Hero Companions
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Some hero's can have companions in the form of pet animals or robots. This page focuses on the rules around having a Pet Animal or Robot and how to level the companion and teach it new abilities.
The two common Advance Classes that can have companions are the Xenophile and the Technosavant. To learn more about these classes please review there respected pages.
Companion Base Stats
Class Level | HD | Affinity Bonus |
Skills | Feats | Tricks Functions |
Natural Armor Bonus |
Str/Dex Bonus |
Special |
---|---|---|---|---|---|---|---|---|
1st | 2 | +0 | 2 | 1 | 1 | +0 | +0 | - |
2nd | 3 | +0 | 2 | 2 | 1 | +0 | +0 | - |
3rd | 3 | +0 | 3 | 2 | 2 | +2 | +1 | - |
4th | 4 | +1 | 3 | 2 | 2 | +2 | +1 | - |
5th | 5 | +1 | 4 | 3 | 2 | +2 | +1 | - |
6th | 6 | +1 | 4 | 3 | 3 | +4 | +2 | - |
7th | 6 | +2 | 5 | 3 | 3 | +4 | +2 | - |
8th | 7 | +2 | 5 | 4 | 3 | +4 | +2 | - |
9th | 8 | +2 | 6 | 4 | 4 | +6 | +3 | - |
10th | 9 | +3 | 6 | 5 | 4 | +6 | +3 | - |
11th | 9 | +3 | 7 | 5 | 4 | +6 | +3 | - |
12th | 10 | +3 | 7 | 5 | 5 | +8 | +4 | - |
13th | 11 | +4 | 8 | 6 | 5 | +8 | +4 | - |
14th | 12 | +4 | 8 | 6 | 5 | +8 | +4 | - |
15th | 12 | +4 | 9 | 6 | 6 | +10 | +5 | - |
16th | 13 | +5 | 9 | 7 | 6 | +10 | +5 | - |
17th | 14 | +5 | 10 | 7 | 6 | +10 | +5 | — |
18th | 15 | +5 | 10 | 8 | 7 | +12 | +6 | - |
19th | 15 | +6 | 11 | 8 | 7 | +12 | +6 | - |
20th | 16 | +6 | 12 | 8 | 7 | +12 | +6 | - |
Class Level
This level is based on the Advance Class or Character level of the Companion's owner. With the Technosavant or Xenophile its associated with there Advance Class level unless the Character has the 'Improved Companionship' feat. If the Character is not playing an Advanced Class that provides the ability to have a Companion the Character must have the 'Companionship' feat and then the Class Level of the companion is based on 1/5 there Character Level.
HD
HD stands for Hit Die. Its the number of Hit Die the Companion will have. The Hit Die itself is determined by the animal itself or the make of the robot.
Affinity Bonus
The Affinity Bonus is just like a Character's affinity bonus. It is the bonus added to roles that the Companion has an affinity with. In most cases this is either Strength or Dexterity. However in some cases the Companion can specify a different Affinity. If it doesn't specify it is Strength.
Skills
The Companion has skills just like a Companion. However the number of skills available is limited. Below is the list of available skills for both Robots and Animal Companions:
Athletics(Str), Acrobatics(Dex), Escape Artist(Dex), Intimidate(Cha), Perception(Wis), Stealth(Dex), Survival(Wis).
Robots Class Skills are: Intimidate, Perception Animal Class Skills are: Athletics, Survival
Feats
Just like Character's Companion's can utilize feats. However not all feats are available. Below is a list of all the available feats.
Tricks & Functions
Animal Companions can be taught Tricks and Robots can have Functions programmed. Some are the same. For example the Combat Techniques Character can do can be taught as Tricks or Functions. Most other Tricks and Functions are different as they pertain to either animals or robots.
The section below titled Tricks & Functions has more on this.
Natural Armor Bonus
This is added to the Companions AC and represents how much more difficult is to hit the battle hardened companion. It could represent improved Armor or flexibility or a little bit of both.
Str/Dex Bonus
As the Companion levels up two of the most important stats are improved. Their Strength and Dexterity. The Xenophile or Technosavant may be able to change these bonuses to fit there needs.
Special
These are specials that are provided as the Companion improves. These are specific too the either Animals or Robots.