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paths:nature_path:animal_companions:nature_s_companion_talents [2023/05/23 20:12] elfinlockspaths:nature_path:animal_companions:nature_s_companion_talents [2024/11/29 18:52] (current) elfinlocks
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 ====== Nature's Companion Talents ====== ====== Nature's Companion Talents ======
  
-Below is a collection of Talents uniquely available for Companions. You may also purchase any [[chargen:universal_talents|Universal Talents]] for an Animal Companion, if they meet the prerequisites. Check with your GM prior to purchasing any Talents for your companion outside of this page.+Below is a collection of Talents uniquely available for Companions. You may also purchase any [[chargen:universal_talents|Universal Talents]] for an Animal Companion, if they meet the prerequisites.
  
-Requirements for Talents on this page list the HD, BaB, and Skill requirements for a Companion to possess. If the requirements are for your character themselves, the requirements will not list the "Companion" factor. All Experience costs within this page are **not** to be halved as Talents for normal characters are when taken for a Companion, as the Talents on this page may only be acquired by a Companion.+Requirements for Talents on this page list the HD, BaB, and Skill requirements for a Companion to possess. If the requirements are for your character themselves, the requirements will not list the "Companion" factor.
  
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-<WRAP round box> 
-==== Companion Evasion (Ex) ==== 
-  * **Requirements:** Companion HD 5, Nature's Companion, 10 EXP 
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-If the Companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. 
-</WRAP> 
- 
-<WRAP round box> 
-==== Companion Evasion, Improved (Ex) ==== 
-  * **Requirements:** Companion HD 10, Companion Evasion, 30 EXP 
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-When subjected to an attack that normally allows a Reflex saving throw for half damage, a companion takes no damage if it makes a successful saving throw, and only half damage if the saving throw fails. 
-</WRAP> 
- 
-<WRAP round box> 
-==== Devotion ==== 
-  * **Requirements:** Companion HD 7, Nature's Companion, 15 EXP 
- 
-Your Companion gains a permanent +4 bonus to a single Save of your choice. 
-</WRAP> 
- 
-<WRAP round box> 
-==== Disruptive Companion ==== 
-  * **Requirements:** Companion BaB 3, Nature's Companion, 10 EXP 
- 
-The DC to cast spells defensively increases by +4 for all enemies that are within the Companion's threatened area, and hostile creatures within this area may not take 10 on D20 rolls. This increase to casting spells defensively only applies if they are aware of the enemy’s location and are capable of taking an attack of opportunity. If the Companion can only take one attack of opportunity per round, and have already used that attack, this increase does not apply. 
-</WRAP> 
- 
-<WRAP round box> 
-==== Feral Grace ==== 
-  * **Requirements:** Companion BaB 3, Companion HD 3, 10 EXP 
- 
-Choose one of the Companion’s natural attacks. When the Companion makes a melee attack with the chosen natural attack using its Dexterity bonus on attack rolls and its Strength bonus on damage rolls, it adds 1/4 of its Hit Dice as a bonus on damage rolls. This bonus damage doesn’t increase or decrease based upon whether the natural attack is a primary or secondary natural attack. 
-</WRAP> 
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-<WRAP round box> 
-==== Ferocious Beast ==== 
-  * **Requirements:** Nature's Companion, 5 EXP 
- 
-Your Companion may now add half of it's Prowess (minimum 1) to Intimidate checks. In addition, your Companion can now make Intimidate checks as a Move Action. 
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-<WRAP center round info 60%> 
-As with a normal character, a Companion may choose to use Strength or Charisma on Intimidate. 
-</WRAP> 
-</WRAP> 
- 
-<WRAP round box> 
-==== Ferocious Feint ==== 
-  * **Requirements:** Companion BaB 3, Nature's Companion, 15 EXP 
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-The Companion may now add half of it's Prowess (minimum 1) to Bluff checks to Feint an opponent. In addition, the Companion may make such checks as a Move Action. 
-</WRAP> 
  
 <WRAP round box> <WRAP round box>
 ==== Forceful Charge ==== ==== Forceful Charge ====
-  * **Requirements:** Companion BaB 3, Nature's Companion, 15 EXP+  * **Requirements:** Companion BaB 3, 15 EXP
  
 Once per round when your Companion hits an opponent with a charge attack, it can initiate a Bull Rush against that target as a Free Action. If it moves its full speed as part of the charge, it gains a +4 bonus on its combat maneuver check to resolve this Bull Rush. Once per round when your Companion hits an opponent with a charge attack, it can initiate a Bull Rush against that target as a Free Action. If it moves its full speed as part of the charge, it gains a +4 bonus on its combat maneuver check to resolve this Bull Rush.
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 <WRAP round box> <WRAP round box>
 ==== Forceful Charge, Improved ==== ==== Forceful Charge, Improved ====
-  * **Requirements:** Companion BaB 7, Forceful Charge, 15 EXP+  * **Requirements:** Forceful Charge, Companion BaB 7, 15 EXP
  
 Your Companion can bull rush a target that is up to two size categories larger than itself. If it pushes the target at least 10 feet as a result of this bull rush, it can attempt a trip combat maneuver check against the target as a free action. This trip combat maneuver provokes attacks of opportunity as normal. Your Companion can bull rush a target that is up to two size categories larger than itself. If it pushes the target at least 10 feet as a result of this bull rush, it can attempt a trip combat maneuver check against the target as a free action. This trip combat maneuver provokes attacks of opportunity as normal.
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 <WRAP round box> <WRAP round box>
-==== Hefty Brute ==== +==== Get 'Em! ==== 
-  * **Requirements:** Companion BaB 3, Companion HD 3, Nature's Companion, 15 EXP+  * **Requirements:** 10 EXP
  
-Your Companion treats itself as one size category larger for the purposes of calculating it's CMDCMB, Carrying Capacity, and any size-based special attacks or Talents (such as grab, swallow whole, trample, etc).+Commanding your Animal Companion to Charge now only consumes a Half Actionrather than a Full Action.
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
-==== Intercept Blow ==== +==== Link (Ex) ==== 
-  * **Requirements:** Companion BaB 1, Nature's Companion, 10 EXP+  * **Requirements:** None (Free)
  
-Whenever the Companion is adjacent to its master and its master is the target of a melee attack, the Companion can expend an attack of opportunity as a free action, even if it isn’t its turn, to attempt to intercept the attackThe Companion makes an attack roll at its highest attack bonus with one of its natural attacks, as if it were making an attack of opportunity, with a –2 penalty for each size category the attacking creature is larger than the Companion. If the result of this attack roll is greater than the attacking creature’s attack roll result, the Companion’s master takes only half damage from the attack, and the other half of the damage is dealt to the Companion. Effects that trigger on every successful hit (such as bleed or the trip special ability) affect both the Companion and the master, as if both were hit by the attack; however, if it matters (such as for a touch spell that expires after a single hit), treat the Companion as if it had been hit first. +You may Handle your Animal Companion, even if you lack ranks in the [[priority:skills:handle_animal|Handle Animal]] skillYou gain a +4 circumstance bonus on all Handle Animal and [[paths:nature_path#wild_empathy_ex_su_for_plant_or_ooze|Wild Empathy]] checks towards the Animal Companion.
- +
-If the Companion knows the Defend trick, the Companion can use Intercept Blow and any Talent that lists it as a prerequisite to protect any ally that it is adjacent to and defending (as per the Defend trick).+
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
-==== Intercept Blow, Improved ==== +==== Share Spells (Ex) ====
-  * **Requirements:** Companion BaB 5, Intercept Blow, 15 EXP +
- +
-When the Companion uses Intercept Blow to intercept an opponent’s melee attack and succeeds, it can take all the damage from the intercepted attack, in which case its master takes no damage from the intercepted attack and doesn’t suffer effects that trigger on a hit. +
-</WRAP> +
- +
-<WRAP round box> +
-==== Jumper ==== +
-  * **Requirements:** Companion Acrobatics OR Athletics 5, 10 EXP +
- +
-Your Companion always counts as having a running start when making jump checks. Acrobatics and Athletics are considered Key Skills for the Companion. +
-</WRAP> +
- +
-<WRAP round box> +
-==== Link (Ex) ====+
   * **Requirements:** None (Free)   * **Requirements:** None (Free)
  
-You may Handle your Animal Companion as Free Action, or Push it as a Move Action, even if you lack ranks in the Handle Animal skillYou gain a +4 circumstance bonus on all Handle Animal and [[paths:nature_path#wild_empathy_ex_su_for_plant_or_ooze|Wild Empathy]] checks towards the Animal Companion.+You may cast any spell with range of Personal as a Touch range spell on your Companion instead of yourself, and vice versa. You may cast such spells on your Companion, even if they would not normally affect creatures of the Companion's typeThis Talent does not allow the Companion to share abilities that are not spells, even if they function like spells.
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
-==== Multiattack ==== +==== Sick 'Em ==== 
-  * **Requirements:** Companion BaB 7, Nature's Companion, 20 EXP+  * **Requirements:** 15 Experience
  
-Your Companion gains the Multiattack Monster Talent - they now only take a -2 penalty with secondary natural attacks, instead of -5. If it does not have the requisite three or more natural attacks, the Companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty. +As a Full Action, you may direct one or all of your Animal Companions to attack a specific enemy. The Animal Companion(s) will then chase and attack the enemy selected until you cease to use Full Actions to direct them to attack. The animal companion(s) will only move to the nearest suitable square and roll attacks normally against the target they will not flank or otherwise employ any tactics without you taking actions to direct them as normal.
-</WRAP>+
  
-<WRAP round box> +Additionallythis Talent allows you to expend one Half Action across all of your Companions, as long as the command is the same (ieattackmove X directionetc.). 
-==== Reflexive Interception ==== +
-  * **Requirements:** Improved Intercept BlowCompanion HD 7, 25 EXP +
- +
-Whenever the Companion is adjacent to its master and its master is attempts a Reflex save, the Companion can expend an attack of opportunity as a free action, even if it isn’t its turn, to attempt a Reflex save to intervene. When using this ability, the Companion loses the benefits of evasion (and improved evasion if it has it)but if the Companion succeeds at its saving throwits master gains the benefit of the Companion’s Evasion (or Improved Evasionif the Companion has the Talent).+
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
-==== Share Spells (Ex) ==== +==== Wild Magic (Sp) ==== 
-  * **Requirements:** None (Free)+  * **Requirements:** [[paths:nature_path#beast_speaker|Beast Speaker]], Companion HD 3, 10 EXP
  
-You may cast any spell with a range of Personal as a Touch range spell on your Companion instead of yourself, and vice versa. You may cast such spells on your Companion, even if they would not normally affect creatures of the Companion's type. This Talent does not allow the Companion to share abilities that are not spells, even if they function like spells. +Select a single specific [[priority:magic:spells:tier1|Tier 1]] or lower [[priority:magic:spells|Spell]] - your Animal Companion may now be directed to cast this spell three times per day as a spell-like ability
-</WRAP> +
- +
-<WRAP round box> +
-==== Tenacious Hunter ==== +
-  * **Requirements:** Companion Perception 3, Companion Stealth 3, Nature's Companion, 10 EXP+
  
-The Companion gains a +2 bonus on Perception checks to oppose Stealth checks. When using Perception to pinpoint an invisible creature’s location, this bonus increases to +10. In additionwhenever the Companion successfully uses Perception to notice creature using Stealth or to pinpoint an invisible creature’s locationthat foe is denied its Dexterity bonus to AC against the next attack the animal companion makes on or before the Companion’s next turn.+Upon gaining this Talentyour Animal Companion is considered to be Magical Beastif they were not already. You may buy this Talent up to three times.
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
-==== Tenacious HunterGreater ==== +==== Wild MagicImproved (Sp) ==== 
-  * **Requirements:** Companion Perception 10Tenacious Hunter, 25 EXP+  * **Requirements:** Companion HD 615 EXP
  
-The Companion can attempt Perception check as a Swift Action to intentionally search for a stimulus. When using Perception to attempt to pinpoint an invisible foe, the Companion’s bonus from the Tenacious Hunter Talent increases to +20. In addition, whenever the Companion successfully uses Perception to oppose Stealth check or to pinpoint an invisible creature’s location, that foe is denied its Dexterity bonus to AC against all attacks that the Companion makes before the start of the Companion’s next turn.+Select single specific [[priority:magic:spells:tier3|Tier 3]] or lower [[priority:magic:spells|Spell]] - your Animal Companion may now be directed to cast this spell once per day as spell-like ability.
 </WRAP> </WRAP>