Difference between revisions of "Companions (D&D)"

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All mounts, companions, and familiars have abilities based on your hit dice, not your level. This applies mainly to paladins, rangers, druids, sorcerers, and wizards.
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All mounts and companions have abilities based on your hit dice, not your level. This applies mainly to paladins, rangers, and druids. The familiars of sorcerers, and wizards already have hit points, skills and saves that progress by character level rather than class level, and are not supposed to be in action as much, so this is less important to them.
  
If you have a companion that does not evolve over levels, either because it never did or because you have outleveled the class progression that makes it evolve, add one hit dice per level you acheive. This only applies to paladin mounts, animal conmpanions and familiars post level 20.
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If you have a companion that does not evolve over levels, either because it never did or because you have out-leveled the class progression that makes it evolve, add one hit dice per level you achieve. This only applies to paladin mounts, animal companions and familiars post level 20.
  
 
The waiting period to get a new companion if one dies or is dismissed is standardized at one week. If a special mount dies, the paladin has to ''atone''. If an animal companion dies, get a druid to ''commune with nature'' to determine the general condition of nature in the area where you are; if this is good, you can get a new companion. If not, you have to solve the problem and try again. Yes, you can travel to a natural paradise to make this easy. A familiar can be summoned at the normal cost.
 
The waiting period to get a new companion if one dies or is dismissed is standardized at one week. If a special mount dies, the paladin has to ''atone''. If an animal companion dies, get a druid to ''commune with nature'' to determine the general condition of nature in the area where you are; if this is good, you can get a new companion. If not, you have to solve the problem and try again. Yes, you can travel to a natural paradise to make this easy. A familiar can be summoned at the normal cost.

Revision as of 08:55, 15 March 2007

This article is imported from the Hastur wiki. See the import log for details.

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Unofficial rules compendium

All mounts and companions have abilities based on your hit dice, not your level. This applies mainly to paladins, rangers, and druids. The familiars of sorcerers, and wizards already have hit points, skills and saves that progress by character level rather than class level, and are not supposed to be in action as much, so this is less important to them.

If you have a companion that does not evolve over levels, either because it never did or because you have out-leveled the class progression that makes it evolve, add one hit dice per level you achieve. This only applies to paladin mounts, animal companions and familiars post level 20.

The waiting period to get a new companion if one dies or is dismissed is standardized at one week. If a special mount dies, the paladin has to atone. If an animal companion dies, get a druid to commune with nature to determine the general condition of nature in the area where you are; if this is good, you can get a new companion. If not, you have to solve the problem and try again. Yes, you can travel to a natural paradise to make this easy. A familiar can be summoned at the normal cost.

Some additional familiars:

Druids and rangers can have vermin as companions: