11 companions and familiars, from Calligraphy Wyrm to Crocodile.
Calligraphy Wyrm · Camel · Capybara · Cat · Cave Gecko · Cave Pterosaur · Ceru · Clockwork Familiar · Construct Eidolon · Crawling Hand · Crocodile
Familiar
Required Number of Abilities 6
Granted Abilities darkvision, flier, manual dexterity, scent, skilled (arcana, society), speech
Ink Spray Frequency once per 10 minutes; Effect The wyrm splatters ink in a 10-foot cone. Each creature in the area must succeed at a Reflex save or become covered in ink. Ink spray has the effects of glitterdust except the creature isn't dazzled, and it can remove its blindness by spending a single action, which has the manipulate trait, to wipe off the ink from their face.
Stylus Claws Your calligraphy wyrm has stylus-shaped claws that it can fill with its natural ink, using its claw as a pen without having to purchase ink.
LOPSG, page 122.
Companion
Size Medium or Large
Melee jaws, Damage 1d6 piercing
Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha +0
Hit Points 8
Skill Survival
Senses scent 30 feet (imprecise), low-light vision
Speed 35 feet
Special mount; your camel ignores the harmful effects of mild, severe, and extreme cold or heat, selected when you gain the companion
Support Benefit The camel makes a ranged attack to spit a long string of saliva at a foe within 10 feet. On a hit, the foe is dazzled for 1 round.
Advanced Maneuver Sand Stride
Sand Stride
The camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone.
Companion
Size Small
Melee head (agile), Damage 1d6 bludgeoning
Str +2 Dex +2 Con +2 Int -4 Wis +2 Cha +0
Hit Points 6
Skill Survival
Senses scent 30 feet (imprecise), low-light vision
Speed 35 feet
Support Benefit Your capybara assists you in battle. You gain a +1 circumstance bonus on your next attack roll to Strike a foe within your capybara's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.
Advanced Maneuver Distracting Spray
Distracting Spray
The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an Interact action and ends the effect. This uses a trained DC using the capybara's Constitution modifier or an expert DC if the capybara is specialized.
Critical Success The creature is unaffected.Success The creature is clumsy 1 for 1 round.Failure The creature is clumsy 1 for 1 minute.Critical Failure The creature is clumsy 2 for 1 minute.LOTGB, page 54.
Companion
Size Small
Melee jaws (finesse), Damage 1d6 piercing
Melee claw (agile, finesse), Damage 1d4 slashing
Str +2 Dex +3 Con +1 Int -4 Wis +2 Cha +0
Hit Points 4
Skill Stealth
Senses scent 30 feet (imprecise), low-light vision
Speed 35 feet
Special Your cat deals 1d4 extra precision damage against flat-footed targets.
Support Benefit Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your cat's reach make the target flat-footed until the end of your next turn.
Advanced Maneuver Cat Pounce
Cat Pounce
The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.
Core Rulebook, page 215.
Companion
Size Small
Melee jaws (finesse), Damage 1d6 piercing
Str +2 Dex +3 Con +1 Int -4 Wis +2 Cha +0
Hit Points 6
Skill Stealth
Senses scent 30 feet (imprecise), low-light vision
Speed 25 feet, climb 25 feet
Support Benefit Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to Disarm, Shove, or Trip an opponent and roll a critical failure, you get a failure instead.
Advanced Maneuver Tongue Pull
Tongue Pull
The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is forced movement. On a critical success, the foe is also grabbed until the beginning of your next turn.
Companion
Size Small
Melee beak (finesse), Damage 1d6 piercing
Melee talon (agile, finesse), Damage 1d4 slashing
Str +2 Dex +3 Con +1 Int -4 Wis +2 Cha +0
Hit Points 4
Skill Thievery
Senses darkvision
Speed 10 feet, fly 60 feet
Support Benefit Your pterosaur expands its wings and makes distracting flapping motions. Any creature that would gain lesser cover from the pterosaur gains standard cover instead.
Advanced Maneuver Pterosaur Swoop
Pterosaur Swoop
The pterosaur Flies up to its Speed and makes one beak Strike at any point during that movement.
Familiar
Required Number of Abilities 4
Granted Abilities cantrip connection (guidance, mage hand), darkvision, touch telepathy
Created Magic Your ceru familiar grants you the mage hand and guidance cantrips via the cantrip connection granted ability. If one or more of these cantrips isn't on your spell list, you can replace the cantrip or cantrips not on your spell list with a cantrip or cantrips from your spell list instead.
Turn of Fate (divination) Frequency once per day; Effect Your ceru shifts the scales of fortune for one target's next attempt at an attack roll, saving throw, or skill check. If targeted with bad fortune, the target attempts a Will save against your class DC or spell DC, whichever is higher, with effects depending on the result of their save; this is a misfortune effect. If targeted with good fortune, the target rolls twice and uses the better result; this is a fortune effect. Regardless of outcome, targets are immune to Turn of Fate for one day. Success The target is unaffected.Failure The target rolls twice and uses the worse result.Critical Failure As failure, except the target is affected for the next three attempts.
LOIL, page 220.
Familiar
Required Number of Abilities 3
Granted Abilities darkvision
Clockwork You need to keep your clockwork familiar wound, but the process isn't particularly onerous or time consuming. If you spend 1 minute winding up your clockwork familiar with a unique key only you can use, it can remain active for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Enemies can attempt to disable the clockwork familiar, with a standard DC for your level to Disable a Device, to reduce the remaining operational time by 1 hour (or 2 hours on a critical success). Certain other abilities that adversely affect technology might also reduce the clockwork familiar's remaining operational time. Some abilities, like Steam Screen, require your clockwork familiar to spend some of its remaining operational time. It can't spend more than it has and shuts down immediately once it has no time remaining. You can wind your clockwork familiar for 1 minute at any time to return it to the maximum 24 hours of operational time.
Constructed Your clockwork familiar is made of metal rather than flesh and bone, although it is still delicate enough in certain places to be vulnerable to violence in the same manner as a living creature. It 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 Hit Points.
Electricity Vulnerability The metal components of a clockwork familiar conduct electricity and are easily disrupted by an electric current. It gains weakness to electricity damage equal to your level.
Steam Screen Frequency once per minute; Effect Your clockwork familiar blows a billowing plume of steam into its square around itself. It gains a +1 circumstance bonus to its Intimidation checks, and any creature in the familiar's square has concealment, though creatures in the square can't use this concealment to Hide or Sneak. The steam and its effects remain for 1 round. To use this ability, your clockwork familiar must spend 1 hour of operational time.
Toggle Standby Mode Your clockwork familiar enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when you Command it to exit standby mode, it does so, by using this action again.
LOTGB, page 23.
Eidolon
Tradition arcane
Home Plane Astral Plane
Size medium
Suggested Attacks fist (bludgeoning)
Warrior Construct Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 8; +2 AC (+3 Dex Cap)
Scout Construct Str 14, Dex 18, Con 16, Int 12, Wis 10, Cha 8; +1 AC (+4 Dex Cap)
Skills Arcana, Crafting
Senses darkvision
Language one common mortal language
Speed 25 feet
Eidolon Abilities Initial Construct Heart; Symbiosis Reconfigured Evolution; Transcendence Ultimate Reconfiguration
Construct Heart
Your construct eidolon has a link directly to your life force, which renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects. It doesn't have a construct's normal immunities, but does gain a +2 circumstance bonus to saving throws against death effects, disease, necromancy, and poison effects, as well as effects causing the fatigued or sickened conditions. Additionally, its astral essence bleeds off slowly, and it only needs to succeed at a DC 10 flat check to remove persistent bleed damage (or DC 5 after receiving particularly effective aid).
Reconfigured Evolution7th
Your construct eidolon is particularly easy to reconfigure, gaining an additional evolution that suits both of your whims. Choose one additional evolution feat of 6th level or lower. Your eidolon gains that feat. You can Retrain this feat for any other evolution feat of 6th level or lower with only a single day of downtime if you succeed at a Crafting check, with a standard DC of your eidolon's level. If you fail, you can try again on a later day. Many summoners choose Eidolon's Wrath for this ability.
Ultimate Reconfiguration17th
Your construct eidolon becomes even more customizable. Choose an evolution feat of 16th level or lower. Your eidolon gains that feat. You can spend downtime to adjust it using Crafting, just like the feat from reconfigured evolution. Many summoners select Ever-Vigilant Senses for this ability.
Secrets of Magic, page 61.
Familiar
Required Number of Abilities 5
Granted Abilities manual dexterity, spell delivery, valet
Lend a Hand The crawling hand assists an ally in the same space to attack a foe, crawling over the enemy and grabbing to distract them. Despite being a minion, it gains 1 reaction at the start of its turns, which it can use only to Aid an attack roll by an ally that shares the hand's space (it still has to prepare to help as normal for the Aid reaction). This attempt automatically succeeds. If the crawling hand has a similar ability, like partner in crime, it still gains only 1 reaction and can choose how to spend it.
Undead Your familiar is undead. It has negative healing and is immune to death effects, disease, poison, and unconscious. It's destroyed at 0 HP.
Book of the Dead, page 40.
Companion
Size Small
Melee jaws, Damage 1d8 piercing
Melee tail (finesse), Damage 1d6 bludgeoning
Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision
Speed 20 feet, swim 25 feet
Special The crocodile can hold its breath for about 2 hours.
Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a –10-foot circumstance penalty to its Speeds and can't Fly while the crocodile is latched on.
Advanced Maneuver Death Roll
Death Roll
Requirements The crocodile has a creature grabbed.
The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it misses, it releases the creature.
Advanced Player’s Guide, page 145.