Post by William Alexander Von'Dire on Jul 4, 2011 10:17:51 GMT -5
Companions
"Animals are such agreeable friends - they ask no questions, they pass no criticisms."
"Animals are such agreeable friends - they ask no questions, they pass no criticisms."
You need the skill "Combat Companion" for any/all of the following to apply to your companion.
Some of you have been seen out and about with a companion. Some creature known to you, one that follows you around, an ally, a soft touch when you are down, a friend, a Companion. Well, this section is designed to allow you to see just much your companion can do and how you can employ them. For sake of understanding, we will forgo the detail and the fluff, and get right down into the heart of the issue.
The Companion
- Your companion may accompany you in all things, but they may only aid you in Missions & Adventures
- You MUST keep the information about your Companion (name, creature, dice, & skills) on your character sheet.
- Your companion's dice are exactly one half of your dice rounded down.
Example: You have 2d60, your companion will have 1d30.
- Your companion's life unlike yours IS equal to their dice. If they have 1d30, their hp is 30.
- Your companion can have no more than a total of 5 skills (to be selected from the list below) in addition to the one Companion skill granted by your companion taking life. 5 skills taken from your skills slots, and 1 Companion Life skill for a total of 6.
To prove that your character has taken the time and the effort to train your companion, these five skills are taken from the player's skills. This mean that in the end the player would have 5 less skills as he gave those skill slots to his companion. You may give these skills when you wish to your companion. We will allow a small time in which the player can get rid of some of their skills to give over to their companion.
- When you wish to choose the skills for your companion please send the mail to haloofnoire or feraiprince. Use the following format please.
Name:
Rank & Dice:
Skills you are giving up (if you have to lose some to give your companion any):
Skills for Companion:
- Your companion can die, just as you may die. There are two possible ways to deal with this situation. The first is that you buy the Companion a Rezz Collar/Band/Charm/Etc. This item works just as a Rezz coin would for the character, though it is in the form of something the Companion could wear at all times. The cost for a companion rez item is 1,500 gp.
The second is that should your Companion die and not have the rezz item, they must be taken to a Companion Specialist (an NPC within any major city) and be brought back to life. The Companion does not have AP loss as a player would as the Companion gets their strength from the strength of the owner. So there is no dice/rank/loss of skills that a player would suffer through in the same circumstances. The cost for such an action costs 3,000 gp. If one does not have that amount of coin on hand they may pay a 200 gp fee for their companion to be put on "stasis" so the body does not rot and fester.
The Skills
Companion Starting Skill List (1 free at creation)
Blindfight - As the player skill
Darksight - As the player skill
Diehard - As player skill
Ear to the Ground - As the player skill
Low-Light Vision - As the player skill
Poison/Venom Immunity - As the player skill
Scent - As the player skill
Self-Healing - As the player skill
Telepathy - As the player skill
Companion Skills (5 max allowed per Companion)
You may select a skill from the starting skill list or these while picking skills for your companion.
Animal Agility - The companion is quick and agile taking only 1/2 damage from an attack, once per combat.
Charge - Once per combat the companion may throw themselves against a foe, knocking them with such force the target is stunned (lose turn)
Cower - Pet hides from enemies and takes 0 damage for that round (Evade)
Element [ Ice/fire/etc] - Attacks are attuned to said element (Must be written wht element beside this skill choice)
Fury - Companion does +2 attack for combat
Growl - Scares the target - DC 16 If successful lose one turn, allowed once a combat.
Howl - Allows a boost in attack for owner [ +1 ] continues as howl continues
Lick Wounds- Restores 1/2 of Pets HP once per combat
Loyalty - Defends the Owner from a death strike, taking damage upon own self. Once a combat
Screech / Roar - Lowers defense, DC16. If successful Defense is -1(Target of screech takes 1 more dmg than normal) for 1d3 rounds
Slash - ONCE per battle companion uses double their dice number. (Example: companion is 1d30 for this attack they would be 1d60)
Taunt - Companion taunts enemy, forcing them to attack the companion them for 1d2 rounds
Tough Exterior - The companion has a +2 defense for combat.
Toxic Bite - Does an additional 1d2 poison damage with attack (Once per combat)
Web - Traps target is webbing for 1 round (Lose Turn) Once per combat