Companions

These are some flying mount companions. Many other companions are available, see sidebar.

Commonly Available

Winged Horse Companion
Starting Statistics:
Size Large; Speed 40 ft., fly 50 ft. (average); AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6);
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities; low-light vision, scent.
4th-Level Advancement:
Speed fly 80ft (good); Str +2, Con +2; Special Qualities; combat trained.
Small Winged Horse Companion
Starting Statistics:
Size Medium; Speed 30 ft., fly 40 ft. (average); AC +2 natural armor; Attack 2 hooves (1d3);
Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4; Special Qualities; low-light vision, scent.
4th-Level Advancement:
Speed fly 60ft (good); Str +2, Con +2; Special Qualities; combat trained.
Clockwork Ornithoptor Companion (Gnome only)
Starting Statistics:
Size Small; fly 30 ft. (poor); AC +2 natural armor; Attack 2 talons (1d3);
Str 14, Dex 10, Con –, Int 2, Wis 10, Cha 1; Special Qualities; low-light vision, construct, +10hp
4th-Level Advancement:
Size Medium; Speed fly 60ft (good); AC +2 natural armor; Attack 2 talons d6; Str +4, Dex -2; Special Qualities; combat trained, +10hp

Must Buy or Capture

Hippogriff Companion
Starting Statistics:
Size Large; Speed 40 ft., fly 50 ft. (good); AC +2 natural armor; Attack bite 1d6;
Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities; darkvision 60 ft., low-light vision, scent.
4th-Level Advancement:
Speed fly 100 ft.; Attack bite 1d6, 2 claws 1d4; Dex +2, Con +2.
Pteranodon Companion
Starting Statistics:
Size Medium; Speed 10 ft., fly 50 ft. (clumsy); AC +0 natural armor; Attack bite (1d8);
Str 8, Dex 21, Con 10, Int 2, Wis 14, Cha 12; Special Qualities; low-light vision, scent.
7th-Level Advancement:
Size Large; AC +2 natural armor; Attack bite (2d6); Str +8, Dex -2, Con +4.
Roc Companion
Starting Statistics:
Size Medium; AC +5 natural armor; Speed 20 ft., fly 80 ft. (clumsy); Attack 2 talons (1d4), bite (1d6);
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11; Special Qualities; low-light vision.
7th-Level Advancement:
Size Large; AC +3 natural armor; Attack 2 talons (1d6 plus grab), bite (1d8); Str +8, Dex –2, Con +4.

Companion Archetypes

Totem Guide

See

Bodyguard

See

Racer (Companion Archetype)

Animal Feats In addition to the standard animal companion feats, a racer may select Acrobatic Steps, Charge Through, Improved Lightning Reflexes, Lightning Stance, Nimble Moves, and Wind Stance.

Fast Movement (Ex) A racer’s speed is 10 feet greater than typical animals of its kind when wearing no armor and carrying a light load. This ability replaces share spells.

Sprint (Ex) At 6th level, once per hour a racer can move at 10 times its normal speed when it makes a charge or uses the run action. This ability replaces devotion.

Charger (Companion Archetype)

Animal Feats In addition to the standard animal companion feats, a charger may select Charge Through, Greater Overrun, Improved Great Fortitude, and Improved Iron Will.

Animal Skills Chargers treat Intimidate as a class skill.

Mounted Challenge (Ex) When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier’s challenge class feature. This ability replaces share spells*.

Barding Training (Ex) At 3rd level, a charger’s armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum Dexterity bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum Dexterity bonus for the charger’s armor by an additional 1 for every 6 levels after 3rd. In addition, the charger’s speed does not decrease when wearing medium armor or carrying a medium load. At 9th level, a charger can move at normal speed in heavy armor or while carrying a heavy load. This ability replaces evasion and Multiattack.

Indefatigable (Ex) At 6th level, a charger becomes immune to fatigue. This ability replaces devotion.

Stalwart Steed (Ex) At 15th level, the charger gains the ability to withstand great punishment and stress. Whenever the charger succeeds at a Fortitude or Will save that would normally result in a reduced or partial effect, the charger is unaffected. This ability replaces improved evasion.