Generally I don't give advice in the Rules forum as it invites more advice centric exploratory questions and vetting than actual rules questions, but this seems to have run its course and become an Advice thread, so
what you want is a Familiar. Wiz 1 will do that. Sharing feats is trickier but you already know that... If you just wanted a temporary familiar I'd suggest blood sentinel:T3 spell.
I think the build issue is that the PC has multiple levels already. That makes it more a unfavorable power issue. My simple suggestion is for the PC to purchase a pet/creature and sidestep the class issues. It is a GM curated solution with gold as the balance. If needed it can also work with Class features with GM agreement/fiat.
Feat chains are an option but it takes levels and feats. Something like leadership, monstrous leadership is one path. Still the skill or feat sharing will be a no go.
Lastly is GM fiat. Your Home Game GM can tinker with your class to do what you want.
You would have been better off in the Advice forum where those conclusions could have been arrived at earlier as it is not a Rules problem or needing explanation.
a familiar is too weak to go into battle. I don't ask my partner to do magic but just give him
1. 1 more monstrous appearance
2. that its bite or claws cause possible alterations in its condition.
I think what you want would be better achieved by taking the Unchained Summoner class and taking an eidolon with the psycopomp subtype. The Summoner generally chooses the basic appearance of their eidolon so you could make it look like an esobok and use your evolution points to replicate an esoboks abilities as best you can.
I have already taken a few levels of summoner sunthesist to give my druid psychopomp attributes and a slightly spectral aspect to frighten enemies. unfortunately, I cannot share my attributes with my animal companion. However, there is 1 feat that would allow it but it only exists in a familiar archetype and allows the familiar to benefit from all the feats of its master and therefore my animal does not have access to them. a simple feat allowing you to choose an outsider would have resolved the problem or else create 1 psychopomp druid archetype allowing the druid to start with a nosoi or an esobok rather than 1 animal from the list. dnd offers such an archetype with the druid circle of the harvest (to give the druid the powers of 1 reaper) but without again granting the same abilities to the animal companion.
I think at this point, it's clear the Rules won't cover it expressly, so then you have to fall on the 'What's likely how it works?' or 'What's the best way to adjudicate if this works in the absence of specific rules?'
Cloudwhite wrote:
Yes. I am trying to make my animal companion a semblance of a psychopomp companion similar to the esobok to form a good duo with my mortal usher druid.
What deity is it specifically? What actions do followers, devout, or other people need to take in order to 'venerate' that deity appropriately (beyond just lip-service)? What animal is it? Can it do those things reliably?
If it's kneeling and praying before bedtime? Most animals could probably do that (unless its verbal prayers or beseechments). Is it lighting ten candles? Is it never eating meat? If it can't, then it probably can't venerate the deity. A dolphin can't really crawl on its knees around the holy mountain nor would a color-blind animal be able to 'fully appreciate the beauty of the god's rainbow over the holy waterfall'.
That all depends on the situation. After that question is why would they? Is it merely because their 'master' wants them to? That's not a really good reason. If they really only have the capability because of their master's class level, or temporary magic boosts (even from permanent items) it's less likely that they would inherently or whole-heartedly choose to do so. Even animals that are divine messengers or favored of specific gods might just be servants of that god. (Note awaken gives an animal its own agency, at that point it's probably unique enough not to count as 'typical', and it's likely a Magical Beast not an Animal, and it stops being an animal companion).
I think most animals would worship nature or such philosophies. Magpies don't have concepts of 'Thou Shall Not Steal' nor should wolves have concepts of calendars or holy days (something that occurs 4 or less times a year). They might understand a full moon, or a dawn or dusk, or the coming of winter...
My question was mainly aimed at knowing whether to be able to use a feat linked to a divinity an animal must be capable of venerating the divinity or not. I'm just trying to create an animal companion that is close in terms of skills to the esobok (psychopomp). Unfortunately pathfinder does not offer a feat that allows you to choose an outsider as an animal companion. Monstrous Companion is too restrictive in its list and offers very few really interesting companions and it's only magic companions. as for beast speaker, not only is the list of creatures poor but to be able to use all the power of the companion you need 2 feats.
I don't find any feat in list of feats to create psychopomp animal companions.
Is there a reason you want an animal companion to worship a deity? For the most part there is very little benefit from them doing so. Unless they are taking a deity specific feat it probably does not matter that much. One thing to keep in mind is that many animals actually have a good WIS score. Wisdom is often more important in matter of faith than INT.
A paladin’s mount would be one case where this should be allowed no matter what. But a paladin’s mount starts with an INT of 6 so is way above normal even for animal companions. If the animal companion has the celestial template, that should also be taken into consideration.
Yes. I am trying to make my animal companion a semblance of a psychopomp companion similar to the esobok to form a good duo with my mortal usher druid.
PFS rulings cannot be relied upon for insight outside of PFS play, since those rulings are really just houserules made for PFS organized play. PFS rules are also known to be deliberately restrictive when it comes to what you can or cannot do with an animal companion and as such also insist you must use handle animal checks to instruct your animal companion to do anything even if they understand Common, that animal companions with 3 int or higher are just semi-intelligent at best, and that intelligent animal companions cannot activate magic items, which is just inventing a new rule out of whole cloth, among other things. It also rules that even though intelligent animal companions cannot activate magical items, as a special ruling, they can activate ioun stones (see here[/url), so in PFS an ape companion with 3 int cannot activate a [url=https://www.aonprd.com/MagicRingsDisplay.aspx?FinalName=Ring%20of%20Spell%20Storing%20(minor)]minor ring of spell storing (normal ring of spell storing, for reference) but can activate a vibrant purple prism ioun stone, which explicitly functions just as a minor ring of spell storing does.
Essentially, PFS rulings don't need to make a lick of sense. They are there to suit the balance purposes and preferences of the PFS team.
When it comes to regular Pathfinder rules, there is no official answer one way or another, so you may wish to run this by your GM, but sensibly, yes, if it is intelligent enough to understand worship, it can worship. There is a fair bit of Pathfinder content regarding animal companions that is divinely themed (Celestial Servant feat,[/url]...
in fact, it's not so much that he can worship her that questions me. I saw that there was the auspicious companion animal companion archetype which allows him to use a level 1 domain power of the chosen deity. therefore, if this archetype exists, by deduction I conclude that nothing prevents an animal companion with 1 intelligence of 3 from being able to take the beneficent gift of the believer which grants the same power as the auspicious archetype companion.
I think not. It isn't intelligent enough to rationalize a faith IMO. It may recognize its existence and fear or admire it but nothing too complex to understand its edicts and anathemas.
in fact, it's PF1. I saw that there was the gift “benefit of the believer” which allows you to obtain level 1 power in a domain governed by a divinity. I would like my animal companion to receive the power of the psychopomp subdomain as part of the creation of a druid guardian of the cycle of life and death. hence my question since the rules stipulate that 1 animal companion can choose any feat (as long as it is possible) if it has an intelligence >3.
Can an animal companion with an intelligence of 3 venerate 1 deity?
Full Name
Areniel, the Avenger
Race
HP 70/70 | AC 20 (t12, ff18) | CMD 21 | F +4; R +8; W +10 |
Classes/Levels
sense Motive +17; perception (darkvision 60') +15, initiative +2 | active effects: --
Alignment
Neutral Good
Deity
Ragathiel
Languages
Common, Skald; Celestial; Shoanti, Varisian
Occupation
spirit of vengeance
Strength
18
Dexterity
14
Constitution
12
Intelligence
12
Wisdom
17
Charisma
14
About Areniel
racial abilities:
Aasimar [angelkin] celestial resistance- resist 5 vs acid, cold, and electricity
spell-like ability- alter self 1/day
truespeaker- +2 racial bonus to linguistics and sense motive; gain 2 languages for every rank in linguistics
senses- darkvision 60'
class abilities:
Vigilante [zealot] 7 aura of good inquisition- anger
- hateful retort: 1/day when hit can counter attack as immediate action, at full BAB
- divine anger: rage as barbarian, rounds/day equal to Wis mod plus level-4 (plus 6 from extra rage)
zealot smite- 2/day, swift action; add Cha to attack rolls and level to damage rolls against target; penertate DR as +5 weapon
channel energy- as cleric of level -4 (3 +Cha mod/day)
unshakable- add vigilante level to DC to intimidate
startling appearance- when attack unaware foe, target flat footed for whole turn and takes -4 to hit me until my next turn
quick change- change identities as full-round action; must make disguise check if encounter anyone who knows both identities (can spend 1 extra round to avoid checks)
traits, feats, and skills:
traits:
missing child [campaign]
weapon training [race]
skills:
bluff +12 (7 ranks +3 class +2 Cha)
diplomacy +12 (7 ranks +3 class +2 Cha)
disguise +22 (7 ranks +3 class +2 Cha +10 hat)*
perception +15 (7 ranks +3 class +3 Wis +2 feat)
sense motive +17 (7 ranks +3 class +3 Wis +2 race +2 feat)
* +20 to avoid being recognized as social identity
Areniel stands over six feet tall with broad, well muscled shoulders. His hair is like molten gold and his eyes are like glowing topaz. His features are shaped and proportioned nicely, and he probably seems rather handsome to the right sort of being. He wears the vestments of a cleric, in crimson and gold, along with a gleaming breastplate and a holy symbol of the Empyreal Lord Ragathiel.
Areniel is chivalrous in all he does: refraining from slandering men of status; treating women with respect; and protecting the weak and defenseless. His zeal for good, however, makes him somewhat harsh in doling out justice on evil-doers. Those he knows to be guilty are likely to receive swift and merciless vengeance.
background:
Virtually nothing is known of Areniel before his arrival in Korvosa two years ago. The most widely spread and persistent rumor is that he began life as an imp--the familiar of an arcane trickster--but when his master turned to righteousness he was stranded on this plane with nothing to do but contemplate his own morality... he decided to call out to the Empyreal Lord Ragathiel (himself a converted fiend) and his prayers were answered: he was given this new form and a chance to prove his commitment to the celestial forces, if he can slay enough evil doers to be counted worthy.