak: At 3rd level, a pilferer gains a competence bonus 
  equal to 1/2 its master’s class level on Sleight of Hand and 
  Stealth checks. This ability replaces deliver touch spells.
  Greater Steal: At 9th level, a pilferer gains Greater 
  StealAPG as a bonus feat. This ability replaces speak with 
  animals of its kind.
  raCer (ComPanion arChetYPe)
  Some companions have uncanny speed, providing their 
  masters with swift transport.
  Animal Feats: In addition to the standard animal 
  companion feats, a racer may select Acrobatic Steps, 
  Charge ThroughAPG, Improved Lightning Reflexes, 
  Lightning Stance, Nimble Moves, and Wind Stance.
  Fast Movement (Ex): A racer’s speed is 10 feet greater 
  than typical animals of its kind when wearing no armor 
  and carrying a light load. This ability replaces share spells.
  Sprint (Ex): At 6th level, once per hour a racer can move 
  at 10 times its normal speed when it makes a charge or 
  uses the run action. This ability replaces devotion.
  totem guide  
  (ComPanion arChetYPe)
  Totem guides embody the wisdom and spirituality of 
  the natural world, providing guidance as well as aid in 
  combat. Once a totem guide is chosen, a character may 
  replace the companion if it is slain but may not choose a 
  different kind of totem guide. 
  Spiritual Guidance (Sp): At 3rd level, a totem guide 
  can use guidance as a spell-like 
  ability at will as a full-round action, 
  targeting itself or its master. In 
  addition, a totem guide’s master can 
  spontaneously cast the following 
  spells while adjacent to the totem 
  guide by sacrificing a spell slot of 
  equal or higher level: detect animals 
  or plants (1st), augury (2nd), helping hand 
  (3rd), divination (4th), commune with 
  nature (5th), and find the path (6th). The 
  totem guide serves as a divine focus 
  for these spells, but costly material 
  components must still be provided. This 
  ability replaces evasion.
  Beast Speech (Ex): At 6th level, a totem guide 
  can speak with its master as though the two shared a 
  common language, and it can speak with other animals 
  of its species (or, at the GM’s discretion, other creatures 
  with similar types). This ability replaces devotion.
  Eldritch Claws: At 9th level, a totem guide gains Eldritch 
  ClawsAPG as a bonus feat. This ability replaces Multiattack.
  Ghost Guardian (Ex): At 15th level, a totem guide’s 
  natural weapons deal full damage to incorporeal creatures 
  and its natural armor bonus applies against incorporeal 
  touch attacks. A totem guide can never be raised or 
  animated as an undead creature. This ability replaces 
  improved evasion.
  valet (Familiar arChetYPe)
  A valet is a consummate personal servant, able to fetch, 
  deliver, and perform for its master’s every need. 
  Class Skills: A valet treats Craft, Perform, and Profession 
  as class skills.
  Able Assistant (Ex): A valet’s master treats the valet as if 
  it possessed the Cooperative CraftingAPG feat and shared 
  all Craft skills and item creation feats he possesses. This 
  ability replaces Alertness.
  Prestidigitation (Sp): A valet can use prestidigitation 
  once per hour.
  Teammate (Ex): A valet is considered to have all the 
  teamwork feats its master has. 
  Deliver Touch Spells (Su): At 3rd level, when delivering 
  a harmless touch spell to a willing creature, a valet can 
  move before and after delivering the spell, as long as its 
  total movement does not exceed its speed. This ability 
  modifies deliver touch spells.
  Deliver Aid (Ex): At 7th level, a valet can move before 
  and after using the aid another action, as long as its total 
  movement does not exceed its speed. This ability replaces 
  speak with animals of its kind.
  Aide to All (Ex): At 13th level, a valet can choose to use 
  the aid another action as a full-round action, granting 
  up to three adjacent creatures bonuses from this action. 
  Each bonus may be either for the same action or check or 
  for different actions or checks. This ability replaces 
  scry on familiar.
  21
  
  One of the surest ways to complicate the relationship between an adventurer and her animal companion is to cast 
  awaken on the beast. The moment the spell takes effect, an animal companion ceases to be a class feature, and instead 
  becomes a person—an NPC whose Intelligence has increased by 3d6 (potentially making it as smart as or smarter than 
  the caster), and who has an increased Charisma score and knows at least one spoken language. 
  INTELLIGENT ANIMALS
  An adventurer considering awakening his animal 
  companion should keep in mind the awaken spell’s 
  potential drawbacks. Most pointedly, awakened animals 
  can no longer serve as companions, and the character must 
  follow the rules for Leadership if he wishes to take the 
  animal as an official cohort. Further, an intelligent animal 
  can be difficult to manage. After awakening, animals are 
  predisposed to be friendly toward whoever cast the spell—
  in this case, presumably their masters. Yet if an animal was 
  mistreated during its time as a companion, or is treated 
  poorly after its awakening, that friendliness is mixed 
  with a sense of confusion that can last anywhere from a 
  few moments to a few hours as the animal reconciles the 
  abuse with the great gift it’s been given. Since awaken is 
  not a charm or mind-control spell, there’s nothing to 
  prevent awakened animals from resenting mistreatment 
  in the same way a normal person of their intelligence level 
  would, and they’re no more inclined to be automatically 
  servile than anyone else. More than one careless druid has 
  found her awakened animal companion refusing to follow 
  instructions, leaving to pursue its own goals, or even 
  seeking vengeance for its former “enslavement.”
  On the flip side, there are many advantages to awakening 
  an animal companion. If treated well, an awakened animal 
  may become a valuable member of an adventuring party, 
  adding new perspective to problems and fighting alongside 
  its friends. Awakened animals can also make stealthy and 
  reliable snoops (for who guards her words in front of a 
  dog?), teach adventurers about their native environments, 
  act as guides, and provide a valuable surprise weapon 
  against enemies who think them mere brutes. Druids, 
  in particular, may find awakening animal companions 
  appealing—either because they wish to become true 
  friends with their companions, or because they would 
  value the animals’ skills as allies. A devious druid, upon 
  witnessing an enemy mistreating its companion, may 
  even cast awaken in secret upon the beast, trusting that 
  its natural instincts will make it turn on its oppressor. 
  so You’ve awakened Your animal
  Although the personalities of awakened animals are as 
  varied as those of adventurers, augmented animals often 
  exhibit traits hearkening back to their species. Similarly, 
  certain types of animals may favor specific classes, battle 
  tactics, or even weapons. The following are examples of 
  some broad animal groups’ commonalities.
  Avians: Raptors such as eagles, hawks, and owls—as well 
  as more bizarre fliers—tend to develop aloof, detached 
  personalities, while smaller individuals are often more 
  social and high-strung. Awakened avian animals keenly 
  observe the world around them—often understanding it 
  much better than their demure natures might imply—
  and are adept at inferring others’ desires, motives, 
  and intentions. These intelligent flyers are shrewdly 
  calculating and opportunistic, especially when it comes 
  to ensuring their own survival. Awakened birds can often 
  be found high above a fracas, coldly deciding on the best 
  course of action, and only entering a fray when it’s in their 
  best interest or that of their friends.
  In combat, avian animals enjoy taking opponents by 
  surprise, favoring training as rogues and ninjas, though 
  they may also enjoy a bard’s ability to soar above the fray 
  and inspire with their songs and majestic screeches. In 
  these capacities, the birds often use their winged stealth 
  to their advantage, taking cover in trees and then striking 
  quickly and silently. Awakened avian animals use 
  their natural weapons, but often with a twist—devious 
  awakened flyers have been known to drop smoke shot, 
  chain shot, and even bombs on unsuspecting enemies.
  Land Mammals (Large): Relishing their brute size 
  and strength, large mammals—such as bison, lions, and 
  rhinoceroses—tend to divide along predator/prey lines. 
  Herbivores tend to be generally docile but easily spooked 
  or enraged, while predators are aggressive and cunning, 
  constantly seeking social dominance. Whether they’re 
  among cowering villagers or in a raiding party, these animals 
  love to tell stories of their physical prowess, and awakened 
  large animals tend to be the worst kind of braggadocios.
  In combat, most large animals gravitate toward brash, 
  volatile tactics, becoming barbarians or fighters who 
  enjoy wading into battle before thinking. The exceptions 
  are those hunters like the great cats that rely on stealth 
  and tracking, who are just as likely to become rogues 
  or rangers as they are to become barbarians. Some 
  large mammals, however, have been known to become 
  samurai, replacing their natural affinity for recklessness 
  with precision and discipline.
  Large mammals recognize the value in using their 
  natural weapons, and augment those weapons in any way 
  they can. For a rhinoceros, that might mean sharpening 
  its deadly horn, while a lion might tip its claws with 
  poison and a bison might overrun its enemies with 
  spiked chainmail affixed to its chest.
  Land Mammals (Small and Medium): Encompassing 
  perhaps the widest variety of species—including creatures 
  like cheetahs, hyenas, ponies, and weasels—Small and 
  22
  
  Medium mammals tend to adopt mischievous, resourceful 
  personalities when awakened. Used to living in vast 
  ecosystems full of larger predators, these creatures are 
  accustomed to using any advantage they have, banding 
  together with allies or manipulating others to serve their 
  own designs. 
  In battle, these animals tend to be smart and savvy, 
  shrewd at observing situations and determining whether it 
  would be most advantageous to fight or run. Those animals 
  who prefer combat to diplomacy tend to value speed and 
  stealth, thus making barbarians and rogues natural 
  choices, yet the natural curiosity of many smaller animals 
  may also lead them to the study of magic, from wizardry 
  to druidism, which brings their own environments under 
  their control. These creatures tend to be opportunistic, 
  perpetually on the lookout for interesting magic items to 
  help augment their natural abilities.
  Aquatic Animals: Often as mysterious as the depths 
  in which they live, ocean dwellers are predisposed to 
  developing deep, philosophical personalities when 
  awakened. The reflective natures of animals such as 
  giant squid, whales, and dolphins typically manifest in 
  one of two ways: they either find majesty in nature or 
  adopt a religion. Once awakened, aquatic animals also 
  tend to be the most creative and artistic group of creatures.
  Of all awakened creatures, aquatic animals are the most 
  likely to become clerics or paladins—or cult leaders, for that 
  matter. Aquatic animals who eschew religion may instead 
  pursue training as druids or bards, or crave the intellectual 
  stimulation of wizardry. In battle, aquatic animals prefer 
  to rely on the gifts their personal beliefs provide, casting 
  divine spells or weaving intricate battle songs and spells. 
  As a rule, aquatic animals eschew combat and fight only 
  when necessary for survival unless an enemy threatens 
  something the animal holds sacred. Because they so dislike 
  combat, aquatic animals rarely alter their natural weapons.
  Primates: Perhaps the most human in their perspectives, 
  augmented primates such as monkeys, baboons, and 
  gorillas tend to have a wide range of personalities. Most 
  are highly social and communicative, though this does 
  not always make them great allies as they form intense 
  attachments, manipulate others, and vie for dominance. 
  Perhaps reflecting their impulsive personalities, primates 
  generally pursue whatever paths seem appropriate in any 
  given moment, and are likely to multiclass, training as 
  anything from barbarians, fighters, rangers, and rogues, 
  to exotic callings such as gunslingers and even magi. 
  Those smaller primates used to traveling quickly through 
  trees make great burglars and sailors, while gorillas and 
  chimpanzees make better mercenaries and berserkers, 
  charging into foes with terrifying force. The weapons 
  primates wield also run the gamut. A gorilla might choose 
  an enormous club, a chimpanzee a two-handed sword that 
  lets him take advantage of his tremendous strength, and a 
  monkey a hand crossbow or blunderbuss. 
  Reptiles: From the lizard to the constrictor snake to 
  the ankylosaurus, awakened reptiles tend to be haughty 
  and disdainful toward others. They eschew company 
  whenever possible, preferring instead to be alone with 
  their increasingly complex thoughts. Although their gruff 
  exteriors can be off-putting, once an adventurer has earned 
  an awakened reptile’s friendship, it lasts for a lifetime.
  When they are forced to pursue a discipline, smaller 
  reptiles favor esoteric orders and studies, perhaps 
  becoming druids, oracles, or even witches, while larger 
  reptiles—such as dinosaurs—are often content to remain 
  savagely effective barbarians. Poisonous creatures might 
  become rogues, ninjas, and assassins, supplementing 
  their own poisons with those of others. Though not 
  necessarily evil, reptiles often retain predatory streaks 
  that can seem cruel to others, and some crave violence 
  and the thrill of the hunt over all. In combat, as in most 
  things, reptiles rarely show anger or passion, instead 
  pursuing their goals with cold, emotionless drive, their 
  expressions nearly impossible for other creatures to read.
  23
  
  Penned centuries ago by the son of an eccentric dwarven druid obsessed with insects, decay, and destruction, the Evergreen 
  Pact was Coulthar Au’s attempt to redeem the tainted legacy of his mad mother by reconciling her saner insights with 
  traditional druidism and the broader natural world. The Evergreen Pact contains all of the spells in the following section, 
  allowing characters of the appropriate classes to prepare and cast them.
  SPELLS
  Bleed for Your Master
  School enchantment (compulsion); Level antipaladin 2, druid 3, 
  ranger 3, sorcerer/wizard 3, witch 3
  Casting Time 1 immediate action
  Components V, S 
  Range touch
  Target your animal companion, familiar, or fiendish servant
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  When you would be hit by an attack that requires an attack roll, 
  you may cast this spell to compel the target to throw itself in 
  front of the blow, taking damage from the attack instead of you. 
  After taking damage, the target is shaken for 1 minute. If you 
  target your animal companion, familiar, or fiendish servant with 
  this spell while it is already shaken, it becomes frightened after 
  intercepting the attack.
  If the attack involves multiple attack rolls from a single effect 
  (e.g., scorching ray), the target intercepts all attacks. If the attack 
  involves multiple attack rolls from natural attacks or iterative 
  attacks, it intercepts only one attack.
  If the spell affects an area, the target instead grants you cover 
  against the effect (+2 bonus on Reflex saves) if it is your size 
  or smaller, or improved cover (+4 on Reflex saves and improved 
  evasion against the effect) if it is larger than you. The target 
  automatically fails its Reflex save against the effect, but may still 
  benefit from effects such as improved evasion.
  This spell has no effect on attacks that do not require an attack 
  roll or affect an area. Your animal companion, familiar, or fiendish 
  servant must be adjacent to you at the time of casting or this spell 
  has no effect.
  Die for Your Master
  School enchantment (compulsion); Level antipaladin 4, druid 5, 
  sorcerer/wizard 5, witch 5
  This spell functions as bleed for your master, but it allows your 
  companion or familiar to intercept any attack that targets you, 
  including those that do not require attack rolls (e.g., chain 
  lightning, hold monster, and magic missile). Your companion or 
  familiar cannot intercept effects that do not affect creatures of its 
  type (e.g., dominate person).
  Familiar Figment
  School illusion (figment); Level sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target your familiar
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You create an illusory duplicate of your familiar that moves erratically 
  around your familiar’s space, frequently moving through the 
  familiar’s body with a blurring effect that makes it indistinguishable 
  from the real creature. Attacks against the familiar have a 50% 
  miss chance; attacks that miss instead target the familiar figment, 
  which reacts as if damaged as appropriate to the attack but unlike 
  a mirror image is not destroyed when struck. This spell does not 
  grant your familiar concealment or prevent it from being targeted 
  by spell effects that do not require an attack roll.
  In addition, as a swift action, your familiar can direct the 
  familiar figment to attempt a melee touch attack, using your base 
  attack bonus and the familiar’s Dexterity modifier. If this attack 
  hits, your familiar (but not other creatures) treats that target as 
  flanked until the end of its turn.
  Hunter’s Friend
  School transmutation; Level druid 3, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target your animal companion
  Duration 1 hour/level (D)
  Saving Throw Will negates 
  (harmless); Spell Resistance no
  24
  
  Your animal companion works in perfect harmony with your 
  mastery of nature. You share one of the following class abilities 
  with your companion for every 4 caster levels you possess: 
  camouflage, favored enemy, favored terrain, hide in plain sight, 
  resist nature’s lure, swift tracker, trackless step, venom immunity, 
  and woodland stride. You must have the ability in question to 
  share it with your companion, and it functions for your companion 
  just as it functions for you, save that each favored enemy or 
  favored terrain you share counts as a separate class ability for the 
  purpose of this spell.
  At the GM’s discretion, you may instead share an ability 
  granted by an archetype that substitutes for one of the above 
  abilities, such as the arctic endurance, arctic native, icewalking, 
  and snowcaster abilities of an arctic druidAPG.
  Scamper
  School transmutation; Level druid 2, ranger 2
  Casting Time 1 swift action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target your animal companion
  Duration 1 round
  Saving Throw none; Spell Resistance no
  Your animal companion moves with astonishing agility and speed 
  until the end of its turn. It can move at full speed while using 
  Acrobatics, and it gains a competence bonus equal to twice your 
  caster level (maximum +20 at 10th level) on Acrobatics checks 
  made to avoid attacks of opportunity or move through a square 
  occupied by an enemy.
  Sea Stallion
  School transmutation; Level druid 4, paladin 4, ranger 4
  This spell functions as sea steed, but as long as you are mounted 
  on the affected creature, you also gain the amphibious quality 
  and your melee attacks function as if you were using freedom 
  of movement. If you are dismounted, you retain the amphibious 
  quality for 1 minute; if you remount before this time, the spell 
  continues. If not, your mount retains the effects but you do not. 
  If your mount is dropped to 0 or fewer hit points, the spell ends 
  for both of you.
  Sea Steed
  School transmutation (polymorph); Level druid 2, paladin 2, 
  ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target your mount
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no
  Your animal companion or mount adapts to life in the water, 
  gaining scales that cover its body and fins in place of feet. Your 
  mount gains the aquatic subtype, the amphibious quality, and a 
  swim speed equal to its normal speed, though its land speed is 
  reduced to 10 feet (if its land speed is normally greater than 10 
  feet—otherwise, its land speed is unaffected) while this spell is 
  in effect.
  Share Shape
  School transmutation (polymorph); Level ranger 3, sorcerer/
  wizard 4, witch 4
  Casting Time 1 standard action
  Duration 1 hour/level (D)
  This spell functions as beast shape II, but you may only assume the 
  form of an animal of a type identical to your animal companion or 
  familiar. If your familiar or companion is not an animal, this spell 
  has no effect.
  Shield Companion
  School abjuration; Level antipaladin 1, druid 1, paladin 1, 
  ranger 1, sorcerer/wizard 1, witch 1
  Target your animal companion, familiar, or fiendish servant
  This spell functions as shield other but affects only the caster’s 
  animal companion or familiar. Spellcasters from classes that do not 
  normally gain an animal companion, familiar, or fiendish servant 
  but who gain one through an alternate class feature, archetype, or 
  prestige class can prepare and cast this spell as a 1st-level spell if 
  they are capable of casting spells.
  Sky Steed
  School transmutation; Level paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target your mount
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no
  Your mount sprouts angelic wings and gains a fly speed equal to 
  its land speed with average maneuverability and a bonus on Fly 
  checks equal to your caster level.
  THE EVERGREEN PACT
  The Evergreen Pact explores the nature of friendship 
  between the humanoid races and their animal allies, 
  wrestling with the societal ethics of taming and breeding 
  wild things alongside the moral quandaries for druids as 
  ambassadors between civilization and the natural world. Is 
  their relationship one of comradeship and community with 
  the wild, or simply another flavor of conquest and control, 
  commanding beasts to fight and die in their service? What 
  do druids—and others who bind natural and supernatural 
  creatures to their service—owe in return? These questions 
  have driven many readers to melancholy, and perhaps 
  this is what has led to the book having an ill reputation 
  in many circles; the lore and secrets contained within are 
  often ignored because of disagreement with the author’s 
  philosophical premises, but none can deny that the details 
  in this booklet are highly informative, to say the least.
  Effects: Characters in possession of a copy of the 
  Evergreen Pact may consult the leather-bound pamphlet as 
  a full-round action to gain a +2 insight bonus on their next 
  Knowledge check to identify an animal, a familiar of any 
  type, a magical beast, or a vermin.
  25
  
  A noble steed and his liege would be remiss without magical horseshoes with which to adorn the graceful beast. The 
  following magic items can greatly benefit animals—whether mundane animals, animal companions, mounts, or 
  familiars—as well as adventurers who have frequent dealings with such creatures.
  MAGIC ITEMS
  ANIMAL MAGIC ITEMS
  The following magic items are well suited for various 
  animals, though some may be equipped on other 
  creatures as well at the GM’s discretion. For optional 
  rules regarding how to equip animals with magic items 
  and which animals can equip items in which body slots, 
  see the inside cover of this book.
  This thin, silver circlet allows an animal wearing it to speak, 
  even if it is not normally capable of doing so because of its low 
  Intelligence score or lack of known languages. The creator of the 
  item decides what language the circlet’s wearer can speak when 
  she crafts the item (typically Common); once crafting is complete, 
  this cannot be changed. A circlet of speaking does not grant an 
  animal a bonus to Intelligence, and the wearer’s general behavior 
  remains largely the same while it wears a circlet of speaking, 
  though it can communicate its desires and rudimentary knowledge 
  as though being spoken to via speak with animals.
  CONSTRUCTION REQUIREMENTS
  COST 2,400 GP
  Craft Wondrous Item, speak with animals
  This collar of bright red leather bears 
  a small golden pendant and makes 
  the wearer much more biddable and 
  compliant. The wearer takes a –4 penalty 
  on saving throws against mind-affecting 
  effects used by the creature that placed 
  the collar on it, and that creature gains a +4 bonus on Handle 
  Animal checks to train or push the wearer. Any other creatures 
  take a –4 penalty on Handle Animal checks against the wearer, 
  and the wearer gains a +2 resistance bonus on saving throws 
  against their mind-affecting effects.
  A collar of obedience can be placed on any Small, Medium, 
  or Large creature. Placing a collar of obedience on a creature is 
  a full-round action that requires a successful grapple maneuver. 
  Removing the collar is also a full-round action, and the creature 
  removing it must have precise digits capable of working the 
  locking mechanism. A creature made helpful with wild empathy 
  does not resist having the collar equipped or removed.
  CONSTRUCTION REQUIREMENTS
  COST 2,500 GP
  Craft Wondrous Item, charm animal or mind fog
  These mithral horseshoes are imbued 
  with heavenly power. They grant the 
  holy weapon special ability to the 
  wearer’s hoof attacks, and if the wearer 
  hits an evil-aligned target with both 
  hooves in the same round, the target is 
  staggered for 1 round (Fortitude DC 16 negates). In addition, the 
  wearer gains a +2 sacred bonus on bull rush, drag, and overrun 
  combat maneuvers. If the wearer is a mount and the rider uses 
  the Trample feat, add 2 to the rider’s overrun combat maneuver 
  check. If the wearer uses the trample special ability, increase the 
  trample DC by 2; if the target fails its save against the trample 
  attempt, add the damage from the holy weapon special ability to 
  the trample damage.
  CONSTRUCTION REQUIREMENTS
  COST 10,000 GP
  Craft Magic Arms and Armor, Craft Wondrous Item, holy smite, 
  creator must be good
  This dull brass ring is typically placed in the nose or muzzle, or 
  elsewhere on the head of an animal, and is used to attach a lead 
  rope or bridle. The wearer (and its rider, if any) gives off no scent 
  and cannot be tracked or located by scent. In addition, it gains the 
  scent ability within 30 feet; if the wearer already possesses scent, 
  the range for this sense increases by 30 feet (to a maximum of 
  60 feet).
  CONSTRUCTION REQUIREMENTS
  COST 5,500 GP
  Craft Wondrous Item, beast shape I
  This nacreous saddle is carved from giant 
  mollusk shells, lashed with braided kelp, 
  and designed to be worn by aquatic 
  mounts. On command, an arcing torrent 
  of water rises up from an existing body 
  of water, allowing the mount to use its 
  swim speed to move through the air. This functions as air walk 
  and can be used a total of 7 minutes per day, usable in 1-minute 
  increments. The arc of water trails behind the mount and rider 
  COLLAR OF OBEDIENCE
  CL 9th
  SLOT neck
  PRICE 5,000 GP
  WEIGHT 3 lbs.
  AURA moderate enchantment
  HORSESHOES OF SACRED SILVER
  CL 7th
  SLOT feet
  PRICE 20,000 GP
  WEIGHT 4 lbs.
  AURA moderate evocation [good]
  PULL-RING OF SCENT
  CL 5th
  SLOT headband
  PRICE 11,000 GP
  WEIGHT 1 lb.
  AURA faint transmutation
  SADDLE OF THE SKY-RIVER
  CL 7th
  SLOT chest
  PRICE 16,000 GP
  WEIGHT 15 lbs.
  AURA moderate evocation [water] and transmutation [air, water]
  CIRCLET OF SPEAKING
  CL 4th
  SLOT headband
  PRICE 4,800 GP
  WEIGHT 1 lb.
  AURA faint divination
  26
  
  and can be used by other swimming creatures to move through 
  the air (Swim DC 15). When the effect ends, the suspended water 
  disappears with a negligible amount of water falling on creatures 
  underneath the path of the arc.
  The sky-river created by the saddle does not harm creatures, 
  though it does extinguish nonmagical fires in areas it overlaps 
  with them. As a standard action, the rider can expend 2 minutes 
  of the sky-river’s duration to produce a hydraulic torrentAPG with 
  a CMB of +9.
  CONSTRUCTION REQUIREMENTS
  COST 8,000 GP
  Craft Wondrous Item, air walk, hydraulic torrentAPG, water walk
  OTHER MAGIC ITEMS
  These items are intended for use by PCs or other non-
  animal creatures.
  The wielder can cast up to three spells per day that affect his 
  familiar as though using the Familiar Spell feat.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser familiar metamagic rod
  7,000 GP
  Familiar metamagic rod
  27,000 GP
  Greater familiar metamagic rod
  60,750 GP
  Craft Rod, Familiar Spell (see page 18)
  This figurine of wondrous power is shaped like a walrus and is 
  carved out of a prismatic crystal. It follows all the normal rules 
  for figurines of wondrous power (Pathfinder RPG Core Rulebook 
  513). When animated, a glass walrus acts in all ways like a normal 
  walrus (see page 29) except it can glide along the surface of water 
  as though under the constant effects of water walk. Up to two 
  Medium creatures or four Small creatures can fit on a glass walrus’s 
  back as the creature glides across water (the walrus moves at half 
  speed while carrying creatures), and the walrus can carry up to 
  600 pounds in this way before it becomes too encumbered to 
  move. A glass walrus can be used twice per week for up to 6 hours 
  per use. When 6 hours have passed or when the command word is 
  spoken, the glass walrus again becomes a tiny statuette.
  CONSTRUCTION REQUIREMENTS
  COST 7,000 GP
  Craft Wondrous Item, animate objects, water walk
  This ball of iron bands and hinges is about the size of a human 
  fist. Three times per day, when thrown at a creature or space as 
  a thrown weapon, the contraption opens up as it strikes a solid 
  surface, taking the shape of a metal muzzle. If it hits the target, 
  the muzzle immediately attaches itself to the face of any Large or 
  smaller creature struck by the ball or any single Large or smaller 
  creature in the 5-foot square so targeted. The muzzle harmlessly 
  clatters to the ground and returns to ball form if it fails to strike a 
  creature or no creature is present in the space in which it landed, 
  and it does not return to its thrower.
  A creature muzzled with an instant muzzle cannot speak 
  properly (if it was normally able to do so), and gains a 20% 
  spell failure chance for any spell it attempts to cast with verbal 
  components, and a 20% chance to incorrectly use a command 
  word when activating a magic item. The muzzled creature cannot 
  make bite attacks or even drink or eat properly. The muzzle has 
  hardness 10 and 25 hit points. An instant muzzle remains attached 
  to a creature for 4 rounds before detaching and returning to ball 
  form, immediately teleporting back to the hand of the creature 
  that originally threw the item.
  CONSTRUCTION REQUIREMENTS
  COST 3,250 GP
  Craft Wondrous Item, fumbletongueUM, telekinesis
  The head of this bronze scepter is shaped like a roaring lion leaping 
  forward. When held by a creature with no ranks in the Handle 
  Animal skill, this rod allows the wielder to teach tricks to any 
  animal with an Intelligence score of 1 or 2 as though the wielder 
  were trained in the use of that skill. Regardless of whether the 
  wielder of a rod of animal training has ranks in Handle Animal, 
  she gains a +5 competence bonus on Handle Animal checks to 
  teach a trick to an animal or to train an animal for a general 
  purpose, and the wielder can use charm animal (DC 11) as a 
  spell-like ability three times per day.
  CONSTRUCTION REQUIREMENTS
  COST 6,150 GP
  Craft Rod, charm animal
  This leathern lash is dyed with special 
  unguents that give it a disturbing crimson 
  hue. A tamer’s whip is a +1 animal-bane 
  whip that deals lethal damage to animals 
  and magical beasts regardless of their 
  natural armor bonus. Cracking a tamer’s 
  whip as a move action grants the wielder the following benefits until 
  the end of her turn: a +4 competence bonus on Intimidate checks 
  made against animals and magical beasts, a +4 competence bonus 
  on Handle Animal checks made to push them, and a +2 bonus on any 
  combat maneuvers against animals or magical beasts.
  CONSTRUCTION REQUIREMENTS
  COST 6,101 GP
  Craft Magic Arms and Armor, animal trance, snare, summon 
  nature’s ally I
  TAMER’S WHIP
  CL 8th
  SLOT none
  PRICE 11,901 GP
  WEIGHT 2 lbs.
  AURA moderate conjuration and enchantment 
   [mind-affecting, sonic]
  FAMILIAR METAMAGIC ROD
  PRICE
  VARIES
  Lesser familiar metamagic rod
  14,000 GP
  Familiar metamagic rod
  54,000 GP
  Greater familiar metamagic rod
  121,500 GP 
  AURA strong (no school)
  CL 17th
  WEIGHT 5 lbs.
  FIGURINE OF WONDROUS 
  POWER, GLASS WALRUS 
  CL 11th
  SLOT none
  PRICE 14,000 GP
  WEIGHT 1 lb.
  AURA moderate transmutation
  INSTANT MUZZLE
  CL 9th
  SLOT none
  PRICE 6,500 GP
  WEIGHT 4 lbs.
  AURA moderate enchantment and transmutation
  ROD OF ANIMAL TRAINING
  CL 9th
  SLOT none
  PRICE 12,300 GP
  WEIGHT 5 lbs.
  AURA moderate enchantment
  27
  
  This section presents stat blocks for four new animals, as well as rules for using these creatures as animal companions.
  NEW ANIMAL COMPANIONS
  LLAMA
  This shaggy, hoofed quadruped sports an elongated neck and 
  large, crooked teeth.
  Llama 
  CR 1/2
  XP 200
  N Medium animal
  Init +1; Senses low-light vision; Perception +1
  DEFENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 6 (1d8+2)
  Fort +4, Ref +3, Will +1
  OFFENSE
  Speed 40 ft.
  Melee bite +1 (1d6+1)
  Special Attacks spit (+1 ranged touch)
  STATISTICS
  Str 12, Dex 13, Con 15, Int 2, Wis 12, Cha 9
  Base Atk +0; CMB +1; CMD 12 (16 vs. trip)
  Feats Endurance
  Skills Acrobatics +5 (+9 when jumping); Racial Modifiers  
  +4 Acrobatics when jumping
  ECOLOGY
  Environment cold or temperate hills or mountains
  Organization solitary, pair, or herd (3–15)
  Treasure none
  SPECIAL ABILITIES
  Spit (Ex) Once per hour, a llama can regurgitate the contents of 
  its stomach, spitting the foul material at a single target within 
  10 feet. The target must succeed at a DC 12 Fortitude save or 
  be sickened for 1d4 rounds. The save DC is Constitution-based.
  Perhaps llamas’ most distinctive feature is their long 
  necks. Rival males violently bump their necks against 
  one another during fights for dominance among the herd,  
  but overall these social animals are remarkably tame.
  llama ComPanions
  Starting Statistics: Size Small; Speed 40 ft.; AC +1 natural 
  armor; Attack bite (1d4); Ability Scores Str 11, Dex 16, Con 12, 
  Int 2, Wis 13, Cha 9; Special Qualities low-light vision.
  4th-Level Advancement: Size Medium; Attack bite 
  (1d6); Ability Scores Str +4, Dex –2, Con +4.
  MOOSE
  A slightly goofy, bent-nosed face does little to detract from the 
  imposing height and bulk of this ungulate. 
  Moose 
  CR 3
  XP 800
  N Large animal 
  Init +2; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +6, Will +3
  OFFENSE
  Speed 40 ft.
  Melee gore +6 (1d8+4), 2 hooves +1 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 2d8+6)
  STATISTICS
  Str 19, Dex 15, Con 18, Int 2, Wis 14, Cha 7
  Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
  Feats Endurance, Run
  28
  
  Skills Perception +9
  ECOLOGY
  Environment cold forests
  Organization solitary or pair
  Treasure none
  Their daunting height and bulk, combined with the 
  intimidating antlers of the males, means that moose are 
  rarely threatened by natural predators, and when cornered 
  by hunters they are truly a force to be reckoned with.
  moose ComPanions
  Starting Statistics: Size Medium; Speed 40 ft.; AC +2 
  natural armor; Attack gore (1d6), 2 hooves (1d3); Ability 
  Scores Str 12, Dex 15, Con 14, Int 2, Wis 13, Cha 7; Special 
  Qualities low-light vision.
  7th-Level Advancement: Size Large; AC +3 natural 
  armor; Attack gore (1d8), 2 hooves (1d4); Ability Scores Str +6, 
  Dex –2, Con +4; Special Attacks powerful charge.
  PANDA
  This black-and-white-furred bear is about as long in the body 
  as an average human—but much rounder.
  Panda 
  CR 2
  XP 600
  N Medium animal 
  Init +0; Senses low-light vision; Perception +7
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+3 natural)
  hp 19 (3d8+6)
  Fort +5, Ref +3, Will +1
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d6+6), 2 claws +5 (1d3+3)
  STATISTICS
  Str 17, Dex 10, Con 15, Int 2, Wis 11, Cha 14
  Base Atk +2; CMB +5; CMD 15 (19 vs. trip)
  Feats Endurance, Skill Focus (Perception)
  Skills Climb +11, Perception +7, Survival +1; Racial Modifiers 
  +4 Climb
  SQ powerful bite
  ECOLOGY
  Environment temperate or warm jungles
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Powerful Bite (Ex) A panda applies twice its Strength bonus to 
  bite damage.
  Pandas spend most of their lives alone, avoiding even 
  other pandas except during mating season. They are 
  excellent climbers, with front paws configured much like 
  humans’ opposable thumbs to help them grip bamboo 
  stalks and tree branches. Bamboo shoots make up 
  almost their entire diet, although pandas are technically 
  omnivorous. In part because of the low nutritional value 
  of bamboo, pandas lack the energy for aggression, and 
  avoid danger wherever possible.
  Panda ComPanions
  Starting Statistics: Size Small; Speed 30 ft.; AC +2 natural 
  armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 13, 
  Dex 12, Con 14, Int 2, Wis 13, Cha 9; Special Qualities low-
  light vision.
  7th-Level Advancement: Size Medium; AC +3 natural 
  armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, 
  Dex –2, Con +4; Special Attacks powerful bite.
  WALRUS
  This bulky, thick-skinned, flippered creature has on its face two 
  enormous tusks and what looks like a coarse mustache.
  Walrus 
  CR 4
  XP 1,200
  N Large animal 
  Init +0; Senses low-light vision; Perception +6
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 42 (5d8+20)
  Fort +8, Ref +6, Will +1
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee gore +8 (1d8+9/19–20)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 23, Dex 11, Con 18, Int 2, Wis 10, Cha 9
  Base Atk +3; CMB +10; CMD 20 (24 vs. trip)
  Feats Improved Bull Rush, Lightning Reflexes, Power Attack
  Skills Perception +6, Swim +19
  SQ fatal gore, hold breath
  ECOLOGY
  Environment cold coastlines
  Organization solitary, pair, or herd (3–20)
  Treasure none
  SPECIAL ABILITIES
  Fatal Gore (Ex) A walrus threatens a critical hit with gore 
  attacks on a roll of 19 or 20.
  Young walruses start out with gray hides, but their flesh 
  becomes almost pinkish when they reach old age (20–30 
  years for most walruses). Their hide is up to 4 inches thick, 
  with another 6 inches of blubber hidden underneath that, 
  accounting for their incredible toughness—and for their 
  usefulness to arctic cultures as a source of meat and fuel.
  walrus ComPanions
  Starting Statistics: Size Medium; Speed 20 ft., swim 
  40 ft.; AC +3 natural armor; Attack gore (1d6); Ability 
  Scores Str 14, Dex 13, Con 14, Int 2, Wis 13, Cha 9; Special 
  Qualities hold breath, low-light vision.
  7th-Level Advancement: Size Large; AC +4 natural 
  armor; Attack gore (1d8); Ability Scores Str +8, Dex –2, 
  Con +4; Special Qualities fatal gore.
  29
  
  The following section presents statistics for several new animals that can serve as familiars. These familiars can be 
  taken by anyone with the familiar class feature, and utilize all the standard rules for familiars presented on pages 82–83 
  of the Pathfinder RPG Core Rulebook. Tiny or smaller familiars in this section use Dexterity to modify Climb and Swim 
  skill checks. Note that stats for the skunk listed below can be found on page 247 of Pathfinder RPG Bestiary 3.
  NEW FAMILIARS
  Familiar 
  Special Ability
  Armadillo 
  Master gains a +1 natural armor bonus to AC
  Platypus 
  Master gains a +3 bonus on Swim checks
  Rabbit 
  Master gains a +4 bonus on initiative checks
  Skunk 
  Master gains a +2 bonus on Fortitude saves
  Squirrel 
  Master gains a +3 bonus on Sleight of 
   
   
  Hand checks
  ARMADILLO
  This round, dust-colored creature’s snout pokes out of its bony 
  armor shell.
  Armadillo 
  CR 1/4
  XP 100
  N Tiny animal 
  Init +2; Senses scent; Perception +8
  DEFENSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) 
  hp 4 (1d8) 
  Fort +2, Ref +4, Will +1 
  OFFENSE
  Speed 30 ft., burrow 5 ft.
  Melee claw +0 (1d2–3)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9
  Base Atk +0; CMB +0; CMD 7 (11 vs. trip)
  Feats Skill Focus (Perception)
  Skills Perception +8, Swim +1; Racial Modifiers +4 Swim
  ECOLOGY
  Environment temperate or warm plains
  Organization solitary
  Treasure none 
  SPECIAL ABILITIES
  Natural Diver (Ex) Armadillos can hold their breath underwater 
  for up to 6 minutes. Their dense armor naturally causes 
  them to sink; they can inflate their stomachs to counter this, 
  accounting for their racial bonus on Swim checks.
  Protective Ball (Ex) Some armadillos can roll up into a ball, 
  increasing their natural armor bonus to +3 but decreasing 
  their speed to 0.
  These squat-bodied mammals are easily recognizable 
  thanks to their distinctive leathery shell, which provides 
  them with natural protection against numerous dangers 
  and predators in their native environs. Armadillos have 
  very poor eyesight, perceiving the world largely through 
  scent and touch. They are exceptional diggers, and 
  burrow both to find food and to make their dens. When 
  an armadillo goes underwater, it swallows air to increase 
  its buoyancy, inflating its stomach up to twice its normal 
  size so it won’t sink.
  These stats represent an average armadillo, which is 
  2-1/2 feet long and weighs roughly 10 pounds, but other 
  breeds can range from 6 inches to up to 5 feet long, and 
  weigh up to 130 pounds in the case of giant armadillos.
  PLATYPUS
  This creature is plump, brown, and covered in sleek fur, but has 
  a duck’s bill and webbed feet at the end of its four stumpy legs, 
  with sharp spurs jutting from its hind feet. 
  Platypus 
  CR 1/6 
  XP 65
  N Tiny animal 
  Init +3; Senses electrolocation 30 ft. (while underwater); 
  Perception +1 (+5 while underwater)
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) 
  hp 3 (1d8–1) 
  Fort +1, Ref +4, Will +1 
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee spur +4 (1d3–4 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 14, Con 8, Int 2, Wis 13, Cha 11
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  Feats Weapon Finesse
  Skills Swim +15; Racial Modifiers +4 Perception while underwater
  ECOLOGY
  Environment temperate or tropical rivers
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Electrolocation (Ex) While underwater, platypuses can sense 
  the tiny electrical currents that trigger muscle movement. 
  This allows them to locate living prey and to distinguish it 
  from inanimate objects. Treat electrolocation as blindsight 30 
  feet, but platypuses can sense only living creatures, and it 
  functions only underwater.
  Poison (Ex) Spur—injury; save Fort DC 9; frequency 1/round for 
  4 rounds; effect 1 nonlethal damage; cure 1 save.
  Semiaquatic (Ex) Platypuses can hold their breath underwater 
  for up to 5 minutes before they must start attempting 
  Constitution checks to avoid suffocation.
  30
  
  Platypuses are members of an extremely unusual order of 
  egg-laying mammals known as monotremes, and live in 
  riverside burrows where they hunt for worms, larvae, and 
  shellfish. Platypuses also possess a remarkable electrical 
  sense they use in place of sight, scent, and hearing while 
  hunting underwater. The average platypus is roughly 
  1-1/2 feet long and weighs 3-1/2 pounds.
  RABBIT
  This small, furry creature has long ears and oversized feet.
  Rabbit 
  CR 1/6
  XP 65
  N Tiny animal 
  Init +3; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 3 (1d8–1)
  Fort +1, Ref +5, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite –2 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5
  Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
  Feats Run
  Skills Stealth +15; Racial Modifiers +8 Acrobatics when jumping
  ECOLOGY
  Environment cold forests or plains
  Organization solitary, pair, or down (3–16)
  Treasure none
  Rabbits are burrowing herbivores with short tails, long 
  ears for sensing predators, and powerful hind legs that 
  allow them to leap quickly to safety in an emergency. 
  They are frequently confused with rodents, but can be 
  distinguished thanks to their two sets of incisor teeth, 
  which are positioned one behind the other. An average 
  rabbit is between 8 and 20 inches long and weighs 1 to 
  4 pounds.
  SQUIRREL
  A small, bright-eyed bundle of fur, this woodland creature has 
  a bushy tail as big as the rest of its body.
  Squirrel 
  CR 1/8 
  XP 50
  N Diminutive animal 
  Init +4; Senses low-light vision; Perception +1
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size) 
  hp 3 (1d8–1) 
  Fort +1, Ref +6, Will +1 
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +8 (1d2–4)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 19, Con 9, Int 2, Wis 12, Cha 8
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  Feats AcrobaticsB, Weapon Finesse
  Skills Acrobatics +6, Climb +16
  ECOLOGY
  Environment any forests
  Organization solitary or pair
  Treasure none
  Squirrels are surprisingly wily creatures. When they 
  know they are being watched, they pretend to bury nuts, 
  but instead sneak them into their mouths and take them 
  away to hide elsewhere when no one is watching. They eat 
  most things, occasionally even preying on small snakes 
  and birds. The average squirrel is roughly 1-1/2 feet long 
  and weighs 1 pound.
  31
  
  NEXT MONTH!
  the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Pathfinder Player Companion: Animal Archive © 2013, Paizo Publishing, LLC; Authors: Amanda Hamon, 
  Philip Minchin, Jason Nelson, Patrick Renie, Owen K.C. Stephens, and Christina Stiles.
  OPEN GAME LICENSE VERSION 1.0A
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  Want to know about the different 
  horse breeds on Golarion or how 
  to armor your noble steed before 
  guiding it into battle? Check out 
  Pathfinder Player Companion: Knights of 
  the Inner Sea for mount lore and more!
  You’re all set to buy your new 
  mount—but how much does a camel 
  cost, anyway? How about a falconry 
  gauntlet? Everything you need is 
  available for sale in Pathfinder RPG 
  Ultimate Equipment.
  Your character rides a giant lizard, but 
  you can’t very well stack miniatures 
  on top of each other. Pick up a copy 
  of Map Pack: Vehicles for conveniently 
  scaled steeds and vehicles that your 
  miniature can actually ride. 
  Delve deep into lost halls and deadly depths with Pathfinder Player Companion: Dungeoneer’s Handbook! Learn the 
  tips and tricks of veteran delvers, including life-saving advice for different types of dungeons, tricks for detecting 
  cursed treasures, better ways to deal with traps, and more. Fortify yourself with new archetypes and equipment made  
  specifically for exploring dungeons, learn about some of the most famous dungeons of Golarion, recruit specialized 
  hirelings, discover new spells and items, gain an edge with specially penned dungeon guides, and more! Once you’ve 
  cracked open Dungeoneer’s Handbook, you’ll wonder how any adventurer ever left home without it.
  WOULD YOU LIKE TO KNOW MORE?
  You’ve tamed the savage beast and gained yourself a staunch animal ally or steed, but the adventure’s just beginning. 
  There’s a whole world of new equipment, prestige classes, archetypes, and more out there to help your character get 
  the most out of his or her choices—and pets. Gear up to the hilt or charge into battle with these complementary 
  Pathfinder products!
  32
  
  Gods and Animals
  Deities are often associated with specific animals, and characters who worship a deity may feel a special kinship with animals favored by 
  their god. Some of the most common symbolic animals are listed below, with the animal most associated with the god listed first. Note 
  that associations are not necessarily exclusive—things like lions, snakes, and spiders are so iconic on their own that they may naturally 
  fit with more than one deity.
  Abadar: Monkeys, golden eagles, beavers, 
  watchdogs and house cats, mounts and 
  beasts of burden
  Asmodeus: Snakes, lions, goats, roosters
  Calistria: Wasps, poisonous animals
  Cayden Cailean: Hounds, eagles, animals 
  that have escaped from captivity
  Desna: Butterflies, moths, caterpillars, owls, 
  sparrows, dragonflies, messenger birds
  Erastil: Elk and deer, hoofed animals,  
  farm animals
  Gorum: Rhinoceroses; war-trained 
  animals like horses, elephants, and 
  mastiffs; dinosaurs 
  Gozreh: All animals
  Iomedae: Lions, eagles, and other symbols 
  of rulership; migratory birds
  Irori: Snails, white tigers, mantises, octopuses
  Lamashtu: Jackals, hyenas, wolves, 
  deformed or hybrid animals
  Nethys: Peacocks, zebras, whales 
  Norgorber: Spiders, rats, crows and 
  jackdaws, poisonous animals 
  Pharasma: Whippoorwills, scarabs, elephants
  Rovagug: Scorpions, worms, spiders, 
  vermin, rabid animals
  Sarenrae: Doves, falcons, basking lizards
  Shelyn: Songbirds, swans, wolves, dolphins, 
  cats, rabbits
  Torag: Badgers, burrowing animals, cave-
  dwelling animals, armadillos
  Urgathoa: Death’s-head moths, flies and 
  maggots, vultures and carrion-eaters
  Zon-Kuthon: Bats, parasites, ants,  
  rabid wolves
  
  Printed in China. PZO9429
  From a witch’s black cat to a ranger’s mighty wolf companion or a cavalier’s noble steed, animals have always had a place in fantasy 
  adventuring—but why should only a few classes have all the fun? With the proper training, animals can be invaluable allies for adventurers of 
  all stripes. Whether you’re a scholarly spellcaster looking for a familiar to deliver spells or help turn the pages of your spellbook, or a brawler 
  ready to lead your armored animal into the thick of battle, this book is a treasure trove of rules and advice aimed at helping you and your 
  animal friends get the most out of your fantastic adventures.
  Animal Archive presents a player-focused, in-depth discussion of animals and the various roles they can play in your game. Each Pathfinder 
  Player Companion includes new options and tools for every Pathfinder RPG player. Inside this book, you’ll find:
  ► A complete list of every familiar in the Pathfinder Roleplaying Game, 
  to make choosing yours quick and convenient.
  ► New archetypes like the mad dog barbarian or carnivalist 
  rogue to help classes that haven’t traditionally used animals 
  work with their bestial allies, as well as tips on how every 
  class can employ animals.
  ► New animal companions and familiars, from innocuous 
  squirrels and rabbits to bizarre platypuses, armored 
  armadillos, and powerful pandas.
  ► Information on which animals are closely associated with the 
  various races and deities of the Pathfinder campaign setting.
  ► Tons of new tricks and feats to customize your animals, plus 
  archetypes for animal companions and familiars.
  ► New animal equipment, spells, magic items, information about the 
  personalities of magically intelligent animals, and more!
  This Pathfinder Player Companion is intended for use with the Pathfinder 
  Roleplaying Game, but can easily be incorporated into any fantasy world.
  Fur and Feathers
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 1/Pathfinder - Animal Archive.pdf