AQUATIC FAMILIARS
Beaver (see below): +3 Bonus to Craft Checks
Giant Leech (see Stormwrack for stats): +3 Bonus to Heal Checks
Giant Salamander (see below): +2 Bonus on Fortitude Checks
Monstrous Crab (Tiny, see below): +1 Natural Armor Class Bonus
Monstrous Diving Spider (Small, see Stormwrack for stats): +3 Bonus on Move Silently Checks
Otter (see Stormwrack for stats): +3 Bonus on Tumble Checks
Seal (see Stormwrack for stats): +3 Bonus on Sense Motive Checks
Sea Snake (Tiny, see Stormwrack for stats): +2 Bonus on Reflex Saves
Shark (Small, see below): +3 Bonus on Survival Checks
Stingray (see Stormwrack for stats): +3 Bonus on Hide Checks
Beaver
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Swim 20 ft.
Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Bite -1 melee (1d4-1)
Full Attack: Bite -1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low Light Vision, Hold Breath, Scent
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con 14, Int 2, Wis 12, Cha 6
Skills: Craft (Dam building) +4, Listen +3, Swim +7
Feats: Skill Focus (Craft)
Environment: Cold or Temperate Forest or Swamps
Organization: Colony (4-8)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---
You all pretty much know what Beavers are.
Hold Breath (Ex): A Beaver can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Skills: Beavers gain a +4 Racial Bonus to Craft (Dam Building) Checks, and a +8 Racial Bonus to Swim Checks. They can always Take 10 on a Swim Check even if distracted or endangered, and mya use the Run action while Swimming in a straight line.
Combat: Beavers rarely initiate combat except in defense.
Giant Salamander
Small Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: Swim 20 ft. (4 squares)
Armor Class: 13 (+1 Size, +1 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Low Light Vision
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 10, Dex 12, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +5, Listen +3, Spot +3, Swim +8
Feats: Weapon Finesse
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---
These are your carnivorous ambush predators form prehistory.
Improved Grab (Ex): To use this ability, a Salamander must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the Salamander establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Skills: A Salamander has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A Salamander gains a +4 racial bonus on Hide checks when in the water. Further, a Salamander can lie in the water with only its eyes showing, gaining a +10 cover bonus on Hide checks.
Combat: Similar to alligators and crocodiles, giant salamanders are liers in wait.
Monstrous Crab (Tiny)
Tiny Vermin (Aquatic)
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +1
Speed: 15 ft. (3 squares)
Armor Class: 17 (+2 Size, +1 Dex, +4 Natural), touch 13, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Claw +1 melee (1d3-2)
Full Attack: 2 Claws +1 melee (1d3-2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Constrict 2d3-1, Improved Grab
Special Qualities: Amphibious, Low Light Vision, Vermin Traits, Scent
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 6, Dex 13, Con 12, Int -, Wis 11, Cha 2
Skills: Hide +4, Spot +4
Feats: Weapon Finesse (B)
Environment: Temperate Aquatic
Organization: Colony (2-5) or Swarm (6-11)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
Your regular every day big crab.
Constrict (Ex): On a successful grapple check, a Crab deals 2d3-1 points of damage.
Improved Grab (Ex): To use this ability, a Crab must hit with its Claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Skills: Crabs gain a +4 Racial Bonus to Grapple, Hide, and Spot Checks.
Combat: Grab and squeeze baby, grab and squeeze.
Shark (Small)
Small Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-5
Attack: Bite +3 melee (1d4-1)
Full Attack: Bite +3 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Blindsense, Keen Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 9, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +5, Spot +5, Swim +7
Feats: Alertness, Weapon Finesse (B)
Environment: Cold Aquatic
Organization: Solitary, School (2-5), or Pack (6-11)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: 2 HD (Small)
Level Adjustment: ---
Smaller sharks like Leopard sharks and such.
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Combat: Hit and run like most sharks.
AQUATIC FAMILIARS VIA IMPROVED FAMILIAR
3rd Level Caster: Celestial Otter, Fiendish Giant Leech, Porpoise
5th Level Caster: Octopus, Sea Lion, Snapping Turtle, Squid
7th Level Caster: Crocodile, Dire Eel, Hippocampus, Large Shark, Medium Monstrous Crab, Seawolf, Skum