Companion

Some feats and spells grant you a companion. Your companion is friendly to you and your companions. Your companion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your companion, it defends itself from hostile creatures but otherwise uses no actions. Your companion never requires your command to use its reaction, such as when making an opportunity attack.

Your companion’s physical appearance is up to you, but this control is not fine enough to make your companion appear like a specific creature. Each time your companion appears it always appears as the same creature, has the same form, enhancements, and skill aptitudes as the last time you called it.

You may target your companion instead of yourself when casting a spell with a target of “self”. Treat it as a range of touch. Additionally, when you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must be within 20 meters of you, and it must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

You cannot call forth a companion if you already have another creature summoned or under your control.

Companion

When you first call forth your companion, choose a form. If there is no form above that represents your companion, work with your GM to create a suitable form.

Allosaurus

Small animal
Challenge

STR
1
DEX
0
CON
1
INT
−4
WIS
−2
CHA
−3

22
5d6+5
13
Fort
+2
Ref
+1
Will
−3
Defense note natural armor

Speed 10 m.
Skills Perception −1 (10)
Languages understands the languages of its creator, but can’t speak

Maneuvers. The allosaurus uses maneuvers (maneuver save Difficulty 11). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: fearsome beast, pounce, spring attack, tear flesh

Actions

Bite. Melee Weapon Attack: +2 to hit. Hit: 3 (1d4 + 1) piercing damage.

Claw. Melee Weapon Attack: +2 to hit. Hit: 3 (1d4 + 1) slashing damage.

Maneuvers

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.