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 Æther.

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.