2 companions and familiars, from Reimaer to Riding Drake.
Familiar
Required Number of Abilities 5
Granted Abilities darkvision, flier, manual dexterity, speech
Haunting Melody (auditory, concentrate, divine, enchantment, incapacitation, mental) Frequency once per hour; Effect The reimaer croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a Will save against your class DC or spell DC, whichever is higher, or be fascinated for 1 round. A reimaer can use a 2-action activity, which has the auditory, concentrate, divine, enchantment, and mental traits, to force affected creatures to attempt another Will save; on a failure, they are fascinated for an additional round. A creature that succeeds at any save or has its fascination broken is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.
Reimaer Resistance A reimaer has resistance to negative and poison damage equal to half your level.
LOTGB, page 35.
Companion
Size Large
Melee jaws, Damage 1d8 piercing
Melee tail, Damage 1d6 piercing
Str +2 Dex +1 Con +2 Int -4 Wis +1 Cha +2
Hit Points 8
Skill Intimidation
Senses darkvision
Speed 45 feet
Special mount
Support Benefit Your drake snorts fire in your foes' faces. Until the start of your next turn, each time you Strike while riding the drake and hit a creature in the drake's reach, the creature takes 1d4 fire damage from the drake. If your drake is nimble or savage, the fire damage increases to 2d4.
Advanced Maneuver Breath Weapon
Breath Weapon
Frequency once per hour
The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized.
Advanced Player’s Guide, page 145.