Animal Companion ( Adler ) (Anzeigen) Animal Companion (Requires Wild Empathy): The wildlander gains an animal companion selected from the following list: badger, dire rat, dog, riding dog, eagle, hawk, owl, pony, riding horse (light or heavy), snake (Small or Medium viper), or wolf. A halfling or a halfling-raised elfling may also choose an immature wogren. This creature is a loyal companion that accompanies the wildlander on his adventures as appropriate for its kind.
Each time a wildlander selects this trait, he may either select an additional animal companion from the list above, may advance his animal companion by one rank, or may dismiss a current animal companion for one of the next higher rank (see table below). When an immature wogren would normally reach rank 2, it instead becomes an adult wogren of rank 1.
Animal Companion
Rank Bonus HD Natural Armor Str Adj. Dex Adj. Bonus Tricks Special Alternate Companion
1 +0 +0 +2 +0 2 Devotion
2 +2 +2 +4 +1 3 Magical beast Black bear, boar, crocodile, grass cat, ort, shark (Large), snake (constrictor), snake (Large viper), war horse (light or heavy), wolverine
3 +4 +4 +6 +2 4 Evasion Boro, brown bear, giant crocodile, plains leopard, snake (Huge viper)
4 +6 +6 +8 +3 5 Improved speed Polar bear, river eel, shark (Huge), snake (giant constrictor)
5 +8 +8 +10 +4 6 Empathy Sea dragon
Animal Companion Basics
Use the base statistics for the animal but make the following changes.
Rank:This is a way of measuring the animal companion's relative power, and is determined by the ability that grants the animal companion. Alternate animal companions always start with a rank of 1.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal's base attack and base save bonuses. Animals have good Fortitude and Reflex saves. The animal gains any extra skill points or feats for bonus HD.
Natural Armor Adj.: The number noted here is an improvement to the animal's existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal'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 character might choose to teach it. 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 character selects these bonus tricks, and once selected, they can't be changed.
Devotion (Ex): The animal's loyalty to its master is such that it gains a +4 morale bonus on Will saves against Enchantment spells and effects.
Magical Beast (Ex): The animal is now treated as a magical beast, not an animal, for the purposes of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, skill points, and feats).
Evasion (Ex): If the animal 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 Speed (Ex): The animal adds 10 ft. to its base speed.
Empathy (Su): As a byproduct of their long association and many battles together, the character and animal have a supernatural empathic link to a distance of up to 1 mile. The character cannot see through the animal's eyes, but can communicate simple commands as well as understand simple emotions and the basic emotions and circumstances of the animal.
Erenlander (Fluent)( gesprochen und schreiben ), Old Dwarven (Basic), Halbling (Fluent), jeweils nur gesprochen