Gaining an Animal Companion
When you first gain the ability to gain an animal companion, select any animal type creature that is CR 1/2 or lower (if you have the ability to select a different type of creature, select one of that type that is also CR 1/2 or lower). If the creature's CR is less than 1/2, you may add a number of Advanced (CR +1), Dire (CR +2), or Giant (CR +1) templates, or any combination thereof, to the creature to bring it up to 1/2.
As you reach certain levels in your class that grants your animal companion, you may add either the Advanced or Giant template to it. Since these templates increases your animal companion's total Hit Dice by 1 with each application, your animal companion gains two +1 ability score increases, a feat, a skill proficiency increase, and a number of skill ranks for its type (typically 2 + Intelligence modifier), in addtion to the modifications from the templates. In addition, your animal companion gains a racial feat at its 4th HD, and every 3 HD after, and its base attack bonus and saving throw bonuses continue to progress base of its total HD for its type (typically medium BAB progression and fast Fortitude and Reflex saving throws).
Alternatively, you can select a CR 1 or higher creature, adding a number of Frail (CR -1), Runt (CR -1), or Young (CR -1) templates to bring down its CR to 1/2. However, whenever your animal companion is able to gain a template from your class level, it instead loses a CR -1 template. Once your companion no longer has any Frail or Young templates, it can then gain bonus templates as normal going forward.
In addtion to gaining templates, your animal companion gains additional special abilities specifically tied to your special connection to it as you increase in level.
If you lose your starting animal companion and take steps to gain a new one, you can select an animal with a CR up to 1/2 + a number of Advanced, Dire, or Giant templates with a total CR for your class level's bonus.
See Table: Animal Companion Progression to determine at what class level does your animal companion gain its templates and special abilities.
Table: Animal Companion Progression
Class Level | Total Bonus CR | Special |
---|---|---|
1st | +0 | Bonus trick, link, share spells |
2nd | +1 | Natural armor bonus +1 |
3rd | +2 | Bonus trick |
4th | +3 | Natural armor bonus +2 |
5th | +3 | Bonus trick, evasion |
6th | +4 | Natural armor bonus +3 |
7th | +5 | Bonus trick |
8th | +6 | Natural armor bonus +4 |
9th | +6 | Bonus trick, devotion |
10th | +7 | Natural armor bonus +5 |
11th | +8 | Bonus trick |
12th | +9 | Natural armor bonus +6 |
13th | +9 | Bonus trick, improved evasion |
14th | +10 | Natural armor bonus +7 |
15th | +11 | Bonus trick |
16th | +12 | Natural armor bonus +8 |
17th | +12 | Bonus trick |
18th | +13 | Natural armor bonus +9 |
19th | +14 | Bonus trick |
20th | +15 | Natural armor bonus +10 |
Bonus Tricks
At 1st level, the animal companion knows a bonus trick in addition to any that the druid might choose to teach it (see the Handle Animal skill). At 3rd level, and every 2 levels after, the companion gains an additiona bonus trick. 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 without retraining.
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a simple 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.
The link also allows the animal companion to increase its Intelligence score beyond the normal animal limit of 2. If the animal ceases to be the druid's companion, it retains its increased Intelligence and becomes a magical beast instead.
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 affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Natural Armor Bonus
At 2nd level, and every 2 levels after, the animal companion's natural armor bonus increases by 1.
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
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
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.
Racial Feats
The animal companion typically chooses from the following as racial feats: Ability Focus, Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Multiweapon Fighting, Skill Focus, Spring Attack, Stealthy, Toughness, Vital Strike, and Weapon Focus (natural).
In addition, it can choose any feat for which it meets its prerequisites with any of its natural abilities.