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Small familiars threaten the areas around them like Small creatures, and can be used to flank enemies, though both familiars and their masters are often loath to use such tactics, as the result is often a dead familiar. Small familiars are also harder to keep on a master's person than Tiny or smaller familiars. Often they require some form of magic item, like a bag of holding, to remain truly out of sight.
Familiar | Special Ability |
---|---|
Flying squirrel | Master gains a +3 bonus on Fly checks |
Fox | Master gains a +2 bonus on Reflex saves |
Goat | Master gains a +3 bonus on Survival checks |
Otter | Master gains a +3 bonus on Swim checks |
Pig | Master gains a +3 bonus on Diplomacy checks |
Raccoon | Master gains a +3 bonus on Sleight of Hand checks |
Flying Squirrel CR 1/3
XP 135
N Tiny animal
Init +2; Senses low-light vision; Perception +1
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1
Offense
Speed 20 ft., fly 40 ft. (clumsy)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats AcrobaticB, Weapon Finesse
Skills Acrobatics +16 (+12 when jumping), Climb +10, Fly +4; Racial Modifiers +12 Acrobatics, +8 Climb
SQ glide
Ecology
Environment temperate forests
Organization solitary or pair
Treasure none
Special Abilities
Glide (Ex) A flying squirrel cannot use its fly speed to hover. When flying, a flying squirrel must end its movement at least 5 feet lower in elevation than where it started.
Although not capable of actual flight, a flying squirrel possesses a furry membrane stretching between its wrists and ankles, allowing it to glide for long distances.
Fox CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1
Offense
Speed 40 ft.
Melee bite +1 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Ecology
Environment any
Organization solitary, pair, or skulk (3–12)
Treasure none
This cunning yet wary animal pounces on live prey.
Goat CR 1/3
XP 135
N Small animal
Init +1; Senses low-light vision; Perception +0
Defense
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +3, Will +0
Offense
Speed 30 ft.
Melee gore +2 (1d4+1)
Statistics
Str 12, Dex 13, Con 12, Int 2, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Nimble Moves
Skills Acrobatics +1 (+5 when jumping), Climb +5, Survival +0 (+4 to find food); Racial Modifiers +4 Acrobatics when jumping, +4 Survival to find food
Ecology
Environment any
Organization solitary, pair, or herd (3–12)
Treasure none
Goats are often ill-tempered and stubborn, but they have an uncanny knack for finding food in the strangest of places and can digest almost anything.
Otter CR 1/4
XP 100
N Tiny animal
Init +3; Senses low-light vision; Perception +1
Defense
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
Offense
Speed 20 ft., swim 30 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Escape Artist +4, Swim +11
Ecology
Environment any water
Organization solitary or family (2–16)
Treasure none
Otters are curious and playful, and enjoy investigating new 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
Organization solitary, pair, or herd (3–12)
Treasure none
This clever, sociable animal may be trained to do many tasks.
Raccoon CR 1/2
XP 200
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +3
Offense
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Sleight of Hand +3
Ecology
Environment temperate forests
Organization solitary or gaze (2–4)
Treasure none
Raccoons are inquisitive and cunning, and often have strangely humanoid mannerisms, like washing their food in streams.