Animal Ally

Nature Magic
170 XP

MP Cost: 20
Threshold: 1
Components: V, S, M, XP
Casting Time: One day
Range: One mile per level
Target: One animal that can be found in the local environment
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 6 ranks, summon beast
Magic Attack Roll: Sets DC for the target’s saving throw

The sorcerer gains an animal ally selected from the following list: badger, camel, dog, war dog, eagle, hawk, horse (any), owl, scorpion, snake (any of Medium size or smaller) or wolf. This animal is a loyal companion that accompanies the sorcerer on his adventures as appropriate for its kind. A 1st level caster’s ally is completely typical for its kind except as noted below. As a scholar advances in level, the animal’s power increases as shown on the table. If this spell is cast while the sorcerer already has an animal ally acquired by use of animal ally, the previous ally, if still alive, is released from service. A sorcerer of 6th level or higher may select from alternative lists of animals (see below). Should he select an animal ally from one of these alternative lists, the creature gains abilities as if the character’s level were lower than it actually is. Subtract the value indicated in the appropriate list from the character’s level and compare the result with the level entry on the table to determine the animal ally’s powers. If this adjustment would reduce the scholar’s effective level to zero or lower, he cannot have that animal as an ally. An animal ally is different from a normal animal of its kind in many ways. The ally is treated as a magical beast, not an animal, though it retains an animal’s HD, base attack bonus, saving throws, skill points and feats. It is superior to a normal animal of its kind and has special powers, as described below:

Animal Ally Basics: Use the base statistics for a creature of the ally’s kind but make the following changes:

  • Class Level: The character’s level.
  • 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 ally’s base attack, dodge and saving throw bonuses. An animal ally has good Fortitude, Will and Reflex saving throws; treat it as a character whose level equals the animal’s HD. It gains +1 base attack bonus per Hit Die and +1 base dodge bonus for every two Hit Dice. An animal ally gains additional Skill Points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
  • Natural DR Adj.: The number noted here is an improvement to the animal ally’s existing natural damage reduction.
  • Str/Dex Adj.: Add this value to the animal ally’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 sorcerer might choose to teach it. These bonus tricks do not require any training time or Handle Animal checks and they do not count against the normal number of tricks known by the animal. The sorcerer selects these bonus tricks; once selected, they cannot be changed.
  • Link: A sorcerer can handle his animal ally as a free action or push it as a move action, even if he does not have any ranks in the Handle Animal skill. The sorcerer gains a +4 circumstance bonus on all Ride and Handle Animal checks made regarding an animal ally.
  • Evasion: If an animal ally 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.
  • Devotion: An animal ally gains a +4 morale bonus on Will saving throws against hypnotism spells and effects.
  • Multi-attack: An animal ally gains Multi-attack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal ally instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
  • Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal ally takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Sorcerer Level Bonus Hit Dice Natural DR Adjustment Str/ Dex Adjustment Bonus Tricks Special
3 +2 +1 +1 1 Link
6 +4 +2 +2 2 Evasion
9 +6 +3 +3 3 Devotion

Alternative Animal Allies:

A magic-user of sufficiently high level can select his animal ally from one of the following lists, applying the indicated adjustment to his level (in parentheses) for purposes of determining the ally’s characteristics and special abilities.

4th Level or Higher (level -3) 7th Level or Higher (level -6)
Auroch Bear (black)
Ape Lion
Bear (brown) Rhinoceros
Boar Saber-Tooth Tiger
Panther Elephant
Snake (large Viper) Snake (Huge Viper)

Material Components: A small image or carving of the animal to be allied with, plus 100 silver pieces worth of incense and herbs.
Experience Point Cost: 150 XP

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