Followers
Source Battlecry! pg. 78
A follower is an NPC who accompanies and assists you for an extended period of time, perhaps even an entire campaign. You can gain a follower by taking the captain archetype. Followers are companions who rely upon you for direction in combat; they have the minion trait. You can have a follower and a familiar or pet, but you can't have a follower if you already have an animal companion or another companion that prevents you from having an animal companion.
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BerserkerSource Battlecry! pg. 78Minion This incautious fighter can become a terrifying harbinger of destruction.
Melee [one-action] falchion (
forceful,
sweep),
Damage 1d10 slashing
Str +3
Dex +0
Con +2
Int +0
Wis +0
Cha +2
Hit Points 8
Kit Armor item bonus +3, Dex cap +2
Skills Athletics,
Intimidation,
Warfare LoreFollower Ability When a berserker takes damage, they gain a +1 status bonus to their next damage roll before the end of your next turn.
Click here for advancement details.Source Battlecry! pg. 78Minion This trainee healer can master the art of bringing people back from the brink of death.
Melee [one-action] scalpel (
agile,
deadly d8,
finesse,
versatile S),
Damage 1d4 piercing (functions as
dagger)
Str +0
Dex +2
Con +1
Int +1
Wis +3
Cha +0
Hit Points 6
Kit Armor item bonus +1, Dex cap +4
Skills Herbalism Lore,
Medicine,
Nature,
SurvivalFollower Ability A medic has the
Battle Medicine feat. Their kit includes a
healer’s toolkit.
Click here for advancement details.Source Battlecry! pg. 79Minion This novice lookout can become a master of traversing terrain silently to strike their foes’ weak points.
Melee [one-action] shortsword (
agile,
finesse,
versatile S),
Damage 1d6 piercing
Str +1
Dex +3
Con +1
Int +0
Wis +2
Cha +0
Hit Points 6
Kit Armor item bonus +1, Dex cap +4
Skills Acrobatics,
Stealth,
Survival, one
Lore about a specific settlement or a specific terrain
Follower Ability A scout deals 1d4 extra precision damage to
off-guard targets.
Special A scout adds
Scout to the list of exploration activities that they can perform without spending your exploration activity.
Click here for advancement details.Source Battlecry! pg. 80Minion This trainee archer can learn to shoot with terrifying precision.
Range [one-action] shortbow (
deadly d10,
propulsive,
range increment 60 feet,
reload 0),
Damage 1d6 piercing
Str +0
Dex +3
Con +1
Int +0
Wis +2
Cha +1
Hit Points 4
Kit Armor item bonus +1, Dex cap +4
Skills Acrobatics,
Hunting Lore,
StealthFollower Ability The sharpshooter learns Take Aim.
Take Aim [two-actions] The sharpshooter takes aim at their foe and makes a ranged Strike, gaining a +2 circumstance bonus to the attack roll.
Click here for advancement details.Source Battlecry! pg. 81Minion This aspiring bodyguard can learn to deflect the most devastating of blows.
Melee [one-action] longsword (versatile P),
Damage 1d8 slashing
Melee [one-action] shield boss,
Damage 1d6 bludgeoning
Str +3
Dex +1
Con +2
Int +0
Wis +1
Cha +0
Hit Points 8
Kit Armor item bonus +5, Dex cap +1
Skills Athletics,
Survival,
Warfare LoreFollower Ability A shieldbearer carries a shield (Hardness 5, HP 20, BT 10). They can
Raise the Shield to gain a +2 circumstance bonus to AC. The shieldbearer also gains a reaction when Directed. If this reaction isn’t spent before the beginning of your next turn, it is lost. Finally, they gain the
Shield Block feat.
Special A shieldbearer takes a –5-foot penalty to their Speeds from their heavy armor.
Click here for advancement details.Source Pathfinder #223: Hell's Destiny pg. 229Minion This novice spellcaster eagerly explores the world’s secrets while learning to hurl destructive magic.
Melee [one-action] dagger (
agile,
finesse,
thrown 10 feet,
versatile S),
Damage 1d4 piercing
Ranged [one-action] energy blast (
magical,
range 60 feet),
Damage 1d6 (see special)
Str +0
Dex +1
Con +1
Int +3
Wis +2
Cha +0
Hit Points 4
Kit Armor item bonus +1, Dex cap +4
Skills Arcana; either
Nature,
Occultism, or
Religion; any two
Lore skills
Follower Ability The adept learns Spellshaped Blast.
Spellshaped Blast [two-actions] The adept gathers additional energy before making an energy blast Strike, granting the Strike two of the following benefits of their choice: the
Strike gains the
fatal d8 trait, the Strike’s range increases to 120 feet, or the Strike deals
splash damage equal to its damage dice.
Special An adept can use their Intelligence modifier in place of their Dexterity modifier when making energy blast Strikes.
An adept selects two of the following novice damage types:
acid,
cold,
electricity,
fire,
mental,
poison, or
void. When using several abilities—their energy blast, Energy Deflection, Energy Wave, and dagger Strikes’ additional damage from their veteran advancement—the adept chooses one of their selected damage types for the ability to deal, and the Strike or ability gains the trait corresponding to that damage type. An adept can spend 1 week experimenting with their magic to change one or both of their damage type choices.
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