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CAVE GECKO

ANIMAL COMPANION

UNCOMMON

Your companion is a sticky-footed lizard like a gecko or anole.

Size Small

Melee jaws (finesse), Damage 1d6 piercing

Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0

Hit Points 6

Skill Stealth

Senses low-light vision, scent (imprecise) 30 feet

Speed 25 feet, climb 25 feet

Support Benefit Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to Disarm, Shove, or Trip an opponent and roll a critical failure, you get a failure instead.

Advanced Maneuver Tongue Pull

Create your own Companion

You can setup your own animal companion. Just set your level up and set your animal companion advancement up. That’s all.

Choose Initial Size

Character’s Level

Animal Companion Advancement

Specialization

Animal Barding

YOUNG CAVE GECKO

CREATURE 1

SMALL

MEDIUM

LARGE

ANIMAL

MINION

Perception +5; low-light vision, scent (imprecise) 30 feet

Skills Acrobatics +5 , Athletics +4 , Intimidation +0 , Stealth +5 , Survival +2

Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0

AC 15 Fort +3, Ref +5, Will +4

HP 13

Speed 25 feet, climb 25 feet

Melee jaws +5 / +0 / -5 (finesse, magical), Damage 1d6+2 piercing

Specialization Effect

Support Your animal companion supports you. Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to Disarm, Shove, or Trip an opponent and roll a critical failure, you get a failure instead.

If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.

Tongue Pull (attack); Effect The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe’s Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is forced movement. On a critical success, the foe is also grabbed until the beginning of your next turn.