Companion Rules

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Gaining Companions

In this section, you will learn about the different methods for acquiring a companion for your character. Whether you begin with one, acquire the talent and embark on a quest and perform a ritual, or simply obtain one during your journey, this guide will provide detailed information on the requirements involved.

When purchasing a companion Talent there are two different situations for how they come into play. The first is when the Talent is purchased at Character Creation. When this is done you start with a companion designed by you and described in your backstory. This is the easiest way to start with a companion as gaining a companion during the game requires other conditions to be met.

When gaining a companion during game play, you must first purchase the Talent, giving you the ability to recruit a companion, after which you must then locate the creature, you want to bond with. Depending on what type of companion you are recruiting, this can be done in different ways from being as easy as finding a horse or other wild animal, to going on a quest to discover the true name of an outsider.

After working with your GM to identity the companion you are going to bond with, you must perform a bonding ritual or have someone perform the ritual for you. The ritual requires 10 GP worth of Binding Wood per point of base Spirit score of the creature you are attempting to bond with. This material is used in the ritual to overwrite the creatures Spirit score and replace it with your own. You then decide what type of bonding you are performing.

Either a mutual bonding, or an enslavement bonding. A Mutual bonding leaves the creature with free will, and they may refuse to act depending on circumstances, while an enslavement bonding bends the creature to your will, forcing them to act as you wish.

You then require whoever is performing the ritual to make a base DC 20 + the creatures Fellowship modifier + 2 per attitude step below Friendly, Ritualism check to successfully bond a creature to you. If this check fails the materials are wasted, and if the creature is Hostile the creature may go on a rampage and attack.

Once a companion has been successfully bound to you, it is then empowered by your power and you may design it with the Companion Rules as appropriate, depending on the Talents you have purchased.

Any abilities these basic creatures had before being bonded are overwritten and if you are attempting to bond a creature that is more powerful than normal (ex, a griffin) you are required to have Talents such as the Monstrous or Advanced Companion Talents. However even in those cases some abilities may be overwritten. It you want to bond or command a creature with all its base abilities refer to the contracted summoning rules.  

Replacing Companions

When a companion dies or is otherwise lost, the ritual that bound them to you is broken and after one week of time the slot they occupied will be available again for a new companion. At that point you must go through all the steps of gaining a companion in game. From finding a creature and collecting the materials to the ritual to bind it to you.  

Companion Action Economy

Any companion that you have, be it familiar, eidolon, animal companion, or summoned creature, (Not contracted summons) acts as commanded within reason of their Intellect. To command your creature in combat you must spend an action to give them a command at which point your companion will spend their full turn acting out the command to the best of their ability, and within reason of the command given. Most creatures will not willingly do suicidal acts unless convinced to.

Once commanded, your companion will continue to act out the command until a different command is given or it has been able to act out the command given. For example, if you command your animal companion to attack the enemy it will attack the enemy that you initially targeted with this command, and once that enemy is defeated will move on to another enemy until it or another enemy are dead or unconscious. More complex commands or commands that go against your companion’s normal nature, such as having it run through a wall of fire, may require skill checks such as Handle Animal for an animal companion, up to GM discretion.

Companions with higher than Animal Intelligence still require an action to be spent to give them the initial command, however they can complete much more complex commands, and will do so with more finesse than a companion with Animal Intelligence. This usually comes into play with creatures such as eidolons and familiars, and certain summoned creatures at higher Spell Levels. If you are unable to give a command to your companion for whatever reason it will act in the best interests of itself and its master as appropriate for the situation, however it may not act perfectly in a tactical sense under those conditions.  

Command Actions & Intellect Thresholds

Commanding a companion is broken down into two categories, basic and complex commands. With basic commands being Quick Actions such as attack, defend, run, etc. and complex commands being more in-depth commands such as moving in a specific path or performing actions in a specific order. The action required to issue these commands depends on the Intellect of your companion and is further modified by any Talents or abilities you possess. The base command economy can be found in the chart given below.

  • Basic commands correspond to most one-word actions: Fight, Guard, Stay, Push, Pull, Swim, Howl/Roar, etc.
  • Complex commands correspond to actions that would require more input or are against your companion’s basic nature: Fight with Flanking, Move through fire, Dive underwater, etc.

This chart is for creatures with Animal Intelligence, if your companion does not have an Animal Intelligence or takes a trait to remove its Animal Intelligence it treats the chart as starting 2 steps higher.

  • For example, giving a basic command as a Basic Action starts at 2 Intellect instead of 4.

In addition, commanding a companion that does not have Animal Intelligence no longer uses Handle Animal by default, and instead uses either Diplomacy or Intimidate depending on your relationship with that companion. If you are on good terms with your companion, you may not require a check up to GM discretion.

Table 09: Companion Command Checks
Int ScoreBasic Command ActionBasic Command CheckComplex Command ActionComplex Command Check
0Basic Action + Quick ActionHandle Animal, DC 15Two Basic ActionsHandle Animal, DC 25
1Basic Action + Quick ActionHandle Animal, DC 15Two Basic ActionsHandle Animal, DC 25
2Basic Action + Quick ActionHandle Animal, DC 15Two Basic ActionsHandle Animal, DC 20
3Basic Action + Quick ActionHandle Animal, DC 15Two Basic ActionsHandle Animal, DC 20
4Basic ActionHandle Animal, DC 10Basic Action + Quick ActionHandle Animal, DC 20
5Basic ActionHandle Animal, DC 10Basic Action + Quick ActionHandle Animal, DC 20
6Basic ActionHandle Animal, DC 10Basic Action + Quick ActionHandle Animal, DC 15
7Basic ActionHandle Animal, DC 10Basic Action + Quick ActionHandle Animal, DC 15
8Quick ActionHandle Animal, DC 5Basic ActionHandle Animal, DC 15
9Quick ActionHandle Animal, DC 5Basic ActionHandle Animal, DC 10
10+Free ActionHandle Animal, DC 5Quick ActionHandle Animal, DC 10
Table 09: Companion Command DC Modifiers
Handle Animal ModifierDC Adjustment
Interacting with Unnatural creature or Environment (ex, undead)+10
Dangerous Environment (ex, fire)+5
Multiple Targets+5
Preferred Environment-5

Companion Actions

Unless otherwise noted for an ability or power, companions use the same rules that monsters use for attacking.

Multiple Companions

The number of companions you can have is equal to your Soul Binding pool but also has a maximum equal to your Highest Rank Bonus. For more information on Soul Binding, refer to the Attributes page (Statistics and Attributes under Chapter 09-Rules).

If you have multiple companions, you must spend the appropriate action to command each of them separately, unless you have another ability that lets you command multiple creatures at once. In addition, a companion cannot take a Talent that gives them command of another companion.

  • Example, an Eidolon cannot take the Familiar or a Bound Weapon talent. If you have multiple companions with the ability to assist with a skill, you may only be aided by a single companion at a time.  

Animal intelligence Companions

If a companion has the Animal Intelligence trait they use their Fellowship modifier in place of their Intellect modifier for the Heal, Perception, and Survival adventuring skills and starting adventuring skills. The intellect of creatures with animal intelligence cannot be increased past 6 by point buy or talent bonuses unless otherwise noted.   

Companion Tricks

Companions can learn various tricks similar to a trained animal as mentioned in the Handle Animal skill. Unlike trained animals however, commanding a bound companion to perform a trick they know is a Free Action on your turn if there are no situational modifiers that would make commanding a companion more difficult.

Additionally, companions gain a number of free tricks upon being bound to you equal to your Highest Rank Bonus + the companions highest Mind modifier. These tricks do not count against their normal limit of how many tricks they can know.

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Designing Companions

While different types of companions provide different benefits and abilities, they all begin at a similar starting point when designing your base companion. Here we discuss the companion forms, attributes, and stats necessary in designing a companion.

While different types of companions provide different benefits and abilities, they all begin at a similar starting point when designing your base companion. Their form will differ slightly depending on the specific type of companion but all follow the same format.

When designing a companion follow these instructions as a starting point.

  • Step 1: Decide what type of companion is being purchased
  • Step 2: Pick a base locomotion form for the companion
  • Step 3: Pick a base creature form for the companion
  • Step 4: Go to the specific companion section of your type of companion and pick their initial abilities
  • Step 5: Pick the specific companion type theme
  • Step 6: Gain access to advanced and rare forms/abilities as those talents are purchased
  • Step 7: Apply miscellaneous bonuses such as point buy, saves, cmd and skills to the companion

Generic Companion Bonuses

You can purchase any of the following generic bonuses available to you in the XP Shop for your companion; CMD, Defensive Actions, Saving Throws, Vitality, Composure. These bonuses are bought at the normal cost on an individual basis per companion using your own XP.

Companion Attributes

After deciding what type of companion, you have and your companions Theme, the first mechanical step is to generate their Attribute scores. Each companion type has a different set number of points to purchase Attributes in, this is in addition to their base scores such as Intellect that cannot be changed for some creatures.

Any point buy listed in this section increases an Attribute score at a 1:1 ratio, but any individual Attribute cannot be purchased past a 16. For example, investing 6 points into Strength would give the creature a 16 Strength. Finally, all companions gain one +2 and two +1s to different Attribute scores of your choice and use your Soul Attributes scores as their own due to being bound to your soul.

  • Familiar Attributes: Familiars have 10 points to invest in Strength, Dexterity, Constitution, and Fellowship as they see fit. Their Intellect and Thaumaturgy typically start at a 2 and cannot be invested in unless otherwise specified.
  • Animal Companion Attributes: Animal Companions have 15 points to invest in Strength, Dexterity, Constitution, and Fellowship as they see fit. Their Intellect and Thaumaturgy typically start at a 2 and cannot be invested in unless otherwise specified.
  • Eidolon Attributes: Eidolons have 15 points to invest in all Body and Mind Attributes as they see fit.
  • Warlink Attributes: WIP, TBD

Advancing Attributes

Through the course of the game companions will gain additional abilities from Talents but also from the strength of their master. Whenever you gain an Attribute point from XP your companion also gains an Attribute point to use on any Attribute score, other than their Soul attributes. These attribute points are limited to 4 per attribute just like they are for you.

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Companions Base Forms

This section goes over starting abilities, and aspects, and shows how to determine the creature type. Here we talk about talents and help players forge companions and understand the mechanics and how they’re applied in battle and game progression.

Your companion’s base form determines some of its starting abilities and also their physical aspects such as Size, and number of limbs such as quadruped vs biped. This section is also used to determine their creature type, which further fleshes out the themes and abilities of your companion. Most base companions start off as animals of some sort but some such as Eidolons and Familiars have additional options to choose from. Some talents such as Monstrous Companion may also give access to additional options in this section. 

Size

Upon creating a companion choose if your companion is either Small, Medium, or Large at base, gaining any mechanical benefits and penalties from size as listed in the size rules. Familiars shift these size options one step smaller, being able to choose only from Tiny, or Small.

Base Form

The following list shows the base creature forms that all companions initially pick from, granting some starting abilities and statistics. Your companion can choose to be one of four different base locomotion forms based on theme and flavor of your companion, with GM approval.

Locomotion Forms
  • Aerial: Aerial forms receive one of the following set of movement types, chosen when the form is taken. (10ft Land, and 40ft Poor Fly, 20ft Land and 20ft Average Fly, or 30ft Land and 10ft Good Fly) They also receive a +2 Lineage bonus to the Fly skill regardless of the choice made.
  • Swimmer: Swimmer forms receive a 40ft swim speed at base. They also receive a +2 Lineage bonus to the Swim skill and they treat rough water as 1 step lower.
  • Bipedal: Bipedal forms walk on two legs receiving a 30ft land speed and have two arms that can manipulate and interact with objects as appropriate for their Intellect.
  • Serpentine: Serpentine creatures have no limbs and drag themselves along the ground. They have a 30ft land speed at base and may choose either a 20ft climb or swim speed. Additionally, these creatures do not gain any penalties or provide benefits to enemies for being Prone.
  • Quadruped+: Quadruped+ creatures commonly move on four or more legs as appropriate to the creature theme. These creatures have a 40ft land speed by default and gain a +4 Lineage bonus to any endurance-based checks due to their multiple sets of legs.

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Base Creature Types

In this section, we will discuss the most frequently used animal types to create a companion. This information serves as a foundation for designing a companion. If the Game Master approves, you can customize and modify these creatures. By investing in talents, these creatures can evolve into advanced forms.

The following list of types encompasses some of the most common types of animals that a companion can be based off of and the mechanical benefits a companion might gain from being a specific type.

This list is meant to be examples and starting points for designing a companion, with GM approval these can be altered or customized to fit with a specific theme, or new types can easily be added following this format.

Below these base types is a list of advanced creature types that can be gained through Talent investment into companions or if using an Eidolon which gains an advanced type by default. Any bonuses from an advanced creature type are added on top of the benefits from the base creature type.

Amphibious

Amphibious creatures can breathe in both water and air. If the creature does not have both a land and a swim speed, they gain the one they are missing however, it is 10ft slower than the other.

These creatures have a single natural attack chosen when the creature is created that is appropriate to the theme and take no penalty from fighting in or through water. At base these creatures have a +2 Lineage bonus to Natural Armor and the Animal Intelligence trait.

Aquatic

Aquatic creatures can breathe in water or hold their breath for 10 minutes per Constitution score. If the creature does not already have a swim speed, they gain a 30ft swim speed, and if they do possess a swim speed, they increase it by 20ft.

These creatures have a single natural attack chosen when the creature is created that is appropriate to the theme and take no penalty from fighting in or through water. At base these creatures have a +2 Lineage bonus to Natural Armor and the Animal Intelligence trait.

Arachnids

Arachnid creatures gain a climb speed equal to half of their land speed if they do not already possess a climb speed, and if they do have a climb speed, they increase it by 10ft.

These creatures have a bite attack that by default comes with a natural venom.

  • Arachnid Venom: Target makes a Body Save DC 10 + half of their Highest Rank Bonus + their Constitution modifier or take a 1d2 Dexterity Damage every round for 6 rounds. 1 save required to end the effect early.

This creature will also gain a special Web attack, this ability allows the arachnid creature to spend a Basic Action to make a ranged touch attack with their Natural Attack skill against a target within 60ft. If the attack hits the target is Entangled until they can break free with a DC 10 + Highest rank Bonus, Strength or Escape Artist check. This ability can be used a number of times per Short Rest equal to the arachnid’s Constitution modifier.

Finally, arachnids have a +4 Lineage bonus to Natural Armor and are considered Mindless possessing a 0 Intellect.

Birds of Prey

Creatures in the Birds of Prey category gain an average fly speed equal to their base land speed if they do not already possess one, if they do have a fly speed, they increase it by 10ft and its maneuverability by 1 step.

These creatures commonly have a Bite attack and a pair of Claws that they use to attack prey. Finally, they gain a +2 Lineage bonus to Perception and Natural Armor, but count as having Animal Intelligence.

Bovines

Creatures in the Bovine category gain a Gore natural attack that treats the ADM as 0.5 higher whenever they Charge. Additionally, they gain a +4 Lineage bonus to Natural Armor and a +1 HP Multiplier. This creature type has Animal Intelligence.

Canine

Creatures in the Canine category gain a Bite natural attack that has the Trip property. The Trip property gives the canine a free Trip attempt with Advantage whenever they hit with their Bite attack.

Additionally, they gain the Scent ability, a +2 Lineage bonus to Natural Armor, and Mind Saves vs Enchantment. This creature type has Animal Intelligence but treats their base intellect as a 3 instead of a 2.

Cervid

Creatures in the Cervid category gain a Gore and pair of Hoof natural attacks. Additionally, they gain the Scent ability, a +4 Lineage bonus to Natural Armor and may always take a single Basic Action in a Surprise round. This creature type has Animal Intelligence.

Crustacean

Creatures in the Crustacean category gain either a climb or burrow speed equal to half of their base land speed, chosen when this creature is created.

Additionally, they gain a pair of Pincer natural attacks that have the Grab property, making a Grapple check with Advantage against any target grabbed with their natural attack, a +6 Lineage bonus to Natural Armor and any attackers that attack this creature with a melee weapon that does not have Reach or is a natural attack takes Retribution damage equal to this creatures natural DR. This creature type has Animal Intelligence.

Equine

Creatures in the Equine category increase their base land speed by 10ft and gain a +4 bonus to their overland movement speed. These creatures gain Low-Light Vision, Scent, and a pair of Hoof attacks.

Additionally, these creatures have a +2 Lineage bonus to Natural Armor and gain 2 additional HP per your Highest Rank Bonus. This creature type has Animal Intelligence but treats their base intellect as a 3 instead of a 2.

Feline

Creatures in the Feline category treat any Acrobatics checks DC to jump, balance, or land on their feet with reduced damage from falling as 10 lower than the base.

These creatures also gain Low-Light Vision, Scent, a +2 Lineage bonus to Natural Armor and either a Bite or pair of Claw attacks. This creature type has Animal Intelligence but treats their base Intellect as a 3 instead of a 2.

Insects

Creatures in the Insect category gain either a climb or fly speed equal to half of their base land speed if they do not already possess one, otherwise if they do have one of the two, they may choose to either gain the one they do not possess or increase the one they do by 10ft.

These creatures also have Darkvision, a +4 Lineage bonus to Natural Armor, Advantage on checks to blend in or hide and a natural attack of their choice. This creature type is Mindless.

Mustelids

Creatures in the Mustelid category either increase one of their existing movement speeds by 10ft or gain a swim speed equal to their land speed if they do not possess one.

These creatures also have Scent, a +2 Lineage bonus to Natural Armor, a natural Bite attack and can manipulate and interact with objects with their front paws regardless of their locomotion form. This creature type has Animal Intelligence but treats their base intellect as a 4 instead of a 2.

Pachyderms

Creatures in the Pachyderm category treat their Strength score as double for the purposes of how much they can carry and move.

These creatures also have Low-Light Vision, a +6 Lineage bonus to Natural Armor, +1 HP Multiplier and a natural attack of their choice that has a 0.5 increase to that attacks ADM. This creature type has Animal Intelligence but treats their base intellect as 3 instead of 2.

Pholidota

Creatures in the Pholidota category gain a burrow speed equal to half of their base land speed. These creatures are known for incredibly hard scaled hides and gain a +6 Lineage bonus to Natural Armor as well as increasing the benefits of Fighting Defensively and Total Defense by 50 percent. Additionally, these creatures have Scent, Darkvision, and a pair of Claw attacks.  This creature type has Animal Intelligence.

Primate, Greater

Creatures in the Greater Primate category gain a pair of Slam attacks and treat the damage track of those Slam attacks as 3 higher.

These creatures also gain a +2 Lineage bonus to Natural Armor and increase the penalty to enemies from Intimidation checks by 1. This creature type has Animal Intelligence but treats their base Intellect as a 5 instead of a 2.

Primate, Lesser

Creatures in the Lesser Primate category gain a 30ft climb speed if they do not already possess one or increases an existing climb speed by 10ft.

These creatures also gain a +2 Lineage bonus to Natural Armor, Low-Light Vision, Scent and have a Prehensile Tail that can manipulate and interact with objects in their natural reach if their hands are otherwise occupied. This creature type has Animal Intelligence but treats their base intellect as a 5 instead of a 2.

Reptilian

Creatures in the Reptilian category gain either 90ft Darkvision or Infravision that can be activated for 1 round as a Quick Action depending on the theme of the creature.

These creatures also gain Scent, a +4 Lineage bonus to Natural Armor, a Bite, or pair of Claw natural attacks, and treat hot environments as 1 step lower for negative heat effects. This creature type has Animal Intelligence.

Serpent

Creatures in the Serpent category gain a Bite attack that has either a natural venom or the Grab ability, as shown below:

  • Serpent Venom: Target makes a Body Save DC 10 + half of their Highest Rank Bonus + their Constitution modifier or take a 1d2 Strength damage every round for 6 rounds. 1 save required to end the effect early.
  • Grab: This creature gains a free Grapple attempt with Advantage whenever they hit with a Bite attack that possesses this feature.

These creatures also gain Scent, 90ft Infravision, and a +4 Lineage bonus to Natural Armor. This creature type has Animal Intelligence.

Songbirds

Creatures in the Songbird category gain an average fly speed equal to their base land speed if they do not already possess one, if they do have a fly speed, they increase it by 10ft and its maneuverability by 1 step.

These creatures also gain +2 Lineage bonus to Natural Armor, a natural Bite/Peck attack, and the ability to mimic noises they have heard even mimicking voices if their intellect score reaches a 5 or higher. This creature type has Animal Intelligence.

Ursine

Creatures in the Ursine category gain a Bite attack and a pair of Claws, these Claws have the Grab property, giving a free Grapple attempt with Advantage against a target they hit with a Claw.

These creatures also gain Scent, Low-Light Vision, a +4 Lineage bonus to Natural Armor and double all the benefits they gain from resting. This creature type has Animal Intelligence but treats their base intellect as a 3 instead of a 2.

Vermin

Creatures in the Vermin category gain a climb or swim speed equal to half of their land speed if they do not already possess one and gaining the other if they possess one.

These creatures also gain Scent, Darkvision, a +2 Lineage bonus to Natural Armor, a Bite natural attack and may squeeze and move through spaces up to two sizes smaller than them. This creature type is Mindless.

Vulpine

Creatures in the Vulpine category do not provoke from the first space of movement that would provoke against a target, this stacks with other similar abilities. 

These creatures also gain Scent, Low-Light Vision, a +4 Lineage bonus to Natural Armor, a Bite or pair of Claw attacks and Advantage on Stealth checks while benefiting from any Cover. This creature type has Animal Intelligence but treats their base intellect as a 3 instead of a 2.

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Improved Forms

This section covers enhanced benefits a companion creature obtains once an Improved Creature Talent has been purchased. Here we go over these effects in addition and how they work alongside any other types and abilities that the creature possesses.

Upon purchase of the Improved Companion talent your companion gains enhanced benefits determined by their creature base type. These effects are in addition to any other types and abilities that the creature possesses.

Amphibious

These creatures gain the High Ground tactical bonus when attacking a target above them that is on land while they are in the water, or vice versa and gain the Slippery Hide ability.

Slippery Hide: This creature has Advantage on Escape Artist checks and any check to physically restrain them has Disadvantage.

Aquatic

These creatures gain a bonus equal to half of your Highest Rank Bonus on Perception checks against creatures in the water with this creature and gain the Jetstream ability.

Jetstream: This creature may take the Run action as a Quick Action as long as they are swimming a number of times per Short Rest equal to their Constitution modifier.

Arachnids

These creatures can be one size smaller than the normal sizes available and gains the Web-walker ability.

Web-walker: This creature can sense creatures that are touching webs that they are touching allowing them to know their exact location. Additionally, they ignore Difficult Terrain caused by webs and similarly structured terrain.

Birds of Prey

These creatures increase the damage they deal with a Charge from above by 50 percent and gain the Swooping Charge ability.

Swooping Charge: This creature is able to continue moving after attacking on a Charge against a target they were flying above. Additionally, they may attempt to pick up a creature smaller than them that they fly past as part of any Charge or Run action.

Bovines

These creatures treat Wound penalties that they suffer from as one lower and gain the Trampling Charge ability.

Trampling Charge: This creature can attempt to Bullrush creatures as part of a Charge and gains Advantage on the check to do so.

Canine

These creatures increase the tactical bonuses they provide to friendly creatures with Flanking by one, this increases by 1 at master rank, and they gain the Interrupting Howl ability.

Interrupting Howl: Once per encounter this creature is able to let out an ear-piercing howl as a Basic Action. Any enemy who hears the howl must make a Composure test, DC 10 + their Highest Rank Bonus + their Fellowship modifier, or be Staggered on their next turn. This ability is a sound based and Mind-Effecting Effect.

Cervid

These creatures may make a Perception check as a Free Action once per turn and gain the Skittish Defense ability.

Skittish Defense: This creature gains Advantage on Initiative checks when rolling Initiative during a Surprise round and they gain a single movement action of any type as part of the Initiative check.

Crustacean

These creatures reduce the effects of Flanking by half and cannot be partially Flanked and gain the Scuttle ability:

Scuttle: This creature is able to take the Withdraw action as a Quick Action a number of times per Short Rest equal to their Constitution modifier.

Equine

These creatures do not gain the Fatigued condition from failing their first endurance check and gain the Beast of Burden ability.

Beast of Burden: This creature gains Advantage on all endurance checks and adds their Highest Rank Bonus to their Strength score for the purpose of calculating Carry Capacity.

Feline

These creatures no longer take a penalty to Stealth checks from terrain and do not leave a trail in natural terrain and gain the Bounding Strike ability.

Bounding Strike: Whenever this creature makes a Charge attack, they may make a single additional attack against their target as a Quick Action.

Insects

These creatures can be one size smaller than the normal sizes available and gain the Evolved Camouflage ability.

Evolved Camouflage: This creature is able to change their colors to blend into their environment by spending two Basic Actions granting them total Concealment until they move.

Mustelids

These creatures treat all Fear effects on them as one step lower and gain the Feral Rage ability.

Feral Rage: This creature gains a bonus to damage equal to their Highest Rank Bonus per Wound that they have.

Pachyderms

These creatures can be one size larger than the normal sizes available and gain the Territorial ability.

Territorial: Whenever you would be charged or critically hit this creature may Charge the triggering creature as an Immediate Action.

Pholidota

These creatures increase the benefits they gain from defensive actions such as the Total Defense action by one, this increases by 1 at Master rank, and they gain the Defensive Roll ability.

Defensive Roll: Whenever this creature uses Total Defense, they are able to move half of your movement speed per Basic Action spent.

Primates, Greater

This creature increases their Aid Another bonus by 1 and they gain the Show of Strength ability.

Show of Strength: This creature can make an Intimidation check against a target as a Basic Action gaining a bonus to this check equal to their Strength modifier. The target of this check then makes an opposed Intimidation check and if they lose this check, they’re affected by a Fear effect one tier higher than what the Intimidate would have applied.

Primates, Lesser

These creatures gain a bonus to AC equal to their Highest Rank Bonus against AoOs and Reaction-based attacks and gain the No Touching ability.

No Touching: This creature is able to share the space of any other creature regardless of size and can make a Steal or Sleight of Hand check against a creature they are sharing a space with as a Quick Action.

Reptilian

These creatures gain 3 DR for every 2 points of Natural Armor they possess and gain the Sacrificial Tail ability.

Sacrificial Tail: This creature is able to gain a normal Wound as an Immediate Action by launching a piece of its body into a square within 15 feet of it. That body part then begins flailing around and any enemy who witnesses this action must make a Mind Save, DC 10 + their Highest Rank bonus + their Constitution modifier, or be forced to focus on the severed body part for a number of rounds equal to half of this creatures Highest Rank Bonus. This ability is usable once per Long Rest.

Serpent

These creatures can fit through and squeeze into any place that their head can fit into and gain the Coiled Strike ability.

Coiled Strike: This creature may spend a Basic Action to ready their body and double their natural Reach for the purposes of taking AoOs and making Reactions until the start of their next turn.

Songbirds

These creatures are able to take two 5-foot steps per turn and may even 5-foot step while flying and gain the Colorful Performance ability.

Colorful Performance: This creature may assist your Performance or any other similar ability that provides a Morale bonus by spending a Basic Action each turn to increase the bonuses provided by that ability by 1.

Ursine

These creatures add half of their Highest Rank Bonus to their HP which is then multiplied by their HP Multiplier and they gain the Expert Forager ability.

Expert Forager: This creature is able to make a Foraging check once per day without slowing down travel time or taking a down time action. When they succeed on finding food, they increase the number of meals worth of food found by half of their Highest Rank Bonus.

Vermin

These creatures can be one size smaller than the normal sizes available and gain the Scavenger ability.

Scavenger: Whenever this creature assists with harvesting or gathering the number of resources and loot gained is increased by their Highest Rank Bonus if more would logically be available.

Vulpine

These creatures have a +2 Lineage bonus to Sleight of Hand, Steal, and Dirty Trick checks and gain the Pilfering Run ability.

Pilfering Run: This creature is able to take the Run action as a Quick Action whenever they successfully make a Sleight of Hand or Steal maneuver check.

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Rare Forms

This section covers rare forms and how to gain access to them and the benefits they gain from their base type in addition to a subtype applied on top of any benefits they get from their other forms.

These forms encompass creature types such as outsiders and aberrations. To gain access to these types, you must purchase the Rare Companion Talent. Companions that gain a rare form gain the benefits of the base type in addition to a subtype applied on top of any benefits they get from their other forms.

Aberrations

This type of creature has a monstrous form that is alien in nature, with the mind unable to make sense of its twisted and mind-bending appearance. These creatures become Sapient if they are not already, setting their base Intellect score to 10 and allowing them to increase their Intellect score with their point buy. Additionally, these creatures gain a single vision or movement type of their choice that they do not already possess.

Deep One

This subtype is immune to any Pressure-based effects, gains a bonus to Mind Saves equal to half of their Highest Rank Bonus, and gains the Mucus Cloud ability.

Mucus Cloud: This creature can release a 20ft radius cloud of slime at a location within 60ft as a Basic Action once per Short Rest. Any creature caught in the area of this slime must make a Body Save, DC 10 + this creature’s Highest Rank bonus + this creature’s Constitution modifier,  or be unable to breath and may begin to suffocate. The cloud remains for a number of rounds equal to this creature’s Constitution modifier and creatures affected by the slime receive a Save every round to end the affect early for a number of minutes equal to this creature’s Constitution modifier. If this slime is somehow washed away the cloud can end early and creatures affected by the cloud gain Advantage on their Save.

Flesh-Warped

This subtype has 5 percent natural Fortification multiplied by half of their Highest Rank Bonus, they cannot be Flanked, and they gain the Consume Prey ability.

Consume Prey: This creature can attempt to swallow any creature they successfully grapple as a Quick Action. The target of this ability must be equal size to or smaller than this creature and swallowed targets take this creatures Constitution modifier in d6 Crushing damage every round they start their turn inside this creature. Swallowed targets can break free by dealing this creatures Constitution score in damage while swallowed.

Insectoid

This subtype’s natural attacks either bypass an amount of DR equal to their Highest Rank Bonus or gain an aberrant venom, and they gain the Carrion Drone ability.

Aberrant Venom: Target makes a Body Save, DC 10 + half Highest Rank Bonus + Constitution modifier, or take a 1d2 Constitution damage every round for 6 rounds. 2 Saves required to end the effect early.

Carrion Drone: This creature can vibrate its body or wings creating a droning sound that maddens enemies within 60ft of the creature. Any enemy within range of this ability must make a Mind Save, DC 10 + half Highest Rank Bonus + Fellowship modifier, or be Confused for 1d4 + half Highest Rank Bonus rounds. This is a Mind-Affecting sound-based effect and creatures who make their Save are immune to this effect for 24 hours.

Maddening

This subtype increases any change in an Emotion track within 30ft of them by half of their Highest Rank Bonus and they gain the Intrusive Gibbering ability.

Intrusive Gibbering: Any enemy that can hear the sounds this creature makes takes a penalty to Composure and Concentration checks equal to half of this creature’s Highest Rank Bonus and if they are within 60ft, they gain 5 percent Spell Failure chance, multiplied by half of this creature’s Highest Rank Bonus.

Monstrous

This subtype receives an additional natural attack or an innate maneuver such as Grab or Trip to an existing natural attack and gains the Bounding Pursuit ability.

Bounding Pursuit: Whenever this creature takes the Run action, they are able to move freely along their path, jumping, climbing, and swimming without requiring checks to do so, and ignores a number of squares that would provoke from this movement equal to half of their Highest Rank Bonus. 

Mutant

This subtype either increases their Reach with a natural attack by 5ft multiplied by half of their Highest Rank Bonus or receives a +1 HP Multiplier, and they gain the Reactive Flesh ability.

Reactive Flesh: Whenever this creature takes damage their flesh will shift and harden against that damage type providing a special DR or Resistance against that type equal to their Constitution score as an Immediate Action. 

Animals

This type of creature has the form of large beasts that are masters of their environments. These creatures gain a single vision and movement type of their choice that they do not already possess or may increase an existing vision and movement type by 50 percent. Additionally, these creatures increase their Natural Armor by 2.

Prehistoric

This subtype increases its Size by 1 step and gains the Savage Attack ability.

Savage Attack: Whenever this creature confirms a critical with a natural attack the target is Stunned for 1 round.

Primordial

This subtype increases the damage track of their natural attacks by 2 steps while also reducing the penalties from secondary natural attacks by 1 and gains the Serrated Strikes ability.

Serrated Strikes: Whenever this creature hits with a natural attack the target gains an amount of Bleed damage equal to their Rank Bonus with their attack. This Bleed stacks with itself and other sources and cannot be removed without a DC 10 + half Rank Bonus + attack Attribute check of the appropriate skill.

Constructs

This type of creature is built from whirring gears and magical cores that power complex motors and servos. These creatures are considered objects and are immune to anything that would only affect a living breathing creature, such as Nonlethal damage, Fatigue, Mind-Affecting Effects, needing to breath, eat, and sleep, Disease, Poison, and Stun-based effects. However, this creature can now only be healed by affects that repair objects or a Craft skill in place of the Heal skill for skilled healing.

Animated

This subtype is considered Mindless, but gains triple the number of Tricks a companion normally gains and gains the Battlefield Assessment ability.

Battlefield Assessment: This creature can spend a Basic Action to assess the battlefield and can choose to either negate a tactical bonus hostile creatures are benefiting from on the battlefield or increase a tactical bonus friendly creatures are benefiting from by 2 for a number of rounds equal to this creature’s Highest Rank Bonus.

Golem

This subtype becomes Sapient, setting their base Intellect to 10 allowing it to be increased through point buy, they gain 1 additional Talent per Highest Rank Bonus, and they gain the Assisting Servos ability.

Assisting Servos: This creature automatically assists on any skill check that they are trained in to assist an ally.

Draconic

This type of creature is covered in scales and thick hide while being infused with magic, rumored to have the bloodlines of ancient dragons running through them. These creatures choose a single element that matches with their bloodline gaining 5 Resistance to that element per Highest Rank Bonus. Additionally, these creatures are highly intelligent and become Sapient, setting their base Intellect to 10, allowing it to be increased through point buy, but they may still be unable to speak due to anatomy.

Infused

This subtype has their elemental blood infused into their natural attacks, granting them your Spirit modifier + their Highest Rank Bonus in the chosen elemental damage on all natural attacks, and they gain the Elemental Breath ability.

Elemental Breath: When this creature selects its elemental type, they choose either a 15ft + 5ft per half Highest Rank Bonus cone, a 15ft + 10ft per half Highest Rank Bonus line, or a 10 + 5ft per half Highest Rank Bonus radius within 60ft breath weapon. This breath weapon can be used a number of times per Short Rest equal to half Highest Rank Bonus as a Basic Action and deals a number of d8s equal to Highest Rank Bonus of the chosen element. Targets caught within the breath weapon receive a Body Save, DC 10 + half Highest Rank Bonus + Constitution modifier, to take half damage from this affect.

Scaled

This subtype has manifested their bloodline with large impervious scales that cover their body granting them bonus Natural Armor equal to half of their Highest Rank Bonus, and they gain the Apex Hunter ability.

Apex Hunter: This creature chooses a single natural attack they possess, increasing the ADM to 2.0 at base and this attack may be used as a Quick Action with no Iterative penalties a number of times per Short Rest equal to half Highest Rank Bonus.

Wyrm

This subtype is the purest of the draconic types granting them a single special movement type and vision type of their choice that matches their heritage, and gaining the Frightful Presence ability.

Frightful Presence: This creature can choose to radiate a frightful presence as a Free Action, causing all hostile creatures within 20ft + 5ft per Highest Rank Bonus to require a Mind Save, DC 10 + half Highest Rank Bonus + Fellowship modifier, or become Frightened until they break line of sight with this creature. Any target who succeeds this save is immune to this ability for the rest of the encounter.

Fey

This type of creature is filled with primal magic that connects them to the realm of Alterius. This connection enhances their mind making the creature Sapient, setting their base Intellect to 10 allowing it to be increased through point buy, and grants them either Cold Iron or Silver DR equal to their Highest Rank Bonus + your Spirit modifier.

Seelie

This subtype has advantage on the first social check of each type they make on a creature and gains the Primal Spotlight ability.

Primal Spotlight: This creature can spend a Basic Action to begin fascinating all creatures who can see it, granting them a Composure check, DC 10 + half Highest Rank Bonus + Fellowship modifier, to resist being Fascinated. Creatures fascinated in this way remain Fascinated until either the companion quits maintaining this ability or they notice a hostile action targeting them. 

Shifted

This subtype has a connection to natural forces letting them ignore Difficult Terrain of a certain type such as from a storm or other source, they also are immune to the negative effects of a single natural phenomenon such as a sandstorm and gains the Primal Hunter ability.

Primal Hunter: For a number of minutes per day equal to their Highest Rank Bonus this creature can release a primal form doubling their natural DR and increasing the damage track of their natural weapons by their Highest Rank Bonus for the duration. The duration of this ability must be spent in one-minute increments but no duration is spent if this ability is used while in their chosen natural phenomenon. 

Unseelie

This subtype increases the penalties other creatures take to spot them or other similar opposed checks such as Concealment by a number of steps equal to half Highest Rank Bonus, and they gain the Primal Chaos ability.

Primal Chaos: This creature can once per Short Rest cause a spell being cast that they can see to automatically trigger a minor Wild Magic event.

Magical Beasts

This type of creature is infused with magical power granting them enhanced strength and strange abilities not typically available to normal animals. These creatures have their natural attacks count as being magical for the purposes of bypassing DR and they also gain a +1 to their HP Multiplier.

Dire

This subtype increases the damage track for all their natural attacks by a number of steps equal to their Highest Rank Bonus and gains the Dire Bulk ability.

Dire Bulk: A number of times per Long Rest equal to half of your Highest Rank Bonus this creature is able to increase their Size by 1 step and their Reach by 5ft for the remainder of the scene or encounter, up to GM discretion.  

Mystic

This subtype has Spell Resistance equal to your Spirit modifier + half of their Highest Rank Bonus and gains the Mystic Conduit ability.

Mystic Conduit: This creature is able to shift their Mana into another creature within their natural reach as a Basic Action. They can shift as much Mana as they choose to but cannot go past their target’s maximum Mana.

Oozes

This type of creature has no consistent physical form as its body shifts and molds from a lack of structure. These creatures take half damage from non-magical physical attacks and are Mindless creatures.

Amorphous

This subtype has 5 percent Fortification multiplied by their Highest Rank Bonus + your Spirit modifier, and they gain the Oozing Engulf ability.

Oozing Engulf: This creature may attempt to envelop a target’s space with their body by succeeding on a Grapple attempt. The target counts as being Grappled and automatically takes damage from this creature’s natural attack + an amount of additional Acid damage equal to your Spirit score and any on hit effects for as long as the target is Engulfed.  

Blights

This subtype is immune to Poisons and Diseases and gains the Blighted Touch ability.

Blighted Touch: This creature’s natural attacks now deal Necrotic damage instead of their normal damage type. 

Jellies

This subtype is immune to a single condition whose Tier is not higher than half this creature’s Highest Rank Bonus, chosen when this creature gains this subtype and if applicable increases in Tier when their Rank Bonus increases, and they gain the Infectious Form ability.

Infectious Form: This creature inflicts any target hit by their natural attack with the condition they choose to be immune to granting the target a Body Save (DC 10 + half Highest Rank Bonus + con mod) or be afflicted with the condition for a number of rounds equal to their Highest Rank Bonus.

Puddings

This subtype gains Lifesense within 90ft of themselves, they also gain a bonus to CMD equal to their Highest Rank Bonus, and they gain the Poisonous Host ability.

Poisonous Host: This creature may consume a Poison or Disease and afflict enemies with that effect whenever they hit with a natural attack granting the appropriate Saves to resist based on the consumed Poison or Disease. The consumed Poison or Disease remains until it is replaced by another, at which point it is permanently lost. Poisons and Diseases consumed by this creature cannot be harvested from this creature for additional doses.

Outsiders

This type of creature is infused with the magic and power from other worlds granting them various enhancements and abilities. These creatures become Sapient if not already, setting their base Intellect to 10 allowing it to be increased through point buy, and they gain either a movement or vision type of their choice.

Alignment

This subtype increases a single Alignment chosen when the subtype is gained by an amount equal to your Spirit modifier + half of their Highest Rank Bonus, also receiving DR that is bypassed by the opposed Alignment equal to their Alignment score, and they gain the Paragons Judgment ability.

Paragons Judgment:  This creature can spend a Quick Action once per Short Rest to judge a target of their opposed Alignment. This effect gives the creature Advantage on all attacks and opposed checks against the target and bypasses any DR they possess for the duration of the encounter.

Charn

This subtype has a Miss Chance equal to your Spirit modifier + their Highest Rank Bonus, and they gain the Improbable Odds ability.

Improbable Odds: A number of times per day equal to this creature’s Highest Rank Bonus this creature can force a reroll of any d20 they witness as an Immediate Action.

Concept

This subtype manifests power based on a single concept or belief granting it a bonus to Saves related to that concept equal to half their Highest Rank Bonus and gains the Conceptual Reinforcement ability.

Conceptual Reinforcement: This creature has Advantage on any skill check tangentially related to or matching their concept, up to GM discretion. 

Divine

This subtype has a special vision type that allows them to see Alignments, even allowing them to see the level of Alignment with a successful Magic Sight skill check, and they gain the Consecrated Blessings ability.

Consecrated Blessings: Once per Long Rest as a Basic Action this creature can consecrate a 60ft radius area with the divine power granted to them. All friendly creatures who worship the divine power in this creature gain a bonus to skill checks, Saves, and damage equal to half of their Highest Rank Bonus, while enemies who do not worship the divine power take a penalty equal to the same amount. This consecration lasts for a number of minutes equal to this creature’s Highest Rank Bonus.  

Elemental

This subtype chooses a single elemental damage type and become Immune to their chosen type, and they gain the Elemental Form ability.

Elemental Form: This creature is infused with their chosen elemental type, gaining bonus damage of that type equal to their Highest Rank Bonus + Spirit modifier on all attacks they make.

Fate

This subtype gains a number of additional Luck Points per day equal to half of their Highest Rank Bonus, may increase their Luck score separately adding it to their point buy, and they gain the Fates Favored ability.

Fates Favored: Once per Long Rest this creature may choose to automatically succeed on a skill check.

Horror

This subtype increases their starting Tier of a single chosen Emotion track by half of their Highest Rank Bonus, but they do not take the negative effects of the Emotion track, and they gain the Horrific Existence ability.

Horrific Existence: As a Basic Action this creature can release their inner horrors granting all enemies within 30ft of them a Mind Save, DC 10 + half Highest Rank Bonus + Fellowship modifier, to resist increasing their Emotion track in this creature’s chosen Emotion by a number of steps equal to half this creatures Highest Rank Bonus. A target that Saves against this ability is Immune to this ability for the remainder of the encounter, and any increases to their Emotion track from this ability are removed if they Save against an additional application of this ability.

Tarot

This subtype is able to shift temporary bonuses they gain to a different type chosen when the benefit is gained, such as moving a +1 bonus to Attack to AC instead, and they gain the Balance the Scales ability.

Balance the Scales: A number of times per Long Rest equal to half of their Highest Rank Bonus this creature can designate a target within line of sight as a Basic Action. If this creature is not willing, they receive a Soul Save, DC 10 + half Highest Rank Bonus + Spirit modifier, or be unable to gain any temporary bonuses or penalties for a number of rounds equal to this creature’s Highest Rank Bonus.

Void

This subtype treats any environment as their ‘natural’ environment for the purposes of if they are able to survive or breathe in that environment, and they gain the Cascading Void ability.

Cascading Void: Once per Long Rest as a Basic Action this creature is able to create a temporary copy of itself, that has a quarter of its current remaining HP. There is a 5 percent–multiplied by half Highest Rank Bonus–chance that another copy is made, this can occur a number of times equal to this creature’s Highest Rank Bonus. These copies last for a number of rounds equal to your Spirit score and can act as normal on the creature’s turn but are unable to use any limited use abilities, resources, or items. If one of these creatures is affected by a buff or penalty, they all are affected by the same buff or penalty.

Plants

This type of creature is a magically enhanced mass of plant life or other similar materials. These creatures are Mindless and are Immune to Poison, Sleep, Stun, and Paralysis effects but are Vulnerable to Necrotic damage, taking 50 percent more from such sources.

Carnivorous

This subtype gains an innate maneuver of their choice to their natural attacks and gains the Nature’s Lure ability.

Nature’s Lure: By spending a Basic Action this creature is able to attempt to lure in enemies who can see them granting a Mind Save, DC 10 + half Highest Rank Bonus + Fellowship modifier, or the enemy must target this creature on their next turn.

Elder

This subtype is one size larger than normal and gains the Gnarled Hide ability.

Gnarled Hide: Any enemy that attacks this creature with a melee weapon must make a Body Save, DC 10 + half Highest Rank Bonus + Constitution modifier, or take Retribution damage equal to this creatures natural DR. If the attacker is using a manufactured weapon with Reach the damage is Piercing instead of Retribution.  

Green

This subtype has Fast Healing equal to your Spirit modifier + half of their Highest Rank Bonus, and they gain the Overgrowth ability.

Overgrowth: A number of times per Long Rest equal their Highest Rank Bonus this creature may cause natural growths to burst from the ground in a 30ft radius around them as a Basic Action. This area is now Difficult Terrain for anyone but this creature for the remainder of the encounter.

Shade-touched

This type of creature is infused with the power from the plane of Caligaro, corrupting and infusing them with shade energy. These creatures gain the See In Darkness vision type and treat light levels as 1 step lower for the purposes of Concealment and Miss Chance they benefit from.

Corrupted

This subtype has Resistance to Cold and Shade damage equal to 5 multiplied by their Highest Rank Bonus, and they gain the Shadowscape ability.

Shadowscape: This creature can meld with shadows at will as part of movement. This gives this creature the ability to move along and within shadows without being seen. It may only move from different shadows as long as they are touching while using this ability. While this creature is within a shadow, the shadow will not change its shape, being almost frozen in the position it was in, when this creature entered that shadow. If the shadow is connected to a creature or an object that is moving, the shadow continues to move with the creature or object as normal, however it is still frozen in the original shape and the creature within the shadow is carried along with it.

Vampiric

This subtype is healed by Shade damage but is vulnerable to Radiant and Primal damage types, they also have bonus HP equal to their Fellowship modifier, and they gain the Devouring Darkness ability.

Devouring Darkness: This creature’s attacks are infused with shade energy, gaining bonus Shade damage equal to your Spirit modifier on hit. Additionally, this creature heals from damage dealt with melee attacks.

Swarms

This type of creature has split into a multitude of smaller creatures of its type that move as one to overwhelm its enemies. These creatures cannot be Flanked, take half damage from targeted effects, but take 50 percent more damage from AoE damage, they are considered Mindless, and treat the damage track of their natural attack as 4 lower, but automatically hit with their natural attack against any enemy they share a space with.

Hive

This subtype of swarm is considered Diminutive and are Immune to targeted effects but cannot attack targets unless they share a space with them. They also gain the Distracting Dissonance ability.

Distracting Dissonance: Any hostile creature that shares a space with this swarm is automatically Sickened by the swarm crawling over their body. 

Pack

This subtype of swarm is a pack of Tiny creatures working together giving them a flat bonus to damage equal to half of their Highest Rank Bonus per size above Medium the creature takes up in space and gains the Overwhelming Horde ability.

Overwhelming Horde: Enemies that this creature shares a space with are isolated from their companions unable to provide Flanking or other tactical bonuses. Additionally, the horde provides Flanking to all friendly creatures against creatures they share a space with.

Undead

This type of creature is fueled through necromantic magics and the power of undeath. These creatures are mindless, and are immune to Death Effects, Disease, Poison, Sleep, Stunning, Paralysis, Fatigue, and Attribute Damage effects. They do not need to eat or breath and are healed by Negative Energy and take damage from Positive Energy. Additionally, these creatures use Fellowship in place of Constitution to determine their HP and Body Saves.

Corporeal

This subtype takes half damage from a single Physical damage type chosen when this subtype is gained and gains the Rotting Flesh ability.

Rotting Flesh: This creature takes no penalty for Wounds due to their body already rotting beyond repair. Additionally, they gain 5 percent Fortification multiplied by their Highest Rank Bonus.

Incorporeal

This subtype’s body is slowly becoming detached from the physical world, they have 5 percent miss chance multiplied by their Highest Rank Bonus, and they gain the Spectral Jaunt ability.

Spectral Jaunt: This creature is able to dip into the Ethereal Plane as a Basic Action for a number of minutes per Long Rest equal to your Spirit modifier + Highest Rank Bonus in one-minute increments. While using this ability they are able to pass through solid objects as if they were not there and cannot be hit with any effect on the material world, but they are unable to interact with the material world. This ability may be ended early but still consumes one minute rounded up worth of use.

Yokai

This type of creature is infused with raw primal energy connected to a concept created by mortals such as emotions or the fear of natural disasters. These creatures are Sapient if they are not already, setting their base Intellect score at 10 and allowing it to be increased with their point buy. They also add your Spirit modifier to their Constitution score for the purposes of determining their HP.

Primal

This subtype is infused with mortals’ fears of natural disasters and similar aspects, this grants them a bonus to an adventuring skill of their choice equal to your Spirit modifier and gains the Natural Catastrophe ability.

Natural Catastrophe: When this creature gains this ability they choose a single type of natural catastrophe, by spending one minute meditating they are able to shift the weather in the area one step towards that catastrophe. They may shift the weather a number of steps with this ability equal to half of their Highest Rank Bonus.

Emotional

This subtype is infused with a single strong emotion, they choose a single Emotion and increase their damage track with weapons a number of steps equal to their current chosen Emotion track and gains the Emotional Overload ability.

Emotional Overload: A number of times per long rest equal to half of their Highest Rank Bonus this creature can radiate a 30ft aura of pure emotion. All creatures within this aura increase their Emotion track based on the creatures chosen Emotion a number of steps equal to half of this creatures Highest Rank Bonus as long as they remain within the aura. This aura remains for the duration of the encounter once activated but can be ended early by the creature.

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Companion Talents

As you become stronger, your companion also gets stronger. Depending on the type of companion, they will gain a certain number of Talents free of cost as long as they meet the prerequisites of those Talents. In this section, we will discuss these talents and their application to a companion.

As you grow in strength so does your companion. Depending on the type of companion, your companion will gain a number of Talents for free as long as they meet the prerequisites of those Talents. The only limitations on what talents can be taken are that no Spellcasting or Companion talents can be taken by your companion directly unless another ability says otherwise.

Companions are unable to take Talents that have limited resources which can be granted to or shared with them through additional Talents taken by you. This includes talents such as Rage, Ki, Judgment, and so on.

Familiar

Familiars gain a number of Talents equal to half of your Highest Rank Bonus by default.

Animal Companions

Animal Companions gain a number of Talents equal to your Highest Rank Bonus + Spirit modifier by default.

Eidolons

Eidolons gain a number of Talents equal to your Highest Rank Bonus by default.

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Companion Skills

In this section, you’ll learn how to effectively calculate your companion’s skill by taking into account their base number of free skills, skill ranks, bonuses, and modifiers. This knowledge will help you optimize your companion’s abilities and make the most out of their potential.

All companions gain a base number of free skills equal to your Highest Rank Bonus + your companions’ Fellowship or Intellect modifier + their Strength or Dexterity modifier. These skills can be chosen from any skill category except they are unable to purchase Magic skills to gain magic. The rank of these skills is equal to your Highest Rank skill and automatically upgrades whenever you reach the next rank. Finally, each type of companion gains a number of bonus skills in a specific category depending on the type.

Familiar

Familiars gain a number of adventuring skills equal to your Spirit modifier.

Animal Companions

Animal Companions gain a number of martial skills equal to your Spirit modifier.

Eidolons

Eidolons gain a number of skills equal to your Spirit modifier that can be used anywhere.

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Companion Saves

Here we discuss the details of how saves are calculated, the significance of a companions CMD, and the crucial role of their vitality and how these elements are applied mechanically to the game.

Companions determine their saves in the same way that you and other creatures do, by taking the highest of the average or median of their Attribute modifiers in each category. If a creature does not have an attribute, such as most animals not having Thaumaturgy, or Mindless creatures not having Intellect, their score in that Attribute is treated as 10 for the purpose of calculating Saves in that category. Finally, all companions gain a number of Save bonuses that they may assign to any Save of their choice equal to your Highest Rank Bonus.

Companion CMD

Companions determine their CMD the same way that other creatures do, as per CMD rules under Chapter 08 – Rules, Combat Rules. Additionally companions naturally get a bonus to CMD equal to half of their Highest Rank Bonus.

Companion Vitality

Companions determine their Vitality score the same way that other creatures do, and naturally gain a bonus to their Vitality score equal to their Highest Rank purchased within Vitality.

Companion Hit Points

Companions determine their HP the same as you and other creatures do by multiplying their Constitution score by their HP Multiplier. The base HP Multiplier of a companion is determined by their type, with Familiars having 1 Multiplier at base, Animal Companions and Eidolons having 2. Additionally, Eidolons add your Spirit modifier to their Constitution score when determining their HP.

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Companion Traits

Here we explore how to customize the base creature companion with unique traits, and provide examples that can be modified with GM approval.

Finally, all companions gain 2 Traits from the following list to flesh out and customize the base creature. The following list are examples that can easily be altered or expanded upon with GM approval.

Alert

This companion can make a single Perception check as a Free Action once per round.

Bob and Weave

This companion can ignore the first square they would provoke from each round.

Camouflaged

This companion has Advantage on Stealth checks to hide in natural environments.

Conditioned

When this trait is taken choose a single subtype of Save such as Fear, Charm, Death, and so no. This companion gains Advantage on those types of Saves. 

Dense Muscles

This companion’s DR is increased by their Highest Rank Bonus.

Elusive

This companion gains a +1 Dodge bonus to AC.

Feral Mutation

This companion gains a single natural attack of their choice as a secondary natural attack.

Forager

This companion is able to harvest a number of additional doses on a successful Harvest check equal to half of their Highest Rank Bonus.

Independent

This companion can default to a chosen Trick determined by you after a Long Rest.

Intelligent

This companion’s Intellect score is increased by 1.

Maneuverable

This companion gains either a climb, swim, burrow, or poor fly movement type they do not already possess with a speed equal to half of their base land movement.

Paragon

This companion increases a single non-Intellect Attribute score by 2.

Planted Paws

This companion gains a +3 bonus to CMD.

Quick

This companion’s movement speed of their choice is increased by 10ft.

Rare Size

This companion’s Size is changed to be one size larger or smaller than normal.

Resistant

This companion increases a single Save type by 2.

Resourceful

This companion may take a single Downtime Action whenever you take a Downtime Action. 

Robust Training

This companion receives 2 additional Talents they qualify for.

Scales and Fur

This companion increases their Natural Armor bonus by 2.

Smart

This companion gains an additional number of skills they are trained in equal to your Spirit modifier.

Strong Senses

This companion either gains Scent, Low-Light Vision, Darkvision out to 60ft, or a vision type to see through specific material such as Cloudsight.

Thick Hide

This companion’s HP Multiplier is increased by 1.

Unnatural Intellect

This companion removes their Animal Intelligence trait, gaining Sentience instead. This allows Intellect to be increased through point buy however, the Intellect score remains at the base the creature started with. If this creature is Mindless, it instead removes Mindless, granting Animal Intellect, with a base Intellect of 2.

Vibrant Hide

This companion gains a bonus on social and performance checks equal to half of their Highest Rank Bonus.

Well Trained

Once this companion has been given a command it only requires a Basic Action to change commands, a Quick Action to alter the command to another command of the same type, or a Free Action to change the target of the command.

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