Companion Rules

Companions

Below dictates the information, progression, and options given to a conjuration companion. While SPB is defined as its progression indicator some classes may not have a SPB or may emulate their levels as SPB for the purposes of progression on this chart.

For the purposes of games that may go past 20th or the rare cases that allow a companion’s progression to go beyond the normal rate this chart goes 40th.

When a companion is first created it must select a base form and a type; once chosen this defines the base properties of the creature, and further talents may be purchased to further customize the abilities of this creature.

Companions gained through class features may not have talents applied to them from sources besides the class they were granted from, though multiple sources of SPB may still determine their progression. Companions gained from similarly named class features (such as two classes having the Animal Companion) class feature may treat such classes as the same source and benefit from talents granted by those classes.

For example a wizard may have the summon companion spell, and the animal companion from ranger, but his spell talents may only affect his summon companion spell, while the talents gained from ranger may only ever affect his animal companion class feature companion.

Table: Companion

Companion Features

 * Base Size: Medium. You may choose to make a companion Small-sized instead of Medium-sized. In this case, the companion gains the usual changes for being Small (+4 Stealth and Fly bonus, decreased weapon damage die size).
 * Spell Prowess Bonus: This is an indicator of the SPB of the summoner that summoned the companion. This helps indicate what hit dice and other features the companion possesses.
 * Skill Ranks: A companion gains 2+Int Modifier skill points per hit die.
 * Hie Die: All companions have a d10 hit die. Gaining maximum hit points at 1st level like players.
 * Natural Armor: All companions have a natural armor bonus of some sort based on their form, this natural armor increases by 1 for every 5 hit die they possess.
 * Saves: A companion has 2 good saves and 1 bad save dependent on the creature’s form.
 * Languages: A companion begins understanding and speaking one language that the caster also speaks.
 * Feats: A companion begins with one feat, and gains another feat at every odd Hit Dice. A companion may gain any feat for which it qualifies.
 * Ability Score Increase: Just like PCs and monsters, a companion gains a permanent +1 inherent bonus to an ability score of the caster’s choice for every Hit Dice possessed plus an additional +1 every even hit dice. A single stat cannot have more than ½ the creature’s hit dice rounded up in inherent bonus for a single stat
 * Devotion: At 5 Hit Dice, a companion gains a +4 morale bonus on Will saves against charm and enchantment keyword spells and effects.

Companion Base Forms
Below are the base forms each companion must choose when first gained, some classes may pre-choose what shape the companion takes. Overall the form is meant to simply be a chassis for your companion for which everything builds on.

Amorphous
Size: Medium

Speed: 20 ft.

Natural Armor Bonus: +4

Saving Throws: Fort (good), Reflex (bad), Will (good)

Natural Weapons: Slam(1d6)

Base Attributes: Str 16, Dex 9, Con 17, Int 7, Wis 12, Cha 10.

Reach Progression: Long

Limbs: None

Hands: No

Avian
Size: Medium

Speed: 20 ft.

Natural Armor Bonus: +2

Saving Throws: Fort (good), Reflex (good), Will (bad)

Natural Weapons: Bite, 2 Talons

Base Attributes: Str 13, Dex 17, Con 14, Int 7, Wis 11, Cha 12.

Reach Progression: Tall

Limbs: Head, 2 Legs, and 2 Wings

Hands: No

Additional Effects: The avian companion possesses a fly speed of 15 feet that only functions during the companion's turn. At the end of the companion's turn if they are not on a surface that can properly support them they instead glide to the ground at a rate of 30 feet per round, but suffer no falling damage otherwise. If the avian companion later gains a fly speed they instead increase the speed by 5 feet and the maneuverability by 1 step (to a maximum of perfect)

Biped
Size: Medium

Speed: 30 ft.

Natural Armor Bonus: +2

Saving Throws: Fort (good), Reflex (bad), Will (good)

Natural Weapons: 2 slams

Base Attributes: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10.

Reach Progression: Tall

Limbs: Head, 2 arms, 2 Legs

Hands: Yes

Orb
Size: Medium

Speed: 5 ft.

Natural Armor Bonus: +2

Saving Throws: Fort (bad), Reflex (good), Will (good)

Natural Weapons: Bite(1d6), Slam(1d6)

Base Attributes: Str 7, Dex 16, Con 14, Int 13, Wis 13, Cha 13.

Reach Progression: Long

Limbs: Head

Hands: No

Additional Effects: An orb may float instead of walk at a rate of 30 feet per round across the ground, but otherwise may not fly upwards. If a orb would fall they are not subject to falling damage and instead fall at a rate of 30 feet per round until they reach the ground. For every 5 hit dice an orb possesses they may float an additional 5 feet higher off the ground. Hovering is not treated as flying as as such does not require acrobatics checks, and is considered a supernatural ability.

Quadruped
Size: Medium

Speed: 40 ft.

Natural Armor Bonus: +2

Saving Throws: Fort (good), Reflex (good), Will (bad)

Natural Weapons: Bite(1d6), 2 Claws (1d4)

Base Attributes: Str 16, Dex 16, Con 14, Int 7, Wis 9, Cha 10.

Reach Progression: Long

Limbs: Head, 4 legs

Hands: No

Serpentine
Size: Medium

Speed: 20 ft.

Natural Armor Bonus: +4

Saving Throws: Fort (bad), Reflex (good), Will (good)

Natural Weapons: Bite(1d6), Tail(1d6)

Base Attributes: Str 15, Dex 17, Con 12, Int 7, Wis 10, Cha 12.

Reach Progression: Tall

Limbs: Head, Tail

Hands: No

Arachnid
Size: Medium

Speed: 20 ft. Climb 20 ft.

Natural Armor Bonus: +2

Saving Throws: Fort (good), Reflex (good), Will (bad)

Natural Weapons: Bite(1d6)

Base Attributes: Str 15, Dex 16, Con 14, Int 7, Wis 12, Cha 10.

Reach Progression: Long

Limbs: Head, 8 legs

Hands: No

Each companion base form lists its reach progression if it is long or tall. This is to signify how its reach progresses due to its base shape. A creature with a reach of 0 must occupy the same square as the creature they are attacking.

Companion Types
A type defines much of the theme of a companion once the base form is chosen. A companion may only benefit from a single type (unless otherwise noted). Many types have an affinity associated with them, and this is important for any caster wishing to take the Summon Companion spell; some classes may grant a type without the need to meet this prerequisite.

Each companion type has an associated creature type as well; outside of counting as a creature of this type the companion gains no other benefits related to this type, unless otherwise specified.

Animal
Prerequisite: Nature Affinity or Wind Affinity(if Avian Base Form)

Creature Type: Beast

Benefit: Your companion has an animal intellect, with its starting Intelligence reduced to 2. An animal companion may only follow simple commands; such as come, go, stay, attack, or guard, unless their intelligence is raised to 3 or higher. Without direction, they are friendly to the creature that summoned them but otherwise act according to their nature. An animal companion gains a +20 feet bonus to its land speed (or fly speed if it possesses one), as well as the scent ability.

Aquatic
Prerequisite: Water Affinity

Creature Type: Aquatic

Benefit: Your companion reduces its land speed (or one of its speeds if it lacks a land speed) by 20 feet(minimum 5) and gains a 20 feet swim speed. The companion becomes capable of breathing air and water, and gains tremorsense 15 feet. If this companion later gains the Water Being talent, increase the swim speed granted by that talent by +10 feet.

Special: You may choose to make the creature an aquatic animal, reducing their Intelligence to 2. An aquatic animal companion may only follow simple commands; such as come, go, stay, attack, or guard, unless their intelligence is raised to 3 or higher. Without direction, they are friendly to the creature that summoned them but otherwise act according to their nature. An aquatic animal gains a +20 feet bonus to its swim speed (or fly speed if it possesses one), as well as the scent ability.

Constructed
Prerequisite: Earth Affinity or Electric Affinity

Creature Type: Construct(Living)

Benefit: Your companion is closer to mechanical or a golem. The companion gains heavy fortification and DR 2/- +1 per 3 Hit Dice. In addition your companion no longer needs to breathe.

Fey
Prerequisite: Nature Affinity

Creature Type: Fey

Benefit: Your companion is closer to that of the fey, gaining DR 4/cold iron +1 per 3 Hit Dice, +1 saves vs. illusions and mind-affecting effects +1 per 3 Hit Dice.

Ooze
Prerequisite: Nature Affinity

Creature Type: Slime

Benefit: Your companion mimics the properties of oozes and slime creatures. The companion can move through an area the size of ¼ its space without squeezing, or ⅛ if squeezing. The companion gains the heavy fortification and engulf abilities.

Celestial
Prerequisite: Light Affinity

Creature Type: Elemental(Light)

Benefit: Your companion takes on the aspects of an angelic being. Celestial companions gain DR 2/- +1 per 5 Hit Dice, Resist 1 against Light, Dark, and Cold (improving by 1 per 5 Hit Dice). In addition its attacks deal half physical, and half light damage.

Anarchic
Prerequisite: Entropic Affinity

Creature Type: Elemental(Entropic)

Benefit: Your companion is closer to a being of chaos and entropy. Anarchic companions gain DR 2/- +1 per 5 Hit Dice, Resist 1 against Entropy, Light, and Dark (improving by 1 per 5 Hit Dice). In addition its attacks deal half physical, and half entropic damage.

Fiendish
Prerequisite: Fire Affinity

Creature Type: Elemental(Fire)

Benefit: Your companion is closer to a devil of fiendish hellfire. Fiendish companions gain DR 2/- DR 2/- +1 per 5 Hit Dice, Resist 1 against Fire, Cold, and Wind (improving by 1 per 5 Hit Dice). In addition its attacks deal half physical, and half fire damage.

Demonic
Prerequisite: Dark Affinity

Creature Type: Elemental(Dark)

Benefit: Your companion is closer to a demon. Demonic companions gain DR 2/- +1 per 5 Hit Dice, Resist 1 against Dark, Nature, and Fire (improving by 1 per 5 Hit Dice). In addition its attacks deal half physical, and half dark damage.

Plant
Prerequisite: Nature Affinity

Creature Type: Plant

Benefit: Your companion has the aspects of plantlife. It gains low-light vision, and a +2 bonus on saves against mind-affecting, improving by +1 per 2 Hit Dice. In addition it gains immunity to paralysis, poison, and sleep, and no longer requires sleep.

Monstrous Humanoid
Prerequisite: Any non-Bipedal Base Form, Any Affinity

Creature Type: Monstrous Humanoid

Benefit: A monstrous humanoid gains a reach progression of tall and may gain a pair of arms in addition to the limbs granted by their base form. In addition a monstrous humanoid may choose to gain a specific heritage of a monstrous humanoid race of its choice, and gains a bonus racial feat 1st level and may qualify for racial feats for creatures of that race. If you do not select a race and heritage you instead gain proficiency in a single simple weapon and light simple armor of your choice.

Humanoid
Prerequisite: Bipedal Base Form only, Any Affinity

Creature Type: Humanoid

Benefit: A humanoid may choose to gain a specific heritage of a humanoid race of its choice, and gains a bonus racial feat 1st level and may qualify for racial feats for creatures of that race. In addition humanoids gain proficiency in a single simple weapon and light simple armor of your choice.

Undead
Prerequisite: Dark Affinity or Cold Affinity

Creature Type: Undead

Benefit: Your companion mimics the properties of undead, gaining vulnerability to Light element, damaged by light affinity healing, but is healed from Dark element damage. The companion gains a +4 bonus to saving throws and skill checks to avoid exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. Undead type companions no longer needs to breathe, granting it immunity to drowning, suffocation, or gas-based effects.

Companion Talents
All companion talents can be selected as magic talents by casters who have the summon companion spell. Some companion talents may be granted by some classes without needing to meet this prerequisite, though usually limit the selection when doing so. Unless otherwise specified companion talents apply only to a single companion and must be bought separately for each companion they apply to (though some talents and abilities may allow a talent to apply to all).

Altered Size
Prerequisite: Summon Companion

Benefit: Your companion increases or decreases permanently by 1 size category. You may take this talent to apply to the same companion an additional time at 4th SPB and every 4 thereafter. A companion cannot become smaller than Fine or larger than Gargantuan. See the “Creature Size Chart” in the combat rules for a list of all the adjustments a creature gains for a change in size.

Variable Size
Prerequisites: Summon Companion, Altered Size

Benefit: You may, as a standard action, adjust your companion’s size to any size allowed by your Altered Size talent(s); for example a medium companion with Altered Size taken 3 times may have their size shifted to any size between fine and gargantuan. This effect lasts until you spend a standard action to adjust your companion’s size again.

Armored Companion
Prerequisite: Summon Companion

Benefit: When applying this talent to a companion select one of the following benefits:


 * Your companion gains armor as appropriate for its form and appearance (usually determined by the caster). The companion gains a +3 armor bonus, +1 at every three Hit Die beyond 1st. Unlike normal armor this armor cannot be enhanced using magic that would enhance armor, but also does not fall into a category of heavy or light armor, and is not subject to the armor redirection or armor sacrifice abilities or normal armor.
 * Your companion gains proficiency in all light and heavy simple armors, and a single martial light or heavy armor of their choice.

Battle Companion
Prerequisite: Summon Companion

Benefit: Your companion gains proficiency with all simple weapons and when summoned, may appear with up to 2 weapons it is proficient with (no special materials). For every 3 hit dice possessed these weapons gain a +1 enhancement bonus to a maximum of +5. A companion may choose to instead apply this enhancement bonuses to any 2 natural weapons they possess.

You may reduce the number of weapons the creature is summoned with by 1 to grant it the Unusual Grip Feat martial feat as a bonus feat, even if it would not meet the prerequisites.

A companion may have this talent applied a second time. If gained a second time, it gains proficiency with all martial weapons, may summon with up to 4 weapons instead of 2 (or apply to 4 natural weapons), and may use your SPB in place of its BAB to determine what combat and martial feats it may qualify for.

Special: If your companion gains proficiency in a martial or exotic weapon through another source it may summon it as well using this ability.

Special: If the companion has the Unusual Grip feat, or later gains it in addition to having it granted by this talent, the companion no longer takes the -2 penalty to attack rolls when utilizing this feat.

Bestial Companion
Prerequisite: Summon Companion

Benefit: Your companion gains a new set of natural attacks chosen from the list below. A companion must possess the appropriate limb and may not apply multiple natural weapons to the same limb. This talent may be selected multiple times; each time granting a new set of natural attacks.


 * A Bite attack (1d6 Medium, 1d4 Small, requires head).
 * 2 claws (1d4 Medium, 1d3 Small, requires arms or the front pair of at least 4 legs).
 * A gore attack (1d6 Medium, 1d4 Small, requires head).
 * 2 hooves(1d4 Medium, 1d3 Small, requires legs).
 * 2 pincers (1d6 Medium, 1d4 Small, requires arms).
 * 2 slams (1d4 Medium, 1d3 Small, requires arms).
 * A stinger (1d4 Medium, 1d3 Small, requires tail).
 * A tail slap (1d6 Medium, 1d4 Small, requires tail).
 * 2 talons (1d4 Medium, 1d3 Small, requires 2 legs).
 * A tentacle attack (1d4 Medium, 1d3 Small, no requirement).
 * 2 wings (1d4 Medium, 1d3 Small, requires wings).

Burrowing Companion
Prerequisite: Summon Companion, SPB 3rd

Benefit: Your companion gains a 15 feet burrow speed as well as tremorsense 15 feet. Its burrow speed and tremorsense increase by 5 feet per 4 Hit Dice. If the companion already possessed a tremorsense instead improve their existing tremorsense by 15 feet.

Camouflaged Companion
Prerequisite: Summon Companion

Benefit: Your companion is capable of shifting its body to blend in with its surroundings, granting itself 1 + ½ the companion’s hit dice to stealth checks as a circumstance bonus.

Climbing Companion
Prerequisite: Summon Companion

Benefit: Your companion gains a 20 foot climb speed. If the companion already possesses a climb speed, it gains a +10 feet bonus to that climb speed.

Draconic Companion
Prerequisite: Summon Companion

Keyword: Elemental(Cold, Electric, Fire)

Benefit: Your companion is draconic in nature gaining a breath weapon which it may be used once per 1d4 rounds. When this talent is gained you may choose this breath weapon to be a 30-foot cone or 60-foot line. This breath weapon deals 1d8 damage per 2 hit dice it possesses (minimum 1d8). The reflex save attack of this breath weapon is ½ their Hit dice plus constitution modifier, with a failed save attack dealing half damage. The damage dealt by this talent is chosen upon gaining it from any of the affinity talents you possess; if you gain a new affinity talent later you may change this talent to the new element if desired.

Special: You may use effect universal talents with this ability, but must pay the spell point cost on behalf of your companion each time it is applied to its breath weapon.

Elemental Companion
Prerequisite: Summon Companion

Keyword: Elemental(Any)

Benefit: Your companion is a being attuned to a particular element. Your companion deals additional damage of that element’s type with all of its natural weapons equal 1/2 the summoner's SPB. The damage dealt by this talent is chosen upon gaining it from any of the affinity talents you possess; if you gain a new affinity talent later you may change this talent to the new element if desired.

Special: You may not apply effect universal talents to this ability.

Improved Limbs
Prerequisite: Summon Companion

Benefit: Your companion gains one of the following sets of limbs or improvements to their limbs. Unless stated otherwise these do not automatically grant any additional attacks or natural weapons:

Special: This talent may be selected multiple times selecting a different limb or the same each time, unless the limb specifies otherwise.
 * Arms: The creature gains one of the following:
 * An additional arm or pair of arms; these arms lack natural weapons but can hold and manipulate objects as well as wield objects if capable.
 * The creature may strengthen a pair of arms it possesses, gaining the benefits of the giant's grip feat, even if they would not meet the prerequisites, but only when wielding weapons with that arm or pair of arms. This may be selected more than once but a new pair of arms must be chosen each time to apply it to.
 * The creature may strengthen a pair of arms it possesses, improving the damage dice of natural weapons on that limb by 1 step (such as claws or slams). This may be selected more than once, but may not be applied to the same pair of arms more than once plus an additional time per 6 SPB.
 * Tail: The creature gains one of the following:
 * The creature gains a tail and a tail slap natural weapon with damage appropriate for their size.
 * The creature may improve an existing tail, allowing it to hold objects as if it were a hand, and retrieve objects from a belt or pouch as a reaction on their turn. This may be selected more than once but a new tail must be chosen each time to apply it to.
 * Legs: The creature gains one of the following:
 * A pair of legs and a 20 foot land speed if it did not already possess a land speed. If this is not the companion’s first pair of legs, the creature gains the usual +2 bonus to CMD against trip attempts for each additional pair of legs. The creature gains the quadruped(2) universal ability if they have at least 4 legs, and may treat their strength as 1 higher per pair of legs beyond
 * The creature may strengthen a pair of legs it possesses, improving the damage dice of natural weapons on that limb by 1 step (such as hooves or talons). This may be selected more than once, but may not be applied to the same pair of arms more than once plus an additional time per 6 SPB.
 * The creature may treat their strength as 2 higher for the purposes of determining their carry capacity and strength rating for armor. This option may only be applied once.
 * Torso: The creature gains one of the following:
 * The creature's torso matches more of that of a humanoid creature. If the creature possesses the “long” reach progression; they instead gain “tall” reach progression; and may gain a pair of arms if they did not possess a pair already; these arms lack natural weapons but can hold and manipulate objects as well as wield objects if capable.
 * The creature gains an additional hit point per SPB you possess. This option may only be selected once.
 * Head: The creature gains one of the following:
 * An extra head that does not possess its own personality nor natural attacks. The creature gains immunity to flanking and for each additional head gains a +1 bonus to all intelligence and wisdom base skill checks.
 * The creature’s mind improves granting them an additional skill rank per hit dice.

Flying Companion
Prerequisite: Summon Companion, SPB 5th

Benefit: Your companion gains wings and a 30 feet fly speed with a maneuverability of average. This increases by 5 feet per 4 Hit Dice.

You may take this talent a second time if you do you may make one of the following choices:


 * Your companion gains flight through magical means: it does not gain wings, instead gaining a maneuverability of perfect, and the fly speed improves by 10 feet. This then becomes a supernatural ability.
 * Your companion’s wings become stronger gaining two wing natural weapon attacks, if it already possesses two wing natural attacks the damage improves by one step. In addition it halves all penalties to acrobatics checks to fly related to size.

Mount
Prerequisite: Summon Companion

Benefit: This talent may only be applied to companions with a base form suitable to serve as a mount (usually quadruped, serpentine, or vermin). Your companion always appears equipped with a suitable military saddle for its form that does not count against its carrying capacity. If your companion possesses a burrow speed or the earth glide ability, you may travel with it while mounted.

Quick Companion
Prerequisite: Summon Companion

Benefit: Your companion’s gains an additional +10 feet bonus to its land speed plus an additional +10 for every 4 Hit Dice. In addition the companion gains the run feat as a bonus feat if it does not already possess it.

Resistant Companion
Prerequisite: Summon Companion

Benefit: Choose one element you possess an affinity for. Your companion gains Resist 1 to that element increasing by 1 for every 5 hit dice it possesses.

Sage Companion
Prerequisite: Summon Companion

Benefit: Your companion’s base intelligence score improves to 10. This is applied before other bonuses such as the inherent bonus gained from leveling. Your companion gains skill ranks as usual from this increase. If the companion’s intelligence was already 10 they instead gain an additional skill rank per level.

Superior Senses
Prerequisite: Summon Companion

Benefit: Your companion gains either darkvision 60 feet, low-light vision, or the scent ability. If your companion possesses darkvision from another source, increase its range by 30 feet. If it already possesses the scent ability, it increases its range by 30 feet.

Versatile Companion
Prerequisite: Summon Companion

Benefit: When selected this talent grants a companion a single feat that it qualifies for. This talent may be taken more than once for each companion; each time it grants an additional bonus feat to that companion.

Water Being
Prerequisite: Summon Companion

Benefit: Your companion gains a 30 feet swim speed, the ability to breathe underwater, and tremorsense 15 feet. For every 4 Hit Dice, the swim speed increases by 10 feet and the blindsense increases by 5 feet.

Willful Companion
Prerequisite: Summon Companion

Benefit: Whenever your companion rolls a Will saving throw, it may roll twice and take the higher result.