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Animal Companions
Upon taking the Nature's Companion Talent, you form a close bond with an animal, plant, or vermin companion from the table below. Unlike normal animals of its kind, an Animal Companion may have its abilities increased by spending Experience, albeit at a discounted rate from that of a player character.
When you first gain an Animal Companion, it possesses the following:
- Prowess 1
- HD 1 (Along with your choice of two good saves, and two bad saves)
- Skill ranks x2
- One Talent or Trick or your choice
- The Link Talent
- The Share Spells Talent
Unless otherwise stated, the cost to increase the Animal Companion's Prowess, HD, Skills, or to purchase Talents for it is equal to the normal cost divided by 2 (minimum 1 EXP).
Companion Choices
By default, you may choose an Animal, Plant, or Vermin as a companion. If you select the Beast Speaker Talent, you may instead select a magical beast.
Companion Talents
Below is a collection of Talents uniquely available for Companions. You may also purchase any Universal Talents for an Animal Companion, if they meet the prerequisites. Check with your GM prior to purchasing any Talents for your companion outside of this page.
Link (Ex)
- Requirements: None (Free)
You may Handle your Animal Companion as a Free Action, or Push it as a Move Action, even if you lack ranks in the Handle Animal skill. You gain a +4 circumstance bonus on all Handle Animal and Wild Empathy checks towards the Animal Companion.
Share Spells (Ex)
- Requirements: None (Free)
You may cast any spell with a range of Personal as a Touch range spell on your Companion instead of yourself, and vice versa. You may cast such spells on your Companion, even if they would not normally affect creatures of the Companion's type. This Talent does not allow the Companion to share abilities that are not spells, even if they function like spells.
Companion Evasion (Ex)
- Requirements: Companion HD 5, Nature's Companion, 10 EXP
If the 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.
Improved Companion Evasion (Ex)
- Requirements: Companion HD 10, Companion Evasion, 30 EXP
When subjected to an attack that normally allows a Reflex saving throw for half damage, a companion takes no damage if it makes a successful saving throw, and only half damage if the saving throw fails.
Devotion
- Requirements: Companion HD 7, Nature's Companion, 15 EXP
Your Companion gains a permanent +4 bonus to a single Save of your choice.
Multiattack
- Requirements: Companion BaB 7, Nature's Companion, 25 EXP
Your Companion gains the Multiattack Monster Talent - they now only take a -2 penalty with secondary natural attacks, instead of -5. If it does not have the requisite three or more natural attacks, the Companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Magical Items
Companions may freely wear magical items, but they lack many of the slots that normal humanoids do. See the below table as a general guide, and consult with your GM if a particular item or slot is not clearly defined.
Table: Magic Item Slots for Animals
| Body Type | Available Slots | Grasp/Carry |
|---|---|---|
| Avian | Armor, belt, chest (saddle), eyes, head, headband, neck, ring, wrist | Yes |
| Biped (claws/paws) | Armor, belt, chest, eyes, head, headband, neck, ring, shoulders, wrist | Yes |
| Biped (hands) | All item slots | Yes |
| Piscine | Belt, chest (saddle), eyes | No |
| Quadruped (claws) | Armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist | No |
| Quadruped (hooves) | Armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders | No |
| Quadruped (other) | Armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist | No |
| Quadruped (short legs) | Armor, eyes, head, headband, neck, shoulders | No |
| Serpentine | Belt, eyes, headband | No |
| Unusual (plant and vermin) | Belt, eyes | No |
