Rogue with animal companion?


Homebrew and House Rules


1 person marked this as a favorite.

If I were to homebrew a rogue archetype, just how much would a rogue have to give up in order to gain an animal companion?

Since each class with a companion has their own things, I was thinking that the rogue couldn't have a companion that was larger than him. I was think he could lose Uncanny Dodge and Imp Uncanny Dodge, since he's less reliant on being able to act alone. Also, the Trap Sense and Danger Sense could go. Maybe replace those with Wild Empathy, and then at every 3rd level the companion gets a free skill point. Worse case, you could lower Sneak Attack down to d4s. This is just a new idea. Looking for your thoughts.


just have it replace danger sense and give the rogue an animal companion that levels at rogue level -2 should be enough they don't have any class abilities that can pump up the power of the animal companion so i don't see any reason to remove any more class abilities

Verdant Wheel

Two talents. One for X-3. One for X.


What if it were available from level 1? The "falconer" ranger archetype has a level 1 companion that has half HP until 4th level.


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

What is the relative value of an animal companion vs. a familiar? The Animal Archive Player Companion has a Carnivalist archetype that grants a familiar to a Rogue.


Well first off its technically possible for any class to get an animal companion(with limited options) through the Animal Ally feat path.

It would take a fairly significant amount of your abilities to skip that. To start off which way do you want to start off at, Ranger, Druid, or Hunter. They each have different tiers of benefits. a Ranger gets an animal later and takes a level penalty while a Hunter gives its animal free buffs and teamwork feats.

As the rogue doesnt have many big class abilities to give up, you would probably have to give up skill points per level and take fewer rogue talents.

If you want extra synergy like the Hunter or Sacred Huntsmaster that would be more even as your trading part of your Rogue to make a Rogue/Ranger.


David knott 242 wrote:

What is the relative value of an animal companion vs. a familiar? The Animal Archive Player Companion has a Carnivalist archetype that grants a familiar to a Rogue.

Animal companions are sturdier, and intended for combat. The rogue is a combat class. Familiars are less capable in this regard, compared to companions anyways.


Alright, here's what I have. The A.C. Class feature takes a cue from the "falconer" ranger archetype.

Flea-bitten (rogue)

Skills: At 1st level, a flea-bitten ranger adds Handle Animal, Heal, and Knowledge (nature) to his list of class skills, and removes Linguistics, Knowledge (dungeoneering) , and Profession from his list of class skills.

This alter's a rogue class skills.

Weapon and Armor Proficiency: Flea-bitten are proficient with all simple weapons. They are proficient with light armor, but not with shields.

This alters a rogue's weapon proficiencies.

Animal Companion (Ex): At 1st level, a flea-bitten earns the trust and companionship of an animal. It can be any type of animal, but it must be of the small size category. This ability functions like the druid's animal companion ability (which is part of the nature bond class feature), except that companion has only half the normal hit points.

At 4th level, a flea-bitten's animal companion gains full hit points and he may now possess a companion that is of the medium size category. Temporary changes to the flea-bitten's or companions's size are permitted.

The replaces trapfinding, uncanny dodge, and improved uncanny dodge.

Skilled Companion (Ex): At 3rd level and every three levels thereafter, a flea-bitten's animal companion gains 1 bonus skill point in addition to the skill point that it normally gains at that level. Each each such occurrence, the flea-bitten also chooses one skill and adds it to its companion's list of class skills (this does not necessarily give the companion the ability to spend skill points on that skill). If the flea-bitten acquires a new animal companion, it also gains the bonus skill points and class skills.

This replaces danger sense or trap sense.


your going to burn through alot of animal companions if they only get half hit points plus it shouldn't need to replace uncanny dodge or improved uncanny dodge just trapfinding and danger sence

Animal Companion (Ex): At 1st level, a flea-bitten earns the trust and companionship of an animal. This ability functions like the druid's animal companion ability (which is part of the nature bond class feature).

This replaces trapfinding and danger sense or trap sense.


It depends on whether you want to balance it against other rogues or not. It is not a bad idea depending on your environment to give the rogue a little boost.
With an apology, I'll take the liberty of tweaking Ciaran's fleabitten for convenience and comparison.

Ciaran Barnes wrote:

Alright, here's what I have. The A.C. Class feature takes a cue from the "falconer" ranger archetype.

Flea-bitten (rogue)

Skills: At 1st level, a flea-bitten ranger adds Handle Animal, Heal, and Knowledge (nature) to his list of class skills, and removes Linguistics and Knowledge (dungeoneering) from his list of class skills.

This alter's a rogue class skills.

Animal Companion (Ex): At 1st level, a flea-bitten earns the trust and companionship of an animal. This ability functions like the druid's animal companion ability (which is part of the nature bond class feature).

This replaces uncanny dodge.

Skilled Companion (Ex): At 3rd level and every three levels thereafter, the flea-bitten chooses one skill and adds it to its companion's list of class skills (this does not necessarily give the companion the ability to spend skill points on that skill).
At 3rd level the flea-bitten's animal companion also gains +2 skill ranks for each hit dice it gains. These skill points are applied to hit dice retroactively as normal. If the flea-bitten acquires a new animal companion, it also gains the bonus skill points and class skills.

Close Companion Teamwork (Ex):
At 3rd level flea-bitten can treat it's hit dice as it's base attack bonus for the purposes of qualifying for teamwork feats.
A Flea-bitten's animal companion can also treat it's hit-dice as it's base attack bonus for the purpose of qualifying for teamwork feats possessed by the flea-bitten.
A Flea-bitten's animal companion can use the flea-bittens ability score as it's own for the purpose of qualifying for teamwork feats possessed by the flea-bitten.

These replace improved uncanny dodge.

It needs a little tidying up :)

edited a little 22:34


dragonhunterq wrote:

It depends on whether you want to balance it against other rogues or not. It is not a bad idea depending on your environment to give the rogue a little boost.

With an apology, I'll take the liberty of tweaking Ciaran's fleabitten for convenience and comparison.

Ciaran Barnes wrote:

Alright, here's what I have. The A.C. Class feature takes a cue from the "falconer" ranger archetype.

Flea-bitten (rogue)

Skills: At 1st level, a flea-bitten ranger adds Handle Animal, Heal, and Knowledge (nature) to his list of class skills, and removes Linguistics and Knowledge (dungeoneering) from his list of class skills.

This alter's a rogue class skills.

Animal Companion (Ex): At 1st level, a flea-bitten earns the trust and companionship of an animal. This ability functions like the druid's animal companion ability (which is part of the nature bond class feature).

This replaces uncanny dodge.

Skilled Companion (Ex): At 3rd level and every three levels thereafter, the flea-bitten chooses one skill and adds it to its companion's list of class skills (this does not necessarily give the companion the ability to spend skill points on that skill).
At 3rd level the flea-bitten's animal companion also gains +2 skill ranks for each hit dice it gains. These skill points are applied to hit dice retroactively as normal. If the flea-bitten acquires a new animal companion, it also gains the bonus skill points and class skills.
A Flea-bitten's animal companion can now treat it's hit-dice as it's base attack bonus for the purpose of qualifying for teamwork feats possessed by the flea-bitten.
A Flea-bitten's animal companion can use the flea-bittens ability score as it's own for the purpose of qualifying for teamwork feats possessed by the flea-bitten.

Close Companion Teamwork (Ex): A flea-bitten can treat it's hit dice as it's base attack bonus for the purposes of qualifying for teamwork feats

These replace improved uncanny dodge.

It...

it should replace trapfinding and dangersense/trapsene though getting an animal companion is not worth losing uncanny dodge and improved uncanny dodge


That is certainly more beneficial to the rogue than what I wrote. My thinking was that at 1st level, having trapfinding is nearly the same as not having it, so a rogue is giving up nearly nothing in order to gain an animal companion. The falconer archetype gives up wild empthy in order to gain a bird A.C. with 1/2 hit points. Hm. Back to the drawing board. I like the teamwork feat thing, but I'm rewriting it.

Owner - Gator Games & Hobby

1 person marked this as a favorite.

Alternatively spend 3 feats on Nature Soul, Animal Ally, and Boon Companion.


You could do some really cool stuff with this, like making it to where the Rogue only gets half their SA damage and the companion gets the other half. Free Outflank at level X. Less Rogue Talents, but you can share them with your AC. Screw more skill ranks, give it INT bonuses, but it doesn't get a size advancement. You'd be the runts of the litter, but you'd be some sneaky little shits.


I'm starting to feel that dropping the flea-bitten rogue's skill points down to 6 could work, especially if this loss is mitigated for by giving extra skill points to the animal. I'm torn between a writing simple archetype or a more complex one.


Cwethan wrote:
Alternatively spend 3 feats on Nature Soul, Animal Ally, and Boon Companion.

Or create 2-3 talents duplicating the effects of these feats, with less restrictive or no pre-reqs.


Unless you can pick the better animals like dire Tiger or Allosaurus youre losing out when animal companions are supposed to be strong.

Animals are generally subpar with some exceptions. Some have Pounce. Multiple attacks are a must-have as they dont gain extras from BAB or weapons.

I still have no idea what to do with them once your reach a certain point as their Hit points are penalized and you cannot give them anything like character classes or magic.

I think around level 15 some summoned creatures are stronger.

So take that into account.


Whatever form this archetype ends up in, a few custom talents are in order.

No one seems to be in favor of my idea of putting a cap on the size of the companion. The intent was to limit how powerful the companion is so that fewer class features must be given up. Is this a ridiculous limitation?


Ciaran Barnes wrote:
No one seems to be in favor of my idea of putting a cap on the size of the companion.
AnonMD wrote:
Screw more skill ranks, give it INT bonuses, but it doesn't get a size advancement.

I really like the idea of limiting its size, but I think you should really play to the idea of having it be as clever as its Master. And my line of thought for the INT bonuses were that they would get skill ranks from having a good score.


Ciaran Barnes wrote:

Whatever form this archetype ends up in, a few custom talents are in order.

No one seems to be in favor of my idea of putting a cap on the size of the companion. The intent was to limit how powerful the companion is so that fewer class features must be given up. Is this a ridiculous limitation?

If you limit the AC you might as well not bother. An AC is strong early, but quickly drops off. Maybe just have it come on-line at level 4.

Also not sure the falconer is a good start point for balance. You get a restricted choice of animal companion and lose a combat feat and wild empathy to gain boon companion and a couple of custom tricks (effectively). You lose more than you gain after level 4 even if you want a feathered companion - in my opinion. And ranger isn't so high tier it can afford the loss.

Again depends on your goal and what you are balancing against.


(apologies for the double post - a disconnected idea warranted not editing the first post - I hope)

Maybe giving the AC weapon finesse and dex to damage at level 3-5 would allow a size cap and keep it relevant?


dragonhunterq wrote:

(apologies for the double post - a disconnected idea warranted not editing the first post - I hope)

Maybe giving the AC weapon finesse and dex to damage at level 3-5 would allow a size cap and keep it relevant?

You could also split SA progression between the two, as I had mentioned.


Yeah, I've been thinking about that. As in, the animal gets half his SA dice? Maybe instead the companion gets point of 1 SA damage per SA d6 the rogue gets?


I was thinking that the AC would get every other SA progression in place of the Rogue(3rd, 7th, 11th, etc), sorry, I worded it poorly.


sneak attack isn't so strong an ability you want to weaken it. Not without giving the rogue and AC something like pack flanking and then you are treading close to hunter.

Actually, maybe taking the hunter and removing the spells and adding sneak attack/rogue skills/talents/trapfinding might be an easier way to get the concept?

spells & one with the wild [17] => full/slightly reduced sneak attack
Wild empathy & orisons & track => trapfinding and trapsense
woodand stride [5] => uncanny dodge
swift tracker [8[ => imp uncanny dodge
capstone => master strike as rogue


Just out of curiosity: if you want an animal companion, what is it that you want from the rogue class? Maybe it is already possible to get what you want by going the other way round: pick a class with a companion and add the thing you want from the rogue?


Ciaran Barnes wrote:
Animal companions are sturdier, and intended for combat. The rogue is a combat class. Familiars are less capable in this regard, compared to companions anyways.

On the other hand, familiars can use the master´s skill ranks, and rogues have a ton of skill ranks. With their BAB being the master´s attack bonus, hitting isn´t much of a problem - though damage is, unless you go for a mauler familiar. One of those things is a surprisingly nasty fighter.

I would say ACs are a touch sturdier and better bodyguards, but it´s actually a good deal closer than expected. I would actually choose a familiar for the rogue for the overall versatility, and familiar archetypes are just sweet for things like getting rid of unwanted abiities (share spells, anyone?).


The existing companion classes are either nature-oriented (druid, hunter, ranger), or mount-oriented (cavalier, paladin). The rogue was intended to be an all-round adventurer, but is also more urban than any of those I listed and that is something I want to explore. Familiars feel like an extension of its master, whereas companions feel like another individual. Thats my feeling on them anyways.

I like the rogue class, and I like animal companions. I understand the rogue is not the greatest class, and that there could be easier ways to accomplish this. This is not a thing I will be playing - it is a homebrew/design experiment because its something I like doing.

The concept I started with was thin, but it was a guy (possibly a hobo-like guy) and a dog, and the two are seemingly inseparable. Not a master of the wilds who is more at home among beasts, not a horse-mounted knight. Just an AnonMD has been encouraging, I'd like the companion to become more like its master over time by adopting some of his class's traits or least making nods towards them. An animal doesn't need 8 skill points per level to make it a skilled animal, and its doens't need a handful of sneak attack dice to make it a sneaky opportunist. Nods towards those two things will suffice I think.

Alright, here's the next draft.

Flea-bitten (rogue)

Skills: At 1st level, a flea-bitten rogue adds Handle Animal and Heal to his list of class skills, and removes Linguistics and Knowledge (dungeoneering) from his list of class skills.

This alters a rogue's class skills.

Weapon and Armor Proficiency: Flea-bitten are proficient with all simple weapons. They are proficient with light armor, but not with shields.

This alters a rogue's weapon proficiencies.

Animal Companion (Ex): At 1st level, a flea-bitten earns the trust and companionship of an animal. This ability functions like the druid's animal companion ability (which is part of the nature bond class feature), except that the animal must be of the small size category. At 4th level, a flea-bitten may now have a companion that is of the medium size category. Temporary changes to the flea-bitten's or companions's size are permitted.

The replaces trapfinding and some of the weapons proficiencies a rogue would normally receive.

Skilled Companion: Beginning at 3rd level, a flea-bitten's animal companion gains a minimum of 2 skill points per hit die instead of 1. This applies to hit dice it already has as well as those it acquires in the future. The companion also adds Intimidate and Survival to its list of class skills.

This replaces trap sense or danger sense.

Dirty Duo: Beginning at 4th level, a flea-bitten's animal companion can gain teamwork feats and can ignore the prerequisites of any teamwork feat that its master qualifies for. It can also choose the Extra Talent feat as though it had the rogue talent class feature.

The companion also gains the ability to deal extra damage to an enemy that is unable to defend itself, as the rogue's sneak attack ability. However, instead of rolling d6's for extra damage against enemies denied a Dexterity bonus or those it flanks, the companion's extra damage equals half its master's flea-bitten level.

This ability replaces uncanny dodge.

Uncanny Dodge: At 8th level, a flea-bitten and his companion both gain uncanny dodge.

This ability replaced improved uncanny dodge.

Verdant Wheel

How about:

Dirty Duo:
Beginning at 4th level, the flea-bitten's animal companion can ignore prerequisites for teamwork feats so long as the rogue meets those prerequisites instead.

Secondly, the companion gains a +1 precision bonus to damage for each sneak attack dice the rogue has on attacks made against creatures that are denied it's dexterity bonus to AC or against creatures the rogue or the companion are flanking.

The part where the companion takes rogue talents seems more appropriate for a familiar (they are intelligent) than a companion, in my opinion. Also, if the damage scales with the rogue's it's easier to remember and a little neater.


Dirty Duo: Beginning at 4th level, a flea-bitten's animal companion can gain teamwork feats and can ignore the prerequisites of any teamwork feat that its master has. The companion also gains the ability to deal extra damage to an enemy that is unable to defend itself, as the rogue's sneak attack ability. This extra damage is 1 point per die of sneak attack damage that its master has.


Pathfinder Rulebook Subscriber

Skills: The Flea-Bitten Rogue gains 6+INT skills per level instead of 8+INT skills per level. Handle Animal, Knowledge (Nature), Ride, and Survival are class skills for the Flea-Bitten Rogue, but not Escape Artist, Knowledge (Local), or Linguistics. This alters Skills.

Weapon and Armor Proficiencies: The Flea-Bitten Rogue is proficient with all simple weapons, plus the shortbow and whip. This alters Weapon and Armor Proficiencies.

Animal Training: At Level 1 Flea-Bitten Rogue adds a bonus to Handle Animal checks equal to half their class level (minimum +1). This ability replaces Trapfinding.

Animal Companion: At Level 1 the Flea-Bitten Rogue gains the service of an animal companion as a Druid of their level. This companion must be small size or smaller. At Level 4 the companion may grow to Medium size if the base creature is a Medium-size creature. If her Animal Companion dies the she may replace it after spending 1 week in mourning. This replaces the Sneak Attack die increases gained at Levels 1, 7, 13, and 19.

Thick as Thieves: At Level 4 the Flea-Bitten Rogue grants her Teamwork Feats to her Animal Companion. The Animal Companion does not need to meet their prerequisites. This replaces Uncanny Dodge and Improved Uncanny Dodge.

Debilitating Ally: For Unchained Rogues, at Level 4 the Animal Companion benefits from the increased Debilitating Injury penalty as if they were the Rogue who applied the penalty. This ability alters Debilitating Injury and replaces the Rogue Talent gained at Level 4.

Skilled Companion: At Level 5 and every five levels thereafter the Flea-Bitten Rogue's animal companion gains an additional skill rank per level. These bonus skill ranks apply retroactively. For Unchained Rogues the Animal Companion instead gains a bonus skill rank per level on all skills the Unchained Rogue has chosen with Rogue's Edge, which alters the Rogue's Edge ability.

Anklebiter: At Level 5 the Flea-Bitten Rogue's Animal Companion gains a number of Sneak Attack dice equal to half the Rogue's (1d6 at 5, 2d6 at 11, 3d6 at 17). This replaces the feats the Animal Companion gains at 5 HD and 13 HD

Thoughts:
Animal Companion on a Rogue is really strong since it grants easier access to Sneak Attack. I attempted to balance it by trading nearly half their Sneak Attack dice for the companion and returned 3d6 through Anklebiter (indirectly). The AC has lower BAB and HP as well as being a gold investment, which helps balance out the damage boost. Increased Debilitating Injury bonuses help its accuracy and/or AC a bit too.

I wanted to give this archetype a Teamwork focus, and Thick as Thieves is the solution - sharing Teamwork Feats is incredibly powerful, and as the Rogue already gains a number of bonus feats (roughly 2 from Finesse Training, Weapon Finesse and Weapon Focus through talents, plus Combat Trick and Feat) I decided she would need to purchase them as normal.

Ultimately this archetype may be too powerful but it definitely looks fun to play. It's more or less a Hunter-Rogue hybrid.


I like the inclusion of short bow (can be used while mounted) and whip (used for animal training. You've made something that is more of a formal animal trainer (plus some other aspects) rather than just an adventurer who has bonded with an animal. The name "flea-bitten" might not fit your version. Giving the companion free teamwork feats is pretty nice too. I agree that you've made something of a hunter hybrid. Your writeup of skilled companion is confusing. If I understand, at every 5 levels the animal's number of skill points increases by 1. Level 4 = 4 skill points. Level 5. = 10 skill points. Level 10 = 30 skill points. level 15 = 60 skill points. is that right?


Pathfinder Rulebook Subscriber
Ciaran Barnes wrote:
I like the inclusion of short bow (can be used while mounted) and whip (used for animal training. You've made something that is more of a formal animal trainer (plus some other aspects) rather than just an adventurer who has bonded with an animal. The name "flea-bitten" might not fit your version. Giving the companion free teamwork feats is pretty nice too. I agree that you've made something of a hunter hybrid. Your writeup of skilled companion is confusing. If I understand, at every 5 levels the animal's number of skill points increases by 1. Level 4 = 4 skill points. Level 5. = 10 skill points. Level 10 = 30 skill points. level 15 = 60 skill points. is that right?

I didn't exactly imagine a formal trainer but that's just one image that could be achieved with this archetype. There's also the street urchin who saves a stray and bonds with it, becoming partners in their daily (mis)adventures. There's the carnival's animal trainer whose skill with animals is the main act of a show (he got an elephant to paint once). There's a royal falconer who works together with his charge as secret bodyguards for the young prince, relying on the falcon to pinpoint and mark targets so the falconer can put them down. Not to mention an example of the Farseer Trilogy, an assassin working with the vengeful ferret of a wrongfully-accused man to bring down a tyrant. Funny story, that.

Limiting the archetype to Simple weapons didn't feel right, and as the shortbow and whip are iconic weapons for animal trainers and hunters it seemed like a good choice. I gave them less skills than a normal rogue because Skilled Companion can potentially give you a second shot at a number of skills (you are correct in your interpretation btw: their minimum number of skill ranks increases by +1 every 5 levels, making them far better than any other companion at skills).

What sets this archetype apart is the "other aspects". A druid is a shapeshifting nature mage whose companion is more of an ally than a partner, and a Ranger's companion is all about hunting and killing specific targets in specific terrain. The Hunter set itself apart by being the first class to treat their companion as an equal, focusing on teamwork and stat boosts through Animal Focus plus some spells for support. The Rogue, however, doesn't have any magic to aid their companion - they share no special, magical bond like the nature-themed classes do. What they do share is a teamwork born of a mutual desire to survive - it's more of a symbiotic partnership where both benefit from the other. Hence the focus on teamwork feats, sneak attack, and sharing the debilitating injury penalties. The skill bonuses show that the animal companion stands to learn a lot from the Rogue and emphasizes their connection in the Unchained Rogue version by gaining the skills the Rogue is most focused in.

That's what I had in mind, anyway. I'd certainly play it.


I suppose the "formal animal trainer" bit is from adding 1/2 level to Handle Animal checks, since no other animal companion class gets that. Since a rogue is more likely to have Charisma bonus than any of those other classes, he would even be the best at it without this bonus. However, I agree with dragonhunterq on the subject of sneak attack. My instinct is that even if the dice will all be there (1/2 for the rogue, 1/2 for the a.c.), they will be better in the rogue's hands than in the companions. Thats not actually a criticism. Your version just takes the concept further.


Pathfinder Rulebook Subscriber
Ciaran Barnes wrote:
I suppose the "formal animal trainer" bit is from adding 1/2 level to Handle Animal checks, since no other animal companion class gets that. Since a rogue is more likely to have Charisma bonus than any of those other classes, he would even be the best at it without this bonus. However, I agree with dragonhunterq on the subject of sneak attack. My instinct is that even if the dice will all be there (1/2 for the rogue, 1/2 for the a.c.), they will be better in the rogue's hands than in the companions. Thats not actually a criticism. Your version just takes the concept further.

Thing is, leaving full Sneak Attack progression in the hands of the Rogue when their companion can flank with them (even easier if they share teamwork feats due to Pack Flanking) can get pretty crazy, especially since the Rogue's attack bonus will be higher on average (due to magic items, magic weapons, Debilitating Injury, and eventually even higher BAB). However, splitting them evenly could cause issues as well since companions can have multiple natural attacks and a good attack bonus early on. The effective 6-3 compromise addresses that.

I could swear that there were other classes or archetypes that get a Handle Animal bonus, but I might be wrong on that point. I would like to point out however that most classes with companions don't even need to make checks since they are bonded.


Ha. My hunter is 3rd leve and finally has a +9 to handle animal checks. If my elephant is wounded, I fail on a 1 or 2!


You might want to check out the Animal Speaker Bardic variant. The Duettist Also works heavily with an animal, though in this case it's a familiar. I'm still not clear what you're looking to do with the concept you're trying for here.

For frame of reference, a Bardic performance is roughly equal to a Rogue's Talent of equivalent level. So if you go with something like an animal trainer, I might suggest replacing Trapfinding, Trapsense and the 2nd, 6th, and 18th level Rogue Talents depending on what you want to achieve.


The concept is a rogue with an animal companion. What is done with that is up to a player that uses it. For myself, the intent was to homebrew an archetype that interested me.


its been a month. Here's the latest incarnation.

Flea-bitten (rogue archetype)

Skills: A flea-bitten adds Handle Animal and Heal to his list of class skills, and removes Linguistics and Knowledge (dungeoneering) from his list of class skills. He receives only 6 skill points per level, instead of 8.

This alters a rogue's class skills and skill ranks per level.

Weapon and Armor Proficiency: Flea-bitten are proficient with all simple weapons and light armor.

This alters a rogue's weapon proficiencies.

Animal Companion (Ex): At 1st level, a flea-bitten earns the trust and companionship of an animal. This ability functions like the druid's animal companion ability (which is part of the nature bond class feature), except that the animal must be of the small size category. A flea-bitten's animal companion adds its master's flea-bitten level to the number of skill points it has.

Beginning at 4th level, a flea-bitten may have an animal companion that is of the medium size category.

This replaces trapfinding and the extra weapons proficiencies a rogue would normally receive.

Skilled Companion: At 3rd level and every three levels thereafter, a flea-bitten chooses one skill. If his animal companion's Intelligence is less than 3, his choices are limited to Appraise, Bluff, Disable Device, Escape Artist, Intimidate, Perform, Sense Motive, Slight of Hand, or Survival. The chosen skill is added to the companion's list of class skills and it gains the ability to use the skill. Note that certain uses of a skill can be beyond the mental or physical capabilities of animals. For example, animals cannot speak, they have motivations that are different from those of a human, and most cannot grasp or manipulate objects with hands.

This replaces trap sense or danger sense.

Dirty Duo: Beginning at 4th level, a flea-bitten's animal companion can gain teamwork feats and can ignore the prerequisites of any teamwork feat that its master has. The companion also deals extra damage to any enemy that is unable to defend itself, as the rogue's sneak attack ability. This extra damage is 1 point per die of sneak attack damage that its master has.

Beginning at 8th level, a flea-bitten and his animal companion can not be flanked by enemies they both threaten.

This ability replaces uncanny dodge and uncanny dodge.


looks pretty good gave it an ability actually worth trading uncanny dodge and improved uncanny dodge but you need to fix this part

Quote:
This ability replaces uncanny dodge and uncanny dodge."

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Rogue with animal companion? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules