Animal Companions
Animal Companions are loyal allies to their adventuring partner, acting in their best interest (most of the time) and trying to aid them in combat.
As they are independent creatures Animal Companions do not require upkeep like summoned creatures. Since they lack the utter obedience of those powerful beings or the soul-deep connection they instead require orders to function. Once an animal companion has received an order it will continue to follow it until circumstances change and it can't continue or a new order is issued.
In most other regards an Animal Companion is similar to a player character, levelling with them and gaining their own set of Abilities. At creation, each Animal Companion is giveis given one of the types below, which best simulates the Animal the player wishes to have.
NOTE: You can only have one companion, be it an animal, familiar or outsider companion. If you take more than one set of talents, only one can be active.
Companion Commands
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An animal companion requires commands to do well. Left to its own device a companion will simply defend its ally or run. This means that it will simply attack anything that attacks it or its ally, or it will run from these attacks.
Each command has an AP cost to issue the order for the character. It is generally assumed that the companion has enough training to do any basic tricks without an AP cost.
Attack - 2AP - The companion attacks one target until it is dead.
Guard - 2AP - The companion will stay near the ordered target, attacking anything that attacks it and trying to prevent non-ally's from approaching.
Sneak - 1AP - The companion will try and keep a low profile, sticking with it's ally
Level Up
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Action Points - Animal Companions begin with 4 AP.
Hit Points - Animal Companions gain 2 plus there con modifier in HP each level.
Companion's Partner Level
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Ability Score Increase
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Additional Animal Abilities
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1
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+5 Ability Score.
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1 Ability
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2
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3
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1 Ability
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4
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+5 Ability Score.
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5
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6
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1 Ability
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7
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8
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+5 Ability Score.
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9
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1 Ability
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10
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11
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12
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+5 Ability Score.
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1 Ability
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13
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14
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15
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1 Ability
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16
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+10 Ability Score.
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17
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18
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1 Ability
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19
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20
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+10 Ability Score.
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1 Ability
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Types of Animal Companion
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Canine
Usable for: Dogs, Wolves, Coyotes, Jackals, etc.
Four-legged animals with powerful, dangerous jaws.
Usable for: Dogs, Wolves, Coyotes, Jackals, etc.
Four-legged animals with powerful, dangerous jaws.
Armour - Canines have 2 armour in addition to their Physical Prowess.
Attack - Canines possess a Natural Attack that does 1d10+4 damage. They can take Natural Attack talents as Animal Companion Abilities.
Weapon Skill
30 |
Physical Prowess
20 |
Agility
20 |
Intelligence
15 |
Willpower
25 |
Fellowship
15 |
Canine Abilities
Loyalty - Canines with this ability gain +10 to resist any attempts by enemies to turn them against their master.
Equine
Usable for: Horses, Elks, Deer, Camels
Four-legged creatures that can be trained to bear a rider.
Usable for: Horses, Elks, Deer, Camels
Four-legged creatures that can be trained to bear a rider.
Armour - Equine companions gain 3 Armour
Attack - Equine companions can make a Natural Attack for 1d5+5 for 2 AP. They can take Natural Attack talents as Animal Companion Abilities.
Special - Equine creatures can be used as mounts.
Weapon Skill
10 |
Physical Prowess
30 |
Agility
30 |
Intelligence
15 |
Willpower
25 |
Fellowship
15 |
Equine Abilites
War Mount - Increase the Weapon Skill attribute by +10 and add +1 to damage.
Felines
Usable for: Lions, Tigers, Jaguars (Oh My)
Four-legged felines with powerful bites and claws.
Usable for: Lions, Tigers, Jaguars (Oh My)
Four-legged felines with powerful bites and claws.
Armour - Felines add 1 to Armour
Attack - A feline can make a 3 AP Bite Natural Attack for 1d10+2 damage or a 2 AP Claw attack for 1d5+5 damage, or any combination thereof. They can take Natural Attack talents as Animal Companion Abilities.
Weapon Skill
25 |
Physical Prowess
20 |
Agility
25 |
Intelligence
15 |
Willpower
25 |
Fellowship
15 |
Feline Abilities
Soft Paws - Felines are naturally stealthy, and with this ability add +10 to stealth attempts.
Reptilian
Usable for: Crocodiles, Alligators, Snakes
Coldblooded animals
Usable for: Crocodiles, Alligators, Snakes
Coldblooded animals
Armour - Reptilian Companions gain a +4 bonus to Armour.
Attack - Reptilian companions inflict a Natural Attack that does 1d10+3 damage. They can take Natural Attack talents as Animal Companion Abilities.
Weapon Skill
30 |
Physical Prowess
25 |
Agility
15 |
Intelligence
15 |
Willpower
25 |
Fellowship
15 |
Reptilian Abilities
Amphibious - Reptilians move twice as fast in water as they do on land.
Ursa
Usable for: Bears, Panda, Giant Sloth
Powerful mammals that can rise on there hind legs or walk on all fours.
Usable for: Bears, Panda, Giant Sloth
Powerful mammals that can rise on there hind legs or walk on all fours.
Attack - Ursine companions can make a 3 AP Bite Natural Attack for 1d10+3 damage or an 2 AP Claw attack for 1d5+6 damage, or any combination thereof. They can take Natural Attack talents as Animal Companion Abilities.
Armour - Ursine companions get 4 Armour.
Weapon Skill
30 |
Physical Prowess
20 |
Agility
20 |
Intelligence
15 |
Willpower
25 |
Fellowship
15 |
Animal Companion Abilities
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Animal Senses - Gain +10 to any situation that involves scents or hearing.
Bestial Fury - The companion gains the Berserker talent, and can gain additional Berserker Talents as Animal Companion Abilities.
Brutal Attack - The companion's natural attacks gain +2 to damage. This can be taken again every 5 levels.
Familiar Link - The Animal Companion can choose to take any general Familiar Abilities it would qualify for.
Thick Hide - Gain a +1 to Armour. This Ability can be taken once for every five levels.
Therianthrope - As an action that cost 4 AP, and costs 1 AP to maintain, an Animal Companion takes on a more humanoid form. It retains characteristic that allow it to use most of it's normal abilities - a Canine companion will retain there teeth, for example - but will mostly be a humanoid being.
An Animal Companion with this Ability can take Warrior Talents it normally wouldn't be able to, in place of Animal Companion Abilities, which it can then use in this form. It gains one such Talent when it first gains this Ability.
An Animal Companion with this Ability can take Warrior Talents it normally wouldn't be able to, in place of Animal Companion Abilities, which it can then use in this form. It gains one such Talent when it first gains this Ability.
Therianthrope Focus - Transformations cost 3 AP and no longer cost 1 AP to maintain.
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Unusual Mount -The animal can be used as a mount, with a modified saddle that costs twice the normal price.