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

Companions have stats just like Characters do. For example they all have 6 ability scores, Hit Points, Initiative, and so on. There are two sources for a Companion's stats. First there is the table below, which provides information about some base stats for a Companion based on there Class Level. All other stats are provide by the Companion itself. In a section further below there are examples of some Animal and Robot Companions that Characters can acquire while on there adventures. These examples come with the rest of the stats.

Companion Base Stats Table
Class Level HD Affinity
Bonus
Skills Feats Tricks
Functions
Natural
Armor Bonus
Str/Dex
Bonus
Special Base Cost
1st 2 +0 2 1 1 +0 +0 - $250
2nd 3 +0 2 2 1 +0 +0 - $1,000
3rd 3 +0 3 2 2 +2 +1 - $5,000
4th 4 +1 3 2 2 +2 +1 - $10,000
5th 5 +1 4 3 2 +2 +1 - $20,000
6th 6 +1 4 3 3 +4 +2 - $40,000
7th 6 +2 5 3 3 +4 +2 - $90,000
8th 7 +2 5 4 3 +4 +2 - $180,000
9th 8 +2 6 4 4 +6 +3 - $320,000
10th 9 +3 6 5 4 +6 +3 - $650,000
11th 9 +3 7 5 4 +6 +3 - $1,200,000
12th 10 +3 7 5 5 +8 +4 - $2,500,000
13th 11 +4 8 6 5 +8 +4 - $5,000,000
14th 12 +4 8 6 5 +8 +4 - $10,000,000
15th 12 +4 9 6 6 +10 +5 - $20,000,000
16th 13 +5 9 7 6 +10 +5 - $40,000,000
17th 14 +5 10 7 6 +10 +5 - $60,000,000
18th 15 +5 10 8 7 +12 +6 - $120,000,000
19th 15 +6 11 8 7 +12 +6 - $340,000,000
20th 16 +6 12 8 7 +12 +6 - $680,000,000


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.

Acrobatic, Agile Riposte, Athletic, Blind Fight, Combat Reflexes, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.

Animal Specific Feats: Jumper, Lithe Attacker, Master of Your Kind, Narrow Frame, Stable Gallop, Sure Footed, Valiant Steed.

Robot Specific 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.

Companion Leveling

Companions level up in relation too there owners. If a owner doesn't have any levels in an Advance Class that provides the ability to have an Companion the only way a Character can own a companion is through the 'Companionship' feat. If this is the case then the Class Level of the companion is 1/5th the Character level of the owner.

When leveling up an Animal Companion a Character can instantly improve upon there stats, choose new feats if applicable, and apply any new specials. However if the companion can learn a new trick the Character must take 1 week of training to teach the new trick to the Companion. During this time the Character acts as if crafting. So this will take 8 hours per day and any other labor after that point would cause the Character to be Fatigued. With the 'Improved Training' feat a Character can train an Animal Companion in just 1 day.

When leveling up a Robot Companion a Character has to craft the new features onto the Robot. The improved Class level is a representation of the Characters understanding and familiarity with the Robot as well as the Robot's AI having improved and better capable of taking new instructions. Each robot level Costs Money. Take 1/3rd the cost difference between the Current Robot level and the new level and that is the cost in building materials. The Crafting takes 1 day worth of labor and is considered repair work. No roll is needed if the Character has an Advanced Class that grants the ability to have Robot Companions. Once done the Robot has all the new stats, specials, functions of the next Class Level. If the Character takes the 'Improved Training' feat this can be done in 1 hour.

Finally if a Character takes the 'Improved Companionship' feat this means different things depending on if the Character has an Advance Class granting the ability to own a Companion. If the Character doesn't have an Advance Class that allows for Companions then this feat simply allows for the Companion Class Level to be 1/4th the Character level. If the Character does have said Advanced Class then it means that the Companion Class Level now depends not on the Advance Class level put the Character level meaning that the Companion can reach level 20 as well.

Companion Tricks/Functions

If the Companion has the 'Advanced Combat Technique' feat then it can learn Advance Combat Techniques as Tricks or Functions. Some Tricks and Functions are allows for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.

Shared Tricks/Functions


Aid (DC 20)
The Companion can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.
Attack (DC 20)
The Companion attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, a Companion will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Defend (DC 20)
The Companion defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the Companion to defend a specific other character.
Entertain (DC 25)
The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their Companion to perform this trick while they pickpocket viewers or sneak about unnoticed.
Flank (DC 20)
You can instruct an Companion to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the Companion attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Guard (DC 20)
The Companion stays in place and prevents others from approaching.
Maneuver (DC 20)
The Companion is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to a Companion multiple times. Each time it is taught, the Companion can be commanded to use a different combat maneuver.
Watch (DC 15)
The Companion can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.
Work (DC 15)
The animal pulls or pushes a medium or heavy load.

Animal Tricks


Animal's have a sense of self and a primal intelligence which can act as both an advantage and a disadvantage. Animals do not instantly obey the commands of there owners. This is both in part because they simply may not want to and also that they may not understand. Getting them to understand what you want and instilling the knowledge that you the owner knows best is all part of training an animal companion new tricks.

Bombard (DC 20)
A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.
Break Out (DC 20)
On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal's ability.
Bury (DC 15)
An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.
Come (DC 15)
The animal comes to you, even if it normally would not do so.
Deliver (DC 15)
The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)
Detect (DC 25)
The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way.
Down (DC 15)
The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Exclusive (DC 20)
The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.
Fetch (DC 15)
The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Flee (DC 20)
The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
Get Help (DC 20)
With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
Heel (DC 15)
The animal follows you closely, even to places where it normally wouldn’t go.
Hunt (DC 20)
This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.
Perform (DC 15)
The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
Menace (DC 20)
A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.
Seek (DC 15)
The animal moves into an area and looks around for anything that is obviously alive or animate.
Serve (DC 15)
An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.
Sneak (DC 15)
The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Stay (DC 15)
The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track (DC 20)
The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Throw Rider (DC 15)
The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.

Robot Functions


Robot's are selfless mechanic thinking machines. They may have sophisticated AI that can even at times appear sentient but in the end they just follow a series of predetermined coding with learning algorithms. They have no sense of self and they obey without question. Commanding a Robot around is simple, they will obey until they can no longer. But teaching them complicated series of actions that may change depending on outcome even though the command is the same.. that is more difficult.

Disguise
This Robot can attempt to act as if its true purpose was not its own. Meaning that someone may think this Robot is specified/configured to do some other specific task like garbage collection or food dispenser. This acts like the 'Disguise' skill too the robot.
Distract
This Robot can attempt to grab the attention of a target opponent. This can be used in or outside of combat. It required a Wisdom Check done by the target against DC10 + Robot level.
Fake Malfunction
This Robot will attempt to pretend that it is non-operational. This gives the robot the ability too Disguise itself as being damage in some way that will make the onlooker not consider it a threat. This provides a +2 moderate bonus to Disguise when faking damage if the Robot already has the Disguise skill.
Identify
This Robot can attempt to identify a given Object or Phrase as if it had the Knowledge skill. Robots has extensive databases of information so it has access to all knowledgeable as if they where Trained with 0 ranks.
Lie
Normally Robots cannot lie. All A.I. is built in with certain rules and one of them is that they cannot lie. Any A.I that is able to change outgoing information in order to deceive a living person is considered Illegal. The Robot will become illegal if taught the Lie trick. However this provides a Moderate +2 bonus to Intimidate skill checks and also to Disguise if the Robot has that trick. The Robot is now able to lie.
Medical Assist
The Robot can now act as a Medical-Kit and can also provide assistance. Robotic assistance is an auto-success which means you do not need to roll to see if the Robot is able to assist a person in using the Treat Injury skill.
Monitor
The Robot can monitor communications systems and electronic systems for any changes or for a specific piece of information, such as a phrase, picture, email attachment, password... etc.
Urban Tracking
The robot gains a moderate +2 bonus to Survival checks while in an urban environment.

Companions

Animals

Canine

Starting Statistics

Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.
Feline

Starting Statistics

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).
Beast of Burden

Starting Statistics

Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
  • This is a secondary natural attack, see Combat for more information on how secondary attacks work.

4th-Level Advancement

Ability Scores Str +2, Con +2; Special Qualities combat trained.
Avian

Starting Statistics

Size Small; Speed 20 ft., fly 50 ft. (average); Attack bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, scavenger.

4th-Level Advancement

Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2.
Reptilian

Starting Statistics

Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.
Insect

Starting Statistics

Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.

4th-Level Advancement

Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).

Robots

Combat Assistance

Starting Statistics

Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 15, Dex 14, Con 15, Int 12, Wis 1, Cha 5; Special Qualities low-light vision

4th-Level Advancement

Size Medium; Attack Punch (1d6); Ability Scores Str +4, Dex –2, Con +2.
Emergency Medical Robot

Starting Statistics

Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 13, Dex 17, Con 14, Int 14, Wis 1, Cha 1; Special Qualities Treat Injury Skill (Uses Int instead of Wisdom), Acts like Medical Kit

4th-Level Advancement

Size Medium; Attack Punch (1d4); Ability Scores Int +4, Con +2; Special Qualities: Acts like a Master worked Medical Kit + Surgery Kit
Technomancy Robot

Starting Statistics

Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 14, Dex 17, Con 14, Int 12, Wis 1, Cha 2; Special Qualities Craft Electrical, Mechanical, Structural, Acts like an Engineering Toolkit.

4th-Level Advancement

Size Medium; Attack Punch (1d4); Ability Scores Str +4, Dex –2, Con +2; Special Qualities: Craft +3 to Electrical, Mechanical, Structural
Range Finding Robot

Starting Statistics

Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack (Ranged Weapon max power level of 2); Ability Scores Str 7, Dex 18, Con 15, Int 12, Wis 1, Cha 2; Special Qualities: Can fire a ranged weapon

4th-Level Advancement

Size Medium; Attack (Ranged Weapon max power level of 4); Ability Scores Dex +4, Con +1
Tracking Assistance

Starting Statistics

Size Small; Speed 30 ft.; AC +2 Natural Armor; Attack Punch (1d4); Ability Scores Str 12, Dex 17, Con 15, Int 12, Wis 1, Cha 5; Special Qualities: Survival is now a Class skill and it gains a +2 Misc Bonus. (Survival is uses Int instead of Wis)

4th-Level Advancement

Size Medium; Attack Punch (1d6); Ability Scores Dex +2, Int +2.

Companion Accessories