Companions
A companion is a creature to which another creature has gained the full trust of. Companions act as followers to whoever they accompany.
A player character who has a companion has full control over its actions. During combat, companions act on their own turns, but are controlled by the
player they're accompanying.
Companion Rules
Companion creatures are subject to the following rules:
- A creature can have any number of companions.
- Companions are always fully controlled by their owners, unless another effect causes their allegiance to change.
- A companion creature has its own separate stats and abilities, including its own initiative modifier. It rolls for initiative separately from its owner, and has a separate turn with its own set of action frames.
- The owner of a companion issues commands by choosing the companion's actions during its turn, or as reactions if the companion has any. The owner can't use its own action frames to control companions.
- A companion must be able to see or hear its owner in order to be controlled directly.
- If a companion will be out of communication range from its owner for any length of time, the owner can issue commands in advance that can last for any amount of time.
- If a companion is out of communication range from its owner and hasn't received any additional commands, it will continue to pursue the last task it was given. If no such command was given, the GM decides how the creature reacts. It may wait idle for its owner to return, or revert to its instinctual behavior.
- If a companion's player character owner is being controlled by the GM due to absence from a session, then the companion is controlled by the GM as well.