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
Spell Prowess Bonus | Hit Dice | Good Saves | Bad Saves | Special | Maximum Traits |
---|---|---|---|---|---|
1st | 1 | +2 | +0 | Feat | 1 |
2nd | 2 | +3 | +1 | - | 1 |
3rd | 3 | +4 | +2 | Feat | 1 |
4th | 4 | +5 | +3 | - | 1 |
5th | 5 | +5 | +3 | Feat | 2 |
6th | 6 | +6 | +4 | Devotion | 2 |
7th | 7 | +7 | +5 | - | 2 |
8th | 8 | +8 | +6 | Feat | 2 |
9th | 9 | +8 | +6 | - | 2 |
10th | 10 | +9 | +7 | Feat | 3 |
11th | 11 | +10 | +8 | - | 3 |
12th | 12 | +11 | +9 | Feat | 3 |
13th | 13 | +11 | +9 | - | 3 |
14th | 14 | +12 | +10 | Feat | 3 |
15th | 15 | +13 | +11 | - | 4 |
16th | 16 | +14 | +12 | Feat | 4 |
17th | 17 | +14 | +12 | - | 4 |
18th | 18 | +15 | +13 | Feat | 4 |
19th | 19 | +16 | +14 | - | 4 |
20th | 20 | +17 | +15 | Feat | 5 |
21st | 21 | +17 | +15 | - | 5 |
22nd | 22 | +18 | +16 | Feat | 5 |
23rd | 23 | +19 | +17 | - | 5 |
24th | 24 | +20 | +18 | Feat | 5 |
25th | 25 | +20 | +18 | - | 5 |
26th | 26 | +21 | +19 | Feat | 6 |
27th | 27 | +22 | +20 | - | 6 |
28th | 28 | +23 | +21 | Feat | 6 |
29th | 29 | +23 | +21 | - | 6 |
30th | 30 | +24 | +22 | Feat | 6 |
31st | 31 | +25 | +23 | - | 7 |
32nd | 32 | +26 | +24 | Feat | 7 |
33rd | 33 | +26 | +24 | - | 7 |
34th | 34 | +27 | +25 | Feat | 7 |
35th | 35 | +28 | +26 | - | 7 |
36th | 36 | +29 | +27 | Feat | 8 |
37th | 37 | +29 | +27 | - | 8 |
38th | 38 | +30 | +28 | Feat | 8 |
39th | 39 | +31 | +29 | - | 8 |
40th | 40 | +32 | +30 | Feat | 9 |
Contents
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.
- 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 d8 hit die. Gaining average hit points plus 5. Hit die progresses at a rate of one hit die per SPB of the caster.
- Natural Armor: Companion’s selected form usually determines their natural armor as well as the rate it progresses.
- Saves: A companion has 2 good saves and 1 bad save determined at creation.
- 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 player characters 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 6 Hit Dice, a companion gains a +4 morale bonus on saves against mind-affecting keyword spells and effects.
- Maximum Traits: Similar to creatures under the effects of the Transformation or Alter Self spells a companion gains traits. These traits are drawn from a list of traits available to their form, or others based on other form or alter talents the caster may have access to, similar to the transformation and alter self spells. A companion gains access to a single trait gaining an additional trait for every 5 hit dice it possesses.
- Base Attack Bonus: A companion gains 1 base attack bonus per two hit dice it possesses.
Creating a Companion
Base Form
Aspects of the companion must first be determined. When you gain a companion either the spell or feature granting the companion will either grant, or allow the selection of a single form talent. This form talent is applied to the creature similar to a creature, but rather than modifying a creature it determines the shape and general form of the creature, along with any other abilities it might possess.
Saving Throws
A companion gains 2 good and 1 bad save of their choice. Once this selection is made for the particular companion it cannot be changed.
Ability Scores
Companions gain a stat array of 16, 16, 12, 10, 10, 8 which may be distributed between their ability scores as desired.
Companion Type
Once the base form has been chosen a companion type must be chosen. This is usually a theme, such as animal, construct, ooze, or other such thing that defines more about the creature rather than just its form. Types usually contain additional benefits or even detriments, but also give the companion a creature type.
Companion Traits
A companion gains a number of traits to choose from; usually gained from their base form. A companion may have a maximum number of traits equal to 1 + 1 per 5 Hit Dice. These traits usually cannot be changed once selected for the companion without creating a new companion.
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.
Name | Prerequisite | Limbs | Reach Progression | Hands |
---|---|---|---|---|
[Aquatic Form](/Magic/Universal Talents/Form Talents/Aquatic Form) | Water(Essence) Affinity | 1 head, 1 tail | Long | No |
[Arachnid Form](/Magic/Universal Talents/Form Talents/Arachnid Form) | Nature(Essence) Affinity | 1 head, 8 legs | Long | No |
[Avian Form](/Magic/Universal Talents/Form Talents/Avian Form) | Air(Essence) Affinity | 1 head, 2 legs, 2 wings | Tall | No |
[Beast Form](/Magic/Universal Talents/Form Talents/Beast Form) | Nature(Essence) Affinity | 1 head, 4 legs | Long | No |
[Draconic Form](/Magic/Universal Talents/Form Talents/Draconic Form) | Any Affinity | 1 head, 4 legs (front 2 end in hands), 1 tail, 2 wings | Long | Yes |
[Elemental Form](/Magic/Universal Talents/Form Talents/Elemental Form) | Any Affinity | none | Tall | No |
[Humanoid Form](/Magic/Universal Talents/Form Talents/Humanoid Form) | Nature(Essence) Affinity | 1 head, 2 arms, 2 legs | Long | Yes |
[Plant Form](/Magic/Universal Talents/Form Talents/Plant Form) | Nature(Essence) Affinity | 2 Arms | Long | No |
[Serpent Form](/Magic/Universal Talents/Form Talents/Serpent Form) | Nature(Essence) Affinity | 1 Head, 1 Tail | Tall | No |
[Void Form](/Magic/Universal Talents/Form Talents/Void Form) | Void(Air-Anima) Affinity | none | Long | No |
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.
Name | Prerequisite | Creature Type | Benefit | Special |
---|---|---|---|---|
Animal | Nature(Essence) Affinity or Wind(Essence) Affinity(if Avian Base Form) | Beast | 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. Unless otherwise specified companions of the animal type cannot qualify for feats that grant proficiency in weapons or armor. | - |
Celestial | Fire(Essence) Affinity | Elemental(Angel) | 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. | - |
Constructed | Earth(Water-Anima) Affinity | Construct(Living) | 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. | - |
Demonic | Decay(Nature-Anima) Affinity | Elemental(Demon) | Your companion is closer to a demon. Demonic companions gain DR 2/- +1 per 5 Hit Dice, Resist 1 against Decay and Fire (improving by 1 per 5 Hit Dice). In addition its attacks deal half physical, and half fire damage. | - |
Fey | Nature(Essence) Affinity | Fey | 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. | - |
Humanoid | Humanoid or Monstrous Humanoid Base Form | Humanoid or Monstrous Humanoid (determined by form) | 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. Monstrous humanoids may be selected instead if the base form is one of similar shape to the monstrous humanoid you are attempting to emulate. In addition the companion gain proficiency in a single simple weapon and light simple armor of your choice. | - |
Monstrous Humanoid | - | - | - | - |
Plant | Nature(Essence) Affinity | Plant | 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. The companion gains Vulnerability to Void and Fire. | - |
Undead | Decay(Nature-Anima) Affinity | Undead | Your companion gains the effects of the Undead creature type (such as a lack of Endurance score, using Psyche score for hit points, healing limitations, and immunities; see the Undead Creature Type for more information) Upon gaining this type the creature must select the Skeleton or Zombie undead sub-type, gaining the listed effects; though some abilities may allow for additional types of undead to be created. | Undead companions gained through the animate dead spell usually gain this in addition to their base creature type. Also unlike normal companions, animated undead by default are mindless, possessing a 0 intelligence and having no feats or skill ranks, except for any proficiencies the base creature possessed. You may only issue simple commands to your controlled undead such as “go”, “stay”, “follow me”, “attack”, or “guard”; more complex commands are generally not understood by the undead. Unless otherwise specified, Undead Type cannot be selected and usually is only applied to companions created through Animate Dead. |
Void | Void(Air-Anima) Affinity | Elemental(Void) | Your companion is closer to a being of chaos and entropy. Anarchic companions gain DR 2/- +1 per 5 Hit Dice, Resist 1 against Void (improving by 1 per 5 Hit Dice). In addition its attacks deal half physical, and half void damage. | - |
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).
Some companion talents grant access to new traits available only to companions, while others may simply grant a direct benefit to a companion.
If a companion talent has a spell point cost the cost must be paid by the summoner/owner of the companion rather than the companion itself; though some companions may gain the ability to pay the cost themselves.
Additional Trait
Prerequisite: Companion
Benefit: You companion gains one additional maximum trait.
Special: This talent may only be selected once plus an additional time per 6 SPB you possess.
Armored Companion
Prerequisite: 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 +4 armor bonus. In addition at 3rd hit dice and every three Hit Dice thereafter the companion gains a +1 enhancement bonus to this armor; this bonus enhancement bonus cannot exceed +5. Unlike normal armor this 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 marital light or heavy armor of their choice; but does not come summoned with their own and instead must be supplied the armor by the summoner. The summoner may choose to allow the armor they supplied to the companion to return with them when they are not summoned; allowing the companion to summon with that armor on future summons, but the armor’s hit points are not restored. If the summoner does not choose to let the companion return with the armor, it is instead left behind when the creature is not summoned.
Battle Arsenal
Prerequisite: 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.
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.
Martial Companion
Prerequisite: Companion, SPB 4th
Benefit: Your companion gains a Stamina pool and access to the usual abilities granted by possessing a stamina pool; as allowing for the use of stamina for any feats or abilities that would allow for the use of stamina. This stamina pool only contains 1 stamina refilling after 24 hours. The maximum size of this stamina pool increases by 1 for every 6 SPB you possess.
Mount
Prerequisite: Companion
Benefit: 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.
Variable Size
Prerequisite: Companion, Size Change
Benefit: You may, as a 3 AP action, adjust your companion’s size to any size allowed by your Size Size talent. This effect lasts until you spend a 3 AP action to adjust your companion’s size again.
Versatile Companion
Prerequisite: 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.
Special: This talent may only be selected once plus an additional time per 4 SPB you possess.
Work Animal
Prerequisite: Companion, Animal companion type
Benefit: You gain access to the following trait for companions with the Animal type
- The companion is closer to that of a domesticated creature used for labor. The companion's carrying capacity is increased by 50%, and it gains a +1 racial bonus in Athletics and Tenacity. This bonus to Athletics and Tenacity improve by an additional 1 for every 4 hit dice the companion possesses.