Companion Archetypes

Familiar Companion (Animal Companion Archetype)

On occasion, arcane spellcasters are not content with ordinary, small familiars and strive for something larger, gaining an intelligent beast which can provide both physical protection and arcane utility to them. Endowed with the energies of their master, these companions make capable familiars.
Store Spells: Starting at 1st level, a familiar companion stores all of the spells that their master knows. This does not allow the familiar companion to cast these spells or use spell-trigger or spell completion magic items.
Deliver Touch Spells (Su): At 3rd level a familiar companion can deliver touch spells or hexes for their master. If the master and the familiar companion are in contact at the time the master casts a touch spell or activates a hex, they can designate their familiar companion as the “toucher”. The familiar companion 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. This ability replaces evasion.
Improved Intelligence (Ex): At 4th, 9th, 14th, and 20th level a familiar companion adds +1 to its intelligence. A familiar companion starts with an intelligence score of 6. This ability replaces Tricks, Link, and Ability Score Increase.
Speak with Master (Ex): At 5th level, a familiar companion and their master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Spell Resistance (Su): At 15th level a familiar companion gains spell resistance equal to its Hit Die + 10. To affect the familiar companion with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar companion’s spell resistance. This ability replaces improved evasion.

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Companion Archetypes

RoundTable Adventuring bravado