Familiar

Presented on these pages are base animal and vermin statistics for six additional familiars beyond those most commonly used by spellcasters—of course, these statistics can also be used for normal animals and vermin as well. These familiars use the standard rules for familiars presented in the Pathfinder Roleplaying Game Core Rulebook. Tiny or smaller familiars in this section use Dexterity to modify Climb and Swim skill checks.

Familiar Special Ability
ChickenMaster gains 3 hit points
Flying foxMaster gains a +2 bonus on Fortitude saves
PenguinMaster gains a +3 bonus on Swim checks
Red pandaMaster gains a +3 bonus on Acrobatics check
SealMaster gains a +3 bonus on Swim checks
TrilobiteMaster gains a +1 natural armor bonus to AC

Chicken CR 1/6

XP 65

N Tiny animal

Init +4; Senses low-light vision; Perception +5

Defense

AC 12, touch 12, flat-footed 12 (+2 size)

hp 5 (1d8+1)

Fort +3, Ref +2, Will +1

Offense

Speed 30 ft., fly 20 ft. (clumsy); drift

Melee bite -2 (1d3-4)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 3, Dex 11, Con 12, Int 2, Wis 12, Cha 13

Base Atk +0; CMB -2; CMD 4

Feats Improved Initiative

Skills Fly -4, Perception +5

Ecology

Environment any land

Organization solitary or flock (5-50)

Treasure none

Special Abilities

Drift (Ex) A chicken flies in short bursts, and can't use its fly speed to Hover. When it flies, it must end its move action by landing or perching on a solid surface.

Chickens are highly social creatures that raise their young communally. They are picky about where they roost, and a hen rarely strays from a nest once she's laid her eggs.

Flying Fox CR 1/3

XP 135

N Tiny animal

Init +1; Senses low-light vision, scent; Perception +9

Defense

AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size).

hp 5 (1d8)

Fort +3, Ref +3, Will +2; +4 vs. disease

Offense

Speed 10 ft., fly 60 ft. (average)

Melee bite +1 (1d3-1)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 9, Dex 13, Con 12, Int 2, Wis 14, Cha 5

Base Atk +0; CMB -1; CMD 8

Feats Skill Focus (Perception)

Skills Fly +5, Perception +9

Ecology

Environment warm forests

Organization solitary, pair, or colony (10-100)

Treasure none

These large bats are herbivorous and lack the echolocation abilities of their smaller kin, but are resistant to disease.

Penguin CR 1/3

XP 135

N Small animal

Init -1; Senses low-light vision; Perception +8

Defense

AC 11, touch 10, flat-footed 11 (-1 Dex, +1 natural, +1 size)

hp 5 (1d8+1)

Fort +3, Ref +1, Will +1

Offense

Speed 10 ft., swim 40 ft., toboggan 30 ft.

Melee bite +0 (1d3-1)

Statistics

Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7

Base Atk +0; CMB -2; CMD 7

Feats Skill Focus (Perception)

Skills Perception +8, Swim +7

SQ hold breath

Ecology

Environment cold oceans

Organization solitary, pair, or colony (100-1000)

Treasure none

Special Abilities

Toboggan (Ex) On snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.

These flightless birds' most distinctive traits are their black-and-white coloration and their waddling gaits.

Red Panda CR 1/2

XP 200

N Tiny animal

Init +3; Senses low-light vision, scent; Perception +5

Defense

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)

hp 4 (1d8)

Fort +2, Ref +5, Will +1

Offense

Speed 20 ft., climb 20 ft.

Melee bite +5 (1d3-1)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 8, Dex 16, Con 11, Int 2, Wis 13, Cha 5

Base Atk +0; CMB +1; CMD 10

Feats Weapon Finesse

Skills Acrobatics +9, Climb +15, Perception +5; Racial Modifiers +6 Acrobatics, +4 Climb

Ecology

Environment temperate forests or mountains

Organization solitary or mated pair

Treasure none

Red pandas are small, short-legged arboreal mammals known for their red-brown fur and climbing abilities.

Seal CR 1/3

XP 135

N Small animal

Init +5; Senses low-light vision; Perception +9

Defense

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)

hp 4 (1d8)

Fort +2, Ref +3, Will +1

Offense

Speed 10 ft., swim 60 ft.

Melee bite +1 (1d4)

Statistics

Str 10, Dex 13, Con 11, Int 2, Wis 13, Cha 6

Base Atk +0; CMB -1; CMD 10 (can't be tripped)

Feats Improved Initiative

Skills Perception +9, Swim +8; Racial Modifiers +4 Perception

SQ hold breath

Ecology

Environment any oceans

Organization solitary, pair, rookery (3-24)

Sleek-bodied mammals, seals spend the majority of their lives in aquatic environments.

Vermin Familiar

The process of making a vermin into a familiar grants it an Intelligence score and removes the mindless trait. Vermin familiars communicate with their masters and other vermin through behaviors that are specific to their kind. As is the case with other types of familiars, other creatures cannot understand this communication without magical aid.

Trilobite CR 1/4

XP 100

N Tiny vermin (aquatic)

Init +2; Senses darkvision 30 ft.; Perception +4

Defense

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)

hp 5 (1d8+1)

Fort +3, Ref +2, Will +0

Immune mind-affecting effects

Offense

Speed 20 ft., swim 30 ft.

Melee bite +4 (1d3-2)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 7, Dex 15, Con 12, Int —, Wis 11, Cha 2

Base Atk +0; CMB +0; CMD 8

Feats Weapon Finesse

Skills Perception +4, Swim +10; Racial Modifiers +4 Perception

SQ curl, water dependency

Ecology

Environment any oceans

Organization solitary, pair, group (2-12)

Treasure none

Special Abilities

Curl (Ex) As a standard action, a trilobite can curl into a ball, increasing its natural armor bonus by 2 but preventing it from taking any move actions. Uncurling is a standard action.

Ancient arthropods adapted to scavenging the ocean floor, trilobites have both resilient exteriors and keen senses honed for use in the lightless depths of the sea, and are known for curling into balls to protect themselves.