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paths:nature_path:companion [2025/08/26 12:23] – [Scripts] reonpaths:nature_path:companion [2026/03/09 21:57] (current) – Hyperlinking Perception skill entries elfinlocks
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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. 
  
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 ====Minion==== ====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.+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 [[chargen:common_terms#action_types|Half 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==== ====Elite====
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 =====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[[priority:skills:heal|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. 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=====
-Many Companions will not be sentient; this means while they can understand many things the full comprehension will be lacking. For example you can have a Wolf Companion with ranks in Knowledge Nature, which would allow a Script such as "Guard this area and bark if you see any Bears or other Wolves." That way you won't be alerted if a Rabbit or Deer comes by. With Knowledge Local they could even differentiate a Bandit from a farmer, if sufficiently skilled. Remember, this wouldn't prevent them from being tricked by a disguise or similar Con check. That would require the Companion to roll an opposed Perception or Sense Motive. Often a non-sentient creature cannot make full use of many skills, but that does not prevent them from putting ranks in it. These limits are generally obvious but can result in some confusion. If a discussion about a Script arises, often making use of Skills is the best way to represent how well a Companion can adapt and make the best choice in a situation.+Many Companions will not be sentient; this means while they can understand many things the full comprehension will be lacking. For example you can have a Wolf Companion with ranks in [[priority:skills:knowledge|Knowledge]] Nature, which would allow a Script such as "Guard this area and bark if you see any Bears or other Wolves." That way you won't be alerted if a Rabbit or Deer comes by. With [[priority:skills:knowledge|Knowledge]] Local they could even differentiate a Bandit from a farmer, if sufficiently skilled. Remember, this wouldn't prevent them from being tricked by a disguise or similar Con check. That would require the Companion to roll an opposed [[priority:skills:perception|Perception]] or Sense Motive. Often a non-sentient creature cannot make full use of many skills, but that does not prevent them from putting ranks in it. These limits are generally obvious but can result in some confusion. If a discussion about a Script arises, often making use of Skills is the best way to represent how well a Companion can adapt and make the best choice in a situation.
  
 =====On Crafting, Gathering, and other long term Skill checks.===== =====On Crafting, Gathering, and other long term Skill checks.=====
  
 ====Harvest==== ====Harvest====
-A Companion can make use of Harvest without Sentience, but it requires the Owner to be present and fully concentrated on their Companion. The Owner cannot being doing any other activity while the Companion is Harvesting.+A Companion can make use of[[priority:skills:harvest|Harvest]]without Sentience, but it requires the Owner to be present and fully concentrated on their Companion. The Owner cannot being doing any other activity while the Companion is Harvesting.
  
 ====Crafting==== ====Crafting====
-A non-sentient Companion cannot roll Craft checks to create new items. In some cases they may be able to assist another creature with a craft (such as passing tools or some other niche task), when this is the case the Aid Another bonus is limited to +2.+A non-sentient Companion cannot roll[[priority:skills:craft|Craft]] checks to create new items. In some cases they may be able to assist another creature with a[[priority:skills:craft|Craft]] (such as passing tools or some other niche task), when this is the case the Aid Another bonus is limited to +2.
  
 When a Companion is sentient and physically able to Craft, it requires the Owner to be present and solely focused on the Companion. The Owner is unable to perform any other activities while the Companion is crafting. If used to Assist another with Crafting, the previous limit may be ignored, so long as proper tools are available for the primary Crafter and the Assistant. When a Companion is sentient and physically able to Craft, it requires the Owner to be present and solely focused on the Companion. The Owner is unable to perform any other activities while the Companion is crafting. If used to Assist another with Crafting, the previous limit may be ignored, so long as proper tools are available for the primary Crafter and the Assistant.