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Familiar

Presented on these pages are base animal statistics for six


SPECIAL ABILITIES
Glide (Ex) A flying squirrel cannot use its fly speed to hover.
When flying, a flying squirrel must end its movement at
additional familiars beyond those most commonly used least 5 feet lower in elevation than where it started.
by spellcasters—of course, these statistics can also be
used for normal animals as well. These familiars utilize Although not capable of actual f light, a f lying squirrel
all the standard rules for familiars presented on pages possesses a furry membrane stretching between its wrists
82–83 of the Core Rulebook. Tiny or smaller familiars in and ankles, allowing it to glide for long distances.
this section use Dexterity to modify Climb and Swim
skill checks. FOX CR 1/4
XP 100
SMALL FAMILIARS N Tiny animal
Small familiars threaten the areas around them like Init +2; Senses low-light vision, scent; Perception +8
Small creatures, and can be used to f lank enemies, DEFENSE
though both familiars and their masters are often loath to AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
use such tactics, as the result is often a dead familiar. Small hp 5 (1d8+1)
familiars are also harder to keep on a master’s person Fort +3, Ref +4, Will +1
than Tiny or smaller familiars. Often they require some OFFENSE
form of magic item, like a bag of holding, to remain truly Speed 40 ft.
out of sight. Melee bite +1 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Familiar Special Ability STATISTICS
Flying squirrel Master gains a +3 bonus on Fly checks Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Fox Master gains a +2 bonus on Reflex saves Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Goat Master gains a +3 bonus on Survival checks Feats Skill Focus (Perception)
Otter Master gains a +3 bonus on Swim checks Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth
Pig Master gains a +3 bonus on Diplomacy checks +10, Survival +1 (+5 scent tracking); Racial Modifiers +4
Raccoon Master gains a +3 bonus on Sleight of Acrobatics when jumping, +4 Survival when tracking by scent
Hand checks ECOLOGY
Environment any
FLYING SQUIRREL CR 1/3 Organization solitary, pair, or skulk (3–12)
XP 135 Treasure none
N Tiny animal
Init +2; Senses low-light vision; Perception +1 This cunning yet wary animal pounces on live prey.
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) GOAT CR 1/3
hp 3 (1d8–1) XP 135
Fort +1, Ref +4, Will +1 N Small animal
Illustration by Alberto Dal Lago

OFFENSE Init +1; Senses low-light vision; Perception +0


Speed 20 ft., fly 40 ft. (clumsy) DEFENSE
Melee bite +4 (1d3–4) AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
Space 2-1/2 ft.; Reach 0 ft. hp 5 (1d8+1)
STATISTICS Fort +3, Ref +3, Will +0
Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 6 OFFENSE
Base Atk +0; CMB +0; CMD 6 (10 vs. trip) Speed 30 ft.
Feats AcrobaticB, Weapon Finesse Melee gore +2 (1d4+1)
Skills Acrobatics +16 (+12 when jumping), Climb +10, Fly +4; STATISTICS
Racial Modifiers +12 Acrobatics, +8 Climb Str 12, Dex 13, Con 12, Int 2, Wis 11, Cha 5
SQ glide Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
ECOLOGY Feats Nimble Moves
Environment temperate forests Skills Acrobatics +1 (+5 when jumping), Climb +5, Survival
Organization solitary or pair +0 (+4 to find food); Racial Modifiers +4 Acrobatics when
Treasure none jumping, +4 Survival to find food

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Familiar

ECOLOGY Organization solitary, pair, or herd (3–12)


Environment any Treasure none
Organization solitary, pair, or herd (3–12)
Treasure none This clever, sociable animal may be trained to do many tasks.

Goats are often ill-tempered and stubborn, but they have RACCOON CR 1/2
an uncanny knack for finding food in the strangest of XP 200
places and can digest almost anything. N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3
OTTER CR 1/4 DEFENSE
XP 100 AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
N Tiny animal hp 4 (1d8)
Init +3; Senses low-light vision; Perception +1 Fort +2, Ref +4, Will +3
DEFENSE OFFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) Speed 20 ft., climb 20 ft.
hp 4 (1d8) Melee bite +4 (1d3–1)
Fort +2, Ref +5, Will +1 Space 2-1/2 ft.; Reach 0 ft.
OFFENSE STATISTICS
Speed 20 ft., swim 30 ft. Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5
Melee bite +5 (1d3–4) Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Space 2-1/2 ft.; Reach 0 ft. Feats Weapon Finesse
STATISTICS Skills Climb +10, Sleight of Hand +3
Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5 ECOLOGY
Base Atk +0; CMB +1; CMD 7 (11 vs. trip) Environment temperate forests
Feats Weapon Finesse Organization solitary or gaze (2–4)
Skills Escape Artist +4, Swim +11 Treasure none
ECOLOGY
Environment any water Raccoons are inquisitive
Organization solitary or family (2–16) and cunning, and often
Treasure none have strangely humanoid
mannerisms, like washing
Otters are curious and playful, and enjoy investigating new their food in streams.
objects, sliding down wet rocks, and other simple games.

PIG CR 1/3
XP 135
N Small animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural,
+1 size)
hp 6 (1d8+2)
Fort +6, Ref +3, Will +1
OFFENSE
Speed 30 ft.
Melee bite +1 (1d4)
STATISTICS
Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Base Atk +0; CMB –1; CMD 10 (14 vs. trip)
Feats Great Fortitude
Skills Perception +5
ECOLOGY
Environment any

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