Animal Companion
Requires: Trained in Nature
This version of Animal Companion is not the same as the Druid 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, Domestic, Large or Savage.
Type | Power | Wits | Instinct |
---|---|---|---|
Clever | 1 | 2 | 1 |
Domestic | 1 | 1 | 0 |
Large | 3 | 1 | 2 |
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 Protect 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 Deception, Nature or Sleight of Hand 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.
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.