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paths:nature_path:companion [2026/03/09 21:40] – Hyperlinking Harvest entries elfinlockspaths:nature_path:companion [2026/03/09 21:57] (current) – Hyperlinking Perception skill entries elfinlocks
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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.=====