NPCs, Familiars, Mounts & Companions
Sections:
.Blackguard's fiendish servant
.Paladin's mount
.Druid & ranger animal companions
.Sorcerer & wizards familiars
Tables:
.Fiendish Servants
.Paladin
.Familiars
.Familiar Special Abilities
NPCs, Familiars, Mounts & Companions
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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.
Fiendish Servants
Blackguard Character Level
Bonus HD
Natural Armor
St 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

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
Paladin Level Bonus HD Natural Armor Str 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

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:

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
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 Special Abilities
Master Class Level Natural 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