Construct Companions (Vanguard)

A construct companion’s abilities are determined by the vanguard’s level and by the augmentations selected by the vanguard. The base statistics are outlines in **Table: Construct Companions**. Each construct companion has a chosen form that modifies these base statistics. Construct companions are treated as constructs for determining what spells affect them.

**Class Level**: This is the character’s vanguard level.

**HD**: This is the total number of 10-sided (d10) Hit Dice the companion possesses. As the construct companion has no Constitution score, it does not get any bonus hit points from its Constitution modifier (treat its Constitution as 10 for determining its hit points). However, as a Medium-sized construct, it gains 20 additional hit points due to its size.

**BAB**: This is the construct companion’s base attack bonus. A construct companion’s base attack bonus is equal to its Hit Dice. Construct companions do not gain additional attacks using their natural weapons for having a high base attack bonus, though they do gain additional attacks when using manufactured weapons, as normal.

**Saving Throws**: This is the construct’s base saving throw bonuses. As a construct, the companion has no good saving throws.

**Skills**: This lists the construct companion’s total skill ranks. A companion can assign skill ranks to any skill. The values shown in **Table: Construct Companion** are the base value, assuming the companion has an Intelligence score of 10. Companions with Intelligence scores above the base value modify these totals as normal (a construct companion receives a number of skill ranks equal to 2 + its Intelligence modifier per HD). A companion cannot have more ranks in a skill than it has Hit Dice.

**Feats**: This is the total number of feats possessed by a construct companion. Companions can select any feat that they qualify for.

**Armor Bonus**: The number noted here is the construct companion’s base armor bonus. The construct cannot wear any armor, as it interferes with the vanguard’s link with the companion.

**Primary Ability Bonus**: Add this bonus to the construct companion’s two primary ability scores. These are determined by the companion’s base form.

**Special**: This includes a number of abilities gained by all construct companions as they increase in power. Each of these bonuses is described below.

*Companion Traits (Ex)*: A construct companion is not built nor animated as a typical construct. It is powered by the vanguard’s innate power and intuition rather than careful design, and as such has different abilities from a normal construct. A construct companion has all traits and immunities a normal construct has, except as noted here. Construct companions are not immune to mind-affecting effects, including charms, compulsions, phantasms, patterns, and morale effects. A construct companion has an Intelligence score and gains feats and skill ranks as appropriate for its level, as shown in **Table: Construct Companions**, and has class skills. A companion has the same weapon proficiencies as the vanguard and can use shields (except tower shields).

*Integrated Equipment (Ex)*: A construct companion can have its weapons or shield integrated into its body, rather than having to hold and stow them as a normal piece of equipment. Any manufactured weapon or shield that is of appropriate size for the construct companion can be integrated. Integrating equipment takes 1 hour of work by the vanguard. After doing so, the item is built directly into the construct’s form. It can bring forth the weapon or shield and store it back in its body as if drawing it normally, including reductions in time from feats such as Quick Draw. When stored, the equipment is inside the companion’s body and cannot be seen, and its magic aura (if any) cannot be found with spells such as detect magic unless the spell can penetrate through the construct’s metallic body. When it draws an integrated weapon or shield, it replaces the hand(s) necessary to wield the item, at which point it can be used as if wielded normally. An integrated weapon or shield cannot be disarmed or stolen, as it’s attached directly to the construct’s body, though it can be sundered or attacked as normal.

A construct companion can have up to three pieces of integrated equipment at once. If the companion has an integrated ranged weapon, the vanguard can integrate ammunition along with it. Up to 50 pieces of ammunition can be integrated with each ranged weapon. Reloading an integrated weapon is no faster than reloading the weapon as normal, and can be reduced by feats and abilities such as Rapid Reload possessed by the companion. Integrating more ammunition takes 10 minutes of work by the vanguard.

Once a piece of equipment is integrated, it cannot be removed intact. Removing integrated equipment involves either destroying the equipment (though sunder checks and the like) or spending 1 hour removing the item, the process of which gives it the broken condition but leaves it intact enough to be repaired via make whole or similar magic. Removing a ranged weapon requires removing its integrated ammunition, if any.

*Link (Ex)*: A construct companion is not made nor controlled as a normal construct; it is instead tied to the vanguard’s own magical essence, and as such the vanguard shares a special link with his companion. The vanguard can communicate empathically with the companion, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The vanguard has the same connection to an item or place that the companion does.

However, such a link has its drawbacks. As the companion is powered by the vanguard’s magic essence, the construct cannot move more than 100 feet away from the vanguard at any time. If it does, the construct companion immediately shuts down, rendering it helpless and unable to act. The vanguard must be able to exercise mental control to keep the companion functioning. If the vanguard is ever unconscious, asleep, killed, stunned, or confused, the companion cannot act and is considered helpless.

In addition, magic items interfere with the vanguard’s link to his companion. As a result, the vanguard and his companion share magic item slots. For example, if the vanguard is wearing a ring, the companion can wear no more than one ring. If there is a conflict, the item worn by the vanguard remains active while the item worn by the construct become dormant. Magic weapons do not interfere with the vanguard’s link with his companion.

Despite being animated by magic, the construct does not shut down in an *antimagic field*, though some of its other abilities may be negated.

*Share Spells (Ex)*: The vanguard may cast a spell with a target of “you” on his construct companion (as a spell with a range of touch) instead of on himself. A vanguard may cast spells on his companion even if the spells normally do not affect creatures of the companion’s type (construct). Spells cast in this way must come from the vanguard spell list.

This ability does not allow the companion to share abilities that are not spells, even if they function like spells.

*Ability Score Increase (Ex)*: The construct companion adds +1 to one of its ability scores.

*Devotion (Ex)*: A construct companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

*Greater Link (Ex)*: The construct’s link with the vanguard improves. The companion can now move up to 200 feet away without any penalty. If it moves further than 200 feet away, but less than 500 feet away, the companion is staggered. If it moves more than 500 feet away, the companion shuts down and is considered helpless. In addition, the construct companion can still act normally whenever the vanguard is stunned or confused, though it still cannot act if the vanguard is unconscious, asleep, or killed.

#### **Construct Companion Skills**

The following are class skills for a construct companion: Craft (Int), Disable Device (Dex), Knowledge (engineering) (Int), and Perception (Wis). A construct’s base form grants four additional class skills, as listed in the form’s entry. In addition, any construct companion that gains a fly speed receives Fly (Dex) as a class skill, regardless of what level it obtains its fly speed.

#### **Base Forms**

Each construct companion has one of three base forms that determines its starting speed, AC, skills, and ability scores (including its primary ability scores). The companion also gains two slam attacks that deal 1d4 damage, regardless of its form. They are primary natural attacks, meaning they use the construct’s full base attack bonus. Each slam attack require a free hand for the construct to make the attack. A construct companion is always Medium sized and typically humanoid in shape (two arms, two legs, head, and torso). The appearance of the companion is otherwise left to the vanguard to decide and has no impact on its abilities.

###### Combat Form

**Starting Statistics**: **Speed** 30 ft.; **AC** +4 armor bonus; **Base Ability Scores** Str 16, Dex 13, Con –, Int 8, Wis 12, Cha 10; **Primary Ability Scores** Strength, Dexterity; **Skills** Climb (Str), Intimidate (Cha), Sense Motive (Wis), and Swim (Str).

###### Eldritch Form

**Starting Statistics**: **Speed** 20 ft.; **AC** No bonus; **Base Ability Scores** Str 8, Dex 13, Con –, Int 10, Wis 12, Cha 16; **Primary Ability Scores** Dexterity, Charisma, **Skills** Knowledge (arcana) (Int), Knowledge (planes) (Int), Spellcraft (Int), and Use Magic Device (Cha).

###### Scouting Form

**Starting Statistics**: **Speed** 40 ft.; **AC** +2 armor bonus; **Base Ability Scores** Str 10, Dex 16, Con –, Int 13, Wis 12, Cha 8; **Primary Ability Scores** Dexterity, Intelligence; **Skills** Acrobatics (Dex), Bluff (Cha), Stealth (Dex), Survival (Wis).