P

Pope

4/LVLDEX+
Controller Adventuring Companion,
Each turn, choose 1:
  • Dagger.+lvl
  • Dimensional Magic!(Range 12).

    Push one ally up to 3 squares, one medium or smaller unworn or uncarried object up to 2 squares, or one enemy 1 square.

Dying:

When the mage is dying, he plays dead! Enemies will ignore him (but not necessarily avoid him with AoEs).

WOUNDS:
10/LVL
Kitty Cat Adventuring Companion, Guardian
Growing.

At level 1, you only have access to Scratch and Growing. Every four levels, gain access to one of your other abilities (chosen by the party).

Fast as Frick.

You may Scratch twice if you choose to scratch.

Behind me!

You may interpose once per round.

Built Different.

Your HP increases to 15 per level.

Each turn, choose 1:
  • Scratch..

    At higher levels: Deal +1 every four levels, up to 5.

  • Pounce (1/encounter)..

    Before attacking, move up to 8.

  • Mighty Roar (1/encounter)..

    Reach: 3. Hurts all enemies within reach, grants allies within reach temporary HP equal to damage dealt. On damage: Frightened (1 round)

  • Shatter (1/encounter).

    Range: 8. Deals 3d6 to creatures in a 2×2 area in range.

Dying:

When dying, all of the Guardian Snow Leopard's allies gain 5 HP when they start their turn next to it.

WOUNDS:

Guardian Snow Leopards are good natured cats created by the God of Healing to protect his cathedrals. They seeks heroes with good (enough) hearts, guide them through the puzzles required to unlock the treasures they guard, then travel with the party that claimed their treasure.

5/LVLWIL+++
Spirit Dog Adventuring Companion, Protector
Growing.

At level 1, you only have access to Protect!, Eternal Companion, and Growing. Every two levels, gain access to one of your other abilities (chosen by the party).

Incorporeal.

You can move through physical objects and walls, treating them as difficult terrain. You cannot end your turn in a solid wall.

Agility.

Your movement increases by 2.

Resiliant.

Your maximum HP increases to 10 per level.

Powerful.

Your attacks deal an extra 3 damage.

Always Protecting.

You can Interpose at a range of 4.

Always Defending.

You can use your reaction to reduce damage you take from an attack by 20.

Each turn, choose one:
  • Protect!.

    On crit: Frightened. During this round, you can use your reaction to interpose.

  • You Won't Get Past Me!.

    On hit: Grappled (escape DC 12). During this round, you can use your reaction to reduce damage you take from an attack by 10.

  • Sic 'Em!..

    Deals an additional 1d4 for each Hero within Reach: 3.

  • Emotional Support.

    Heal a non-wound status condition from all allies.

  • First-Aid Delivery!

    Feed someone a healing potion you are carrying. It heals an extra 2d4+2.

  • Fetch!

    Move 4, grab an object, then Move 4 again.

Dying:

Eternal Companion - You are an eternal companion to your person and cannot truly die. If you are reduced to 0 HP, you vanish, but will always return. You'll never be gone for longer than a Safe Rest, and will often come back sooner.

WOUNDS:

I wrote this companion as a dog, but it can be any animal. Or person, I guess, but it is pretty animal coded and that might not have great implications without rewriting. It's also "The Goodest Boy" but there is no reason you can't have it be "The Goodest Girl" or even just "The Goodest Insert Pet Species".

Dedicated to my dog, KC.