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.

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
You may choose to make a companion Small-sized instead of Medium-sized. In this case, the companion gains a +2 bonus to Dexterity, a -2 penalty to Strength, as well as the usual changes for being Small (+4 Stealth bonus, +1 AC, +1 to-hit, decreased damage size, etc.).

Skill Ranks: A companion gains 2+Int Modifier skill points per hit die.

Hie Die: All companions have a d10 hit die.

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 Die. A companion may gain any PC or monster 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 die. 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.; AC +4 natural armor; Saves Fort (good), Ref (bad), Will (bad); Attack slam (primary, 1d6 Medium, 1d4 Small); Str 16, Dex 8, Con 16, Int 7, Wis 12, Cha 11. Reach Progression Long

Amorphous companions lack discernable limbs and may not be tripped unless gaining legs from another source.

Avian

Size Medium; Speed 20 ft., Fly 15 ft*. (average); AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack Bite (primary, 1d4 Medium, 1d3 Small), 2 talons (primary, 1d4 Medium, 1d3 Small, creature must be airborne to use); Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11 Reach Progression Tall

Avian creatures are birds and bird-like magical beasts and outsiders. An avian companion has a head, 2 legs, and 2 wings

* This fly speed only functions on the companion’s turn. If the companion is not on a surface that can support it on the end of its turn, it glides to the ground, taking no falling damage. If the companion gains a natural fly speed from the Avian Creature talent, increase the maneuverability of that speed by 1 step.

Biped

Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 slams (1d4); Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11 Reach Progression Tall

Bipeds are usually humanoids, and begin with 2 legs, 2 arms, and a head.

Orb

Size Medium; Speed 5 ft. Hover*, 30 ft. (average); AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite or slam (choose 1) (1d6); Str 7, Dex 16, Con 13, Int 10,Wis 12, Cha 11. Reach Progression Long

Orb creatures are lantern archons, will-o-wisps, gibbering orbs, and other mystical fey, outsiders, constructs, or aberrations with a floating sphere-like appearance and supernatural movement. An orb lacks any limbs, but may treat its body as a head for the purpose of adding natural attacks. An orb companion may not be tripped unless gaining legs from another source.

* An orb may float up to 5 feet plus 5 feet per 5 Hit Dice above the ground, with a horizontal movement speed of 30 feet. When floating this way, Fly checks are not required to hover. When falling the orb may choose to descend at a slower rate to control its fall and to negate all falling damage it would take. When descending it has a glide speed of 30 feet if it chooses to move while falling. This is a supernatural ability.

Quadruped

Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11 Reach Progression Long

Quadrupeds are usually beasts, and begin with 4 legs and a head.

Serpentine

Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11 Reach Progression Tall

Serpentine creatures are snakes, fish, and other elongated creatures. They begin with a head, but no arms or legs.

Vermin

Size Medium; Speed 20 ft., Climb 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11 Reach Progression Long

Vermin are usually insects or arachnids, and begin with either 6 or 8 legs and a head and gain a +6 bonus to CMD vs. trip attempts from its additional legs.

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.

Animal
Prerequisite: Nature Affinity or Wind Affinity(if Avian Base Form); cannot be Bipedal Base Form.

Benefit: Your companion has an animal intellect, with its starting Intelligence reduced to 2. An animal companion gains the animal creature type and requires the use of the Handle Animal skill to direct unless its 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. Despite being of animal intelligence the animal companion does not need to be guided using handle animal unless being pushed to force march or hustle, in which you may push this companion as a move action, but must still make the check as normal. If the animal companion’s intelligence is ever raised above 2 you no longer need to use handle animal to push it. Despite its low intelligence an animal companion may learn feats as normal.

Aquatic
Prerequisite: Water Affinity

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.

Constructed
Prerequisite: Earth Affinity or Electric Affinity

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

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

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

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

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

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

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

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.

Humanoid
Prerequisite: Bipedal Base Form only, Any Affinity

Benefit: A humanoid gains a specific heritage of a race of its choice gaining a bonus racial feat 1st level and may qualify for racial feats for creatures of that race.

Undead
Prerequisite: Dark Affinity or Cold Affinity

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 immunity to exhaustion, fatigue, paralysis, poison, sleep effects, and stunning, and your companion 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: 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.

Flying Companion
Prerequisite: Summon Companion

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 fly checks related to size.

Bestial Creature
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 they 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).

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.

Capable 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.

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.

Conductive Companion
Prerequisite: Summon Companion

Benefit: Your companion may deliver touch spells for you as long as your companion is adjacent to you or touching you when casting the spell; allowing it to hold the charge and deliver it for you. You may select this talent a second time to pass a touch spell to your companion as long as it is within close range of you.

Creature of Battle
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 (masterwork quality but 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 (but not the masterwork property) to any 2 natural weapons they possess.

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.

Draconic Creature
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.

Burrowing Creature
Prerequisite: Summon Companion

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.

Elemental Creature
Prerequisite: Summon Companion

Keyword: Elemental(Any)

Benefit: Your companion is a being attuned to a particular element. Your companion deals an additional 1d4 damage of that element’s type with all of its natural weapons. This damage increases by an additional 1d4 per 5 Hit Dice. 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.

Extra Limbs
Prerequisite: Summon Companion

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


 * Two Arms: These arms do not come with any natural attacks but can hold and manipulate objects as well as wield objects if capable. You may choose to grant a single arm rather than a pair of arms if desired.
 * A Tail: This may be used to hold objects as if it were a hand, and retrieve objects from a belt or pouch as a swift action.
 * Two Legs: This grants a 20 feet land speed if it does not possess one. If this is not the companion’s first pair of legs, the target gains a +4 CMD bonus against trip attempts. If this causes the target to become a quadruped, they gain the related increase to carrying capacity.
 * Torso: This may only be added to a creature with the “long” reach progression; they instead gain “tall” reach progression as they gain a torso matching that of a more humanoid creature.
 * An extra head: This does not possess its own personality nor natural attacks. For each extra head granted, the target gains one of the following benefits, chosen when this talent is gained.


 * Gains a +1 bonus to all Intelligence and Wisdom based skill checks.
 * Cannot be flanked.

Fortified Companion
Prerequisite: Summon Companion

Benefit: Your companion’s Constitution increases by 2, +1 per 3 Hit Dice.

Monstrous Aspect
Prerequisite: Summon Companion

Benefit: Your companion gains one of the following special monster qualities: Blood Drain (1d2), fast healing 1, pounce, rend, or trample.

A companion may gain this talent multiple times. Each time it is gained, they gain a new trait from the list.

Monstrous Attacks
Prerequisite: Summon Companion

Benefit: Your companion gains one of the following traits:constrict, grab, or trip.

This trait applies an effect or ability to one of its natural attacks. A companion may gain this talent multiple times, gaining a new trait each time. It cannot attach the same trait multiple times to the same natural attack.

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.

Powerful Companion
Prerequisite: Summon Companion

Benefit: Your companion’s Strength increases by 2, +1 per 3 Hit Dice.

Quick Companion
Prerequisite: Summon Companion

Benefit: Your companion’s Dexterity increases by 2, +1 per 3 Hit Dice. If taken a second time this talent grants the companion an additional +10 feet bonus to its land speed for every 3 Hit Dice and gains the run feat as a bonus feat if it does not already possess it.

Sage Companion
Prerequisite: Summon Companion

Benefit: Your companion’s Intelligence increases by 2, +1 per 2 Hit Dice and gains a bonus on skill checks to identify creatures equal to half its Hit Dice (minimum 1). Your companion gains skill points from this increased Intelligence as usual.

Suave Companion
Prerequisite: Summon Companion

Benefit: Your companion’s Charisma increases by 2, +1 per 2 Hit Dice.

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 may either increase its range to 60 feet or gain the keen scent ability.

Water Being
Prerequisite: Summon Companion

Benefit: Your companion gains a 30 feet swim speed, the ability to breathe underwater, and blindsense 15 feet (only in water). For every 2 Hit Dice, the swim speed increases by 10 feet and the blindsense increases by 5 feet.

Willful Companion
Prerequisite: Summon Companion

Benefit: Your companion’s Wisdom increases by 2, +1 per 3 Hit Dice. In addition, whenever your companion rolls a Will saving throw, it may roll twice and take the higher result. If it may already roll twice and take the higher result, it instead rolls three times.