For example, a PC might use threats to convince a caravan guard to hold back an ogre for a few rounds or to prevent her zealous followers from attacking a rival adventurer, but the GM makes the decision whether the guard runs away after getting hit once or the followers attack when provoked. Size Medium; Speed 20 ft.; AC +1 natural armor; Attack 2 slams (1d4 plus 1d2 acid plus grab); Ability Scores Str 14, Dex 17, Con 13, Int 1, Wis 12, Cha 6; Special Attacks constrict (1d8 acid); Special Qualities low-light vision; CMD can’t be tripped. Having a companion in the party is an incredible opportunity for the GM to introduce plot elements into a campaign—and more interesting plots than “the companion has been kidnapped!” The players have a general idea about their characters’ pre-adventurer histories, but a companion is a bit of a mystery. Size Medium; Speed 30 ft.; AC +3 natural armor; Attack gore (1d8); Ability Scores Str 15, Dex 16, Con 13, Int 2, Wis 12, Cha 5. As part of this reposition, an impaler shrike can attempt a melee touch attack against an AC of 15 to impale the victim on a nearby spike or similar object. The specifics of controlling a companion vary for different campaigns. An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. ); Ability Scores Str 10, Dex 13, Con 14, Int 1, Wis 13, Cha 6; Special Qualities low-light vision; CMD +2 vs. trip. Size Large; AC +2 natural; Attack 2 claws (1d6); Ability Scores Str +8, Dex -2, Con +4; Special Attack rend (2 claws, 1d6). Because they so dislike combat, aquatic animals rarely alter their natural weapons. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. Trip: Because many vermin have multiple limbs, they are very difficult to trip. This is an opportunity for that person to get involved in the game without the responsibility of being a full contributing member to the group—and just might be the hook that convinces that observer to become active in the game. When a character calls upon the aid and companionship of one of nature’s children, she forges a sacred pact to care for and cherish that creature. trip. Ability Scores Str +2, Dex +2. Size Medium; Speed 20 ft., swim 20 ft.; AC +10 natural armor; Attack bite (1d6); Ability Scores Str 8, Dex 10, Con 9, Int 1, Wis 13, Cha 6; Special Qualities low-light vision, hold breath, scent. Size Small; Speed 30 ft., fly 30 ft. (poor); AC +1 natural; Attack bite (1d4); Ability Scores Str 8, Dex 17, Con 8, Int 2, Wis 13, Cha 5; Special Qualities low-light vision. Artwork representing the follower (even a simple piece of free clip art found online) can be a stronger reminder than a name that’s easily lost in a page full of words. Size Medium; AC +1 natural armor; Speed swim 60 ft., jet 240 ft.; Attack tentacles (1d4 plus grab), bite (1d3); Ability Scores Str 14, Dex 15, Con 11, Int 2, Wis 12, Cha 2; Special Qualities low-light vision, ink cloud. Theirs is a curse they are bound to share, for when mortals fail to protect their bonded companions, so too shall those mortals suffer. a creature under a dominate effect is more of a puppet, and you can force it to do anything that isn’t suicidal or otherwise against its well-being. Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex -2, Con +4. If the companion’s Intelligence score is 2 or lower, it is limited to a small selection of feats. Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.. Class Level: The character’s druid level. Size Medium; AC +1 natural armor; Attack bite (1d6 plus poison); Ability Scores Str +4, Dex –2, Con +2. Size Medium; Speed 20 ft., swim 40 ft.; AC +2 natural armor; Attack 2 claws (1d3), sting (1d3 plus poison); Ability Scores Str 10, Dex 11, Con 12, Int —, Wis 13, Cha 2; Special Qualities darkvision 60 ft.; Special Attacks poison (frequency 1 round [4]; effect 1 Con damage; cure 1 save; Con-based DC); CMD +8 vs. trip. Beasts of burden are considered 1 size category larger when determining their carrying capacity. Size Medium; Speed 30 ft.; AC +4 natural armor; Attack 2 claws 1d6; Ability Scores Str 12, Dex 18, Con 10, Int 2, Wis 15, Cha 11; Special Qualities low-light vision, scent, sprint. Attack bite (1d3 plus poison [frequency 1 round (6), effect 1 Str damage, cure 1 save, Con-based DC]); Ability Scores Str +2, Con +2. Downloads Size Medium; Speed 30 ft; AC +3 natural armor; Attack bite (1d4), 2 claws (1d4 plus grab); Ability Scores Str 11, Dex 14, Con 14, Int 2, Wis 12, Cha 10; Special Qualities darkvision 60 ft., low-light vision, Scent; Size Large; AC +2 natural armor; Attack bite (1d5), 2 claws (1d6 plus grab); Ability Scores Str +8, Dex -2, Con +4. If a wolf is off the table, though, you could do worse than having a companion that can knock enemies prone, along with keen hearing and smell. 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. It cannot end its rage voluntarily. Enjoy being a halfling archer who rains death from above! So it’s better than most of the other poisoners, but still not good against foes that resist poison, since its damage is pitiful without its poison. This manifestation is constant. Size Medium; Attack gore (1d4); Ability Scores Str +4, Dex –2, Con +2; Special Attacks powerful charge (1d8); Bonus Feat Improved Bull Rush. Whether you or the GM controls a particular companion depends largely on the creature’s intelligence and level of independence from you. - Ravens are the only beasts right now with mimicry. Ability Scores: Size Medium; Speed 40 ft.; Attack Bite (1d6); Str +4 Dex -2, Con +2; Special Qualities Sure-Footed. The save DC is Charisma-based. 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. Size Medium; Speed 40 ft., climb 10 ft.; AC +5 natural armor, Attack 2 claws (1d4); Ability Scores Str 9, Dex 14, Con 11, Int 2, Wis 13, Cha 6; Special Qualities low-light vision, scent. Mindless: Vermin companions have no Intelligence score and possess the mindless trait. This effect persists for 1 minute, during which time the companion’s master becomes nauseated unless she succeeds at a Will save (in which case she is merely sickened for the duration). It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +4. Size Small; Speed 10 ft., fly 60 ft. (average); AC +1 natural armor; Attack bite (1d6); Ability Scores Str 12, Dex 15, Con 12, Int 2, Wis 13, Cha 7; SQ lowlight vision. Size Medium; Speed 30 ft.,swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6; Special Qualities low-light vision, scent. It has to be a spell that you cast, but your Hunter’s mark can affect both of you, both you and your buddy can benefit from stoneskin, and your cure spell gets double value. Don’t expect much from it on the combat front, though. - Weasels aren’t really that interesting. So no bears as of now. Short legs and overlarge ears make this broad-chested canine seem almost comical. In terms of game mechanics, there is no difference between any of these options, and you should work with the GM to find a replacement method that is appropriate to the campaign. When a bestial flash occurs, the mind of the companion’s master is overwhelmed with images of feral savagery. Size Medium; Speed 40 ft.; AC +6 natural armor; Attack bite (1d8); Ability Scores Str 11, Dex 12, Con 12, Int 2, Wis 13, Cha 5; Special Qualities low-light vision, scent, sweat. This means they can deal a lot of damage pretty fast, as you might expect. Size Large; AC +3 natural armor, Attack bite (1d8), Ability Scores +8 Str, –2 Dex, +4 Con. Size Small; Speed 30 ft., climb 30 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 12, Dex 11, Con 12, Int —, Wis 12, Cha 7; Special Attacks swarming (two giant termites can share the same space, and if they both attack the same target, they are considered to be flanking that foe); Special Qualities darkvision 60 ft.; CMD +8 vs. trip. Instead of having rumors from an unknown source reach your ears from no specific source, a named follower could present that information. Note: Complete rules for Drake companions can be found here. With the right companion choice, beast masters can be decent in combat. Animal companions, eidolons, and cohorts all advance much like PCs, making choices about feats, skills, special abilities, and (in the case of cohorts) class levels. Size Large; AC +2 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities grab (bite), gulp. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. 1 Conversely, innocent children could have a circus-like fascination with exotic animal companions and help break the ice between visiting adventurers and suspicious locals. I hope to add some Navigation aids that will help moving around the document as I research items. Land Mammals (Small and Medium): Encompassing perhaps the widest variety of species—including creatures like cheetahs, hyenas, ponies, and weasels—Small and. Size Large; AC +3 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4. So they can carry a lot of stuff like a beast of… you get the idea. Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +2, Dex –2, Con +4. a high-fantasy game where familiars are nearly as important to the storyline as the PCs—or are played as near-PCs by other players—is a very different feel and can create interesting roleplaying opportunities. They’re not even the fastest companion, at that. For example, the other guards who gamble with you could become new followers, the acolyte can train other acolytes or spread the good word about you, the informant might persuade others in the thieves’ guild that you’re a valuable ally, the adept’s entire village might begin to see you as a hero and savior, and the strange child could become a wizard’s apprentice and convince the entire cabal to befriend you. Primates: Perhaps the most human in their perspectives, augmented primates such as monkeys, baboons, and gorillas tend to have a wide range of personalities. Those smaller primates used to traveling quickly through trees make great burglars and sailors, while gorillas and chimpanzees make better mercenaries and berserkers, charging into foes with terrifying force. Size Medium; Speed 50 ft.; AC +1 natural armor; Attack gore (1d6) or 2 hooves (1d3); Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5; Special Qualities low-light vision. Size Medium; Speed burrow 20 ft.; AC +2 natural armor; Attack 2 claws (1d6); Ability Scores Str +2, Dex –2, Con +4; Special Attacks rend (2 claws, 1d6). Size Medium; AC +6 natural armor; Speed 30 ft.; Attack tail (2d6); Ability Scores Str 10, Dex 18, Con 10, Int 2, Wis 12, Cha 10; Special Qualities low-light vision, scent. Stables might charge more to board exotic animals or entirely refuse to do so, and might not have appropriate food for them.

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