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pets, minions and companions

Players are also given the option to load predetermined stats into a pet or companion.

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The rules for owning a companion in combat are listed below.

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The items that correspond with owning a companion can be found [ here ].

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COMPANION RULES

• Players attack or heal with their pets, instead of taking actions themselves.
Players cannot double up on actions unless they have an item or set bonus stating so.

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• A pet can act as a tank if necessary; any direct attack against the pet is taken by the pet first. They can also Taunt, if the owner has the item for it.

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• A pet can be K.O.'d and revived; it is revived to half health, rounded down, when their owner passes a revive roll.
Revivals take a full player's turn unless the player has an item, set bonus or consumable that says otherwise.

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• Pets can heal other players if the owner has an item that says so, otherwise Insight-talented pets can only heal their owners.

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• Pets can perform the same actions as their owners, utilizing their equipped items, but they share a cooldown or round-use limitationas an example, a pet can use a player's melee-ranged non-pet item if they are in melee range, and the player is not.

COMPANION ITEMS

All companion items are marked as the secondary set bonuses or Chromatic as to give players with a companion the option to collect a secondary set bonus, if the set bonus mechanic is implemented in the group's system.

 

No companion items are marked as 
Defender, Restorator or Assailant.

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Most of the companion items will be cantrip level items, or non-combat items that assist the player controlling them. Choosing a companion item will fill a player's allocation of one item space, in addition to their summon item.

COMPANION HEALTH

All pets have half their owner's active health pool, rounded up.

COMPANION SUMMONS

Pet Item

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To utilize a pet or a companion, a player has to have a specific item in their inventory equipped and taking up a slot. This will take one of the available spaces in a player's inventory, but allows them to control their pet, summon or companion freely.

COMPANION MODIFIERS

Companions are like players in that they have three modifiers in which players can place points; Cunning, Insight and Vigor. Players allocate 2, 1 and 0 points into each of these modifiers.
Just like player stats, they
cannot be modified to increase one at the cost of another (e.g., 3, 1, -1).

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Cunning is Dexterity and Intelligence, Insight is Wisdom and Charisma, while Vigor is Strength and Constitution.

There is no bonus health from Constitution for a pet; their health is derived from their player's.

When a player rolls to attack with their companion, they roll as they would normally with their modifiers, but instead of their own, they use their companion's.

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Meet Rotwracker, Riley's ghoul and salesman!
He is very good at his job.

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If Rotwracker here was going to make a Charisma roll to try to sweet-talk some innocent townspeople into accepting a few pamphlets, Riley's player would have him use his Insight.

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If they were going to have him attack them instead, she would have him use his Cunning.

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She would not use her own Charisma or her own Strength when using Rotwracker with her emotes.

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ROTWRACKER

INSIGHT +2

VIGOR +1

CUNNING +0

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