Familiars & Animal Companions
Familiars (Wizard/Sorcerer) and animal companions (Druid/Ranger) scale with master level. All summons have a 24-hour duration.
How Scaling Works
Stats and abilities are applied on summon and refreshed on each re-summon. Effective level is the master's full character level, as long as a majority of their levels are in their highest spellcasting class. If the summoning class is not a majority of total level (a heavy multi-class dip), only that class's level is used instead.
Ability scores, attack bonus, AC, and saving throws scale generically with level. Enhancement bonus, elemental damage, DR, and regen are applied from per-creature lookup tables.
Shared Bonuses (all familiars and companions)
| Master level | DR | Regen (per round) |
|---|---|---|
| 5 | 5/+1 | 2 |
| 10 | 5/+2 | 4 |
| 15 | 10/+3 | 8 |
| 20 | 10/+4 | 14 |
| 25 | 15/+5 | 18 |
| 30 | 15/+6 | 22 |
| 35 | 20/+7 | 26 |
| 40 | 20/+8 | 30 |
| 45 | 25/+9 | 34 |
| 50 | 25/+10 | 38 |
| 55 | 30/+11 | 42 |
| 60 | 30/+12 | 46 |
Level 25+: Permanent Haste.
Level 20+ (familiars): Immunity to death magic.
Level 20+ (animal companions): Immunity to mind-affecting spells.
Familiars
Enhancement bonus and any elemental damage scale per-creature. Notable progressions:
Bat
| Level | Enhancement | Sonic bonus |
|---|---|---|
| 1 | 0 | +2 |
| 5 | +1 | +1d4 |
| 20 | +4 | +1d6 |
| 35 | +7 | +1d8 |
| 40 | +8 | +1d8 |
Fire Mephit
Immune to fire, vulnerable to cold.
| Level | Enhancement | Fire bonus |
|---|---|---|
| 1 | 0 | +2 |
| 10 | +2 | +1d4 |
| 20 | +4 | +1d8 |
| 30 | +6 | +1d10 |
| 40 | +8 | +1d12 |
Ice Mephit
Immune to cold, vulnerable to fire. Same progression as Fire Mephit but cold damage.
Hell Hound
Immune to fire, vulnerable to cold.
| Level | Enhancement | Fire bonus |
|---|---|---|
| 1 | 0 | +2 |
| 15 | +3 | +1d4 |
| 25 | +5 | +1d6 |
| 35 | +7 | +1d8 |
| 40 | +8 | +1d8 |
Pixie
Magic damage on dagger. Enhancement applies to the equipped dagger.
| Level | Enhancement | Magic bonus |
|---|---|---|
| 1 | +1 | +1 |
| 10 | +2 | +1d6 |
| 20 | +3 | +2d8 |
| 30 | +4 | +2d10 |
| 35 | +5 | +2d12 |
Bat, Eyeball, Faerie Dragon, Imp, Panther, Pseudodragon, Raven
Enhancement bonus scales from +1 (level 5) to +8 (level 40), then on to +12 by level 60. No elemental damage.
Animal Companions
No animal companions have elemental damage. Enhancement bonus starts later than most familiars:
| Companion | Enhancement starts |
|---|---|
| Badger, Giant Spider | Level 10 |
| Wolf, Boar, Brown Bear | Level 15 |
| Hawk, Dire Rat | Level 15 |
| Panther, Dire Wolf | Level 20 |
All companions reach +6 or +7 enhancement at level 40 and receive the full shared DR/regen/haste/immunity bonuses.
Past Level 40
Summons, familiars and companions keep scaling through the legendary levels — they do not stop at 40. Their abilities, attack bonus, armour class and saves all track your caster level continuously, and on top of that:
- Enhancement keeps climbing +1 every 5 levels, reaching +12 at level 60.
- Elemental damage steps up one die at level 50 and again at 60, for the creatures that have any — a Fire Mephit's flames go 1d12 at 40, to 2d6 at 50, to 2d8 at 60.
- Damage reduction and regeneration continue on the shared table above, ending at 30/+12 and 46 regeneration.
Summons (non-associate)
| Spell level | Wizard/Sorc | Cleric | Druid |
|---|---|---|---|
| I | Dire Badger | Dire Badger | Dire Badger |
| II | Dire Boar | — | — |
| III | Dire Wolf | — | — |
| IV | Dire Spider | — | — |
| V | Dire Tiger | — | — |
| VI | Huge Elemental | — | — |
| VII | Greater Elemental | — | — |
| VIII | Huge Elemental | — | — |
| IX | Elder Elemental | — | — |
Summoned creatures scale with caster level. Duration: 24 hours.
Keeping up with you
Familiars, animal companions, summons, henchmen and dominated creatures follow you on foot, so anything that moves you faster than they can walk will leave them behind — most noticeably the short-hop doors into boss rooms, which teleport you through a wall they have no way around.
They will find their own way to you. At those short-hop doors they arrive as you do. Anywhere else — a portal, a scripted jump, anything that leaves a companion in another area or more than about 25 metres behind with no way to close the gap — they catch up within a few seconds.
Two exceptions, both deliberate:
- A companion in combat is left where it is, so a teleport never interrupts a fight it is already in. It catches up once the fight ends.
- A companion told to stand its ground stays there. That is an order, and it is respected until you give it another one.