Path
The moment your eyes met you knew that you would be friends forever, partners in everything you do. You might bicker over a choice bit of meat, but at the end of the day, you would do anything for your beast companion, and you know that your companion would do anything for you.
Performing an ancient ceremony, possibly originating from the cult of the Horned Lord, you joined your soul to that of a quadrupedal beast, such as a timber wolf or black bear, and this connection creates a link that lasts for the rest of your life. So strong is the bond that should the beast fall in battle, its spirit moves into your body until it resurrects itself.
Level 3
Attributes: Increase two attributes by 1 each.
Health: +8, Bonus Damage: +1d6
Bonded Beast Companion: You gain the service of a magical quadrupedal beast, one lacking the Fly and Swimmer traits. The creature is your companion, and you can communicate telepathically while you are within 100 miles of each other.
If your beast companion dies, its spirit enters your body, where it remains for 24 hours, at which point the companion reincarnates into a new body. While your body contains the companion’s spirit, you have a bonus to Health equal to your level and the Keen Vision trait if you do not have it already. At level 4, while your companion’s spirit is in your body, your melee weapon attacks deal an extra 1d6 damage, or 2d6 damage at level 6.
If you die, the companion spends the next hour eating your remains and disappears when it finishes. If you are inedible, both you and the companion disappear.
DEFENSE: 10, HEALTH: 20
ATTRIBUTES: Strength 12 (+2), Agility 10 (+0), Intellect 10 (+0), Will 11 (+1)
SIZE: 1, SPEED: 5
SENSES: Keen Scent, Keen Vision
NATURAL WEAPONS: The beast uses its teeth as natural weapons
that deal 1d6 damage.
Level 4
Health: +8
Coordinated Assault: When you or your beast companion attack, the next one of you to attack the same target, even if it is you, before the end of the next round makes the roll with 1 boon.
When your companion successfully attacks and you are within 5 yards, you can apply some or all of your Bonus Damage to the companion’s attack provided you have Bonus Damage remaining.
Evolving Companion: Your beast companion gains one of the following traits. If the companion becomes incapacitated, you gain the trait until your companion returns.
SENSES: Dark Vision or Keen Hearing
MOVEMENT: Climber or Swimmer
SPEED: The companion’s Speed increases by 1.
Healing Bond (Magical): You can use an action to enable yourself and your beast companion to heal damage if it is within 5 yards of you. Divide 4d6 between you to determine how much damage you heal. You can use this talent a number of times equal to half your level. You regain expended uses after you rest.
Level 6
Health: +8
Beast Companion Evolution: Magic flows into your companion, causing it to grow larger and tougher. Your beast companion becomes a dire beast companion that uses the following rules.
DEFENSE: 10, HEALTH: 30
ATTRIBUTES: Strength 14 (+4), Agility 10 (+0), Intellect 10 (+0), Will 11 (+1)
SIZE: 1, SPEED: 6
SENSES: Keen Scent, Keen Vision
NATURAL WEAPONS: The dire beast uses its teeth as natural
weapons that deal 2d6 damage. It rolls to attack with
1 boon.
Level 9
Health: +8, Bonus Damage: +1d6
Beast Companion Apotheosis: Your beast companion becomes greater, stronger, and more dangerous, an exemplar of its kind. Your companion becomes a legendary beast companion that uses the following rules.
DEFENSE: 10, HEALTH: 60
ATTRIBUTES: Strength 15 (+5), Agility 10 (+0), Intellect 10 (+0), Will 12 (+2)
SIZE: 2, SPEED: 7
SENSES: Keen Scent, Keen Vision
NATURAL WEAPONS: The legendary beast uses its teeth as
natural weapons that deal 3d6 damage. It rolls to attack
with 1 boon.