# Animal Companion
Some adventurers walk the world with a beast at their side—a hawk, a hound, a wolf, a great owl. The bond between them is neither that of master and servant nor employer and hireling, but something older and stranger: struck not by coin but by spirit. The following rules cover how a player character (PC) acquires, sustains, and fights alongside an **Animal Companion**.
The Animal Companion ability is available to any PC who meets at least one of the following requirements:
- **Druid** (any level)
- **Ranger** (any level)
- **Wizard** (any level) – may build on or replace the *Apprentice/Familiar* ability
- Any PC with an Aspect score of 2 or higher
>**Note:** A PC may have only one Animal Companion at a time.
## Acquiring a Companion
There are three ways to bond an Animal Companion.
### The Wild Bond
The PC seeks out an unbonded creature in its native habitat and, over the course of one full day, attempts to win its trust through patience, gentleness, and offerings of food or shelter. At the end of the day, conduct an **Aspect Challenge** against the creature's Toughness; on a success, the bond is struck. On a failure, the creature departs and may not be re-attempted for one week.
>**Note:** the *know nature*, *hide*, or *sneak* skills each grant a +1 bonus to the Aspect Challenge.
### The Charmed Bond *(Druid)*
A Druid may use the *Charm Animal* spell to bond an animal in the wild without an Aspect Challenge. The bond endures for the duration of the spell; if the spell is renewed before it expires (at standard MP cost), the bond deepens into a permanent one as per the Wild Bond.
### The Trained Companion
In settlements, trained animals may be purchased or gifted from kennels, stables, mews, or druidic groves. Use the table below for typical costs.
## Companion Tiers
| Tier | Examples | T | HP | PP | Atk | Damage | Cost |
| ----------- | ---------------------------------- | ---- | --- | --- | --- | ------ | ------ |
| Lesser | hawk, raven, cat, small hound | T3-4 | 2-3 | 1 | +0 | 1 | 25 gp |
| Greater | wolf, war-dog, great owl, mastiff | T5 | 4-6 | 2 | +1 | 1 | 75 gp |
| Exceptional | dire wolf, war horse, mountain cat | T6-7 | 6-8 | 2-3 | +1 | 1d5 | 200 gp |
The companion's tier may not exceed the PC's character level on first bonding. **Exceptional** companions further require Ranger or Druid level 3+, or the Wizard *Apprentice/Familiar* ability.
>**Note:** game masters may freely substitute stats from *Fantasy Monsters* (e.g., wolf, giant eagle, brown bear cub) for any companion. The tier table is a baseline; the bestiary is canon.
## Combat
The Animal Companion acts on its PC's turn and does not have its own initiative. By default, the companion will defend itself if attacked but will not attack of its own accord.
### Directing the Companion
The PC may direct the companion to make a single attack against a target within sight, as a **free action**, at the cost of **1 Power Point**. The companion rolls 1d10 + its attack bonus versus the target's Toughness; on a hit, it inflicts its damage.
This effectively grants the PC one additional attack per combat round at the cost of 1 Power Point.
### Range
The companion must remain within **60 ft.** of the PC to be directed. Flying companions (hawks, owls, ravens) may operate at any range, provided the PC and the companion share line of sight to one another.
### Damage and Healing
Companions use the standard healing rules. A companion reduced to 0 HP is incapacitated for 1d10 hours and must be carried or recovered; if struck again while at 0 HP, it dies.
## Out of Combat
A bonded companion confers several quiet benefits:
- *Alarm in Camp* – when the party is camped or asleep, the companion grants a 1-in-2 chance of waking the PC before the party is surprised.
- *Heightened Senses* – the PC gains +1 to Perception Checks made within the companion's natural senses (sight for raptors, smell for hounds, hearing for cats, etc.).
## Loyalty and Morale
Animal Companions use the [[Hirelings|hirelings]] morale rules, using the PC's Aspect score as a bonus against failure; a failed companion retreats to within 10 ft. of the PC and defends itself only until rallied (T5 Aspect Check, free action) or combat ends.
>*The Frenzied Companion* – If the PC is reduced to 0 HP, the companion enters a frenzy regardless of morale, attacking the PC's last attacker freely for 1d5 rounds.
## Death and Mourning
If the Animal Companion dies, the PC mourns for 1d10 days (-1 Aspect during this time), after which a new companion may be bonded.
## Class Notes
**Druids** may bond a companion of one tier higher than their character level, and treat *Charm Animal* as a companion bond for the duration of the spell. **Rangers** may select Animal Companion as one of their two starting class abilities, with a +1 bonus to the Wild Bond Aspect Challenge. **Other PCs** (Aspect 2+) must take the ability as an Additional Class Ability at any level after the first, and their companions may not exceed the Greater tier.