Within the purity of the elements and the order of the wilds lingers
a power beyond the marvels of civilization. Furtive yet undeniable,
these primal magics are guarded over by servants of philosophical
balance known as druids. Allies to beasts and manipulators of nature,
these often misunderstood protectors of the wild strive to shield their
lands from all who would threaten them and prove the might of the wilds
to those who lock themselves behind city walls. Rewarded for their
devotion with incredible powers, druids gain unparalleled
shape-shifting abilities, the companionship of mighty beasts, and the
power to call upon nature's wrath. The mightiest temper powers akin to
storms, earthquakes, and volcanoes with primeval wisdom long abandoned
and forgotten by civilization.
Role: While some
druids might keep to the fringe of battle, allowing companions and
summoned creatures to fight while they confound foes with the powers of
nature, others transform into deadly beasts and savagely wade into
combat. Druids worship personifications of elemental forces, natural
powers, or nature itself. Typically this means devotion to a nature
deity, though druids are just as likely to revere vague spirits,
animalistic demigods, or even specific awe-inspiring natural wonders.
Alignment
Any neutral.
Hit Die
d8.
Class Skills
The druid’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks Per Level
4 + Int modifier.
Table: Druid
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells Per Day |
| 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1st | +0 | +2 | +0 | +2 | Nature Bond, nature sense, orisons, wild empathy | 3 | 1 | — | — | — | — | — | — | — | — |
| 2nd | +1 | +3 | +0 | +3 | Woodland stride | 4 | 2 | — | — | — | — | — | — | — | — |
| 3rd | +2 | +3 | +1 | +3 | Trackless step | 4 | 2 | 1 | — | — | — | — | — | — | — |
| 4th | +3 | +4 | +1 | +4 | Resist nature’s lure, wild shape (1/day) | 4 | 3 | 2 | — | — | — | — | — | — | — |
| 5th | +3 | +4 | +1 | +4 |
| 4 | 3 | 2 | 1 | — | — | — | — | — | — |
| 6th | +4 | +5 | +2 | +5 | Wild shape (2/day) | 4 | 3 | 3 | 2 | — | — | — | — | — | — |
| 7th | +5 | +5 | +2 | +5 | | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 8th | +6/+1 | +6 | +2 | +6 | Wild shape (3/day) | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +6/+1 | +6 | +3 | +6 | Venom immunity | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — |
| 10th | +7/+2 | +7 | +3 | +7 | Wild shape (4/day) | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — |
| 11th | +8/+3 | +7 | +3 | +7 | | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — |
| 12th | +9/+4 | +8 | +4 | +8 | Wild shape (5/day) | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — |
| 13th | +9/+4 | +8 | +4 | +8 | A thousand faces | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — |
| 14th | +10/+5 | +9 | +4 | +9 | Wild shape (6/day) | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Timeless body | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Wild shape (7/day) | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +12/+7/+2 | +10 | +5 | +10 | | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Wild shape (8/day) | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | +14/+9/+4 | +11 | +6 | +11 | | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Wild shape (at will) | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Class Features
All of the following are class features of the druid.
Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger,
dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and
spear. They are also proficient with all natural attacks (claw, bite,
and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited
from wearing metal armor; thus, they may wear only padded, leather, or
hide armor. A druid may also wear wooden armor that has been altered by
the ironwood spell so that it functions as though it were steel. See
the ironwood spell description. Druids are proficient with shields
(except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is
unable to cast druid spells or use any of her supernatural or
spell-like class abilities while doing so and for 24 hours thereafter.
Spells
A druid casts divine spells, which are drawn from the druid spell
list. Her alignment may restrict her from casting certain spells
opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and
Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal
to at least 10 + the spell level. The Difficulty Class for a saving
throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of
spells of each spell level per day. Her base daily spell allotment is
given on Table: Druid. In addition, she receives bonus spells per day if
she has a high Wisdom score.
A druid must spend 1 hour each day in a trance-like meditation on the
mysteries of nature to regain her daily allotment of spells. A druid
may prepare and cast any spell on the druid spell list, provided that
she can cast spells of that level, but she must choose which spells to
prepare during her daily meditation.
Spontaneous Casting
A druid can channel stored spell energy into summoning spells that
she hasn’t prepared ahead of time. She can “lose” a prepared spell in
order to cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells
A druid can’t cast spells of an alignment opposed to her own or her
deity’s (if she has one). Spells associated with particular alignments
are indicated by the chaos, evil, good, and law descriptors in their
spell descriptions.
Orisons (Sp)
Druids can prepare a number of orisons, or 0-level spells, each day, as
noted on Table: Druid under “Spells per Day.” These spells are cast
like any other spell, but they are not expended when cast and may be
used again.
Bonus Languages
A druid’s bonus language options include Sylvan, the language of
woodland creatures. This choice is in addition to the bonus languages
available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids,
which she learns upon becoming a 1st-level druid. Druidic is a free
language for a druid; that is, she knows it in addition to her regular
allotment of languages and it doesn’t take up a language slot. Druids
are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Bond (Ex)
At 1st level, a druid forms a bond with nature.
This bond can take one of two forms. The first is a close tie to the
natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining
the powers and bonus spells granted by this domain, the druid's
effective cleric level is equal to her druid level. A druid that
selects this option also receives additional domain spell slots, just
like a cleric. She must prepare the spell from her domain in this slot
and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike
normal animals of its kind, an animal companion's Hit Dice, abilities,
skills, and feats advance as the druid advances in level. If a
character receives an animal companion from more than one source, her
effective druid levels stack for the purposes of determining the
statistics and abilities of the companion. Most animal companions
increase in size when their druid reaches 4th or 7th level, depending
on the companion. If a druid releases her companion from service, she
may gain a new one by performing a ceremony requiring 24 uninterrupted
hours of prayer in the environment where the new companion typically
lives. This ceremony can also replace an animal companion that has
perished.
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability
functions just like a Diplomacy check made to improve the attitude of a
person. The druid rolls 1d20 and adds her druid level and her Charisma
modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study
each other, which means that they must be within 30 feet of one another
under normal conditions. Generally, influencing an animal in this way
takes 1 minute but, as with influencing people, it might take more or
less time.
A druid can also use this ability to influence a magical beast with
an Intelligence score of 1 or 2, but she takes a –4 penalty on the
check.
Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of
undergrowth (such as natural thorns, briars, overgrown areas, and
similar terrain) at her normal speed and without taking damage or
suffering any other impairment. Thorns, briars, and overgrown areas
that have been magically manipulated to impede motion, however, still
affect her.
Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural
surroundings and cannot be tracked. She may choose to leave a trail if
so desired.
Resist Nature’s Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws
against the spell-like and supernatural abilities of fey. This bonus
also applies to spells and effects that target plants, such as blight,
entangle, spike growth, and warp wood.
Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself into any
Small or Medium animal and back again once per day. Her options for new
forms include all creatures with the animal type. This ability
functions like the beast shape I spell, except as noted here. The
effect lasts for 1 hour per druid level, or until she changes back.
Changing form (to animal or back) is a standard action and doesn’t
provoke an attack of opportunity. The form chosen must be that of an
animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she
is limited to the sounds that a normal, untrained animal can make, but
she can communicate normally with other animals of the same general
grouping as her new form. (The normal sound a wild parrot makes is a
squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level
and every two levels thereafter, for a total of eight times at 18th
level. At 20th level, a druid can use wild shape at will. As a druid
gains in levels, this ability allows the druid to take on the form of
larger and smaller animals, elementals, and plants. Each form expends
one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or
Tiny animal or a Small elemental. When taking the form of an animal, a
druid’s wild shape now functions as beast shape II. When taking the
form of an elemental, the druid’s wild shape functions as elemental
body I.
At 8th level, a druid can use wild shape to change into a Huge or
Diminutive animal, a Medium elemental, or a Small or Medium plant
creature. When taking the form of animals, a druid’s wild shape now
functions as beast shape III. When taking the form of an elemental, the
druid’s wild shape now functions as elemental
body II. When taking the
form of a plant creature, the druid’s wild shape functions as plant
shape I.
At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental
body III.
When taking the form of a plant, the druid’s wild shape now functions
as plant
shape II.
At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental
body IV.
When taking the form of a plant, the druid’s wild shape now functions
as plant
shape III.
Venom Immunity (Ex)
At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su)
At 13th level, a druid gains the ability to change her appearance at
will, as if using the alter self spell, but only while in her normal
form.
Timeless Body (Ex)
After attaining 15th level, a druid no longer takes ability score
penalties for aging and cannot be magically aged. Any penalties she may
have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
Ex-Druids
A druid who ceases to revere nature, changes to a prohibited
alignment, or teaches the Druidic language to a nondruid loses all
spells and druid abilities (including her animal companion, but not
including weapon, armor, and shield proficiencies). She cannot
thereafter gain levels as a druid until she atones (see the atonement
spell description).
Animal Companions
Table: Animal Companion Base Statistics
| Class Level | HD | BAB | Fort | Ref | Will | Skills | Feats | Natural Armor Bonus | Str/Dex Bonus | Bonus Tricks | Special |
| 1st | 2 | +1 | +3 | +3 | +0 | 2 | 1 | +0 | +0 | 1 | Link, share spells |
| 2nd | 3 | +2 | +3 | +3 | +1 | 3 | 2 | +0 | +0 | 1 | — |
| 3rd | 3 | +2 | +3 | +3 | +1 | 3 | 2 | +2 | +1 | 2 | Evasion |
| 4th | 4 | +3 | +4 | +4 | +1 | 4 | 2 | +2 | +1 | 2 | Ability score increase |
5th | 5 | +3 | +4 | +4 | +1 | 5 | 3 | +2 | +1 | 2 | — |
| 6th | 6 | +4 | +5 | +5 | +2 | 6 | 3 | +4 | +2 | 3 | Devotion |
| 7th | 6 | +4 | +5 | +5 | +2 | 6 | 3 | +4 | +2 | 3 | — |
8th | 7 | +5 | +5 | +5 | +2 | 7 | 4 | +4 | +2 | 3 | — |
| 9th | 8 | +6 | +6 | +6 | +2 | 8 | 4 | +6 | +3 | 4 | Ability score increase, Multiattack |
| 10th | 9 | +6 | +6 | +6 | +3 | 9 | 5 | +6 | +3 | 4 | — |
11th | 9 | +6 | +6 | +6 | +3 | 9 | 5 | +6 | +3 | 4 | — |
| 12th | 10 | +7 | +7 | +7 | +3 | 10 | 5 | +8 | +4 | 5 | — |
13th | 11 | +8 | +7 | +7 | +3 | 11 | 6 | +8 | +4 | 5 | — |
| 14th | 12 | +9 | +8 | +8 | +4 | 12 | 6 | +8 | +4 | 5 | Ability score increase |
| 15th | 12 | +9 | +8 | +8 | +4 | 12 | 6 | +10 | +5 | 6 | Improved evasion |
| 16th | 13 | +9 | +8 | +8 | +4 | 13 | 7 | +10 | +5 | 6 | — |
17th | 14 | +10 | +9 | +9 | +4 | 14 | 7 | +10 | +5 | 6 | — |
| 18th | 15 | +11 | +9 | +9 | +5 | 15 | 8 | +12 | +6 | 7 | — |
| 19th | 15 | +11 | +9 | +9 | +5 | 15 | 8 | +12 | +6 | 7 | — |
20th | 16 | +12 | +10 | +10 | +5 | 16 | 8 | +12 | +6 | 7 | Ability score increase |
An animal companion's abilities are determined by the druid's level and
its animal racial traits. Table: Animal Companion Base Statistics
determines many of the base statistics of the animal companion. They
remain creatures of the animal type for purposes of determining which
spells can affect them.
Class Level
The character’s druid level. The druid’s class levels stack with
levels of any other classes that are entitled to an animal companion
for the purpose of determining the companion’s statistics.
HD
This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.
BAB
This is the animal companion's base attack bonus. An
animal companion's base attack bonus is the same as that of a druid of
a level equal to the animal's HD. Animal companions do not gain
additional attacks using their natural weapons for a high base attack
bonus.Animal Choices
Ape
Starting Statistics: Size Medium; Speed 30 ft., Climb 30 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.
Badger (Wolverine)
Starting Statistics: Size Small; Speed 30 ft., burrow 10 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Attacks rage (as a barbarian for 6 rounds per day); Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex –2, Con +2.
Bear
Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex –2, Con +2.
Bird (Eagle/Hawk/Owl)
Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities low-light vision.
4th-Level Advancement: Ability Scores Str +2, Con +2.
Boar
Starting Statistics: Size Small; Speed 40 ft.; AC +6 natural armor; Attack gore (1d6); Ability Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack gore (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks ferocity.
Camel
Starting Statistics: Size Large; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4) or spit (ranged touch attack, target is sickened for 1d4 rounds, range 10 feet); Ability Scores Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.
4th-Level Advancement: Ability Scores Str +2, Con +2.
Cat, Big (Lion, Tiger)
Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6) .
Cat, Small (Cheetah, Leopard)
Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6 plus trip), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.
Crocodile (Alligator)
Starting Statistics: Size Small; Speed 20 ft., swim 30 ft.; AC +4 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2; Special Qualities hold breath, low-light vision.
4th-Level Advancement: Size Medium; Attack bite (1d8) or tail slap (1d12); Ability Scores Str +4, Dex –2, Con +2; Special Attacks death roll, grab, sprint.
Dinosaur (Deinonychus, Velociraptor)
Starting Statistics: Size Small; Speed 60 ft.; AC +1 natural armor; Attack 2 talons (1d6), bite (1d4); Ability Scores Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14; Special Qualities low-light vision, scent.
7th-Level Advancement: Size Medium; AC +2 natural armor; Attack 2 talons (1d8), bite (1d6), 2 claws (1d4) Ability Scores Str +4, Dex –2, Con +2; Special Attacks pounce.
Dog
Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.
Horse
Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. *This is a secondary natural attack, see Combat for more information on how secondary attacks work.
4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained.
Pony
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack 2 hooves (1d3); Ability Scores Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.
4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained.
Shark
Starting Statistics: Size Small; Speed swim 60 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2; Special Qualities scent.
4th-Level Advancement: Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2; Special Qualities blindsense.
Snake, Constrictor
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3); Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities scent.
4th-Level Advancement: Size Large; AC +1 natural armor; Attack bite (1d4); Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d4.
Snake, Viper
Starting Statistics: Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Attacks poison (Frequency 1 round (6), Effect 1 Con damage, Cure 1 save, Con-based DC); Special Qualities scent.
4th-Level Advancement: Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.
Wolf
Starting Statistics: Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities scent.
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con +4.
Fort/Ref/Will
These are the animal companion's base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.
Skills
This lists the animal's total skill ranks. Animal companions can assign
skill ranks to any skill listed under Animal Skills. If an animal
companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.
Feats
This is the total number of feats possessed by an animal companion.
Animal companions should select their feats from those listed under
Animal Feats. Animal companions can select other feats, although they
are unable to utilize some feats (such as Martial Weapon Proficiency).
Note that animal companions cannot select a feat with a requirement of
base attack bonus +1 until they gain their second feat at 3 Hit Dice.
Natural Armor Bonus
The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Bonus
Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks
The value given in this column is the total number of “bonus” tricks
that the animal knows in addition to any that the druid might choose to
teach it (see the Handle Animal skill). 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.
Link (Ex)
A druid can handle her animal companion as a free action, or push it
as a move 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.
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).
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 (Ex)
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Ability Score Increase (Ex)
The animal companion adds +1 to one of its ability scores.
Multiattack
An animal companion gains Multiattack as a bonus feat if it has
three or more natural attacks and does not already have that feat. If
it does not have the requisite three or more natural attacks, the
animal companion instead gains a second attack with its primary natural
weapon, albeit at a –5 penalty.
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.
Animal Skills
Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival* (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.
Animal Feats
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), 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, and Weapon Focus. Animal companions with an Intelligence
of 3 or higher can select any feat they are physically capable of
using. GMs might expand this list to include feats from other sources.
Animal Choices
Each
animal companion has different starting sizes, speed, attacks, ability
scores, and special qualities. All animal attacks are made using the
creature's full base attack bonus unless otherwise noted. Animal
attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. See Special Abilities
for more information on these abilities. As you gain levels, your
animal companion improves as well, usually at 4th or 7th level, in
addition to the standard bonuses noted on Table: Animal Companion Base
Statistics. Instead of taking the listed benefit at 4th or 7th level,
you can instead choose to increase the companion's Dexterity and Constitution by 2.