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NPCs, FAMILIARS, MOUNTS & COMPANIONS

BLACKGUARD'S FIENDISH SERVANT

Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. This creature may be used as a guardian (such as a bat), a helper (such as a cat), or a mount (such as a horse). The blackguard’s servant further gains HD and special abilities based on the blackguard’s character level.

The blackguard may have only one fiendish servant at a time. Should the blackguard’s servant die, he may call for another one after one year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard’s current level.

Table: Fiendish Servants

Blackguard

Character       Bonus   Natural St

Level           HD      Armor   Adj.    Int     Special

----------      -----   ------- ----    ---     -------

12 or less      +2 HD   +1      +1      6       Improved evasion, share spells, empathic                                                                                     link, share saving throws

13–15           +4 HD   +3      +2      7       Speak with blackguard

16–18           +6 HD   +5      +3      8       Blood bond

19–20           +8 HD   +7      +4      9       Spell resistance

Blackguard Character Level: The character level of the blackguard (his blackguard level plus his original class level).

Bonus Hit Dice: These are extra d8 Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant’s base attack and base save bonuses, as normal.

Natural Armor: This is a bonus to the servant’s natural armor rating.

Str Adj.: Add this figure to the servant’s Strength score.

Int: The servant’s Intelligence score. (The fiendish servant is smarter than normal animals of its kind.)

Improved Evasion: If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Spells: At the blackguard’s option, he may have any spell he casts on himself also affect his servant. The servant must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. The blackguard and the servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).

Empathic Link: The blackguard has an empathic link with the servant out to a distance of up to one mile. The blackguard cannot see through the servant’s eyes, but they can communicate telepathically. Even intelligent servants see the world differently from humans, so misunderstandings are always possible. This empathic link is a supernatural ability.

Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.

Share Saving Throws: The servant uses its own base save or the blackguard’s, whichever is higher.

Speak with Blackguard: The blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond: The servant gains a +2 bonus to all attacks, checks, and saves if it witnesses the blackguard threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance: The servant’s spell resistance equals the blackguard’s level + 5. To affect the servant with a spell, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the servant’s spell resistance.

PALADIN'S MOUNT

The paladin's mount is different from a standard animal of its type in many ways. The standard mount for a Medium-size paladin is a warhorse, and the standard mount for a Small paladin is a warpony. A paladin's mount is a magical beast, not an animal. It is superior to a normal mount of its kind and has special powers, as shown below

Paladin        Bonus   Natural        Str

Level          HD      Armor          Adj.    Int     Special

-------        -----   -------        ----    ---     -------

5–7            +2      4              +1      6       Improved evasion, share 

                                                      spells, empathic link, share

                                                      saving throws

8–10           +4      6              +2      7

11–14          +6      8              +3      8       Command creatures of its kind

15–20          +8      10             +4      9       Spell resistance

Paladin Level: The level of the paladin. If the mount suffers a level drain, treat it as a mount of a lower-level paladin.

Bonus HD: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the mount's base attack and base save bonuses.

Natural Armor: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a paladin's mount.

Str Adj.: Add this figure to the mount's Strength score.

Int: The mount's Intelligence score.

Improved Evasion: If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved evasion is an extraordinary ability.

Share Spells: At the paladin's option, the paladin may have any spell cast on him or herself also affect her mount. The mount must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if the mount returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on the mount (as a touch range spell) instead of on herself. The paladin and the mount can share spells even if the spells normally do not affect creatures of the mount's type.

Empathic Link: The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. This is a supernatural ability.

Because of the empathic link between the mount and the paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar.

Share Saving Throws: The mount uses its own base save or the paladin's, whichever is higher.

Command: The mount's command ability is a spell-like ability that it can use at will against other creatures of its kind with fewer Hit Dice than it has itself. The mount can use this ability once per day per two levels of its paladin, and the ability functions just like the spell command (for purposes of this spell, the mount can make itself be understood by any normal animal of its kind). Since this is a spell-like ability, the mount must make a Concentration check (DC 21) if it's being ridden at the time (as in combat). If the check fails, the ability does not work that time, but it still counts against the mount's daily uses.

Spell Resistance: The mount's spell resistance equals the paladin's level + 5.

DRUID & RANGER ANIMAL COMPANIONS

Druids and rangers can use the animal friendship spell to gain animal companions. Use these rules of thumb when characters have animal companions.

While the spell allows a character to have animals whose Hit Dice total double the character's caster level, that maximum assumes optimal conditions. The typical adventurer should be able to maintain animal companions whose Hit Dice total half the maximum caster level. If the character spends most of her time in the animals' home territory and treats them well, she can approach and even achieve her maximum Hit Dice. If she spends most of her time at sea, in cities, or otherwise in places that the animals don't like, her animals desert, and she will not be able to retain even half her maximum. Remember, these creatures are loyal friends but not pets or servants. They won't remain loyal if being the character's friend becomes too onerous.

The animal is still an animal. It's not a magical beast, as a familiar or a paladin's mount is. While it may have learned some tricks, it's still no more intelligent than any other animal of its kind, and it retains all its bestial instincts. Unlike intelligent followers or cohorts, animals can't follow complex instructions, such as "Attack the gnoll with the wand." A character can give a simple verbal command, such as "Attack" or "Come," as a free action, provided such a command is among the tricks the animal has learned. A more complex instruction, such as telling an animal to attack and pointing out a specific target, is a standard action. Animals are ill-equipped to handle unusual situations, such as combats with invisible opponents, and they typically hesitate to attack weird and unnatural creatures, such as beholders and oozes.

Left to its own judgment, an animal follows a character and attacks creatures that attack her (or that attack the animal itself). To do more than that, it needs to learn tricks. An animal with an Intelligence of 2 can learn six tricks. Possible tricks include:

"Attack": The animal attacks apparent enemies. The character may point to a particular creature to direct the animal to attack that creature. Normally, an animal will not attack unnatural creatures (though it will defend people, guard places, and protect characters against them). Teaching an animal to be willing to attack unnatural creatures counts as two tricks.

"Come": The animal comes to the character, even if the animal normally would not do so (such as following the character onto a boat).

"Defend": The animal defends the character (or is ready to defend the character if no threat is present).

"Down": The animal breaks off from combat or otherwise backs down.

"Fetch": The animal goes and gets something. The character must point out a specific object or the animal fetches some random object.

"Guard": The animal stays in place and prevents others from approaching.

"Heel": The animal follows the character closely, even to places where it normally wouldn't go.

"Perform": The animal does a variety of simple tricks like sitting up, rolling over, roaring, and so on.

"Protect": The animal follows a specific other character and protects him from danger (like "Defend," but for another character).

"Seek": The animal moves into an area and looks around for anything unusual.

"Stay": The animal stays in place waiting for the character to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

"Track": The animal tracks the scent presented to it.

SORCERER & WIZARDS FAMILIARS

Familiar: A sorcerer or a wizard can call a familiar. Doing so takes a day and uses up magical materials that cost 100 gp. A familiar is a magical, unusually tough, and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant.

Even if the character is multiclassed with two or more classes that allow a familiar, only one familiar is permitted.  For these kinds of multiclassed characters all the class levels in classes allowing a familiar are combined for determining the familiar’s abilities.

The master chooses the type of familiar he gets. As the master increases in level, the familiar also increases in power. In the special case of a character with both sorcerer and wizard levels, the character can add those levels together to determine the power level of the familiar.

If the familiar dies, or the master chooses to dismiss it, the master must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the master loses 200 experience points per class level. A successful saving throw reduces the loss to half of that amount. However, a master's experience point total can never go below zero as the result of a familiar's demise. A slain or dismissed familiar cannot be replaced for a year and day. Slain familiars can be raised from the dead just as characters can be, but do not lose a level or a Constitution point when this happy event occurs.

These special abilities only apply when the master and familiar are within one mile of each other.

Table: Familiars

Familiar               Special

--------               -------

Bat                    -

Cat                    Master gains a +2 bonus to Move Silently checks

Hawk                   -

Owl                    Has low-light vision; master gains a +2 bonus on

                       Move Silently checks

Rat                    Master gains a +2 bonus to Fortitude saves

Raven                  Speaks one language

Snake (Tiny)           Poisonous bite

Toad                   Master gains +2 to Constitution score

Weasel                 Master gains a +2 bonus on Reflex saves

Familiar Basics: Use the basic statistics for a creature of its type, but make these changes:

Hit Dice: Treat as the master's character level (for effects related to Hit Dice). Use the familiar's normal total if it is higher.

Hit Points: One-half the master's total, rounded down.

Attacks: Use the master's base attack bonus. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that type.

Saving Throws: The familiar uses the master's base saving throw bonuses if they're better than the familiar's.

Skills: Use the normal skills for an animal of that type or the master's, whichever are better.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the level of the master. The abilities are cumulative.

Table: Familiar Special Abilities

Master                 Natural

Class Level            Armor          Int            Special

-----------            -------        ---            -------

1–2                    +1             6              Alertness, improved evasion, share

                                                     spells, empathic link

3–4                    +2             7              Touch

5–6                    +3             8              Speak with master

7–8                    +4             9              Speak with animals of its type

9–10                   +5             10     

11–12                  +6             11             Spell resistance

13–14                  +7             12             Scry on familiar

15–16                  +8             13

17–18                  +9             14

19–20                  +10            15

Natural Armor: This number improves the familiar's AC.

Intelligence: The familiar's Intelligence score.

Alertness: The presence of the familiar sharpens its master's senses. While the familiar is within arm's reach, the master gains Alertness.

Improved Evasion: If the familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved evasion is an extraordinary ability.

Share Spells: At the master's option, he may have any spell he or she casts on themselves also affect a familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if it moves farther than 5 feet away. The spell's effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. Additionally, the master may cast a spell with a target of "You" on a familiar (as a Touch range spell) instead. The master and familiar can share spells even if the spells normally do not affect creatures of the familiar's type.

Empathic Link: The master has an empathic link with the familiar out to a distance of up to one mile. The master cannot see through the familiar's eyes, but the two of them can communicate telepathically. This is a supernatural ability.

Because of the empathic link between the familiar and the master, the master has the same connection to an item or place that the familiar does. For instance, if his familiar has seen a room, a master can teleport into that room as if he has seen it too.

Touch: If the master is 3rd level or higher, the familiar can deliver touch spells for the master. When the master casts a touch spell, the familiar can be designated as the "toucher." (The master and the familiar have to be in contact at the time of casting.) The familiar can then deliver the touch spell just as the master could. As normal, if the master casts another spell, the touch spell dissipates.

Speak with Animals of Its Type: The familiar can communicate with animals of approximately the same type as itself (including dire variants). The communication is limited by the Intelligence of the conversing creatures.

Speak with Master: The familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication with out magical help.

Spell Resistance: If the master is 11th level or higher, the familiar gains spell resistance equal to the master's level + 5.

Scry: If the master is 13th level or higher, the master may scry on the familiar (as if casting the spell scrying) once per day. This is a spell-like ability that requires no material components or focus.