Animal Companion


Player: Tyler

Animal Companion

NG Tiny dragon

Init (Same as Master); Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6

Languages Draconic; telepathy (60 ft.)

AC 17, touch 15, flat-footed 14 (+2 Dex, +2 natural, +2 size, +1 dodge)

HP 31

Fort +8, Ref +8, Will +4

Immune paralysis, sleep; SR 12


Speed 15 ft., fly 60 ft. (good)

Base Atk +3; CMB +3; CMD 11 (15 vs. trip)

Melee Sting +7 (1d3–2 plus poison)

Special Abilities

Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Combat Abilities:

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (Plant). Spells cast in this way must come from a class that grants an plant companion. This ability does not allow the plant to share abilities that are not spells, even if they function like spells.


Abilities: Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10

Feats: Weapon Finesse, Weapon Focus – Tail, Dodge

1.Weapon Finesse (Combat)

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

2.Weapon Focus (Combat) – Tail
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

3. Dodge (Combat)
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Skills: Skills Diplomacy (5), Fly (15), Perception (6), Sense Motive (6), Stealth (20) (24 in forests), Survival (6); Racial Modifiers (4)


Pseudodragons are tiny cousins of true dragons, and are playful but shy. They often only vocalize in chirps, hisses, growls, and purrs, but can communicate telepathically with any intelligent creature. If approached peacefully and offered food, they are usually willing to share information about what they’ve seen in their territory, but threats or violence make them flee.

Pseudodragons are carnivores, devouring insects, rodents, small birds, and snakes, though they sometimes eat eggs, and most also enjoy butter, cheese, and fish. They either hunt on the ground like lizards or look for prey on the wing like a raptor. As smart as a typical humanoid, they do not enjoy being treated as pets and prefer being treated as friends. They are wary of evil folk but can bond with sorcerers and wizards as familiars, and some have befriended druids and rangers or partnered with good dragons as scouts. Pseudodragons will serve as familiars if they approve of a spellcaster’s personality (and if the spellcaster takes the Improved Familiar feat), but often also bond with those whose company they enjoy or who have proven themselves true friends. A pseudodragon might follow another character in this manner for days, weeks, years, or even a lifetime if the creature is treated well, provided with food, and generally well-loved.

Upon reaching adulthood, a pseudodragon’s body is about 1 foot long with a 2-foot tail, and weighs about 7 pounds. A pseudodragon egg is the size of a chicken egg, but leathery and spotted brown, and a mating female lays 2–5 eggs every spring. A clutch of pseudodragons (the collective noun—not to be confused with pseudodragons from the same brood of eggs) usually consists of a mated pair and several near-adult offspring.


Curse of the Crimson Throne korvosa