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.
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.
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.
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.
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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The Defenses category includes Saving Throws, Wounds, HP, 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.
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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.
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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)
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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.
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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.
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Quick list of Maximum bonuses:
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.
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.
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.
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.
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 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.
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.
Other extended tests generally require the Owner to be present and focused on the Companion as well. These include but are not limited to: Survival, Profession, Search, and Repair. In some cases a GM may rule a task can be performed by the Companion on it's own with a suitable Script.
Everyone starts with a Capacity limit of 1. There are way to increase this capacity via Talents. Generally these Talents stack with themselves or similar Talents from other Paths. However, often many Companions can become disruptive to game play and a GM may opt to limit Combat encounters to one active Companion, in which case the Companion Capacity rules will not be used. You may have as many Companions as you would like but must select which one will participate in combat encounters. You may discuss with you GM when swapping active Companions is appropriate.