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 |
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
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.
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
Environment any
Organization solitary, pair, or skulk (3–12)
Treasure none
This cunning yet wary animal pounces on live prey.
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +3, Will +0
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
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.
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
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.
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +6, Ref +3, Will +1
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
Environment any
Organization solitary, pair, or herd (3–12)
Treasure none
This clever, sociable animal may be trained to do many tasks.
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +3
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