—Panther CR 4—
Male Horse Animal Companion
N large animal
Initiative + 2; Senses Perception + 2, low-light vision, scent

—Passive Combat Statistics—
AC 18 (2 DEX, 6 natural armor)
HP 30 (4d8 + 12) □□□□□|□□□□□|□□□□□|□□□□□|□□□□□|□□□□□
Fortitude + 7; Reflexes + 6; Will + 2

—Active Combat Statistics—
Melee bite +7 [1d4 + 2, 20×2], 2 hooves +7 [1d6 + 4, 20×2]
Power Attack Melee bite +6 [1d4 + 3, 20×2], 2 hooves +6 [1d6 + 5, 20×2]
Speed 50 feet
Space 5×10 feet; Reach 5 feet

Str 19; Dex 14; Con 17; Int 3; Wis 12; Cha 6
BAB + 3; CMB + 8; CMD 20
Feats Blind-Fight, Power Attack, Scent
Skills Climb +5, Perception + 2, Stealth + 3, Swim + 5
Languages Common

—Features & Special Qualities—
Combat Trained (Ex): may attack with all natural weapons.
Devotion (Ex): An animal companion gains a + 4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a + 4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-light Vision (Ex): Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.
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 (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Blind-Fight(Ex): In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual + 2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Power Attack (Ex): You can choose to take a – 1 penalty on all melee attack rolls and combat maneuver checks to gain a + 2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by – 1 and the bonus to damage increases by + 2.

Bit and bridle, military saddle, saddlebags


“No, sir. I don’t like it.”


King of the Stolen Lands RichardAllenGray