TEXT: Options for 
  Animal Companions
  Alex Riggs
  Joshua Zaback
  
  Wild Things 
   
  Options for Animal Companions
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  3
   Table of Contents
  Introduction...........................................................................................................................................................4
  New Animal Classes...........................................................................................................................................5
   
  Fearsome Beast..............................................................................................................................................5
   
  Hunting Companion......................................................................................................................................7
   
  Noble Steed....................................................................................................................................................8
   
  Sage Counselor..............................................................................................................................................9
   
  Sly Varmint..................................................................................................................................................11
   
  Spirit Guide..................................................................................................................................................13
   
  Stalwart Sentinel..........................................................................................................................................15
  New Feats..............................................................................................................................................................17 
   
  Animal Feats................................................................................................................................................17
   
  General Feats................................................................................................................................................18
   
  Teamwork Feats...........................................................................................................................................19
  New Spells.............................................................................................................................................................21
  Roleplaying an Animal Companion.............................................................................................................24
  OGL.........................................................................................................................................................................27
  References to Other Products
   
  Several places in this book refer to one or more classes, feats, spells, items, or other content found in other books, 
  either other books published by Necromancers of the Northwest, or, more commonly, books published by Paizo. Any content that can be found in  the 
  Pathfinder Roleplaying Game Core Rulebook or Pathfinder Bestiary are not specially noted as such. Any content that cannot be found in either this book or one 
  of those two books will have a superscript denotation, indicating what book it can be found in. These notations are abbreviated. The following list explains 
  what book each abbreviation is associated with.
  AA1: Advanced Arcana Volume 1
  AA2: Advanced Arcana Volume 2
  AA3: Advanced Arcana Volume 3
  AA4: Advanced Arcana Volume 4
  ACG: Advanced Class Guide
  APG: Advanced Player’s Guide
  ARG: Advanced Race Guide
  B2: Bestiary 2
  B3: Bestiary 3
  B4: Bestiary 4
  LV: Liber Vampyr
  NA12: Necromancer’s Almanac 2012
  NA13: Necromancer’s Almanac 2013
  UC: Ultimate Combat
  UM: Ultimate Magic
  
  Sidebar: Using Animal Companion Classes
   
  We have taken great care to keep the various 
  animal companion classes presented here at the 
  same relative power level as a standard animal 
  companion, and we are confident that most gaming 
  groups will not find that this material makes 
  characters with animal companions significantly 
  more powerful (although they may become more 
  versatile, or slightly more focused on their chosen 
  role, and they will certainly be different).
   
  That said, some GMs may be concerned 
  about using any content that makes animal 
  companions more effective, especially when those 
  animal companions belong to characters with one 
  of the more powerful classes, such as the druid. 
  We recommend that these GMs consider being 
  judicious when determining which characters can 
  gain access to the animal classes presented in this 
  book.
   
  Though druids may not need any additional 
  firepower in their arsenal, several of the other 
  classes that gain animal companions are notably 
  weaker than some other classes, such as rangers 
  and hunters. Other classes, like paladins, are more 
  strictly limited in what type of animal companion 
  they receive. Even if you disallow this content for 
  certain classes, consider allowing it to these weaker 
  or more limited classes, or offering the ability to use 
  this content as a potential incentive for players of 
  druids and clerics to avoid taking the most powerful 
  options and keep a relatively close balance with the 
  other members of the party.
  4
  Introduction
   
  There are many facets to character creations, and the 
  Pathfinder Roleplaying Game provides us with lots of different 
  tools to help make one character feel different from another. 
  A character’s race and class are the most obvious ones, fol-
  lowed by one’s choice of feats and skills, and, if one has them, 
  spells. Optional things like traits, alternate racial abilities, 
  and such allow for even more customization. From the begin-
  ning, Pathfinder classes have confronted players with more 
  choices and options than their counterparts in the 3.5 OGL, 
  and that trend has only grown over time, with nearly every 
  class now offering menus of special class abilities to choose 
  from every other level, a major bloodline-like class feature 
  with several options that dramatically change the nature of 
  the class, or both.
   
  One element of a character, both flavorfully and me-
  chanically, which is often overlooked is the character’s animal 
  companion. Not all characters have them, of course, but at 
  the time that this book is printed, they are available to clerics, 
  druids, paladins, rangers, cavaliers, inquisitors, and hunters, 
  plus any other classes that may be able to get them through 
  archetypes or similar means. While they may not belong to 
  every character, they are, or at least have the potential to be, a 
  large part of any character that has one.
   
  Unlike many of the player options available for 
  Pathfinder, however, animal companions have not changed 
  much since the beginning of the game, and have fallen 
  somewhat behind in terms of how many options they 
  provide, and how much customization is available. While 
  animal companions are much more customizable than many 
  players realize (there seem to be plenty of groups that 
  completely forget that they get feats), and there is certainly 
  no shortage of different animal types to choose from 
  (www.d20pfsrd.com lists over 100 different types of animal 
  companions from Paizo books alone!), it’s still not on the 
  same level that players have come to expect from the other 
  aspects of their character.
   
  This book aims to bring animal companions more 
  into the spotlight, and provide players who are interested in 
  fleshing out their animal companions with some tools that 
  will help them to do so.
   
  The first section of the book reimagines the animal 
  companion rules presented in the Pathfinder Roleplaying 
  Game Core Rulebook as if it were itself a class that an animal 
  companion could take, and presents seven new, alternate 
  classes that a character’s animal companion might use, in-
  stead, from the fearsome beast to the stalwart sentinel. Each 
  of these animal companion classes has unique class features 
  and abilities, and many of them offer different kinds of Hit 
  Dice, base attack and saving throw progressions, and skills 
  per level.
   
  After that, we present a variety of new feats, which 
  have been divided into three sections. The first section, 
  animal feats, contains feats that are specifically designed for 
  animal companions and other creatures of the animal type. 
  The second section includes a variety of general feats 
  intended for characters that have animal companions, which 
  allow them to get greater use out of their animal 
  companion. Finally, the third section of feats includes a 
  number of teamwork feats that are intended specifically to be 
  taken by animal companions and their trainers, allowing the 
  pair to work together in ways that other teams simply cannot.
   
  Third, since animal companions and spellcasting 
  largely go hand in hand, this book contains a selection of 
  spells designed to interact with animal companions in 
  various ways.
   
  The final section of the book focuses on ways to 
  make your animal companion stand out in roleplay, rather 
  than mechanically, and discusses some of the common issues 
  that make an animal companion difficult to bring to life at 
  the table, and how to overcome them.
  
  New Animal Classes
   
  In many ways, the ways in which an animal 
  companion increases in power as its handler increases in 
  levels is a lot like a very specialized class. As the animal 
  companion’s handler gains levels, the animal companion’s Hit 
  Dice, base attack bonus, and saving throws increase, it gains 
  skills and feats, and also gains a variety of special abilities. 
  However, where players have numerous classes to choose 
  from, animal companions have only the one.
   
  The following section presents new classes for 
  animal companions, each with their own sets of special 
  abilities and powers which set them apart from other 
  animal companions. More than simply archetypes, these 
  animal companion classes offer differing progressions for 
  your animal companion’s base attack bonus, saving throws, 
  available skills, and special animal companion abilities. Be 
  sure to check the table for the associated animal companion 
  class for more information about its changes to progressions. 
  An animal companion with a class improves in power as its 
  handler does, just like any other animal companion, and all 
  references to levels in the class section refer to the handler’s 
  level. 
   
  Note that the abilities listed for each class completely 
  replace the abilities that an animal companion normally 
  gains. Each animal companion class provides its own sets 
  of benefits, different from the default animal companion 
  benefits. If an animal companion class does not list an ability 
  that is normally gained by an animal companion with the 
  default animal companion class, an animal companion with 
  that class does not gain that ability. Unlike player characters, 
  an animal companion cannot “multiclass.” It is restricted to a 
  single animal companion class.
  Fearsome Beast
   
  Larger and more aggressive than other animal 
  companions, fearsome beasts are powerful melee combatants 
  who love to join the fray on their master’s behalf. As a result 
  of specialized training combined with a reckless, often 
  brutish, nature, fearsome beasts can deliver powerful attacks, 
  though these aggressive tactics can leave them vulnerable to 
  attack themselves.
   
  Hit Die: d10
  Class Skills
   
  A fearsome beast’s class skills are Acrobatics (Dex), 
  Climb (Str), Fly (Dex), and Swim (Str).
   
  Skill Ranks Per Hit Dice: 2 + Int modifier.
  Class Features
   
  Augmented Animal (Ex): A fearsome beast is larger 
  and more powerful than other animals of its kind, but is 
  not actually physiologically different from their lesser kin. 
  A fearsome beast’s Hit Dice, base attack bonus, base saving 
  throw, and skill progressions are all determined by its animal 
  companion class. It is treated as an animal for the purposes 
  of spells and effects that can only affect certain types of 
  creatures.
  5
  
   
  Frenzy (Ex): A fearsome beast is savage, 
  bloodthirsty, and ready for combat. A fearsome beast gains 
  the attack trick as a bonus trick. Additionally, beginning at 3rd 
  level, a fearsome beast gains a +1 moral bonus to attack and 
  damage rolls for 1 round whenever it is handled to use the 
  attack trick. 
   
  Share Feats (Ex): A handler can share certain feats 
  with a fearsome beast. As a standard action, the handler 
  can bestow some of her prowess upon her fearsome beast 
  animal companion, allowing it to gain the benefit of a single 
  combat feat she knows, and which her fearsome beast animal 
  companion meets the prerequisites for. The fearsome beast 
  retains these benefits for 1 minute. At 5th level, and every 
  5 levels thereafter, the handler can bestow an additional 
  combat feat in this way when she uses this ability.
   
  Link (Ex): A handler 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 
  handler gains a +4 circumstance bonus on all wild empathy 
  checks and Handle Animal checks made regarding an animal 
  companion.
   
  Ferocious (Ex): A fearsome beast fights to the bitter 
  end, becoming more deadly as it suffers greater wounds. At 
  6th level, a fearsome beast gains a +2 bonus to attack and 
  damage rolls when reduced to fewer than half its maximum 
  hit points. This bonus is doubled when the fearsome beast is 
  at or below 0 hit points. Finally, a fearsome beast can choose 
  to become stable when reduced to 0 hit points or below, but 
  is exhausted for 24 hours thereafter.
   
  Fearsome Foe (Ex): A fearsome beast is a more 
  aggressive and dangerous combatant than other animal 
  companions. At 11th level, a fearsome beast chooses a single 
  natural attack it possesses. It may make an additional attack 
  with that natural attack as part of a full-attack action.
   
  Fatal Frenzy (Ex): A fearsome beast is capable of 
  entering a state of primal fury which turns it into a whirlwind 
  of claws and teeth, but drains its body of stamina. At 15th 
  level, a fearsome beast can be commanded to enter a state 
  of fatal frenzy as a swift action, with a DC 30 Handle Animal 
  check. Once a fearsome beast enters this primal state, it 
  continues to engage in a fatal frenzy for 1 minute, or until a 
  second DC 30 Handle Animal check is made to stop it. While 
  in this state, the fearsome beast gains a +6 bonus to attack 
  and damage rolls, but suffers a -6 penalty to AC, and suffers 
  10 points of damage at the end of each round.
   
  Fearsome Might (Ex): A fearsome beast is capable 
  of delivering truly lethal blows. At 20th level, a fearsome beast 
  chooses a natural attack it possesses. Its critical multiplier for 
  that attack is increased by 1.
   
  Table 1‐1: Fearsome Beast Animal Companion Base Statistics
  Class 
  Level
  s
  Natural 
  Armor Bonus
  Str
  Bonu
   
  s
  Bonus
  Tricks
  HD BAB Fort
  Ref
  Will Skills Feat
  Special
  1st
  2
  +2
  +3
  +0
  +0
  2
  1
  +0
  +0
  1
  Frenzy, link, share feats
  2nd
  3
  +3
  +3
  +1
  +1
  3
  2
  +0
  +0
  1
  ‐
  3rd
  3
  +3
  +3
  +1
  +1
  3
  2
  +2
  +1
  2
  ‐
  4th
  4
  +4
  +4
  +1
  +1
  4
  2
  +1
  +1
  2
  Ability score increase
  5th
  5
  +5
  +4
  +1
  +1
  5
  3
  +1
  +1
  2
  ‐
  6th
  6
  +6
  +5
  +2
  +2
  6
  3
  +2
  +2
  3
  Ferocious
  7th
  6
  +6
  +5
  +2
  +2
  6
  3
  +2
  +2
  3
  ‐
  8th
  7
  +7
  +5
  +2
  +2
  7
  4
  +2
  +2
  3
  ‐
  9th
  8
  +8
  +6
  +2
  +2
  8
  4
  +3
  +3
  4
  Ability score increase
  10th
  9
  +9
  +6
  +3
  +3
  9
  5
  +3
  +3
  4
  ‐
  11th
  9
  +9
  +6
  +3
  +3
  9
  5
  +3
  +3
  4
  Fearsome foe
  12th
  10
  +10
  +7
  +3
  +3
  10
  5
  +4
  +4
  5
  ‐
  13th
  11
  +11
  +7
  +3
  +3
  11
  6
  +4
  +4
  5
  ‐
  14th
  12
  +12
  +8
  +4
  +4
  12
  6
  +4
  +4
  5
  Ability score increase
  15th
  12
  +12
  +8
  +4
  +4
  12
  6
  +5
  +5
  6
  Fatal frenzy
  16th
  13
  +13
  +8
  +4
  +4
  13
  7
  +5
  +5
  6
  ‐
  17th
  14
  +14
  +9
  +4
  +4
  14
  7
  +5
  +5
  6
  ‐
  18th
  15
  +15
  +9
  +5
  +5
  15
  8
  +6
  +6
  7
  ‐
  19th
  15
  +15
  +9
  +5
  +5
  15
  8
  +6
  +6
  7
  ‐
  20th
  16
  +16
  +10
  +5
  +5
  16
  8
  +6
  +6
  7
  Ability score increase, fearsome might
  6
  
  Hunting Companion
   
  A hunting companion is exceptionally skilled in 
  hunting down and tracking creatures for its master. Most 
  hunters are animals naturally gifted in the ways of stalking, 
  and they usually have the scent special quality, though this 
  is not always the case. In addition to being skilled trackers, 
  these hunting companions are experts at bringing down their 
  foes. Hunters make ideal animal companions for druids and 
  hunters who have the abilities to fully support the hunting 
  companion.  
   
   
  Hit Die: d8
  Class Skills 
   
  A hunting companion’s class skills are Acrobatics 
  (Dex), Climb (Str), Fly (Dex), Perception (Wis), Stealth 
  (Dex), Swim (Str), and Survival.
   
  Skill Ranks Per Hit Dice: 2 + Int modifier.
  Class Features
   
   
  Augmented Animal (Ex): A hunting companion 
  has heightened senses, focuses on hunting down one creature 
  at a time, and is slightly less skilled in large-scale combat 
  than other animal companions. A hunting companion’s 
  Hit Dice, base attack bonus, base saving throw, and skill 
  progressions are all determined by its animal companion 
  class. It is treated as an animal for the purposes of spells and 
  effects that can only affect certain types of creatures.
   
  Expert Tracker (Ex): A hunting companion is 
  able to easily track creatures over long distances. A hunting 
  companion adds 1/2 its handler’s level on all Survival checks 
  made to find and follow tracks. Additionally, the hunting 
  companion suffers no penalty for following a cold trail if it 
  has been less than 24 hours since the trail was made, even if 
  it has rained since the tracks were made.
   
  Improved Scent (Ex): A hunting companion is a 
  master of using its nose to find its prey. A hunting companion 
  gains the scent special ability, if it did not have it already. If it 
  did already have the scent special ability, that ability improves 
  in a number of ways: the range at which its scent ability 
  functions is doubled, and the hunting companion can use 
  its scent special ability quicker than other animals, allowing 
  it to use scent to note the direction of a creature as a swift 
  action. Further, once it pinpoints the location of a creature 
  using its scent special ability, it can continue to keep track 
  of that creature’s location as a free action for as long as the 
  target remains within range of the hunting companion’s scent 
  special ability.
   
  Link (Ex): A handler 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 
  handler gains a +4 circumstance bonus on all wild empathy 
  checks and Handle Animal checks made regarding an animal 
  companion.
   
  Predatory Instincts (Ex): A hunting companion is 
  ideally suited to hunting down specific prey and can utilize 
  its animal instincts to better track and dispose of a single 
  individual. Beginning at 3rd level, the hunting companion 
  can be issued a special hunt command (using Handle 
  Animal) in order to hunt down a single creature. The hunting 
  companion and its handler must be within 60 feet of either 
  the creature in question or tracks left by that creature, in 
  order to use this ability. The DC for the Handle Animal 
  check is equal to 10 + the target creature’s CR. If the hunting 
  companion is combat-trained, the handler gains a +4 bonus 
  on this Handle Animal check. 
   
  If this check is successful, the hunting companion 
  can track the target creature while moving at up to twice 
  its speed, without incurring any penalty on the Survival 
  check for moving at high speeds. Additionally, the hunting 
  companion gains a +1 morale bonus to AC against attacks 
  made by the hunted creature, and gains a +1 morale bonus 
  on saving throws made to resist that creature’s spells and 
  abilities, as well as a +1 morale bonus on attack and damage 
  rolls made against that creature. The hunting companion 
  7
  
  can only hunt one creature at a time using this ability; if 
  the handler uses Handle Animal to command it to hunt a 
  second target, the hunting companion immediately loses the 
  bonuses against the first target. Otherwise, these bonuses 
  last for 24 hours, or until the target is slain. 
   
  Devotion: A hunting companion is a devoted 
  follower of its handler. At 6th level, the hunting companion 
  gains a +4 morale bonus on Will saves against enchantment 
  spells and effects.
   
  Multiattack: A hunting companion is able to attack 
  effectively with all of its natural attacks. At 11th level, the 
  hunting companion gains Multiattack as a bonus feat if it has 
  three or more natural attacks. If it has two or fewer natural 
  attacks, it chooses one of its natural attacks, and can make an 
  additional attack with that natural attack each round.
   
  Catch Prey (Ex): A hunting companion is an expert 
  at hunting down and killing its handler’s enemies. At 15th 
  level, if the hunting companion’s handler has the quarry class 
  feature, then whenever she uses her quarry class feature, the 
  hunting companion gains the benefits of that class feature 
  against the creature targeted by the quarry ability, as well. 
  Additionally, regardless of whether or not the hunting 
  companion’s handler has the quarry class feature or not, the 
  bonus to AC, saving throws, and attack and damage rolls 
  granted to the hunting companion by its predatory instinct 
  class feature is increased by +1.
   
   
  Great Hunter (Ex): At 20th level, a hunting 
  companion gains a single favored enemy, as the ranger class 
  feature. Additionally, if it chose a favored enemy that the 
  handler has also selected as a favored enemy, then they both 
  increase their favored enemy bonuses against that creature by 
  +2.
  Noble Steed
   
  Though often used for mounts, the noble steed 
  animal companion does not necessarily have to serve in that 
  capacity to benefit from this class, which focuses on working 
  with the handler to deliver a deadly, in-your-face assault. 
  The ideal noble steed is a fast creature, suitable as a mount, 
  with more than one natural attack, though other animal 
  companions may still benefit from this class. Good choices 
  for noble steeds include big cats, horses, and elephants. 
   
  Hit Die: d8
  Class Skills
   
  The noble steed’s class skills are Acrobatics (Dex), 
  Climb (Str), Fly (Dex), and Swim (Str).
   
  Skill Ranks Per Hit Dice: 2 + Int modifier.
  Class Features
   
  Augmented Animal (Ex): A noble steed stresses 
  relentless aggression and teamwork. A noble steed’s Hit Dice, 
  base attack bonus, base saving throw, and skill progressions 
  are all determined by its animal companion class. It is treated 
  as an animal for the purposes of spells and effects that can 
  only affect certain types of creatures.
   
  Link (Ex): A noble steed’s handler 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 handler gains a +4 circumstance bonus on 
  all wild empathy checks and Handle Animal checks made 
  regarding an animal companion.
   
  Table 1‐2: Hunting Companion Animal Companion Base Statistics
  s
  Natura
  Armo
  Bonu
  Str/
  l 
  Class 
  Level
  Dex
  r 
  s
  Bonus
  Tricks
  HD
  BAB
  Fort
  Ref
  Will Skills Feat
  Bonu
  s
  Special
  1st
  2
  +1
  +3
  +3
  +0
  2
  1
  +0
  +0
  1
  Link, expert tracker, improved scent
  2nd
  3
  +2
  +3
  +3
  +1
  3
  2
  +0
  +0
  1
  ‐
  3rd
  3
  +2
  +3
  +3
  +1
  3
  2
  +2
  +0
  2
  Predatory instincts
  4th
  4
  +3
  +4
  +4
  +1
  4
  2
  +2
  +0
  2
  Ability score increase
  5th
  5
  +3
  +4
  +4
  +1
  5
  3
  +2
  +0
  2
  ‐
  6th
  6
  +4
  +5
  +5
  +2
  6
  3
  +4
  +1
  3
  Devotion
  7th
  6
  +4
  +5
  +5
  +2
  6
  3
  +4
  +1
  3
  ‐
  8th
  7
  +5
  +5
  +5
  +2
  7
  4
  +4
  +1
  3
  ‐
  9th
  8
  +6
  +6
  +6
  +2
  8
  4
  +6
  +1
  4
  Ability score increase
  10th
  9
  +6
  +6
  +6
  +3
  9
  5
  +6
  +1
  4
  ‐
  11th
  9
  +6
  +6
  +6
  +3
  9
  5
  +6
  +1
  4
  Multiattack
  12th
  10
  +7
  +7
  +7
  +3
  10
  5
  +8
  +2
  5
  ‐
  13th
  11
  +8
  +7
  +7
  +3
  11
  6
  +8
  +2
  5
  ‐
  14th
  12
  +9
  +8
  +8
  +4
  12
  6
  +8
  +2
  5
  Ability score increase
  15th
  12
  +9
  +8
  +8
  +4
  12
  6
  +10
  +2
  6
  Catch prey
  16th
  13
  +9
  +8
  +8
  +4
  13
  7
  +10
  +2
  6
  ‐
  17th
  14
  +10
  +9
  +9
  +4
  14
  7
  +10
  +2
  6
  ‐
  18th
  15
  +11
  +9
  +9
  +5
  15
  8
  +12
  +3
  7
  ‐
  19th
  15
  +11
  +9
  +9
  +5
  15
  8
  +12
  +3
  7
  ‐
  20th
  16
  +12
  +10
  +10
  +5
  16
  8
  +12
  +3
  7
  Ability score increase, great hunter
  8
  
   
    Bonus 
  20th
  +10
  8
  3
   score 
   
   
  Table 1‐3: Noble Steed Animal Companion Base Statistics
  Class
  Level
  ls Feats
  Natu
  Arm
  Bon
  ral 
  or 
  us
  Str/Dex
  Bonus
  HD
  BAB
  Fort
  Ref
  Will Skil
  Special
  Tricks
  1st
  2
  +1
  +0
  +3
  +0
  2
  1
  +0
  +0
  0
  Link, pounce, riding bond
  2nd
  3
  +2
  +1
  +3
  +1
  3
  2
  +0
  +0
  0
  ‐
  3rd
  3
  +2
  +1
  +3
  +1
  3
  2
  +2
  +0
  0
  Defensive teamwork
  4th
  4
  +3
  +1
  +4
  +1
  4
  2
  +2
  +0
  0
  Ability score increase
  5th
  5
  +3
  +1
  +4
  +1
  5
  3
  +2
  +0
  1
  ‐
  6th
  6
  +4
  +2
  +5
  +2
  6
  3
  +4
  +1
  1
  Devotion
  7th
  6
  +4
  +2
  +5
  +2
  6
  3
  +4
  +1
  1
  ‐
  8th
  7
  +5
  +2
  +5
  +2
  7
  4
  +4
  +1
  1
  ‐
  9th
  8
  +6
  +2
  +6
  +2
  8
  4
  +6
  +1
  2
  Ability score increase, improved pounce
  10th
  9
  +6
  +3
  +6
  +3
  9
  5
  +6
  +1
  2
  ‐
  11th
  9
  +6
  +3
  +6
  +3
  9
  5
  +6
  +1
  2
  ‐
  12th
  10
  +7
  +3
  +7
  +3
  10
  5
  +8
  +2
  2
  ‐
  13th
  11
  +8
  +3
  +7
  +3
  11
  6
  +8
  +2
  2
  ‐
  14th
  12
  +9
  +4
  +8
  +4
  12
  6
  +8
  +2
  2
  Ability score increase
  15th
  12
  +9
  +4
  +8
  +4
  12
  6
  +10
  +2
  3
  16th
  13
  +9
  +4
  +8
  +4
  13
  7
  +10
  +2
  3
  ‐
  17th
  14
  +10
  +4
  +9
  +4
  14
  7
  +10
  +2
  3
  ‐
  18th
  15
  +11
  +5
  +9
  +5
  15
  8
  +12
  +3
  3
  ‐
  19th
  15
  +11
  +5
  +9
  +5
  15
  8
  +12
  +3
  3
  ‐
  20th
  16
  +
  16
  12
  +12
  +5
  +5
  +10
  +5
  +5
  16
  8
  16
  +12
  +12
  +3
  3
  Ability score increase, spirited charge
  +3
  Ability
  increase, spirited charge
  40
  30
  40
  35
  35
  35
  40
  40
  52
  52
  44
  227
   
  Pounce (Ex): A noble steed is capable of making 
  an unrelenting assault when it charges. A noble steed gains 
  the pounce special attack, if it did not already possess it, and 
  while serving as a mount may make use of its pounce attack 
  whenever its handler charges a creature while mounted on 
  the noble steed, without need of a Ride check. If the noble 
  steed already possessed the pounce special attack, it instead 
  gains an additional +1 bonus to all attack rolls made while 
  charging. 
   
  Riding Bond (Ex): A noble steed is an excellent 
  mount and forms a special bond with its handler. The noble 
  steed’s handler can take 10 on all Ride checks made while 
  mounted on the noble steed.
   
  Defensive Teamwork (Ex): A noble steed and its 
  handler work together to protect one another. At 3rd level, 
  both the noble steed and the handler grant soft cover to the 
  other while the handler is mounted on the noble steed. At 15th 
  level, this ability improves to provide regular cover. 
   
  Devotion: A noble steed companion is a close 
  friend and boon companion to the handler. At 6th level, the 
  noble steed gains a +4 morale bonus on Will saves against 
  enchantment spells and effects.
   
  Improved Pounce (Ex): A noble steed is able to 
  pounce on its foes with increased power. At 9th level, when 
  the noble steed uses its pounce ability, it gains a +2 bonus on 
  all damage rolls.
   
  Spirited Charge (Ex): A noble steed charges with 
  the spirit of a mighty warrior. At 20th level, whenever it makes 
  a charge attack, the noble steed inflicts twice the normal 
  amount of damage on a successful hit.
  Sage Counselor
   
  Sage counselors are the stuff of legends, usually 
  found serving druids and shamans who have devoted 
  themselves to hermitic lifestyles and traditions. Occasionally, 
  sage counselors are found in service to remote temples or 
  serve as guardians to good-hearted wanderers. In any case, 
  sage counselors are especially in tune with magic and possess 
  some limited power to channel spiritual energies. The sage 
  counselor’s unique circumstances make them somewhat 
  poor combatants on their own, but allow them to take great 
  advantage of magical might.
   
  Hit Die: d6
  Class Skills
   
  The sage counselor’s class skills are Climb (Str), Fly 
  (Dex), Perception (Wis), Sense Motive (Wis) and Swim (Str).
   
  Skill Ranks Per Hit Dice: 2 + Int modifier.
  Class Features
   
  Magical Beast (Ex): A sage counselor has been 
  touched by a magical or otherworldly creature, and has the 
  inherent ability to carry spiritual energy. A sage counselor’s 
  Hit Dice, base attack bonus, base saving throw, and skill 
  progressions are all determined by its animal companion 
  class. It is treated as a magical beast for the purposes of spells 
  and effects that can only affect certain types of creatures.
  9
  
   
  Link (Ex): A sage counselor’s handler 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 handler gains a +4 circumstance bonus on 
  all wild empathy checks and Handle Animal checks made 
  regarding an animal companion.
   
  Magical Conduit (Ex): A sage counselor is better 
  able to retain the power of magical spells. Whenever the 
  handler casts a spell on the sage counselor with the share 
  spells ability, that spell is treated as though its caster level 
  were 1 higher than it normally is. 
   
  Share Spells (Ex): The handler may cast a spell 
  with a target of “you” on her animal companion (as a touch 
  range spell) instead of on herself. A handler may cast spells 
  on her animal companion, even if the spells normally do not 
  affect creatures of the companion’s type (animal). Spells cast 
  in this way must come from a class that grants an animal 
  companion. This ability does not allow the animal to benefit 
  from abilities that are not spells, even if they function like 
  spells.
   
  Share Metamagic (Ex): A sage counselor is 
  especially receptive to having magical spells cast upon it, and 
  as such it is easier to apply complex Metamagic to spells cast 
  through a bond with a sage counselor. Beginning at 3rd level, 
  whenever the handler uses the share spells ability to cast a 
  spell upon the sage counselor, the handler may apply any 
  Metamagic effect which would increase the spell’s level by an 
  amount equal to 1/3 the sage counselor’s level as a free action, 
  without actually increasing the spell’s level. 
   
  Deliver Touch Spells (Ex): A sage counselor is able 
  to use its bond with its handler to hold the charge of certain 
  potent touch spells. At 5th level, the sage counselor can 
  deliver touch spells on the handler’s behalf. If the handler 
  and the sage counselor are within 10 feet of each other at the 
  time the handler casts a touch spell, she can designate the 
  sage counselor as the “toucher.” The sage counselor can then 
  deliver the touch spell just as the handler would. As usual, if 
  the handler casts another spell before the touch is delivered, 
  the touch spell dissipates. 
   
   
  Greater Share Spells (Ex): A sage counselor has the 
  ability to gain a glimmer of its handler’s spell power in order 
  to empower itself. At 11th level, whenever the handler cast a 
  spell upon herself (including spells with a target other than 
  “you”) the handler may choose to have that spell also affect 
  the sage counselor, even if that spell could not normally affect 
  it. The sage counselor can only benefit from 1 extra spell in 
  this way at a time.
   
  Cast Through (Ex): At 15th level, the sage counselor 
  can allow the handler to cast spells through it. At 15th level, 
  any spell the handler casts can originate from the sage 
  counselor, though both the handler and the sage counselor 
  must have line of sight and line of effect. 
   
  Awaken (Sp): Sage counselors eventually gain a 
  semblance of awareness and personality, which arises late 
  in their career. At 20th level, the sage counselor becomes 
  awakened in a manner similar to the awaken spell, with the 
  following exceptions. The bonus Hit Dice gained by the 
  sage counselor are sage counselor Hit Dice, and the sage 
  counselor remains the handler’s animal companion, rather 
  than becoming its own character. As such, the sage counselor 
  retains all abilities granted from the sage counselor animal 
  companion class. Additionally, because the sage counselor 
  awakens on its own, it does not count as an awakened animal 
  serving the handler. As such the druid can awaken another 
  animal.
   
  8
  +12
   
   
  , 
  Table 1‐4: Sage Counselor Animal Companion Base Statistics
  Class 
  Level
  Insigh
  Armo
  Bonu
  t 
  r 
  s
  Con
  Bonus
  HD
  BAB
  Fort
  Ref
  Will Skills
  Feats
  Special
  1st
  2
  +1
  +0
  +3
  +3
  2
  1
  +0
  +0
  Link, magical conduit, share spells
  2nd
  3
  +1
  +1
  +3
  +3
  3
  2
  +0
  +0
  ‐
  3rd
  3
  +1
  +1
  +3
  +3
  3
  2
  +2
  +1
  Share metamagic
  4th
  4
  +2
  +1
  +4
  +4
  4
  2
  +2
  +1
  Ability score increase
  5th
  5
  +2
  +1
  +4
  +4
  5
  3
  +2
  +1
  Deliver touch spells
  6th
  6
  +3
  +2
  +5
  +5
  6
  3
  +4
  +2
  ‐
  7th
  6
  +3
  +2
  +5
  +5
  6
  3
  +4
  +2
  ‐
  8th
  7
  +3
  +2
  +5
  +5
  7
  4
  +4
  +2
  ‐
  9th
  8
  +4
  +2
  +6
  +6
  8
  4
  +6
  +3
  Ability score increase
  10th
  9
  +4
  +3
  +6
  +6
  9
  5
  +6
  +3
  ‐
  11th
  9
  +4
  +3
  +6
  +6
  9
  5
  +6
  +3
  Greater share spells
  12th
  10
  +5
  +3
  +7
  +7
  10
  5
  +8
  +4
  ‐
  13th
  11
  +5
  +3
  +7
  +7
  11
  6
  +8
  +4
  ‐
  14th
  12
  +6
  +4
  +8
  +8
  12
  6
  +8
  +4
  Ability score increase
  15th
  12
  +6
  +4
  +8
  +8
  12
  6
  +10
  +5
  Cast through
  16th
  13
  +6
  +4
  +8
  +8
  13
  7
  +10
  +5
  ‐
  17th
  14
  +7
  +4
  +9
  +9
  14
  7
  +10
  +5
  ‐
  18th
  15
  +7
  +5
  +9
  +9
  15
  8
  +12
  +6
  ‐
  19th
  15
  +7
  +5
  +9
  +9
  15
  8
  +12
  +6
  ‐
  20th
  20th
  16
  16
  +8
  +8
  +5
  +5
  +10
  +10
  +10
  +10
  16
  16
  8
  +12
  +6
  +6
  Ability score increase, awaken
  Ability score increase awaken
  10
  
  Sly Varmint
   
  A sly varmint is an animal companion that is gifted 
  in stealth and retrieval, making it an excellent thief, scout, 
  or spy. While a sly varmint has special training that allows it 
  to approach undetected, throw off scents, and even perform 
  tasks requiring exceptional manual dexterity, the sly varmint 
  lacks the combat skills of most other animal companions. 
  Most sly varmints are smaller, agile animals such as baboons, 
  birds, and dire rats.  
   
   
  Hit Die: d8
  Class Skills
   
  The sly varmint’s class skills are Acrobatics (Dex), 
  Climb (Str), Disable Device (Dex), Fly (Dex), Perception 
  (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
   
  Skill Ranks Per Hit Dice: 8 + Int modifier.
  Class Features
   
  Augmented Animal (Ex): A sly varmint is less 
  offensively inclined than other animal companions, but 
  makes up for this with a greater selection of skills. A sly 
  varmint’s Hit Dice, base attack bonus, base saving throw, and 
  skill progressions are all determined by its animal companion 
  class. It is treated as an animal for the purposes of spells and 
  effects that can only affect certain types of creatures.
  Sidebar: Sly Varmint Skill Ranks
   
  Unlike the default animal companion (as 
  well as the other animal companion classes in this 
  book), the sly varmint’s gains enough skill ranks that 
  its Intelligence score is likely to make a difference on 
  how many skill ranks it gains each level. As a result, 
  the number of skill ranks it receives with each new 
  Hit Dice are much more likely vary from one animal 
  companion to another. Table 1-1: Sly Varmint Animal 
  Companion Base Statistics assumes that your animal 
  companion has 2 Intelligence (a -4 Intelligence 
  modifier, giving it 4 skill ranks per Hit Dice), but if 
  your animal companion has a different Intelligence 
  score, you may need to adjust the number of skill 
  ranks it receives accordingly.
   
  Sly Varmint Path: A sly varmint selects a single 
  path, which grants it additional abilities.
   
  Scout: The scout path indicates that the sly varmint 
  is skilled in tracking and looking ahead. At 1st level, a sly 
  varmint with the scout path is treated as having improved 
  evasion, but only for the purposes of attacks and abilities 
  from traps. At 10th level, the scout can move up to its full 
  speed or run while using the Stealth skill, without incurring a 
  penalty to its Stealth check. At 20th level, the sly varmint may 
  take 20 on Disable Device checks made to disarm traps.
  11
  
   
  Table 1‐5: Sly Varmint Animal Companion Base Statistics
  Class 
  Level
  Dex 
  Bonus
  Bonus
  Tricks
  HD
  BAB
  Fort
  Ref
  Will Skills
  Feats
  Special
  1st
  2
  +1
  +3
  +3
  +0
  8
  1
  +0
  1
  Cutpurse path, link, talented, trapfinder
  2nd
  3
  +2
  +3
  +3
  +1
  12
  2
  +0
  1
  ‐
  3rd
  3
  +2
  +3
  +3
  +1
  12
  2
  +1
  2
  Evasion
  4th
  4
  +3
  +4
  +4
  +1
  16
  2
  +1
  2
  Ability score increase
  5th
  5
  +3
  +4
  +4
  +1
  20
  3
  +1
  2
  Sneak attack +1d6
  6th
  6
  +4
  +5
  +5
  +2
  24
  3
  +2
  3
  ‐
  7th
  6
  +4
  +5
  +5
  +2
  24
  3
  +2
  3
  ‐
  8th
  7
  +5
  +5
  +5
  +2
  28
  4
  +2
  3
  ‐
  9th
  8
  +6
  +6
  +6
  +2
  32
  4
  +3
  4
  Ability score increase, danger sense
  10th
  9
  +6
  +6
  +6
  +3
  36
  5
  +3
  4
  Sneak attack +2d6
  11th
  9
  +6
  +6
  +6
  +3
  36
  5
  +3
  4
  ‐
  12th
  10
  +7
  +7
  +7
  +3
  40
  5
  +4
  5
  ‐
  13th
  11
  +8
  +7
  +7
  +3
  44
  6
  +4
  5
  ‐
  14th
  12
  +9
  +8
  +8
  +4
  48
  6
  +4
  5
  Ability score increase
  15th
  12
  +9
  +8
  +8
  +4
  48
  6
  +5
  6
  Improved evasion, sneak attack +3d6
  16th
  13
  +9
  +8
  +8
  +4
  52
  7
  +5
  6
  ‐
  17th
  14
  +10
  +9
  +9
  +4
  56
  7
  +5
  6
  ‐
  18th
  15
  +11
  +9
  +9
  +5
  60
  8
  +6
  7
  ‐
  19th
  15
  +11
  +9
  +9
  +5
  60
  8
  +6
  7
  ‐
  20th
  16
  +12
  +10
  +10
  +5
  64
  8
  +6
  7
  Ability score increase, sneak attack +4d6
   
  Spy: The spy path indicates that the sly varmint 
  is skilled in observation and information gathering. At 1st 
  level, a sly varmint with the spy path treats the maximum 
  visual range of any terrain as twice what it normally is, and 
  suffers only half the penalty to Perception checks due to 
  distance. At 10th level, the sly varmint can study a creature for 
  3 consecutive rounds (a standard action) in order to learn its 
  weaknesses; if it does so, for the next hour the sly varmint 
  and its handler gain a +2 bonus on all attack and damage rolls 
  against the target of this ability. At 20th level, the sly varmint 
  can see things as they really are, as with the spell true seeing. 
  They can use this ability for a total of 1 hour per day, which 
  must be spent in 10-minute increments.
   
  Thief: The thief path indicates that a sly varmint is 
  skilled at relieving others of their possessions. At 1st level, a 
  sly varmint with the thief path treats its base attack bonus as 
  being equal to its handler’s level when making a steal combat 
  maneuver, and it does not provoke attacks of opportunity 
  when it uses the steal combat maneuver. At 10th level, the sly 
  varmint can take 10 on Sleight of Hand checks. Finally, at 20th 
  level, whenever the sly varmint successfully uses the Steal 
  combat maneuver, it can attempt a Disarm combat maneuver 
  or an additional Steal combat maneuver as a swift action. If 
  it does, it gains a +10 bonus to CMB for the purposes of the 
  second combat maneuver.
   
  Link (Ex): A handler 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 
  handler gains a +4 circumstance bonus on all wild empathy 
  checks and Handle Animal checks made regarding an animal 
  companion.
   
  Talented: A sly varmint is an exceptionally talented 
  individual and has access to a number of unique abilities 
  which suit its specialties and individual skills. Whenever 
  a sly varmint gains a feat, it may instead choose to gain a 
  single rogue talent for which it meets all the prerequisites. A 
  sly varmint is treated as a rogue of its level for the purposes 
  of feats and rogue talents which require a rogue level as a 
  prerequisite. 
  	
  Trapfinder	(Ex): A sly varmint has an exceptional 
  gift for spotting traps. A sly varmint adds half its handler’s 
  level to any Perception check made to find traps, and can find 
  traps with a DC of higher than 20. If the sly varmint’s handler 
  is within 10 feet, it can use its magical affinity with the 
  handler to sense nearby magic, allowing it to detect magical 
  traps. A sly varmint can alert the handler to the presence of 
  a trap it discovers as a free action if the handler is within 10 
  feet; otherwise, alerting others to the presence of the trap 
  requires a move action. A sly varmint cannot use thieves’ 
  tools to disable devices unless the animal could normally use 
  thieves’ tools effectively. A sly varmint which detects a trap 
  can choose to deliberately set it off; if it does, and the trap 
  would normally reset automatically, it is treated as being 
  bypassed for the next 10 minutes.
   
  Evasion (Ex): A sly varmint can dodge out of the way 
  to avoid danger. At 3rd level, if the sly varmint 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.
   
  Sneak Attack (Ex): A sly varmint has a limited 
  ability to sneak attack in a fashion similar to the rogue. At 5th 
  12
  
  level, the sly varmint gains +1d6 sneak attack. At 10th level, 
  and every 5 levels thereafter, this amount increases by 1d6; 
  otherwise, this ability functions like the rogue ability of the 
  same name.
   
  Danger Sense (Ex): A sly varmint has the 
  supernatural ability to sense danger and can alert its handler 
  to the presence of nearby threats, as well as gain an advantage 
  when defending against them. At 9th level, the sly varmint 
  becomes aware of potential threats as though affected by the 
  spell foresight, though it does not gain the +2 bonus to AC 
  and Reflex saves. 
   
   
  Improved Evasion (Ex): A sly varmint can escape 
  most danger without a scratch. At 15th level, when subjected 
  to an attack that normally allows a Reflex saving throw for 
  half damage, a sly varmint takes no damage if it makes a 
  successful saving throw and only half damage if the saving 
  throw fails.
  Spirit Guide
   
  While many of those who attract animal companions 
  choose to focus primarily on the natural world, there are 
  many religious and spiritual figures who attract animals 
  of spiritual and religious significance to aid them in their 
  endeavors. Spirit guides have a spark of the otherworldly 
  about them, and are obviously different from normal animals, 
  radiating the essence of the ethos and philosophy with which 
  they associate.
   
  Hit Die: d8
  Class Skills
   
  A spirit guide’s class skills are Acrobatics (Dex), 
  Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), 
  Perception (Wis), Stealth (Dex), Survival (Wis), and Swim 
  (Str).
   
  Skill Ranks Per Hit Dice: 2 + Int modifier.
  13
  
  t
  5
   
   
  20th
  +10
  +10
  16
  8
  4
   score 
   
   infusion
  Table 1‐6: Spirit Guide Animal Companion Base Statistics
  Class
  Leve
  ls Feats
  Natura
  Armo
  Bonus
  l 
  r  Str/Cha
  Bonus
  H
  l
  D BAB For Ref WillSkil
  Special
  Spells
  1st
  2
  +1
  +3
  +0
  +3
  2
  1
  +0
  +0
  0
  Aura, link, spiritual guidance
  2nd
  3
  +2
  +3
  +1
  +3
  3
  2
  +0
  +0
  0
  ‐
  3rd
  3
  +2
  +3
  +1
  +3
  3
  2
  +1
  +1
  0
  Protection from alignment +2
  4th
  4
  +3
  +4
  +1
  +4
  4
  2
  +1
  +1
  0
  Ability score increase
  5th
  5
  +3
  +4
  +1
  +4
  5
  3
  +1
  +1
  1
  ‐
  6th
  6
  +4
  +5
  +2
  +5
  6
  3
  +2
  +2
  1
  Devotion
  7th
  6
  +4
  +5
  +2
  +5
  6
  3
  +2
  +2
  1
  ‐
  8th
  7
  +5
  +5
  +2
  +5
  7
  4
  +2
  +2
  1
  Protection from alignment +4
  9th
  8
  +6
  +6
  +2
  +6
  8
  4
  +3
  +3
  2
  Ability score increase, aligned strike 3/day
  10th
  9
  +6
  +6
  +3
  +6
  9
  5
  +3
  +3
  2
  ‐
  11th
  9
  +6
  +6
  +3
  +6
  9
  5
  +3
  +3
  2
  ‐
  12th
  10
  +7
  +7
  +3
  +7
  10
  5
  +4
  +4
  2
  Aligned strike 4/day
  13th
  11
  +8
  +7
  +3
  +7
  11
  6
  +4
  +4
  3
  Protection from alignment +6
  14th
  12
  +9
  +8
  +4
  +8
  12
  6
  +4
  +4
  3
  Ability score increase
  15th
  12
  +9
  +8
  +4
  +8
  12
  6
  +5
  +5
  3
  Aligned strike 5/day, resist aligned spells
  16th
  13
  +9
  +8
  +4
  +8
  13
  7
  +5
  +5
  3
  ‐
  17th
  14
  +10
  +9
  +4
  +9
  14
  7
  +5
  +5
  4
  ‐
  18th
  15
  +11
  +9
  +5
  +9
  15
  8
  +6
  +6
  4
  Aligned strike 6/day, protection from alignment +8
  19th
  15
  +11
  +9
  +5
  +9
  15
  8
  +6
  +6
  4
  ‐
  20th
  16
  +
  16
  12
  +12
  +10
  ++5
  +10
  16
  8
  +6
  +6
  +6
  4
  Ability score increase, spirit infusion
  +6
  Ability
  increase, spirit
  38
  25
  28
  26
  24
  26
  34
  34
  52
  52
  42
  289
  Class Features
   
  Magical Beast (Ex): A spirit guide has been touched 
  by a deity or other creature of the outer planes, and carries 
  within it the essence of that creature’s philosophy. A spirit 
  guide’s Hit Dice, base attack bonus, base saving throw, and 
  skill progressions are all determined by its animal companion 
  class. It is treated as a magical beast for the purposes of spells 
  and effects that can only affect certain types of creatures.
   
  Aura (Su): Each spirit guide is associated with 
  a single alignment element (chaos, evil, good, or law), 
  and radiates an aura of that alignment as though it were 
  a cleric whose level is equal to the spirit guide’s Hit Dice. 
  The alignment element that the spirit guide is associated 
  with must be one that is part of its handler’s alignment (for 
  example, a neutral good handler could only have a spirit 
  guide associated with good, whereas a lawful good handler 
  could have a spirit guide that was associated with either 
  good or law). A true neutral handler cannot have an animal 
  companion with the spirit guide class. Once chosen, the 
  spirit guide’s alignment element cannot be changed. If the 
  handler’s alignment changes in such a way that her alignment 
  no longer includes the spirit guide’s alignment element, then 
  the bond between the handler and the animal companion 
  is broken. The handler can either gain a new one (through 
  the normal method of replacing an animal companion), or 
  can re-establish the bond after receiving the benefits of an 
  atonement spell and restoring her alignment.
   
  Link (Ex): A handler 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 
  handler gains a +4 circumstance bonus on all wild empathy 
  checks and Handle Animal checks made regarding an animal 
  companion.
   
  Spiritual Guidance (Su): A spirit guide has an 
  innate sense of right and wrong, as seen through the eyes of 
  the alignment element that it is associated with. It intuitively 
  knows when its handler is considering taking an action that 
  is opposed to its alignment element, and will attempt to 
  dissuade the handler from performing such actions. Typically, 
  it does so by barking or whining, gently tugging at her ankle, 
  or some other non-verbal communication, but the strong 
  bond between the spirit guide and its handler ensures that 
  the message is always clear. The spirit guide never takes 
  any steps to actually hinder its handler, and this does not 
  interfere with the handler’s actions.
   
  Protection from Alignment (Sp): Beginning at 
  3rd level, a spirit guide is constantly affected by a ward that 
  protects it from creatures of the opposing alignment. If the 
  spirit guide is aligned with chaos, this functions as protection 
  from law. Similarly, evil spirit guides receive protection from 
  good, good spirit guides receive protection from evil, and 
  lawful spirit guides receive protection from chaos. At 8th 
  level, and every 5 levels thereafter, the deflection bonus to 
  AC granted by this ability increases by +2. All other aspects 
  of the spell (including the resistance bonus to saving throws) 
  remain unaltered.
   
  The spirit guide’s caster level for the purposes of this 
  effect is equal to its Hit Dice, and if the effect is dispelled, it 
  resumes automatically one minute later.
   
  Spells (Sp): As an innately magical being, a spirit 
  guide is able to use some small amount of magic. At 5th level, 
  a spirit guide may choose a single 1st-level spell from the cleric 
  spell list, which it can cast once per day as a spell-like ability. 
  Its caster level for this purpose is equal to its Hit Dice, and 
  its saving throw DCs are Charisma-based. At 9th level, and 
  every 4 levels thereafter, the spirit guide may choose a single 
  spell of the next-highest spell level from the cleric spell list, 
  14
  
  which it can also cast once per day (giving it a total of one 
  1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 
  4th-level spell at 17th level). A spirit guide cannot learn or cast 
  any spell with an alignment descriptor that is different from 
  its associated alignment element (for example, a good spirit 
  guide could not choose a spell with the chaos, evil, or law 
  descriptors).
   
  Devotion: A spirit guide is a devoted to its handler 
  and the faith they mutually serve. At 6th level, the spirit guide 
  gains a +4 morale bonus on Will saves against enchantment 
  spells and effects.
   
  Aligned Strike (Su): Beginning at 9th level, a spirit 
  guide gains the ability to inflict great damage on the enemies 
  of its beliefs. The spirit guide’s natural attacks count as 
  having the same alignment as the spirit guide’s alignment 
  element for the purposes of overcoming damage reduction 
  and stopping regeneration. Additionally, the spirit guide can 
  attempt to deliver a particularly powerful blow to a creature 
  of the opposite alignment. Using this ability is a free action 
  made as part of making an attack. If the target of the attack 
  has an alignment that includes the opposite alignment 
  element from the spirit guide’s alignment element (chaos 
  is opposed to law, evil is opposed to good), then the spirit 
  guide gains a bonus on the attack roll equal to its Charisma 
  modifier, and the attack deals an additional amount of 
  damage equal to the spirit guide’s class level. If the target 
  of the attack is not of the opposing alignment, this ability 
  has no effect. These benefits apply to only a single attack. At 
  9th level, the spirit guide can use this ability 3 times per day. 
  At 12th level, and every 3 levels thereafter, it can use it one 
  additional time per day.
   
  Resist Aligned Spells (Su): By 15th level, a spirit 
  guide’s association with its chosen alignment element is so 
  strong that it gains protection against the magic of opposing 
  creatures. The spirit guide gains spell resistance equal to 11 
  + its class level. This spell resistance only applies to spells 
  and spell-like abilities cast by creatures whose alignment 
  includes the alignment element opposed to the spirit guide’s 
  alignment element (chaos is opposed to law, evil is opposed 
  to good).
   
  Spirit Infusion (Ex): At 20th level, a spirit guide 
  becomes infused with the spirit of their associated alignment. 
  If the spirit guide’s chosen alignment element is chaos, it 
  gains the entropic template. If the spirit guide’s chosen 
  alignment element is evil, it gains the fiendish template. If 
  the spirit guide’s chosen alignment element is good, it gains 
  the celestial template. Finally, if the spirit guide’s chosen 
  alignment element is law, it gains the resolute template.
  Stalwart Sentinel 
   
  A stalwart sentinel animal companion is a bulwark of 
  defense and endurance, capable of standing toe-to-toe with 
  even the greatest of threats. Not only do stalwart sentinels 
  excel at surviving danger, they are able to resist pressure 
  from much larger and more dangerous creatures. Though 
  exceptional defensive creatures, stalwart sentinels are not as 
  strong or as agile as other animal companions, and lack the 
  brute offensive power of some other animal companions. 
   
  Hit Die: d8
  Class Skills
   
   
  A stalwart sentinel’s class skills are Climb (Str), Fly 
  (Dex), and Swim (Str).
   
  Skill Ranks Per Hit Dice: 2 + Int modifier.
  Class Features
   
  Augmented Animal (Ex): A stalwart sentinel 
  is gifted in defense and is a stalwart companion on the 
  battlefield, despite lacking the strength or skills of other 
  animal companions. A stalwart sentinel animal companion’s 
  Hit Dice, base attack bonus, base saving throw, and skill 
  progressions are all determined by its animal companion 
  class. It is treated as an animal for the purposes of spells and 
  effects that can only affect certain types of creatures.
   
  Defensive Formation (Ex): A stalwart sentinel 
  shares a special bond with its handler, that allows the two of 
  them to better defend one another in combat. As long as the 
  stalwart sentinel and the handler remain within 10 feet of 
  each other, they each gain a +2 dodge bonus to AC. 
   
  Link (Ex): A handler 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 
  handler gains a +4 circumstance bonus on all wild empathy 
  checks and Handle Animal checks made regarding an animal 
  companion.
   
  Slow and Sturdy (Ex): A stalwart sentinel is slower 
  than other animals of its type, but is more sturdy and stable 
  than others as well. A stalwart sentinel suffers a -10-foot 
  penalty to all its movement speeds (to a minimum speed of 
  5 feet), but gains a +4 bonus to its CMD against bull rush, 
  grapple, overrun and trip attacks.
   
  Stalwart (Ex): A stalwart sentinel is tough and 
  durable enough to withstand many attacks. At 3rd level, if 
  the stalwart sentinel is subjected to an attack that normally 
  allows a Fortitude or Will saving throw for a partial or lesser 
  effect, it suffers no effect if it succeeds on that saving throw, 
  instead.
   
  Uncanny Dodge (Ex): Beginning at 6th level, a 
  stalwart sentinel can react to danger before its senses would 
  normally allow it to do so. It cannot be caught flat-footed, nor 
  does it lose its Dex bonus to AC if the attacker is invisible. It 
  still loses its Dexterity bonus to AC if immobilized.
  15
  
   
  20th
  16
  +12
  +10
  +10
  +10
  16
  8
  +12
  +6
  3
   score 
   
  Table 1‐7: Stalwart Sentinel Animal Companion Base Statistics
  Class 
  Level
  s
  Natura
  Armo
  Bonu
  l 
  r 
  s
  Dodg
  Bonu
  e 
  s 
  Bonus
  Tricks
  HD
  BAB
  Fort
  Ref
  Will Skills Feat
  Special
  1st
  2
  +1
  +3
  +3
  +3
  2
  1
  +0
  +0
  0
  Defensive formation, link,  slow and sturdy
  2nd
  3
  +2
  +3
  +3
  +3
  3
  2
  +0
  +0
  0
  ‐
  3rd
  3
  +2
  +3
  +3
  +3
  3
  2
  +2
  +1
  0
  Stalwart
  4th
  4
  +3
  +4
  +4
  +4
  4
  2
  +2
  +1
  0
  Ability score increase
  5th
  5
  +3
  +4
  +4
  +4
  5
  3
  +2
  +1
  1
  ‐
  6th
  6
  +4
  +5
  +5
  +5
  6
  3
  +4
  +2
  1
  Uncanny dodge
  7th
  6
  +4
  +5
  +5
  +5
  6
  3
  +4
  +2
  1
  Sentinel's size
  8th
  7
  +5
  +5
  +5
  +5
  7
  4
  +4
  +2
  1
  ‐
  9th
  8
  +6
  +6
  +6
  +6
  8
  4
  +6
  +3
  2
  Ability score increase
  10th
  9
  +6
  +6
  +6
  +6
  9
  5
  +6
  +3
  2
  ‐
  11th
  9
  +6
  +6
  +6
  +6
  9
  5
  +6
  +3
  2
  ‐
  12th
  10
  +7
  +7
  +7
  +7
  10
  5
  +8
  +4
  2
  ‐
  13th
  11
  +8
  +7
  +7
  +7
  11
  6
  +8
  +4
  2
  ‐
  14th
  12
  +9
  +8
  +8
  +8
  12
  6
  +8
  +4
  2
  Ability score increase
  15th
  12
  +9
  +8
  +8
  +8
  12
  6
  +10
  +5
  3
  Improved evasion, improved uncanny dodge
  16th
  13
  +9
  +8
  +8
  +8
  13
  7
  +10
  +5
  3
  ‐
  17th
  14
  +10
  +9
  +9
  +9
  14
  7
  +10
  +5
  3
  ‐
  18th
  15
  +11
  +9
  +9
  +9
  15
  8
  +12
  +6
  3
  ‐
  19th
  15
  +11
  +9
  +9
  +9
  15
  8
  +12
  +6
  3
  ‐
  20th
  16
  +12
  +10
  +10
  +10
  16
  8
  +12
  +6
  3
  Ability score increase, giant
  Ability
  increase, giant
   
  Sentinel’s Size (Ex): A stalwart sentinel is able to 
  throw its weight around in order to make the most of its 
  bulk. At 7th level, the stalwart sentinel is considered to be 
  one size category larger than it actually is for the purposes of 
  determining its CMB and CMD, as well as for the purposes of 
  any ability which specifically references a creature’s size, such 
  as grab or swallow whole (though it gains no other benefits or 
  penalties of increased size). Additionally, when the stalwart 
  sentinel is handled to use the maneuver trick, it gains a 
  +2 bonus to its CMB. At 14th level, the stalwart sentinel is 
  considered to be 2 size categories larger for the purposes of 
  this ability, instead. 
   
  Improved Evasion (Ex): A stalwart sentinel is able 
  to ignore the effects of many traps and spells. At 15th level, 
  when subjected to an attack that normally allows a Reflex 
  saving throw for half damage, a stalwart sentinel takes no 
  damage if it makes a successful saving throw and only half 
  damage on a failed save. A helpless stalwart sentinel does not 
  gain the benefit of improved evasion.
   
  Improved Uncanny Dodge (Ex): A stalwart 
  sentinel of 15th level or higher can no longer be flanked.
   
  This defense denies a rogue the ability to sneak 
  attack the stalwart sentinel by flanking it, unless the attacker 
  has at least four more rogue levels than the stalwart sentinel’s 
  handler’s class level.
   
  Giant (Ex): Over time, a stalwart sentinel reaches 
  truly impressive size. At 20th level, the stalwart sentinel gains 
  the giant creature template.
  16
  
  New Feats 
  Animal Feats
   
  The following feats are for animal companions, or in 
  some cases, other animal creatures. While use of these feats 
  is encouraged for a player character’s animal companion, PCs 
  themselves should not take these feats except in very unusual 
  cases, and should consult with their GM before doing so. 
  Though the following feats are intended for creatures of the 
  animal type, they may be appropriate for certain magical 
  beasts (such as awakened animals or fiendish animals).
  Bloodhound
  In addition to possessing superior tracking skills, you are able 
  to get the attention of others and can aid them in following 
  the trail. 
  Prerequisite: Scent Tracker.
  Benefit:	You automatically detect the presence of any scents 
  that you could follow using Survival, provided that the 
  Perception or Survival DC to notice that scent is no greater 
  than 50. You detect the presence of the scent even if you 
  were not actively searching for it. Detecting the presence of a 
  scent in this way allows you to recognize the scent later, and 
  compare it to scents that you have encountered previously 
  or encounter later, but does not necessarily allow you to 
  follow the scent’s trail: doing so requires a Survival check, as 
  normal. However, once you have detected the presence of a 
  scent, you can clue in your handler as a standard action. Once 
  your handler is clued in to a scent you have detected, he can 
  use Survival to follow the tracks. He gains a +5 bonus on any 
  checks made to do so, and you can use the aid another action 
  to provide further assistance, even if you would not normally 
  be able to.
  Death Grip 
  You grip your victims with such tightness as to cause deadly 
  lethal wounds with your effortless strength.
  Prerequisites: Grip Tight, animal. 
  Benefit:	Whenever you maintain a hold using your grab 
  special attack, you deal the damage indicated for the attack 
  that established the hold (as normal), and you may choose 
  to conduct the grapple normally (even if you use the Grip 
  Tight feat to maintain your hold as a move action). If you 
  have the constrict special attack, you gain a +5 bonus on your 
  CMB check to maintain the hold (resulting in a total penalty 
  of only -5 on your check to maintain the grapple) and deal 
  constrict damage as normal.
  Dominant Leader
  You are among the fiercest of your kind, able to lead other 
  animals and convince them to follow you through sheer 
  presence.
  Prerequisites: 7 HD, Charisma 10 or canine (dog, hyena, 
  wolf, etc.), animal.
  Benefit:	You can lead other animals and get them to follow 
  you in a similar way to humans leading others. This ability 
  functions similarly to the Leadership feat, in that it allows 
  you to attract and make use of additional companions who 
  obey you. However, unlike Leadership, this feat allows you 
  to control only animals of the same type as you, or which are 
  suitably close to being the same sort as you (for example, a 
  wolf could attract a dire wolf follower), and you can maintain 
  dominance over a number of Hit Dice worth of creatures 
  equal to twice your Hit Dice, and no creature under your 
  control in this way can have more than 1/3 your Hit Dice. In 
  addition, you gain a single animal of your kind who becomes 
  the pack beta. The pack beta is especially loyal to you, and 
  does not count against the number of Hit Dice you can have 
  in your pack. The pack beta gains an amount of number Hit 
  Dice (and appropriate increases to its base attack bonus, base 
  saves, increased skill points additional feats etc.) equal to the 
  number of bonus Hit Dice gained by an animal companion 
  (treat your druid level as being equal to your Hit Dice for this 
  purpose). The pack beta does not gain any other benefits of 
  being an animal companion. 
   
  In order to command a member of your pack to 
  perform a specific action, you must make a pack dominance 
  check. This works in a fashion similar to the Handle Animal 
  skill, but you instead add your Hit Dice + your Charisma 
  modifier + your Wisdom modifier to the d20 roll. All 
  members of the pack are treated as knowing whatever tricks 
  you know, in addition to their normal tricks.
  Exceptional Swimmer
  You are an excellent swimmer, more than capable of fording 
  simple streams and able to move through the water at great 
  speeds. 
  Prerequisites: Swim 5 or more ranks, animal.
  Benefit:	You can hold your breath for twice as long as you 
  normally could. You never have to be pushed to enter water 
  (unless you would need to be pushed for some other reason). 
  Additionally, your natural attacks don’t the normal penalties 
  for attacking underwater, and you can take 10 on Swim checks 
  made to move in the water even during stressful situations. If 
  you have a swim speed, that speed is increased by 10 feet, and 
  when you run using your swim speed, you may move 5 times 
  your swim speed. 
  Ferocious Death Roll
  You are capable of performing a deadly acrobatic maneuver 
  against those in your grasp, rending their flesh and knocking 
  them to the ground.
  Prerequisites: Grab special attack, base attack bonus +1, 
  animal.
  Benefit:	When you maintain a grapple, you may choose to 
  make a special ferocious death roll instead of dealing damage 
  as normal. If you do, you deal a number of points of damage 
  equal to 1d6 per 2 Hit Dice you possess + 1-1/2 times your 
  Strength modifier, and knock the target prone. If you have 
  the death roll special attack, the damage dealt by this ability 
  is increased to be equal to 1d8 per 2 Hit Dice you possess + 
  1-1/2 times your Strength modifier.
  Grip Tight
  Once you have your prey in your grasp, you never let go, even 
  as you pursue other activities.
  Prerequisites: Grab special attack, animal.
  Benefit:	Whenever you use your grab special attack to hold 
  a creature rather than conduct the grapple normally, you 
  make your CMB checks to maintain the grapple at only a 
  -10 penalty, rather than a -20 penalty, and may attempt to 
  maintain the hold as a move action, rather than a standard 
  17
  
  action. If you do, you cannot choose to begin conducting the 
  grapple normally that round.
  Mighty Blow
  Though you have only one natural means of defending 
  yourself, your focus on that ability allows you to make 
  exceptionally powerful attacks with it.
  Prerequisites: Weapon Focus (natural attack), animal, does 
  not possess more than 1 natural attack.
  Benefit:	Whenever you make an attack with your natural 
  attack, you add 3 times your Strength modifier to the 
  damage roll instead of 1-1/2 times your Strength modifier. 
  Additionally, the critical multiplier of that natural attack is 
  increased by 1.
  Scent Tracker 
  You are an expert at finding and following scent trails, able to 
  do so long after most would give up.
  Prerequisites: Animal, scent special quality.
  Benefit:	When you use Survival to follow tracks using the 
  scent special quality, the DC for a cold trail increases only by 
  +1 for each hour that the trail is cold, and you gain a +3 bonus 
  on all Survival checks made to follow tracks using the scent 
  special quality. This bonus increases to +6 if you have 10 or 
  more ranks in Survival.
  Tripping Charge
  When you rush a foe, you make a swift assault, dealing out 
  lethal blows as you drag your foe to the ground. 
  Prerequisites: Animal, pounce or trip special attack 
  Benefit:	Whenever you make a charge special attack and hit 
  with all of your natural attacks as part of that charge attack, 
  you may choose to drag the target to the ground. If you do, 
  the target suffers an additional 1d6 points of damage and 
  both you and the target are knocked prone.
  Truly Loyal
  You love your master and happily comply with commands 
  without any hassle.
  Prerequisite: Animal companion.
  Benefit:	Whenever you are handled or asked to perform 
  a trick, the Handle Animal check automatically succeeds, 
  regardless of the result of the roll. However, if the result of 
  the check exceeds the DC by 5 or more, you gain a +1 morale 
  bonus on any attack roll or combat maneuver roll made 
  as part of that command or trick. If the command or trick 
  requires a skill check, you gain a +2 competence bonus on 
  that skill check. For every 5 points beyond 5 that the result 
  of the Handle Animal check exceeds the DC, the morale 
  bonuses increase by +1, and the competence bonuses increase 
  by +2 (to a maximum of +5 and +10, respectively).
  General Feats
   
  The following feats are intended for characters that 
  have an animal companion and want to get the most out of 
  using their companion for combat or utility. 
  Assault Command 
  You know how to guide your animal companion’s attacks, 
  allowing it to deliver more accurate and effective blows. 
  Prerequisites: Handle Animal 5 or more ranks, ability to 
  gain an animal companion.
  Benefit:	When you use the Handle Animal skill to command 
  your animal companion to use the attack trick, you may 
  attempt to issue an assault command. This increases the 
  Handle Animal DC by 5, but if the check is successful, your 
  animal companion gains a +2 morale bonus on attack and 
  damage rolls against the target it was ordered to attack. If 
  the result of the check was also equal to or greater than the 
  target’s AC, the bonus to damage increases by an additional 
  +2. These benefits last for 1 minute, or until the first time the 
  animal companion damages the target of the attack trick, 
  whichever comes first.
  18
  
  Empathic Conversation
  Through your intense empathic understanding and countless 
  hours of practice, you can communicate somewhat effectively 
  with your animal companion. 
  Prerequisites: Ability to gain an animal companion, wild 
  empathy.
  Benefit:	You can make a wild empathy check with your 
  animal companion in order to converse with it in a 
  rudimentary fashion. In order to converse with your animal 
  companion in this way, you must succeed on a wild empathy 
  check with a DC depending on the complexity of the thought 
  of being conveyed. If the concept is only a basic one (such 
  as, “I smell something fishy,” or, “Check it out”) the DC is 
  15. If the information to be conveyed is more complex (for 
  example, “Be careful, monsters ahead,” or, “Don’t step on the 
  black tiles”), the DC is 20. If the information to be conveyed 
  is very complex (such as, “Go to the minister’s room and 
  retrieve his gloves from the bedside table”) the DC is 25. For 
  extremely complex communication, the DC varies, at the 
  GM’s discretion, and may not be possible.
  Great Handler 
  You are so practiced in handling your animal companion that 
  you can have it perform tasks without difficulty. 
  Prerequisite: Ability to gain an animal companion.
  Benefit:	If your animal companion has the link special 
  ability, you may choose to handle that animal as a swift action 
  or push it as a standard action. If you do, you may take 10 
  on the Handle Animal skill check (even while in combat or 
  in other stressful situations), and you may use the Handle 
  Animal skill even if you do not have any ranks in it.
  Linked Rider
  You can use your link with your animal companion in order to 
  perform feats of mounted prowess with exceptional ease and 
  supernatural practice. 
  Prerequisite: Ability to gain an animal companion.
  Benefit:	You gain a+4 bonus on Ride checks while mounted 
  on your animal companion and need less time to complete 
  Ride checks. So long as you are mounted on your animal 
  companion, any Ride check requiring a move action may 
  be performed as a swift action, and any Ride requiring a 
  standard action may be performed as a move action. 
  Magic Channel
  You can use your close bond with your animal companion not 
  just to share spells, but to actually transfer magical effects 
  from yourself to your companion. 
  Prerequisite: Ability to gain an animal companion.
  Benefit:	Whenever you are affected by a spell with a duration 
  of greater than instantaneous (including spell effects 
  generated from spell-like abilities and magic items such 
  as potions) which still has a remaining duration, you may 
  spend a standard action to transfer the remaining duration 
  of that effect to your animal companion. If you do, the spell 
  effect stops affecting you, and instead affects your animal 
  companion for the remainder of the duration. This transfer 
  is one way; your animal companion cannot transfer the spell 
  effect back to you.
  Teamwork Feats
   
  Animal companions often work together with their 
  handlers in order to accomplish their goals. The following 
  teamwork feats are designed with this relationship in mind 
  and are meant to be taken by both the player character and 
  his animal companion. If only one of the pair takes the feat, it 
  has no effect. For the purposes of the feats below, “ally” refers 
  to the other member of the handler/animal companion pair.
   
  Each of these feats has two different sets of 
  prerequisites. The first, listed as Prerequisites, is for the 
  animal companion’s handler, and lists the prerequisites that 
  he must meet in order to take the feat. The second, listed 
  as Animal Companion Prerequisites, lists the prerequisites 
  required for the animal companion to take the feat. These 
  prerequisites are not interchangeable: a character or animal 
  companion can only take the feat if he meets the prerequisite 
  that applies to him.
  As One [Teamwork]
  You act in perfect concert as mount and rider, each providing 
  additional strength to the other when you act in unison. 
  Prerequisites: Ride 1 rank, ability to gain an animal 
  companion.
  Animal Companion Prerequisites: None.
  Benefit:	When your animal companion serves as your 
  mount, it gains a +10-foot bonus to all its movement 
  speeds and ignores the weight of you and your gear when 
  determining its weight carried. While mounted on your 
  animal companion, you may take 10 on all Ride checks, 
  even while in stressful situations, and you gain a +1 bonus 
  on attack rolls (this is in addition to the +1 attack bonus 
  on melee attacks for having higher ground, if applicable). 
  Additionally, both you and your animal companion gain 
  a +2 dodge bonus against attacks of opportunity caused 
  by movement while you are mounted on your animal 
  companion. Finally, while mounted on your animal 
  companion, both you and your animal companion are treated 
  as one size category smaller for the purposes of what spaces 
  you can squeeze into.
  Evisceration Strike [Critical, Teamwork]
  When attacking the same foe, you and your ally rip them to 
  shreds. 
  Prerequisites: Critical Focus, ability to gain an animal 
  companion.
  Animal Companion Prerequisite: Critical Focus.
  Benefit:	If both you and your ally confirm a critical hit 
  against a single target in the same round, that target becomes 
  staggered for 1d4 rounds and gains 3d6 points of bleed 
  damage.
  19
  
  Falcon Strike [Teamwork]
  You and your ally attack your targets in concert, with one of 
  you winging ahead to strike the opponent’s eyes and face while 
  the other follows through with a punishing blow to the body. 
  Prerequisites: Coordinated Charge, ability to gain an animal 
  companion.
  Animal Companion Prerequisites: Coordinated Charge, 
  fly speed.
  Benefit:	Whenever you use the coordinated charge 
  teamwork feat to charge a creature your ally has charged, if 
  the ally’s charge attack was successful, you gain a +2 bonus 
  to attack and damage rolls against the target on your charge 
  attack that round.
  Harrowing Team [Teamwork]
  While serving as a mounted unit, you and your ally work 
  together to bamboozle and distract your foes.
  Prerequisites: Ride 1 rank, ability to gain an animal 
  companion, base attack bonus +1.
  Animal Companion Prerequisite: Base attack bonus +1.
  Benefit:	While you are mounted upon your ally (or your ally 
  is mounted upon you), both you and your ally are considered 
  to be flanking any creatures that you both threaten.
  Hunting Buddy [Teamwork]
  You and your ally are inseparable when it comes to matters 
  of hunting, both for food and shelter and for more specific 
  quarry. 
  Prerequisites: Survival 1 rank, ability to gain an animal 
  companion.
  Animal Companion Prerequisites: Survival 1 rank or scent 
  special ability 
  Benefit:	You and your ally gain a +2 bonus on Survival 
  checks. Additionally, whenever you make a Perception check 
  to find tracks or a Survival check to follow the same set of 
  tracks, each of you uses the highest roll between the two of 
  you and then apply your individual modifiers to the check. 
  Finally, whenever you and your ally are both using Survival to 
  follow the same set of tracks, use the higher of your and your 
  ally’s base speeds when determining how fast you can move 
  while following the tracks (this does not allow you to move 
  faster than your base speed).
  Improved Man’s Best Friend [Teamwork]
  The special bond between man and beast allows you to avoid 
  dangers which could threaten to cut your partnership short. 
  Prerequisites: Great Fortitude, or Iron Will, or Lightning 
  Reflexes, and Man’s Best Friend,
  Animal Companion Prerequisites: Man’s Best Friend, 
  Truly Loyal.
  Benefit:	As long as you are within 10 feet of your ally, if you 
  and your ally are subject to the same saving throw (such as 
  because you are both within the area of the same fireball 
  spell, or were both targeted by mass hold monster), if you 
  fail your saving throw but your ally succeeds, you may 
  immediately reroll that saving throw with a +2 bonus. You 
  must take the second result, even if it’s worse.
  Man’s Best Friend [Teamwork]
  You share a special bond between animal companion and 
  master which allows you to draw on one another for support 
  in times of crisis. 
  Benefit:	When using the aid another action, you and your 
  ally grant one another an additional +2 bonus to AC, attack 
  rolls, or skill checks, and you may use the aid another action 
  to aid your ally in Perception, Sense Motive or Stealth Checks, 
  even if you would not otherwise be able to.
  Open Form [Teamwork]
  Whenever you strike your foes with exceptional power, you 
  leave them open for your ally to make a lethal blow. 
  Prerequisites: Improved Critical, ability to gain an animal 
  companion.
  Animal Companion Prerequisites: Critical Focus.
  Benefit:	Whenever you confirm a critical hit against a 
  creature, for the next round your ally treats its critical threat 
  range as though it were 2 higher than it actually is when 
  making attacks against the same target. Apply this effect after 
  any other effect which modifies the critical threat range of 
  your ally’s weapon, such as the improved critical feat or a keen 
  weapon.
  Running With the Pack [Teamwork]
  You and your ally feed off each other’s energy, pushing each 
  other to higher speeds and greater attacks. 
  Prerequisite: Ability to gain an animal companion.
  Animal Companion Prerequisites: Base land speed of 40 
  feet or higher.
  Benefit:	Whenever your ally moves at least 40 feet, you 
  gain a +10-foot bonus to your movement speed for 1 round. 
  Additionally, if you move at least 40 feet as part of a charge 
  attack, and your ally makes an attack against that same target 
  as part of a charge action during the same round, your ally 
  gains a +1 bonus to the attack roll made as part of that charge. 
  You may only gain the benefits of this feat if you were within 
  40 feet of your ally at the beginning of the round.
  Wing Down [Teamwork]
  Through perfect coordination, the two of you are experts at 
  knocking your foes from the air and then charging them down. 
  Prerequisites: Deadly Aim, Improved Precise Shot, ability to 
  gain an animal companion.
  Animal Companion Prerequisites: Base attack bonus +6.
  Benefit:	As a full-round action, you may make a single attack 
  with a ranged weapon against a creature which is currently 
  flying. If the attack is successful, you deal damage as normal 
  and the target must succeed on a Reflex save (DC equal to the 
  damage dealt) or fall 20 feet straight down. If the target is still 
  above the ground after this attack, he may continue to fly as 
  normal; otherwise, he suffers 2d6 points of fall damage, and 
  your ally may move up to its speed and attack the target as an 
  immediate action.
  20
  
  New Spells
   
  The following spells are presented in alphabetical 
  order.
  ANIMAL MELDING
  School transmutation; Level druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target your animal companion
  Duration 1 round/level (D) 
   
  You meld your form with your animal companion, 
  transferring not just your soul but your body into your animal 
  companion. This spell functions similarly to the spell magic 
  jar, except that no vessel is required and your body moves 
  into your animal companion. Additionally, while melded 
  in this fashion, the host (your animal companion) gains a 
  +4 bonus to Strength and Dexterity, and whenever it takes 
  damage, you may choose whether that damage is dealt to you 
  or to your animal companion (you cannot split the damage 
  from a single source).
  ANIMAL VISION
  School divination; Level cleric 1, druid 1, ranger 1, shaman 1, 
  sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target your animal companion
  Duration 1 hour/level 
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You instill some of yourself into your animal 
  companion’s mind, allowing you to share sensory 
  information. You and your animal companion or familiar 
  each gain each other’s special senses (low-light vision, 
  darkvision, scent, etc.) for the spell’s duration. Additionally, 
  as long as you remain within 1 mile of each other, as a swift 
  action you can transfer your consciousness to your animal 
  companion’s senses, allowing you to see and hear everything 
  it does. You are blind and deaf to your own surroundings and 
  considered helpless while your consciousness is transferred 
  in this way. You can transfer your sensory awareness back 
  to yourself as a swift action, though you must wait at least 1 
  round after you transfer it to your animal companion to do so.
  BEAST RAGE
  School conjuration (healing); Level bard 4, bloodrager 4, 
  druid 4, sorcerer/wizard 4, summoner 4, witch 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 minute/level 
   
  You are filled with the boiling rage of a fearsome 
  beast. You gain a +4 morale bonus to Strength and deal an 
  additional 1d6 points of damage with natural attacks and 
  unarmed strikes. While under the effect of this spell, you are 
  driven by a mad rage which renders you incapable of casting 
  spells or performing actions which require concentration. 
  If you cast this spell on your animal companion, eidolon, or 
  familiar using the share spells ability, the morale bonus to 
  Strength increases to +8. 
  BEAST’S BREATH
  School evocation [fire, poison]; Level druid 8, sorcerer/
  wizard 8
  Casting Time 1 standard action
  Components V, S, DF
  Range touch 
  Area 30-ft. cone
  Duration instantaneous
  Saving Throw Reflex partial; Spell Resistance yes 
   
  You breathe a horrible, super-heated smog which 
  can poison creatures and burn them simultaneously. All 
  creatures in the area suffer 1d6 points of fire damage per 
  caster level (max 25d6) and must succeed on a Fortitude save 
  or suffer 1d4 points of Constitution damage. You may choose 
  to have this spell originate from your animal companion or 
  familiar, as long as it is within 3o feet of you. If you do, the 
  saving throw DC is equal to 10 + 1/2 the animal companion 
  or familiar’s Hit Dice + the animal companion or familiar’s 
  Constitution modifier. 
  CURE COMPANION
  School conjuration (healing); Level druid 1, ranger 1, paladin 
  1
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./level)
  Target your animal companion
  Duration instantaneous 
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You transfer magical healing energies to your animal 
  companion in order to heal its wounds. This restores a 
  number of hit points to your animal companion equal to 2d6 
  + your caster level (to a maximum of +10 at 10th level).
  ENHANCE SPEED
  School transmutation; Level druid 2, paladin 2, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target your animal companion
  Duration 1 round/level 
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless)
   
  You empower your animal companion’s muscles, 
  making it faster and more reflexive. This translates to 
  21
  
  increasing all of your animal companion’s movement speeds 
  by 10 feet per 3 caster levels (to a maximum of +40 feet at 
  12th level). Additionally, the increased reflexes grant your 
  animal companion a +4 dodge bonus to AC against attacks of 
  opportunity caused by movement, and a +2 bonus on Reflex 
  saves.
  ENSOUL COMPANION
  School transmutation; Level druid 7
  Casting Time 1 minute 
  Components V, S, DF
  Range touch 
  Target your animal companion
  Duration 1 day/level 
  Saving Throw Will negates (harmless); Spell Resistance no
   
  This spell grants your animal companion temporary 
  sentience. The affected creature’s Intelligence score 
  temporarily increases to an amount equal to 2d6+6. This does 
  not cause it to gain additional skill ranks, but it does learn 
  all languages that you can speak, and is able to speak them 
  as well. This spell does not affect your animal companion’s 
  ability to serve as your animal companion.
  LINKED LIGHTNING SHIELD 
  School evocation [electricity]; Level druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range personal and touch; see text
  Target you and your animal companion; see text
  Duration 1 round/level 
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  Through your magical bond, you can surround 
  yourself and your animal companion with a barrier of electric 
  energy. As long as you and your animal companion are within 
  touch range of each other (within either of your reach), 
  you are both surrounded by a barrier of lightning which 
  causes your natural attacks and unarmed strikes to deal an 
  additional 1d8 points of electricity damage. This additionally 
  deals 1d8 points of damage to any creature that damages you 
  or your animal companion with a natural attack, unarmed 
  strike, or melee weapon. 
  MIGHTY COMPANION
  School transmutation; Level druid 9
  Casting Time 1 standard action
  Components V, S, DF
  Range touch 
  Target your animal companion
  Duration 1 round/level 
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance no
   
  Your animal companion becomes unstoppable. For 
  the duration of the spell, your animal companion is immune 
  to physical damage, effectively granting it an unlimited 
  amount of damage reduction which cannot be overcome by 
  any means. This has no effect on other forms of damage, such 
  as acid, cold, electricity, fire, or sonic damage, damage from 
  positive or negative energy, and so on.
  PRIMAL POWER 
  School abjuration; Level druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range personal 
  Target you
  Duration 1 round/level 
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You enhance your link with your animal companion, 
  allowing you to affect it with spells remotely, which would 
  normally require physical contact. As long as your animal 
  companion remains within 30 feet of you, you treat any spell 
  you cast that targets your animal companion as though it had 
  a range of 30 feet, allowing you to cast spells with a range of 
  touch from up to 30 feet away. This also works in conjunction 
  with the share spells ability, allowing you to affect your 
  animal companion with spells that have a range of personal 
  from up to 30 feet away.
  22
  
  SIPHON SPELLS
  School abjuration; Level druid 2, paladin 2, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target your animal companion
  Duration 1 round/level 
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You enhance the link between yourself and your 
  animal companion, allowing you to transfer spells from your 
  animal companion to yourself. For the duration of the spell, 
  whenever your animal companion would be affected by a 
  spell that does not affect any other creatures, as an immediate 
  action, you may choose to have that spell affect you instead. 
  You must be within 30 feet of your animal companion to use 
  this ability. A spell transferred to you in this way continues 
  to affect you for its full duration, even if that would be longer 
  than the duration of siphon spells. If the spell requires a 
  saving throw, you make the save at your own bonus. If you are 
  not a valid target for a spell transferred in this way, it is still 
  transferred from your animal companion, but has no effect 
  on you. 
  SPLIT COMPANION
  School illusion (shadow) [shadow]; Level druid 6
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target your animal companion
  Duration 1 round/level 
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You infuse your animal companion with shadow 
  stuff and then split it into two forms. Your animal companion 
  splits into two shadow forms, each of which is only 
  partially real. How real each of the two shadow forms is is 
  determined by you when the spell is cast. While each half 
  can be up to 90% real (though not less than 10% real), when 
  added together, the percentages must equal 100%, in 10% 
  increments (so one could be 30% real and the other 70% real, 
  both could be 50% real, one could be 10% real and the other 
  90% real, and so on). 
   
  Each shadow form has a number of hit points 
  correlating to how real it is, with the total number of hit 
  points between the two shadow forms adding up to the total 
  number of hit points your animal companion had when split 
  companion was cast (for example, if you animal companion 
  had 50 hit points, then if one shadow form was 30% real it 
  would have 15 hit points, while the other shadow form that was 
  70% real would have 35 hit points). At the end of the spell’s 
  duration, the shadow form with the fewest remaining hit 
  points melds into the other shadow form (if they both have 
  the same number of hit points, you choose which melds into 
  which). The remaining shadow form becomes 100% real, 
  with hit points equal to half the number of total remaining 
  hit points from both shadow forms, rounded down (for 
  example, if one shadow form has 44 hit points and the other 
  has 30, the animal companion would have 37 hit points when 
  it recombines at the end of the spell’s duration). 
  WARD COMPANION
  School abjuration; Level druid 3, paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch 
  Target your animal companion
  Duration 10 minutes/level 
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You surround your animal companion with an 
  intangible field of energy which protects it from attacks and 
  spells. This defensive bond grants your animal companion 
  an enhancement bonus to its natural armor equal to 1/4 
  your caster level (rounded down, minimum 1). Additionally, 
  whenever your animal companion makes a saving throw 
  against a spell or spell-like ability, it may use its own bonus or 
  your bonus, whichever is higher.
  WILD LIGHTNING
  School evocation; Level druid 5
  Casting Time 1 standard action
  Components V, S, DF
  Range personal 
  Target you
  Duration 1 round/level 
   
  You fill yourself with wild and energetic lightning, 
  which you can unleash at will. As a standard action, you can 
  unleash a 60-foot line of lightning that deals 1d6 points of 
  damage per 2 caster levels; a successful Reflex save halves this 
  damage. Lightning created by this spell deals no damage to 
  your animal companion. 
  WILD WRATH
  School transmutation; Level druid 5
  Casting Time 1 standard action
  Components V, S, DF
  Range touch 
  Target your animal companion
  Duration 1 round/level 
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance no
   
  You greatly empower your animal companion, 
  making it a fierce but uncontrollable engine of destruction. 
  The animal companion gains a +8 bonus to its Strength, 
  Dexterity, and Constitution scores, a +4 dodge bonus to AC, 
  and treats its attack bonus as being equal to your caster level. 
  While under the effects of this spell, however, your animal 
  companion cannot control its actions, and must do its best 
  to attack the nearest living creature. Your animal companion 
  never attacks you because of this effect. You can make a 
  Handle Animal check to push your animal companion in 
  order to prevent it from attacking a specific creature for 1 
  round.
  23
  
  Roleplaying an Animal Companion
   
  An animal companion is a significant aspect of the 
  character it belongs to, typically granting that character 
  access to additional offensive or defensive support, or 
  serving as a superior mount. Animal companions come 
  in a lot of different shapes and sizes, from the small and 
  underwhelming to the ferocious and mighty. With unique 
  abilities, powers, and perhaps even its own magic items, an 
  animal companion is very much a character in its own right. 
  Given that animal companions are so important, taking the 
  time to invest some thought and energy into them can have a 
  profound effect on your game. 
   
  Roleplaying an animal companion offers unique 
  challenges to the roleplayer, far beyond that of most other 
  characters. Because roleplaying an animal companion well 
  is so challenging, all too often animal companions become 
  just another set of moves and attacks in combat, a series of 
  numbers which comprise its stats, or even just a lump of hit 
  points. Some animal companions even get thrown entirely 
  by the wayside, exiled from the dangers of combat to keep 
  it safe, only for the character to spend the rest of the game 
  ignoring the fact that she has an animal companion. Not to 
  worry, though: this book is here to help. While other parts 
  of this guide look to encourage players to use their animal 
  companions actively in combat, this section seeks to address 
  roleplaying concerns to bring animal companions to life and 
  engage them more fully in the game outside of combat. In 
  this section, we highlight several key roleplaying challenges 
  facing animal companions and provide tips for addressing 
  them, from out of game complications to the small details 
  that really make your animal companion more than a stat 
  block.
  Major Pitfalls
   
  Believe it or not, one of the greatest challenges 
  facing animal companion roleplayers is determining exactly 
  whose responsibility it is to roleplay the animal companion 
  in the first place. Many players want to retain control over 
  their animal companion both in combat and out, treating 
  it as an extension of their character. By the same token, 
  many GMs will want to treat the animal companion as a 
  type of special NPC whose actions are governed by its own 
  will, or, more practically, by the GM. This can highlight the 
  animal companion as a separate character, which the PC 
  has to interact with in order to get it to do what she wants. 
  Practically speaking, players and GMs are both busy handling 
  all manner of other activities, and one might just as easily 
  choose to cast off the active control of the companion to the 
  other, or both might neglect the animal companion entirely, 
  especially if it’s unclear who should be doing the roleplaying. 
   
  The main key to addressing this situation is 
  communication between the player and GM. The worst thing 
  one could do in this situation is let the issue get confused, 
  as that will inevitably lead to the animal companion getting 
  ignored and never getting any real “screen time,” so to 
  speak. Usually, this problem can be resolved with a simple 
  conversation, and everyone can move on happily. 
   
  When talking with your GM or with your player, 
  there are a few things to keep in mind in order to assure 
  that the animal companion is being roleplayed in the way 
  that is fairest to everyone. First and foremost, it should be 
  established how important it will be to have a fleshed-out 
  animal companion who is roleplayed heavily. The player 
  might be more invested in the animal companion than his 
  character, or the GM might leap at the opportunity to inject 
  some flavor into the party. 
   
  Remember that roleplaying this extra character 
  can be a lot of work, and in all likelihood will prove time 
  consuming and may distract from other things going on. One 
  solution to keep this from getting out of hand is to split who 
  controls the animal companion in combat and who roleplays 
  it outside of combat. Of course, this can lead to some conflict 
  if either the player or GM dislikes how the other handles his 
  share, so it is best reserved for players and GMs who know 
  each other well. Another unique solution is to have one player 
  exclusively handle the roleplaying for all the other players’ 
  animal companions, familiars, cohorts and the like. This is a 
  little outside of the box, but offers a unique and interesting 
  roleplaying opportunity to challenge experienced players, 
  and helps bring a much higher level of attention to these side 
  characters than they might otherwise receive. 
   
  Another important pitfall to be aware of is time 
  management and ensuring that the animal companion gets 
  roleplayed at all. Many GMs who end up taking on the role 
  of animal companion might be too busy running every other 
  NPC to run the animal companion as much as the player 
  would like. By the same token, many players might find 
  that by roleplaying their animal companion, it takes time 
  away from roleplaying their own character, and may find 
  themselves sacrificing the animal companion’s time and 
  energy to glorify their main character. If that sounds like you, 
  don’t worry: with animal companions, a little can go a long 
  way. As long as the animal companion contributes regularly, 
  it need not take up a lot of time and focus. A simple shuffle 
  here and there, a whine when it’s distressed, or a remark 
  about its eating habits goes a long way towards bringing the 
  animal companion to life without significantly affecting pace 
  of play or putting undue focus on one character while others 
  are ignored. 
   
  The other main challenge facing animal companion 
  roleplaying, apart from decisions about who’s in control 
  and finding the time to slip in some animal companion 
  action, is that animal companions have difficulty expressing 
  themselves in a way that people might consider meaningful. 
  We will address this issue more fully in the following 
  sections, but the main thing to remember is that, as with 
  real animal, actions speak as loud as words, and creative 
  descriptions can make a character limited to barks and 
  squawks feel like one of the gang.
  Description and Personality
   
  Once you’ve figured out who’s going to roleplay 
  the animal companion and established a willingness to 
  commit to roleplaying it, one is faced with the challenge of… 
  well, actually roleplaying an animal companion. Too often, 
  side characters like animal companions end up described 
  as a name and a series of combat figures. By giving your 
  animal companion a better description than, “it’s a wolf,” 
  you can instantly make a class feature into a real character 
  your fellow players can think about and invest in. Just like 
  24
  
  with any other character, details large and small separate 
  one animal companion from another of its type. You can 
  be as in depth or as brief as you like here; remember that 
  character descriptions rarely get repeated, and as such, pace 
  of play issues are minimal when it comes to long-winded 
  explanations. A good rule of thumb would be to describe your 
  animal companion in almost as much detail as you describe 
  your actual character. If that leaves you with, “it’s a wolf,” you 
  might think of investing more details for both your PC and 
  your animal companion! 
   
  Remember that physical descriptions include 
  more than just looks, and that while, “an older wolf with 
  a grizzled grey hide and a large chink missing from its left 
  ear,” is certainly an improvement on, “it’s a wolf,” that’s not 
  all there is to that character. Details about how it moves or 
  what it sounds like really make it pop, and can also help you 
  in the second important step of creating a fleshed-out animal 
  companion: establishing a personality. For example, that 
  same grizzled wolf might still move with great exuberance 
  despite an advanced age, or have an unusually croaky howl. 
  Your details don’t need to be exotic: not everything needs 
  to be the scion of otherworldly forces with fur of pure gold 
  and eyes like fire to be interesting. Remember that a wolf 
  with a brown spot on its face is just as unique as one that’s 
  pure white and has glowing red eyes. That said, the goal is to 
  have fun and be entertaining, and if that means your animal 
  companion should appear quasi-magical, then you should go 
  for it and make the most out of it.
   
  Apart from a physical description, your animal 
  companion needs a personality. A consistent personality 
  will not only make your animal companion feel more like a 
  real character, but will also help you to roleplay it in a fun 
  and realistic manner. The key with establishing your animal 
  companion’s personality is not simply picking the most 
  exotic or most impressive set of instinctual traits; instead, 
  we recommend picking something that you will find fun to 
  roleplay week after week, or which will provide you with a 
  challenge that you will find fulfilling. 
   
  An animal companion which is humorously lazy, 
  or quick to anger, or obsessed with food, or easily excited 
  will provide you with constant ideas about when and how to 
  roleplay your animal companion, and should make the whole 
  process simple and accessible. When it comes to picking 
  a personality for your animal companion, we recommend 
  keeping it simple, and using some elements from its general 
  description to reinforce that personality. For example, a wolf 
  that is twitchy and easily excitable might also be cowardly 
  and suspicious, or defensive, or happy, and those attributes 
  lend weight to its personality. Once you’ve established 
  your animal companion’s description and personality, you 
  can usually tell when it’s time for some animal companion 
  roleplaying action; for example, a twitchy and cowardly wolf 
  who’s gone deaf in one ear might not react to big noises, 
  but whenever an impressive monster shows up, you could 
  describe how it skitters behind you whimpering, which 
  will make it all the more rewarding when you reassure your 
  companion and then use Handle Animal to convince it to go 
  for the beast’s throat. 
  25
  
  Expressing an Animal Companion
   
  For the most part, animal companions cannot talk, 
  which might make it seem that it would be tricky to roleplay 
  with them effectively. After all, many of the situations in 
  which roleplaying is the chief activity are social situations 
  which call for saying the right thing. But just because your 
  animal companion can’t talk doesn’t mean it can’t contribute 
  to the excitement of any situation. Expressing your animal 
  companion is the most important thing you can do to inject 
  fun and flavor into your animal companion. 
   
  It’s all well and good to say that your animal 
  companion is fiercely defensive, but it’s when the chips 
  are down and you express that defensiveness that the idea 
  is realized. Your animal companion’s overall personality 
  and the environment around it should determine when 
  your animal companion expresses itself in a way that is 
  meaningful enough to tell the whole group about. A bear 
  which is fundamentally lazy isn’t that remarkable all the 
  time, but when there’s danger and the bear needs to get 
  out of there, maybe it yawns and strides forward leisurely 
  when you desperately call out to it. Similarly, if a badger is 
  highly protective of its handler and constantly keeps close 
  to her, this isn’t significant enough to constantly talk about, 
  but perhaps it coils reflexively around the handler’s feet 
  when confronted by even friendly strangers, hissing at the 
  newcomers. By explaining the creature’s actions, even briefly, 
  in reaction to the right stimulation, your animal companion 
  can say as much as or more than a speaking cohort might. 
   
  Even simple cries and mundane movements, if well-
  timed, will turn your animal companion from something 
  people forget about (except when it’s giving them flanking) 
  to something they think of as part of the team. A good 
  way to accomplish this quickly is to make sure the animal 
  companion has some sort of relationship with characters 
  other than your PC. Perhaps the tiger has taken a shining 
  to party’s wizard and nuzzles him from time to time in the 
  hopes of being petted; perhaps the riding dog has developed 
  something of a rivalry with the paladin’s pegasus mount. Or 
  maybe the animal companion doesn’t like one of the other 
  characters and hisses or growls when he or she is near, or 
  moves to keep your PC away from the unwanted influence. 
   
  While party interaction is the most important, 
  remember the animal companion lives in the same world as 
  the rest of the party and can interact with all the same people 
  they meet and all the same things they encounter. As far as 
  keeping the game fun for all players, it is often a safer choice 
  to have an animal companion that tends to be friendly to 
  others, as an animal companion that is always a liability and 
  creates trouble for the party can quickly become frustrating. 
  However, if you keep it entertaining and play up the 
  relationship between the animal companion and the handler, 
  you can still keep it fun for the rest of the group. Perhaps 
  the handler constantly complains about her selfish monitor 
  lizard, but she secretly loves it, or perhaps she constantly 
  dotes on her spoiled wolverine, who is incredibly hostile to 
  everyone else. Remember that the point is for everyone to 
  have a good time!
   
  If all else fails, look for ways in which your character 
  and your animal companion are likely to interact. While this 
  may feel like roleplaying with yourself (especially if you are 
  the one handling your animal companion’s roleplaying), it 
  nonetheless serves as an easy and yet also valuable source 
  of insight into not just the animal companion, but also the 
  character and the relationship between the two (which is a 
  separate thing from both of them individually). While you 
  certainly don’t want to hog the spotlight at the table with 
  interactions between your two characters, a quick peek in 
  at how your character and his animal companion interact 
  can prove insightful and entertaining to other players, and 
  may also present opportunities for them to get involved. 
  Does your character feed his animal companion, or does the 
  animal companion hunt for food? What does it eat? Is it a 
  picky eater? Does it whine for seconds, or does it leave its 
  leftovers in front of your character’s tent? How often does 
  your character groom or bathe the animal companion? Does 
  he play games with it? The answers to these questions should 
  quickly provide you with lots of inspiration to bring both 
  characters to life. 
  Animal Companion-Driven Encounters
   
  Finally, even if you do everything right, sometimes 
  the amazing things that are going on in the rest of the game 
  will keep your animal companion from having the chance 
  to truly shine. When this happens, it may be time to have 
  an encounter or adventure which, at least some small way, 
  puts the focus back on the animal companion. This might be 
  something combat-related, such as the animal companion 
  chasing a squirrel into the behir’s lair, forcing the PCs, who 
  had been carefully planning their assault on the beast, to 
  act sooner than they wanted. It might be something which 
  has nothing to do with combat, but which reminds the PCs 
  not only that the animal companion exists, but that they 
  are living in a world which consists of more than just killing 
  monsters for gold. For example, the riding dog animal 
  companion could have puppies, forcing the PCs to deal with 
  the sudden influx of a litter of helpless, adorable creatures. 
  Or the animal companion might be kidnapped and held by 
  evildoers who demand the PCs do some task or another, lest 
  they choose to kill it off. 
   
  Obviously, this sort of thing is more in the GM’s 
  hands than the player’s (and we certainly don’t recommend 
  that you have your animal companion deliberately ruin 
  your party’s carefully-planned assault or grind the game to 
  a halt by announcing that your animal companion’s water 
  just broke—unless your party happens to be receptive to the 
  idea), but, as with any other concerns you have about the way 
  the game is going, you should feel free to talk to your GM 
  if you would like to find a way to put a little focus on your 
  animal companion, and, most likely, she will be happy to 
  accommodate, at least once in a while.
  26
  
  Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) 
  is granted solely through the use of the Open Gaming License, Version 1.0a.  
   
  This material is being released using the Open Gaming License Version 1.0a and you should read and understand 
  the terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are 
  provided within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 
  1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & 
  Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 
  (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells 
  or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, 
  Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of 
  Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of 
  Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, 
  Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the 
  Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, 
  tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content distributed using this 
  License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this 
  License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may 
  use any authorized version of this License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
  Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of 
  this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR. 
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 2010 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  Ancient Warriors: Way of the Ninja Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  Necromancers of the Northwest Presents: The Blackshire Mercenary Company Copyright 2011 Necromancers of 
  the Norhtwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway 
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway 
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback, Justin Holloway 
  Ancient Warriors: Sons of Sparta Copyright 2011 Necromancers of the Northwest, LLC; Authors: Joshua Zaback, 
  Alex Riggs, Justin Holloway 
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 Necromancers of the Northwest, LLC; Authors: Justin 
  Holloway, Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons 
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons 
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 Necromancers of the Northwest, LLC; Authors Joshua 
  Zaback, Justin Holloway 
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway 
  Advanced Arcana Volume II Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 Necromancers of the Northwest, LLC; Authors: Justin 
  Holloway, Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 Necromancers of the Northwest, LLC; Authors 
  Joshua Zaback, Justin Holloway, Alex Riggs 
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs 
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback 
  Necromancers of the Northwest Presents: Knights of the Crucible Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs 
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers of the Northwest, LLC; Authors Joshua 
  Zaback, Alex Riggs, David Mesick 
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Bows of War Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
  Advanced Arcana Volume III Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  Ancient Warriors: The Vikings Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: The Book of Martial Action Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Joel Migas 
  The Ebon Vault: Unstoppable Hammers Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback 
  A Necromancer’s Grimoire: Sorcerous Lineages Copyright 2013 Necromancers of the Northwest, LLC; Authors 
  Joel Migas, Marie Barnes, Alex Riggs 
  Character Guide: The Wise Sage Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: Bounty of the Ranger Copyright 2013 Necromancers of the Northwest, LLC; Authors 
  Joshua Zaback, Alex Riggs 
  The Deluxe Guide to Fiend Summoning and Faustian Bargains Copyright 2013 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback 
  The Ebon Vault: Fantastic Footgear Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback 
  Otherworldly Invocations Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, David Mesick, 
  Joshua Zaback 
  Advanced Arcana Volume IV Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  Insidious Intentions:  The Book of Villainy Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Almanac: 2013 Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback, Marie Barnes, Joel Migas 
  The Book of Forbidden Magic Copyright 2014 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: The Book of Martial Action II Copyright 2014 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Herbs of the Jungle Copyright 2014 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback 
  Scions of the Vampire: Blood, Shadow, and Smoke Copyright 2014 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback 
  The Ebon Vault: Impenetrable Shields Copyright 2014 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback 
  Scourge: The Deluxe Guide to Disease and Poison Copyright 2014 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback 
  Advanced Arcana Volume V Copyright 2014 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Almanac: 2014 Copyright 2015 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback
  Ongoing Investigations: Character Options for Investigators Copyright 2015 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback 
  Wild Things: Options for Animal Companions Copyright 2015 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
   
  Animal companions. They’re practically characters in their own 
  right, and a surprisingly large number of classes have access to them, 
  but somehow, through a mix of being difficult to roleplay and having 
  much less options for customization, they always seem to wind up 
  forgotten in the background. Don’t let this fate happen to your animal 
  companion!
   
  This book presents a variety of new options for customizing 
  animal companions and making them more relevant in your game. 
  First, the book presents several new classes specifically for animal 
  companions, allowing you to choose what type of animal companion 
  you want: from the ferocious fearsome beast, to the implacable 
  stalwart sentinel. Those looking for a less combat-inclined animal 
  companion might look to the sage counselor, which responds 
  particularly well to its handler’s magic, or the sly varmint, which 
  particularly well to its handler’s magic, or the sly varmint, which 
  allows the animal companion to serve the utility role of a rogue, to a 
  lesser extent. The noble steed is perfect for paladins and cavaliers, and 
  the spirit guide reinforces a cleric or inquisitor’s zeal and moral views.
   
  Beyond this, there are a wide variety of new feats and spells that 
  feature animal companions, including several feats made specifically 
  for animals, and a collection of teamwork feats for animal companions 
  and their handlers, helping the two to fight in sync. Finally, a brief 
  section discusses some of the common pitfalls and difficulties of 
  roleplaying an animal companion, and some ways to combat them.
   
  Your animal companion deserves to be just as special and 
  customized as the character that it comes with. Don’t just settle for 
  customized as the character that it comes with. Don’t just settle for 
  the defaults. Pick up this book, and never look at animal companions 
  the same way again.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Wild Things - Options for Animal Companions.pdf