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=== Locomotion ===
=== Locomotion ===
 
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This is a description of how the animal moves around in its space. And it can provide the base speed for movement in combat. Animals can be given more the one form of locomotion but only one is their primary form of location which also determines there combat speed.
 
Below are some notes regarding the different locomotions.
 
* '''Quadrupledalism''': x2 carrying capacity for its size.
* '''Undulation''': This is sidewinding/concertine/rectilinear etc.. forms of movement used by snakes and worms and similar species.
* '''Jumping''': Instantly gains the [[Jumper]] feat.
* '''Swimming''': This covers a very broad range of movement through liquids. By default, land motion is possible at 5ft.
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This is a description of how the animal moves around in its space. And it can provide the base speed for movement in combat. Animals can be given more the one form of locomotion but only one is their primary form of location which also determines there combat speed.
Below are some notes regarding the different locomotions.
* '''Quadrupledalism''': x2 carrying capacity for its size.
* '''Undulation''': This is sidewinding/concertine/rectilinear etc.. forms of movement used by snakes and worms and similar species.
* '''Jumping''': Instantly gains the [[Jumper]] feat.
* '''Swimming''': This covers a very broad range of movement through liquids. By default, land motion is possible at 5ft.


=== Natural Attack ===
=== Natural Attack ===

Revision as of 02:48, 9 September 2020

Here are the rules for Animal Companions. Animal Companions are 1 of 3 types of Hero Companions. The other's are Robot Companions and NPCs or Non-Playable Characters.

Animal Attributes

To create a new customized Animal creature you should pick stats in the following order for a level 1 creature. Then if the creature is a higher level then level up the creature 1 level at a time. It is best to follow the order presented below then go to the #Companion Skills and #Companion Feats section.

Creature Mature Size

Mature size refers to the size the animal will become once they are matured. Lifecycles will determine the starting size which has to be smaller. No companion can be larger than large without special rules. For more about maturity review the #Lifecyles section. The size determines a lot of the base stats the creature will have. Their Size AC Bonus, Hit Die, Ability Theme Scores via a modified point buy system. Please review the size table to the right.

Creature Size Table
Size AC Bonus Hit Die Ability Points
Tiny* +1 d4 8
Small +1 d6 8
Medium +0 d8 9
Large -1 d10 10
Gigantic** -1 d12 10
* Not possible to be the adult Mammal size
** Procure Difficulty +1, requires Xenophile

Animal Point Buy System

All animals start with Str 10, Dex 10, Con 10, Wisdom 5, Int 5, Cha 5. The Physical Attributes Strength, Dexterity, Constitution can be bought and sold normally using the point buy system. However, the mental based attributes such as Wisdom, Intelligence, and Charisma start at 5 or half the starting position. During point by a 5 as the starting place as if it was a score of 10. This doesn't extend to the modifiers so a 5 would still be a -3 Mod this only accounts for the cost of buying a point. Example: To go from 5 to 6 would cost 1 point. To go from 6 to 7 would cost 2 points while going from 7 to 8 would cost 3 points and so on.

Creature Types

Type implies the classification or grouping of the animal companion. IE: Mammal or Reptile. Each type provides a Natural AC Modification, Ability Modifications and Special Features.

  • Mammal:
    • Description: Warm-blooded higher vertebrates that nourish their young with milk and have the skin usually more or less covered with hair.
    • Natural AC Mod: No bonus
    • Ability Theme Mod: +2 too either Str/Dex while -2 to either Wis/Int/Cha OR +1 to either Wis/Int/Cha without the +2 to Str/Dex.
    • Special Features: Cannot gain flight as Primary Locomotion has to learn it. Gains +1 skill point.
  • Reptile
    • Description: They are distinguished by having dry scaly skin and typically laying soft-shelled eggs on land.
    • Natural AC Mod: +1 for Tiny/Small, +2 for Medium/Large, +3 for Gigantic
    • Ability Theme Mod: +1 to either Str/Con
    • Special Features: Cannot gain flight as Primary Locomotion has to learn it. Gains a +1 to either Bleed or Poison if picked.
  • Amphibian
    • Description:
    • Natural AC Mod: -1
    • Ability Theme Mod: +1 to Con. +2 to either Dex/Con/Wis
    • Special Features: Can swim and Swimming Locomotion doesn' count against its level one Locomotion.
  • Avian
    • Description: A flying mammal creature.
    • Natural AC Mod: +1 when flying.
    • Ability Theme Mod: +1 to either Str/Dex/Con OR +1 to either Wis/Int/Cha
    • Species: Either Active Flight by default and then a sec Locomotion just at 1/2 speed or Gliding with a second Locomotion at full speed.
  • Arthropods
    • Description: Invertebrate animal having an exoskeleton, a segmented body, and paired jointed appendages including insects, arachnids, myriapods, and crustaceans
    • Natural AC Mod: +1
    • Ability Theme Mod: +2 to either Dex/Con with -1 to Str AND -1 to either Wis/Int/Cha. -1 to Cha.
    • Special Features: Gains the Harden Shell or Heightened Awareness or Lightning Reflexes Natural Feature at level 1 for free.
  • Aquatic
    • Description: An animal that spends all or roughly half its life in oceans usually made up of water. It can breathe underwater.
    • Natural AC Mod: +1 while in a liquid
    • Ability Theme Mod: +1 to Con with -1 to Str. +2 to either Wis/Int/Cha with a -1 to either Str/Dex/Con.
    • Special Features: Swimming only Locomotion. Can choose to gain a Land-based Locomotion for 1/2 speed with the cost of -1 Skill Point/-2 Attribute points of choice.

Lifecycles

Table: Maturing Levels
Animal
Level
Advantage
Die
Bonuses
1st 1d2 Animal Feat, Natural Characteristic, Natural Feature
2nd 1d2 +1 Animal Trick
3rd 1d4 +1 Natural Attack Improvement
4th 1d4 +2 Ability Score +2
5th 1d4 +2 Animal Trick, Natural Simple Improvement
6th 1d6 +2 Extra Damage, Animal Feat
7th 1d6 +3 Advanced Natural Feature
8th 1d8 +3 Natural Attack Improvement
9th 1d8 +3 Ability Score +2
10th 1d8 +4 Animal Trick, Natural Simple Improvement
11th 1d8 +4 Animal Feat
12th 1d10 +4 Extra Damage
13th 1d10 +5 Natural Attack Improvement, Natural Advanced Improvement
14th 1d10 +5 Ability Score +2
15th 1d12 +5 Animal Trick, Natural Simple Improvement
16th 1d12 +6 Animal Feat
17th 1d12 +6 Natural Attack Improvement
18th 2d6 +6 Extra Damage
19th 2d6 +7 Ability Score +2, Animal Trick, Natural Advanced Improvement
20th 2d6 +7 Natural Attack Improvement, Natural Simple Improvement

This refers to how a creature ages through their life. Starting at level 0 which can include either an egg or newly born.

  • Maturing:
    • Description: The creature goes through 2 main phases of life. Childhood and Adulthood. Level 1 through 7 is considered Childhood and 8+ is Adulthood. A creature may have an infancy stage which is pre-level 1 and a senior stage of life which is level 20+.
    • Rules: The creature size through level 7 is one size smaller than their size at level 8 and above. The hit die is 1 level lower as well. (Cannot be lower than d4). Once a Manual reaches level 8 and becomes an adult they gain a +1 to Con and then another 2 points to spend on either Str/Dex/Wis/Int/Cha. They may also unlock either a new Natural Attack or Natural Feature.
  • Amphibian:
    • Description: These creatures spend a portion of their early life either on land or at sea. Then at a maturing point their body Metamorphosis into a creature that is able to inhabit a different environment.
    • Rules: This Metamorphosis can happen either in early life, at level 4 or at midlife, at level 10, or late life, at level 16. This transition allows the creature to gain a new Locomotion but either loses the other or keeps it at 1/2 speed. The creature gains a new Natural Feature to live in a completely new and otherwise deadly environment. Such as breathing underwater, breathing in extreme altitudes, the ability to resist extreme pressures/temperatures, and so on. This includes a DR +1 to any one damage type. 1 point to spend on either Str/Dex/Wis/Int/Cha.
  • Metamorphosis:
    • Description: This is when a creature completely changes into something totally new. The creature can change up to 2 sizes different. However, for every size difference, there is 1 level when the creature is in a helpless state such as a cocoon or some sort of hibernation. During these levels, the creature levels up as if they were still their original selves but cannot interact with the world unless specified otherwise. The resulting creature that comes out of the Metamorphosis is a whole new creature. They follow the creation rules here just that they are already a higher level. This also implies that their Hit Die was always the higher die value and that their attribute points can be completely different and based on the larger size. Metamorphosis can happen in early or mid-life. Level 4 or 10 respectively. The new creature however has to keep the Metamorphosis Life Cycle attribute. They gain a bonus Natural Attack and Natural Feature.

Locomotion

Locomotion Table
Locomotion Speed
Bi-pedal 30ft
Tripedalism 30ft
Quadrupedalism 40ft
Active Flight 60ft
Gliding 40ft
Undulation 30ft
Jumping 20ft
Swimming 30ft
Burrowing 5ft

This is a description of how the animal moves around in its space. And it can provide the base speed for movement in combat. Animals can be given more the one form of locomotion but only one is their primary form of location which also determines there combat speed.

Below are some notes regarding the different locomotions.

  • Quadrupledalism: x2 carrying capacity for its size.
  • Undulation: This is sidewinding/concertine/rectilinear etc.. forms of movement used by snakes and worms and similar species.
  • Jumping: Instantly gains the Jumper feat.
  • Swimming: This covers a very broad range of movement through liquids. By default, land motion is possible at 5ft.

Natural Attack

These are natural attack abilities that animals either have at birth or can learn over time. The size of the creature also helps to determine the damage die. All attacks can also have special effects that the creature can learn as tricks as they level up.

Natural Attack Table
Attack Effects Tiny Small Medium Large Gigantic
Claw Bleed/Poison/Trip 1d4 1d6 1d8 1d10 1d12
Claws Bleed/Poison 1d2 1d4 1d6 1d8 1d10
Bite Bleed/Poison/Trip/Grapple/Burn 1d2 1d4 1d6 1d8 1d10
Grip Grapple/Trip 1d2 1d4 1d6 1d8 1d10
Trample Trip/Shoved - 1d4 1d6 1d8 1d10
Slam Trip/Shoved 1d4 1d6 1d8 1d10 1d12
Whip Trip/Grapple/Poison 1d2 1d4 1d6 1d8 1d10
Sting Poison/Bleed/Burn 1d2 1d4 1d6 1d8 1d10
Spit Poison/Bleed/Burn 1d2 1d2 1d4 1d4 1d6
Gore Trip/Shoved 1d4 1d6 1d8 1d10 1d12
Tail Sweep Trip/Shoved 1d2 1d4 1d6 1d8 1d10

Below are some notes for Natural Attacks.

  • Trample: This cannot be used by a Tiny creature. The target of this attack has to be the same size or smaller.
  • Slam: The target of this attack has to be the same size or smaller.
  • Whip: This is a melee attack with a Reach effect. By default the Reach effect is 5ft. This can be extended.
  • Spit: This is considered a Ranged attack and not a Melee attack.

For more on the Natural Attacks and their effects the Natural Attacks page.

Natural Characteristics

A Natural Characteristic is an attribute of an Animal that they have at birth and that sticks with them through there life. Unlike Natural Features which a Creature can have multiple of them and improve over time.

Carrier
Or Beast of Burden. These animals can carry great weight on their backs and/or pull a lot of weight. Often they were ridden in ancient civilizations.
Tracker
Keen senses allow them to find prey even after the target has long since left the area. Sometimes these animals will hunt a single animal for days.
Ambusher
These animals like to take their prey by surprise and either use their surroundings to mask there approach or even change themselves to hide in plain sight.
Agressor
These animals are often very wild and more difficult to tame. They are aggressive and predatory and can be extremely intimidating.
Defender
Loyal to their master, trainer, or friend. These creatures stay awake while their friend sleeps, looks left when the friend looks right, and tries to make sure nothing surprises them. These creatures make excellent pets for those most paranoid.
Supporter
Attentive and loving to their master. These creatures seem to have a talent for empathy and a sixth sense about emotions in other species that most creatures lack. They often bond with people at birth and create lifelong relationships. They provide Emotional, Mental, and even physical support.
Scouter
Excellent sense of direction these animals often have a territory they hunt on that goes for 100s of miles and maybe gone from their nest for days or even weeks. These creatures love to roam and are often curious by nature.
Enforcer
These creatures are often very trainable while also being predatorial and carnivorous. They can be trained to strictly obey and only go so far in an attack making them great at taking control of an opponent without having to commit to deadly force. (Attacker)

Natural Features

Natural Features are passive bonuses to an animal that improves over time. Animals gain a Feature at level 1 and possibly more as they level up. For Animals, there are two types of Natural Feature, Simple and Advanced. The difference has to do at what levels they gain improvements and when they become available. Advanced Features are not available until level 7 while simple improvements are available starting at level 1.

Natural Features Table
Natural Feature Description
Simple Improvements (1, 5, 10, 15, 20)
Hyper Awareness +1 Perception Misc Mod, +1 Pass. Perception
Graceful Motion +1 to Dex Score
Raw Speed +10ft Also +1 Dex at level 10.
Night Eyes Night vision, gain sneak attack advantage while in the dark.
Echo Location +1 Perception Mod. Can see objects in total darkness
Local Adaptation DR +1 to one damage type. Players must provide a description of adaptation.
Climber Climb speed the same as base speed. Gain +1 AC while climbing (no improvement). Ignore climbing disadvantage while attacking
Teachable +1 Trick at improvement levels
Camouflage +1 Misc Mod to Stealth. Stealth is now a Favored Skill. +1 to Stealth Misc Mod every improvement.
Advanced Improvements (7, 13, 19)
Hard Shell +1 Natural AC, reduce movement 5ft per every 2 AC improved.
Tough Skin Gains DR +1 for Kinetic/Electrical but not Thermal/Chemical.
Natural Reflexes Gains advantage on all Dex saves. Gains +1 Dex every other improvement starting with the first one.
Large Girth Gains Advantage on all Con saves. Gains +1 Con every other improvement starting with the first one.
Wild Rage Gains the Rage ability. Creature can rage for 1d4 + (1 per improvement) turns. Durning rage the creature gains +4 Str/+2 Dex/DR1 (Total). They get to use 1 higher attack die level for all their attacks. They gain an advantage on all Strength/Dexterity/Constitution saving throws. Each improvement adds +1 to Str/Dex. Every other improvement adds +1 DR (Total).
Brute Strength Gain +1 Str per improvement
Influencer Gains the Animal Tricks: Get Help/Menace/Distract/Disway. Gains advantage on all these tricks. Can provide a +1 Morale bonus to all saving throws of companion owner.


Animal Tricks

Animals 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 unless you have the Companion feats or otherwise specified. 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.

Aid
The Companion can use the 'Aid Another' action. They can only aid in Skill checks and only in skill checks that they themselves can perform. They can also now be aided by there owner.
Attack On Sight
Unlike the normal attack command, this is similar to the Guard trick except that it is more simple. If the creature encounters a person or thing they do not know they instantly attack. If the owner is with the Animal then they can roll an initiative check to stop the animal. This means that the animal may get a surprise round if they see the target before the target sees them.
Entertain
The creature gains the Perform Skill as a favored skill. And gains a +1 Misc Bonus. They can aid their owner in Perform Skill checks, professional skill checks (if the profession is in entertainment), and also in checks that are attempting to be distracting.
Guard
Similar to Attack On Sight. Except the Animal will simply attempt to look menacing and block people or things from passing by. They will only attack if they are attacked.
Combat Technique
Allows the animal to use a Combat Technique from the Techniques page.
Watch
Similar to Guard but with an attempt to be stealthy and will raise alarm when an unknown person or thing comes within view.
Bombard
(Requires Flying or Glide) This is an advanced version of the Charge combat technique. It allows the creature to keep moving after a charge attack. It also allows the creature to attack by dropping an object on top of the enemy target if it was handed to them by their owner.
Bury/Hide Object
(Requires Intelligence or Wisdom at 8 or higher) The Animal will attempt to hide a given object either by barring it. They do either an Int or Wis check (whichever is higher) to determine how well hidden the object is. And must do another check DC10 once per day to try to find it again.
Deliver
The animal can take a given object and travel across great distances and time to deliver to a person/place/thing. DC10 survival per day.
Detect
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. They gain an advantage with Perception and Study checks when attempting to detect something about a place or object.
Distract
The animal can attempt to grab the attention of a target opponent using the 'Feint' Combat Technique.
Disway
The animal can attempt to discourage a target from attacking itself or its owner. If the target's only option is the animal or its owner then this automatically fails. This is an Intimidation check with an opposing Wisdom save.
Fetch
The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Flee
The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so or if it thinks it's safe. 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
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.
Hunt/Track
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.
Menance
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.
Stay
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.
Throw Rider
The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat technique that applies to all creatures riding the animal. An animal that knows the thrown rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.


Animal Skills

Animal companions have a limited skill list to choose skills from. Although some skills not on these lists can be learned/trained or otherwise gained as the companion levels up. By default, the companions do not have access to the same skills as normal Characters.

Below are the Skills available for an Animal companion. More skills can be obtained while leveling. At level 1 an Animal gains 3 of these skills as favored. Then at each level, an animal gains 1 + Int mod (minimal 1) worth of Skill points to spend.

Animal Feats

At level 1 Animal companions gain 1 Feat. Additional feats can be earned as the companion levels up.

  • Go to the Animal Feats page for a complete list of Animal Feats.