More Pathfinder 2E Animal Companions
Ape
Your companion is an ape, such as a chimpanzee, gibbon or gorilla.
Size Small
Melee ◆ jaws, Damage 1d8 piercing
Melee ◆ fist (agile, grapple, unarmed), Damage 1d6 bludgeoning
Str +3, Dex +2, Con +1, Int -3, Wis +1, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision
Speed 30 feet, climb 20 feet
Special Your ape may wield melee weapons and, when required, is considered to have two hands it can use to wield weapons or perform other actions. Choose one common simple melee weapon. Your ape is considered trained with it. You can spend a month of downtime retraining to swap your ape's choice of weapon with a different choice, abiding by the same restrictions.
Support Benefit Your ape grapples with enemies distracted by your attacks. Until the start of your next turn, creatures within your ape's reach that are damaged by one of your Strikes are grabbed by your ape, as if the ape had successfully Grappled the target. Your ape may only Grapple as many creatures as it has free hands.
Advanced Maneuver Bestial Throw
Bestial Throw ◆
Requirements The ape has a creature of its size or smaller grabbed or restrained.
The ape throws the creature any distance up to 10 feet, plus 5 feet × the ape's Strength modifier. If the creature is successfully thrown, it takes bludgeoning damage equal to the ape's Strength modifier plus 1d6 per 10 feet thrown.
The ape attempts an Athletics check against the foe’s Fortitude DC.
Critical Success The creature is thrown the desired distance and lands prone.
Success The creature is thrown the desired distance.
Failure The creature is not thrown.
Critical Failure The creature is not thrown, and it’s no longer grabbed or restrained by the ape.
Bat
Your companion is a fruit, giant, vampire or other type of bat.
Size Small
Melee ◆ jaws (finesse), Damage 1d6 piercing
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 40 feet
Special As long as your bat can hear normally, it can use a Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. It also gains a +2 circumstance bonus to locate undetected creatures that it could hear with a Seek action.
Support Benefit Your bat warns its allies of undetected creatures. Your bat attempts a Seek action to locate hidden or undetected creatures, and on a success or critical success grants the respective effect to all allies (including you) that can see and hear it until the start of your next turn.
Advanced Maneuver Drain Blood
Drain Blood ◇
|Healing|
Frequency once per hour
Trigger The bat damaged a living creature with a jaws Strike.
The bat recovers Hit Points equal to the damage dealt by the triggering attack.
Boar
Your companion is a boar, warthog, babirusa or similar swine.
Size Small
Melee ◆ tusks, Damage 1d8 piercing
Melee ◆ hoofs (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 35 feet, burrow 10 feet
Support Benefit Your boar constantly interferes with your enemies' footing. Creatures flat-footed to your boar and that try to move away from it must succeed at a Reflex save, Acrobatics check, or Athletics check against your boar's Athletics DC or be immobilized for that action. If you prefer, you can allow the enemy to move.
Advanced Maneuver Gore
Gore ◆◆
The boar makes two tusks Strikes against the same target at its current multiple attack penalty -2. If both attacks hit, combine their damage for the purpose of resistances and weaknesses. The boar adds any precision damage only once, to the attack of its choice. This counts as two attacks when calculating the boar's multiple attack penalty.
Bull
Your companion is an ox, cow, buffalo, yak or similar bovine. At the GM's discretion, you may also choose a different animal that shares some characteristics with bovines, such as a rhinoceros.
Size Medium or Large
Melee ◆ horns, Damage 1d8 piercing
Melee ◆ hoof (agile), Damage 1d6 bludgeoning
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision
Speed 35 feet
Special Mount
Support Benefit Your bull tries to push your foes aside when you attack. Until the start of your next turn, if you moved at least 10 feet on the action before your melee attack and hit a creature of your bull's size or smaller, you may automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.
Advanced Maneuver Bull Rush
Bull Rush ◆
|Press|
The bull makes a Shove attempt against a creature of its size or smaller. On a success, the bull may automatically Trip it, with the same benefits as the Trip action (including the critical success effect, if its Shove was a critical success).
Goat
Your companion is a goat or other caprine creature, such as a ram or an ibex.
Size Small or Medium
Melee ◆ horns, Damage 1d8 bludgeoning
Melee ◆ hoof (agile), Damage 1d6 bludgeoning
Str +3, Dex +2, Con +1, Int -4, Wis +2, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Special Your goat is not flat-footed while attempting to Balance on narrow surfaces and uneven ground, and whenever it rolls a success using the Balance action, it gets a critical success instead. Additionally, your goat gains a +2 circumstance bonus to its Reflex saves against attempts to Trip it or to knock it prone.
Support Benefit You and your goat work in tandem to impair the mobility of your foes. If you hit and deal damage to a creature your goat threatens, the target is clumsy 1 until the start of your next turn.
Advanced Maneuver Lock Horns
Lock Horns ◇
Frequency once per round
Trigger A creature that the goat can see within its reach hits it with an attack.
The goat makes a horns Strike against the attacker. If this Strike is a critical hit, the triggering attack has its damage reduced by the goat's Strength modifier.
Lizard
Your companion is an iguana, gecko, komodo dragon or other limbed and tailed reptile.
Size Small
Melee ◆ jaws (finesse), Damage 1d8 piercing
Melee ◆ tail (finesse, reach, sweep, trip), Damage 1d4 bludgeoning
Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision
Speed 25 feet, climb 15 feet, swim 15 feet
Support Benefit Your lizard attempts to knock your foes down whenever you create an opening. Until the start of your next turn, if you hit and deal damage to a creature your lizard threatens, the target must succeed at a Reflex save against your lizards' Athletics DC or be knocked prone.
Advanced Maneuver Tail Swipe
Tail Swipe ◆◆
|Flourish|
The lizard makes a single tail Strike and compares the attack roll to the AC of up to two foes, each of whom must be within its reach and adjacent to the other. Roll damage only once and apply it to each creature hit. A Tail Swipe counts as two attacks for the lizard's multiple attack penalty. The modifier from the sweep trait applies to all Tail Swipe attacks.
Monkey
Your companion is a monkey, such as a capuchin, baboon or macaque.
Size Small
Melee ◆ jaws (finesse), Damage 1d8 piercing
Melee ◆ fist (agile, finesse, grapple, unarmed), Damage 1d6 bludgeoning
Str +2, Dex +3, Con +1, Int -3, Wis +1, Cha +0
Hit Points 6
Skill Varies (see below)
Senses low-light vision
Speed 30 feet, climb 30 feet
Special Choose one skill in which your monkey is untrained, it becomes trained in that skill. If your monkey is nimble or savage, you may choose an additional skill for it to become trained in. As normal, your monkey may not use abilities that require greater Intelligence, unless they have a specialization that allows it.
Support Benefit Your monkey follows your instructions to assist you in your endeavors. Your monkey Aids you with a skill check or attack roll, as if it had taken the Aid reaction. Your monkey doesn't need to have spent an action preparing to Aid and it may Aid you with any task that either doesn't require being trained in a skill or requires being trained in a skill in which your monkey is trained.
Additionally, if your monkey is at least an expert in the skill it's Aiding, it gets a success on any outcome rolled to Aid other than a critical success.
Advanced Maneuver Low Blow
Low Blow ◆
|Flourish| |Press|
The monkey makes a fist Strike. On a successful hit, the target is also enfeebled 1 until the start of your next turn, or enfeebled 2 if the Strike was a critical hit.
Parrot
Your companion is a parrot, such as a macaw, cockatoo, parakeet or other psittacine. At the GM's discretion, you may also choose a different bird with limited speaking capability, such as a raven.
Size Small
Melee ◆ jaws (finesse), Damage 1d6 piercing
Melee ◆ talons (agile, finesse), Damage 1d4 slashing
Str +2, Dex +2, Con +1, Int -3, Wis +1, Cha +1
Hit Points 4
Skill Performance
Senses low-light vision
Speed 10 feet, fly 50 feet
Special Your parrot understands and speaks one language you know.
Support Benefit Your parrot confounds and distracts your foes with screeches and insults. Until the start of your next turn, if you hit and deal damage to a creature within 30 feet of your parrot and that can hear it, the target suffers a -1 circumstance penalty to Will saves and Perception checks.
Advanced Maneuver Cacophony
Cacophony ◇
Frequency once per round
Trigger A creature within 30 feet that the parrot can see uses an action with the auditory trait.
Requirements The triggering creature can hear the parrot.
The triggering creature must attempt a Will save against the Performance DC of the parrot.
Critical Success The creature becomes temporarily immune to Cacophony for 1 minute.
Failure The creature suffers a -2 circumstance penalty to any attack roll, skill check or DC required by the triggering action.
Critical Failure The triggering action is disrupted.
Rat
Your companion is a rodent, such as a giant rat, capibara or beaver. At the GM's discretion, you may also choose a different animal that shares some characteristics with rodents, such as a rabbit.
Size Small
Melee ◆ jaws (finesse), Damage 1d8 piercing
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 40 feet, burrow 15 feet
Support Benefit Your rat gnaws at your enemies' armor with each opening. Until the start of your next turn, if you hit and deal damage to a creature your rat threatens, the target suffers a -1 penalty to AC.
Advanced Maneuver Gnaw
Gnaw ◆
|Flourish| |Press|
Requirements The rat's last action was a successful jaws Strike.
The rat makes two jaws Strikes against the same target of its previous attack. If both attacks hit, combine their damage for the purpose of resistances and weaknesses. Apply the rat's multiple attack penalty to each Strike normally.
Turtle
Your companion is a sea turtle, tortoise, terrapin or other type of turtle.
Size Small
Melee ◆ jaws, Damage 1d8 bludgeoning
Str +2, Dex +2, Con +2, Int -4, Wis +2, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision
Speed 15 feet, swim 40 feet
Special Your turtle has a +2 item bonus to AC while unarmored.
Support Benefit Your turtle interposes itself between you and your enemies. You gain a +2 circumstance bonus to AC against attacks made by creatures threatened by your turtle.
Advanced Maneuver Retreat Into Shell
Retreat Into Shell ◇
Frequency once per round
Trigger A creature that the turtle can see targets it with an attack.
The turtle quickly hides its head and limbs within its shell, gaining a +2 circumstance bonus to AC against the triggering attack.
Specializations
Busker
Your companion is a competent street performer, awing wealthy patrons and the common folk alike. It becomes trained in Performance (or it becomes an expert, if it was already trained from its type), its Charisma modifier increases by 3 and it understands a language you know (it can speak this language if it can speak at least one other language).
Additionally, when you use Performance to Earn Income, you may roll the d20 twice, once for you and once for your companion, and take the higher value, adding your modifiers to the roll.
Swimmer
Your companion is an exceptional swimmer. It gains a swim Speed equal to its Speed (or a +15-foot status bonus to its swim Speed if it already had one). Its Constitution modifier increases by 1, and it can hold its breath for 25 times as long as usual before suffocating (this stacks additively with any other increases to the duration of your companion's breath-holding).
Thief
Your companion is an accomplished thief, even capable of bypassing locks and disabling traps. It becomes trained in Thievery (or it becomes an expert, if it was already trained from its type), and its Dexterity modifier increases by 1. Additionally, your companion can use the Disable A Device and Pick A Lock actions, although it might suffer a -5 penalty to its Thievery check if it lacks appropriate appendages. The GM determines what qualifies as such, although it's usually some form of prehensile limb, such as a hand or tentacle.
Trickster
Your companion is a cunning manipulator, capable of using Deception to gain an advantage even in battle. It becomes trained in Deception (or it becomes an expert, if it was already trained from its type), its Wisdom modifier increases by 1 and its Charisma modifier increases by 3. Additionally, it can use the Feint action and when either you or your companion succeed or critically succeed on a Feint, both of you gain the described benefits.
Made by Rod7z with GM Binder
Changelog
- Version 1.0 (2019/09/22) - Added 5 Animals (Bat, Bull, Lizard, Rat, Turtle).
- Version 1.1 (2019/09/23) - Added 4 Animals (Ape, Goat, Monkey, Parrot).
Added 2 Specializations (Busker, Trickster).
Replaced reactions with free actions.- Version 1.2 (2019/09/27) - Added 1 Animal (Boar).
Added 2 Specializations (Swimmer, Thief).
Rebalanced some abilities.