ANIMAL COMPANIONS
The following companions are available to loyally serve your character, just like the animal companions from the Core Rulebook. Some of these companions, like the riding drake, aren’t technically animals, but they have a similar intelligence. Except where otherwise specified, the creatures presented below use the rules starting on page 214 of the Core Rulebook.
APE
Your companion is an ape or other primate.
Size Small
Melee [one-action] fist, Damage 1d8 bludgeoning
Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision
Speed 25 feet, climb 25 feet
Support Benefit Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape’s reach, the creature becomes frightened 1.
Advanced Maneuver Frightening Display
FRIGHTENING DISPLAY[one-action]
Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn’t require language. While frightened by this ability, the target is flat-footed to your ape.
ARBOREAL SAPLING
UNCOMMON
Access You are a member of the leaf order.
Your companion is a walking tree, a cousin of the great arboreal wardens and regents. An arboreal sapling has the plant trait instead of the animal trait, but it otherwise functions normally as an animal companion. They are typically only selected by animal order druids who are also members of the leaf order.
Size Small
Melee [one-action] branch, Damage 1d8 bludgeoning
Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0
Hit Points 8
Skill Stealth
Senses low-light vision
Speed 25 feet
Support Benefit Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling’s reach, the first square the creature moves into after taking that damage is difficult terrain.
Advanced Maneuver Throw Rock
THROW ROCK[one-action]
The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base of 1d6 bludgeoning damage with a range increment of 30 feet.
BAT
Your companion is a particularly large bat, such as a giant bat.
Size Small
Melee [one-action] jaws (finesse), Damage 1d6 piercing
Melee [one-action] wing (agile, finesse), Damage 1d4 slashing
Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses echolocation 20 feet (the bat can use hearing as a precise sense within this range), low-light vision
Speed 15 feet, fly 30 feet
Support Benefit Your bat flaps around your foes’ arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat’s reach that you damage with Strikes take a –1 circumstance penalty to their attack rolls.
Advanced Maneuver Wing Thrash
WING THRASH[two-actions]
The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat’s multiple attack penalty, but the penalty only increases after all the attacks have been made.
BOAR
Your companion is a boar or pig.
Size Small
Melee [one-action] tusk, Damage 1d8 piercing
Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise) 30 feet
Speed 35 feet
Support Benefit Your boar gores your foes. Until the start of your next turn, your Strikes that damage a creature in your boar’s reach also deal 1d6 persistent bleed damage. If your boar is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Boar Charge
BOAR CHARGE[two-actions]
The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.
CROCODILE
Your companion is a crocodile or a similar crocodilian reptile, such as an alligator or caiman.
Size Small
Melee [one-action] jaws, Damage 1d8 piercing
Melee [one-action] tail (agile), Damage 1d6 bludgeoning
Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision
Speed 20 feet, swim 25 feet
Special The crocodile can hold its breath for about 2 hours.
Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile’s reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a –10-foot circumstance penalty to its Speeds and can’t Fly while the crocodile is latched on.
Advanced Maneuver Death Roll
DEATH ROLL [one-action]
Requirements The crocodile has a creature grabbed.
The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it misses, it releases the creature.
RIDING DRAKE
UNCOMMON
Your companion is a swift, flightless drake with limited intelligence, less vicious than most drakes but fiercely loyal to you. A riding drake has the dragon trait instead of the animal trait, but it otherwise functions normally as an animal companion.
Size Large
Melee [one-action] jaws, Damage 1d8 piercing
Melee [one-action] tail, Damage 1d6 bludgeoning
Str +2, Dex +1, Con +2, Int –4, Wis +1, Cha +2
Hit Points 8
Skill Intimidation
Senses darkvision
Speed 45 feet
Special mount
Support Benefit Your drake snorts fire in your foes’ faces. Until the start of your next turn, each time you Strike while riding the drake and hit a creature in the drake’s reach, the creature takes 1d4 fire damage from the drake. If your drake is nimble or savage, the fire damage increases to 2d4.
Advanced Maneuver Breath Weapon
BREATH WEAPON[two-actions]
Frequency once per hour
The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake’s Constitution modifier or an expert DC if the drake is specialized.
SCORPION
Your companion is one of the various species of giant scorpion.
Size Small
Melee[one-action]stinger, Damage 1d6 piercing plus poison (see Special)
Melee [one-action] pincer (agile), Damage 1d6 slashing
Str +3, Dex +3, Con +1, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses darkvision
Speed 30 feet
Special The scorpion’s stinger attack deals an additional 1d4 poison damage or 2d4 poison damage if the scorpion is a specialized companion.
Support Benefit Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your scorpion’s reach also deal 1d6 persistent poison damage. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6.
Advanced Maneuver Grab and Sting
GRAB AND STING[two-actions]
The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.
SHARK
Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark.
Size Small
Melee [one-action] jaws, Damage 1d8 piercing
Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses blood scent, scent (imprecise, 60 feet)
Speed swim 40 feet
Special The shark has the aquatic trait. Its blood scent enables it to smell blood in the water from up to 1 mile away.
Support Benefit When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark’s reach with a Strike and deal slashing or piercing damage, the creature takes 1d8 slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver Shred
SHRED[one-action]
Requirements The shark hit with a jaws Strike on its most recent action this turn.
The shark viciously rips into the wound, dealing additional damage. The target of the shark’s Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion)