The Monsterbound's Companion
Companion Basics
Use the base statistics for a creature of the Companion’s kind, but make the following changes.
Class Level
The character’s effective monsterbound level. Companion with higher HD gets lower effective monsterbound level: subtract their HD (fractional HD doesn't count) to the character's monsterbound level to determine the effective monsterbound level.
Spoiler: Example: For a 6th level Monsterbound
Show
Companion 1: "Benny" the Dog (originally 1HD)
Benefits: as a 5th level Monsterbound (6-1HD=5), including a +5 bonus hit die, up to 5 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)
Companion 3: "Nevermore" the Raven (originally 1/4HD)
Benefits: as a 6th level Monsterbound (6-0HD=6), including a +6 bonus hit die, up to 6 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)
Min Int
A Companion's minimum Intelligence score. The companion gains the indicated Intelligence, if its base intelligence score is less that value. This also means that mindless creatures such as most Construct, Ooze, Plant, Undead, and Vermin Companions gain sentience, gaining the indicated Intelligence score but lose their Immunity to Mind-Affecting effects. Additionally, due to having more than Intelligence score of 2, Animal Companions become Magical Beast Companions, and thus their changed Hit Dice will have to be recalculated.
Bonus HD
Extra Hit Dice, each of which gains a Constitution modifier (excepting Undeads or Constructs), as normal. A Companion gains 1 bonus HD per effective Monsterbound level. A Companion gains improved base attack bonus, base save bonus, additional skill points, ability score increases, size increase (if applicable), and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Nat Armor
The number noted here is an improvement to the Companion’s existing natural armor bonus.
Effort Abilities (Ex)
Through persistence, tenacity, cleverness, and hard work, a Companion can gain permanent abilities called Effort Abilities. Spoiler: The following circumstances grant a Companion one Effort Ability each:
Show
- Four hours of one-on-one training with its partner monsterbound
- Succeeding on an weapon attack roll against an enemy creature that poses an immediate threat to you
- Succeeding on a SR check against an enemy creature that poses an immediate threat to you
- Killing an enemy creature of equal or higher HD
- Being in an encounter as an Active Companion, for at least one round
These conditions overlap, such that being in an encounter as an active Companion for one round and successfully attacking an enemy that poses an immediate threat grant 2 Effort Abilities. A Companion can have a maximum of one Effort Ability per effective Monsterbound level.
Empathic Link (Su)
The monsterbound has an empathic link with the Companion out to a distance of up to 1 mile. He cannot see through the Companion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the partner monsterbound has the same connection to an item or place that the Companion does.
Evasion (Ex)
If a Companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Multiattack
A Companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a Companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Spell Resistance (Ex)
A Companion gains Spell Resistance equal to its HD HD + 10. The Companion may choose to have any spell bypass this Spell Resistance. |
Class Level |
Min Int |
Bonus HD |
Nat Armor |
Special |
0th |
6 |
+0 |
+0 |
Effort Abilities, Empathic Link |
1st |
6 |
+1 |
+0 |
|
2nd |
6 |
+2 |
+0 |
Evasion |
3rd |
6 |
+3 |
+2 |
|
4th |
6 |
+4 |
+2 |
|
5th |
7 |
+5 |
+2 |
|
6th |
7 |
+6 |
+4 |
|
7th |
7 |
+7 |
+4 |
Multiattack |
8th |
7 |
+8 |
+4 |
|
9th |
7 |
+9 |
+6 |
|
10th |
8 |
+10 |
+6 |
|
11th |
8 |
+11 |
+6 |
|
12th |
8 |
+12 |
+8 |
Improved Evasion |
13th |
8 |
+13 |
+8 |
|
14th |
8 |
+14 |
+8 |
|
15th |
9 |
+15 |
+10 |
|
16th |
9 |
+16 |
+10 |
|
17th |
9 |
+17 |
+10 |
Spell Resistance |
18th |
9 |
+18 |
+12 |
|
19th |
9 |
+19 |
+12 |
|
20th |
10 |
+20 |
+12 |
|
|
Effort Abilities List
CORE EFFORT ABILITIES
Spoiler: abilities that only alter basic statistics like size, save, armor class, attack, and ability score
Show
Compression
Prerequisites: 5 HD, Small or larger
Benefit: Your size decreases by one size category, halving your height and dividing your weight by 8. You gain a -4 size penalty to Strength (minimum of 1), a -2 size bonus to Constitution (minimum of 1), and a +4 size bonus to Dexterity. These size bonuses and penalties stack with other sources.
Compression, Greater
Prerequisites: 11 HD, Tiny or larger
Benefit: Your size decreases by one size category, halving your height and dividing your weight by 8. You gain a -4 size penalty to Strength (minimum of 1), a -2 size bonus to Constitution (minimum of 1), and a +4 size bonus to Dexterity. These size bonuses and penalties stack with other sources.
Deflection Training
Prerequisites: 5 HD + 4 HD/iteration
Benefit: You gain a +2 deflection bonus to AC.
Special: You may select this multiple times.
Expansion
Prerequisites: 5 HD, Medium or smaller
Benefit: Your size increases by one size category, doubling your height and multiplying your weight by 8. You gain a +4 size bonus to Strength, +2 size bonus to Constitution, and a -4 size penalty to Dexterity (minimum of 1). These size bonuses and penalties stack with other sources.
Expansion, Greater
Prerequisites: 11 HD, Huge or smaller
Benefit: Your size increases by one size category, doubling your height and multiplying your weight by 8. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, and a -4 size penalty to Dexterity (minimum of 1). These size bonuses and penalties stack with other sources.
Marksmanship Training
Prerequisites: 3 HD + 8 HD/iteration
Benefit: You gain a +2 competence bonus to ranged weapon attacks.
Special: You may select this multiple times.
Resistance Training
Prerequisites: 5 HD + 4 HD/iteration
Benefit: You gain a +2 resistance bonus to saves.
Special: You may select this multiple times.
Train Coordination
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Dexterity
Special: You may select this multiple times, increasing the bonus by +2 each time.
Train Interactivity
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Charisma
Special: You may select this multiple times, increasing the bonus by +2 each time.
Train Memory
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Intelligence
Special: You may select this multiple times, increasing the bonus by +2 each time.
Train Perception
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Wisdom
Special: You may select this multiple times, increasing the bonus by +2 each time.
Train Power
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Strength
Special: You may select this multiple times, increasing the bonus by +2 each time.
Train Stamina
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Constitution
Special: You may select this multiple times, increasing the bonus by +2 each time.
SKILL-BASED EFFORT ABILITIESSpoiler: abilities that improve skill check competencies
Show
Guided Competence
Prerequisites: 1 HD
Benefit: Your Effort Abilities with the [Skill] descriptor also affect allies within 30ft. radius of you
Information Broker [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Appraise, Knowledge and Gather Information Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.
Light-footed [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Balance, Jump, and Tumble Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.
Meticulous Observer [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Martial Lore, Psicraft/Spellcraft, and Search Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.
Masked Intentions [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Bluff and Disguise checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.
Percipience [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Listen and Spot Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.
Subtlety [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Hide and Move Silently Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.
Yin-Yang Presence [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Diplomacy and Intimidate Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.
Zen Mastery [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Autohypnosis, Concentration, and Sense Motive Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.
TECHNIQUE-BASED EFFORT ABILITIESSpoiler: abilities that modify the Technique list
Show
Airborne [Descriptor, Domain]
Prerequisites: 1 HD, not taken Earthbloom
Benefit: Add [Air] spells and Air Domain spells to your Technique list, as well as Sky Domain spells once you have the Air subtype.
Astral Link [Subschool, Domain]
Prerequisites: 1 HD
Benefit: Add (Teleportation) spells and Portal Domain spells to your Technique list
Blade Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Iron Heart maneuvers to your Technique list.
Caustic Body [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Acid] spells to your Technique list.
Creativity [Subschool]
Prerequisites: 1 HD
Benefit: Add (Creation) spells to your Technique list.
Deep Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Stone Dragon maneuvers to your Technique list.
Destined [Descriptor, Domain]
Prerequisites: 1 HD, not taken Free Spirit
Benefit: Add [Law]/[Lawful] spells and maneuvers to your Technique list, as well as Destiny Domain spells if you have the Lawful subtype.
Earthbloom [Descriptor, Domain]
Prerequisites: 1 HD, not taken Airborne
Benefit: Add [Earth] spells and Earth Domain spells to your Technique list, as well as Sand Domain spells once you have the Earth subtype.
Eboncraft [Subschool]
Prerequisites: 1 HD
Benefit: Add (Shadow) spells to your Technique list.
Ebon Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Shadow Hand maneuvers to your Technique list.
Ebon Soul [Path]
Prerequisites: 5 HD, Eboncraft
Benefit: Add one Shadowcaster Path's mysteries to your Technique list, you may skip paths when learning them as Techniques. You cast them as Spell-like abilities regardless of effective spell level.
Fatesight [Discipline]
Prerequisites: 5 HD, Future Sight
Benefit: Add Clairsentience Discipline powers to your Technique list. Powers are manifested as Psi-like abilities, automatically augmented to your Hit Die.
Focus Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Diamond Mind maneuvers to your Technique list.
Free Spirit [Descriptor, Domain]
Prerequisites: 1 HD, not taken Destined
Benefit: Add [Chaos]/[Chaotic] spells and maneuvers to your Technique list, as well as Liberation Domain spells once you have the Chaotic subtype.
Frozen Core [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Cold] spells to your Technique list.
Future Sight [Subschool, Domain]
Prerequisites: 1 HD
Benefit: Add (Scrying) spells and Knowledge Domain spells to your Technique list.
Harmony Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Setting Sun maneuvers to your Technique list.
Haunting Echoes [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Fear], [Sonic], and [Language-Dependent] spells to your Technique list.
Hidden Spring [Descriptor, Domain]
Prerequisites: 1 HD, not taken Soul on Fire
Benefit: Add [Water] spells and Water Domain spells to your Technique list, as well as Blackwater Domain spells once you have the Water subtype.
Ideal Adept [Discipline]
Prerequisites: 1 HD, have at least one alignment component
Benefit: Add Devoted Spirit maneuvers to your Technique list.
Inner Force [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Force] spells to your Technique list.
Inner Spark [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Electricity] spells to your Technique list.
Malevolent Scion [Descriptor, Domain]
Prerequisites: 1 HD, not taken Seed of Hope
Benefit: Add [Evil] spells and maneuvers to your Technique list, as well as Destruction Domain spells if you have the Evil subtype.
Mind Games [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Mind-Affecting] spells to your Technique list.
Natural Cure [Subschool]
Prerequisites: 1 HD
Benefit: Add (Healing) spells to your Technique list.
Rally Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add White Raven maneuvers to your Technique list.
Reaper's Presence [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Death] spells to your Technique list.
Savage Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Tiger Claw maneuvers to your Technique list.
Seed of Hope [Descriptor, Domain]
Prerequisites: 1 HD, not taken Malevolent Scion
Benefit: Add [Good] spells and maneuvers to your Technique list, as well as Protection Domain spells if you have the Good subtype.
Soulcasting [Descriptor]
Prerequisites: 3 HD, Soul Awakening
Benefit: Add [Incarnum] spells to your Technique list, you can cast these spell-like abilities as though you had the Incarnum Spellshaping feat.
Soul on Fire [Descriptor]
Prerequisites: 1 HD, not taken Hidden Spring
Benefit: Add [Fire] spells and maneuvers to your Technique list.
Tempest Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Desert Wind maneuvers to your Technique list.
Tricks of the Trade [Subschool]
Prerequisites: 1 HD
Benefit: Add (Figment), (Glamer), (Pattern), and (Phantasm) spells to your Technique list.
Twilight Treader [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Darkness] and [Light] spells to your Technique list.
OTHER EFFORT ABILITIESSpoiler: abilities that adds a subtype or grants a passive ability
Show
Blinding Light
Prerequisites: 11 HD, Twilight Treader
Benefit: Your [Light] techniques additionally impose a (-2 per 3 ECL) penalty to Spot and Search checks on enemies within its affected area.
Combat Clairvoyance
Prerequisites: 4 HD, Future Sight, Percipience
Benefit: You gain Uncanny Dodge, using your ECL as rogue levels.
Combat Clairvoyance, Improved
Prerequisites: 8 HD, Combat Clairvoyance
Benefit: You gain Improved Uncanny Dodge, using your ECL as rogue levels.
Corrosive Touch
Prerequisites: 5 HD, Caustic Body
Benefit: Your unarmed and natural weapon attacks gain the Shattermantle weapon ability
Counterbalancing
Prerequisites: 5 HD, Harmony Adept
Benefit: You ignore up to 1 size difference for the purposes of size penalties or size limits on combat maneuvers
Everflowing
Prerequisites: 9 HD, Hidden Spring
Benefit: You gain the Water subtype, and a permanent Freedom of Movement effect, as the spell.
Extinguish
Prerequisites: 15 HD, Reaper's Presence
Benefit: Corpses of creatures you kill can no longer be used for any other purposes (such as Animate Dead, Raise Dead, etc.)
Force Unleashed
Prerequisites: 15 HD, Inner Force
Benefit: Your unarmed strike and natural weapon attacks overcome DR/-.
Freezing Field
Prerequisites: 2 HD, Frozen Core
Benefit: Area within 30ft of you may not be affected by wind effects.
Grip of Darkness
Prerequisites: 11 HD, Twilight Treader
Benefit: Your [Darkness] techniques can't be or penetrated by True Sight, devil's sight and similar effects.
Grounded Strikes
Prerequisites: 5 HD, Bastion Adept
Benefit: Your attacks ignore Hardness and Damage Reduction as long as you're standing on solid ground
Hellfire
Prerequisites: 5 HD, Tempest Adept, Evil
Benefit: Desert Wind Techniques deal Hellfire damage instead of Fire Damage
Leadership by Example
Prerequisites: 5 HD, Rally Adept
Benefit: Allies within 60ft. radius of you gain the benefits of your active stance, although bonuses don't stack.
Mental Preparation
Prerequisites: 5 HD, Focus Adept
Benefit: You may make Concentration checks instead of normal Initiative checks. Bonuses to initiative, such as from the Improved Initiative feat, do not apply.
Mind Screw
Prerequisites: 11 HD, Mind Games
Benefit: Enemies within 10ft. radius of you take a penalty to Wisdom checks and Wisdom-based skill checks equal to half your HD.
Paragon, Anarchic
Prerequisites: 9 HD, Free Spirit
Benefit: You gain the Chaotic subtype and a permanent Magic Circle Against Law effect, as the spell.
Paragon, Axiomatic
Prerequisites: 9 HD, Destined
Benefit: You gain the Lawful subtype and a permanent Magic Circle Against Chaos effect, as the spell.
Paragon, Entropic
Prerequisites: 9 HD, Malevolent Scion
Benefit: You gain the Evil subtype and a permanent Magic Circle Against Good effect, as the spell.
Paragon, Vivacious
Prerequisites: 9 HD, Seed of Hope
Benefit: You gain the Good subtype and a permanent Magic Circle Against Evil effect, as the spell.
Pathfinder
Prerequisites: 9 HD, Earthbloom
Benefit: You gain the Earth subtype, and both climb and burrowing speeds equal to your land speed.
Recharge
Prerequisites: 1 HD, Inner Spark
Benefit: Electricity damage you deal may instead heal Constructs and creatures with Constitution score.
Relentlessness
Prerequisites: 5 HD, Savage Adept
Benefit: You are allowed offhand attacks even when making an attack as a standard action, or an attack of opportunity, as long as it's the same target as the main-hand attack. Penalties for two-weapon or multi-weapon fighting still apply.
Shadow Tag
Prerequisites: 5 HD, Shadow Adept
Benefit: Your first successful attack every round, in addition to dealing damage, removes one of the attacked creature's Immunity (your choice) for 1 round. Once the immunity returns, related persistent effects on the creature are negated (e.g. Charm Person, used while Immunity to Mind-Affecting is removed, is negated once such Immunity returns.)
Skyward
Prerequisites: 9 HD, Airborne
Benefit: You gain the Air subtype, and a perfect flight speed equal to your land speed.
Smite Anathema
Prerequisites: 5 HD, Ideal Adept
Benefit: Add half your ECL as morale bonus to attacks and damage against creatures of opposite alignment
Soulshaping
Prerequisites: 3 HD + 3 HD/iteration, Soul Awakening, Constitution 13
Benefit: You gain Shape Soulmeld, as the feat, and 1 point of Essentia.
Special: You may select this multiple times.
Soul Awakening
Prerequisites: 1 HD, Constitution 13
Benefit: You gain the Incarnum subtype, and 1 point of Essentia.
Spellshaping
Prerequisites: 7 HD, Creativity
Benefit: You may freely apply the effects of Sculpt Spell on area-effect Techniques.
Stealthcraft
Prerequisites: 9 HD, Tricks of the Trade, Subtlety
Benefit: When using either a (Figment), (Glamer), (Pattern), or (Phantasm) technique, you may make a special Hide check as a free action opposed by the targets' Spot checks. Those who fail their Spot checks have their See Invisibility, True Seeing, and other similar effects bypassed.
Superb Healing
Prerequisites: 3 HD, Natural Cure
Benefit: You gain a permanent Healing Lorecall effect, as the spell.
Terminus
Prerequisites: 15 HD, Reaper's Presence
Benefit: Your [Death] Techniques ignore Immunity to Death Effects from a lower level spell or effect.
Trailblazing
Prerequisites: 9 HD, Soul on Fire
Benefit: You gain the Fire subtype, and a permanent Haste effect, as the spell.
Turboblaze
Prerequisites: 5 HD + 10 HD/iteration, Tempest Adept
Benefit: Fire Damage you deal ignores Resistance to Fire, and those with Immunity to Fire still take half damage.
Special: You may select this one more time, to completely ignore Immunity to Fire and deal full damage.
Voices Everywhere
Prerequisites: 15 HD, Haunting Echoes
Benefit: You may have any Technique you cast/initiate with at least one of either the Fear, Sonic, or Language-Dependent descriptor gain all three descriptors. As a benefit, a creature needs all three immunities (Fear, Sonic, and Language-Dependent) to be immune to that Technique.
Warcraft
Prerequisites: 5 HD, Blade Adept
Benefit: You gain an additional +1 enhancement bonus on weapons and armor you currently wield/wear.