TEXT: 2
  1
   Chapter 1 : Animal Companions
  AnimAl CompAnions
  Druid Animal Companions
  The following rules for animal companions replace 
  those found under the nature bond ability gained 
  by druids at 1st level. A druid can still select a 
  domain instead of an animal companion at 1st 
  level.
  Ranger Animal Companions
  The following rules for animal companions replace 
  those found under the hunter’s bond ability gained 
  by rangers at 4th level. This ability functions like 
  the druid ability of the same name, except that 
  the ranger’s effective druid level is equal to his 
  ranger level –3. A ranger can still select to form a 
  bond with those he hunts with instead of animal 
  companion at 4th level.
  Paladin Bonded Mount
  The following rules for animal companions replace 
  those found under the divine bond ability gained 
  by paladins at 5th level. This ability functions 
  like the druid ability of the same name, using 
  the paladin’s level as her effective druid level. 
  A paladin can only select a boar, camel, 
  dog, heavy horse, light horse, or pony as 
  her animal companion. Paladin animal 
  companions have a minimum Intelligence 
  score of 6. A paladin can still select to 
  bond with her weapon instead of an 
  animal companion at 5th level.
  Animal Companions
  An animal companion’s abilities are 
  determined by the druid’s level and 
  by the type of animal that it is. Although it is 
  generally superior to a normal animal of its kind, 
  some start out less powerful and grow over time. 
  Table X–XX determines many of the base statistics 
  of the animal companion.
  Class Level: The character’s druid level. The 
  druid’s class levels stack with levels of any other 
  classes that are entitled to an animal companion 
  for the purpose of determining the companion’s 
  statistics.
  HD: This is the total number of eight-sided (d8) 
  Hit Dice the animal companion possesses, each of 
  which gains a Constitution modifier, as normal.
  BAB: This is the animal companion’s base attack 
  bonus. An animal companion’s base attack bonus 
  is the same as that of a druid of a level equal to 
  the animal’s HD. Animal companions do not gain 
  additional attacks using their natural weapons for 
  a high base attack bonus.
  Fort/Ref/Will: These are the animal companion’s 
  base saving throw bonuses. An animal companion 
  has good Fortitude and Reflex saves.
  Skills: This is the total number of skill points an 
  animal companion possesses. Animal companions 
  can assign their skill points to any of the skills 
  listed under Animal Skills. If an animal companion 
  increases its Intelligence to 10 or higher, it gains 
  additional skill points. Animal companions with 
  an Intelligence of 3 or higher can purchase ranks in 
  any skill. As with characters, an animal companion 
  cannot have more ranks in a skill then it has Hit 
  Dice.
  Feats: This is the total number of feats possessed 
  by an animal companion. Animal companions 
  should select their feats from those listed under 
  Animal Feats. Animal companions can select 
  other feats, although they are unable to utilize 
  some feats (such as Martial Weapon Proficiency). 
  Note that animal companions cannot select 
  a feat with a requirement of base 
  attack bonus +1 until they 
  gain their second feat at 3 
  Hit Dice.
  Natural Armor Bonus: 
  The number noted here is an 
  improvement to the animal 
  companion’s existing 
  natural armor bonus.
  Str/Dex Bonus: Add 
  this value to the animal 
  companion’s Strength and Dexterity 
  scores.
  Bonus Tricks: The value given 
  in this column is the total number 
  of “bonus” tricks that the animal 
  knows in addition to any that the 
  druid might choose to teach it (see 
  the Handle Animal skill). 
  
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   ChApter 1 : AnimAl CompAnions
  AnimAl CompAnions
  3
  Table x-xx: Animal Companion Base Statistics
  Class
  Level
  HD
  BAB Fort
  Ref
  Will Skills Feats
  Natuaral 
  Armor 
  Bonus
  Str/Dex 
  Bonus 
  Bonus 
  Tricks Special
  1
  2
  1
  3
  3
  0
  2
  1
  0
  0
  1
  Link, share spells
  2
  3
  2
  3
  3
  1
  3
  2
  0
  0
  1
  —
  3
  3
  2
  3
  3
  1
  3
  2
  2
  1
  2
  Evasion
  4
  4
  3
  4
  4
  1
  4
  2
  2
  1
  2
  Ability score increase
  5
  5
  3
  4
  4
  1
  5
  3
  2
  1
  2
  —
  6
  6
  4
  5
  5
  2
  6
  3
  4
  2
  3
  Devotion
  7
  6
  4
  5
  5
  2
  6
  3
  4
  2
  3
  —
  8
  7
  5
  5
  5
  2
  7
  4
  4
  2
  3
  —
  9
  8
  6
  6
  6
  2
  8
  4
  6
  3
  4
  Ability score increase, Multiattack
  10
  9
  6
  6
  6
  3
  9
  5
  6
  3
  4
  —
  11
  9
  6
  6
  6
  3
  9
  5
  6
  3
  4
  —
  12
  10
  7
  7
  7
  3
  10
  5
  8
  4
  5
  —
  13
  11
  8
  7
  7
  3
  11
  6
  8
  4
  5
  —
  14
  12
  9
  8
  8
  4
  12
  6
  8
  4
  5
  Ability score increase
  15
  12
  9
  8
  8
  4
  12
  6
  10
  5
  6
  Improved evasion
  16
  13
  9
  8
  8
  4
  13
  7
  10
  5
  6
  —
  17
  14
  10
  9
  9
  4
  14
  7
  10
  5
  6
  —
  18
  15
  11
  9
  9
  5
  15
  8
  12
  6
  7
  —
  19
  15
  11
  9
  9
  5
  15
  8
  12
  6
  7
  —
  20
  16
  12
  10
  10
  5
  16
  8
  12
  6
  7
  Ability score increase
  These bonus tricks don’t require any training 
  time or Handle Animal checks, and they don’t 
  count against the normal limit of tricks known by 
  the animal. The druid selects these bonus tricks, 
  and once selected, they can’t be changed.
  Special: This includes a number of abilities 
  gained by animal companions as they increase 
  in power. Each of these bonuses is described 
  below.
  Link (Ex): A druid can handle her animal 
  companion as a free action, or push it as a move 
  action, even if she doesn’t have any ranks in 
  the Handle Animal skill. The druid gains a +4 
  circumstance bonus on all wild empathy checks 
  and Handle Animal checks made regarding an 
  animal companion.
  Share Spells (Ex): The druid may cast a spell 
  with a target of “You” on her animal companion 
  (as a touch range spell) instead of on herself. A 
  druid may cast spells on her animal companion 
  even if the spells normally do not affect creatures 
  of the companion’s type (animal).
  Evasion (Ex): If an animal companion is subjected 
  to an attack that normally allows a Reflex saving 
  throw for half damage, it takes no damage if it 
  makes a successful saving throw.
  Ability Score Increase (Ex): The animal 
  companion adds +1 to one of its ability scores.
  Devotion (Ex): An animal companion gains a +4 
  morale bonus on Will saves against enchantment 
  spells and effects.
  Multiattack: An animal companion gains 
  Multiattack as a bonus feat if it has three or more 
  natural attacks and does not already have that 
  feat. If it does not have the requisite three or more 
  natural attacks, the animal companion instead 
  gains a second attack with its primary natural 
  weapon, albeit at a –5 penalty.
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, an animal companion takes no 
  damage if it makes a successful saving throw and 
  only half damage if the saving throw fails.
  
  AnimAl CompAnions
  4
  1
  Animal Skills
  Animal companions can have ranks in any of the 
  following skills: Acrobatics (Dex), Climb (Str), Escape 
  Artist (Dex), Fly (Dex), Intimidate (Cha), Perception 
  (Wis), Stealth (Dex), and Swim (Str). All of these 
  skills are class skills for animal companions.
  Animal Feats
  Animal companions can select from the following 
  feats: Acrobatic, Agile Maneuvers, Athletic, Blind-
  Fight, Combat Reflexes, Die Hard, Dodge, Endurance, 
  Great Fortitude, Heavy Armor Proficiency, Improved 
  Bull Rush, Improved Initiative, Improved Natural 
  Armor, Improved Natural Attack, Improved 
  Overrun, Intimidating Prowess, Iron Will, Light 
  Armor Proficiency, Lightning Reflexes, Medium 
  Armor Proficiency, Mobility, Power Attack, Run, 
  Skill Focus, Spring Attack, Stealthy, Toughness, 
  Weapon Finesse, and Weapon Focus.
  Animal Types
  Each animal companion has a type, which defines 
  it starting size, speed, attacks, ability scores, and 
  other special qualities. As you gain in levels, your 
  animal companion gains in power as well, usually 
  at 4th or 7th level, in addition to the standard 
  bonuses noted on table X–XX.
  Ape
  Starting Statistics: Size Medium; Speed 30 ft., Climb 
  30 ft.; AC +1 natural armor; Attack 2 claws (1d4), bite 
  (1d4); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 
  12, Cha 7; Special Qualities low-light vision, scent.
  4th Level Advancement: Size Large; AC +2 natural 
  armor; Attack 2 claws (1d6), bite (1d6); Ability 
  Scores Str +8, Dex –2, Con +4.
  Badger (Wolverine)
  Starting Statistics: Size Small; Speed 30 ft., burrow 
  10 ft., climb 10 ft.; AC +2 natural armor; Attack 2 
  claws (1d3), bite (1d4); Ability Scores Str 10, Dex 17, 
  Con 15, Int 2, Wis 12, Cha 10; Special Attacks rage; 
  Special Qualities low-light vision, scent.
  4th Level Advancement: Size Medium; Attack 2 
  claws (1d4), bite (1d6); Ability Scores Str +4, Dex 
  –2, Con +2.
  Bear
  Starting Statistics: Size Small; Speed 40 ft.; AC 
  +2 natural armor; Attack 2 claws (1d3), bite (1d4); 
  Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, 
  Cha 6; Special Qualities low-light vision, scent.
  4th Level Advancement: Size Medium; Attack 
  2 claws (1d4), bite (1d6); Ability Scores Str 4, Dex 
  –2, Con +2.
  Bird (Eagle/Hawk/Owl)
  Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. 
  (average); AC +1 natural armor; Attack 2 talons (1d4), 
  bite (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, 
  Wis 14, Cha 6; Special Qualities low-light vision.
  4th Level Advancement: Ability Scores Str +2, 
  Con +2.
  Boar
  Starting Statistics: Size Small; Speed 40 ft.; AC +6 
  natural armor; Attack gore (1d6); Ability Scores 
  Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4; Special 
  Qualities low-light vision, scent.
  4th Level Advancement: Size Medium; Attack 
  gore (1d8); Ability Scores Str 4, Dex –2, Con +2; 
  Special Attacks ferocity.
  Camel
  Starting Statistics: Size Large; Speed 50 ft.; AC +1 
  natural armor; Attack bite* (1d4*); Ability Scores 
  Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4; Special 
  Qualities low-light vision, scent. * A camel’s bite is 
  a treated as a secondary attack and adds only half 
  the camel’s Str bonus on the damage roll.
  4th Level Advancement: Ability Scores Str +2, 
  Con +2.
  Cat, Big (Lion, Tiger)
  Starting Statistics: Size Medium; Speed 40 ft.; AC 
  +1 natural armor; Attack 2 claws (1d4), bite (1d6); 
  Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, 
  Cha 10; Special Attacks pounce; Special Qualities 
  low-light vision, scent.
  7th Level Advancement: Size Large; AC +2 natural 
  armor; Attack 2 claws (1d6), bite (1d8); Ability Scores 
  Str +8, Dex –2, Con +4; Special Attacks improved 
  grab, rake (1d6).
  
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  AnimAl CompAnions
  1
  Cat, Small (Cheetah, Leopard)
  Starting Statistics: Size Small; Speed 50 ft.; AC 
  +1 natural armor; Attack bite (1d4), 2 claws (1d2); 
  Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 
  12, Cha 6; Special Attacks trip; Special Qualities 
  low-light vision, scent.
  4th Level Advancement: Size Medium; Attack 
  bite (1d6), 2 claws (1d2); Ability Scores Str 4, Dex 
  –2, Con +2; Special Qualities sprint.
  Crocodile (Alligator)
  Starting Statistics: Size Small; Speed 20 ft., swim 
  30 ft.; AC +4 natural armor; Attack bite (1d6); Ability 
  Scores Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2; 
  Special Qualities hold breath, low-light vision.
  4th Level Advancement: Size Medium; Attack bite 
  (1d8) or tail slap (1d12); Ability Scores Str +4, Dex 
  –2, Con +2; Special Attacks improved grab.
  Dinosaur (Megaraptor, Tyrannosaurus)
  Starting Statistics: Size Medium; Speed 40 ft.; AC 
  +2 natural armor; Attack bite (1d8); Ability Scores 
  Str 12, Dex 16, Con 13, Int 2, Wis 15, Cha 10; Special 
  Qualities low-light vision, scent.
  7th Level Advancement: Size Large; AC +2 
  natural armor; Attack bite (2d6); Ability 
  Scores Str +8, Dex –2, Con +4; Special 
  Attacks improved grab, swallow 
  whole.
  Dire Rat
  Starting Statistics: Size Small; 
  Speed 40 ft., climb 20 ft.; AC 
  +1 natural armor; Attack bite 
  (1d4); Ability Scores Str 10, 
  Dex 17, Con 12, Int 1, Wis 12, 
  Cha 4; Special Attacks disease; 
  Special Qualities low-light vision, 
  scent.
  4th Level Advancement: Ability Scores Str 
  +2, Con +2.
  Dog
  Starting Statistics: Size Small; Speed 40 ft.; 
  AC +2 natural armor; Attack bite (1d4); Ability 
  Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, 
  Cha 6; Special Qualities low-light vision, scent.
  4th Level Advancement: Size Medium; Attack bite 
  (1d6); Ability Scores Str +4, Dex –2, Con +2.
  Horse, heavy
  Starting Statistics: Size Large; Speed 50 ft.; AC +4 
  natural armor; Attack 2 hooves (1d6*); Ability Scores 
  Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special 
  Qualities low-light vision, scent. * A horse’s bite is 
  a treated as a secondary attack and adds only half 
  the horse’s Str bonus on the damage roll.
  4th Level Advancement: Attack 2 hooves (1d6), 
  bite (1d4); Ability Scores Str +2, Con +2; Special 
  Qualities war trained.
  
  AnimAl CompAnions
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  1
  Horse, light
  Starting Statistics: Size Large; Speed 60 ft.; AC +4 
  natural armor; Attack 2 hooves (1d4*); Ability Scores 
  Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special 
  Qualities low-light vision, scent. * A horse’s bite is 
  a treated as a secondary attack and adds only half 
  the horse’s Str bonus on the damage roll.
  4th Level Advancement: Attack 2 hooves (1d4), 
  bite (1d3); Ability Scores Str +2, Con +2; Special 
  Qualities war trained.
  Monitor Lizard
  Starting Statistics: Size Small; Speed 30 ft., swim 
  30 ft.; AC +3 natural armor; Attack bite (1d6); Ability 
  Scores Str 13, Dex 17, Con 15, Int 1, Wis 12, Cha 2; 
  Special Qualities low-light vision.
  4th Level Advancement: Size Medium; Attack bite 
  (1d8); Ability Scores Str +4, Dex –2, Con +2.
  Pony
  Starting Statistics: Size Medium; Speed 40 ft.; AC 
  +2 natural armor; Attack 2 hooves (1d3*); Ability 
  Scores Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4; 
  Special Qualities low-light vision, scent. * A pony’s 
  bite is a treated as a secondary attack and adds only 
  half the pony’s Str bonus on the damage roll.
  4th Level Advancement: Ability Scores Str +2, 
  Con +2; Special Qualities war trained.
  Shark
  Starting Statistics: Size Small; Speed swim 60 
  ft.; AC +4 natural armor; Attack bite (1d4); Ability 
  Scores Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2; 
  Special Qualities keen scent.
  4th Level Advancement: Size Medium; Attack 
  bite (1d6); Ability Scores Str +4, Dex –2, Con +2; 
  Special Qualities blindsense.
  Snake, constrictor
  Starting Statistics: Size Small; Speed 20 ft., climb 
  20 ft., swim 20 ft.; AC +2 natural armor; Attack bite 
  (1d2); Ability Scores Str 13, Dex 19, Con 11, Int 1, 
  Wis 12, Cha 2; Special Attacks improved grab; 
  Special Qualities scent.
  4th Level Advancement: Size Medium; Attack 
  bite (1d3); Ability Scores Str +4, Dex –2, Con +2; 
  Special Attacks constrict (1d3+4).
  Snake, viper
  Starting Statistics: Size Medium; Speed 20 ft., 
  climb 20 ft., swim 20 ft.; AC +2 natural armor; 
  Attack bite (1d4 plus poison); Ability Scores Str 8, 
  Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Attacks 
  poison (1d6 Con/1d6 Con, Con-based DC); Special 
  Qualities scent.
  4th Level Advancement: Size Large; AC +2 natural 
  armor; Attack bite (1d6); Ability Scores Str +8, Dex 
  –2, Con +4.
  Wolf
  Starting Statistics: Size Medium; Speed 50 ft.; AC 
  +2 natural armor; Attack bite (1d6); Ability Scores 
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special 
  Attacks trip; Special Qualities scent.
  7th Level Advancement: Size Large; AC +2 natural 
  armor; Attack bite (1d8); Ability Scores Str +8, Dex 
  –2, Con +4.
  
SOURCE: textdata/thevault/Pathfinder/Animal Companions.pdf