Companion Creatures

The Bonded Companion feat grants a character the ability to select a creature to be his permanent companion. The character’s choice of companion creature is limited by a creature’s hit dice: the HD of a bonded companion may not exceed 34 × (2 + his class level), rounded down.

Note: For the purposes of the rules on this page, “class level” refers to the character’s level in whatever class was used to satisfy the prerequisites of the Bonded Companion feat (usually druid, ranger, cleric, or witch).

Companion Basics

Use the basic statistics for a creature of the companion’s kind, but with the following changes.

Hit Dice: For the purpose of spells and other magical effects related to number of Hit Dice, use the master’s class level.

Hit Points: The companion’s normal maximum hit point total is equal to one-half that of the master (not including hit points from buff spells or other temporary effects), or the creature’s own hit point total (as determined by its hit dice and Constitution modifier), whichever is higher.

Attacks: Use the master’s base attack bonus if it’s higher than the creature’s own BAB. Attack numbers (to hit and damage) are otherwise calculated as normal for a creature of the companion’s type.

Saving Throws: For each saving throw, use either the companion’s base save bonuses or the master’s (as calculated from all his classes), whichever is better. The companion uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: The companion gains 2 bonus skill points for every class level the master has. The companion’s maximum skill ranks are limited by the master’s class level. A companion creature must select skills appropriate to its Intelligence score and other capabilities (a mindless zombie cannot take the Intimidate? skill, nor can a tiger have ranks in Arcane Script or Disable Device?).

Feats: The companion gains a bonus feat for every two class levels the master has. (The companion must still meet the prerequisites for all feats gained in this way.) A companion creature must select feats appropriate to its capabilities and nature (a fire elemental cannot gain proficiency with armor, for example).

Natural Armor: The companion gains an enhancement bonus to natural armor equal to one-half the difference between the master’s class level and the companion’s hit dice.

Companion Abilities

All companion creatures have special abilities depending on the master’s class level, as shown on the table below. The abilities are cumulative.

Class Level
The master’s level in whatever class was used to satisfy the prerequisites of the Bonded Companion feat.
Bonus Tricks
A character with the ability to select animals as bonded companions (i.e. one who possesses the Command Animals feat) may bestow knowledge of extra tricks upon an animal companion, in addition to any that he might choose to teach it by means of the Handle Animal? skill. These bonus tricks don’t require any training time or Handle Animal? checks, and they don’t count against the normal limit of tricks known by the animal. The master selects these tricks as he gains class levels, and cannot change them thereafter; any animal the master chooses as his bonded companion automatically gains these tricks. The character can select a number of tricks equal to 1 + 1 per three class levels.
Link (Ex)
A character with an animal companion can handle her companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal? skill. The master gains a +4 circumstance bonus on Handle Animal? checks (and all wild empathy checks, if the character possesses that ability) made regarding an animal companion.
Share Spells (Ex)
At the master’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her companion. The companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the companion moves farther than 5 feet away and will not affect the companion again, even if it returns to the master before the duration expires. Alternatively, the master may cast a spell with a target of “you” on her companion (as a spell with a range of touch) instead of on herself. This ability only affects spells gained from the class which was used to satisfy the prerequisite of the appropriate Command feat. A master and his companion can share spells even if the spells normally do not affect creatures of the companion’s type.
Devotion (Ex)
A companion creature gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack
A companion creature gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Bonus to Reflex saves
A companion creature’s Reflex save bonus increases by +2 at the indicated levels.
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Companion Creatures