Learn about Animal Companions and Familiars in Pathfinder: Wrath of the Righteous, including which classes get them and how they level up.
Classes with Animal Companions at Character Creation:
- Mad Dog Barbarian
- Beast Rider Cavalier
- Cavalier (Fearsome Leader, Gendarme, Knight of the Wall - Horse only)
- Cavalier of the Paw (Dog or Wolf)
- Ghost Rider (Ghost Mount)
- Druid (all except Blight Druid)
- Primal Druid (Mastodon, Smilodon, Triceratops or Velociraptor)
- Winter Child (Blizzard Servant)
- Hunter, Colluding Scoundrel, Divine Hunter, Tandem Executioner, Wandering Marksman
- Divine Hound (Dog or Wolf)
- Urban Hunter (Dog or Horse)
- Sacred Huntsmaster Inquisitor
- Arcane Rider Magus (Horse only)
- Sohei Monk (Horse only)
- Nomad Ranger (Horse only)
- Wildlands Shaman
- Sylvan Sorcerer
Classes gaining an Animal Companion at Class Level 4:
- Cleric (Animal Domain)
- Inquisitor (Animal Domain)
- Ranger
Classes gaining a Horse at Specific Levels:
- Bloodrider gains a Horse at class level 5.
- Paladin (but not Tortured Crusader) may use Divine Bond to acquire a Horse at class level 5.
Other Companion Acquisition:
- Oracle with the Nature mystery gains a companion via a Revelation.
- Shaman with the Nature spirit gains a companion of choice at class level 16.
Companion Progression:
Animal companions increase in level with each subsequent class level. A Ranger's animal companion will be three levels below a Sacred Huntmaster's companion. You can fix this level disparity by taking the Boon Companion feat. At certain levels (generally 7, but horses and leopards grow at level 4), an animal will grow and become more powerful, increasing its base weapon damage by a size category.
Companion Utility:
At a minimum, your companion is an additional body on the battlefield. Companions that trip opponents can help control the battlefield. If a companion falls in battle, they will return after resting.
Available Companion Types and Stats:
- Dire Bear: Medium, 40' Speed, +6 AC, Bite (1d6), 2 claws (1d4). Evolves to Large with +4 AC, +4 Attacks, -2 STR, +4 DEX. Special: Gains Grabber ability; when succeeding at a grapple combat maneuver, deals 2d6+STR bludgeoning damage.
- Dire Boar: Medium, 40' Speed, +9 AC, Gore (1d6). Evolves to Large with +2 AC, +8 Attacks, -2 STR, +4 DEX. Special: Scent, Gains Ferocity, Gore causes 1d6 bleed damage per round (2d6 at 7th level).
- Riding Dog: Medium, 40' Speed, +6 AC, Bite (1d6 plus trip). . Special: Scent, Tripped enemies receive a -2 penalty to AC for 1 round (-4 at 7th level).
- Elk: Medium, 50' Speed, +6 AC, Gore (1d8), 2 hooves (1d4). . Special: Gains powerful charge (2d6), Charge attack also attempts a trip combat maneuver.
- Hippogriff: Large, 50' Speed, +4 AC, Bite (1d4), 2 claws (1d6). Special: Gains pounce, flying attack and heavy landing.
- Hissing Centipede: Medium, 40' Speed, +6 AC, Bite (1d6 plus poison). . Special: Poison does 1d2 DEX damage per round for 4 rounds. At 7th level gains a tail attack (1d2 + trip).
- Horse: Large, 50' Speed, +4 AC, Bite (1d4), 2 hooves (1d6). Special: Scent. When riding a horse, you gain +1 AC and +1 to attacks vs. medium size creatures or smaller. Evolves to +2 AC, +2 Attacks.
- Leopard: Small, 50' Speed, +4 AC, Bite (1d4 plus trip), 2 claws (1d2). Evolves to Medium with +4 AC, -2 Attacks, +4 DEX. Special: Scent, Gains Pounce and adds Dexterity modifier to damage rolls, Deals +1d6 precision damage to flat-footed or flanked targets (+2d6 at 4th level).
- Mastodon: Medium, 40' Speed, +7 AC, Gore (1d8), slam (1d6). Evolves to Large with +3 AC, +8 Attacks, -2 STR, +4 DEX. Special: Gains Trample and Overrun abilities.
- Monitor Lizard: Small, 50' Speed, +4 AC, Bite (1d6 plus trip). Evolves to Medium with +2 AC, +4 Attacks, -2 STR, +4 DEX. Special: Scent, Gains poison (1 DEX damage per round for 6 rounds), Gains +2 bonus to attack rolls when charging (+4 at 7th level).
- Smilodon: Medium, 40' Speed, +4 AC, Bite (1d6), 2 claws (1d4). . Special: Scent, Gains Pounce, Rake and Grabber abilities.
- Triceratops: Medium, 30' Speed, +6 AC, Gore (1d8). Evolves to Large with +3 AC, +8 Attacks, -2 STR, +4 DEX. Special: Gains powerful charge (2d6), Charge attacks deal double damage, When riding a triceratops, the rider gains +2 AC.
- Velociraptor: Small, 60' Speed, +3 AC, Bite (1d4), 2 talons (1d6). Evolves to Medium with +2 AC, +4 Attacks, -2 STR, +2 DEX. Special: Scent, Gains Pounce, Can move through threatened areas without provoking attacks of opportunity.
- Wolf: Medium, 50' Speed, +5 AC, Bite (1d6 plus trip). . Special: Scent, +2 damage vs. prone enemies (+4 at 7th level).
Special Companion Abilities:
- Ferocity: When boars fall to 0 HP, they do not immediately fall unconscious. They lose 1 HP per round and are Staggered but remain in the fight. When negative HP equal its Constitution score, the companion will die.
- Pounce: A leopard, smilodon or velociraptor companion can perform a full attack at the end of a charge.
- Rake: When hitting with both claw attacks, the companion will perform a third claw attack.
- Trample: A mastodon can perform the Overrun combat maneuver, moving through an opponent's square, inflicting damage and knocking it over.
Companion Feats:
All companions gain feats at odd-numbered levels just like their masters and may gain bonus feats depending on the chosen archetype.
Companion Skills:
Companions receive 2 skill points per level. Class skills are Athletics, Mobility, Stealth and Perception. You may teach a companion any other skill if you're so inclined.
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