Unusual Companions

James Abendroth

Companions

The world is an unusual place full of unusual creatures. Anyone can have a pet tiger or wolf or even a big bat or small dinosaur. Only the most mundane people settle for such mundane companions on their adventures. Since adventurers are notorious for being anything but mundane, they commonly seek out, or simply stumble across, strange and bizarre creatures and form lifelong bonds with them. Just as often, an adventurer will find one of these creatures abandoned by its parents because of its unusual nature and hand raise it, garnering a powerful, loyal companion through their kindness. 

Whatever the case, an animal companion says something about its partner. What will yours say about you?

Any character with an animal companion can use the options below when their animal companion reaches the appropriate level.

Fantastic Companion

Fantastic specimens of creatures of all types with amazing and uncanny abilities and mutations appear either through the influence of wild or controlled magic, the interactions of the planes, the will of the gods, or simple random acts of nature. Those with an appreciation for the unusual often seek out and tame these unusual beasts. Any time your animal companion would become Nimble or Savage, it can instead become Fantastic.

To advance a mature animal companion to a fantastic animal companion, increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with unarmed attacks. It learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances. It also gains 2 abilities from the list of Familiar Abilities in the Pathfinder Core Rulebook. These must be Familiar Abilities, not Master Abilities. Unlike a familiar, once these abilities have been chosen, they cannot be changed. Your companion’s type changes from animal to beast, but it otherwise functions as an animal companion.

Mount Companion

In a realm of magic and mystery, some animals simply grow much larger than normal specimens of their kind. Despite their impressive size, these creatures are often as easy to tame and befriend as their smaller brethren, and many adventurers use them as steeds, taking advantage of their increased speed and strength to augment their own.

To advance a mature animal companion to a mount animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with unarmed attacks. Increase its proficiency rank in Athletics to expert. It gains the mount special ability. If your companion is Medium or smaller, it grows to be one size category larger than you. Its attacks become magical for the purpose of ignoring resistances.

Undead Companion

Some people simply cannot accept when their loved ones have passed on to another world.  Others aren’t given the opportunity to. Whether brought back to pseudo-life intentionally or through a terrible accident, your animal companion joins the ranks of the undead. Any time your animal companion would become Nimble or Savage, you can instead select for it to become Undead.

To advance a mature animal companion to an undead animal companion, increase its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 2 additional damage with unarmed attacks. Increase its proficiency rank in Athletics to expert. It gains negative healing and immunity to death effects, disease, mental, paralyzed, poison, and unconscious. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances. The companion’s type changes from animal to undead, but it otherwise functions like an animal companion.

Croaker Drake

Some people like their companions loud… and everyone loves dragons. Your companion is a small drake with an oversized voice. Though it is not the most intimidating example of dragonkind, it is extremely dedicated to you and ferocious when riled up. A croaker drake has the dragon trait instead of the animal trait, but it otherwise functions normally as an animal companion.

Size small

Melee (1 action) Jaws, Damage 1d6 piercing

Melee (1action) Tail, Damage 1d4 bludgeoning

Str +1, Dex +3, Con +2, Int -4, Wis +1, Cha +0

Hit Points 6

Skill Stealth

Senses darkvision

Speed 20 feet, fly 30 feet

Support Benefit 

Your drake releases thunderous chirps, barks and croaks at your opponents. Until the start of your next turn, each time you Strike and hit a creature in the drake’s reach, the creature takes 1d4 sonic damage from the drake and is deafened for 1 round. If your drake is nimble or savage, the sonic damage increases to 2d4.

Advanced Maneuver Breath Weapon

Breath Weapon (2 actions)

Frequency once per hour

The croaker drake focuses a piercing shriek in a 30-foot line, dealing 1d6 sonic damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake’s Constitution modifier or an expert DC if the drake is specialized.

Starfinder: Soldier Fighting Styles

Sasha Laranoa Harving

The following fighting style is available to soldiers in the Starfinder Roleplaying Game.

Wargamer

The wargamer fighting style is one that takes the tactical and strategic approaches inherent to wargames and applies them to the battlefield. Soldiers that practice this style are able to coordinate their allies and control the battlefield by establishing control points.

War Zone [1st Level]: As a move action, you can establish a war zone, a 10-foot by 10-foot square area that extends 30 feet upwards, lasts until the end of your next turn, and is centered on one corner of your square, but does not move with you. Allies (including you) within your war zone gain a +1 morale bonus to damage rolls. This bonus increases by +1 at 5th level and every four levels thereafter.

Strategic Zoning [5th Level]: When you establish a war zone, you can choose one of the following benefits to apply to your war zone: Your war zone is a 20-foot by 20-foot square that extends 60 feet upwards, your war zone lasts for one additional round, or the damage bonus provided by your war zone is +1 higher.

Rallying Zone [9th Level]: You can spend 1 Resolve Point as part of establishing a war zone to apply two of the benefits described in the strategic zoning style technique instead of one.

Tactician’s Triumph [13th Level]: When you are within a war zone you’ve established, you deal 2d6 additional damage the first time each round you deal damage to a creature that is within the same war zone.

Checkmate [17th Level]: As a reaction, when you reduce a significant enemy to 0 hit points or score a critical hit on a significant enemy,  you can establish a war zone.

New Gear Boosts

The following gear boosts are available to all soldiers. They all require a minimum level, and are grouped as such.

3rd Level

Imperial Coordinator (Ex): When you play imperial conquest (Starfinder Armory), it only takes 20 minutes per player to play, and each player other than you gains a +1 insight bonus to their Intelligence checks to resolve the game.

Imperial Strategist (Ex): When you play imperial conquest, you gain a +1 insight bonus to your Intelligence check to resolve the game, which increases by 1 for every four soldier levels you have.