Post by Head Moderator on Nov 12, 2014 19:22:03 GMT -5
Patents of Nobility: These are a formalized ancestry chart that shows the direct relationships of the noble to his ancestors, thus proving his claims to titles, benefits and lands. Patents gives the noble the ability to have NPC hirelings at his beck and call, to work and fight in the noble's stead. You may use your bodyguard in one-on-one combat (such as a spar or challenge) in your place, but you may not join the one-on-one combat if you elect to use your bodyguard. You do gain any rewards for the combat (such as xp, badges, etc).
You may attend adventures with your bodyguard at your side so they can be involved in protecting you, or even send them in your place, while you reap the rewards of XP, GP and even loot when it is over. If you are physically on the mission, you may fight alongside your bodyguard, but if you choose to stand back and let your bodyguard fight be aware you may still be targetted by the enemies!
At Topaz Rank, the noble gains a Manservant or Lady's Maid (NPC) that wears the livery of the noble house and accompanies the noble at all times, able to run errands and do simple duties (non-combat).
At Sapphire Rank, the noble also gains a Bodyguard (NPC) of Sapphire Adept rank, though all armor, items and weapons must be purchased by the noble. This bodyguard is built like an NPC, and has the number of skills and traits that someone at Sapphire Rank would have. Your dossier for your Bodyguard must be approved by tesarikone before your bodyguard can be used.
At Emerald Rank, your Bodyguard (NPC) is now Emerald Adept rank. The bodyguard (or knight) bears the noble's coat of arms on his/her shield, armor or clothing.
At Ruby Rank, your Bodyguard (NPC) is now Ruby Shield rank.
At Obsidian Rank, Your Bodyguard (NPC) is now Obsidian Prime rank.
At Diamond Rank, Your Bodyguard (NPC) is now Obsidian Grand Master rank.
Prerequisites: Noble (Primary), Topaz Rank
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
Ranger's Bond:
Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to deliver your registered spells, allowing you to stay out of melee range of combat. Familiars may also make their own attacks, if you so choose. The benefit of a familiar is that it allows you one extra attack spell per combat, that the familiar delivers. Familiars are specialized Animal Companions, so please see the Animal Companion skill for how you build your Familiar NPC.
Prerequisite: Magical Affinity
Imp Companion : A Black Mage forms a close bond with a particular imp. The imp is loyal to the mage (though ultimately loyal to Hell), and acts as per the Familiar skill, and the Animal Companion skill. If the imp is slain or the diabolist release it from her service, she may gain a new one by performing a ceremony requiring a 24-hour ritual to conjure and bind the new imp to herself. This skill is in place of Animal Companion and Familiar, you may not take either of those skills with this skill.
Prerequisite: Arcane (Primary), Amber Rank
Mystic Tattoo : A Mystic gains the ability to inscribe ancient and tribal symbols on their body to gain more power in their spellcasting. Their first tattoo binds a familiar to them of their choice. If their familiar dies, they will find it reborn the next morning. See the skill "Familiar" as well as "Animal Companion" for more information on building your companion. This skill takes the place of Animal Companion, and Familiar skills, you may not take either of those skills with this skill.
Prerequisite: Mystic
(V - Magical Affinity)
Undead Cohort: A Black Mage is able to gain the service of a loyal undead cohort. This cohort becomes their Animal Companion, and goes by the rules in the skill: Animal Companion. This skill takes the place of Animal Companion skill, you may not take that skill along with this skill.
Prerequisite: Black Mage (Primary)
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)
****New for Owners
Bonded: You and your pet act as one mind in two bodies, enjoying symmetry in battle, making it easy for you to keep your opponents off balance. Whenever you and your pet attack the same target in the same round, you both gain a +1 to Strike and Damage rolls that round. Also, if you are firing into melee and your pet is the only ally currently in combat with the target, you do not need 'combat marksman' to not hit your pet.
Prerequisites: Animal Companion or Familiar Skill
Double Team: Your pet knows how to knock enemies off balance to give you an edge in battle. Once per combat, after your pet has successfully attacked and done damage to an enemy, you may make an immediate attack against the same target.
Prerequisites: Animal Companion or Familiar Skill, Emerald Rank
Protective Talons: Vigilantly circling overhead, your pet may swoop down and snare ranged weapons just before they strike you. If your pet is within five feet of you when you are attacked by a ranged weapon, it may attempt to grab or knock the weapon off course. Roll Strike for your pet, and if they make strike the weapon is grabbed or knocked off course and you take no damage. This can be used once per combat.
Prerequisite: Bonded Skill, Flying Companion, Amber Rank
Protective Paws: Protective of you, your pet may attempt to knock a melee weapon away from you just before it strikes you. If your pet is within five feet of you when you are attacked by a melee weapon, it may attempt to grab or knock the weapon off course. Roll Strike for your pet, and if they make strike the weapon is knocked away before it can hit you, and you take no damage. This can be used once per combat.
Prerequisites: Bonded Skill, Land Companion, Amber Rank
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, Any Animal Companion or Familiar Skill
REMOVED SKILLS
Companion Development
Improved Companion
Nature's Avatar (druid)
ADD for COMPANIONS
*Awaken Animal: Most of your animal companions or familiars are not awakened, they are humble animals serving to the best of their ability through commands you give them. But sometimes, an animal becomes awakened. It gains a personality and becomes more of a 'person' than 'animal'. They can talk, think, and can decide to take actions on its own without waiting for their owner to command them. They still must abide by all skills and commands they know, but it does open up the possibility for taking different types of skills than it could take before.
(CC - Emerald Rank, INT 4, Story of 300-500 words of how it was awakened)
Awesome Blow: Your animal companion or familiar is able to make an attack against a target, and if it hits, pushes them 10 feet and makes them fall prone. This causes the target to lose a turn of combat. This can be used once per combat.
(CC - Bull Rush Strike, Combatant Profession)
Cumbrous Endurance: Before rolling an Endurance save for your animal companion or familiar, you can decide to activate this skill, which gives you a +5 bonus on your save. After the save is resolved, regardless of the result, you lose your next turn. Once per combat.
(CC - Sapphire Rank)
Cumbrous Willpower: Before rolling a Willpower save for your animal companion or familiar, you can decide to activate this skill, which gives you a +5 bonus on your save. After the save is resolved, regardless of the result, you lose your next turn. Once per combat.
(CC - Sapphire Rank)
Dark Companion: Your companion's natural attacks are infused with shadow.
(CC - Magical Profession)
Deadly Poison: If your companion or familiar has a natural poison attack, then this skill can be used to force the target of poison to make two Endurance saves, and they must pass both in order to endure the effects of the animal's poison. This can be used once per combat.
(CC - Poisonous Skill, Amber Rank)
Deep Denizen: You are a type of animal that has adapted to a subterranean environment very well, either because you are naturally from that type of environment or you and your owner spent much time there. This skill gives the animal companion a boost of +5 to Spot checks while underground, and boosts their Scent while underground.
(CC - Scent, Subterranean type animal)
FLAVOR
Desert Dweller: You are a type of animal that has adapted to a desert environment very well, either because you are naturally from that type of environment or you and your owner spent much time there. This skill gives the animal companion the ability to resist environmental heat dangers without need to make Endurance checks. You can also go without water for as many hours as 24 + your Endurance Bonus.
(CC - Hot environment animal)
FLAVOR
Endure Blow: Your animal companion is able to resist bludgeoning attacks made against them, allowing them to take half damage from one bludgeoning attack, once per combat.
(CC - Amber Rank)
*Fatigue Immunity: Your mount can withstand great stress. Your mount becomes immune to any of the Exhausted or Fatigued effects.
(CC - Combat Mount Profession)
Light Companion: Your companion's natural attacks are infused with radiance.
(CC - Magical Profession)
Poisonous: You are an animal companion or familiar that has a natural poison attack. However that poison is delivered (claw, bite, sting), your target must roll a DC15 Endurance save or suffer an extra +5 points of damage that bypasses the target's defenses.
(CC - Animal with a natural poison, such as snake or scorpion)
Even Thicker Skin: This skill boosts your animal companion or familiar's natural defense to +10 DEF. You must abide by the max defense rules of armor, if your companion does not wear armor the max defense is +20 DEF. Light, Medium and Heavy armor have their own rules, please see the Armor section.
(CC - Thick-Skinned)
Frightful Presence: The first round of any combat, an animal companion with this skill may choose to attempt to frighten enemies instead of making an attack. The animal may attempt to frighten as many enemies as their gemstone level, so at Crystal they can target 1 enemy, at Topaz 2 enemies, etc. The enemy must pass a Willpower save against the companions DC10 + Strength Bonus. If they fail, they are Shaken for the remainder of combat (-1 to ALL rolls).
(CC - Intimidating, Combatant Profession)
Knowledge of the Awakened: Your awakened animal is now able to process all the information that it has learned over its life, as well as new information it gleans from the world around it. You may choose as many knowledge types as your animal's INT bonus (see Knowledge skill) as well as Knowledge (Nature) that your animal can now participate in Knowledge Checks when needed.
(CC - Awaken Animal)
Rend: If your companion hits their opponent with a claw attack, they can deal extra damage of half their STR bonus with this skill.
(CC - Combatant Profession)
*Shared Vigilance: Whenever you are within 5 feet of your owner, you both gain a +1 to Spot, Listen, and Search Checks.
(CC)
*Spell Sponge: Whenever your owner target's you with a beneficial spell, the spell's duration is doubled. You may use this once per adventure.
(CC - Familiar)
*Stable Gallop: You run with a smooth and steady gait, and your footing is secure even in unstable terrain. You do not have to roll any checks for running across unstable terrain.
(CC - Mount or Combat Mount Profession)
FLAVOR
Treefriend: You are a type of animal that has adapted to a forest environment very well, either because you are naturally from that type of environment or you and your owner spent much time there. This skill gives the animal companion +5 to Climb checks and you can always find your way home in a forest setting.
(CC - Forest type animal)
FLAVOR
Thick-Skinned: This skill gives your animal companion or familiar a natural defense of +5 DEF. You must abide by the max defense rules of armor, if your companion does not wear armor the max defense is +20 DEF. Light, Medium and Heavy armor have their own rules, please see the Armor section.
(CC - Only)
Winter Child: You are a type of animal that has adapted to a cold environment very well, either because you are naturally from that type of environment or you and your owner spent much time there. This skill gives the animal companion the ability to resist environmental cold dangers without need to make Endurance checks. You are able to make spot checks even in snowy conditions.
(CC - Cold type animal)
FLAVOR
COMPANION CLASS
This class is ONLY for Animal Companions or Familiars. Animal Companions and Familiars can only be given professions in this section. So, when they rank up enough to choose a second class, they take "Companion" again, and when they take a second profession, you'd choose it from this section as well.
Companion Bonus: 1 free companion (CC) skill can be taken.
Combatant : Bonus - A companion trained as a combatant knows the commands Attack, Down, Stay, Subdue.
[This is for animal companions or familiars who are going to focus on fighting alongside their owner.]
Defender : Bonus - A companion trained as a defender knows the commands Defend, Stay, Seek, Alert, and Recover.
[This is for animal companions or familiars who are going to focus on defense of their owner.]
Sneaky : Bonus - A companion trained to be sneaky knows the commands Detect, Alert, Sneak and Fetch.
[Sneaky companions are trained in rogue-like skills, and are skilled in stealth and ambush.]
Supportive : Bonus - A supportive companion knows the commands Come, Recover, Get Help, and Calm.
[This type of companion supports their owner by knowing how to get help, and keep their owner at ease.]
Magical : Bonus - A magical companion knows the commands Come, Stay, Seek Individual, Detect.
[Magical companions are creatures that have their own magical or supernatural abilities, whether from themselves or from a familiar bond with their owner.]
Tracking : Bonus - An animal trained for tracking knows the commands Track, Ambush, Seek, and Come.
[These type of companions are very talented trackers.]
Hunting : Bonus - An animal trained for hunting knows the commands Come, Hunt, Fetch, Flush Out, and Track.
[This type of companion is trained to hunt, and can hunt alongside their owner or on their own.]
Mount : Bonus - An animal trained to bear a rider knows the commands Come, Stop, Home and Stay.
[This type of companion is trained as a normal mount.]
Combat Mount : Bonus - An animal trained as a combat mount knows the commands Armor, Overrun, Come, Stop and Home.
[This type of companion is trained to bear a rider into combat.]
You may attend adventures with your bodyguard at your side so they can be involved in protecting you, or even send them in your place, while you reap the rewards of XP, GP and even loot when it is over. If you are physically on the mission, you may fight alongside your bodyguard, but if you choose to stand back and let your bodyguard fight be aware you may still be targetted by the enemies!
At Topaz Rank, the noble gains a Manservant or Lady's Maid (NPC) that wears the livery of the noble house and accompanies the noble at all times, able to run errands and do simple duties (non-combat).
At Sapphire Rank, the noble also gains a Bodyguard (NPC) of Sapphire Adept rank, though all armor, items and weapons must be purchased by the noble. This bodyguard is built like an NPC, and has the number of skills and traits that someone at Sapphire Rank would have. Your dossier for your Bodyguard must be approved by tesarikone before your bodyguard can be used.
At Emerald Rank, your Bodyguard (NPC) is now Emerald Adept rank. The bodyguard (or knight) bears the noble's coat of arms on his/her shield, armor or clothing.
At Ruby Rank, your Bodyguard (NPC) is now Ruby Shield rank.
At Obsidian Rank, Your Bodyguard (NPC) is now Obsidian Prime rank.
At Diamond Rank, Your Bodyguard (NPC) is now Obsidian Grand Master rank.
Prerequisites: Noble (Primary), Topaz Rank
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
Ranger's Bond:
Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to deliver your registered spells, allowing you to stay out of melee range of combat. Familiars may also make their own attacks, if you so choose. The benefit of a familiar is that it allows you one extra attack spell per combat, that the familiar delivers. Familiars are specialized Animal Companions, so please see the Animal Companion skill for how you build your Familiar NPC.
Prerequisite: Magical Affinity
Imp Companion : A Black Mage forms a close bond with a particular imp. The imp is loyal to the mage (though ultimately loyal to Hell), and acts as per the Familiar skill, and the Animal Companion skill. If the imp is slain or the diabolist release it from her service, she may gain a new one by performing a ceremony requiring a 24-hour ritual to conjure and bind the new imp to herself. This skill is in place of Animal Companion and Familiar, you may not take either of those skills with this skill.
Prerequisite: Arcane (Primary), Amber Rank
Mystic Tattoo : A Mystic gains the ability to inscribe ancient and tribal symbols on their body to gain more power in their spellcasting. Their first tattoo binds a familiar to them of their choice. If their familiar dies, they will find it reborn the next morning. See the skill "Familiar" as well as "Animal Companion" for more information on building your companion. This skill takes the place of Animal Companion, and Familiar skills, you may not take either of those skills with this skill.
Prerequisite: Mystic
(V - Magical Affinity)
Undead Cohort: A Black Mage is able to gain the service of a loyal undead cohort. This cohort becomes their Animal Companion, and goes by the rules in the skill: Animal Companion. This skill takes the place of Animal Companion skill, you may not take that skill along with this skill.
Prerequisite: Black Mage (Primary)
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)
****New for Owners
Bonded: You and your pet act as one mind in two bodies, enjoying symmetry in battle, making it easy for you to keep your opponents off balance. Whenever you and your pet attack the same target in the same round, you both gain a +1 to Strike and Damage rolls that round. Also, if you are firing into melee and your pet is the only ally currently in combat with the target, you do not need 'combat marksman' to not hit your pet.
Prerequisites: Animal Companion or Familiar Skill
Double Team: Your pet knows how to knock enemies off balance to give you an edge in battle. Once per combat, after your pet has successfully attacked and done damage to an enemy, you may make an immediate attack against the same target.
Prerequisites: Animal Companion or Familiar Skill, Emerald Rank
Protective Talons: Vigilantly circling overhead, your pet may swoop down and snare ranged weapons just before they strike you. If your pet is within five feet of you when you are attacked by a ranged weapon, it may attempt to grab or knock the weapon off course. Roll Strike for your pet, and if they make strike the weapon is grabbed or knocked off course and you take no damage. This can be used once per combat.
Prerequisite: Bonded Skill, Flying Companion, Amber Rank
Protective Paws: Protective of you, your pet may attempt to knock a melee weapon away from you just before it strikes you. If your pet is within five feet of you when you are attacked by a melee weapon, it may attempt to grab or knock the weapon off course. Roll Strike for your pet, and if they make strike the weapon is knocked away before it can hit you, and you take no damage. This can be used once per combat.
Prerequisites: Bonded Skill, Land Companion, Amber Rank
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, Any Animal Companion or Familiar Skill
REMOVED SKILLS
Companion Development
Improved Companion
Nature's Avatar (druid)
ADD for COMPANIONS
*Awaken Animal: Most of your animal companions or familiars are not awakened, they are humble animals serving to the best of their ability through commands you give them. But sometimes, an animal becomes awakened. It gains a personality and becomes more of a 'person' than 'animal'. They can talk, think, and can decide to take actions on its own without waiting for their owner to command them. They still must abide by all skills and commands they know, but it does open up the possibility for taking different types of skills than it could take before.
(CC - Emerald Rank, INT 4, Story of 300-500 words of how it was awakened)
Awesome Blow: Your animal companion or familiar is able to make an attack against a target, and if it hits, pushes them 10 feet and makes them fall prone. This causes the target to lose a turn of combat. This can be used once per combat.
(CC - Bull Rush Strike, Combatant Profession)
Cumbrous Endurance: Before rolling an Endurance save for your animal companion or familiar, you can decide to activate this skill, which gives you a +5 bonus on your save. After the save is resolved, regardless of the result, you lose your next turn. Once per combat.
(CC - Sapphire Rank)
Cumbrous Willpower: Before rolling a Willpower save for your animal companion or familiar, you can decide to activate this skill, which gives you a +5 bonus on your save. After the save is resolved, regardless of the result, you lose your next turn. Once per combat.
(CC - Sapphire Rank)
Dark Companion: Your companion's natural attacks are infused with shadow.
(CC - Magical Profession)
Deadly Poison: If your companion or familiar has a natural poison attack, then this skill can be used to force the target of poison to make two Endurance saves, and they must pass both in order to endure the effects of the animal's poison. This can be used once per combat.
(CC - Poisonous Skill, Amber Rank)
Deep Denizen: You are a type of animal that has adapted to a subterranean environment very well, either because you are naturally from that type of environment or you and your owner spent much time there. This skill gives the animal companion a boost of +5 to Spot checks while underground, and boosts their Scent while underground.
(CC - Scent, Subterranean type animal)
FLAVOR
Desert Dweller: You are a type of animal that has adapted to a desert environment very well, either because you are naturally from that type of environment or you and your owner spent much time there. This skill gives the animal companion the ability to resist environmental heat dangers without need to make Endurance checks. You can also go without water for as many hours as 24 + your Endurance Bonus.
(CC - Hot environment animal)
FLAVOR
Endure Blow: Your animal companion is able to resist bludgeoning attacks made against them, allowing them to take half damage from one bludgeoning attack, once per combat.
(CC - Amber Rank)
*Fatigue Immunity: Your mount can withstand great stress. Your mount becomes immune to any of the Exhausted or Fatigued effects.
(CC - Combat Mount Profession)
Light Companion: Your companion's natural attacks are infused with radiance.
(CC - Magical Profession)
Poisonous: You are an animal companion or familiar that has a natural poison attack. However that poison is delivered (claw, bite, sting), your target must roll a DC15 Endurance save or suffer an extra +5 points of damage that bypasses the target's defenses.
(CC - Animal with a natural poison, such as snake or scorpion)
Even Thicker Skin: This skill boosts your animal companion or familiar's natural defense to +10 DEF. You must abide by the max defense rules of armor, if your companion does not wear armor the max defense is +20 DEF. Light, Medium and Heavy armor have their own rules, please see the Armor section.
(CC - Thick-Skinned)
Frightful Presence: The first round of any combat, an animal companion with this skill may choose to attempt to frighten enemies instead of making an attack. The animal may attempt to frighten as many enemies as their gemstone level, so at Crystal they can target 1 enemy, at Topaz 2 enemies, etc. The enemy must pass a Willpower save against the companions DC10 + Strength Bonus. If they fail, they are Shaken for the remainder of combat (-1 to ALL rolls).
(CC - Intimidating, Combatant Profession)
Knowledge of the Awakened: Your awakened animal is now able to process all the information that it has learned over its life, as well as new information it gleans from the world around it. You may choose as many knowledge types as your animal's INT bonus (see Knowledge skill) as well as Knowledge (Nature) that your animal can now participate in Knowledge Checks when needed.
(CC - Awaken Animal)
Rend: If your companion hits their opponent with a claw attack, they can deal extra damage of half their STR bonus with this skill.
(CC - Combatant Profession)
*Shared Vigilance: Whenever you are within 5 feet of your owner, you both gain a +1 to Spot, Listen, and Search Checks.
(CC)
*Spell Sponge: Whenever your owner target's you with a beneficial spell, the spell's duration is doubled. You may use this once per adventure.
(CC - Familiar)
*Stable Gallop: You run with a smooth and steady gait, and your footing is secure even in unstable terrain. You do not have to roll any checks for running across unstable terrain.
(CC - Mount or Combat Mount Profession)
FLAVOR
Treefriend: You are a type of animal that has adapted to a forest environment very well, either because you are naturally from that type of environment or you and your owner spent much time there. This skill gives the animal companion +5 to Climb checks and you can always find your way home in a forest setting.
(CC - Forest type animal)
FLAVOR
Thick-Skinned: This skill gives your animal companion or familiar a natural defense of +5 DEF. You must abide by the max defense rules of armor, if your companion does not wear armor the max defense is +20 DEF. Light, Medium and Heavy armor have their own rules, please see the Armor section.
(CC - Only)
Winter Child: You are a type of animal that has adapted to a cold environment very well, either because you are naturally from that type of environment or you and your owner spent much time there. This skill gives the animal companion the ability to resist environmental cold dangers without need to make Endurance checks. You are able to make spot checks even in snowy conditions.
(CC - Cold type animal)
FLAVOR
COMPANION CLASS
This class is ONLY for Animal Companions or Familiars. Animal Companions and Familiars can only be given professions in this section. So, when they rank up enough to choose a second class, they take "Companion" again, and when they take a second profession, you'd choose it from this section as well.
Companion Bonus: 1 free companion (CC) skill can be taken.
Combatant : Bonus - A companion trained as a combatant knows the commands Attack, Down, Stay, Subdue.
[This is for animal companions or familiars who are going to focus on fighting alongside their owner.]
Defender : Bonus - A companion trained as a defender knows the commands Defend, Stay, Seek, Alert, and Recover.
[This is for animal companions or familiars who are going to focus on defense of their owner.]
Sneaky : Bonus - A companion trained to be sneaky knows the commands Detect, Alert, Sneak and Fetch.
[Sneaky companions are trained in rogue-like skills, and are skilled in stealth and ambush.]
Supportive : Bonus - A supportive companion knows the commands Come, Recover, Get Help, and Calm.
[This type of companion supports their owner by knowing how to get help, and keep their owner at ease.]
Magical : Bonus - A magical companion knows the commands Come, Stay, Seek Individual, Detect.
[Magical companions are creatures that have their own magical or supernatural abilities, whether from themselves or from a familiar bond with their owner.]
Tracking : Bonus - An animal trained for tracking knows the commands Track, Ambush, Seek, and Come.
[These type of companions are very talented trackers.]
Hunting : Bonus - An animal trained for hunting knows the commands Come, Hunt, Fetch, Flush Out, and Track.
[This type of companion is trained to hunt, and can hunt alongside their owner or on their own.]
Mount : Bonus - An animal trained to bear a rider knows the commands Come, Stop, Home and Stay.
[This type of companion is trained as a normal mount.]
Combat Mount : Bonus - An animal trained as a combat mount knows the commands Armor, Overrun, Come, Stop and Home.
[This type of companion is trained to bear a rider into combat.]