Post by Head Moderator on Sept 28, 2014 3:03:15 GMT -5
GUIDE TO ANIMAL COMPANIONS IN OH
NOTE: It is up to the DM of any given mission or quest whether they will allow Companions to attend. They have the right to say no to all companions, they can allow them to come but in support positions or they can even have people sign up early to take their companions and if you do not sign up you cannot take yours. Remember, that a companion is like having another person on the quest which takes up time in combat and in roleplay so if a quest already has 8 to 10 people on it, having a bunch of companions will only detract from the quest experience, not add to it.
These are the skills that give you an animal or creature of some sort as a companion:
Animal Companion
Familiar
Imp Companion (Animal Companion & Familiar)
Mystic Tattoo (Animal Companion & Familiar)
Undead Cohort (Animal Companion)
Ranger's Bond (Animal Companion)
Here is the basic skill that all of the above skills make mention of:
Animal Companion : The animal companion skill allows you to have an animal that you can use in combat. If you are choosing something unique or magical, please get the creature approved by tesarikone. Your animal companion is treated as an NPC, and grows as you grow. You may also teach your animal companion commands so they are more useful to you, at the rate of their INT + 1. Please see our charter on Animal Companions for a list of all commands you are able to teach them.
At Topaz Rank, you gain your animal companion as a young animal. You are just beginning to train them, and they aren't able to do much more than follow you around, and be cute (non-combat).
At Amber Rank, your animal companion is a juvenile and knows enough to begin assisting you in combat. Your companion is Topaz Adept rank and should be built like an NPC with their own dossier. All armor, and items must be purchased by the owner. Your companion has the number of skills (only those marked (CC) can be chosen), and traits that someone of normal Topaz Adept rank would have. Your dossier for your companion must be approved by tesarikone before you may use your companion in combat.
At Sapphire Rank, your companion is now Amber Adept rank. They are growing, and learning, and can truly assist you in combat and in other situations. All changes must be sent to the Class Mod for approval.
At Emerald Rank, your companion is now Sapphire Adept rank. All changes must be sent to the Class Mod for approval.
At Ruby Rank, your companion is now Emerald Adept rank. All changes must be sent to the Class Mod for approval.
At Obsidian Rank, your companion is now Ruby Shield. All changes sent to the Class Mod.
At Diamond Rank, your companion is now Obsidian Prime rank. All changes sent to the Class Mod.
Prerequisites: Topaz Rank
YOUR ANIMAL
As you can see from the above skill, your animal companion/familiar is built like a NPC, which means they basically have their own dossier, and when you rank up a gemstone, they rank up as well which allows them more trait points and more skills. Just as you let our Class Mod know of your dossier changes, you will also put any changes for your animal on that same email to the Class Mod. Animals do not have Races, so you are just making a basic dossier without racials. Also, animals have their own class, and professions such as Combatant, Hunter, Tracker, War Mount, etc. See the Class/Profession list at the bottom for companion classes.
Click here to see a dossier for an animal companion.
ANIMAL BEHAVIOR
It is very important to realize how animals behave. They are usually not very intelligent, and maintain their animal instincts. They cannot follow complex instructions. They will not ordinarily use group tactics, or attack specific things without specific instructions. For the most part, your animals will follow you around and attack things that attack you or themselves. They will attack whatever is closest to them. They will have trouble dealing with unique situations. This could something incredibly exotic, such as invisible, incorporeal foes, or something as simple as fighting on the deck of a boat. Animals tend to flee when significantly injured. Animals will leave you if mistreated or abused. Do not abuse the fact you are allowed to have an animal companion by having your animals demonstrate genius level tactical decisions. Roleplay them as animals.
TRAINING YOUR ANIMAL
Non-essential Commands: By having an animal companion you may teach them any number of non-essential commands without need of any special skill. Non-essential commands are those such as "stop", "heel", "fetch", "roll over", "stay".
-Come: The animal comes to you, even if it normally would not do so.
-Fetch: The animal goes and gets something for you.
-Heel: The animal follows you closely, even to places where it normally wouldn’t go.
-Perform: Things like Roll Over, Shake Hands, Dance, Speak.
-Sit: The animal sits.
-Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
-Work: The animal pulls or pushes a medium or heavy load.
-Stop: The animal stops what it is doing immediately.
Essential Commands: By taking the Animal Companion or a Familiar Skill, you may teach your animal as many essential commands as their Intelligence Bonus +1 (for instance, if your animal has INT 3, you would get 4 commands). This means all Animal Companions or Familiars will know at least one essential command even if they have no Intelligence Bonuses.
If you wish to teach them more essential commands, your character will either have to take the Animal Training skill, or pay someone to train your animal who has the Animal Training skill.
In many cases, a DM will allow saves and will be able to use the outcomes of these commands both positively and negatively such as allowing the Trip command, to cause a baddie to lose a turn if they fail a save. But it is up to the DM how much of these commands play out.
NOTE: You may pay another character who has the Animal Training skill to train your animal in more commands. You may only have someone train your animal up to 2 commands per the ANIMAL's gemstone rank. If YOU have Animal Training skill, then you may teach your animal up to 2 extra commands per the ANIMAL's gemstone rank.
-Alert: The animal can be trained to alert its master to a threat, by behaving a certain way. This can be coupled with Howl, or else it can be a new apparently harmless/irrelevant action, such as having a dog play dead.
-Ambush: The animal uses Hide to the best of its ability. It then stays in one place and attacks the first creature to come near it, unless it has been previously trained to recognize the creature as a friend. It must know the Attack command to learn Ambush.
-Armor: This command allows your animal to wear armor/barding based on its size.
-Attack Basic: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
-Attack Advanced: This command allows your animal to attack ALL creatures other than what is allowed for normal Attack, such as undead, magical creatures and aberrations.
-Avoid: Stay away from designated creature.
-Bombard: A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent. This is treated as a ranged attack. The animal cannot throw the object, and must be able to fly directly over the target.
-Break Out: On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this command can grant the target character a +5 bonus on Escape checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions apply (be reasonable), and pickpocketing a key or picking any sort of lock is still far beyond the animal's ability.
-Bull Rush: The animal attempts to bull rush a designated creature. It must know the Attack command to learn Bull Rush.
-Bury: An animal with this command can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.
-Calm: Learn to deal with environments that would otherwise cause the animal to react negatively such as tight enclosures, or in a chaotic dungeon environment.
-Carry Message: Teach an animal to deliver messages to a particular location. If the animal also has the Seek command, the message may be delivered to that particular individual.
-Circle: Animal must know Seek, and be able to fly. You can point out a creature for the animal to "remember". When ordered to seek that creature, it rises into the air and patrols the vicinity within a 1 mile radius. Every 10 minutes it can make a Spot Check to locate the creature. If it finds the creature, it rises to a safe altitude and circles overhead, returning to your side after an hour or whenever you approach the creature. Your animal can only "remember" one creature at any given time.
-Courage: When the handler is within 30', this command gives the animal a +3 bonus to any checks against Fear effects.
-Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
-Deliver: The animal takes an object (one you or an ally gives it, or that it recovers with the fetch command) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken.
-Detect: The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal makes a Search Check using Perception to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Spot check more than once in this way.
-Disable: Must know Attack Command. This command causes the animal to stop attacking when the creature is incapacitated (including stuns) or stops resisting.
-Disarm: The animal attempts to disarm a designated creature. The animal must know the attack command to then learn this command, and it will disarm only those kinds of creatures it has been trained to attack. You designate some item the subject holds or carries, and the animal will try to seize that item. If given no other instructions, the animal attempts to make the subject drop any weapon it holds. If the animal uses a bite attack (or some other natural weapon that allows it to grasp an object), it winds up holding the target item in its mouth (or grasp) after a successful disarm.
-Distract: The animal does not attack and do damage, but instead jumps/flies around annoying the enemy. If they make their Strike roll, the target is distracted one round (up to DM how this affects them).
-Don't Attack: Animal will never willingly attack a predetermined creature chosen when the command is taught.
-Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
-Exclusive: The animal takes commands only from it's owner. If the animal has both the Exclusive and Serve commands, then it will only take commands from it's owner and those designated for it to Serve. Even if someone has used Animal Affinity or some type of charm animal on it, it still will only take commands from it's owner.
-Flee: The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This command is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
-Flush Out: The animal moves into an area and, if it encounters any creatures, it makes noise and feints attacks toward the creature in an attempt to drive it to you. If the animal makes the creature move, there is a 50% chance that the quarry moves directly toward you. Otherwise, the quarry veers to your left or right (equal chance for each).
-Get Help: With this trick, a trainer can designate a number of creatures up to the animal's Intelligence bonus as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
-Guard: The animal stays in place and prevents others from approaching.
-Herd: Must know Guard command. Canines only. The animal patrols a perimeter you point out, attempting to keep creatures from leaving, and new ones from entering. You may also command them to nudge creatures inside the perimeter. The animal always attempts to warn the creature first, barking, snarling and nipping and attacks only non-lethally if attacked by any creature it is herding.
-Home: Animal returns to a preset location, such as the OH Inne.
-Howl: The animal makes a noise on command or in response to a trigger.
-Hunt: This command allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler.
-Identify Scent: The animal must have Track Command and Scent Skill. Each time this command is taken, the animal is taught three items it can identify by scent, such as a plant species, a race of creatures (such as elves, orcs, undead), or anything else with a distinct smell. It learns a distinct way of letting you know what it smells, such as a varying series of barks to reveal what substance it detects.
-Mark: The animal moves toward a creature you designate and endeavors to stay near the creature no matter what it does or how it moves. The animal generally stays within 10 feet of the creature but keeps out of its reach. While performing this command, the creature makes noise to help mark the foe's location. If the animal also knows the seek command, you can designate an area or direction for the animal to seek out foes that are attacking you. To identify a foe, the animal must see the creature attack you or use a spell or other magical effect with a visible manifestation in your direction. Otherwise the animal marks the first creature it encounters.
-Overrun: The animal attempts to overrun a designated creature. It must be as large or larger than the creature it is trying to overrun. Overrunning a creature does trampling damage of the animal's combat dice + STR bonus.
-Pin: The animal attempts to grapple and pin a designated creature.
-Recover: Pull unconscious/paralyzed/helpless creature to safer area, must know Seek Command.
-Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
-Seek Individual: You must designate one person when you teach this command. Animal finds a known person by scent or "exceptional senses and other abilities." The command would be "Seek X", with X being the individual's name such as "Seek Maria".
-Serve: An animal with this command willingly takes orders from a creature you designate. The animal treats the designated ally as friendly. An animal can Serve up to as many creatures as it's CHA bonus + 1, so it will always at least be able to serve 1 other person besides it's owner.
-Silence: The animal does not bark or make any involuntary sound unless you specifically command it to do so.
-Sneak: The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
-Speak Message: Your animal must be capable of speech (such as certain birds). You are able to teach your animal certain phrases. It can learn 2 phrases per Intelligence bonus point. If your animal has the Howl command, you may combine these two commands so that the message can be spoken on a trigger.
-Stalk: The animal follows a designated creature using the Hide and Move Silent tactics to the best of its ability. It stays with the target until you call it off (normally accomplished with a whistle). If attacked by the designated creature, the animal attacks. If attacked by a different creature or severely wounded, the animal attempts to return to you.
-Steal: The animal picks up something it finds interesting (shiny, foody) and brings it to the master. If you can communicate with the animal, you can name your target.
-Subdue: Must know Attack Command to learn this, deals non-lethal damage during an attack.
-Throw: Throw item held in hand/mouth/claws/etc at specified creature.
-Throw Rider: The animal can attempt to fling a creature riding it to the ground. This is treated as a trip, if the animal passes it's Strike against the creature riding it, it is thrown off and loses a turn of combat if involved in combat. If an animal knows Exclusive command and Throw Rider, then it will automatically throw any rider that is not it's owner.
-Track: The animal tracks the scent presented to it. (This requires the animal to have the scent skill.)
-Trip: Animal attempts to trip target.
COMBINING COMMANDS
There are groups of commands that are considered training an animal for a particular purpose when they are taught together. This is a good guideline to figure out what you want your animal to do. Ultimately, it is YOUR animal though so you can decide what types of commands they are taught or what purposes they are to serve. THIS IS JUST A GUIDELINE FOR YOU TO CHOOSE COMMANDS!!
-Advanced Fighting: An animal trained as an advanced fighter knows the commands Attack, Down, Stay, Subdue.
-Air Support: An animal trained in air support knows the attack, bombard, and deliver commands.
-Burglar: An animal trained as a burglar knows the come, fetch, steal, seek, and sneak tricks. You can order it to steal a specific item you point out.
-Combat Riding: An animal trained to bear a rider into combat knows the commands attack, come, defend, down, guard, and heel. Many horses and riding dogs are trained in this way.
-Defensive Guarding: An animal trained to defensive guard knows the commands Defend, Down, Guard, Hold, Subdue, Warn.
-Fighting: An animal trained to engage in combat knows the commands attack, down, and stay.
-Guarding: An animal trained to guard knows the commands attack, defend, down, and guard.
-Heavy Labor: An animal trained for heavy labor knows the commands come and work.
-Hunting: An animal trained for hunting knows the commands attack, down, fetch, heel, seek, and track.
-Liberator: An animal trained in liberating knows the break out, flee, and get help commands.
-Riding: An animal trained to bear a rider knows the commands come, heel, and stay.
-Servant: An animal trained as a servant knows the commands deliver, exclusive and serve.
BOOSTING YOUR ANIMAL
There are skills that allow you to build your animal or familiar.
Extra Commands: Your companion may learn two extra essential commands per gemstone rank.
Prerequisite: Any Companion or Familiar Skill
(CC)
Companion Boon: You may take this skill for your Animal Companion or a Familiar with stats (Familiar, Imp Companion, etc). This skill boosts your companion's dice by 5 sides, so a companion with 2d80 would be 2d85.
Prerequisites: Any Animal Companion or Familiar Skill, Owner is Ruby Rank
(CC)
Extra Companion: This skill allows you to have a second animal companion, though it is not near as powerful as your main companion. Your animal starts at Topaz Journeyman. When you reach Emerald, your companion is now Amber Adept. At Ruby, your companion is now Sapphire Adept. At Obsidian, your companion is now Emerald Adept. At Diamond, your companion is now Ruby Shield. You cannot use more than ONE companion or familiar at a time in combat, so while you may bring both your companions on missions and quests, only one can be on the scoreboard during any given combat.
Prerequisite: Sapphire Rank, Animal Companion or Familiar Skill
YOUR ANIMAL'S DEFENSES
Your animal or familiar can wear armor if you teach it to do so with the Armor Command. Animal barding costs the same as for a humanoid of the same size, so see the Emporium's Armor Lists for the costs.
Tiny & Small Animals: Can wear light barding (armor). Max DEF +20.
Medium: Can wear light or medium barding (armor). Max DEF +30. QCK Cap 12. -5 Init.
Large +: Can wear light, medium or heavy barding (armor). Max DEF +40. QCK Cap 8. -10 Init.
You can also buy things such as an Amulet of Armor for the animal to wear as a collar. Any animal can wear a magical defensive collar, they need only be trained to wear barding (animal armor).
YOUR ANIMAL'S LOOT SLOTS
Please be logical. If your animal isn't the type that would actually be able to use all these slots, then do not use them. For instance, a blanket over a horse or other mount is not going to be able to be used on a rat familiar.
Head: Animal sized skullcap, helmet, etc
Eyes/Face: Lenses, etc.
Collar: Collar around the neck.
Barding: Armor if animal knows Armor Command
Body: Horse Blanket, Vest, etc
Saddle: If applicable.
Belt/Strap: Worn in front or over haunches.
Legs: Bracers, etc.
Feet: Horseshoes, Mitts etc
Two Rings: Creatures with toes wear them on toes. Creatures with hooves wear them just above fore hooves.