7 companions and familiars, from Badger to Boar.
Badger · Bat · Bear · Beast Eidolon · Beetle · Bird · Boar
Companion
Size Small
Melee jaws, Damage 1d8 piercing
Melee claw (agile), Damage 1d6 slashing
Str +2 Dex +2 Con +2 Int -4 Wis +2 Cha +0
Hit Points 8
Skill Survival
Senses scent 30 feet (imprecise), low-light vision
Speed 25 feet, burrow 10 feet, climb 10 feet
Support Benefit Your badger digs around your foe's position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your badger threatens, the target can't use a Step action (unless it can Step through difficult terrain) until it moves from its current position.
Advanced Maneuver Badger Rage
Badger Rage
Requirements The badger isn't fatigued or raging.
The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can't voluntarily stop raging. While raging, the badger is affected in the following ways.
After it has stopped raging, it can't use Badger Rage again for 1 minute.
Core Rulebook, page 215.
Companion
Size Small
Melee jaws (finesse), Damage 1d6 piercing
Melee wing (agile, finesse), Damage 1d4 slashing
Str +2 Dex +3 Con +2 Int -4 Wis +1 Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision, echolocation 20 feet (the bat can use hearing as a precise sense within this range)
Speed 15 feet, fly 30 feet
Support Benefit Your bat flaps around your foes' arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat's reach that you damage with Strikes take a –1 circumstance penalty to their attack rolls.
Advanced Maneuver Wing Thrash
Wing Thrash
The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made.
Advanced Player’s Guide, page 144.
Companion
Size Small
Melee jaws, Damage 1d8 piercing
Melee claw (agile), Damage 1d6 slashing
Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha +0
Hit Points 8
Skill Intimidation
Senses scent 30 feet (imprecise), low-light vision
Speed 35 feet
Support Benefit Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver Bear Hug
Bear Hug
Requirements The bear's last action was a successful claw Strike.
The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target.
Core Rulebook, page 215.
Eidolon
Tradition primal
Home Plane Material Plane
Size medium
Suggested Attacks claw (slashing), jaws (piercing), fangs (piercing), hoof (bludgeoning), horn (piercing)
Brutal Beast Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10; +2 AC (+3 Dex Cap)
Fleet Beast Str 14, Dex 18, Con 16, Int 8, Wis 12, Cha 10; +1 AC (+4 Dex Cap)
Skills Intimidation, Nature
Senses low-light vision
Language Sylvan
Speed 25 feet
Eidolon Abilities Initial Beast's Charge; Symbiosis Primal Roar; Transcendence Whirlwind Maul
Beast's Charge
Your eidolon can make a ferocious charge or pounce on foes, allowing it to quickly engage. It gains the Beast's Charge activity
Beast's Charge
Your eidolon rushes forward, using its momentum to increase the power of its attack. Your eidolon Strides twice and then Strikes. If the eidolon moved at least 20 feet away from its starting position and moved entirely in a straight line, it gains a +1 circumstance bonus to this attack roll.
Primal Roar7th
Your eidolon can bellow a terrifying roar, screech, croak, or other overpowering sound to frighten foes. It gains the Primal Roar activity.
Primal Roar
Your eidolon unleashes a primal roar or other such terrifying noise that fits your eidolon's form. Your eidolon attempts Intimidation checks to Demoralize each enemy that can hear the roar; these Demoralize attempts don't take any penalty for not sharing a language.
Whirlwind Maul17th
Your eidolon thrashes violently, damaging many foes in its reach. It gains the Whirlwind Maul activity.
Whirlwind Maul
Your eidolon lashes out in all directions. It makes a melee unarmed Strike against up to four enemies within reach. It can choose different unarmed attacks for each enemy. Each attack counts toward your multiple attack penalty, but you don't increase your penalty until the eidolon has made all its attacks.
Secrets of Magic, page 61.
Companion
Size Medium or Large
Melee mandible, Damage 1d8 piercing
Melee foot (agile), Damage 1d6 bludgeoning
Str +3 Dex +1 Con +3 Int -4 Wis +1 Cha +0
Hit Points 8
Skill Survival
Senses low-light vision
Speed 35 feet
Special mount
Support Benefit Your beetle stomps around and smashes into foes, knocking them off balance or pushing them aside when you create an opening. Until the start of your next turn, while riding on your beetle, your Strikes that deal damage either make the target flat-footed until the end of your next turn or move the target 5 feet away from the beetle (this is forced movement). The target chooses which effect occurs.
Advanced Maneuver Hustle
Hustle
The beetle moves at incredible speed. It Strides three times.
LOTGB, page 54.
Companion
Size Small
Melee jaws (finesse), Damage 1d6 finesse
Melee talon (agile, finesse), Damage 1d4 slashing
Str +2 Dex +3 Con +1 Int -4 Wis +2 Cha +0
Hit Points 4
Skill Stealth
Senses low-light vision
Speed 10 feet, fly 60 feet
Support Benefit The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
Advanced Maneuver Flyby Attack
Flyby Attack
The bird Flies and makes a talon Strike at any point along the way.
Core Rulebook, page 215.
Companion
Size Small
Melee tusk, Damage 1d8 piercing
Str +3 Dex +1 Con +2 Int -4 Wis +2 Cha +0
Hit Points 8
Skill Survival
Senses scent 30 feet (imprecise), low-light vision
Speed 35 feet
Support Benefit Your boar gores your foes. Until the start of your next turn, your Strikes that damage a creature in your boar's reach also deal 1d6 persistent bleed damage. If your boar is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Boar Charge
Boar Charge
The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.
Advanced Player’s Guide, page 144.