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