5 companions and familiars, from Aeon Wyrd to Arboreal Sapling.
Aeon Wyrd · Angel Eidolon · Anger Phantom Eidolon · Ape · Arboreal Sapling
Familiar
Required Number of Abilities 3
Granted Abilities flier
Aeon Stone Reservoir Your aeon wyrd can hold any aeon stone as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any wayfinder you invest.
Can't Walk Your aeon wyrd has no land Speed.
Constructed Your aeon wyrd is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP.
Crystalline Your aeon wyrd's crystalline structure makes it vulnerable to sonic attacks. It gains weakness to sonic damage equal to your level.
LOPSG, page 122.
Eidolon
Tradition divine
Alignment must be good, usually neutral good
Home Plane Nirvana (if NG), Elysium (if CG), or Heaven (if LG)
Suggested Attacks fist (bludgeoning), wing (bludgeoning), unarmed attacks shaped like a weapon
Angelic Avenger Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10; +2 AC (+3 Dex Cap)
Angelic Emissary Str 12, Dex 18, Con 12, Int 10, Wis 12, Cha 14; +1 AC (+4 Dex Cap)
Skills Diplomacy, Religion
Senses darkvision
Language celestial
Speed 25 feet
Eidolon Abilities Initial Hallowed Strikes; Symbiosis Traveler's Aura; Transcendence Angelic Mercy
Hallowed Strikes
Your eidolon's attacks are hallowed by the celestial realms. Your eidolon's unarmed Strikes deal an extra 1 good damage; as usual, this extra damage harms only evil creatures or those with a weakness to good damage. Additionally, your eidolon can make nonlethal attacks with its unarmed attacks without taking the usual –2 circumstance penalty.
Traveler's Aura7th
Your eidolon emanates a powerful aura—resembling that of an astral deva—that protects creatures as they travel. The aura has the abjuration, aura, and divine traits. Your eidolon and its allies within a 20-foot emanation are protected from severe heat and cold, and your eidolon is never flat-footed to creatures inside the aura that are of a lower level than the eidolon.
When you gain the transcendence class feature, this evolves to the full benefits of an astral deva; your eidolon and allies in the aura are protected from environmental damage from any plane, including severe and extreme heat and cold as well as more unusual dangers.
Angelic Mercy17th
Your eidolon's angelic power allows them to assuage a variety of ailments, just like most other powerful angels. Your eidolon can cast remove curse, remove disease, remove fear, and remove paralysis once per day each as 9th-level divine innate spells.
Secrets of Magic, page 59.
Eidolon
Tradition occult
Home Plane Ethereal Plane
Suggested Attacks fist (bludgeoning), tendril (bludgeoning), unarmed attacks shaped like a weapon
Wrathful Dabiagur Str 18, Dex 14, Con 16, Int 8, Wis 10, Cha 12; +2 AC (+3 Dex Cap)
Enraged Assassin Str 14, Dex 18, Con 16, Int 10, Wis 8, Cha 12; +1 AC (+4 Dex Cap)
Skills Intimidation, Occultism
Senses darkvision
Language one common mortal language the eidolon spoke in life
Speed 25 feet
Eidolon Abilities Initial Furious Strike; Symbiosis Seething Frenzy; Transcendence Anger Aura
Furious Strike
Your eidolon can infuse an attack with unmitigated rage. It gains the Furious Strike activity.
Furious Strike
Your eidolon channels its anger into a furious attack. It makes a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your eidolon deals an extra die of weapon damage and gains a +1 circumstance bonus to the damage roll.
If you're at least 10th level, increase this to two extra dice with a +2 circumstance bonus, and if you're at least 18th level, increase it to three extra dice with a +3 circumstance bonus.
Seething Frenzy7th
Your eidolon can stoke itself into a frenzy. It gains the Seething Frenzy action.
Seething Frenzy
Your eidolon's fury boils over into a reckless, outof-control frenzy. While frenzied, your eidolon is affected by boost eidolon and gains temporary Hit Points equal to your level, but it takes a –2 penalty to AC. Your eidolon can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which it's fatigued for 1 minute and can't start another frenzy for 1 minute.
Anger Aura17th
Your eidolon exudes wrath in an aura around it, rousing the ire of nearby creatures and causing their defenses to crack as they seethe with rage. Your eidolon gains a 20-foot anger aura, which has the aura, emotion, enchantment, mental, and occult traits. The resistances of any creature in the aura, including you, your allies, your enemies, and your eidolon, are reduced by an amount equal to 3 + your eidolon's Constitution modifier. Your eidolon can hold in its rage by spending a single action, which has the concentrate trait. This reduces the aura's effect to affect only your eidolon. It can take this action again to reinstate the full effect of its aura. Creatures in a barbarian Rage, Seething Frenzy, or similar ability that allows them to channel their anger aren't affected by the anger aura.
Secrets of Magic, page 59.
Companion
Size Small
Melee fist, Damage 1d8 bludgeoning
Str +3 Dex +1 Con +2 Int -4 Wis +2 Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision
Speed 25 feet, climb 25 feet
Support Benefit Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes frightened 1.
Advanced Maneuver Frightning Display
Frightning Display
Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn't require language. While frightened by this ability, the target is flat-footed to your ape.
Advanced Player’s Guide, page 144.
Companion
Access You are a member of the leaf order.
Size Small
Melee branch, Damage 1d8 bludgeoning
Str +3 Dex +1 Con +2 Int -4 Wis +2 Cha +0
Hit Points 8
Skill Stealth
Senses low-light vision
Speed 25 feet
Support Benefit Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling's reach, the first square the creature moves into after taking that damage is difficult terrain.
Advanced Maneuver Throw Rock
Throw Rock
The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base of 1d6 bludgeoning damage with a range increment of 30 feet.
Advanced Player’s Guide, page 144.