Animal Companions and Feats: What's Available?


Rules Questions


1 person marked this as FAQ candidate.

So I'm looking at this:

"Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency)."

And I'm not really sure why that section was even put in. It seems like, for all intents and purposes, there really is not restriction on what feats animal companions can take beyond those which will not biologically/anatomically function.

...Or is there? Can someone (or someoneS) offer a little clarification? Are there any real, hard-and-fast restrictions on what feats animal companions can have?


Besides the Animal Feats, Animal Companions can take any feat they qualify for.

That being said, there are plenty of feats they cannot qualify for. Specifically those that require an INT of 13 or higher (which is damn hard to get on your companion), or feats that require class prerequisites (Fighter level 8th, for example.)

Liberty's Edge

I have to disagree, Kryptik. The full verbiage from "Animal Feats" is:

Animal companions can select from the following feats:
Acrobatic, Agile Maneuvers, Armor Prof iciency (light,
medium, and heavy), Athletic, Blind-Fight, Combat
Ref lexes, Diehard, Dodge, Endurance, Great Fortitude,
Improved Bull Rush, Improved Initiative, Improved
Natural Armor (see the Pathfinder RPG Bestiary),
Improved Natural Attack (see the Pathfinder RPG
Bestiary), Improved Overrun, Intimidating Prowess, Iron
Will, Lightning Ref lexes, Mobility, Power Attack, Run,
Skill Focus, Spring Attack, Stealthy, Toughness, Weapon
Finesse, and Weapon Focus. Animal companions with
an Intelligence of 3 or higher can select any feat they are
physically capable of using.
(emphasis mine)

We can't just say "(They) can take any feat they qualify for", because ruling that way eliminates some of the benefit from raising your familiar's INT beyond 2.

In my games, Animal Companions can take what is in the list, or they can raise their INT and take other, more cerebral feats. I do make some exceptions, for example, Improved Drag from the APG would be allowed, as it is fully comparable to Improved Overrun. It'd have been nice to have the APG include a list of which Feats are appropriate for Companions, but hey, you can't have everything.


Jeremiziah wrote:

I have to disagree, Kryptik. The full verbiage from "Animal Feats" is:

Animal companions can select from the following feats:
Acrobatic, Agile Maneuvers, Armor Prof iciency (light,
medium, and heavy), Athletic, Blind-Fight, Combat
Ref lexes, Diehard, Dodge, Endurance, Great Fortitude,
Improved Bull Rush, Improved Initiative, Improved
Natural Armor (see the Pathfinder RPG Bestiary),
Improved Natural Attack (see the Pathfinder RPG
Bestiary), Improved Overrun, Intimidating Prowess, Iron
Will, Lightning Ref lexes, Mobility, Power Attack, Run,
Skill Focus, Spring Attack, Stealthy, Toughness, Weapon
Finesse, and Weapon Focus. Animal companions with
an Intelligence of 3 or higher can select any feat they are
physically capable of using.
(emphasis mine)

We can't just say "(They) can take any feat they qualify for", because ruling that way eliminates some of the benefit from raising your familiar's INT beyond 2.

In my games, Animal Companions can take what is in the list, or they can raise their INT and take other, more cerebral feats. I do make some exceptions, for example, Improved Drag from the APG would be allowed, as it is fully comparable to Improved Overrun. It'd have been nice to have the APG include a list of which Feats are appropriate for Companions, but hey, you can't have everything.

Yeah, I slightly misspoke. I meant "Animal Companions with an INT of 3 or higher can take anything they qualify for."

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