Companions

Calling to the world's radiance and the depths of an evoker's own heart and mind, Companion illuminations draw forth powerful allies for those that learn to harness their power. An evoker may possess understanding of Blast illuminations or Companion illuminations - not both. She selects her specialization upon gaining her first evoker level, and once made, this decision can never be reversed.

Companion illuminations are crafted differently from illuminations of other types. The Foundation component determines the nature of the summoned companion's basic and greater attacks. The Shape component, rather than determining targeting, determines the general body type of the companion, granting its defenses, size, and default modes of movement. Secondary components grant the companion additional bonuses and abilities.

Each Companion illumination represents a specific creature, and an evoker may only possess a single active companion at any given time. Injuries inflicted to a companion persist, even if it is dismissed and resummoned, though an evoker may fully heal all of her companions by focusing intently in a one minute ritual. Further, should a companion be reduced to zero or fewer HP, it fully discorporates and may not be resummoned until the evoker has spent a full eight hours in restful sleep (or her racial equivalent). As constructs of radiance and dreamstuff, companions possess the construct type, HD equal to the summoner's evoker level, and physical ability scores equal to her evoker stat. While individual companions may be sentient (effectively using the evoker's mental ability scores), and even possess individual personalities, they are still ultimately just reflections of the evoker's own mind. Despite possessing these scores, companions derive their statistics entirely from their components - they do not possess feats, skills, or other trappings of creature progression.

Evoking a Companion illumination for a companion that is not already summoned instantly dismisses any currently active companion, and manifests the new companion in an unoccupied square within 30'. Evoking a Companion illumination for an already active companion instead allows it to immediately use its Greater attack as a free action, and grants it Companion Focus, which may be expended to fuel various abilities.

Once summoned, a companion possesses a full complement of actions, and acts on its summoner's initiative each round (starting with the round it was summoned), but is only capable of using a limited selection of actions. As a move action, a companion may move its speed. As a standard action, it may use its basic attack. Depending on its components, the companion may possess additional options for actions. Whenever an evoker's companion makes an attack roll, it may benefit from any enhancement bonus applied to the evoker's device, in addition to any other listed modifiers to its attack roll. Whenever a companion would make a saving throw, it uses the evoker's saves.

Evoking a Companion illumination is a standard action. A companion may be dismissed at any time as a swift action.

Brash
(Champion, Empath, Stargazer)

Basic Attack: The companion attacks a random target within reach (other than itself or the evoker who summoned it) with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). If the attack hits, the companion will make this again, selecting a new random target from those within reach - the same target may not be selected twice, and the companion may continue to make attacks until missing or running out of valid targets.

Greater Attack: The companion attacks assails all creatures within reach (other than itself or the evoker who summoned it), dealing 1d6 physical damage for each 1m of the illumination's cost. A reflex save halves this damage. If the illumination costs at least 3m, the companion may move as part of this assault, targeting all creatures within its reach at any point of the movement. This movement extends for 5' for every 3m of the illumination's cost, and does not provoke attacks of opportunity.

Cautious
(Champion, Empath, Stargazer)

Basic Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). Once per round, and an additional time per round for every 4m of this illumination's cost, the companion may respond with this attack when a creature within reach provokes an attack of opportunity.

Greater Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 1m of the illumination's cost on a hit, and half this damage on a miss. A creature struck by this ability provokes attacks of opportunity from the companion (but not any other creatures) with all forms of movement (including 5' steps) until the end of the companion's next turn.

Dauntless
(Champion, Empath, Stargazer)

Basic Attack: The companion may move up to its speed in a straight line, then makes an attack against a creature within its reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). If the companion moved at least 10' before making the attack, the damage die are d8s, rather than d6s.

Greater Attack: The companion may move up to its speed in a straight line, making an attack at any point during this movement against a creature within its reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d8 physical damage for each 1m of the illumination's cost on a hit and half this damage on a miss. If the companion has any movement remaining after hitting its target with this attack, it may choose to push the target along in front of it for the remainder of the move.

Gluttonous
(Champion, Empath, Stargazer)

Basic Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). The companion is then healed by an amount equal to half the damage dealt.

Greater Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 1m of the illumination's cost on a hit and half this damage on a miss. You and the companion are then both healed by an amount equal to half the damage dealt.

Focused
(Champion, Empath, Stargazer)

Basic Attack: The companion attacks a target within 20' with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d6 physical damage for each 2m of the illumination's cost on a hit (minimum 1d6 damage). For every 1m of the illumination's cost, the range of this attack increases by 10'.

Greater Attack: The companion fires a beam that takes the form of a line 10' long, dealing 1d6 physical damage for each 1m to those caught within it. A reflex save halves this damage. For every 1m of the illumination's cost, the length of this beam increases by 5'.

Mischievous
(Stargazer)

Basic Attack: The companion targets a creature within 10', dealing 1d4 physical damage for each 2m of the illumination's cost and moving the target 5' in any horizontal direction - this movement does not provoke attacks of opportunity. A successful reflex save halves this damage, and negates the forced movement. For every 1m of the illumination's cost, the range of this attack increases by 5'. For every 4m of the illumination's cost, the distance of the forced movement increases by 5' - this forced movement need not be in a straight line.

Greater Attack: The companion targets a 5' radius burst within 10', dealing 1d4 physical damage for each 1m of the illumination's cost and moving the targets 5' in any horizontal direction - this movement does not provoke attacks of opportunity. A successful reflex save halves this damage, and negates the forced movement. For every 1m of the illumination's cost, the range of this attack increases by 5'. For every 4m of the illumination's cost, the distance of the forced movement increases by 5' - this forced movement need not be in a straight line. For every 6m of the illumination's cost, the radius of the burst increases by 5'.

Serene
(Empath, Stargazer)

Basic Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d4 physical damage for each 2m of the illumination's cost on a hit (minimum 1d4 damage). Additionally, the damaged creature suffers a -1 penalty to attacks against the companion until the end of the companion's next turn. For every 2m of the illumination's cost, the penalty to attacks against the companion worsens by -1.

Greater Attack: The companion attacks a target within reach with an attack bonus equal to [3 + mote cost + evoker stat modifier], dealing 1d4 physical damage for each 1m of the illumination's cost on a hit. Additionally, the damaged creature suffers a -1 penalty to attacks against you or your companion until the end of the companion's next turn. For every 2m of the illumination's cost, the penalty to attacks against you or the companion worsens by -1.

Fluid
(Empath, Stargazer)

(Mote Cost: 4m + 3m/rank beyond the first)

Rather than allow themselves to be bound by a single solid form, some companions flow as freely and flexibly as their evoker's imagination. Fluid companions may take many forms, from a creature comprised of liquid light to a swarm of tiny beings. The companion is a Large creature, but it possesses a reach of 0 ft. Additionally, it may move freely through and into spaces occupied by enemies, and does not provoke attacks of opportunity by moving. Enemies may also move through the space occupied by a fluid companion, but they treat such spaces as difficult terrain. The companion has 5 HP for every 1m of the illumination cost, an AC equal to [evoker's AC], takes half damage from any attack or effect which targets a specific number of creatures, and takes an additional 50% damage from any effect which targets an area. Lastly, the companion possesses a base land speed of 20' and a fly speed of 20' with Perfect maneuverability. Each rank of this component beyond the first increases the base land speed and fly speed by 5', and increases the HP of the companion by 1 for every 1m of the illumination's cost.

Guardian
(Champion, Empath, Stargazer)

(Mote Cost: 0m + 2m/rank beyond the first)

Drawing on an echo of the archetypical wielder of the light, a Guardian companion generally takes a form that is (at least in broad strokes) humanoid in appearance. What it may lack in swiftness or exotic movement is readily compensated for by the grit and endurance so characteristic of the mortals of the world. The companion is of Medium size and has 5 HP for every 1m of the illumination's cost, an AC equal to [evoker's AC +2], and a base land speed of 30'. Each rank of this component beyond the first increases the HP of the companion by 1 for every 1m of the illumination's cost.

Racer
(Champion, Empath, Stargazer)

(Mote Cost: 1m + 3m/rank beyond the first)

Born of freedom, courage, and swiftness of thought, a racer companion is rarely found anywhere other than where it wishes to be, and most often takes the form of some nimble beast with four or more legs. The companion is a Large creature with a long body configuration, granting it increased carrying capacity but reduced reach. The companion has 5 HP for every 1m of the illumination cost, an AC equal to [evoker's AC -1], and a base land speed of 40'. Each rank of this component beyond the first increases the base land speed by 5', and increases the HP of the companion by 1 for every 1m of the illumination's cost.

Soaring
(Champion, Empath, Stargazer)

(Mote Cost: 4m + 4m/rank beyond the first)

Some emotions are as elusive as the wind itself - but few would argue that hope, love, or the deep and abiding satisfaction of truth are not worth chasing. Soaring companions are lithe and weightless, and often take whimsical forms unbound by conventional physics. The companion is of Medium size and has 5 HP for every 1m of the illumination's cost, an AC equal to [evoker's AC -1], a base land speed of 10', and a fly speed of 40' with Perfect maneuverability. Each rank of this component beyond the first increases the fly speed by 5', and increases the HP of the companion by 1 for every 1m of the illumination's cost.

Amphibious
(Champion, Empath, Stargazer)

(Mote Cost: 1m)

Many creatures find a home beneath the waves, and many evokers find their heart bound to the depths in a way that a landlocked soul might never understand. The companion gains a swim speed equal to its highest movement speed.

Attuned
(Empath, Stargazer)

(Mote Cost: 2m + 1m/rank beyond the first)

Many evokers find a deep affinity with the elemental energies that comprise the world, so it is unsurprising that their companions would often be similarly aligned. Upon crafting this illumination, you may select an energy type (Acid, Cold, Electricity, Fire, or Sonic). The damage dealt by the companion's attacks becomes energy damage of that type, rather than physical damage, and the companion gains Resist 5 to that energy type. This resistance increases by 5 for every rank beyond the first.

Bonded
(Champion, Empath, Stargazer)

(Mote Cost: 2m)

The companion is especially close to the evoker, and when working together they are as natural as a single entity. While mounted on her companion you gain the benefits of the Mounted Combat feat, and may choose to substitute an [evoker level + evoker stat] check for the ride check usually called for by the feat.

Cuddly
(Champion, Empath, Stargazer)

(Mote Cost: 2m/rank)

Companions are sociable creatures by their very nature, and sometimes they simply aren't inclined to let their latest playmate just walk away. Whenever the companion deals damage to a creature within its reach with an attack on its turn, it may expend its companion focus as a free action in order to initiate a grapple against a single damaged target without the need for a touch attack. For the purposes of resolving this grapple, treat the companions base attack bonus as being equal to its mote cost, and apply size bonuses and penalties to grapple checks normally. Grappling a target in this manner does not impair the companion in any way. At the end of the companion's next turn, the grapple ends (if the grappled creature has not already escaped).

Defensive
(Champion, Empath, Stargazer)

(Mote Cost: 3m)

Fueled by the desire to protect and defend, the companion intercedes in attacks against its allies. As an immediate action, the companion may expend its Companion Focus to redirect an attack against an adjacent creature onto itself. The redirected attack automatically hits.

Frightful
(Stargazer)

(Mote Cost: 3m/rank)

Terrible things may lurk within the deepest recesses of even the brightest souls, and in the reflection that is a companion, these terrors may rise for all to see. Whenever the companion deals damage with an attack on its turn, it may expend its companion focus as a free action in order to attempt to horrify a single damaged target. The target must make a will save - should it fail, it suffers a -1 penalty on attack rolls, saving throws, skill checks, and ability checks until the end of the companion's next turn. For every rank of this component beyond the first, this penalty worsens by an additional -1.

Harrying
(Champion, Empath, Stargazer)

(Mote Cost: 4m)

Your companion is an expert at team fighting, working seamlessly to drive foes into the traps and snares laid by your allies. Whenever the companion deals damage with an attack on its turn, it may expend its companion focus as a free action in order to render a single damaged target flat-footed against the next attack to target it from any source. If no attack targets the harried creature, it ceases to become flat-footed at the end of its next turn.

Hopeful
(Empath, Stargazer)

(Mote Cost: 1m + 2m/rank beyond the first)

Your companion is a beacon of hope to the allies of its summoner, its radiant majesty inspiring those around it to fight on through the most grievous wounds. As a swift action, the companion may expend its companion focus in order to grant 5 temporary hit points to a creature within 30'. These temporary hit points last until the end of the companion's next turn. For every rank of this component beyond the first, the quantity of temporary hit points increases by 5.

Miniature
(Champion, Empath, Stargazer)

(Mote Cost: 3m)

Your companion is small and unobtrusive in comparison to others of its kind. The companion's size catagory decreases by one. This does not grant any of the normal penalties or benefits for decresing in size, but it does reduce the companion's reach and carrying capacity appropriately. If a companion is at least one size category smaller than its evoker, she may carry it comfortably, regardless of its weight.

Specialized
(Stargazer)

(Mote Cost: 3m/rank)

Cats hunt mice. Lions hunt the gazelle. The natural world is full of beasts who have learned the ways of their favored prey, and more learned evokers understand how to pass this knowledge on to their companions. Upon crafting this illumination, select a creature type from the ranger's favored enemy list. For each rank of this component, the companion gains a +1 bonus at attacks against creatures of that type, and such creatures suffer a -1 penalty to saves against the companions attacks or other abilities.

Tremendous
(Champion, Empath, Stargazer)

(Mote Cost: 5m)

The companion is bursting with radiant power, expanding to far greater sizes than others of its kind. The companion's size category increases by one. This does not grant any of the normal penalties or benefits for increasing in size, but it does increase the companion's reach and carrying capacity appropriately.