Animal Companions

Magical Companions

An animal companion is a loyal beast that advances alongside its handler, gaining Hit Dice, feats, skills, and special abilities as the handler's effective druid level (EDL) rises. Druids and hunters use their full class level as EDL; rangers use level − 3 (minimum 1, starting at ranger level 4). Dozens of archetypes, prestige classes, and the Boon Companion feat extend companion access to almost any character — and stacking EDL from multiple sources is explicitly allowed.

Effective Druid Level Calculator
1
Eff. Druid Level
HD
2
BAB
+1
Fort / Ref / Will
+3 / +3 / +0
Skills / Feats
2 / 1
Nat. Armor Bonus
+0
Str/Dex Bonus
+0
Bonus Tricks
1
Ability Score+
Abilities unlocked at this EDL:
Trick budget
Bonus tricks (no training needed): 1
Handle DC: 10 Teach trick DC: 15 (1 week) Push DC: 25

Animal Companion Base Statistics

These bonuses apply on top of the companion's own base stat block. Natural Armor Bonus is cumulative with the companion's existing natural armor. Str/Dex Bonus is added directly to those scores (not the modifier). The highlighted row reflects your current EDL from the calculator above.

EDL HD BAB Fort Ref Will Skills Feats Nat Armor Str/Dex Bonus Tricks Special
1st2+1+3+3+0 21+0+01 Link, Share Spells
2nd3+2+3+3+1 32+0+01
3rd3+2+3+3+1 32+2+12 Evasion
4th4+3+4+4+1 42+2+12 Ability score increase
5th5+3+4+4+1 53+2+12
6th6+4+5+5+2 63+4+23 Devotion
7th6+4+5+5+2 63+4+23
8th7+5+5+5+2 74+4+23
9th8+6+6+6+2 84+6+34 Ability score increase, Multiattack
10th9+6+6+6+3 95+6+34
11th9+6+6+6+3 95+6+34
12th10+7+7+7+3 105+8+45
13th11+8+7+7+3 116+8+45
14th12+9+8+8+4 126+8+45 Ability score increase
15th12+9+8+8+4 126+10+56 Improved Evasion
16th13+9+8+8+4 137+10+56
17th14+10+9+9+4 147+10+56
18th15+11+9+9+5 158+12+67
19th15+11+9+9+5 158+12+67
20th16+12+10+10+5 168+12+67 Ability score increase

Special Abilities

Link EDL 1 Ex

The handler can direct her animal companion as a free action (instead of a move action) and push it as a move action (instead of a standard action), even with no ranks in Handle Animal. She also gains a +4 circumstance bonus on all Handle Animal and wild empathy checks made regarding the companion.

Share Spells EDL 1 Ex

The handler may cast a spell with a target of "You" on her companion as a touch-range spell instead of on herself — even if the spell normally does not affect animals. The spell must come from a class that grants the animal companion. This does not extend to non-spell abilities.

Evasion EDL 3 Ex

If the companion is subjected to an attack that allows a Reflex save for half damage, it takes no damage on a successful save.

Ability Score Increase EDL 4, 9, 14, 20 Ex

The companion adds +1 to one ability score of the handler's choice. Granted four times total (EDL 4, 9, 14, 20); each instance is a separate choice and can go to the same score or different scores.

Devotion EDL 6 Ex

The companion gains a +4 morale bonus on Will saves against enchantment spells and effects. This represents the bond with its handler and cannot be suppressed or stolen by enchantment — it's always active.

Multiattack EDL 9

The companion gains Multiattack as a bonus feat if it has three or more natural attacks. If it does not have three natural attacks, it instead gains a second attack with one natural weapon at a −5 penalty. Multiattack reduces all secondary natural attack penalties from −5 to −2.

Improved Evasion EDL 15 Ex

Upgrades Evasion. The companion takes no damage on a successful Reflex save against a half-damage attack, and only half damage on a failed save (instead of full damage).

4th- and 7th-level advancement. Most companions gain improved size, attacks, and ability scores when the handler reaches EDL 4 or 7 (companion-dependent). Instead of the listed benefit, you may choose to increase the companion's Dexterity and Constitution by 2. This choice is made once and cannot be changed.

Animal Choices (Core Rulebook)

Each entry shows the companion's starting size, speed, attacks, ability scores, and special qualities, plus what changes at its advancement level. All companions have the animal type. Ultimate Magic adds vermin companions (giant ant, beetle, centipede, crab, leech, mantis, scorpion, slug, spider, wasp) with the vermin type — available once unlocked by the appropriate class feature or feat.

Companion Size Speed Base Attacks Ability Scores Nat Armor Adv. Special Qualities
Ape Med 30 ft., climb 30 ft. bite 1d4, 2×claws 1d4 S13 D17 C10 I2 W12 Ch7 +1 4th → Large; S+8 D−2 C+4; bite 1d6, claws 1d6; +2 NA low-light, scent
Badger (Wolverine) Sm 30 ft., burrow 10 ft., climb 10 ft. bite 1d4, 2×claws 1d3 S10 D17 C15 I2 W12 Ch10 +2 4th → Med; S+4 D−2 C+2; bite 1d6, claws 1d4; rage 6 rds/day low-light, scent
Bear Sm 40 ft. bite 1d4, 2×claws 1d3 S15 D15 C13 I2 W12 Ch6 +2 4th → Med; S+4 D−2 C+2; bite 1d6, claws 1d4 low-light, scent
Bird (Eagle/Hawk/Owl) Sm 10 ft., fly 80 ft. (avg) bite 1d4, 2×talons 1d4 S10 D15 C12 I2 W14 Ch6 +1 4th; S+2 C+2; same size low-light
Boar Sm 40 ft. gore 1d6 S13 D12 C15 I2 W13 Ch4 +6 4th → Med; S+4 D−2 C+2; gore 1d8; gains ferocity low-light, scent
Camel Lg 50 ft. bite 1d4 or spit (ranged touch, sickened 1d4 rds) S18 D16 C14 I2 W11 Ch4 +1 4th; S+2 C+2; same size low-light, scent
Cat, Big (Lion/Tiger) Med 40 ft. bite 1d6, 2×claws 1d4; rake 1d4 S13 D17 C13 I2 W15 Ch10 +1 7th → Large; S+8 D−2 C+4; bite 1d8, claws 1d6; +2 NA; grab, pounce, rake 1d6 low-light, scent
Cat, Small (Cheetah/Leopard) Sm 50 ft. bite 1d4+trip, 2×claws 1d2 S12 D21 C13 I2 W12 Ch6 +1 4th → Med; S+4 D−2 C+2; bite 1d6+trip, claws 1d3; gains sprint low-light, scent
Crocodile (Alligator) Sm 20 ft., swim 30 ft. bite 1d6 S15 D14 C15 I1 W12 Ch2 +4 4th → Med; S+4 D−2 C+2; bite 1d8 or tail slap 1d12; death roll, grab, sprint hold breath, low-light
Dinosaur (Deinonychus/Velociraptor) Sm 60 ft. 2×talons 1d6, bite 1d4 S11 D17 C17 I2 W12 Ch14 +1 7th → Med; S+4 D−2 C+2; +2 NA; talons 1d8, bite 1d6, 2×claws 1d4; pounce low-light, scent
Dog Sm 40 ft. bite 1d4 S13 D17 C15 I2 W12 Ch6 +2 4th → Med; S+4 D−2 C+2; bite 1d6 low-light, scent
Horse Lg 50 ft. bite 1d4, 2×hooves* 1d6 S16 D13 C15 I2 W12 Ch6 +4 4th; S+2 C+2; gains combat trained; same size low-light, scent; *hooves are secondary
Pony Med 40 ft. 2×hooves 1d3 S13 D13 C12 I2 W11 Ch4 +2 4th; S+2 C+2; gains combat trained; same size low-light, scent
Shark Sm swim 60 ft. bite 1d4 S13 D15 C15 I1 W12 Ch2 +4 4th → Med; S+4 D−2 C+2; bite 1d6; gains blindsense low-light, scent
Snake, Constrictor Med 20 ft., climb 20 ft., swim 20 ft. bite 1d3; grab S15 D17 C13 I1 W12 Ch2 +2 4th → Large; S+8 D−2 C+4; +1 NA; bite 1d4; constrict 1d4 low-light, scent
Snake, Viper Sm 20 ft., climb 20 ft., swim 20 ft. bite 1d3+poison S8 D17 C11 I1 W12 Ch2 +2 4th → Med; S+4 D−2 C+2; bite 1d4+poison low-light, scent; poison: 1/rd ×6, 1 Con, Con DC
Wolf Med 50 ft. bite 1d6+trip S13 D15 C15 I2 W12 Ch6 +2 7th → Large; S+8 D−2 C+4; +2 NA; bite 1d8+trip low-light, scent
Coming soon — full stat block builder. Once animal companions are tagged in the bestiary, a picker here will let you select a companion by name and automatically apply the EDL bonuses above to produce a complete, play-ready stat block. For now, apply the Nat Armor and Str/Dex bonuses from the calculator manually to your companion's base stats.

Skills & Feats

Animal Skills

Companions may place ranks in: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), Swim* (Str). Skills marked * are class skills. Companions with Intelligence 3+ may invest in any skill. Ranks cannot exceed HD.

Animal Feats

Acrobatic, Agile Maneuvers, Armor Proficiency (any), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, Weapon Focus. Companions with Intelligence 3+ may select any feat they can physically use.

Note: A companion cannot select a feat requiring BAB +1 until it gains its second feat (at 3 HD).

Replacing a Companion

If a druid releases her companion or the companion dies, she can gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. Unlike familiars, there is no XP penalty for losing an animal companion. The new companion begins at EDL 1 of the current handler level — it does not inherit its predecessor's ability score increases or feat selections.

Stacking EDL. If a character has animal companion progression from more than one source (e.g., druid levels + ranger levels via the Hunter's Bond ability), the levels stack for determining companion statistics. The Boon Companion feat adds +4 to EDL (to a maximum equal to character level) and is the standard way to bring a ranger or inquisitor companion up to full strength.