Draconic Companion
A draconic companion’s abilities are determined by the dracontine electus’s level and by the choices made using its evolution pool. Table: Draconic Companion Base Statistics determines many of the base statistics of the draconic companion. Each draconic companion possesses a base form that modifies these base statistics. Draconic companions are dragons for the purpose of determining which spells affect them. A draconic companion’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, but with the following changes.
Skills: The following skills are class skills for draconic companions: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
Natural Armor Bonus: The number noted here is the draconic companion’s base total natural armor bonus. This bonus may not be split between an armor bonus and a natural armor bonus. This number is modified by the draconic companion’s base form and some options available through its evolution pool. A draconic companion can wear armor, but with the restrictions described of any kind, as the armor interferes with the summoner’s connection to the draconic companion.
Int/Cha: Add this modifier to the draconic companion’s Intelligence and Charisma scores. Some options available through evolutions might modify these scores.
Special: This includes a number of abilities gained by all draconic companions as they increase in power. Each of these bonuses is described below.
Draconic Senses: Draconic companion have darkvision 60 feet and low-light vision.
Dragon Qualities: Draconic companions gain a number of dragon-like qualities, as described below.
Link (Ex): Draconic companions and its dracontine electus share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the dracontine electus to give orders to his draconic companion at any time.
Share Spells (Ex): The dracontine electus may cast a spell with a target of “you” on her draconic companion (as a spell with a range of touch) instead of on herself. A dracontine electus may cast spells on her draconic companion even if the spells normally do not affect creatures of the draconic companion’s type (outsider). Spells cast in this way must come from the sorcerer/wizard spell list. This ability does not allow the draconic companion to share abilities that are not spells, even if they function like spells.
Unfettered: Draconic companions can only wear armor designed expressly for draconic bodies, and even then chafe at the restrictions armor can cause to their natural movements. Draconic companion increase the armor check penalty of any worn armor by 2, and suffer a -2 penalty on attack rolls while wearing medium or heavy armor even if they are proficient in it. Draconic companion also reduce their maneuverability rating by one step when flying while wearing medium or heavy armor. These penalties apply regardless of any armor proficiency the draconic companion has.
Dragon Qualities
Draconic companions gain the following dragon-like qualities.
Bite: Draconic companions have a bite primary attack that deals 1d4 points of damage and has reach as a creature one size larger. As dragons, draconic companion add 1 1/2 times their Strength bonus on damage rolls with their bite attack.
Claws: Draconic companions have two claw primary attacks that deals 1d3 points of damage. As dragons, draconic companion add 1 1/2 times their Strength bonus on damage rolls with their claw attacks.
Draconic Awareness: Draconic companion gain a +2 racial bonus on Perception and Sense Motive skill checks.
Draconic Essence: The draconic companion embodies one particular facet of dragonkind personality. Each draconic essence is associated with a particular alignment, energy type, and true dragon type. The draconic companion must select an essence from the following list that has a listed alignment within one step of his alignment. It gains resist energy 5 for his draconic essence’s energy type. This increases to resist energy 10 at 5th level, resist energy 20 at 10th level, and resist energy 30 at 15th level. The draconic companion’s essence also determines the shape and damage die of its breath weapon. The draconic companion also gains a unique compulsion based on its draconic essence that grows harder to resist as its hereditary power grows. The DC to resist a compulsion is 10 + 1/2 the draconic companion’s Hit Dice + the draconic companion’s Charisma modifier. Its physical appearance takes on aspects of the associated true dragon, with the amount of required similarity subject to GM discretion (a significant amount of visual flexibility is encouraged).
Adventurous – Alignment: chaotic neutral; Energy: electricity; Breath Weapon: cone (1d6); Dragon Type: cloud. Compulsion: the draconic companion must make a Will save to resist exploring or investigating a new location or object of significance.
Balanced – Alignment: neutral; Energy: sonic; Breath Weapon: cone (1d4); Dragon Type: sovereign. Compulsion: the draconic companion must make a Will save to commit an overtly good or evil deed.
Brave - Alignment: lawful good; Energy: electricity; Breath Weapon: line (1d6); Dragon Type: bronze. Compulsion: the draconic companion must make a Will save to flee or retreat from an encounter.
Creative - Alignment: chaotic good; Energy: fire; Breath Weapon: line (1d6); Dragon Type: brass. Compulsion: the draconic companion must make a Will save to destroy creatures or objects with unique value, or to take actions which stifle or ruin other creatures’ artistic expression.
Destructive - Alignment: chaotic evil; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: red. Compulsion: the draconic companion must make a Will save to resist killing and mutilating an enemy he has engaged in battle, and to resist taking advantage of opportunities to hurt his enemies by destroying that which is precious to them.
Devious - Alignment: chaotic evil; Energy: acid; Breath Weapon: line (1d6); Dragon Type: black. Compulsion: the draconic companion must make a Will save to openly share significant information and be truthful.
Greedy - Alignment: lawful evil; Energy: fire; Breath Weapon: line (1d6); Dragon Type: underworld. Compulsion: the draconic companion must make a Will save to give away his possessions or even trade them at a fair value.
Honorable - Alignment: lawful good; Energy: cold; Breath Weapon: cone (1d6); Dragon Type: silver. Compulsion: the draconic companion must make a Will save to resist defending the weak or to deceive another creature.
Imperious - Alignment: lawful evil; Energy: acid; Breath Weapon: cone (1d6); Dragon Type: green. Compulsion: the draconic companion must make a Will save to accept orders or direction from any creature not obviously more powerful than himself.
Just - Alignment: lawful good; Energy: electricity; Breath Weapon: cone (1d6); Dragon Type: sky. Compulsion: the draconic companion must make a Will save to commit an unjust action, or to allow significant injustices to occur without intervening.
Militant - Alignment: lawful evil; Energy: electricity; Breath Weapon: line (1d6); Dragon Type: blue. Compulsion: the draconic companion must make a Will save to peacefully resolve a conflict that could be solved by force.
Paranoid - Alignment: chaotic evil; Energy: cold; Breath Weapon: cone (1d6); Dragon Type: white. Compulsion: the draconic companion must make a Will save to trust anyone other than close friends.
Power-hungry - Alignment: lawful neutral; Energy: acid; Breath Weapon: line (1d6); Dragon Type: brine. Compulsion: the draconic companion must make a Will save to resist bullying smaller or weaker creatures when it would be to his benefit.
Regal - Alignment: lawful good; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: gold. Compulsion: the draconic companion must make a Will save to take actions he thinks are demeaning or embarrassing.
Sadistic - Alignment: chaotic evil; Energy: negative (does not heal undead); Breath Weapon: cone (1d4); Dragon Type: umbral. Compulsion: the draconic exemplar must make a Will save to resist significant opportunities to inflict pain on others, and to kill an enemy outright when extending their suffering is an option.
Temperamental - Alignment: chaotic neutral; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: magma. Compulsion: the draconic companion must make a Will save to resist overreacting to threats or tense social situations.
Territorial– Alignment: chaotic good; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: sea. Compulsion: the draconic companion must make a Will save every 24 hours he is outside the territory he considers his protectorate or become shaken.
Vain - Alignment: chaotic good; Energy: sonic; Breath Weapon: cone (1d4); Dragon Type: crystal. Compulsion: the draconic companion must make a Will save to resist overreacting to any perceived insult.
Witty - Alignment: chaotic good; Energy: acid; Breath Weapon: line (1d6); Dragon Type: copper. Compulsion: the draconic companion must make a Will save to remain silent or speak seriously in tense situations.
Wrathful - Alignment: chaotic evil; Energy: none (magic and piercing for breath weapon and elemental aura, subject to DR); Breath Weapon: cone (1d6); Dragon Type: forest. Compulsion: the draconic exemplar must make a Will save to resist hunting down a fleeing or escaped.
Draconic Physiology: Draconic companions are quadrupeds, and have a number of rules modifiers based on their body shape. Quadrupeds are limited to using the following item slots: armor, belt (saddle only), chest, eyes, headband, neck, shoulders, and wrist. Armor for quadrupeds has double the cost of armor for a humanoid of the same size. Draconic companion also have the standard two ring slots due to their dexterous claws. Quadrupeds have a greater carrying capacity than humanoids, multiplying the carrying capacity value for their Strength as follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1 1/2, Large x3, Huge x6, Gargantuan x12, Colossal x24. Quadrupeds also gain a +4 bonus to CMD against overrun and trip combat maneuvers from their extra legs.
Draconic Resilience: Draconic companions gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural and spell-like abilities of dragons.
Dragon Immunities: Draconic companions are immune to magical sleep effects and paralysis effects.
Dragon Lore: Draconic companion gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.
Scaly Hide: Draconic companions have a +2 natural armor bonus to AC (see base form).
Vestigial Wings: Draconic companion have vestigial wings and can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, the draconic companion may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.
Breath Weapon (Su): At 2nd level, the draconic companion gains a breath weapon according to its draconic essence. The draconic companion can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per two Hit Dice it possesses (maximum of 10d6). Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the draconic companion’s HD + the draconic companion’s Constitution modifier. The draconic companion can use this ability once per day at 4th level, plus an additional time per day every six levels, up to a maximum of 3/day at 16th level.
Resistance: At 4th level, the draconic companion gains resist 10 against an energy type as determined by its draconic essence. This resistance increases to 15 at 9th level, and 20 at 14th level. At 19th level, the draconic companion become completely immune to this energy type.
Size Increase: At 5th level, and again at 10th and 15th level, the draconic companion may increase its size by one size category. Each time its increases its size it gains the associated benefits with the new size. The draconic companion can increase its size to one of the following. Once the increase in size is made, it cannot be changed. The draconic companion must choose the previous size increase bbecome Medium to become Large, and Large to become Huge.
Medium: The draconic companion increases its size to Medium, adjusting the base damage of its natural attacks accordingly. It gains a +2 size bonus to Strength. Itgains two secondary wing attacks that deal 1d4 points of damage, and the reach of its bite attack increases to 10 feet. It gains the ability to fly with a base speed of 60 feet and average maneuverability. This flight is considered a supernatural ability.
Large: The draconic companion may increase its size to Large, adjusting its space and the base damage of its natural attacks accordingly. It gains an additional +4 size bonus to Strength, a +2 size bonus to Constitution, and reduces its Dexterity by 2. It gains a secondary tail slap attack that deals 1d8 points of damage, and has poor maneuverability while flying. The draconic companion must be Medium size to select this size increase.
Huge: The draconic companion increases its size to Huge, adjusting its space and the base damage of its natural attacks accordingly. It gains an additional +4 size bonus to Strength, a +2 size bonus to Constitution, and reduces its Dexterity by an additional 2. Its reach increases to 10 feet (15 feet for its bite). The draconic companion also gains the ability to crush smaller creatures with its bulk by jumping or landing on them as a standard action. Crush attacks are effective only against opponents three or more size categories smaller than the draconic companion, and affect as many creatures as fit in its space. Creatures in the affected area must succeed on a Reflex save (DC 10 + 1/2 the draconic companion’s Hit Dice + the draconic companion’s Constitution modifier) or be pinned, automatically taking 2d8 + 1 1/2 times the draconic companion’s Strength bonus bludgeoning damage. If the draconic companion chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned creatures take damage from the crush each round if they don’t escape. The draconic companion must be Large size to select this size increase.
Alternatively, the draconic companion can choose not to increase its size at these intervals. At 5th level, if the draconic companion chooses not to increase its size from Small to Medium, it gains a +2 bonus to Dexterity and 4 evolution points that it can spend on any evolutions it qualifies for. Once an evolution is chosen, it is set and cannot be changed. These evolution points can be saved for later use.
At 10th level, if the draconic companion chooses to remain Small size at this interval, it gains an additional +2 bonus to Dexterity and 5 additional evolution points. If the draconic companion chooses to increase its size from Small to Medium, it gains the benefits of the Medium size increase (see above) and 1 evolution point.
At 15th level, if the draconic companion chooses to remain Small size at this interval, it gains an additional +2 Dexterity bonus and 11 additional evolution points. If the draconic companion chooses to increase its size from Small to Medium, it gains the benefits of the Medium size increase and 7 evolution points. If the draconic companion chooses to increase its size from Medium to Large, it gains the benefits of the Large size increase, plus 6 evolution points.
Evolutions: The draconic companion is restricted from choosing the following evolutions: bite, claws, constrict, gore, head, hooves, huge, large, limbs, low-light vision, pincers, reach, slam, swallow whole, tail slap, tail, tentacle, trample, weapon training, wing buffet. It can also choose from the following new evolutions.
Basic Dragon Magic (Sp): This functions as the basic magic evolution, but adds the following spells to the list that can be selected: breeze, drench, haunted fey aspect, penumbra.
Major Dragon Magic (Sp): This functions as the major magic evolution, but adds the following spells to the list that can be selected: elemental touch, fog cloud, forest friend, ghoul touch, gust of wind, produce flames.
Minor Dragon Magic (Sp): This functions as the minor magic evolution, but adds the following spells to the list that can be selected: burning hands, charm person, feather fall, hydraulic push, ray of enfeeblement, sleep, stone fist.
Ultimate Dragon Magic (Sp): This functions as the ultimate magic evolution, but adds the following spells to the list that can be selected: plant growth, ray of exhaustion, shifting sand, vampiric touch.
Draconic Companion Base Form
A draconic companion has the following base form.
Starting Statistics: Size Small; Speed 30 ft.; AC +2 natural armor bonus; Saves Fort (good), Ref (good), Will (good); Attack bite (1d4), 2 claws (1d3); Ability Scores Str 12, Dex 15 Con 12, Int 11, Wis 10, Cha 13; Evolution Qualification This base form is treated as both the quadruped and serpentine base form for the purpose of qualifying for evolutions.
Table: Draconic Companion Base Statistics