Skip to main content
The Myrmidon Archives

Companion Rules Quick Reference

Companion Rules Quick Reference

Full Rules: Creatures & CompanionsItem Catalog: Item Catalog Section 3


Companion Basics

  • Type: Minion creature under your control
  • Level: Your level - 4 (minimum 1)
  • Actions: Uses your actions to command
  • Limit: One bonded companion at a time (unless class feature states otherwise)

Max Companion Level by Skill

ProficiencyMax Level
Trained5
Expert10
Master15
Legendary20

Command Actions

Without Feats: Companion gets 1 action (Stride, Strike, or Stand)

You SpendCompanion Gets
1 action (Command)1 action
2 actions (with Adept feat)2 actions
2 actions (Command twice)3 actions

Control Range: 20 feet in combat (beyond = basic Stride/defensive only)


Key Companion Feats

FeatLevelEffect
Creature Companion1Gain alien companion
Companion Adept21 action = 2 companion actions
Companion Expert4Expert attacks, +1 ability mods, +2 HP/level
Combat Trained Mount2Command while mounted; free mount/dismount
Resilient Companion4Resistance + 4 HP/level
Specialized Training6Tracker/Guard/Scout/Retrievalist
Companion Master10Acts independently; master attacks
Incredible Companion14Legendary attacks, +3 HP/level

Indomitable (Large) Companions

FeatLevelEffect
Indomitable Companion4Become Large; +20 HP, +2 Str/Con
Colossal Companion7Option: become Huge
Titanic Companion14Option: become Gargantuan

Cybernetic Enhancement Limits

Companion LevelMax Enhancements
1-31
4-72
8-113
12-154
16-195
206

Installation: 8 hours, Medicine/Engineering DC = 15 + (2 x enhancement level)

Key Enhancements

EnhancementLevelEffect
Comm Unit1Remote commands
Armor Plating1++1 AC (up to +4)
Sensor Suite2+Darkvision or blindsense
Weapon Mount2+Integrate weapon as natural attack
Jump Jets3+Fly 20 ft (clumsy), 1 min/day
Speed Boosters2++10 ft to one Speed
Environmental Seals4+Survive vacuum 1 hr/day
Reactive Defense6+1/day resist 5 all damage
Medical Nano-Repair6+1/day auto-heal 10 HP

Drawbacks: Maintenance 1 hr/week; vulnerable to EMP; 2-3 enhancements = -1 Will saves


Creature Templates

Apply to any creature (including companions). Generally +1 to CR/Level.

TemplateKey Benefits
Cybernetic+2 Str, +1 Con, +2 AC, resist 5 elec, +1d6 damage
Genetically Modified+3 one ability, +1 another, resist 5 energy, Fast Healing 2
Void-Adapted+3 Con, survive vacuum, radiation resist, +3 AC
Swarm Component+2 Str/Con, acid immune, fear immune, Swarm Mind

Swarm Mind (30 ft range)

  • Constant communication with other Swarm
  • Shared threat awareness (can't be flanked unless all are)
  • Reroll mental saves 1/round
  • +1 attack/skill when working together

Environmental Grafts

Modify skills, movement, and abilities for specific habitats. No CR adjustment.

GraftMovementKey Abilities
AerialFly 150-300% landDive Attack, Evasive Flyer
AquaticSwim 150-300%Amphibious, Ink Cloud
Arctic+10 ft on iceCold Resist 10, Snow Vision
DesertBurrow 25-50%Heat Adapt, Fire Resist 10
ForestClimb = landWoodland Stride, Camouflage
MountainClimb 50-75%Sure-Footed, High Altitude Adapt
Plains+10 ft landSprint, Endurance Runner
SpaceFly 30 ft (zero-G)Void Adapt, Radiation Resist
SubterraneanBurrow 25-50%Darkvision 90 ft, Tremorsense
UrbanClimb 50%Crowd Stealth, Scavenger

Elite/Weak Adjustments

Elite (+1 Level)

  • AC, saves, Perception, skills, attacks: +2
  • All damage: +2
  • HP: +10 + (10 x original level)

Weak (-1 Level)

  • All above: -2
  • HP: -10 - (10 x original level)

Quick Damage by Level

Companion LevelNatural Attack Damage
1-41d6-1d8 + Str
5-92d6-2d8 + Str
10-143d6-3d8 + Str
15-194d6-4d8 + Str
205d6-5d8 + Str

Advancement Milestones

LevelAdvancement
1Choose Nimble (AC/Dex) or Savage (attack/damage)
4Species-specific abilities; improved proficiency
7Size increase available
10Major specialization; improved combat
13-16Legendary proficiency areas
19-20Apex abilities; possible Int boost

See also: Creature Templates, Environmental Grafts