6 companions and familiars, from Pangolin to Psychopomp Eidolon.
Pangolin · Pipefox · Plant Eidolon · Polong · Poppet · Psychopomp Eidolon
Companion
Size Medium
Melee body, Damage 1d8 bludgeoning
Melee claw (agile), Damage 1d6 slashing
Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha +0
Hit Points 8
Skill Survival
Senses low-light vision
Speed 25 feet
Support Benefit Your pangolin tears at your enemies with its serrated plates. Until the start of your next turn, your Strikes that damage a creature in your pangolin's reach also deal 1d6 persistent bleed damage. If your pangolin is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Defensive Curl
Defensive Curl
The pangolin coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any creature that hits the pangolin with a melee unarmed attack while it's in its Defensive Curl take 2d6 persistent bleed damage. The pangolin can't move, use its unarmed attacks, or take other actions that require it to use its limbs while in its Defensive Curl, but it can unfurl as a single action, ending the effects of Defensive Curl.
LOTGB, page 55.
Familiar
Required Number of Abilities 5
Granted Abilities climber, darkvision, second opinion, skilled (two skills of your choice), speech
Divinatory Linguist Thanks to its innate tendency for divinations, your pipefox speaks and understands all languages you know (instead of just one) as well as one common language you don't know.
LOTGB, page 35.
Eidolon
Tradition primal
Home Plane Material Plane
Size medium
Suggested Attacks vine (bludgeoning), branch (bludgeoning), root (bludgeoning)
Guardian Plant Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10; +2 AC (+3 Dex Cap)
Creeping Plant Str 12, Dex 18, Con 16, Int 8, Wis 14, Cha 10; +1 AC (+4 Dex Cap)
Skills Nature, Survival
Senses low-light vision
Language Sylvan
Speed 25 feet
Eidolon Abilities Initial Tendril Strike; Symbiosis Growing Vines; Transcendence Field of Roots
Tendril Strike
Your eidolon can stretch out vines and roots, attacking foes outside its reach. It gains the Tendril Strike action.
Tendril Strike
Stretching to extend its body to its limits, your eidolon attacks a foe that would normally be beyond its reach. Your eidolon makes a melee unarmed Strike, increasing its reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.
Growing Vines7th
Your eidolon's vines and branches lengthen even more. All your eidolon's melee unarmed attacks gain the reach trait.
Field of Roots17th
Your eidolon learns how to send its roots underground to hinder foes. It gains the Field of Roots activity.
Field of Roots
Your eidolon extends its roots underground to entangle and possibly damage all foes nearby. All enemies within your eidolon's reach take damage of the same type and amount as your eidolon's most damaging Strike, depending on their Reflex saves. Any ongoing effects of the save last until the enemy either Escapes or leaves your eidolon's reach. After using Field of Roots, your eidolon is immobilized until it takes a single action, which has the manipulate trait, to detach from the ground; this also ends any remaining effects on enemies from Field of Roots.
Critical Success The enemy is unaffected.Success The enemy takes no damage, but takes a –10 foot circumstance penalty to its Speeds.Failure The enemy takes half damage, takes a –10-foot circumstance penalty to its Speeds, and, at the end of each of its turns, takes half damage again.Critical Failure The enemy is immobilized, takes full damage, and, at the end of each of its turns, takes full damage again.Secrets of Magic, page 65.
Familiar
Required Number of Abilities 8
Granted Abilities flier, lifelink, skilled (Society), speech
Polong Possession (incapacitation, mental, necromancy, occult, possession) The polong attempts to possess an adjacent corporeal creature. The creature must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the polong merges into the creature's body for 1 minute (24 hours on a critical failure). The polong can observe through the creature's senses but is unable to control the creature. The possessed creature is drained 1 while the possession lasts. While possessing a creature, a polong can ignore the distance and line of effect limitation from its anchored incorporeality ability; when the possession ends, it immediately returns to the bottle if it's beyond range.
Anchored Incorporeality The anchor must be a bottle. Anchored Incorporeality
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.
Familiar
Required Number of Abilities 1
Constructed Your poppet 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.
Flammable Your poppet's components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet's construction, removing this weakness.
LOPSG, page 123.
Eidolon
Tradition divine
Alignment must be true neutral
Home Plane The Vreitaistian
Size medium
Suggested Attacks beak (piercing), claw (slashing), fist (bludgeoning), jaws (piercing), unarmed attacks shaped like a weapon
Soul Guardian Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 8; +2 AC (+3 Dex Cap)
Scribe of the Dead Str 12, Dex 18, Con 16, Int 8, Wis 14, Cha 10; +1 AC (+4 Dex Cap)
Skills Intimidation, Religion
Senses darkvision
Language Requian
Speed 25 feet
Eidolon Abilities Initial Spirit Touch; Symbiosis Hidden Watcher; Transcendence Spirit Taker
Spirit Touch
Your eidolon's attacks possess a psychopomp's ability to harm the living and the dead. Your eidolon's unarmed Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal an extra 1 negative damage to living creatures and an extra 1 positive damage to undead.
Hidden Watcher7th
Your eidolon can render both of you unseen. Once per hour, it can cast invisibility targeting you, them, or both of you at once. If the spell targeted both of you, the spell ends for both of you if either of you uses a hostile action.
Spirit Taker17th
Your eidolon is particularly capable when it comes to handling bodiless spirits and putting undead to their final rest. Your eidolon can see incorporeal creatures inside of solid objects and can attack them with Strikes without penalty; an incorporeal creature in a solid object that takes damage from your eidolon's Strike is expelled from the object to the nearest available space, moving closer to your eidolon if possible.
Additionally, your eidolon can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though your eidolon must know about the possession or projection and choose to do so.
Finally, the spirit of an undead destroyed by your eidolon's Strikes is sent directly to the Vreitaistian for judgment; an undead with an ability to avoid such a fate automatically, such as a ghost's rejuvenation, can attempt a counteract check against your spell DC to return via that ability as normal. In that case, it uses its Will save modifier as its counteract modifier.
Secrets of Magic, page 66.