Difference between revisions of "Yagura:SRD:Druid"

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(Created page with "=Druid= ===Making a Druid=== '''Starting Age:''' Complex. {| class="wikitable" |+ Table: The Druid Hit Die: d8 |- ! rowspan="...")
 
 
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Bonuses still accrue, and you still die of old age when your time is up.
 
Bonuses still accrue, and you still die of old age when your time is up.
  
{{:Yagura:SRD:Druid's Animal Companion}}
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====Ex-Druids====
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A druid who ceases to revere nature or teaches the Druidic language to a nondruid loses all spells and druid abilities (including his animal companion, but not including weapon, armor, and shield proficiencies). He cannot thereafter gain levels as a druid until he atones (see the [[SRD:Atonement|atonement]] spell description).
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====The Druid's Animal Companion====
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A [[Yagura:SRD:Druid|druid]]’s [[Yagura:SRD:Animal Type|animal]] companion is different from a [[Yagura:SRD:Animal Type|normal animal]] of its kind in many ways. A [[Yagura:SRD:Druid|druid]]’s [[Yagura:SRD:Animal Type|animal]] companion is superior to a normal [[Yagura:SRD:Animal Type|animal]] of its kind and has special [[Yagura:SRD:Powers|powers]], as described below.
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{| class="wikitable" {{#vardefine: odd|0}}
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|-
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! [[#Class Level|Class<br/>Level]] || [[#Bonus HD|Bonus<br/>HD]] || [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] || [[#Str/Dex Adj.|Str/Dex<br/>Adj.]] || [[#Bonus Tricks|Bonus<br/>Tricks]] || Special
 +
|-
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| class="left" | 1st–2nd ||+0||+0||+0||1|| class="left" | [[#Link|Link]], [[#Share Spells|Share Spells]]
 +
|-
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| class="left" | 3rd–5th ||+2||+2||+1||2|| class="left" | [[#Evasion|Evasion]]
 +
|-
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| class="left" | 6th–8th ||+4||+4||+2||3|| class="left" | [[#Devotion|Devotion]]
 +
|-
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| class="left" | 9th–11th ||+6||+6||+3||4|| class="left" | [[#Multiattack|Multiattack]]
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|-
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| class="left" | 12th–14th ||+8||+8||+4||5|| class="left" |
 +
|-
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| class="left" | 15th–17th ||+10||+10||+5||6|| class="left" | [[#Improved Evasion|Improved Evasion]]
 +
|-
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| class="left" | 18th–20th ||+12||+12||+6||7|| class="left" |
 +
|}
 +
 
 +
'''<span id="Animal Companion Basics">Animal Companion Basics</span>:''' Use the base statistics for a creature of the companion’s kind, but make the following changes.
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 +
''<span id="Class Level">Class Level</span>:'' Your [[Yagura:SRD:Druid|druid]] level. Your class levels stack with levels of any other [[Yagura:SRD:Classes|classes]] that are entitled to an [[Yagura:SRD:Animal Type|animal]] companion for the purpose of determining the companion’s abilities and the alternative lists available.
 +
 
 +
''<span id="Bonus HD">Bonus HD</span>:'' Extra eight-sided (d8) [[Yagura:SRD:Hit Dice|Hit Dice]], each of which gains a [[Yagura:SRD:Constitution|Consitution]] modifier, as normal. Remember that extra [[Yagura:SRD:Hit Dice|Hit Dice]] improve the [[Yagura:SRD:Animal Type|animal]] companion’s base attack and base save bonuses. An [[Yagura:SRD:Animal Type|animal]] companion’s [[Yagura:SRD:Base Attack Bonus|base attack bonus]] is the same as that of a [[Yagura:SRD:Druid|druid]] of a level equal to the [[Yagura:SRD:Animal Type|animal]]’s [[Yagura:SRD:Hit Dice|HD]]. An [[Yagura:SRD:Animal Type|animal]] companion has good [[Yagura:SRD:Fortitude Save|Fortitude]] and [[Yagura:SRD:Reflex Save|Reflex saves]] (treat it as a character whose level equals the [[Yagura:SRD:Animal Type|animal]]’s [[Yagura:SRD:Hit Dice|HD]]). An [[Yagura:SRD:Animal Type|animal]] companion gains additional [[Yagura:SRD:Skill Points|skill points]] and [[Yagura:SRD:Feats|feats]] for bonus [[Yagura:SRD:Hit Dice|HD]] as normal for advancing a monster’s [[Yagura:SRD:Hit Dice|Hit Dice]].
 +
 
 +
''<span id="Natural Armor Adj.">Natural Armor Adj.</span>:'' The number noted here is an improvement to the [[Yagura:SRD:Animal Type|animal]] companion’s existing [[Yagura:SRD:Natural Armor Bonus|natural armor bonus]].
 +
 
 +
''<span id="Str/Dex Adj.">Str/Dex Adj.</span>:'' Add this value to the [[Yagura:SRD:Animal Type|animal]] companion’s [[Yagura:SRD:Strength|Strength]] and [[Yagura:SRD:Dexterity|Dexterity]] scores.
 +
 
 +
''<span id="Bonus Tricks">Bonus Tricks</span>:'' The value given in this column is the total number of “bonus” tricks that the [[Yagura:SRD:Animal Type|animal]] knows in addition to any that you might choose to teach it (see the [[Yagura:SRD:Handle Animal Skill|Handle Animal]] skill). These bonus tricks don’t require any training time or [[Yagura:SRD:Handle Animal Skill|Handle Animal]] checks, and they don’t count against the normal limit of tricks known by the [[Yagura:SRD:Animal Type|animal]]. You select these bonus tricks, and once selected, they can’t be changed.
 +
 
 +
''<span id="Link">Link</span> ([[Yagura:SRD:Ex#Extraordinary|Ex]]):'' You can handle your [[Yagura:SRD:Animal Type|animal]] companion as a [[Yagura:SRD:Free Actions|free action]], or push it as a [[Yagura:SRD:Move Actions|move action]], even if you don't have any ranks in the [[Yagura:SRD:Handle Animal Skill|Handle Animal]] skill. You gain a +4 circumstance bonus on all wild empathy checks and [[Yagura:SRD:Handle Animal Skill|Handle Animal]] checks made regarding an [[Yagura:SRD:Animal Type|animal]] companion.
 +
 
 +
''<span id="Share Spells">Share Spells</span> ([[Yagura:SRD:Ex#Extraordinary|Ex]]):'' At your option, you may have any spell (but not any [[Yagura:SRD:Spell-Like Ability|spell-like ability]]) you cast upon yourself also affect your [[Yagura:SRD:Animal Type|animal]] companion. The [[Yagura:SRD:Animal Type|animal]] companion must be within 5 feet of you at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the [[Yagura:SRD:Animal Type|animal]] companion if the companion moves farther than 5 feet away and will not affect the [[Yagura:SRD:Animal Type|animal]] again, even if it returns to you before the duration expires.
 +
 
 +
Additionally, you may cast a spell with a target of “You” on your [[Yagura:SRD:Animal Type|animal]] companion (as a touch range spell) instead of on yourself. You and your [[Yagura:SRD:Animal Type|animal]] companion can share spells even if the spells normally do not affect creatures of the companion’s type ([[Yagura:SRD:Animal Type|animal]]).
 +
 
 +
''<span id="Evasion">Evasion</span> ([[Yagura:SRD:Ex#Extraordinary|Ex]]):'' If an [[Yagura:SRD:Animal Type|animal]] companion is subjected to an attack that normally allows a [[Yagura:SRD:Saving Throw|Reflex]] [[Yagura:SRD:Saving Throw|saving throw]] for half damage, it takes no damage if it makes a successful [[Yagura:SRD:Saving Throw|saving throw]].
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''<span id="Devotion">Devotion</span> ([[Yagura:SRD:Ex#Extraordinary|Ex]]):'' An [[Yagura:SRD:Animal Type|animal]] companion gains a +4 morale bonus on [[Yagura:SRD:Will Save|Will saves]] against enchantment spells and effects.
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''<span id="Multiattack">Multiattack</span>:'' An [[Yagura:SRD:Animal Type|animal]] companion gains [[Yagura:SRD:Multiattack|Multiattack]] as a bonus [[Yagura:SRD:Feats|feat]] if it has three or more natural attacks and does not already have that [[Yagura:SRD:Feats|feat]]. If it does not have the requisite three or more natural attacks, the [[Yagura:SRD:Animal Type|animal]] companion instead gains a second attack with its primary [[Yagura:SRD:Natural Weapon|natural weapon]], albeit at a –5 penalty.
 +
 
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''<span id="Improved Evasion">[[Yagura:SRD:Evasion and Improved Evasion#Improved Evasion|Improved Evasion]]</span> ([[Yagura:SRD:Ex#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a [[Yagura:SRD:Saving Throw|Reflex]] [[Yagura:SRD:Saving Throw|saving throw]] for half damage, an [[Yagura:SRD:Animal Type|animal]] companion takes no damage if it makes a successful [[Yagura:SRD:Saving Throw|saving throw]] and only half damage if the [[Yagura:SRD:Saving Throw|saving throw]] fails.
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'''<span id="Alternative Animal Companions">Alternative Animal Companions</span>:''' If high enough level you can select your [[Yagura:SRD:Animal Type|animal]] companion from one of the following lists, applying the indicated adjustment to your druid level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.
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{| class="column"
 +
|-
 +
|
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;4th Level or Higher (Level –3):
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: [[Yagura:SRD:Ape|Ape]] ([[Yagura:SRD:Animal Type|animal]])
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: [[Yagura:SRD:Black Bear|Bear, black]] ([[Yagura:SRD:Animal Type|animal]])
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: [[Yagura:SRD:Bison|Bison]] ([[Yagura:SRD:Animal Type|animal]])
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: [[Yagura:SRD:Boar|Boar]] ([[Yagura:SRD:Animal Type|animal]])
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: [[Yagura:SRD:Cheetah|Cheetah]] ([[Yagura:SRD:Animal Type|animal]])
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: [[Yagura:SRD:Crocodile|Crocodile]] ([[Yagura:SRD:Animal Type|animal]])<sup>1</sup>
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: [[Yagura:SRD:Dire Badger|Dire badger]]
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: [[Yagura:SRD:Dire Bat|Dire bat]]
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: [[Yagura:SRD:Dire Weasel|Dire weasel]]
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: [[Yagura:SRD:Leopard|Leopard]] ([[Yagura:SRD:Animal Type|animal]])
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: [[Yagura:SRD:Monitor Lizard|Lizard, monitor]] ([[Yagura:SRD:Animal Type|animal]])
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: [[Yagura:SRD:Large Shark|Shark, Large]]<sup>1</sup> ([[Yagura:SRD:Animal Type|animal]])
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: [[Yagura:SRD:Constrictor Snake|Snake, constrictor]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Large Viper|Snake, Large viper]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Wolverine|Wolverine]] ([[Yagura:SRD:Animal Type|animal]])
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|
 +
;7th Level or Higher (Level –6):
 +
: [[Yagura:SRD:Brown Bear|Bear, brown]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Dire Wolverine|Dire wolverine]]
 +
: [[Yagura:SRD:Giant Crocodile|Crocodile, giant]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Deinonychus|Deinonychus]] (dinosaur)
 +
: [[Yagura:SRD:Dire Ape|Dire ape]]
 +
: [[Yagura:SRD:Dire Boar|Dire boar]]
 +
: [[Yagura:SRD:Dire Wolf|Dire wolf]]
 +
: [[Yagura:SRD:Elasmosaurus|Elasmosaurus]] (dinosaur)<sup>1</sup>
 +
: [[Yagura:SRD:Lion|Lion]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Rhinoceros|Rhinoceros]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Huge Viper|Snake, Huge viper]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Tiger|Tiger]] ([[Yagura:SRD:Animal Type|animal]])
 +
|
 +
;10th Level or Higher (Level –9):
 +
: [[Yagura:SRD:Polar Bear|Bear, polar]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Dire Lion|Dire lion]]
 +
: [[Yagura:SRD:Megaraptor|Megaraptor]] (dinosaur)
 +
: [[Yagura:SRD:Huge Shark|Shark, Huge]] ([[Yagura:SRD:Animal Type|animal]])<sup>1</sup>
 +
: [[Yagura:SRD:Giant Constrictor Snake|Snake, giant constrictor]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Orca|Whale, orca]] ([[Yagura:SRD:Animal Type|animal]])<sup>1</sup>
 +
 
 +
;13th Level or Higher (Level –12):
 +
: [[Yagura:SRD:Dire Bear|Dire bear]]
 +
: [[Yagura:SRD:Elephant|Elephant]] ([[Yagura:SRD:Animal Type|animal]])
 +
: [[Yagura:SRD:Giant Octopus|Octopus, giant]] ([[Yagura:SRD:Animal Type|animal]])<sup>1</sup>
 +
 
 +
;16th Level or Higher (Level –15):
 +
: [[Yagura:SRD:Dire Shark|Dire shark]]<sup>1</sup>
 +
: [[Yagura:SRD:Dire Tiger|Dire tiger]]
 +
: [[Yagura:SRD:Giant Squid|Squid, giant]] ([[Yagura:SRD:Animal Type|animal]])<sup>1</sup>
 +
: [[Yagura:SRD:Triceratops|Triceratops]] (dinosaur)
 +
: [[Yagura:SRD:Tyrannosaurus|Tyrannosaurus]] (dinosaur)
 +
|-
 +
| colspan="3" class="foot" |
 +
# Available only in an aquatic environment.
 +
|}</onlyinclude>>

Latest revision as of 09:48, 22 April 2015

Druid[edit]

Making a Druid[edit]

Starting Age: Complex.

Table: The Druid Hit Die: d8
Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Animal Companion, Nature Sense, Wild Empathy 3 1
2nd +1 +3 +0 +3 Woodland Stride 4 2
3rd +2 +3 +1 +3 Trackless Step 4 2 1
4th +3 +4 +1 +4 Resist Nature’s Lure 5 3 2
5th +3 +4 +1 +4 Wild Shape (1/day) 5 3 2 1
6th +4 +5 +2 +5 Wild Shape (2/day) 5 3 3 2
7th +5 +5 +2 +5 Wild Shape (3/day) 6 4 3 2 1
8th +6/+1 +6 +2 +6 Wild Shape (Large) 6 4 3 3 2
9th +6/+1 +6 +3 +6 Venom Immunity 6 4 4 3 2 1
10th +7/+2 +7 +3 +7 Wild Shape (4/day) 6 4 4 3 3 2
11th +8/+3 +7 +3 +7 Wild Shape (Tiny) 6 5 4 4 3 2 1
12th +9/+4 +8 +4 +8 Wild Shape (plant) 6 5 4 4 3 3 2
13th +9/+4 +8 +4 +8 A Thousand Faces 6 5 5 4 4 3 2 1
14th +10/+5 +9 +4 +9 Wild Shape (5/day) 6 5 5 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Timeless Body, Wild Shape (Huge) 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Wild Shape (elemental 1/day) 6 5 5 5 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild Shape (6/day, elemental 2/day) 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Wild Shape (elemental 3/day, Huge elemental) 6 5 5 5 5 5 4 4 4 4

Class Skills .

Class Features[edit]

As a druid, all of the following are class features.

Weapon and Armor Proficiency: You are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. You are also proficient with all natural attacks (claw, bite, and so forth) of any form you assume with wild shape (see below).

You are proficient with light and medium armor but are prohibited from wearing metal armor; thus, you may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: You cast divine spells, which are drawn from the druid spell list. You must choose and prepare your spells in advance (see below).

To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + ½ your caster level + your Wisdom modifier.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: The Druid. In addition, you receive bonus spells per day if you have a high Wisdom score.

You meditate or pray for your spells. You must choose a time at which you must spend 1 hour each day in quiet contemplation or supplication to regain your daily allotment of spells. Time spent resting has no effect on whether you can prepare spells. You may prepare and cast any spell on the druid spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.

Spontaneous Casting: You can channel stored spell energy into summoning spells that you haven’t prepared ahead of time. You can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Bonus Languages: Your bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available because of race.

You also know Druidic, a secret language known only to druids, which you learn upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, you know it in addition to your regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.

Animal Companion (Ex): You may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies you on your adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As you advance in druid levels, the animal’s power increases as shown on the table. If you release your companion from service, you may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

At 4th level or higher you may select from the alternative lists of animals (see below). Should you select an animal companion from one of these alternative lists, the creature gains abilities as if your druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from your druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce your effective level to 0 or lower, you can’t have that animal as a companion.)

Nature Sense (Ex): You gain a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your druid level and your Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.

Trackless Step (Ex): Starting at 3rd level, you leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, you gain a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, you gain the ability to turn yourself into any Small or Medium animal and back again once per day. Your options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until you change back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by you melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at your feet.

The form chosen must be that of an animal with which you are familiar.

You lose your ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

You can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, you gain the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed your druid level.

At 12th level, you become able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (You can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, you become able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to your normal wild shape usage. In addition to the normal effects of wild shape, you gain all the elemental’s extraordinary, supernatural, and spell-like abilities. You also gain the elemental’s feats for as long as you maintain the wild shape, but you retain your own creature type.

At 18th level, you become able to assume elemental form twice per day, and at 20th level you can do so three times per day. At 20th level, you may use this wild shape ability to change into a Huge elemental.

Venom Immunity (Ex): At 9th level, you gain immunity to all poisons.

A Thousand Faces (Su): At 13th level, you gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of your appearance, within the limits described for the spell.

Timeless Body (Ex): After attaining 15th level, you no longer take ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and you still die of old age when your time is up.

Ex-Druids[edit]

A druid who ceases to revere nature or teaches the Druidic language to a nondruid loses all spells and druid abilities (including his animal companion, but not including weapon, armor, and shield proficiencies). He cannot thereafter gain levels as a druid until he atones (see the atonement spell description).


The Druid's Animal Companion[edit]

A druid’s animal companion is different from a normal animal of its kind in many ways. A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class
Level
Bonus
HD
Natural
Armor Adj.
Str/Dex
Adj.
Bonus
Tricks
Special
1st–2nd +0 +0 +0 1 Link, Share Spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved Evasion
18th–20th +12 +12 +6 7

Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: Your druid level. Your class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that you might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. You select these bonus tricks, and once selected, they can’t be changed.

Link (Ex): You can handle your animal companion as a free action, or push it as a move action, even if you don't have any ranks in the Handle Animal skill. You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At your option, you may have any spell (but not any spell-like ability) you cast upon yourself also affect your animal companion. The animal companion must be within 5 feet of you at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to you before the duration expires.

Additionally, you may cast a spell with a target of “You” on your animal companion (as a touch range spell) instead of on yourself. You and your animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions: If high enough level you can select your animal companion from one of the following lists, applying the indicated adjustment to your druid level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th Level or Higher (Level –6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus (dinosaur)1
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)
10th Level or Higher (Level –9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge (animal)1
Snake, giant constrictor (animal)
Whale, orca (animal)1
13th Level or Higher (Level –12)
Dire bear
Elephant (animal)
Octopus, giant (animal)1
16th Level or Higher (Level –15)
Dire shark1
Dire tiger
Squid, giant (animal)1
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
  1. Available only in an aquatic environment.

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