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Familiars and animal companions

The familiar a Wizard calls and the companion a Druid calls are not the base-game creatures. All 20 of them are rebuilt when they appear and scale with their master's caster level and ability modifier.

Who gets one

ClassWhat they callFrom class level
Wizarda familiar (Summon Familiar)1
Sorcerera familiar (Summon Familiar)1
Druidan animal companion (Animal Companion)1
Rangeran animal companion (Animal Companion)6
  • Calling one is once per day, which is once per rest.
  • A familiar and a companion use different slots. A Druid/Wizard multiclass can have both out at once.
  • Either one can be out at the same time as a summon and a henchman.
  • If your familiar dies, you take 1d6 damage. The damage never takes you below 1 hit point. You cannot call it again until the next day.
  • If your animal companion dies, you take no damage. You cannot call it again until the next day.
  • You choose the creature at character creation. It cannot be changed afterwards. A different creature needs a new character, which is what the re-roll gives.
  • Possessing your familiar is disabled on this server. The quickbar button is still there; using it shows "Possession of familiar is disabled in this world".

How the scaling works

When the creature appears it is rebuilt from two numbers:

  • Your caster level.
  • One ability modifier. For a familiar, the higher of your Intelligence and Charisma modifiers. For a companion, the higher of your Wisdom and Strength modifiers. If you are polymorphed, your Strength from before the shape change is used, not the form's.

If that modifier is +0 or lower, nothing below happens. You get the plain base-game creature.

Both numbers raise the following, at a rate set per creature and per statistic:

Then three more changes apply:

  • Maximum hit points: its own maximum + 10 x its Constitution score. At Constitution 30 that is +300 hit points.
  • Its challenge rating is raised to your caster level if it was lower. Anything that reads CR treats it at that rating.
  • Attacks are capped at 5 per round.

Armor Class gets the largest increase: about +1 per 2 caster levels, +1 per 2 points of your modifier, added to the creature's own base AC. At caster level 40 a familiar gets about +20 base AC from caster level alone.

Which one to pick

Each creature has its own damage type and its own feats. The choice is permanent.

Familiars

FamiliarDamage typeFeats and features
CragcatElectricalSneak attack up to Epic Improved Sneak Attack 6, Epic Dodge, Improved Evasion
EyeballMagicalEpic Warding, Epic Mage Armor, Epic Improved Combat Casting
Fairy DragonMagicalHellball, Ruin, Epic Mage Armor
Fire MephitFireImproved Evasion, Improved Critical, Skill Focus in Search and Listen
Hell HoundFireKnockdown, Power Attack, Improved Evasion; the highest damage bonus of the familiars (table below)
Ice MephitColdAs the Fire Mephit
ImpFireAs the Fire Mephit
PixieMagicalSkill Focus in Open Lock, Disable Trap and Search; sneak attack up to Epic Improved Sneak Attack 7
PseudodragonMagicalRuin, Blind-Fight, Improved Critical
RavenNegativeSkill Focus in Move Silently and Spot, Blind-Fight, Called Shot
BatNegativeHide in Plain Sight, Epic Self Concealment up to 50%

Animal companions

CompanionDamage typeFeats and features
BadgerSonicBarbarian Rage up to Epic Thundering Rage, Great Cleave, Knockdown
BearDivineEpic Overwhelming Critical, Improved Knockdown, Improved Power Attack
BoarSonicEpic Devastating Critical, Epic Overwhelming Critical, Great Cleave
Dire RatNegativeSneak attack up to Epic Improved Sneak Attack 5, Skill Focus in Hide, Move Silently and Discipline
HawkElectricalMobility from caster level 7, replaced by Spring Attack above caster level 15; Blind-Fight, Improved Critical
PantherElectricalSneak attack up to Epic Improved Sneak Attack 5, Epic Dodge, Improved Evasion
SpiderAcidPoison on its bite: 1d2 Constitution damage on hit; Improved Knockdown
WolfSonicImproved Knockdown; faster weapon enhancement (see below)
Dire WolfSonicImproved Knockdown, Epic Overwhelming Critical, Great Cleave; faster weapon enhancement

Companions get a larger damage bonus than familiars. At the top tier a familiar's weapons carry +2d6 and a Bear's carry +2d12.

The damage bonus in full

The tier is set by your caster level + your ability modifier.

Caster level + modifierMost familiarsHell HoundBadger, Bear, Boar, Dire WolfOther companions
over 552d62d102d122d10
over 451d122d82d102d8
over 351d102d62d82d6
over 251d82d42d62d4
over 151d61d102d42d4
over 101d41d81d81d8
over 5+21d61d61d6
below that+11d41d41d4

The top row needs caster level + modifier above 55. At caster level 40 that is a modifier of +16, which is an ability score of 42.

The enhancement bonus on the same weapons is +1 per 7 caster levels for a familiar and +1 per 7.5 caster levels for a companion. The Spider, Wolf and Dire Wolf get +1 per 5.5 caster levels.

If you are undead

If your character is one of the undead races - Vampire, Lich, Mummy or Skeleton - your familiar or companion turns undead with you: its appearance and racial type change, and it gets the table below.

The Fire Mephit, Ice Mephit, Imp and Pseudodragon are the exceptions: they stay as they are, with none of the changes below.

Immune toability decrease, critical hits, mind-affecting spells, death effects, fear
Damage immunity10% cold, 10% electrical
Healed bynegative energy damage
Vulnerable topositive energy (100%, so it takes double damage), 10% divine, 10% fire
Ability penalty-4 Strength, -4 Constitution
Turn resistance+2, +1 per 4 of your hit dice

In play

  • Give it orders with Associates Control, the quickbar ability that commands every associate with you at once. The party-bar commands still work and clear any Associates Control order.
  • Magic Fang and Greater Magic Fang target your animal companion. Their attack and damage bonus adds on top of everything above.
  • Familiars and companions show on your map as blue diamonds, with your other associates.
  • Familiars and companions do not disarm traps, whatever their skill rank.
  • An arena match removes them. Starting a fighting-pit round at an event removes every associate of each fighter, familiars and companions included.

See also

  • Summons - the spell summons, which scale on a different system
  • Henchmen - hired companions, and the control ability
  • Parties