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Animal Name
Druid Name
Creature Type 3 Bonus HD: 0 Effective Druid Level
Level Adj: 0 Familiar Companion
Effective Familiar Level
Age Saves Magic Misc
Gender Fort
Height Ref
Weight Will
Eyes
Fur
Bonus
Ranks
Skills Total Ability Ranks Misc 0/0 Misc Base Ranks
Balance +3 +3 0 0 0
Climb -1 -1 0 0 0
Escape Artist +7 +3 0 4 0
Hide +3 +3 0 0 0
Jump -1 -1 0 0 0
Listen +5 +1 2 2 2
Move Silently +3 +3 0 0 0
Spot +5 +1 2 2 2
Survival +1 +1 0 0 0
Swim -1 -1 0 0 0
TEMPLATE #1 Level Adjust HDie Add Nat Armor Speed STR DEX CON
TEMPLATE #2 Level Adjust HDie Add Nat Armor Speed STR DEX CON
Feats
✘ 1 Alertness 1
0 Improved Initiative 0
0 Improved Natural Armor x1 0
0 Improved Natural Armor x2
0 Improved Natural Armor x3
0 Improved Natural Armor x4
0 Improved Natural Attack 1 (2 Claws)
0 Improved Natural Attack 2 (Bite)
0 Improved Natural Attack 3 (0)
Racial Bonus 0 Improved Toughness
0 0 Multiattack 0
0 0 Toughness x1 0
4 0 Toughness x2 0
0 0 Toughness x3
0 0 Toughness x4
0 0 Weapon Focus 1 (2 Claws)
0 0 Weapon Focus 2 (Bite)
0 0 Weapon Focus 3 (0)
0 0 Great Fortitude 0
0 0 Lightning Reflexes 0
0 Iron Will 0
Weight
0 Augment Familiar
Stat Mod 0 Enhance Familiar 0
0 Fortify Familiar
Armor Bonus Max Dex Armor Check Weight
1+0 =1 Small
HIT DIE 1 SIZE AGE GENDER HEIGHT WEIGHT EYES
ANIMAL COMPANION SHEET
ABILITY ABILITY TEMPORARY TEMPORARY HIT DIE
ABILITY NAME SCORE MODIFIER SCORE MODIFIER TOTAL WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION TYPE SPEED
STR 8 –1 HP 6 d8 30 ft., burrow 10 ft.
STRENGTH HIT POINTS
DEX AC
DEXTERITY
17 +3 ARMOR CLASS
15 = 10 + +0 + +0 + +3 + +1 + +1 + +0 +
+0 +0
TOTAL ARMOR SHIELD DEX SIZE NATURAL DEFL. DODGE MISC. MISS ARMOR SPELL
RESISTANCE
BONUS BONUS MODIFIER MODIFIER ARMOR MODIFIER MODIFIER MODIFIER CHANCE CHECK
CON 15 +2 PENALTY
CONSTITUTION
INITIATIVE +3 = +3 + +0
CROSS-CLASS
MODIFIER SKILLS MAX RANKS /
INT 2 –4 TOTAL DEX MISC. KEY SKILL ABILITY MISC.
SKILL NAME RANKS
INTELLIGENCE MODIFIER MODIFIER ABILITY MODIFIER MODIFIER MODIFIER
CHA 6 –2 GRAPPLE -5
£ Escape Artist¹ DEX* +7 = 3 + 0 + 4 ###
CHARISMA BONUS
£ Hide¹ DEX* +7 = 3 + 0 + 0 ###
BASE ABILITY MAGIC MISC. CONDITIONAL MODIFIERS
SAVING THROWS TOTAL SAVE MODIFIER MODIFIER MODIFIER
TEMPORARY
MODIFIER
£ Jump¹ STR* –1 = -1 + 0 + 0 ###
FORTITUDE +4 = +2 + +2 + +0 + +0 +
£ Listen¹ WIS +5 = 1 + 2 + 2 ###
(CONSTITUTION)
£ Move Silently¹ DEX* +3 = 3 + 0 + 0 ###
REFLEX +5 = +2 + +3 + +0 + +0 +
£ Spot¹ WIS +5 = 1 + 2 + 2 ###
(DEXTERITY)
£ Survival¹ WIS +1 = 1 + 0 + 0 ###
WILL +1 = +0 + +1 + +0 + +0 +
£ Swim¹ STR** –1 = -1 + 0 + 0 ###
(WISDOM)
£ +0 = + + ###
STR SIZE MISC. TEMPORARY Skills marked with ¹ can be used normally even if the character has zero (0) skill ranks. ###
TOTAL BASE ATTACK BONUS MODIFIER MODIFIER MODIFIER MODIFIER Skills marked with S are cross-class skills. Skills marked with ¢ are restricted skills.
* ARMOR CHECK PENALTY, if any, applies. ** Double for Swim. ###
MELEE +0 = +0 + –1 + +1 + +0 +
ATTACK BONUS ###
ATTACK BONUS
+4 = +0 + +3 + +1 + +0 +
###
TOTAL BASE ATTACK BONUS DEX SIZE MISC. TEMPORARY
Alertness ITEM WT.
MODIFIER MODIFIER MODIFIER MODIFIER ###
Track(B)
0 1d3 ###
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL Weapon Finesse(B)
###
2 Claws +4 1d2-1 20/x2 Agile
###
TYPE SPECIAL PROPERTIES
###
P/S ###
0 1d4 ###
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL
###
Bite +-1 1d3-1 20/x2 ###
TYPE SPECIAL PROPERTIES
###
P/S/B ###
0 ###
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL TOTAL WEIGHT CARRIED 0
###
###
Link, Share Spell Attack
###
Rage Attack
###
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL Low-light vision Heel
###
Down
Scent ###
TYPE SPECIAL PROPERTIES Seek
###
Track
###
Scent Fighting
###
###
###
###
###
###
###
###
###
###
###
###
Task Handle Animal DC Fetch (DC 15): The animal goes and gets something. If you do not point out a specific
item, the animal fetches some random object.
Handle an animal 10
Guard (DC 20): The animal stays in place and prevents others from approaching.
"Push" and animal 25
Assist Attack (DC 20): The animal aids your attack or that of another creature as a
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular standard action. The animal uses the aid another combat action.
creature that you wish the animal to attack, and it will comply if able. Normally, an
animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t
go.
26 53 80
Teaching an animal to attack all creatures (including such unnatural creatures as
undead and aberrations) counts as two tricks. Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling LIGHT LOAD MEDIUM LOAD HEAVY LOAD
over, roaring or barking, and so on.
Seek (DC 15): The animal moves into an area and looks around for anything that is
Come (DC 15): The animal comes to you, even if it normally would not do so.
obviously alive or animate. 80 160 400
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge
present), even without any command being given. Alternatively, you can command other creatures that come by, though it still defends itself if it needs to.
the animal to defend a specific other character. LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to EQUALS MAX LOAD 2X MAX LOAD 5X MAX LOAD
Down (DC 15): The animal breaks off from combat or otherwise backs down. An have the scent ability)
animal that doesn’t know this trick continues to fight until it must flee (due to injury, a
fear effect, or the like) or its opponent is defeated. Work (DC 15): The animal pulls or pushes a medium or heavy load.