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Animal Companions

Some adventurers travel with loyal allies known as animal companions and familiars. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you.

An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the minion trait, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.

Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.

Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.

You can have only one familiar at a time.

Modifiers and AC

Your familiar’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don’t have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn’t have or use its own ability modifiers and can never benefit from item bonuses.

Hit Points

Your familiar has 5 Hit Points for each of your levels.

Size

Your familiar is Tiny.

Senses

Your familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability.

Movement

Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).

It can gain other movement types from familiar abilities.

Familiar and Master Abilities

Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can’t be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.

Familiar Abilities

Accompanist: Your familiar helps you perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you’re a master in Performance. Source PRG2:APG

Amphibious: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).

Burrower: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.

Climber: It gains a climb Speed of 25 feet.

Damage Avoidance: Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn’t prevent effects other than damage.

Darkvision: It gains darkvision.

Fast Movement: Increase one of the familiar’s Speeds from 25 feet to 40 feet.

Flier: It gains a fly Speed of 25 feet.

Focused Rejuvenation: When you Refocus, you generate magical energy that heals your familiar. Your familiar regains 1 Hit Point per level whenever you Refocus. Source PRG2:APG

Independent: In an encounter, if you don’t Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. Source PRG2:APG

Kinspeech: It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level.

Lab Assistant: It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this.

Manual Dexterity: It can use up to two of its limbs as if they were hands to use manipulate actions.

Master’s Form: Your familiar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a cat’s eyes or a serpent’s tongue. This form is always the same each time it uses this ability. This otherwise uses the effects of humanoid form, except the change is purely cosmetic. It only appears humanoid and gains no new capabilities. Your familiar must have the manual dexterity and speech abilities to select this. Source PRG2:APG

Partner in Crime: Your familiar is your criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you’re a master of the skill in question. Source PRG2:APG

Plant Form: Your plant familiar can change shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar’s nature. This otherwise uses the effects of tree shape. You must have a familiar with the plant trait, such as a leshy, to select this ability. Source PRG2:APG

Poison Reservoir: Your homunculus familiar has a reservoir for poison, allowing it to apply an injury poison to an adjacent ally’s exposed weapon with a single Interact action. You must supply the poison and instill it into this reservoir using two consecutive Interact actions. You must have a homunculus familiar to select this ability. Source PRG2:APG

Resistance: Choose two of the following: acid, cold, electricity, fire, poison, or sonic. Your familiar gains resistance equal to half your level against the chosen damage types. Source PRG2:APG

Scent: It gains scent (imprecise, 30 feet).

Skilled: Choose a skill other than Acrobatics or Stealth. Your familiar’s modifier for that skill is equal to your level plus your key spellcasting ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time. Source PRG2:APG

Speech: It understands and speaks a language you know.

Spellcasting: Choose a spell in your repertoire or that you prepared today that is at least 5 levels lower than your highest-level spell slot. Your familiar can Cast that Spell once per day using your magical tradition, spell attack modifier, and spell DC. If the spell has a drawback that affects the caster, both you and your familiar are affected. You must be able to cast 6th-level spells using spell slots to select this ability. Source PRG2:APG

Toolbearer: Your familiar can carry a set of tools of up to light Bulk. So long as your familiar is adjacent to you, you can draw and replace the tools as part of the action that uses them as if you were wearing them. Your familiar must have the manual dexterity ability to select this. Source PRG2:APG

Touch Telepathy: Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language. Source PRG2:APG

Tough: Your familiar’s maximum Hit Points increase by 2 per level. Source PRG2:APG

Valet: You can command your familiar to deliver you items more efficiently. Your familiar doesn’t use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can’t use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way. Source PRG2:APG

Master Abilities

Cantrip Connection: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.

Extra Reagents: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.

Familiar Focus: Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this.

Innate Surge: Once per day, you can draw upon your familiar’s innate magic to replenish your own. You can cast one innate spell gained from an ancestry feat that you have already cast today. You must still Cast the Spell and meet the spell’s other requirements. Source PRG2:APG

Lifelink: If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar.

Share Senses: Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar’s body for up to 1 minute. You can Dismiss this effect. Source PRG2:APG

Spell Battery: You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability.

Spell Delivery: If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn’t reach the target to touch it this turn, the spell has no effect. Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype’s dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.

Megafauna Minions

Source: P:LOWG2E

Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path.

If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, a megafauna companion instead can choose to become a savage or indomitable companion. An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows in size by one category. Its attacks count as magical for the purpose of ignoring resistances.

Riding Animal Companions

You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can’t move and Support you on the same turn. However, if your companion has the mount special ability, it’s especially suited for riding and ignores both of these restrictions.

Young Animal Companions

The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2).

Proficiencies

Your animal companion uses your level to determine its proficiency bonuses. It’s trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, Acrobatics, and Athletics. Animal companions can’t use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it.

Ability Modifiers

An animal companion begins with base ability modifiers of Str +2, Dex +2, Con +1, Int –4, Wis +1, Cha +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below.

Hit Points

Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have.

Companion Type

The species of animal you choose is called your companion’s type. Each companion type has its own statistics. The Size entry indicates your companion’s starting size as a young animal companion. Following the size entry are the companion’s unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion’s ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion’s special senses. The Speed entry gives your companion’s Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.

The Support Benefit entry indicates a special benefit you gain by Commanding the Animal to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion.

Support [one-action]

Requirements The creature is an animal companion.

Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.

Animal Companion Descriptions

Aeon Wyrd

Source PLOPS

An aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master.

Construct

Required Number of Abilities 3

Granted Abilities aeon stone reservoir, can’t walk, constructed, crystalline, flier

Aeon Stone Reservoir Your aeon wyrd can hold any aeon stone as a powerfully resonant nucleus that holds it together. You gain the aeon stone’s benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone’s resonant power, without interfering with any wayfinder you invest.

Can’t Walk Your aeon wyrd has no land Speed.

Constructed Your aeon wyrd is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It’s destroyed at 0 HP.

Crystalline Your aeon wyrd’s crystalline structure makes it vulnerable to sonic attacks. It gains weakness to sonic damage equal to your level.

Ape

Source PRG2:APG

Your companion is an ape or other primate.

Size Small

Melee [one-action] fist, Damage 1d8 bludgeoning

Ability Scores 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

Source PRG2:APG

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

Ability Scores 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.

Badger

Your companion is a badger, wolverine, or other big mustelid.

Size Small

Melee [one-action] jaws, Damage 1d8 piercing

Melee [one-action] claw (agile), Damage 1d6 slashing

Str +2, Dex +2, Con +2, Int –4, Wis +2, Cha +0

Hit Points 8

Skill Survival

Senses low-light vision, scent (imprecise, 30 feet)

Speed 25 feet, burrow 10 feet, climb 10 feet

Support Benefit Your badger digs around your foe’s position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your badger threatens, the target can’t use a Step action (unless it can Step through difficult terrain) until it moves from its current position.

Advanced Maneuver Badger Rage

Badger Rage [one-action]


Concentrate Emotion Mental

Requirements The badger isn’t fatigued or raging.


The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can’t voluntarily stop raging. While raging, the badger is affected in the following ways.

  • It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.
  • It takes a –1 penalty to AC.
  • It can’t use actions that have the concentrate trait unless they also have the rage trait. The animal companion can Seek even while raging.

After it has stopped raging, it can’t use Badger Rage again for 1 minute.

Bat

Source PRG2:APG

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

Ability Scores 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.

Bear

Your companion is a black, grizzly, polar, or other type of bear.

Size Small

Melee [one-action] jaws, Damage 1d8 piercing

Melee [one-action] claw (agile), Damage 1d6 slashing

Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0

Hit Points 8

Skill Intimidation

Senses low-light vision, scent (imprecise, 30 feet)

Speed 35 feet

Support Benefit Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear’s reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.

Advanced Maneuver Bear Hug

Bear Hug [one-action]


Requirements The bear’s last action was a successful claw Strike.


The bear makes another claw Strike against the same target.

If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target.

Bird

Your companion is a bird of prey, such as an eagle, hawk, or owl.

Size Small

Melee [one-action] jaws (finesse), Damage 1d6 piercing

Melee [one-action] talon (agile, finesse), Damage 1d4 slashing

Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0

Hit Points 4

Skill Stealth

Senses low-light vision

Speed 10 feet, fly 60 feet

Support Benefit The bird pecks at your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.

Advanced Maneuver Flyby Attack

Flyby Attack [two-actions]


The bird Flies and makes a talon Strike at any point along the way.

Boar

Source PRG2:APG

Your companion is a boar or pig.

Size Small

Melee [one-action] tusk, Damage 1d8 piercing

Ability Scores 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.

Calligraphy Wyrm

Source PLOPS

Calligraphy wyrms are curious dragons constantly in search of new lore and writing. They make natural allies for Pathfinders. While knowledgeable, calligraphy wyrms can also be know-it-alls.

Their chirpy, high-pitched voices make this attitude humorous to some and insufferable to others.

Beast

Required Number of Abilities 6

Granted Abilities darkvision, flier, ink spray, manual dexterity, scent, skilled (Arcana, Society), speech, stylus claws

Ink Spray [one-action] (arcane, evocation) Frequency once per 10 minutes; Effect The wyrm splatters ink in a 10-foot cone. Each creature in the area must succeed at a Reflex save or become covered in ink. Ink spray has the effects of glitterdust except the creature isn’t dazzled, and it can remove its blindness by spending a single action, which has the manipulate trait, to wipe off the ink from their face.

Stylus Claws Your calligraphy wyrm has stylus-shaped claws that it can fill with its natural ink, using its claw as a pen without having to purchase ink.

Camel/Llama

Source PAP149

Your companion is a camel or llama.

Size Medium or Large

Melee [one-action] jaws, Damage 1d6 piercing

Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0; Hit Points 8

Skill Survival

Senses low-light vision, scent (imprecise, 30 feet)

Speed 35 feet

Special mount; your camel ignores the harmful effects of mild, severe, and extreme cold or heat, selected when you gain the companion

Support Benefit The camel makes a ranged attack to spit a long string of saliva at a foe within 10 feet. On a hit, the foe is dazzled for 1 round.

Advanced Maneuver Sand Stride

Sand Stride [two-actions]


Move

The camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone.

Cat

Your companion is a big cat, such as a leopard or tiger.

Size Small

Melee [one-action] jaws (finesse), Damage 1d6 piercing

Melee [one-action] claw (agile, finesse), Damage 1d4 slashing

Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0

Hit Points 4

Skill Stealth

Senses low-light vision, scent (imprecise, 30 feet)

Speed 35 feet

Special Your cat deals 1d4 extra precision damage against flatfooted targets.

Support Benefit Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature that your cat threatens make the target flat-footed until the end of your next turn.

Advanced Maneuver Cat Pounce

Cat Pounce [one-action]


Flourish

The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.

Crocodile

Source PRG2:APG

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

Ability Scores 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.

Dromaeosaur

Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus.

Size Small

Melee [one-action] jaws (finesse); Damage 1d8 piercing

Melee [one-action] talon (agile, finesse); Damage 1d6 slashing

Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0

Hit Points 6

Skill Stealth

Senses low-light vision, scent (imprecise, 30 feet)

Speed 50 feet

Support Benefit Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks).

Advanced Maneuver Darting Attack

Darting Attack [one-action]


Flourish

The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.

Dweomercat Cub

Source PLOPS

Dweomercat cubs are curious and love exploring ley lines and traveling the world. At only 1 foot tall and weighing 15 pounds, dweomercat cubs are smaller than their egos and curiosity imply.

Beast

Required Number of Abilities 4

Granted Abilities alter dweomer, darkvision, detect magic, scent, speech

Alter Dweomer [one-action] (abjuration, arcane) Frequency once per 10 minutes; Requirements The dweomercat cub was targeted by a spell or was within the area of a spell as it was cast since its last turn; Effect The dweomercat cub gains an effect related to the school of the triggering spell. Other than the damage, the effect lasts for 1d4 rounds or until the dweomercat cub Dismisses the effect, whichever comes first.

  • Abjuration The cub gains a +1 status bonus to AC.
  • Conjuration A cloud of fog appears in a 5-foot burst centered on a corner of the cub’s space. Anything in the cloud is concealed.
  • Divination The cub gains a +1 status bonus to skill checks.
  • Enchantment The cub gains a +1 status bonus to saves.
  • Evocation Magical feedback deals 1d6 force damage for every 2 levels you have to the triggering spellcaster (basic Reflex save using your class DC or spell DC, whichever is higher).
  • Illusion The cub becomes invisible. This effect ends if the cub uses a hostile action, in addition to the normal end conditions.
  • Necromancy The cub gains temporary HP equal to your level.
  • Transmutation The cub gains a +1 status bonus to attack rolls.

Detect Magic Your dweomercat cub can cast 1st-level detect magic as an arcane innate spell.

Horse

Your companion is a horse, pony, or similar equine.

Size Medium or Large

Melee [one-action] hoof (agile), Damage 1d6 bludgeoning

Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0

Hit Points 8

Skill Survival

Senses low-light vision, scent (imprecise, 30 feet)

Speed 40 feet

Special mount

Support Benefit Your horse adds momentum to your charge. Until the start of your next turn, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage to that attack equal to twice the number of damage dice. If your weapon already has the jousting weapon trait, increase the trait’s damage bonus by 2 per die instead.

Advanced Maneuver Gallop

Gallop [two-actions]


Move

The horse Strides twice at a +10-foot circumstance bonus to Speed.

Hyena

Source PAP149

Your companion is a hyena.

Size Small

Melee [one-action] jaws (finesse), Damage 1d8 piercing

Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0; Hit Points 6

Skill Intimidation

Senses low-light vision, scent (imprecise, 30 feet)

Speed 40

Support Benefit The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time you hit a creature in the hyena’s reach with a Strike, the creature becomes frightened 1.

Advanced Maneuver Gnaw

Gnaw [one-action]


Requirements The animal companion’s last action was a successful jaws Strike.

The Strike’s target takes 1d6 persistent bleed damage and takes a –10-foot status penalty to its Speed until it removes the bleed damage. If the hyena is a specialized animal companion, the persistent bleed damage increases to 2d6.

Magehound

Rare

Source: The Faithful Few

Your companion is a magehound, raised to accompany you as you hunt magic users.

Size Small

Melee [one-action] jaws, Damage 1d6 piercing

Melee [one-action] claw, Damage 1d4 slashing

Str +3, Dex +1, Con +2, Int –3, Wis +1, Cha +0

Hit Points 10

Skill Intimidation

Senses low-light vision, scent (imprecise, 30 feet)

Speed 25 feet

Special Your magehound can smell magic as an imprecise sense, with the same restrictions as a 4th-level detect magic.

Support Benefit Your magehound unnerves obviously magical creatures. Until the start of your next turn, your Strikes that deal damage to an obviously magical creature that your magehound threatens make the target flat-footed until the end of your next turn.

Advanced Maneuver Disrupting Bark

Disrupting Bark [two-actions]


Audible

Any creature under the effects of a morph or polymorph effect that hears Disrupting Bark attempts a Will save against your midnight legate class DC.

Critical Success As success, plus the target becomes temporarily immune to it for 24 hours.
Success The target ignores Disrupting Bark
Failure The effect ends immediately.
Critical Failure As failure, but the target becomes unable to benefit from morph or polymorph effects for 24 hours.

Poppet

Source PLOPS

Endlessly modifiable, poppet familiars made of wicker and wood are among the most basic construct familiars available to Pathfinder agents across the globe.

Construct

Required Number of Abilities 1

Granted Abilities constructed, flammable

Constructed As aeon wyrd.

Flammable Your poppet’s components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet’s construction, removing this weakness.

Riding Drake

Source PRG2:APG

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

Ability Scores 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

Source PRG2:APG

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

Ability Scores 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

Source PRG2:APG

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

Ability Scores 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).

Snake

Your companion is a constrictor snake, such as a boa or python.

Size Small

Melee [one-action] jaws (finesse); Damage 1d8 piercing

Str +3, Dex +3, Con +1, Int –4, Wis +1, Cha +0

Hit Points 6

Skill Stealth

Senses low-light vision, scent (imprecise, 30 feet)

Speed 20 feet, climb 20 feet, swim 20 feet

Support Benefit Your snake holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your snake threatens can’t use reactions triggered by your actions unless its level is higher than yours.

Advanced Maneuver Constrict

Constrict [one-action]


Requirements The snake has a smaller creature grabbed.


The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save. If the snake is a specialized animal companion, increase this damage to 20.

Vulture

Source PAP149

Your companion is a vulture, condor, or other large scavenging bird.

Size Small

Melee [one-action] jaws (finesse), Damage 1d8 piercing

Str +2, Dex +2, Con +2, Int –4, Wis +2, Cha +0; Hit Points 6

Skill Survival

Senses low-light vision, scent (imprecise, 30 feet)

Speed 10 feet, fly 45 feet

Special Your vulture gains a +1 status bonus to all saves against disease, and if it rolls a success on a save against a disease, the result is a critical success instead.

Support Benefit The vulture retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become sickened 1 (sickened 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a specialized animal companion) + your level + the vulture’s Constitution modifier.

Advanced Maneuver Feast On The Fallen

Feast on the Fallen [reaction]


Healing Manipulate

Frequency once per hour Trigger A creature adjacent to the vulture is reduced to 0 Hit Points. The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized animal companion, increase the Hit Points regained to 30.

Wolf

Your companion is a wolf or other canine creature, such as a dog.

Size Small

Melee [one-action] jaws (finesse); Damage 1d8 piercing

Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0

Hit Points 6

Skill Survival

Senses low-light vision, scent (imprecise, 30 feet)

Speed 40 feet

Support Benefit Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).

Advanced Maneuver Knockdown

Knockdown [one-action]


Requirements The animal companion’s last action was a successful jaws Strike.


The wolf automatically knocks the target of its jaws Strike prone.

Specific Familiars

Most familiars are Tiny animals, though a few are unusual, such as a leaf druid’s leshy familiar. Some familiars, however, are more powerful creatures with unique abilities.

Any character can gain a specific familiar so long as they already have a familiar with at least the required number of abilities listed in the specific familiar’s stat block. Such a familiar usually replaces an existing familiar, though in some circumstances (such as for a witch) the familiar may evolve or reveal its true form. In any case, this transition from a normal familiar to a specific familiar requires no downtime and has no cost. Once you’ve selected a specific familiar, you can’t change it without losing your familiar— this uses the same rules as if your familiar had died.

A specific familiar has several traits and abilities, as listed in their stat block. The Granted Abilities entry lists normal familiar and master abilities that familiar has. The familiar also gains unique abilities listed below the Granted Abilities entry. Much like a familiar that naturally has a familiar ability (such as an owl with a fly Speed), you can never swap out any of these granted or unique abilities. If your familiar gains more abilities than are necessary for that specific familiar, you can use the remaining abilities to select familiar and master abilities as normal.

Statistics and abilities not listed in a specific familiar’s stat block (such as modifiers, AC, Hit Points, and so forth) use the normal familiar rules. These stat blocks otherwise use the format from the Bestiary.

Faerie Dragon

These tiny, mischievous dragons make natural allies for benevolent or capricious characters.

Dragon

Required Number of Abilities 6

Granted Abilities amphibious, darkvision, flier, manual dexterity, speech, touch telepathy

Breath Weapon [two-actions] (arcane, evocation, poison) Frequency once per hour; Effect The faerie dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute.

Imp

Imp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell.

LE Devil Fiend

Alignment An imp must be lawful evil.

Required Number of Abilities 8

Granted Abilities darkvision, flier, manual dexterity, resistance (fire and poison), skilled (Deception), speech, touch telepathy

Imp Invisibility Once per hour, your imp familiar can cast 2ndlevel invisibility on itself as a divine innate spell.

Infernal Temptation [one-action] (concentrate, divine, enchantment, evil, fortune) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.

Spellslime

These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a spellslime familiar only if you can cast spells using spell slots.

Ooze

Required Number of Abilities 4

Granted Abilities climber, darkvision, tough (see above)

Magic Scent Your spellslime familiar gains an imprecise sense with a range of 30 feet that enables it to smell magic of the same tradition as your own.

Ooze Defense Your spellslime familiar is easy to hit, but it lacks weak points. It is immune to critical hits and precision damage, but its AC is only 10 + your level (instead of an AC equal to yours).

Slime Rejuvenation Your spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you Refocus instead of 1.

Other Companion Rules

Mature Animal Companions

To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size.

Nimble Animal Companions

To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in Acrobatics and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances.

Savage Animal Companions

To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances.

Specialized Animal Companions

Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.

Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.

Each specialization grants additional benefits. Most animal companions can have only one specialization.

Ambusher

In your companion’s natural environment, it can use a Sneak action even if it’s currently observed. It gains a +2 circumstance bonus to initiative rolls using Stealth, its proficiency rank in Stealth increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert, or master if it’s nimble.

Bully

Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for Athletics and Intimidation increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3.

Daredevil

Your companion joins the fray with graceful leaps and dives.

It gains the deny advantage ability, so it isn’t flat-footed to hidden, undetected, or flanking creatures unless such a creature’s level is greater than yours. Its proficiency rank in Acrobatics increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert, or master if it’s nimble.

Racer

Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1.

Tracker

Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in Survival increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1.

Wrecker

Your companion smashes things. Its unarmed attacks ignore half an object’s Hardness. Its Athletics proficiency increases to master, and its Strength modifier increases by 1.

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

Pathfinder Adventure Path #149: Against the Scarlet Triad © 2019, Paizo Inc.; Authors: John Compton, with Tim Nightengale and James L. Sutter.

This is not the complete license attribution - see the full license for this page