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In some cases, the rules do not specify whether you or the GM controls the companion. If the GM is control, you can make suggestions or attempt to influence the companion, but the GM determines whether the creature is willing or able to attempt what you want. Animal companions , cavalier mounts, and purchased creatures such as common horses and guard dogs fall into this category. You can direct them using the Handle Animal skill, but their specific behavior is up to the GM. Sentient Companions : a sentient companion a creature that can understand language and has an Intelligence score of at least 3 is considered your ally and obeys your suggestions and orders to the best of its ability. Paladin bonded mounts, familiars, and cohorts fall into this category, and are usually player-controlled companions.

Eidolons : Outside the linear obedience and intelligence scale of sentient and nonsentient companions are eidolons: intelligent entities magically bound to you. Whether you wish to roleplay this relationship as friendly or coerced, the eidolon is inclined to obey you unless you give a command only to spite it. An eidolon is normally a player-controlled companion, but the GM can have the eidolon refuse extreme orders that would cause it to suffer needlessly. Magical Control : Charm person , dominate person , and similar effects turn an NPC into a companion for a limited time. You might have to use Diplomacy or Intimidate checks to influence a charmed ally, and the GM has the final say as to what happens.

Treat it as player-controlled, with the GM making its saving throws to resist inappropriate commands. You can use Bluff , Diplomacy , and Intimidate to influence such companions, but the GM is the final arbiter of their actions. For example, a PC might use threats to convince a caravan guard to hold back an ogre for a few rounds or to prevent her zealous followers from attacking a rival adventurer, but the GM makes the decision whether the guard runs away after getting hit once or the followers attack when provoked.

The GM may deviate from the above suggestions, such as allowing a druid to control an animal companion directly, creating a more equivalent or even antagonistic relationship between a summoner and an eidolon , or roleplaying a mentoring relationship between a veteran warhorse and the young paladin who inherited his loyalty. That way, everyone is fully informed about all aspects of dealing with the companion. The specifics of controlling a companion vary for different campaigns. An evil campaign where companions are unwilling slaves of the PCs creates a dynamic where the PCs are trying to exploit them as much as possible—perhaps even sacrificing and replacing them as needed—and treat them more like living tools than reluctant allies.

The GM should keep in mind several factors when it comes to companions, whether handling them as suggested above or altering the balance to give you more or less control. Ease of Play : Changing who controls a companion can make the game easier or harder for the GM. Controlling a cohort in combat is one more complex thing for the GM to deal with. Giving you control over these decisions while still allowing the GM to veto certain actions alleviates some of the burden and allows you to plan interesting tactics between yourself and your cohort , much as you would have mastered during times you trained together. Conversely, giving a player full control over the actions of two characters can slow down the game.

Game Balance : Even a simple change like allowing players to directly control companions has repercussions in the game mechanics. The GM can create a middle ground, such as requiring you to put ranks in Handle Animal but not requiring you to make checks, or reducing the action needed to command an animal, but these decisions should be made before the companion joins the group. Sharing Information : Whenever you control multiple creatures, there are issues of sharing information between you and your companions.

Animal companions , eidolons, and cohorts all advance much like PCs, making choices about feats, skills, special abilities, and in the case of cohorts class levels. Animal Companion : Advancement choices for an animal companion include feats, skills, ability score increases, and tricks. As with feats, you should decide what skills your animal companion learns, chosen from the Animal Skills list and subject to GM approval. Ability score increases are straightforward when it comes to physical ability scores—training an animal to be stronger, more agile, or tougher are all reasonable tasks. Training an animal to be smarter, more intuitive, or more self-aware is less easy to justify—except in the context where people can cast spells and speak with animals.

Cohort : Advancement choices for a cohort include feats, skills, ability score increases, and class levels. A cohort is generally considered a player-controlled companion, and therefore you get to decide how the cohort advances. The GM might step in if you make choices that are inappropriate for the cohort , use the cohort as a mechanism for pushing the boundaries of the game rules, or treat the cohort unfairly. Examples of inappropriate advancement choices are a good-aligned companion selecting morally questionable feats, a clumsy cohort suddenly putting many ranks in Disable Device so he can take all the risks in searching for traps instead of you , a spellcaster cohort taking nothing but item creation feats so you get access to plenty of cheap magic items at the cost of just one feat, Leadership , a fighter cohort taking a level in wizard when he had no previous interest in magic, or you not interacting with your cleric cohort other than to gain defensive spells from a different class or a flanking bonus.

Not only does this give the GM the opportunity to reject a cohort concept that goes against the theme of the campaign, but the GM can plan adventure hooks involving the cohort for future quests. The random background generator can help greatly when filling in details about the cohort. Once the discussion is done, writing down a biography and personality profile of the cohort helps cement his role in the campaign and provides a strong reference point for later talks about what is or is not appropriate advancement for the cohort. Eidolon : Compared to an animal companion or cohort , an eidolon is a unique type of companion—it is intelligent and loyal to you, and you have absolute power over whether it is present in the material world or banished to its home plane.

This means the eidolon is usually willing to take great risks to help you. The eidolon is a subservient creature whose very nature depends upon your will, so you decide what feats, skill points, ability score increases, and evolutions the eidolon gains as it advances. If your Leadership score improves, just add new followers rather than advancing existing ones. However, if events require advancing a follower such as turning a follower into a cohort to replace a dead cohort , use the same guidelines as for cohorts.

If extraordinary circumstances merit a mount gaining Hit Dice , and you have Handle Animal ranks and take an interest in training the animal, use the same guidelines as those for animal companions. Even if the animal is taught to understand a language, it probably lacks the anatomy to actually speak unless awaken is used. An intelligent animal is smart enough to use tools, but might lack the ability to manipulate them. Even if the animal is physically capable of using a tool, it might still prefer its own natural body to manufactured items, especially when it comes to weapons. An intelligent gorilla could hold or wield a sword, but its inclination is to make slam attacks. No amount of training including weapon proficiency feats is going to make it fully comfortable attacking in any other way.

For example, an intelligent wolf companion can pick the weakest-looking target if directed to do so, and that same wolf trapped in a burning building might push open a door or window without being told. Props : Physical props can help you, the other players, and the GM remember companions. If the campaign uses miniatures on the tabletop, the companion should have its own miniature or token. Even without miniatures, having a physical representation of the companion on the tabletop keeps it in mind. Whether this is a stuffed animal, a toy, an action figure, a cardboard stand-up, a GameMastery Face Card, or a simple character sheet with a colorful illustration, this kind of reminder gives the companion a presence on the tabletop.

Another Player : If you regularly forget the presence of your companion and the GM is busy dealing with the rest of the game, another player can take over playing the companion. If the second player has an introverted character or one whose actions in combat are fast and efficient, allowing that player to control the companion gives him another opportunity to have some time in the spotlight. Allowing another character to play the companion also gives the group additional roleplaying opportunities. Wearing a hat or mask, or holding up a small flag or banner to represent the companion can help other players keep track of who is acting when you speak. This is an opportunity for that person to get involved in the game without the responsibility of being a full contributing member to the group—and just might be the hook that convinces that observer to become active in the game.

If playing a companion goes well, the GM may create a one-shot spin-off adventure in which all the players play companion creatures instead of normal PCs perhaps because the PCs are captured, incapacitated, or merely sleeping , returning to the normal campaign when that adventure is completed. An animal companion or cohort follows the druid silently and acts only when a skill check or attack roll is needed. An eidolon is used as a mount or an expendable resource in battle. Followers also have a unique companion role in that they spend most of their time away from you, and might use that time positively or negatively. What did it do before it met you? What is its motivation for joining the adventuring party? What are its goals? Unless you raised your animal companion from birth, it has its own history and secrets that are likely important and could surprise you.

What happens when that wolf recognizes that helpful ranger , savage orc , or mad wizard? What if the companion was once a humanoid , but was cursed or polymorphed into a different shape and lost its memory about its original identity? What if another druid previously cast awaken on it, and it has been pretending to be a common animal so it can watch over or spy on a PC? The answers to these questions are the seeds to side plots or entire adventures. Animal companions can also incite fear or prejudice among ignorant townsfolk. Stables might charge more to board exotic animals or entirely refuse to do so, and might not have appropriate food for them.

If a village is experiencing attacks on its livestock, angry people might be quick to blame a carnivorous animal companion. Conversely, innocent children could have a circus-like fascination with exotic animal companions and help break the ice between visiting adventurers and suspicious locals. A cohort could have a former life as a criminal that she abandoned after being inspired by your heroic deeds. Just like a PC, a cohort has family and friends, with hopes and concerns for those people. The cohort might be a target for your enemies who are unwilling or unable to strike directly at you though be careful to avoid making the cohort become a liability or look incompetent.

She may have secret vices or virtues that become more prominent over time and can directly affect her relationship with you. An eidolon has the same mystery as a cohort , except its origins are far weirder. It might have been linked to another summoner before its bond with you. It might be a natural creature altered by planar energies and banished to a far realm, or a former adventurer lost in a disastrous mission to an unknown plane. If it resembles a more conventional planar monster such as an archon , a dretch , or an elemental , it might have been accidentally summoned or called by a sloppy spellcaster and could have some familiarity with other people in the world. How it reacts to things during its limited time on the Material Plane is influenced by its unknown past and secret life.

An eidolon always has the appearance of a fantastical creature, and attracts as much attention as any unfamiliar animal would. Fortunately for you, you can send the eidolon away to its extraplanar home, allowing you to do business in town and move about normally without drawing unwanted attention. However, if you call the eidolon in an emergency without warning the local authorities, townsfolk might assume it is a marauding monster bent on tearing them limb from limb, requiring hasty explanations and diplomacy to prevent panic.

Plot hooks for familiars are similar to those for animal companions , as they can have the same unknown backgrounds and instinctive reactions to people they knew when they were just common animals. Remember that a familiar has an empathic link to its master, and its animal instincts can lead to plot hooks. For example, a toad familiar might project feelings of hunger whenever a member of a fly- demon cult is nearby, a bat familiar might express curiosity about the words a weird hermit is muttering under his breath, and a rat familiar might feel fear when a dangerous assassin walks into the room. A more powerful familiar can speak with other animals of its kind, and if left to roam, it could pick up interesting news about a town or an army camp.

A follower should be more than an acquaintance or an employee. The follower sees you as a hero or celebrity—someone to emulate. Followers can be spread out over multiple settlements and have multiple roles. Gaining followers is an opportunity for you to look back over your adventuring career, recall important or noteworthy NPCs, and solidify the bonds between those NPCs and you.

Choosing followers gives you a network of loyal contacts who trust and respect you. The city guard might invite you to gamble with the other guards or arrange to have your armor polished. The informant might have news about mysterious disappearances or volunteer to keep an eye on your rival. The adept might send messages about strange events from the wildlands. The strange child might have precognitive visions, perhaps from budding magical powers. If you ever lose or dismiss your cohort , selecting a replacement from among your followers not only gives you an excuse to spend some downtime training that follower to become your new cohort , but rewards the loyalty of all the other followers, as they see that you treat them as near equals.

The GM should use these followers as plot hooks. Instead of having rumors from an unknown source reach your ears from no specific source, a named follower could present that information. Instead of having you hunt for information about a cataclysm prophesied to occur in 3 days, a scholarly follower could find a scroll or book about the prophecy and bring it to you. The poor merchant can ask you for help dealing with a charismatic man trying to convince his daughter to become a prostitute. As you reach higher Leadership scores, you gain dozens of followers. If you ever decide to build a fort or found a temple or guild, you already have a group of like-minded and skilled followers ready and willing to help.

Adventuring is a dangerous career, and sometimes an animal companion , cohort , or familiar dies or is lost. An extended voyage in a dangerous environment might convince a druid to free a trusted companion that would otherwise suffer and die if forced to travel such as a polar bear in the desert. Regardless of the cause, when a companion dies or is lost, you need to replace it. This creates an opportunity for roleplaying. A lost animal companion , cohort , familiar , or follower can be raised or resurrected with spells such as raise dead , resurrection , or true resurrection.

For a cohort or follower with character levels, these kinds of spells give the character one or more negative levels —a price worth paying if the alternative is death. Creatures with no character levels such as animal companions and familiars count as 1st level for the purpose of these spells, and therefore they take Constitution drain instead of negative levels. For a lower-level cohort or a non-adventuring follower, the gift of a second chance at life is something very treasured and earns you great respect and devotion. Few humans would choose to be reincarnated as a bugbear or kobold , but if the choice is that or death, a new life in a new body is generally preferred. For an animal companion , the GM should create a random table of creatures similar to its original form—for example, a lion might be reincarnated as a leopard , cheetah , or tiger.

In some cases, replacing an animal companion or familiar can be as easy as purchasing an animal of the desired type and declaring it your new companion. Attuning a familiar to its new master requires a ritual. Choosing an animal companion requires 24 hours of prayer. The ceremony can also be used to attract and bond with an animal appropriate to the local environment. However, you might want to wait for the campaign to present an appropriate companion, such as an animal you rescue from a cruel enemy that you tame with the ritual or ceremony. In terms of game mechanics, there is no difference between any of these options, and you should work with the GM to find a replacement method that is appropriate to the campaign. Replacing a lost or killed cohort or follower involves a similar collaboration between you and the GM to create a character who is appropriate for the campaign and valuable to you and hopefully to the rest of the party.

You might want to elevate a follower to a cohort , select another known NPC to become a cohort , or start from scratch by introducing a new NPC to the party. This companion is available via the Beast Speaker feat. The 11th-level mastery benefit is given if the character takes the Beast Speaker Mastery feat. Once every 6 hours, the ankheg can spit a foot line of acid. Creatures struck by this acid take 4d4 points of acid damage. A Reflex save halves the damage save is Con based. Once used, the ankheg must wait 6 hours to be able to use it again.

Prerequisite s : Good -aligned, Heal 3 ranks. Size Tiny; Speed 60 ft. Spell-Like Abilities magic circle against evil constant , neutralize poison constant. A bunnicorn can heal a creature of their choosing as a standard action by touching their horn to a target. They may use this ability a number of times equal to their Charisma modifier. They heal 1d6 hit points of damage per 2 HD they possess.

They may not heal themself in this way. Prerequisite s : Knowledge dungeoneering 3 ranks. Whenever a chikfari hits a target of its size or smaller, it may make a free bull rush attempt to knock the target away, though the chikfari cannot move with the target if it does. The save DC is Constitution -based. The range of the breath weapon is listed in the advancements above. The first number is for lines, the second for cones. For example, the base chimera deals 2d6 with their breath weapon. If they are a black- or blue- dragon chimera , their breath weapon is a foot line.

Otherwise it is a foot cone. Prerequisite s : Knowledge nature 3 ranks. Prerequisite s : Perception 3 ranks. A hollow hound is constantly exuding a mist from their paws, tail and eyes. This concealment does not stack with the concealment granted by obscuring mist or similar spells or from natural fog or smoke. Prerequisite s : Endurance. An enraged remorhaz generates heat so intense that anything touching its body takes 4d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but not creatures striking with melee weapons. The heat can melt or burn weapons any weapon that strikes a remorhaz is allowed a DC 19 Fortitude save to avoid taking damage.

When the remorhaz companion grows to large size, the fire damage increases to 6d6. When making a full attack, a shade ferret must stand on its hind legs. This causes the shade ferret to take a —2 penalty on all Reflex saves for the round. This ability functions like the scent ability except that it can detect an opponent within feet. This range is increased to feet when upwind and decreases to 60 feet when downwind. Strong and overpowering scents can still be detected at twice or three times their normal range, respectively.

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