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paths:nature_path:companion [2025/08/24 20:57] reonpaths:nature_path:companion [2025/08/27 02:34] (current) – [Companions] reon
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-======Companions======+======Companion======
 Companion's are creatures or allies that are under the control of players or other characters. Generally they are unlocked via Talents and can follow basic commands and orders. They are always loyal and dedicated to the owner of the Talent. Often the Companion will be controlled by the GM and use it's skills and combat abilities to the best of the Companions ability and based on the orders given.  Companion's are creatures or allies that are under the control of players or other characters. Generally they are unlocked via Talents and can follow basic commands and orders. They are always loyal and dedicated to the owner of the Talent. Often the Companion will be controlled by the GM and use it's skills and combat abilities to the best of the Companions ability and based on the orders given. 
  
 =====Base Stats===== =====Base Stats=====
 A companion does not follow standard Character or NPC rules. They have a unique set of constructions rules. Most stats will be upgraded and not apply bonuses which another character may benefit from. Silver may be spent to grant additional Companion Points (CP) which may be spent to upgrade a Companions Base Stats. Some times parts are viable as well to spend. Each TU grants 1 CP. This represents the cost of training, upgrades and other such expenses. A companion does not follow standard Character or NPC rules. They have a unique set of constructions rules. Most stats will be upgraded and not apply bonuses which another character may benefit from. Silver may be spent to grant additional Companion Points (CP) which may be spent to upgrade a Companions Base Stats. Some times parts are viable as well to spend. Each TU grants 1 CP. This represents the cost of training, upgrades and other such expenses.
 +
 +====Minion====
 +Companion's by default follow "Minion" rules. They get the standard 2 Half Action and a Swift Action, however they may only make one Attack, use an Ability, or Cast a spell. The other Half Action in the round can only be used as a Move Action or some other kind of use of a Half Action. Despite being treated similar to Minions, Companions still have HP, unlike most other Minions.
 +
 +====Elite====
 +You may only have 1 Elite Companion at a time. An Elite Companion may Attack more then once per turn by spending the appropriate Half Actions or Full-Round Actions. In the event a Player is allowed a second (or even third) Elite Companion it is strongly advised that only one may be selected to participate in any combat encounter at a time.
 ====Abilities==== ====Abilities====
-Ability bonuses are never applied to attacks or damage, or to CMD, CMD, AC, Touch AC, or any other base stat aside from Skill checks and Constitution still affects Wounds.+Ability bonuses are never applied to attacks or damage, or to CMD, CMD, AC, Touch AC, or any other base stat aside from Skill checks and Constitution still affects Wounds. A Companion still calculates max carrying capacity and uses Ability Bonus for Ability checks, such as breaking objects or games of logic. 
 + 
 +Costs: 
 +  * Str - 2 CP per Point 
 +  * Dex - 2 CP per Point 
 +  * Con - 8 CP per Point 
 +  * Int - 5 CP Per Point 
 +  * Wis - 4 CP per Point 
 +  * Cha - 4 CP per Point
  
 ====Defenses==== ====Defenses====
-The Defenses category includes CMD, AC, and Touch. Each one is purchased separately. Your Companion may never have a higher AC or Touch then 10 + CST. Touch AC applies a bonus to AC and CMD, when purchased.+The Defenses category includes Saving Throws, Wounds, HP, CMD, AC, and Touch. Each one is purchased separately.  
 + 
 +===Armor Class=== 
 +Your Companion may never have a higher AC or Touch then 10 + CST. Touch AC applies a bonus to AC and CMD, when purchased.
  
 Costs: Costs:
   * AC - 10 CP per Bonus   * AC - 10 CP per Bonus
   * Touch - 20 CP per Bonus   * Touch - 20 CP per Bonus
-  * CMD - 5CP per Bonus+  * CMD - 5 CP per Bonus
  
 +===Vitals===
 +A Companions base Wounds are calculated using it's Constitution score, same as a Player character would. Its HP can only be increased by spending CP. The maximum HP or Woulds may never be higher then CL x 20.
 +
 +Costs:
 +  * HP - 2 CP per Hit Point
 +  * Wnd (limb) - 3 CP per Wound Point
 +  * Wnd (Body) - 2 CP per Wound Point
 +
 +===Saves===
 +A Companion's saving throws start out at +2 for each. You may increase the bonus up to CL x 1.5 (round down), but you may never lower the penalty beyond -10 for a save. (Note this does grant additional CP as a refund when lowering)
 +
 +Costs:
 +  * Saving Throw - 5 CP per Bonus
 ====Offenses==== ====Offenses====
 +Offense includes Attack, Damage and CMB. Attack may never be increased higher then CL x 1.5. Damage may never be higher then CL x 2. Lastly, CMB may never be higher then CL x 3.
  
 +Attack is used for any attack the Company would make and uses the total as the bonus to hit. Even if the Companion has multiple attack method or a weapon, this bonus is applied and the maximum is always the same. Only circumstance bonuses, such as flanking or height advantage are applied. Spell affects do not affect a default Companion.
 +
 +Damage bonus applies to any Damage roll done with a applicable weapon or effect. 
 +
 +Costs:
 +  * CMB - 3 CP per Bonus
 +  * Attack - 5 CP per Bonus
 +  * Damage - 7 CP per Bonus
 ====Skills==== ====Skills====
 +Skill ranks may be purchased for a Companion. When rolling a skill check a companion uses Ranks + Ability Bonus + Misc. If a Companion possesses Ranks in a skill they get a Misc +3 bonus on the Skill check (similar to a Key Skill). There are 3 categories of Skills for Companions, Innate, which can be rolled untrained (without ranks); Trained, which cannot be rolled untrained and likely have diminished effects when used by a companion; Learned, which cannot be rolled untrained and can only be used to identify a creature, ability or effect.
  
 +Costs:
 +  * Innate - 2 CP per Rank
 +  * Trained - 5 CP per Rank
 +  * Learned - 5 CP per Rank
 ====Limits==== ====Limits====
 +Quick list of Maximum bonuses: 
 +  * Ability - No Limit 
 +  * AC - 10 + CST 
 +  * Touch - 10 + CST 
 +  * CMD - No limit 
 +  * HP - CL x 20 
 +  * Wounds - CL x 20 
 +  * Saves - CL x 1.5 
 +  * Attack - CL x 1.5 
 +  * Damage - CL x 2 
 +  * CMB - CL x 3 
 +  * Skills - No Limit
 =====Scripts===== =====Scripts=====
 A Companion can start out with 1 Script capacity. A Script is a set of instructions a Companion can follow without direct commands being actively given. Generally a command Script shouldn't be more then a few lines or sentences. Companions are you ally and will do their best to follow the orders in a meaningful way and understand the intent behind it for the most part, so it doesn't have to plan for every situation. If some thing unexpected happens the Companion will have to use it's skills and abilities to make the correct decisions. It is up to you and the GM to determine what is a suitable Script for a Companion. A Companion can start out with 1 Script capacity. A Script is a set of instructions a Companion can follow without direct commands being actively given. Generally a command Script shouldn't be more then a few lines or sentences. Companions are you ally and will do their best to follow the orders in a meaningful way and understand the intent behind it for the most part, so it doesn't have to plan for every situation. If some thing unexpected happens the Companion will have to use it's skills and abilities to make the correct decisions. It is up to you and the GM to determine what is a suitable Script for a Companion.
  
 It takes One Minute to update, change or create a Script for a Companion. It is a Free Action to swap Scripts if your Companion has multiple known Scripts available. It takes One Minute to update, change or create a Script for a Companion. It is a Free Action to swap Scripts if your Companion has multiple known Scripts available.
 +
 +Swapping Scripts requires Verbal or Somatic components. This means your Companion must be able to see or hear you to swap, but not both at the same time.
  
 =====Orders===== =====Orders=====
 An Order is anything outside of an active Script. As a Half action you may direct your Companion to perform a task, including Attack, Heel, Stop, and Move. What falls into an acceptable order outside of that will come down to yourself and your GM's best judgement. The list of acceptable Orders would be a long list of options. As an example, if a Companion has the Heal skill it can likely be Ordered to Stabilize a dying character. However, Ordering a Companion to to a complex long term objective like tracking would either required continued use of Half Actions or a new Script to follow. An Order is anything outside of an active Script. As a Half action you may direct your Companion to perform a task, including Attack, Heel, Stop, and Move. What falls into an acceptable order outside of that will come down to yourself and your GM's best judgement. The list of acceptable Orders would be a long list of options. As an example, if a Companion has the Heal skill it can likely be Ordered to Stabilize a dying character. However, Ordering a Companion to to a complex long term objective like tracking would either required continued use of Half Actions or a new Script to follow.
 +
 +An Order requires Verbal and Somatic components. While there is no application of armor impeding the Somatic portion, if you Companion cannot see and hear you, orders cannot be given.
  
 =====Skill Usage===== =====Skill Usage=====