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| paths:nature_path:companion [2025/08/24 21:09] – [Abilities] reon | paths:nature_path:companion [2025/08/27 02:34] (current) – [Companions] reon | ||
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| - | ======Companions====== | + | ======Companion====== |
| Companion' | Companion' | ||
| =====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' | ||
| + | |||
| + | ====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. A Companion still calculates max carrying capacity and uses Ability Bonus for Ability checks, such as breaking objects or games of logic. | 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. | ||
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| * 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=== | ===Vitals=== | ||
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| * Saving Throw - 5 CP per Bonus | * 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' | 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' | ||
| 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===== | ||
