Hero Companions

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Some heroes can have companions in the form of pet animals or robots. This page focuses on the rules around having a Animal or Robot Pet 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.

Robot & Animal Companion Stats

Both Robotic and Animal companions are setup with similar rules. They both have a set of Base Stats associated with there Chassis or Alien Type and they both have the same leveling structure. 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 these stats. The first is either the Chassis or Alien Type which sets up there Size, Speed, AC, Affinities, Skills and Initial Talents. The second source is through the uniq way that the Alien Animal or Robotic Chassis is raised or modified respectively. In other words customization that are given as the companion levels up.

Robot & Animal Companion Leveling

Companions level up in relation too there owners. The only way to have a pet or companion is through the Companionship Feat or through one of the Advance Classes that provides the ability. The Feat only allows the Animal Companion to be 1/4th the level of the Character Level round up. However the Improved Companionship allows this to go up to 1/2 Character level round down. The Technosavant and Xenophile Advance Classes allow the Companion to have a 1 to 1 level.

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 or function the Character must take 24 hours of training or modification to teach/install the new trick/function to the Companion. During this time the Character acts as if crafting.

Animal Type Base Stats

Animal Maturity usually happens at 7. Then the Animal companion may have some stat changes such as increased size.

All Animal Companions have d6 as there Hit Die.

Ability Affinity is shown with a '*' next to the ability.

Canine

Starting Statistics:

Size: Small; Speed: 40 ft.; AC: +2 Natural Armor; Attack[s]: Bite (1d6 + Str Mod); Ability Scores: Str 13, Dex* 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities: +4 to Passive Perception, Advantage on Survival and Perception checks.

Maturity At 8th Level:

Size Medium; Attack[s]: Bite (1d8 + Str Mod) + Trip; Ability Scores: Str +2, Dex –1, Con +2, Cha -2.
Feline

Starting Statistics:

Size: Small; Speed: 40 ft.; AC: +1 Natural Armor; Attack[s]: Bite (1d6 + Str Mod), 2 Claws (1d4 + Dex Mod); Ability Scores: Str 13, Dex* 17, Con 13, Int 2, Wis 15, Cha 12; Special Qualities: low-light vision, +1 to Passive Perception, Advantage on Survival and Perception checks.

Maturity At 8th Level:

Size Large; AC +2 natural armor; Attack Bite (1d8 + Str Mod), 2 Claws (1d6 + Dex Mod) + 1d4 Bleed for 1d4 turns; Ability Scores Str +2, Dex –1, Con +2
Beast of Burden

Starting Statistics:

Size: Large; Speed: 50 ft.; AC: +4 Natural Armor; Attack[s]: Bite (1d4 + Str Mod), 2 Hooves (1d6 + Str Mod); Ability Scores: Str 16*, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities: Can hold tree times the normal amount of weight for there strength.

Maturity At 8th Level:

Ability Scores: Str +2, Con +2; Special Qualities: Can assist in a charge if it has a rider. The assist provides +2 to accuracy and +1 to the critical damage multiplier. Max is 4.
Avian

Starting Statistics:

Size Small; Speed 10 ft., Fly 60 ft.; Attack[s]: Peck (1d4 + Dex Mod) DR1; Ability Scores: Str 8, Dex 13*, Con 10, Int 2, Wis 15*, Cha 7; Special Qualities: Advantage on Survival and Perception checks.

Maturity At 8th Level:

AC: +1 Natural Armor; Attack[s]: Peck (1d6 + Dex Mod) DR3 x3 Critical; Ability Scores: Str +2, Dex +2, Con +2.
Reptilian

Starting Statistics:

Size: Small; Speed: 20 ft., Climb 30 ft., Swim 30 ft.; AC: +3 Natural Armor; Attack[s]: Bite (1d4 plus Poison (Conn Save DC14, Lasts 4 rounds, Nauseated, 1 Conn Damage per round); Ability Scores: Str 10, Dex 16*, Con 11, Int 2, Wis 12, Cha 6; Special Qualities: low-light vision 60ft

Maturity At 8th Level:

Size Medium; Attack[s]: Bite (1d6 plus poison), 2 claws (1d6 + Str Mod); Ability Scores: Str* +4, Dex* –2, Con +2.
Insect

Starting Statistics:

Size Small; Speed 30 ft., Fly 30 ft.; AC +2 natural armor; Attack[s]: Bite (1d4 + Str Mod), Spit (1d4 + Dex Mod) Chemical Damage; Ability Scores: Str 10, Dex 12, Con 15*, Int —, Wis 12, Cha 8; Special Qualities: low-light vision 120ft.

Maturity At 8th Level:

Size Medium; Attack[s]: Bite (1d8 + Str Mod), Spit (1d4 + Dex Mod) Chemical Damage, Sting 1d6 + poison (Conn Save DC15, Lasts 6 rounds, Nauseated, 1 Conn Damage per round); Ability Scores: Str +4, Dex –2, Con +2, Cha -2;

Animal Companion Leveling


Companion Base Stats Table
Class Level Advantage
Bonus
Skill Points Feats Tricks Special Base Cost
Procure Diff
1st - 2 - +1 One with Trainer +1 $250 / 0
2nd 1d2 3 - - - $1,000 / 0
3rd 1d2 4 - - Ability Score +1 $5,000 / 0
4th 1d4 5 +1 +1 - $10,000 / 0
5th 1d4 6 - - - $20,000 / 0
6th 1d6 7 - - One with Trainer +2 $40,000 / 0
7th 1d6 8 - - Extra Damage, Ability Score +1 $90,000 / 1
8th 1d8 10 +1 +1 - $180,000 / 1
9th 1d8 11 - - - $320,000 / 1
10th 1d10 12 - - One with Trainer +3 $650,000 / 1
11th 1d10 14 - - Ability Score +1 $1,200,000 / 1
12th 1d10 15 +1 +1 - $2,500,000 / 1
13th 1d12 16 - - Extra Damage $5,000,000 / 2
14th 1d12 17 - - - $10,000,000 / 2
15th 1d12 18 - - Ability Score +1, One with Trainer +4 $20,000,000 / 2
16th 2d8 20 +1 +1 - $40,000,000 / 2
17th 2d8 21 - - - $60,000,000 / 2
18th 2d8 22 - - - $120,000,000 / 2
19th 2d10 23 - - Extra Damage, Ability Score +1 $340,000,000 / 3
20th 2d10 24 +1 +1 One with Trainer +5 $680,000,000 / 3
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 Character level. Normally it is just 1/4th the Character level round up. The Improved Companionship feat can change this to 1/2th the Character level.
Advantage Die
The Animal Type will specify what Ability scores it has an affinity with. They also have an affinity with all there natural attacks.
Skill Points
The Companion has skills just like a normal Character. However the number of skills available is limited. Below is the list of available skills for Animal Companions:
Athletics (Str), Acrobatics (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis).
  • NOTE: All of these Skills are considered Class Skills. And the Animal cannot learn any other skills only these.
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.
Normal Character Feats:
Categories: Combat Martial Arts, Melee Weapon Combat and Two-Weapon Fighting (Threat there natural attacks as weapons in these cases. As for Two Weapon fighting only animals with an attack that is two handed for example (2 Claws))
Others: Acrobatic, Athletic, Athletic Prowess, Endurance, Lightning Reflexes, Stealthy, Track, Wild Talent
Animal Companion Specific Feats: (Feats that are special to just Animal Companions, found only on this page)
Jumper, Narrow Frame, Stable Gallop, Sure Footed, Valiant Steed, Improved Natural Attack, Improve Natural Armor, Advanced Combat Techniques
Tricks
Animal Companions can be taught Tricks. For example the Combat Techniques can be taught as Tricks to an animal.
The section below titled Tricks & Functions has more on this.
Special
One with Trainer
This is a special ability that allows the 'Trainer' to be able to communicate with the animal companion up to 60ft without using sound. Instead as long as they can see each other the Trainer can pass hand gestures to the animal which the animal has been trained to understand. The animal also gains a +1 to accuracy checks if they preform an attack on the same target as there Trainer. This +1 goes up over time.

Robotic Chassis Base Stats

All Robotic Chassis have a d6 as there Hit Die.

Ability Affinity is shown with a '*' next to the ability.

Combat Assistance Chassis

Starting Statistics

Size: Small; Speed: 30 ft.; AC: +4 Natural Armor; Attack[s]: Advanced Cannon +2 (1d8); Ability Scores: Str 16, Dex* 18, Con 12, Int 10, Wis -, Cha 4; Special Qualities: Gain Bonus Attack action.
Support Chassis

Starting Statistics

Size: Small; Speed: 30 ft.; AC: +2 Natural Armor; Attack[s]: Basic Cannon +1 (1d6); Ability Scores: Str 10, Dex 14, Con 16, Int 18*, Wis -, Cha 10; Special Qualities: Treat Injury Skill (Uses Int instead of Wisdom), As a mobile Medical Kit built into it, 20 uses, can be replaced when it runs out of uses.
Range Finding Chassis

Starting Statistics

Size: Small; Speed: 60 ft.; AC: +3 Natural Armor; Attack[s]: Basic Cannon +1 (1d6); Ability Scores: Str 10, Dex 18*, Con 12, Int 16, Wis -, Cha 4; Special Qualities: Gains the Survival Skill, Advantage on Perception. Has the Flying Accessory pre installed. Fly 60ft.

Robotic Companion Leveling


Robotic Companion Base Stats Table
Class Level Advantage
Bonus
Skill Points Feats Functions Specials Base Cost
Procure Diff
1st - 1 - +1 Robotic Sync +1 $250 / 0
2nd 1d2 2 - +1 - $1,000 / 0
3rd 1d2 3 - - - $5,000 / 0
4th 1d4 4 - - - $10,000 / 0
5th 1d4 5 +1 +1 Extra Damage $20,000 / 0
6th 1d6 6 - - Robotic Sync +2 $40,000 / 0
7th 1d6 7 - - - $90,000 / 1
8th 1d8 8 - +1 - $180,000 / 1
9th 1d8 9 - - - $320,000 / 1
10th 1d10 10 +1 - Robotic Sync +3 $650,000 / 1
11th 1d10 11 - +1 Extra Damage $1,200,000 / 1
12th 1d12 12 - - - $2,500,000 / 1
13th 1d12 13 - - - $5,000,000 / 2
14th 1d12 14 - +1 - $10,000,000 / 2
15th 2d8 15 +1 - Robotic Sync +4 $20,000,000 / 2
16th 2d8 16 - - - $40,000,000 / 2
17th 2d8 17 - +1 Extra Damage $60,000,000 / 2
18th 2d10 18 - - - $120,000,000 / 2
19th 2d10 19 - - - $340,000,000 / 3
20th 2d10 20 +1 +1 Robotic Sync +5 $680,000,000 / 3
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 Character level. Normally it is just 1/4th the Character level round up. The Improved Companionship feat can change this to 1/2th the Character level.
Advantage Die
The Robotic Chassis will specify what Ability scores it has an affinity with. They also have an affinity with all there attacks.
Skill Points
The Companion has skills just like a normal Character. However the number of skills available is limited. Below is the list of available skills for Robotic Companions: (All Wisdom has been replaced with Inelegance)
Acrobatics (Dex), Computer Use (Int), Disable Device (Int), Perception (Int), Stealth (Dex)
  • NOTE: All of these Skills are considered Class Skills. And the Robot cannot learn any other skills unless a special Function or Accessory allows it too.
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.
Normal Character Feats:
Categories: Combat Martial Arts, Melee Weapon Combat and Two-Weapon Fighting (Threat there natural attacks as weapons in these cases. As for Two Weapon fighting only animals with an attack that is two handed for example (2 Claws))
Others: Lightning Reflexes, Stealthy, Track
Animal Companion Specific Feats: (Feats that are special to just Animal Companions, found only on this page)
Jumper, Narrow Frame, Sure Footed
Functions
Robotic Companions can be programmed new Functions as they advance. For example the Combat Techniques can be taught as a Function to an Combat Chassis Robot.
The section below titled Tricks & Functions has more on this.
Special
Robotic Sync
This is a special ability that allows the owner to be able to communicate with the Robot up to 60ft via a tiny wireless comms device. The robotic also gains a +1 to accuracy checks if they preform an attack on the same target as there Trainer. This +1 goes up over time.

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 for both Animals and Robots. The list of shared Tricks/Functions is first. Then Animal Tricks and then Robot Functions.

Shared Tricks/Functions


Aid
The Companion can use the 'Aid Another' action to aid a specific ally. They can only aid in Skill checks and only in skill checks that they themselves can preform.
Attack On Sight
The master can instruct the companion to attack particular people or things on sight.
Entertain
The Companion can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. This gives the Companion the Profession skill with the sole purpose of 'Performance' checks. The skill is considered a Class skill and starts out with 1 rank in it.
Flank
Sense the Companion normally attacks with the Character the Companion doesn't gain the Flanking bonus for itself nor can the master benefit from the Flank. However with the Flank trick/function the Companion can benefit from a Flank and provide the Flanking bonus to the owner even if it just the two of them attacking.
Guard
The Companion stays in place and prevents others from approaching and/or passing. Characters treat the animal or robot as a neutral NPC with an obvious possibility of becoming hostile. If combined with the 'Attack On Sight' trick/function then the companion can aggressively guard the place,thing or person and is considered instantly hostile to any passersby.
Combat Technique
The Companion is trained to use a specific Combat Technique on command. All animals must learn Combat Techniques and cannot learn Advance Techniques without the Advance Technique Feat. Robots chassis have to specify either or not they can learn Combat Techniques.
Watch
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. Similar to Guard except the Companion can, if able, go into stealth and can patrol the area. While Guard has to be a specific thing and the Companion makes themselves known.

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.

Companion Accessories

Animal Accessories

Animal Battle Armor
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Animal Battle Claws
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Bite Enhancer
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Saddle
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Saddle Bag
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Shield Saddle
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Robotic Accessories

Professional Kit Mod
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Flying Mod
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Cargo Bin
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Mobile Shield Unit
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Weapon Mount
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Weapon Extender
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Multi-Terrain Upgrade
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Knowledge Hub Mod
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Skill Booster
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