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Hero Companions

From FuturePath

UNDER CONSTRUCTION!!! <- Alpha 3 Ready

Some Heroes can have companions in the form of a pet Animal Companions or Robots. Here are the rules for having an Animal or Robot companion, which includes leveling and teaching new abilities.

There are two common Character Classes that have companions, the Xenophile and the Technosavant. However, those classes are not necessary; instead, a character can choose to take the Companionship feat. Even without the classes or Feats, a hero can still have an animal pet or robot however, they only level up at 1/6th the rate that the Character does, and the Character will have to roll a Charisma or Handle Animal check in order to give a command to the animal companion or Computer Use check for Robots while in combat.

Getting a new Companion

Purchasing

Review Companion Price Table to the right.

A Hero can purchase a pet or robot companion and even declare at Character creation that they have acquired an animal. If they wish to say they didn't pay for the robot or animal because they crafted it or found and trained it, then they still have to spend money on the resources to keep the animal, which is exactly the price of the animal. The cost is based on the companion level. See the companion cost to the right. A Hero cannot have a companion that is a higher level than they are. If they do so for roleplaying reasons, the robot or animal cannot be used in combat until they are at the same level.

Companion Price Table
Companion
Level
Base Cost Procure Diff
0th $250 0
1st $1,000 0
2nd $5,000 0
3rd $10,000 0
4th $20,000 0
5th $40,000 0
6th $90,000 1
7th $180,000 1
8th $320,000 1
9th $650,000 1
10th $1,200,000 1
11th $2,500,000 1
12th $5,000,000 2
13th $10,000,000 2
14th $20,000,000 2
15th $40,000,000 2
16th $60,000,000 2
17th $120,000,000 2
18th $340,000,000 3
19th $680,000,000 3
20th $1,360,000,000 3

Finding one in the wild

Animal: Charisma or Handle Animal check DC 12 + Creature Level (Disadvantage if hostile or double disadvantage if in combat)

Robot: Computer Use check DC 15 + Robot Level (Impossible in combat)

A Hero may find a possible companion while adventuring. Usually, this takes the form of an animal the group comes across. The Hero may be able to use a Charisma check, or if they have the Special Handle Animal skill, to convince the creature to follow them and join the group. The creature doesn't instantly become a companion. It requires multiple successful checks. 3 total checks are done once a day. Only a critical failure resets the counter. A robot found 'in the wild', so to speak, will have to be hacked to prevent it from following its current orders using a Computer Use skill.

Crafting

Animal: Knowledge Science DC15 + Animal Level - Crafting Chemical/Pharmaceutical DC 10 + Animal Level (Each day for 7 days. A failure just doesn't count for that day)

Robot: Crafting Mechanical (Chemical if Synthetic) DC 10 + Robot Level (Each day for 7 days. A failure just doesn't count for that day)

A Hero may craft a companion. This is usually done by making a Robot. However, with a craft, chemical, or pharmaceutical, along with the Knowledge Science skill, a Character can claim the ability to use the genes from a known animal to incubate and thus, in a way, craft an Animal companion. In either case, the recourse cost is the same as that of purchasing one at the same level. It also requires access to a special medical facility. Crafting a robot or genetically creating an animal companion is tedious work that takes at least 1 week and requires access to a workshop. You cannot craft a Robot or animal beyond the companion level your Character can handle.

NPCs

The third type of companion is an NPC. NPC stands for Non-Player Character. Usually, an NPC is a sentient person who interacts with the Heroes in various ways. An NPC can become a companion of the group if the NPC befriends the Heroes and helps them in their journey for a time. However, NPCs are not managed the same as an Animal or Robot. They share in the groups XP and level up the same as a normal Character does. However, they may not have a Path or Class but instead may be associated with a Mob.

You may hire an NPC if the group believes it needs extra help. Or they can run into one and, through a Social/Persuasion encounter, gain their trust and friendship. The Leadership and Companionship Feats can count as advantage bonuses when trying to convince an already friendly NPC to join for a short, dangerous mission. In the end, it is up to the GM to decide the cost and DC for getting an NPC.

Companion Examples

Below are examples of companions that can be used both as combatants in encounters, but also as possible pets or helpful robots to the Heroes. They are here, so neither the GM nor the Players need to completely create a whole new creature from scratch. However, a GM should review the rules on companion creation as well.

All the examples below are level 1. They can be expanded upon using the Leveling rules noted at the bottom of this page.

Companion Examples
Animal Companions
Companion Size / AC Attr Scores
(S/D/Co/W/I/Ch)
HD / HP Creature Type Lifecycle Locomotion
Speed
Natural Attack Characteristics Features Tricks Feats Skills Bonus
Description
Asteroid Worm Small/11 12/10/12/5/5/7 d6/5 Arthropod Metamorphosis Undulation (30ft) +0 Bite (1d6+1) Supporter Hyper Awareness, Night Eyes Aid, Guard Improved Natural Attack Perception, Stealth, Survival -
Ursus Large/10 14/10/12/5/3/7 d10/11 Mammal Maturing Quadrupedal (40ft) +2 Claws (1d8+2) + Bleed (1d4) Aggressor Local Adaptation (Kinetic DR 1) - Improved Natural Attack, Improve Natural Armor Athletics, Intimidate, Survival -
Ship Rat Tiny/11 12/14/10/5/3/5 d4/4 Mammal Maturing Quadrupedal (40ft) +1 Bite (1d2+1) Aggressor Local Adaptation (Chemical DR 1) - Narrow Frame Perception, Stealth, Survival -
Reptilian Trog Medium/11 14/8/12/5/5/5 d8/9 Reptile Maturing Bipedal (30ft) +2 Claw (1d8+2) Ambusher Climber - Narrow Frame Perception, Stealth, Survival Sneak attack
Cyber-Mastiff Medium/11 12/10/12/5/2/8 d8/9 Mammal Maturing Quadrupedal (40ft) +2 Bite (1d6+2) + Bleed (1d4) Tracker Hyper Awareness Hunt/Track, Guard Alertness Perception, Stealth, Survival Loyal cybernetic guard dog
Aero-Falcon Small/11 10/12/10/7/2/8 d6/7 Avian Maturing Active Flight (60ft) +2 Claw (1d4) + Bleed (1d4) Scouter Night Eyes Get Help, Watch Jumper Acrobatics, Perception, Stealth Aerial reconnaissance scout
Strider-Lizard Medium/11 12/10/12/5/2/8 d8/9 Reptile Maturing Quadrupedal (40ft) +2 Slam (1d6+2) + Shoved Carrier Local Adaptation (Thermal DR 1) Guard, Stay Sure Footed Athletics, Perception, Survival Sturdy reptilian pack beast
Velnex-Stalker Medium/13 12/10/12/7/2/8 d8/9 Silicon-Based Metamorphosis Bipedal (30ft) +2 Claw (1d6+2) + Poison (1d4) Ambusher Tough Skin (DR 1 Kinetic/Elec) Distract, Flee Defensive Martial Arts Stealth, Perception, Athletics Crystalline predator
Camber-Toad Medium/10 10/12/12/5/2/8 d8/9 Amphibian Amphibian Metamorphosis Swim (30ft), Land (30ft) +1 Bite (1d6) + Grapple Supporter Hyper Awareness Aid, Stay Valiant Steed Athletics, Swim, Survival Metamorphoses at level 4
Plasm-Slick Small/9 10/8/12/3/2/6 d6/7 Ooze Fission Undulation (30ft) +1 Slam (1d6) + Burn (Chemical) Defender Tough Skin Aid, Stay Improve Natural Armor Stealth, Perception, Athletics Amorphous frame slime
Tremor-Grub Medium/11 12/10/12/5/2/6 d8/9 Annelid Maturing Undulation (30ft), Burrow (10ft) +2 Bite (1d6+2) + Trip Tracker Echo Location Hunt/Track, Flee Sure Footed Survival, Stealth, Perception Blind vibration sense
Spore-Shroud Medium/12 10/8/14/5/2/8 d8/9 Plant Maturing Bipedal (30ft) +1 Whip (1d6, Reach 5ft) + Bleed (1d4) Defender Camouflage Guard, Watch Stealthy Stealth, Perception, Survival Photosynthetic plant
Chroma-Squid Small/11 8/12/10/5/2/8 d6/7 Aquatic Fission Swim (30ft) +1 Bite (1d4) + Grapple Ambusher Camouflage Flee, Distract Nimble Stealth, Perception, Swim -
Adrenal-Symbiote Tiny/10 8/10/12/7/2/7 d4/5 Symbiote Maturing Bipedal (10ft) None Supporter Local Adaptation (Adrenaline) Aid, Flee Attentive Perception, Stealth, Sense Motive Host attachment parasite
Robot Companions
Companion Size/AC Attr Scores
(S/D/Co/W/I/Ch)
HD/HP Technology Hard Points Locomotion
Speed
Attack Software Features Subroutines Feats Skills Bonus
Description
Scout Drone Tiny / 13 (15 vs Ranged) 9/12/10/5/10/5 d4/4 Photonic 1 Scanner Hard Point Active Flight (60ft) None Tactical Awareness Program Advanced Sensors Watch, Detect Alertness Perception, Study, Computer Use Levitating hard-light reconnaissance scout
Scout Swarm Tiny / 13 8/13/12/5/8/5 d4/5 Nanotech 1 Scanner Hard Point Gliding/Hover (40ft) None LiDAR Mapping App Modular Interface Watch, Detect Alertness Perception, Study, Computer Use Self-repairing fluid nanite micro-scout swarm
Bio-Med Assistant Small / 12 9/11/13/6/8/5 d6/7 Synthetic 1 Medical Hard Point, 1 Scanner Hard Point Quadrupedalism (40ft) None Medical Triage Program Autonomous Repairing Aid, Stay Attentive Study, Perception, Craft (pharmaceutical) Bio-engineered synthetic first-aid quadruped
Security Aegis Medium / 13 12/10/12/5/8/5 d8/9 Mechanical 1 Medium Weapon Hard Point (Shock Baton), 1 Small Hard Point (Armored Plating +2 AC) Bipedal/Multipedal (30ft) +1 Shock Baton (1d6+1 Kinetic/Electrical) Tactical Defense Program Sturdy Frame (DR 1 Kinetic) Guard, Attack On Sight Defensive Martial Arts Perception, Study, Computer Use Heavy iron-frame armored combat biped
Bio-Infiltrator Medium / 12 10/14/13/5/8/5 d8/9 Cybernetic 1 Weapon Hard Point (Monofilament Dagger), 1 Surveillance Hard Point, 1 Scanner Hard Point Bipedal/Multipedal (30ft) +2 Monofilament Dagger (1d4+2 Piercing/Slashing) Infiltration Program Electrified Movement (+1 Dex) Watch, Distract Stealthy Stealth, Perception, Study Carbon-reinforced stealth and recon specialist
Heavy Hauler Large / 9 14/11/13/4/8/5 d10/11 Hydraulic Plasma 1 Large Cargo Bay Extension, 1 Small Weapon Hard Point (Plasma Torch) Tracked/Treaded (30ft) +2 Plasma Torch (1d6+2 Fire) Universal Translator App Artificial Strength (+1 Str) Aid, Stay Jerry Rigging Craft (mechanical), Disable Device, Perception Plasma-actuated heavy repair and logistics platform
Refraction Mirror Sentinel Small / 12 (14 vs Ranged) 10/12/10/5/10/5 d6/6 Photonic 1 Scanner Hard Point, 1 Multi Use Item Hard Point Gliding/Hover (40ft) None Tactical Defense Program Strobe Spotlight Distract, Aid Defensive Martial Arts Perception, Study, Computer Use Hard-light projector defensive bodyguard
Nanite Forge-Mite Small / 12 8/13/12/5/8/5 d6/7 Nanotech 1 Power Link Hard Point (Small), 1 Scanner Hard Point Bipedal/Multipedal (30ft) None Universal Translator App Autonomous Repairing Aid, Rescue Protocol Jerry Rigging Craft (mechanical), Perception, Computer Use Self-repairing nanite mechanics platform

Companion Creation

The Companion Creation rules can be used by the GM to make a combat-ready animal or robot that can also be a companion. Or used by the player to make a pet or robot that they wish there Hero to have. It first requires understanding the attributes that define either an Animal or a Robot and how they affect the companion's other stats. To learn more about these Attributes and Companion creation, you can visit the Animal or Robot Companion pages.

Animal & Robot Companion Stats

Companions have a similar leveling structure to normal Characters. They have the same Ability Themes as Characters do, with just slightly different rules.

  • Animal-specific rules:
  • Wisdom score starts at 5 instead of 10.
  • Int score starts at 2 instead of 10.
  • Charisma score starts at 8 instead of 10.
  • Animal average size determines Hit Die.
  • Robotic Specific rules:
  • Robots starting Strength and Dexterity are both 9 instead of 10.
  • Robots starting Wisdom score is 3 instead of 10.
  • Robots starting Intelligence score is 8 instead of 10.
  • Robots Charisma score starts at 5 instead of 10.
  • Robot Hit Die is determined by Chassis size.

Animal Starting Stats/Skills/Feats

Animal Base stats are determined by the Animals: Mature Size, Creature Type, Lifecycle, Locomotion, Natural Attack, Natural Characteristics and Natural Features. The combination of those starting attributes makes up an animal's base stats. The different combinations available offer a wide range of choices.

Each Animal also has 3 starting skills chosen from a list of Animal Skills. Athletics, Bluff, Diplomacy, Intimidate, Perception, Sense Motive, Stealth, Survival.

Animals have a custom list of Feats located here.

Robot Starting Stats/Skills

Just as with animals, there is a list of attributes that determine its stats: Chassis Size, Chassis Type, Locomotion, Hard Points, Software, and Robotic Features. The combination of those attributes is what makes up the base stats of any given robot. The different combinations available offer a wide range of options.

Each Robot also has 3 starting skills chosen from a list of Robot Skills. Perception, Study, Language, Computer Use, Craft, Disable Device, Knowledge.

Robots have a custom list of Feats located here.

Making your Own

For more information about each of the attributes that define a level 1 Companion, visit the Animal or Robot Companion pages. Following the steps below to build out a level 1 Companion.

  1. The Player must choose between a Animal or Robot Companion. This may be decided for you already based on what kind of Class your character is.
  2. The Player then picks each Attribute from the Animal or Robot Attribute as they are presented on the page. Each Attribute will provide new stats or even edit already existing stats.
    1. An example of this is its size. Both the Animal and the Robot's first Attribute is size. The size includes Attribute points. Animal and Robot Attributes are assigned using the Point Buy System.
  3. The Player then picks 3 Skills to be favored skills from the Companion's available skills, and spends 1 skill point for Level 1. Each level, a companion gains skill points based on its type.
  4. The Player then picks 1 Feat from the Feat list associated with their Companion type.
  5. Lastly the Player may need to level up the Companion.

Companion Accessories

Animal Companion Accessories usually involve Armor. However, this can also include items that improve Natural Attacks, such as gloves for Claws or a spiked vest for a Slam attack. These act like Natural Attack Improvements when worn by the Animal. They can also include backpacks and quick-access pouches that allow the Companion owner quick access to more of their own accessories.

  • There is a dedicated page for Animal Companion Accessories here.

There are no Robot accessories like there are for Animal Companions. Instead, use the Hard Point system to add items and functionality to a Robot.

Leveling a Companion

A companion always starts out as level 1. Use the linked tables below to find out what other bonuses at each level a companion gets. Your companion will level up with the Character depending on what Feats or Classes the Character is playing as. Please review Companionship and Improved Companionship feats for more information.

Follow these steps when leveling a Companion.

  1. Improve Hit Points. This requires rolling the companion's Hit Dice. This is determined by an Animal's Creature Size or a Robot's Chassis Size.
  2. Spend skill point. Robots always gain exactly 1 skill point per level (Intelligence has no effect on a robot's skill points). For an animal companion, it gains 1 + its Intelligence modifier (minimum 1) worth of skill points per level.
  3. Review special features such as already acquired Feats or things such as an Animal's Lifecycles to see if it is improved at this level.
  4. Review the leveling table for your companion. Animals are here. Robots are here.
    1. The table has 3 sections. Companion Level, Advantage Die, and Bonuses.
    2. Change the Advantage Die to what the table says your companion should have.
    3. Add all new Bonuses specified for their level.
  • NOTE: At level 1, the bonuses listed are part of what the companion should have as part of companion creation, and are not additional bonuses on top of companion creation.