====== Animal Companion ====== **Requires**: Trained in Nature //This version of Animal Companion is //not// the same as the Ranger version, but as it shares the same name, you cannot have both versions.// You have gained the trust and assistance of some creature. Your animal companion is a class feature, //not// a separate entity, and as such, it cannot be targeted by attacks or killed. Choose an animal, and decide if it is Clever, Large, Mystic or Savage. ^Type ^ Power ^ Wits ^ Instinct ^ |Clever | 1 | 2 | 1 | |Large | 3 | 1 | 2 | |Mystic | 0 | 2 | 0 | |Savage | 2 | 1 | 1 | You suffer a penalty equal to your animal companion's Instinct to attempts to Aid, Make an Impression or Make a Request. ===== Tricks ===== Every animal companion learns the **Hunt** trick. Choose a number of additional tricks from the list below, equal to your animal companion's Wits. **Assist**: Add your animal companion's Wits to Investigation, Nature or Survival checks. **Attack**: Add your animal companion's Power to your damage when you strike a foe. **Defend**: Add your animal companion's Wits to your Agility defence. **Empower**: You are always considered to be in a natural environment for purposes of recovering \[AE]ther. **Harry**: Subtract your animal companion's Wits from the Speed of your Marked Prey. **Hunt**: Add your animal companion's Wits to Perception checks to find a creature and to Survival checks made to track a creature. **Protect**: Add your animal companion's Power to your Damage Resistance. **Ride**: (Large only) Add your animal companion's Power to your Speed when travelling overland.