Concepts such as good, evil, law, and chaos are tangible things in a realm of this type. In a world saturated, these elements take on near-living forms and influences. Magic can call upon and be influenced by the forces of chaos as equally as it may be the forces of good. And, so may living creatures may be "part law" as much as they are "part magic."
Evil, chaos, law, good are then tangible forces on their own. They influence the world around them. It follows then, that not all creatures are redeemable on the modern sense--and if they are it lies in the realm of epic taletelling.
This may appear to fly in the face of conventional ideas of "gray morality." Yet, it makes sense when we accept these concepts as actual elements within the setting. These elements are the result of "high fantasy" and are part of, and exist within, a world saturated in magic, concept, and the otherworldly.
It makes templates such as "anarchic" possible and even desired. So the lesson here is--enjoy it for what it is, and realize we are in a realm other than our own.
- 1 Bestiary
- 2 Companions
- 3 Familiars
- 4 Environmental
|Paizo's Bestiary 1*||Varies||Varies*|
|Paizo's Bestiary 2*||Varies||Varies*|
|Paizo's Bestiary 3*||Varies||Varies*|
|Paizo's Bestiary 4*||Varies||Varies*|
|Paizo's Bestiary 5*||Varies||Varies*|
|Mogareg||4||Demon-touched oruch whose past lies in Alexandros' history|
|Forgotten||Varies||Aberration sith-makar who practice cannibalism to "find the dragon"|
|Trygon||8||Experiments of Charnese design|
|Vrorag||8||An ogre of frightening size, who stands upon the lower body of a rhinoceros|
|Spirits||Varies||Using Spirits in Tenebrae|
|Troop Subtype||Varies||Provides a useful way to threaten that L10 PC with city guards, or just represent groups of enemies|
|Devourer||11||Undead that hunger for souls|
|Paizo Core Templates||Varies|
|Anarchic||Creatures touched by Chaos|
|Axiomatic||Creatures touched by Law|
|Drunken||Template for things like khazad drinking contests!|
|Vast-Wrought||Creatures twisted by the Vast's energies|
|Devourer Template||Undead being and hunter of souls|
|Dread Ghast||Restless, more powerful ghasts|
|Dread Ghost||Restless, more powerful ghosts|
PrPs may make use of any of these books (Bestiaries 1-4), as well as the templates and options listed above. A limited number of creatures (such as dragons and demiliches) are allowed only through pre-approval (check Player Run Plots for specific guidelines). Catfolk and driders just do not exist; they do not fit our theme at this time. Our muls are not drow. Dragons may not be used in PrPs in order to keep them unique.
Within the game, it is a DM's prerogative to reskin or alter creatures in various ways. For example, a different creature could be used to simulate a magically mutated hippo-like creature out of a wizard's lab. Alternately, we encourage the use of templates and different coloration (it makes sense a red dragon would apply a disguise, as their color practically broadcasts their weaknesses). In part this is for flavor, though in part it is also to add interest and help prevent the, "ho hum, I know this, guys. It has exactly a 14 AC and 42 hit points, and spits acid." When applying templates or reskinning, be sure and pay attention to relative CRs and so forth.
If a creature is of high enough CR to possess 4th level spells and is a summoner, we also encourage rolling for a 35% chance of Control Summoned Creature being in their arsenal. CSC was added later in Pathfinder's life cycle, so not as many creatures would have had the opportunity to posses this ability.
Finding Creates by CR
Available Animal Companions
If your class offers an animal companion, you'll be able to an animal companion from the below list during chargen or advancement. Since companions are considered part of a character's story, we do not support frequent swapping, or swapping for advantage, so please be sure of your choice.
Since many classes use companions as mounts, be sure and check out our mounted rules update from Dire Destiny. It clarifies and adds some streamlining to mounted combat.
Animal Companion Advancement
Use your effective druid level to determine your companion's advancement. See your class features for details. For plant and vermin companions, see below.
|Animal Companion Advancement|
|Effective Druid Level||HD||BAB||Fort||Ref||Will||Skills||Feats||Natural Armor Bonus||Str/Dex Bonus||Bonus Tricks||Special|
|1st||2||+1||+3||+3||+0||2||1||+0||+0||1||Link, share spells|
|4th||4||+3||+4||+4||+1||4||2||+2||+1||2||Ability score increase|
|9th||8||+6||+6||+6||+2||8||4||+6||+3||4||Ability score increase, Multiattack|
|14th||12||+9||+8||+8||+4||12||6||+8||+4||5||Ability score increase|
|20th||16||+12||+10||+10||+5||16||8||+12||+6||7||Ability score increase|
Class Level: This is the character's (effective) druid level. The druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's statistics.
HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal. For hit point purposes, assume the average of 4.5. This also means the half point will just show up on even hit dice.
BAB: This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the animal companion's base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.
Skills: This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.
- Acrobatics* (Dex), Athletics* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis). (* indicates a class skill for Animal Companions).
Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Companion Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice. Animal companions may use barding by taking armor proficiency feats. Cavalier mounts begin with light armor proficiency for free.
Natural Armor Bonus: The number noted here is an improvement to the animal companion's existing natural armor bonus.
Str/Dex Bonus: Add this modifier to the animal companion's Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill for more details on how to teach an animal tricks). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can't be changed.
Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. A cavalier's mount does not gain this ability.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex):: The animal companion adds +1 to one of its ability scores.
Devotion (Ex):: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack:: An animal 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 animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Animal Companion Skills
Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Athletics* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis). All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.
Animal Companion Feats
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.
Plant Animal Companions
Plant companions are plant creatures. They advance slightly differently. Use normal Animal Companion Advancement except as noted, below.
- Type: Plant
- Saves: Lose good Ref save (Fort only)
- Class Skills: Perception and Stealth
- BAB: Same.
- HD: Same.
- Special: Plant animal companions may not take armor proficiency, nor may they wear armor or use most gear (we're currently letting them use amulets if laid among their branches or wound around the vines). Instead, they possess immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
As plant companions are a new thing, we'll be watching them to see how they do, and feedback is welcome.
Vermin Animal Companions
Vermin companions advance slightly differently. Use normal Animal Companion Advancement except as noted, below.
- Type: Vermin
- Saves: Lose good Ref save (Fort only)
- Class Skills: None
- BAB: Same.
- HD: Same.
- Senses: All vermin possess darkvision.
- Mindless: Vermin companions possess no Intelligence score, and in addition, possess immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). In spite of this, vermin companions may learn one trick, plus additional bonus tricks. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion's Intelligence, changing it from - to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks. Vermin companions have no skill points or feats as long as they have the mindless quality.
- Trip: Because many vermin have multiple limbs, they are very difficult to trip. As a result, a CMD entry has been included for each, indicating the bonus to CMD such vermin receive against trip attacks.
As vermin companions are a new thing, we'll be watching them to see how they do, and feedback is welcome.
Emblem of Ea allows the following familiars. Improved Familiar is not available. An animal companion cannot also function as a familiar and vice versa.
How to Get a Familiar
|Select a familiar from Available Familiars. Remember, as familiars are considered part of a character's story, we do not support frequent swapping, or swapping for advantage, so please be sure of your choice. Familiars and animal companions are not interchangeable.|
|Adjust the familiar according to Familiar Advancement.|
|Record their stats in either of these two places:
|Send a +request to staff to have your familiar approved. Familiar stats must be approved and available to any DM or PDM promptly on request.|
|Bat||Master gains a +3 bonus on Fly checks|
|Cat||Master gains a +3 bonus on Stealth checks|
|Hawk||Master gains a +3 bonus on sight-based and opposed Perception checks in bright light|
|Lizard||Master gains a +3 bonus on Athletics checks|
|Monkey||Master gains a +3 bonus on Acrobatics checks|
|Owl||Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness|
|Rat||Master gains a +2 bonus on Fortitude saves|
|Raven*||Master gains a +3 bonus on Appraise checks|
|Viper||Master gains a +3 bonus on Bluff checks|
|Toad||Master gains +3 hit points|
|Weasel||Master gains a +2 bonus on Reflex saves|
|Blue-ringed octopus||Master gains a +3 bonus on Athletics checks|
|Donkey rat||Master gains a +2 bonus on Fortitude saves|
|Fox||Master gains a +2 bonus on Reflex saves|
|Goat||Master gains a +3 bonus on Survival checks|
|Hedgehog||Master gains a +2 bonus on Will saves|
|House centipede||Master gains a +3 bonus on Stealth checks|
|King Crab||Master gains a +2 bonus on CMB checks to start and maintain a grapple|
|Pig||Master gains a +3 bonus on Diplomacy checks|
|Scarlet spider||Master gains a +3 bonus on Climb checks|
|Peacock or Peahen||Master gains a +3 to intimidate|
|Thrush*||Master gains a +3 bonus on Diplomacy checks|
|Turtle||Master gains a +1 natural armor bonus to AC|
If your character has a familiar, use the following table to advance them. Familiar advancement, just like Companion advancement, is tied to the class which granted you the ability.
|Effective Wizard Level||Natural Armor Adj.||Int||Special|
|1st–2nd||+1||6||Alertness, improved evasion, share spells, empathic link|
|3rd–4th||+2||7||Deliver touch spells|
|5th–6th||+3||8||Speak with master|
|7th–8th||+4||9||Speak with animals of its kind|
|13th–14th||+7||12||Scry on familiar|
Familiar Basics: Use the basic statistics for a creature of the familiar's kind, but with the following changes.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table above. The abilities are cumulative.
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Emblem of Ea allows the standard environmental hazards and flora found in Core as well as Bestiary 1 and 2 (3 available by approval). In addition, we have the following house items.
Alexandrian Roundleaf: The local name for a commonly-used tea leaf that produces tea with a mild taste. It’s found in the hills to the southwest of the city, where it grows in patches like clover. Alexandrian Roundleaf is uncommonly small for a tea-leaf, and round—the source of its name.
Glowcap: A type of small mushroom found in deep forests. Glowcaps are found most easily at night, because they glow in the absence of light (it’s bioluminescent). Used for the creation of a sweet-smelling, soothing incense when purified and processed. It can also be used raw—the stem’s cut up, the cap crushed into a sticky paste, and both are put on a heat source such as a piece of coal or firewood—but it’s much less potent that way.