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Oryan77
2013-06-04, 07:34 PM
This is my attempt at converting the 3rd Edition Wild Cohort feat to Pathfinder. The original feat can be found here:
http://www.wizards.com/default.asp?x=dnd/re/20031118a

I tried to make it so that it is weaker than even a Ranger's animal companion (effective druid level -3) while still being able to be obtained at 1st level. This would be for situations where maybe a Fighter wants to have some guard dogs, or for a Mr. Evil that likes to pet his cat in the board room while taking over the world. Simply buying a pet that doesn't advance just doesn't seem personal enough for characters like this. I've also never liked the idea of using the Leadership feat to obtain an animal cohort.

So this is what I came up with. Please look it over and let me know if it is totally wonky. I wouldn't want to regret allowing this feat into the game. :smallamused:
I run a 3.5/Pathfinder hybrid game, so there is some mention of 3.5 content. I think it can be ignored here and still make sense. Thanks for looking!


Wild Cohort [General]

You have a special bond with a wild animal, and it is willing to travel and adventure with you.

Benefit: You gain an animal cohort. The animal cohort is generally friendly to you and is willing to follow you and adventure with you. If given proper training, the animal cohort will willingly serve as your mount, guardian, and companion. (See the description of the Handle Animal skill for more details on training animals.)
A character can choose from any animals listed in the druid’s Animal Companion Choices section. Your Class Level for determining your Animal Cohort Base Statistics is your Effective Character Level (ECL).

Special: Druids and rangers who take the wild cohort feat gain an animal cohort in addition to their animal companion. Although the two abilities are similar, they follow different sets of rules and must be tracked separately.

You can gain this feat multiple times to gain additional animal cohorts, but each time this feat is taken, your effective Class Level for determining each Animal Cohort’s Base Statistics is -1 plus an additional -1 per animal cohort you now have.

For example, a 6th level character that has 3 animal cohorts uses the statistics for a Class Level 2 animal cohort rather than a Class Level 6 animal cohort for each animal.

Feats that improve an animal companion can also be taken to improve a single animal cohort. The animal cohort otherwise works just the same as an animal companion in all other aspects.

Animal Cohort Base Statistics:

{table] Class Level | HD |BAB|Fort Save|Ref Save|Will Save | Skills | Feats | Natural Armor Bonus | Str/Dex Bonus | Bonus Tricks | Special
1st | 1 | +0 | +1 | +1 | +0 | 1 | 1 | +0 | +0 | 0 | —
2nd | 1 | +0 | +1 | +1 | +0 | 1 | 1 | +0 | +0 | 0 | —
3rd | 2 | +1 | +2 | +2 | +0 | 1 | 1 | +0 | +0 | 0 | Evasion
4th | 2 | +1 | +2 | +2 | +0 | 2 | 1 | +1 | +0 | 1 | Ability Score Increase
5th | 3 | +1 | +3 | +3 | +0 | 2 | 2 | +1 | +1 | 1 | —
6th | 3 | +2 | +3 | +3 | +1 | 3 | 2 | +1 | +1 | 1 | Devotion
7th | 4 | +2 | +3 | +3 | +1 | 3 | 2 | +2 | +1 | 2 | —
8th | 4 | +3 | +4 | +4 | +1 | 4 | 2 | +2 | +1 | 2 | —
9th | 5 | +3 | +4 | +4 | +1 | 5 | 3 | +2 | +2 | 2 | Ability Score Increase, Multiattack
10th | 6 | +4 | +5 | +5 | +2 | 6 | 3 | +4 | +2 | 3 | —
11th | 6 | +4 | +5 | +5 | +2 | 6 | 3 | +4 | +2 | 3 | —
12th | 7 | +5 | +5 | +5 | +2 | 7 | 4 | +4 | +3 | 3 | —
13th | 8 | +6 | +6 | +6 | +2 | 8 | 4 | +6 | +3 | 4 | —
14th | 9 | +6 | +6 | +6 | +3 | 9 | 5 | +6 | +3 | 4 | Ability Score Increase
15th | 9 | +6 | +6 | +6 | +3 | 9 | 5 | +6 | +4 | 4 | Improved Evasion
16th | 10 | +7 | +7 | +7 | +3 | 10 | 5 | +8 | +4 | 5 | —
17th | 11 | +8 | +7 | +7 | +3 | 11 | 6 | +8 | +4 | 5 | —
18th | 12 | +9 | +8 | +8 | +4 | 12 | 6 | +8 | +5 | 5 | —
19th | 12 | +9 | +8 | +8 | +4 | 12 | 6 | +10 | +5 | 6 | —
20th | 13 | +9 | +8 | +8 | +4 | 13 | 7 | +10 | +5 | 6 | Ability Score Increase
[/table]



A wild cohort becomes superior to a normal animal of its kind and has special powers, as described below.

An animal cohort's abilities are determined by the character's Class Level (or ECL) and its animal racial traits. The druid’s Animal Companion Base Statistics chart determines many of the base statistics of the animal cohort. They remain creatures of the animal type for purposes of determining which spells can affect them.
Although the animal cohort improves significantly compared to others of its kind, its abilities do not rival those of an animal companion.

Class Level: The effective character level from all class levels, racial hit dice, & level adjustments stack for the purpose of determining the animal cohort's statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the animal cohort possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the animal cohort's base attack bonus. Animal cohorts do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the animal cohort's base saving throw bonuses. An animal cohort has good Fortitude and Reflex saves.

Skills: This lists the animal's total skill ranks. If an animal cohort increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal cohort with an Intelligence of 3 or higher can purchase ranks in any skill. An animal cohort cannot have more ranks in a skill than it has Hit Dice.
Animal cohort can have ranks in any of the following skills: Balance* (Dex), Climb* (Str), Escape Artist (Dex), Hide* (Dex), Intimidate (Cha), Jump* (Str), Move Silently* (Dex), Search* (Int), Spot* (Wis), Survival (Wis), and Swim* (Str).
All of the skills marked with an (*) are class skills for animal cohort. Animal cohort with an Intelligence of 3 or higher can put ranks into any skill.

Feats: This is the total number of feats possessed by an animal cohort. Animal cohort can select from the following feats: Acrobatic, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Flyby Attack, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Iron Will, Lightning Reflexes, Mobility, Multiattack, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Improved Toughness, Weapon Finesse, and Weapon Focus.
Animal cohort can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal cohorts cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice. Animal cohorts with an Intelligence of 3 or higher can select any feat they are physically capable of using.

Natural Armor Bonus: The number noted here is an improvement to the animal cohort's existing natural armor bonus.

Str/Dex Bonus: Add this value to the animal cohort's Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the character might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The character selects these bonus tricks, and once selected, they can’t be changed.

Special: This includes a number of abilities gained by animal cohorts as they increase in power. Each of these bonuses is described below.

Evasion (Ex): If an animal cohort is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The animal cohort adds +1 to any one of its ability scores.

Devotion (Ex): An animal cohort gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal cohort gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal cohort instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal cohort takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

genericwit
2013-06-06, 04:11 PM
Remind me again why you can't just port in Wild Cohort as is?

Oryan77
2013-06-06, 05:23 PM
Remind me again why you can't just port in Wild Cohort as is?

For the same reason that Pathfinder Druids and Rangers don't simply use the 3.5 version of Animal Companions.